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April 6th, 2008, 19:46 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
- "Screen->Show Overscan Area" menu was added. When the check is put on this menu, over scanning area (part not seen in edge usual TV of the cathode-ray tube almost) is displayed. I think that the person who was handling the monitor where the over scanning area is seen feels the atmosphere.
* When the game is made, the over scanning area assumes the possibility of not seeing it. There is no problem even if it doesn't see it. Therefore, in some games, the noise image is displayed in the over scanning area.
* The display can be switched by even pushing "F11" key. The switch of "TV Mode" changed to "F11" while pushing "Ctrl" key.
* At "Setting->Screen->Start Overscan Customize" menu, the setting for the start is possible.
- The processing speed and timing were elaborately brought close to a real machine. In "Metal Angel", the problem that the screen has blinked was solved.
- In "Dragon Spirit", "Ys IV", "Youkai Douchuuki" and "Legend of Hero Tomma", even when the turbo-button(auto-fire) setting was set to "High Speed", the function became effective.
- With the game for "PC Engine Mouse", the click operation can be done by even pushing "I" button and "II" button of the joypad (controller 1). And, a wrong reset operation was prevented when the wheel(SELECT&RUN) is operated.
- In "Side Arms (Hu-Card)", the problem that some raster scrolls fell into disorder occasionally was solved.
- Additionally, a detailed part has been improved and corrected.
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April 5th, 2008, 02:21 Posted By: JKKDARK
New update of the arcade emulator for PC.
Changelog:
- Added driver for Taito Z hardware
- Added oopsware's Raiden driver and updated the nec core and vez module
- Retidied the nec core and vez module
- Added iq_132s Gun Smoke driver
- Added iq_132s Scrambled Egg driver
- Changed the M6502 core to Marat's with the interface wrote by kev
- Added kev's m90 driver and his updates to the m92 driver to debug builds
- Tidied the m90 and m92 drivers and corrected the gfx decoding in the m90 driver
- Updated Dec0 drivers to kev's latest version
- Updated Jack the Giantkiller driver to the iq_132s latest version
- Made the "In Game" tab the default on the game selection dialog
- Added a checkbox for Taito to the game selection dialog
- Changed some names to prevent duplicate descriptions
- Matched all sets to MAME 0.124u1
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April 5th, 2008, 02:20 Posted By: JKKDARK
New release of the rom manager for PC.
Changelog:
Updated details for World Heroes (NeoRAGEx) to match MAME v0.120.
Removed some superspy and kikikai ROMs not needed with MAME v0.122.
Removed llander/034597.01 since it was never a real dump!
Renamed desertgu ROMs to match MAME v0.124a (needed by Sideway).
Removed Grytra ROMs (since they match MAME v0.124a).
Emus no longer listed: Vectro Dream 2.3, EMU 2.3, Grytra v1.0.
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April 5th, 2008, 02:18 Posted By: JKKDARK
New version of the Windows API emulator for Unix.
Changelog:
- Improved support for the .NET framework.
- Better services handling through a separate services.exe process.
- Support for ATI fragment shader.
- Better support for http proxies.
- Window management fixes.
- Pre-compiled fonts are now available in the source tree.
- Lots of bug fixes.
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April 5th, 2008, 02:16 Posted By: JKKDARK
New version of the multi-system emulator for PC.
It emulates the Emerson Arcadia 2001 (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) and Interton VC 4000 (Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace, Waddington, etc.) console families, and the Elektor TV Games Computer.
Changelog:
. "Settings|Sound|Volume..." setting.
. "Settings|Controllers|Sensitivity..." setting (WinArcadia).
. "Settings|Graphics|Frame skipping..." setting (WinArcadia).
. Miscellaneous improvements and bug fixes.
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April 4th, 2008, 21:56 Posted By: Shrygue
via Computer and Video Games
Football Superstars, if you're not familiar with it, is an MMO footy game, and creator CyberSports has released first match screenshots from the title.
It's just gone feature complete too and is shortly to enter into beta. CyberSports is anticipating it'll launch the game this summer.
In a nutshell then, the game chucks football into a persistent world in which you play a single footballer. In addition to being able to take part in three-, five-, seven- and 11-a-side matches, there's off-pitch interaction stuff, all of which is intended to combine together to allow you to live the football superstar lifestyle.
"The player will exist in a persistent football-themed world and be able to join or form and manage their own teams and careers whilst engaging in various leagues, competitions, events and tournaments", CyberSports adds.
