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May 17th, 2008, 01:07 Posted By: JKKDARK
New version of the Atari 2600 emulator for Linux, Mac OSX and Windows.
Changelog:
* Added AtariVox support using a real AtariVox device, where Stella sends data directly to the AtariVox. For now, this is supported in Linux/UNIX, OSX, and Win32 only. You'll obviously need a real AtariVox, and a serial<->USB adaptor to connect it to your system. Added '-avoxport' commandline argument used to set the serial port to which the AtariVox is connected. Special thanks to Al Yarusso and Richard H. for providing sample hardware.
* Added AtariVox and SaveKey EEPROM emulation. This reads/writes data to a 32KB file, not to the actual hardware. Very useful for testing EEPROM support without actually wearing out the real device. Special thanks to J. Payson for providing the EEPROM emulation code, and A. Herbert for answering many driver-related questions.
* Added support for CX-22, CX-80, and AmigaMouse trackball controllers.
* Improved debugger symfile handling so that addresses accessed as read-only won't use write-only labels (and vice-versa). More work is still needed in this area.
* Added M6532/RIOT tab to the debugger. This will be expanded on in a future release.
* Added TIA emulation fixes for graphical glitches in Escape from the Mindmaster, Mission Survive, Solaris, and SWOOPS!
* Fixed bug where fullscreen OpenGL scaling wasn't working on 4:3 monitors.
* Further improvements to the M6532/RIOT emulation, which unfortunately have broken old state files (again).
* Added deadzone setting, for adjusting the deadzone amount for analog joysticks. This can be set using the commandline argument '-joydeadzone' or dynamically within the UI.
* Make ROM disassembly in debugger take advantage of a wide window.
* Fixed bug in 6507 BCD handling introduced in the last release.
* For the Win32 port; Win9x should be fully supported again.
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May 17th, 2008, 00:25 Posted By: wraggster
June's shaping up to be a pretty special month 'round here. In addition to whatever Apple's got up its sleeve and all the new gear set to announce at Computex, Asus will be launching its Atom-based Eee PC 901 just like we heard. June 3rd is the date for "a price below" $650. We assume that means $649.99. DigiTimes' reliable market channel sources claim the 8.9-inch 901 will also feature Bluetooth for the first time (you know, without a hack) while the rest of the tech specs remain the same. That's $250 more than the 10-inch, Atom-based, MSI Wind running Linux and launching on the same day. Oh ASUS, what have you done?
Update: To be fair, it could be that the $650 Eee PC 901 model runs XP and the Linux-based Eee PC 901 will sell for (a lot) less -- the XP-flavor of the MSI Wind costs between $500 and $549
http://www.engadget.com/2008/05/16/a...ith-bluetooth/
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May 16th, 2008, 21:19 Posted By: Shrygue
via Gizmodo UK
Microsoft and the One Laptop Per Child (OLPC) foundation have ended their spat and all new XO laptops will start offering Windows XP.
The alliance is seen as a way to help boost sales of the worthy, but slow-selling, XO laptop to under-developed countries. It’s speculated that certain countries wanted Windows XP over the Linux-based OS the XO currently uses before they’d flash the cash. It's good that Microsoft has finally stepped up since there's no love lost between OLPC and Intel.
Microsoft has modified XP to run on the XO, with customised drivers that allow it support the laptop’s e-book reading mode, standard Wi-Fi networking, camera, writing pad and custom keys, as well as the power-saving and other features of the XO hardware. Essentially, it now means that ‘hundreds of thousands of third-party applications and devices available for Windows will now be compatible with the XO laptop’.
Nicholas Negroponte, founder and chairman of OLPC, said:
“From the beginning, the goal of OLPC has been to use technology to transform education by bringing connectivity and constructionist learning to the poorest children throughout the world. Today’s announcement, coupled with future plans for a dual boot version of the XO laptop, enhances our ability to deliver on this vision. In addition, OLPC will work with third parties to port its user interface, called ‘Sugar,’ to Windows.”
Windows-based XO laptops will be available from next month.
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May 16th, 2008, 20:31 Posted By: Shrygue
via IGN
BioWare announced today that the award-winning action role-playing game (RPG) Mass Effect for PC, published by Electronic Arts, has gone into manufacturing. Mass Effect will be available in North America on May 28, 2008 and June 6, 2008 to European retailers.