It continues, "The lifestyle area of the game will be a first for the genre too. Success on the pitch will bring the player the additional bonuses of experience and fame as well as monetary assets that can all be utilised in the lifestyle world."
Screenshots
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April 4th, 2008, 21:51 Posted By: Shrygue
via Gizmodo
A strange quote from Bill Gates today as he claims the next version of Windows, code-named Windows 7, is going to be released "sometime in the next year or so." That's way ahead of the previous estimates, which claimed Windows 7 was not going to be released in 2009 at all, but somewhere in 2010 or 2011.
A Microsoft flack covered for Bill by saying that a 2009 "release" was in line with their development cycle, and that test versions are usually put out before the actual release—which is totally not what we think Bill meant when he said "release". What you should take away from this whole mess is that a development release is coming in 2009 (or so), and Bill Gates probably shouldn't be making statements without checking with his people.
Next year would be rather too early for a new version of Windows to come out.
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April 4th, 2008, 11:59 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
misc: reduced database memory footprint a bit
misc: reduced cache file size slightly
added: dat output format selection
fixed: xml header parser only accepted 'forcepacking' but not 'forcezipping'
fixed: bios-only dats can't be loaded
fixed: header element "email" had too many spaces
fixed: wrong "sharing issue" message for some chds
fixed: batchrun - min/max progress window in progress-only mode shows scannerwindow, too
fixed: batchrun - rebuilder progress window assertion when switching profiles
fixed: batchrun - pause value is only kept when hitting ok
fixed: batchrun - "for default setting use" is not initially set
fixed: batchrun - profiles get reset to 'not scanned' when using a rebuilder-only run
fixed: batchrun - profiler doesn't do a refresh when stopping batchrun during cache read or import
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April 4th, 2008, 00:10 Posted By: wraggster
We puzzled over Microsoft's cryptic statements at CeBIT that the Eee's "other requirements" would lead to an adjustment of the Windows 7 timeline, and it looks like our first guess was spot-on: Microsoft will be making Windows XP available for Eee-class ultraportables until 2010, and possibly later. Demand for XP on devices like the Eee and Intel's Classmate machines has prompted MS to reconsider axing XP entirely this June: the company will now sell XP Home through at least June 2010, and for one year after the release of Windows 7 -- which means sales of XP could stretch into 2012. There's no word on if the build of XP Home targeted at the ultraportable laptop set will be different from regular XP builds, but we doubt there'll be many changes -- it'll be awfully sad if people are still clamoring for XP more than a decade after its initial release, though.
http://www.engadget.com/2008/04/03/w...10-on-the-eee/
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April 3rd, 2008, 17:51 Posted By: JKKDARK
New version of the multi-system emulator for PC.
It emulates Atari Lynx, GameBoy (Color), GameBoy Advance, NES, PC Engine(TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color), PC-FX, and WonderSwan (Color).
Changelog:
Added <string.h> to the global include list in mednafen.h.
Added boolean setting "debugger.autostepmode" that, when set to 1, will cause Mednafen to automatically start the debugger in step mode after a game is loaded (only if Mednafen has a debugger for the emulated system, of course).
NES: Fixed CNROM emulation initialization bug.
PCE: ADPCM software reset was erroneously also resetting the playback frequency. Fixed. (Fixes ADPCM voices in Gulliver Boy)
PCE: Fixed disassembly of the JMP $(AAAA, X) instruction.
PCE, PC-FX: Improved PSG LFO emulation.
PC-FX: Emulated gamepad button presses weren't being decoded from the driver-side data correctly (causing problems on big-endian platforms). Fixed.
PC-FX: Improved the logging of the ROM font system call in the debugger, to also include the callee address and the size of the glyph being requested.
PC-FX: Disassembly of the "nop" instruction will no longer show the virtually meaningless operand.
PC-FX: Fixed alignment and prettified the disassembly of LDSR and STSR instructions.
SMS: SMS pause and 2-player support were erroneously commented out. Fixed.
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April 3rd, 2008, 17:16 Posted By: Shrygue
via Eurogamer
THQ has officially lifted the lid on Warhammer 40,000: Dawn of War II.
The sequel will be PC-only, and returning developer Relic is aiming for a spring 2009 release. Those of you buying Dawn of War expansion Soulstorm will be invited able to take part in an upcoming multiplayer beta test.