Gamers can still take advantage of pre-order specials1 and should check with their preferred retailer for information. Alternatively, gamers who pre-order Mass Effect through the Electronic Arts online store at www.eastore.ea.com will receive bonus items2 from the game Dead Space, the highly anticipated sci-fi survival horror game by EA, including the first issue of the Dead Space comic book and a Dead Space poster while supplies last.
Fully optimized for the PC through a collaboration between BioWare and Demiurge Studios, Mass Effect includes a new Tactical Heads-Up Display, higher resolution visuals, an enhanced inventory system, fully optimized controls designed specifically for the PC, individual squad control and a new decryption mini-game. The "Bring Down the Sky" downloadable content for Mass Effect on PC, featuring 90 minutes of new gameplay, will also be available free3 for registered BioWare Community members at the launch of Mass Effect PC.
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May 16th, 2008, 01:34 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* Only playing favorites in screensaver now also works for emulators
* Fixes not playing videos and Karaoke in some configurations
* Fixes not playing selected playlist when Jukebox set to play at startup
* Fixes aspect ratio of system logos in favorites
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May 15th, 2008, 12:00 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------------------
01795: [Misc.] tm, tm3k, tm4k, tm5k, tm7k: Day on clock doesn't work (Luigi30)
01717: [DIP/Input] arcadecl, sparkz: Service Key mapped twice. (stephh)
01713: [DIP/Input] spaceg: All joystick/buttons mapped twice. Button 1 is mapped 3 times! (stephh)
01791: [DIP/Input] asterock: Unable to credit up or play the game. Also, there are discrete sound issues. (Fabio Priuli)
01790: [DIP/Input] zerowng2: Last "Unused" dipswitch is for territory. (Roberto Fresca)
01738: [Misc.] neruton: Typo in title (Roberto Fresca)
01787: [DIP/Input] columnsu: 1st unknown dip switch indentified (Roberto Fresca)
Source Changes
------------------------
Improved cbombers sprites [Philip Bennett]
Renamed ports and used AM_READ_PORT macros in arcadecl. [stephh]
Add feature to the cia6526: in READ operation the value can be forced by a external circuit; this feature is necessary for MESS. [robiza]
undrfire.c improvements: [Philip Bennett]
* Hooked up cbombers steering wheel input.
* Changed ES5505 clock rate to 30476100/2.
* Unified cbombers memory maps and tidied up some code.
* Removed the undrfire speedup hack.
Marked the sound roms on Q*Bert's Qubes as bad and changed the flag to imperfect sound. The current sound cpu roms are the same as on a normal Q*Bert board, which is incorrect. At least three sound effects are present in the real qq-snd roms but not the Q*Bert qb-snd ones. [Lord Nightmare]
Fixed the ROZ effect in Namco NA1 driver. ROZ tilemap is actually an additional tilemap. Fixes a bug where a "roz enable" test was causing a normal layer to be rendered with ROZ effects in-game. There is no roz enable register - it's always available for mixing with other tilemaps and sprites. This also adds a missing NAMCO logo zoom/spin effect in Emeralda's attract mode. [Phil Stroffolino]
Added memory address parameter to CDP1802 DMA callbacks, and added a macro for the CPU interface. [Curt Coder]
Rewrote the Gaelco video ram encryption, which finally makes sense. The key observation was that when decrypting the second word, both encrypted and decrypted bits of the first word are used. Many thanks to Javier Valero for the detailed information that made this possible. [Nicola Salmoria]
Fixed coin inputs, added validator input, and added notes on inputs to the tmaster driver. [Luigi30]
Merged memory maps for drivers: tagteam, tail2nos, tankbatt, tankbust, taotaido, targeth, and taxidrvr. [Andrew Gardner]
New driver for old Game-A-Tron gambling games hardware.
[Roberto Fresca]
- Properly decoded graphics.
- Proper memory map.
- Added NVRAM support.
- Proper Inputs through 8255 PPI I/O chip.
- Both games are working.
- Added technical & game notes.