Dawn of War II has few surprises on its feature hitlist, other than a fully co-operative multiplayer campaign for you and your friends - just like Red Alert 3, which claims it pioneered the idea.
Other than that, there are zeitgeist promises of destructible environments and spectacular visuals. Also, Orkz and Space Marines.
The sequel has been rumoured for some time, with sources claiming it has been in development since late 2006 and will support all the fancy DirectX 10 and multiple-core CPU technology that people talk about on lunchbreaks these days.
The website promises more information as soon as tomorrow.
Dawn of War is a critically acclaimed real-time strategy series, for those of you still in the dark about it.
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April 3rd, 2008, 17:14 Posted By: Shrygue
via Gamedaily
In a recent post on his official blog, EA Sports President Peter Moore talked about EA's decision to not publish its flagship Madden franchise on the PC when Madden NFL 09 ships later this August.
While the PC gaming market may be in great shape because of online titles, subscriptions, micro-transactions and digital downloads, the retail side of the PC gaming market is completely overshadowed by consoles. When an industry juggernaut like Electronic Arts won't release its best selling franchise on the platform, something is definitely not right.
"We knew that our decision to not develop this year's Madden for the PC would be an unpopular decision in some circles. But I'll reiterate what I said a couple of weeks ago in this space...the PC presents some very serious business challenges to us in the sports category, particularly because so many of you all are playing your favorite sports games on the PS3, Xbox 360 and Wii," Moore explained.
He continued, "We are committed to shipping a limited number of our games on the PC this year, but we've also had to cut a few of our games from the platform. We do have ideas for how to revitalize the PC for sports games and the types of games that are best suited to the platform, and we'll continue to explore those."
Ironically, this is the same man who as a Microsoft executive said that Windows Vista ushered in a PC gaming "renaissance." Apparently, Madden doesn't meet "renaissance" standards.
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April 3rd, 2008, 12:14 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------------------------
01650: [Gameplay] ridgerac: Unstable Freezes that ends with Crash and needs totally reboot under XP (Aaron Giles)
01542: [Graphics] 3wonders, 3wonderu, wonder3: Wrong colour of background in game selection and start screens (Nicola Salmoria)
00403: [Graphics] 3wonders: Points are displayed between lives of first player and the word INSERT COIN: (Nicola Salmoria)
00410: [Graphics] xmcota: After a couple passes through the demo mode, the background on the qsound screen will go to a shade of green. (Nicola Salmoria)
01519: [Graphics] msh: After beating the game, the screen turns different colors for the endings and everything (Nicola Salmoria)
01468: [Graphics] ldrun2: Priority problem at titlescreen (Nicola Salmoria)
01469: [Graphics] ldrun2: Compared to the PCB does MAME show less graphic at the bottom of the screen. (Nicola Salmoria)
01661: [Graphics] rougien: sprite disappear (Robiza)
01613: [Graphics] swcourt, swcourtj: Strange sprites cutting on the edge of screen (Pierpaolo Prazzoli)
01622: [Core] -refreshspeed has no effect (Aaron Giles)
01629: [Graphics] raiga, stratof: broken colors on sprites (Aaron Giles)
01630: [Graphics] fstarfrc, ginkun, riot: broken colors on sprites (Aaron Giles)
01627: [Misc.] spbactn, spbactnj: Crashes with Access Violation (Aaron Giles)
01598: [Graphics] 4in1, gmgalax, pacmanbl: Sprites are cut off on the top row (Aaron Giles)
01563: [DIP/Input] gmgalax: Duplicated Inputs (Aaron Giles)
00300: [Graphics] zigzag: in cocktail mode player 2 screen is shift over to the right. (Aaron Giles)
01623: [DIP/Input] ssprint and clones: Coins don't seem to match machine order. (RansAckeR)
01454: [Graphics] mshuttle, mshuttlj, mshutlj2: The display of the screen is shifted. (Aaron Giles)
01473: [Graphics] orbitron: Orbitron graphics not correctly displayed (Aaron Giles)
01600: [Graphics] pacmanbl, batman2: The background is shifted to the right and cut off on the right side. (Aaron Giles)
01602: [Misc.] luctoday: Messed up graphics. (Screen Offset) (Aaron Giles)
01599: [Graphics] omega: Screen is vertically offset. (Aaron Giles)
01605: [Graphics] gteikokb, gteikob2: Wrong screen offset (Aaron Giles)
Source Changes
-----------------------------
Renamed galaxian.c -> galaxold.c. Updated all drivers accordingly. [Aaron Giles]
Cidelsa driver updates: [Curt Coder]
- de-deprecated the timer callbacks
- moved PCB RAM to the heap and fixed index overflow
- converted CDP1869 to the new device system
- refactored to represent how the hardware actually works
- added PMA latching on OUT5
- separated Cidelsa video to its own file
COP CPU updates: [Curt Coder]
- implemented interrupt
- implemented serial input/output
- fixed XAD/LDD, XIS1, RMB3 opcodes
- fixed clock divider
- fixed internal memory map size
- added some cpu variants
- fixed serial timer
- fixed clocks
- fixed COP410 RMB3, XAD instructions
- general cleanup
Fix cfg file corruption if joystick is not connected; itemclass now part of token if item is not found. Settings for joysticks which use a custom item id will still be lost. A fallback has to be provided here since those will use a token generated from the input item name. [couriersud]
Memory system changes: [smf]
* Now passing mem_mask to the read and write debug hooks. This allows the address & size of the memory access to be correctly calculated when using a memory call that takes a mem_mask.
* New macros added for checking mem_mask. ACCESSING_BITS_m_n, These check for any access within the bounds between bit 'm' and bit 'n' (counting bit 0 as the least significant bit). Currently the pattern for checking whether both bytes of a word is written is to make two byte checks.
* All occurrences of ACCESSING_LSB, ACCESSING_MSB, ACCESSING_LSB16, ACCESSING_MSB16, ACCESSING_LSB32, ACCESSING_MSB32, ACCESSING_LSW32, ACCESSING_MSW32 & simple mem_mask checks have been replaced with the new macros.
Added fatal error if AM_READ_PORT() references a non-existent port. [Aaron Giles]
Converted special-case DIP switches (service, unknown, unused) into their own token type rather than expanding into other tokens. The reduces the number of redundant strings and data. [Aaron Giles]
Galaxian rewrite. Ultimately will combine the existing drivers for galaxian, scramble, frogger, scobra, amidar, and dambustr. For the moment, only a subset of games are implemented in the new system; the remainder are running on the old code. Main features are accurate video timing, correct stars implementation, better organization, simplified input ports, and many other smaller fixes. [Aaron Giles, stephh]
Minor cleanup and simplification in the video and palette code. Removed palette_config(). [Aaron Giles]
Fixed interrupt handling and 16-bit memory accessors in 6840ptm.c. Also cleaned up code for the sake of readability. [Philip Bennett]
Added multiplier (same as wecleman) to Flak Attack. Info provided by VU801qCf. [Yasuhiro Ogawa]
Namco NA1 improvement: [Pierpaolo Prazzoli]
* Fixed sprites shadow in namcona1 driver and removed Emeraldia hack.
* Added tilemaps and sprites 4bpp mode
* Added preliminary ROZ implementation (disabled until the enable / disable register is found)
* Changed background pen to fix emeralda demo
Discrete sound system improvements: [couriersud]
* Added DISCRETE_RCFILTER_SW to discrete sound. This implements multiple RC networks with CD4066 switches to connect/disconnect capacitor.
* Implemented discrete mixing in circusc using DISCRETE_RCFILTER_SW and sound routing to route 76416 output to discrete logic.
* Added discrete filtering and mixing to galaxian.c games using konami_sound.
* Fixed timing of stream_update in discrete_sound_w. All sound cores update before processing changed data.
* Added streeam_update to discrete_sound_r
* Now supports multiple output nodes per module. In this case, NODE_XXX is the default output. Alternative outputs may be accessed by using NODE_XXX_YY where 00<Y<08.
You may also access nodes with macros:
NODE_XXX = NODE_SUB(XXX, 0)
NODE_XXX = NODE(XXX)
NODE_XXX_YY = NODE_SUB(XXX, YY) with YY != 00
This should e.g. make discrete sound emulation easier when dealing with e.g. flip flops (Q & QQ) and binary counters.