New universal dynamic recompiler system: [Aaron Giles]
The central module is drcuml.c, which defines a universal machine language syntax that can be generated by a frontend recompiler and then retargeted via a generic backend interface to any of a number of different architectures. A disassembler for the UML is also included to allow examination of the generated UML code.
Currently supported backend architectures include 32-bit x86, 64-bit x86, and a platform-neutral interpreted C backend that can be used as a fallback for platforms without native support. The C backend also performs additional validation to ensure assumptions are met.
Along with the new architecture is a new MIPS III/IV recompiler frontend. This frontend has been rewritten from the old x64-specific recompiler to generate UML opcodes instead. This means that the single recompiler can be used to target multiple backend architectures and should in theory produce identical results across all of them.
The old 32-bit and 64-bit MIPS recompilers are now officially retired. The new system provides similar performance (within 5% generally) to the old system and has similar compatibility. The only currently known issues are some problems with the two Gauntlet 3D games.
Added DS5002FP CPU core. [Manuel Abadia]
Added CDP1852 I/O buffer chip, and used it in Altair/Draco. [Curt Coder]
Found the proper algorithm to decrypt the blue TAB PCB in the funworld driver. Replaced the old decryption tables with the proper decryption scheme. Updated technical notes. [Roberto Fresca]
Added uncompressed AVI recording: [Aaron Giles]
Extended aviio to be able to write RGB bitmaps. Unfortunately, the only option is fully uncompressed, which means the resulting AVIs are *HUGE* and may not play correctly in realtime due to high data rate. The intention is that these uncompressed AVIs are post-processed by other utilities to compress the video and produce a realtime playable result.
Added new command-line option -aviwrite which works just like -mngwrite, except it produces AVIs and streams sound to them. Updated documentation accordingly.
Shift+F12 still produces MNGs for now, though this might change in the future.
Modified fileio.c to retain the full pathname to the file so that it can be queried while the file is open.
Updated TMS5200/5220 documentation and comments. Fixed the chirp table implementation in both the 51xx and 52xx chips. [Lord Nightmare]
Fixed default dipswitches on thoop to give more than 1 life. [David Haywood]
Bug fixes for NamcoNA Hardware: [Phil Stroffolino]
- support for scanline effect (fixes invisible dolphin in Emeralda attract mode)
- ROZ implementation no longer breaks Numan Athletics pixmap layer
- blitter fixes; xday graphics are now correct
- identified extra communications RAM used by xday (probably to control printer)
Fixed crash in dynax games due to missing MSM6242 device. [Dirk Best]
Changed Black tiger main Z80 clock to 6MHz and sound Z80 clock to 3.579545MHz as verified on PCB. [Corrado Tomaselli]
Consolidated opbase variables into a structure and rescoped them so they are hidden for general access. [Atari Ace]
New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------------
Pit Boss Superstar [Hugh McLenaghan]
Chase Bombers [Phil Bennett]
Card Games? [Roberto Fresca]
Slots Game? [Roberto Fresca]
World Rally [Manuel Abadia, GAELCO SA]
beatmania 7th MIX (ver JA-B) [Chizzy]
New clones added
--------------------------------
The Legend of Kage [Stefan Lindberg]
Megatouch III (9255-20-06 RON) [Brian Troha]
Ghox (set 2) [Tormod Tjaberg]
Demon's World / Horror Story (early edition) [Brian Troha]
Legendary Wings (bootleg) [Sonikos]
New games marked as GAME_NOT_WORKING
----------------------------------------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]
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May 14th, 2008, 22:05 Posted By: Shrygue
via Eurogamer
PMOG, the Passively Multiplayer Online Game, has launched what could be the strangest concept in browser RPGs yet (and there are some pretty strange ones out there).
PMOG has been in beta for the last 10 weeks, and in that time has already succeeded in ensnaring several friends of Eurogamer MMO.
PMOG is an extension for the Firefox browser that allows you to play the internet as if it were an MMORPG. You can level up and build a player profile through surfing, leave loot and traps on certain sites for other players to discover, and take missions sending you to the furthest reaches of the internet - for example, find the best sites for rumours about Apple hardware.
Bizarrely, PMOG also features a back-story and lingo drawn from surreal science-fiction Victoriana. On top of this, you can earn badges for completing certain tasks.