* Added sanity checks to check consistency issues introduced by this change
* Modules specify number of outputs ==> Certain special modules (WAVELOG) may no longer be used as input nodes
* Removed explicit (NODE_XX + expr) from a couple of drivers
Fixed encoding/decoding of negative denormal floats in the AICA/SCSP DSP. Shouldn't actually affect any games. [kingshriek, Deunan Knute]
Changed Seibu sound CPU to use AM_READ_PORT("COIN") instead of input_port_0_r. [stephh]
bloodbro.c driver improvements to DIP locations and coin modes. Added notes for 'bloodbra'. [RansAckeR, stephh]
Add input ITEM_IDs for additional axes and switches. Also added ITEM_IDs for up to 4 hats/POVs. [couriersud]
Merged memory maps for half of the W drivers. Also made a couple of random touchups for X, Y, and Z drivers. [Andrew Gardner]
Added a little magic to make the Atomiswave BIOS try to be more verbose, but our video emulation isn't good enough to cooperate. [R. Belmont, ElSemi]
Added bootleg of badlands - heavily modified, not working. [David Haywood]
Fixed DS2401 state loading now that the digital i/o board's serial number has been changed to a const by not saving it. As the serial number cannot be changed at run time it was rather pointless. [smf]
BFCobra improvements: [Anonymous]
* Added plane priority to blitter, fixing Treble Top signature writing
* Video output now supports all modes - lores, hires, mixedres, 8/7/4/3 bits/pixel, fixing Every Second Counts colour problems
* Added line draw, fixing missing stuff from Question Of Sport
* Change blitter loop type control - there are 4 types of loop.
* Corrected video frame rate to 50Hz.
* Corrected Z80 speed to 5.91mhz
* Accounted for Z80 cycles stolen during a blit operation. Improves gfx/sound sync and seems to fix the final round lockup in Every Second Counts.
Various SCSI devices register state items by their disk ID, which are not unique across device types. Introduced a device-type offset for CD-ROMs so their registrations don't clash with harddisks. [R. Belmont]
Fixed tilemap viewer to draw the whole tilemap when categories are used. Added new option TILEMAP_DRAW_ALL_CATEGORIES to do this efficiently. Updated several drivers to use this instead of rendering each category independently where appropriate. [Nicola Salmoria]
Added DIP locations to blueprnt.c [RansAckeR]
Fixed ledutil.c so it compiles cleanly under MSVC. [Mike Haaland]
Astrocade update: [Dirk Best]
- Update src/mame/includes/astrocde.h to use an XTAL value
- Clear interrupts if they are no longer valid
- Add the knob inputs
Added new makefile flag VERBOSE which enables gcc's verbose output during compile. [Marc Sandusky]
Corrected clocks on Rygar. [Corrado Tomaselli]
Changed "Machine" to "machine" in a number of places when the running machine parameter is already available. In some cases this also allowed for the removal of deprecat.h. [Oliver Stoenberg]
Did some major cleanup and gutting of pcshare.c. [Wilbert Pol]
Created a built-in overlay for Armor Attack using just rectangles. [Mr. Do!]
Added dynamic control of RX and TX pins to 6850 ACIA emulation - this is needed for correct operation of the MPU4 Video communications system, and may be handy for some MESS systems. To use, set the rx and tx clocks to 0 in the acia interface, then use acia_tx_clock_in() and acia_rx_clock_in() respectively. [James Wallace]
Added proper implentation of hardware collision in mermaid. This fixes mermaid (when the player is in the water with the sharks) and rougien. Also fixed priorities in mermaid and rougien and a sprite wrapping bug. [Robiza]
Fixed CPS1 background color. This fixes 3 wonder (game start) and mtwins (explosion during attract). It seems to break Varth, however, and has dubious effects on the boot sscreens of avsp, sfa3 and possibly other CPS2 games. [Nicola Salmoria]
Added discrete filtering and mixing to ironhors. One driver less using FILTER_RC. [couriersud]
Fixes for aerfboot (bootleg of aerofgt): [Robiza]
- fixes spriteram3 (previous value was too high and in the "city" level some build disappear
- sprite gfx bank (previously some sprite appear right and some sprite was wrong)
- fixed perfectly the sprite zoom
- removed multisprite support; in the bootleg aren't present
Converted the pit8253 implementation into a device. To make it easier to use I've also created a src/emu/devconv.h in the same style as src/emu/memconv.h. [Wilbert Pol]
Replaced anonymous timer in tx1 with an allocated one to make state saving closer to reality. [Hugh Allen]
Changed winwork.c from using hand-built scalable locks to using standard Windows CriticalSections for now, to hopefully address [something?]