Yes, that's right: the internet's very own Achievements. Example: "Indie - for players who go a 24 hour period without using Google."
We'll have more on PMOG on Eurogamer MMO in future. It's just too curious to ignore.
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May 14th, 2008, 20:09 Posted By: JKKDARK
New update of the Microbee emulator for PC.
Changelog:
New for this release:
* Joystick emulation added. Emulates the standard Microbee Joystick. The
joystick is also able to be mapped to Microbee keys permitting games and
other applications to use joystick controls.
* Added joystick select and enable option --js.
* Added Microbee joystick options: --js-clear, --js-mbee, --js-up,
--js-right, --js-down, --js-left, --js-fire, --js-play1, --js-play2,
and --js-spare.
* Added joystick to keys mapping options: --js-klist, --js-kbd, --js-kk,
--js-kb, --js-kset and --js-ksel.
* Added EMUKEY+J+K (or EMUKEY+J <K>) hot keys to select a joystick key map
set. K is 'A'-'Z'. First 26 sets are selectable from keyboard, 256 sets
are available in total.
* Added EMUKEY+J+0 (EMUKEY+J <0>) disables Microbee and keyboard mapping for
joystick. EMUKEY+J+1 (EMUKEY+J <1>) enables Microbee joystick.
* Z80 CPU speed improvements to better regulate the execution rate rather
than just per each Z80 code frame executed. This improves sound quality
but may vary between installations.
* Full screen toggle using the mouse now requires a double clicking action.
* Added --dclick option to set double click speed for mouse events.
* Added --status option to customize the status line in the title bar.
* Additional status information displayable now includes joystick, tape in,
title, sys, serial, print, short/long drive and others.
* Added --title option to set a custom title name.
* Added --spad option to set padding between status information.
* Added --basram option to use SRAM instead of ROM at 0xA000-0xBFFF.
* Added --pakram option to allow a PAK location to use SRAM instead of ROM
at 0xC000-0xDFFF.
* Added --netram option to use SRAM instead of ROM at 0xE000-0xEFFF.
* Added PAK1-PAK7 ROM PAKs for 2mhz model emulation. Use OUT 10,n followed
by an EDASM command to select.
* All PAKs are now preloaded when emulator starts up.
* Added function_joystick() functions.
Fixed:
* File name matching in win32 fixed in a function that returns the next
directory entry. Was only able to match file names that used all lower
case. CP/M support program HOST2CPM should now work.
* Options --rom2 and --rom3 overrides did not load any ROM images.
* Teleterm model keys are now associated with the Teleterm keyboard.
* Added two missing compile conditionals '#ifdef USE_LIBDSK' around where
disk.dg.dg_secsize is used in fdc.c. Needed when compiling with LibDsk
disabled.
* Fixed an endianess issue in function_stdio() function for the 'putchar
function'.
* PIO potential mode set problem discovered when adding joystick code.
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May 14th, 2008, 20:06 Posted By: JKKDARK
New version of the Amstrad CPC emulator for PC.
Changelog:
new feature: ROM-settings
You can choose now your own ROM images with a selector.
Press "Home" to open thie ROM-files dialog.
Type in the full ROM-name in it's field...
P.E.:
Type in Lower ROM - OS6128.zip
If you enter "none" or erase a field, the ROM will be removed from this place.
new web-parameters:
SKINNED = true/false - Tells the emulator, if you want to use a skin or not
SKINB = true/false - Use second skin or not, if SKINNED is set to true
MEMORY = 64,128,256,512 or SILICON - Sets the desired memorysize of emulated model. (If not set, 512k is used)
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May 14th, 2008, 20:03 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:
* Simplified Chinese language file (thanks to muzuiget)
* The new profile wizard has been completely redesigned. With the new auto setup templates new profiles (for games known by the D-Fend Reloaded database) can be setup by only entering the game name and the filename.
* ScummVM based advantures can be configurated and listed together with the DOSBox based profiles now.
* If you define a QBasic interpreter in the setup dialog, you can define bas files as normal program files for games. When executing a bas file profile D-Fend Reloaded will automatically execute it in QBasic in DOSBox.
* A new first run wizard makes setting up language and updates for new users much easier.
* The content of image files can be extracted to a folder now.
* You can build a floppy image from the content of a folder now.
* If you copy prof files to the "Confs" folder while D-Fend Reloaded is running they will be added to the games list immediately.
* Icons form outside the "IconLibrary" folder can now also be used as profile icons (and can be transfered with the profile and included to installers just like the icons in the default icons folder).
* If you delete a profile file while D-Fend Reloaded is running it will ask you if you want to restore the deleted file.
* Now you can setup a codepage to be used in DOSBox for each profile. Additionally there is a default codepage stored in each language file which will be used if the codepage is set to "default" in the profile.
* Now you can (optionally) define a key mapper file for each profile. (If no key mapper file is defined, the DOSBox default key mapper file will be used.)
* A list of batch commands which DOSBox will run after the end of the game can be defined now (some kind of complement of the Autoexec.bat commands).
* Now you can also make installer packages from your profile templates.
* The templates dialog now has an option to change multiple templates at once (like the multi profile editor for normal profile).
* More option to configurate low-level access to mounted CDROMs.
* When creating floppy images you can choose to make the image bootable now.
* The tray icon has a context menu for direct starting and adding of profiles.
* The transfer profiles function can create a portable version of D-Fend Reloaded (by copying files from the current installation and modifing the configuration) in the destination folder before copying the profile data.
* Now you can define if the path to the game and the setup exe file should be interpreted absolute (in the physical file system) or relative (to the file system in DOSBox).
* Now you can configurate in the setup dialog if D-Fend Reloaded should show configuration options in the profile editor which can only be used with DOSBox CVS builds (like multiple floppy images per drive, PhysFS support, setting the number of text mode lines, VGA chipset and video RAM, Glide emulation and printer support).
* When changeing multiple profiles, creating installers etc. now you can select and unselect profiles also by any user defined information. (Until now selecting was only possible by the predefined fields like language, developer, year, etc.)
* Profiles (conf and prof files), screenshots and captured sound can be imported by drag&drop now. Dragging program files to the D-Fend Reloaded program window will open the new profile wizard with the chosen file.
* Within the multi profile editor you can add, change and delete user-defined information fields now.
* For each profile you can define some extra files which will be transfered, uninstalled and packed into installer packages together with the other game files (like it is already possible with the extra directories).
* The profile editor will show a warning if the user trys to create a new profile with no game program filename (and is not using a boot image option).
* When opening the select game exe or select setup exe dialog from the profile editor or the wizard the path of the setup exe or the game exe (if already defined) will be used as initial directory instead of the games base directory.
* When a checksum error (changed or exchanged game program file) is detected, D-Fend Reloaded now also offers the option to turn off checksums for the profile (until now only keep old checksum or create new checksum).
* The checksum driven game file change detection can be turned off in the setup dialog now.
* The mount dialog will show a warning if the users trys to use the same drive letter for two mounted drives.
* The mount dialog will show a warning message if the users trys to mount the the root directory of a drive.
* The dialog for playing captured game sounds has been improved: You can jump to any position in the file via a slider and the captured wave sound can be encoded to mp3 or ogg directly from the dialog now.
* The screenshot view dialog has been improved: You can cycle though the screenshots of a profile via two new toolbar buttons (or by using the cursor keys or the mouse wheel) without closing the dialog. Additionally the zoom level is set to 100% when a new image is loaded.
* The import conf file function now trys to make mount records from the mount commands of the autoexec section.
* Now you can setup which icons should be visible on the toolbar.
* The tooltips in the games list now also show the last modification time of each profile.
* Some new icons in the modern and classic profile editor (thanks to Banjo).
* [Fix] Even if you choose "Restore profile on disk with version from memory" when a file conflict occures the profile on disk will not be changed and the version in memory will be lost as long as you do not make any changes to the profile in memory before closing D-Fend Reloaded.
* [Fix] The boot from floppy image function did not work if you used a single image file.
* [Fix] When using D-Fend Reloaded in portable mode the path to the DOSBox language file was not updated properly what could DOSBox prevent from starting.
* [Fix] The main activation of DOSBox IPX support is not written to the DOSBox conf file when starting a profile with IPX support enabled.