New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------------------
Multi Game III [Mariusz Wojcieszek]
New clones added
---------------------------------
Off Road Challenge (2 sets) [Guru]
Deer Hunting USA V2 [Brian Troha]
Super Bishi Bashi Champ (Korea) [Guru]
New games marked as GAME_NOT_WORKING
-----------------------------------------------------------------
Give us a Break [Philip Bennett]
Ten Up [Philip Bennett]
Beeline [Philip Bennett]
Chase Bombers [Bryan McPhail]
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April 2nd, 2008, 21:04 Posted By: wraggster
via devfr
Asus just announced the release of a software development kit for EeePC. This kit, based on the free version of XAndros (version 4.5) will allow developers to find the grass roots to plan for the best EeePC.
The SDK includes the Eclipse development environment, a graft Qt4 and a tool to create packages in Debian format.
This SDK will not only create applications in C / C + + for PC Eee, but for the EP20, mini desktop computer in the range planned for this year.
http://sourceforge.net/project/showf...roup_id=215613
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April 2nd, 2008, 19:23 Posted By: Shrygue
via Computer and Video Games
Cheyenne Mountain Entertainment's MMO Stargate Worlds is something of an unknown quantity at the moment, but we'll say this for it - the developer's conjuring up eye-catching environments.
Witness its work in the latest screenshot from the game which, considering it's an MMO, is none too shabby at all.
Stargate Worlds is trying to trade in on the familiarity of WOW and provide a well-defined and popular sci-fi universe to play in, but at the same time the MMO will try to distinguish itself using its brains. We'd love to be pleasantly surprised by Cheyenne Mountain Entertainment's project.
Read this recent preview on the MMO for further details on what the developer's planning.
Screenshot
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April 2nd, 2008, 18:57 Posted By: Shrygue
via Games Industry
The Sims: FreeTime and The Sims 2 Deluxe have monopolised the top two places in the US PC charts, according to data from NPD for the week ending March 22.
Sins of a Solar Empire came third, with Call of Duty 4: Modern Warfare fourth and Warhammer 40,000: Dawn of War Soulstorm fifth, reports videogaming247.com.
World of Warcraft variations make up sixth, seventh and ninth positions, only disturbed by Cake Mania in eighth and Diner Dash 2 rounding off the top ten.
The full chart is as follows:
1. The Sims: FreeTime
2. The Sims 2 Deluxe
3. Sins of a Solar Empire
4. Call of Duty 4: Modern Warfare
5. Warhammer 40,000: Dawn of War Soulstorm
6. World Of Warcraft
7. World Of Warcraft: Battle Chest
8. Cake Mania
9. World Of Warcraft: Burning Crusade
10. Diner Dash 2
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April 1st, 2008, 22:00 Posted By: JKKDARK
The NES emulator for PC was translated to the finnish language by Bippo Ernesti.
This is what he said:
ello everybody, I just joined this forum. Anyway, I decided to try out making a Finnish translation for Jnes 1.0. I tried to make it as easy to comprehend as possible. I was also wondering, is there a way to translate anything else except the language file in the "languages" folder?
Here is the link to the page where the file can be downloaded from:
http://www.freewebs.com/bippo-ernesti/
Click on the link that says "Click here to get the translation file (2 kb~)" to get it. Sorry if this sounds or seems inconvenient, but this was the simplest way I thought of.
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April 1st, 2008, 20:55 Posted By: Shrygue
via Computer and Video Games
Has it really been 10 years since StarCraft graced the RTS world and gave birth to the term "zerg" - mass rush on an enemy with overwhelming numbers, essentially - for the PC gaming lexicon? Yes, yes it has.
Blizzard obviously hasn't let this pass by in silence, and to celebrate the game's tenth birthday has posted up a retrospective on what it calls "a revolutionary real-time strategy game".
Apparently StarCraft managed to shift one and a half million copies worldwide when it released in 1998, which seems a huge number considering how old it is, and that's since increased to 9.5 million. It's massive still in South Korea, where the fingertips of armchair generals fly over keyboards in multiplayer tournaments.
"Augmented with the essential Brood War expansion pack, StarCraft remains one of the most popular online games in the world. Its legacy as a cornerstone Blizzard Entertainment franchise as well as a classic of the real-time strategy genre was recently brought back into focus with the announcement of StarCraft II", the developer says.
StarCraft II "intends to take the single-player and multiplayer strengths that were developed in StarCraft and elevate them to new heights".
Yep, the sequel is one of 2008's huge RTS releases. We don't expect Blizzard to fumble the ball.
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