* [Fix] When installing D-Fend Reloaded in user directory mode (the default installation mode) the templates were only created for the user account the installer was run from.
* [Fix] The column visible status was not saved when closing the setup dialog if the columns were not in default order.
* [Fix] When changing the filename of a profile all character after the first "." in the new filename were removed.
* [Fix] The capture folder settings were ignored when importing conf files.
* [Fix] User defined fields were ignored when exporting a games list.
* [Fix] Wrong language in dialogs after changing the program language but closing the setup dialog with "Cancel".
* [Fix] When using the "Minimize to tray" option together with "Start minimized" the application is minimized to the taskbar instead of the tray area on programm start-up.
* [Fix] When adding a new profile via the wizard the information fields (genre, developer, etc.) of the new profile always showed "Not set" until restart of the program.
* [Fix] Wrong default icon in the profile select dialog which opens when clicking on "Template from profile" in the templates dialog.
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May 14th, 2008, 17:01 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- Vista taskbar / Vista Flip3D previews now show correctly when the front-end is minimized... yay!
- Bug that did not always minimized the front-end when running games (when feature is enabled)
- A few minor bugs
- Code clean-ups
- New language support, "Portuguese (Brazil)" (This is hard-coded into the front-end and NO OTHER languages will be added! This is for my personal use.)
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May 14th, 2008, 03:32 Posted By: JKKDARK
SNES emulator for PC, based on Snes9x.
Changelog:
* Lua scripting (by DeHackEd).
* Fixed bugs around input macro.
* Improved joypad/background input around.
* Win32: Fixed 1-frame lag in memory watch.
* Win32: Sync Sound routine for AVI output (experimental).
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May 14th, 2008, 03:30 Posted By: JKKDARK
SNES emulator for PC, based on Snes9x.
Changelog:
- Changed default to disable old sound hack (FixFrequency).
- Win32: Sync Sound routine for AVI output (experimental).
- Win32: Improved joypad/background input around.
- Win32: Fixed full-screen switching bug (hopefully).
- Win32: Improved "Text In Image" option.
- Win32: Fixed macro vanishing bug.
- Win32: Added an experimental option "NotifySoundDSPRead"
- Win32: Added temporary solution for random sound desync.
- Win32: Fixed 1-frame lag in memory watch.
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May 14th, 2008, 02:04 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
+ Please let me do a little an important talk for the game field. It is
continuation of the story (Input Delay(Lag) problem) written last time.
+ The delay influences people who do not feel the delay, too. Even if you
cannot feel the delay, the difficulty of the game goes up certainly, and
the pleasure of the game certainly falls. As a result, there might be a
case that goes away from the game (Or, the played frequency decreases.
Without recognizing the cause for myself).
+ "Golf game" is the most remarkable to feel the delay. Please play
"Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for
easy to watch). And, watch the power meter(small circle) of the screen
seriously when you swing. In the state, push the button of the pad when
the power meter(small circle) came right above person's head. When playing
with the display monitor where delay hardly exists, in "Ootake", the meter
(small circle) stops at once if the button is pushed.
But, in "MagicEngine(input-lag is large)", the meter(small circle) stops
in the place that shifted to the right a little.
If you do not push the button (do not shot) after this, this test can be
repeated. Please try repeatedly. And, you must feel the difference of
"Play Sense".
+ When you recognize the input-lag, if you push the button ahead of time, it
becomes a temporary solution. However, you will not feel good feelings
in the method. True interest of the action game is ruined.
Though it is not desirable, the timing of the golf game can become
accustomed. However, the timing of the baseball and tennis game becomes
unnatural late. Because up, down, left, and right movement is necessary.
Even the timing of other actions and shooting games is similar.
+ As a result, I strongly worry about the misunderstanding (difficult and
not interesting for the delay) of the game.
* Example of measures on emulator author side
-> http://www.ouma.jp/ootake/delay.html
* Measures on user side PC environment
-> http://www.ouma.jp/ootake/delay-solution.html
+ Therefore, please read above-mentioned "Measures on user side PC
environment", and make a good PC environment if possible. And, in
"Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
+ Thank you for reading. Hereafter, they are update details of v1.50.
- "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one
second)" is displayed on the screen(left-bottom). When the personal
computer is an enough speed, this keeps almost 60(occasional 59). When
this frequently falls below 60, the processing speed of the personal
computer is insufficient. In that case, please lighten the setting(
FullScreen[F12] or "Volume->Light PSG" menu).
- In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug
that the voice had become interrupted (generated by v1.49) was corrected.
- When source is compiled with gcc, the part that was not able to be
compiled correctly according to the version of gcc was corrected.
- Additionally, a detailed part has been improved and corrected.
* The happiness of the game is the world human race commonness. It longs for
peace.
* I think that it cannot do improvement & correction of the above-mentioned
if there are many neither operation report nor defect report. Thank you
really for you who reported.
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May 14th, 2008, 02:02 Posted By: JKKDARK
New version of the front end for MAME.
Changelog:
Fixed
When exiting MAWS view, games list focus was not restored
MAME ini files not being generated when setting emulator options from "Emulator Setup" screen, making settings all messed up
Error when loading image background in treeviews and listviews if file does not exist
Bug that did not always minimized the front-end when running games (when feature is enabled)
Weird bug when running Model 2 emu. Front-end window is now restored correctly
Vista taskbar / Vista Flip3D previews now show correctly when the front-end is minimized... yay!
Game name in status bar not properly set when switching between games filters
Minor visual bugs
Changed
All MAME WAV/MNG files are now created in the same folder: "mamesnaps\multimedia_files\"
No more folder restrictions for MAME playback/record input and save state files
Improved
No need for the arrow in drop-down buttons anymore (tool bar buttons)
Feature "select parent game" does nothing if parent is not found or is hidden
Save file dialogs merged and simplified
Removed
"Delete .wav / .mng Files" popup menus
Custom MAME wave output folder (preferences screen)
Added
Support for LCD screen type when creating MAME games lists (no support in screen type filter though)
Incremental search by game name now works for view modes that use EasyListView
Support for MAME 0.125
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May 13th, 2008, 23:05 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* Fixes .lnk files not working in 9.25
* When viewing by system in favorites the system image will now be displayed
* For registered users 7-Zip support has been extended to support zip files. Allowing zip support in emulators that don't support zips
* Flag ICONS are now shown when listing 7-zip goodmerge files on the game information screen
* Fixes memory leak when launching MAME with the Bypass setting turned on. This could stop GameEx working after a couple of days of continuously launching games (eg screensaver). Therefore its recommended to update to this version
* The default game pad exit combination has been changed to also include button 1
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May 13th, 2008, 21:33 Posted By: Shrygue
via IGN
Developer/Publisher Aspyr have released patch 1.3 for Guitar Hero III: Legends of Rock. Patch 1.3 will update the highly popular music game without the need of previous patches. Version 1.3 introduces a new "Front Row Cam" feature that makes the game run smoother on lower end machines. Laptop specific optimizations have also been made for better performance. Other additions include:
- A battery meter icon will display remaining battery charge on
supported laptops.
- A Wifi meter will display signal strength during multiplayer games on
supported laptops.
- Intel X3100 graphics chips are now supported.
Obtain patch version 1.3 from Aspyr's Website
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May 13th, 2008, 21:29 Posted By: Shrygue
via Eurogamer
Funcom and Eidos have revealed that over one million of you have signed up for the Age of Conan beta.
The beta only caters for 50,000 of you, apparently, but the rest of you will get a chance to play the full version in just over a week.
"Funcom has not been able to find any higher beta numbers for MMOs in the Western world," said Funcom money-mouth Morten Larssen.
The developer also revealed that more than 800,000 of you have signed up for the Age of Conan newsletter, and 725,000 unique visitors have popped over to the official site to contribute towards 115,000 forum posts.
Age of Conan is out on 23rd May in Europe, although those of you pre-ordering can get in on the action three days early.
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May 12th, 2008, 23:05 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
Sprite emulation update test version.
- sprites were visible when they were outside of DDFSTRT/DDFSTOP range (which really is DDFSTRT - end of line, another undocumented feature) “Fixes” demo Blittersweet (looks more broken now but it does look exact same on real A500) This update may not be 100% correct yet, it can break other programs. Test and complain'\.
- some archives mounted as a hard drive crashed
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