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March 26th, 2008, 11:22 Posted By: JKKDARK
New version of the best web browser available for your PC.
Changelog:
Fixed in Firefox 2.0.0.13
MFSA 2008-19 XUL popup spoofing variant (cross-tab popups)
MFSA 2008-18 Java socket connection to any local port via LiveConnect
MFSA 2008-17 Privacy issue with SSL Client Authentication
MFSA 2008-16 HTTP Referrer spoofing with malformed URLs
MFSA 2008-15 Crashes with evidence of memory corruption (rv:1.8.1.13)
MFSA 2008-14 JavaScript privilege escalation and arbitrary code execution
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March 26th, 2008, 11:20 Posted By: JKKDARK
A new version of the multi-system emulator for Windows was released.
Changelog:
New System Drivers Supported (in no particular order):
------------------------------------------------------
- Dick Smith Super-80 [Robbbert]
- Epoch Game Pocket Computer [Wilbert Pol]
- Galeb [Miodrag Milanovic]
- Genesis (USA, NTSC, w/SVP) [notaz, R. Belmont]
- Hartung/Watara/Virella/Videojet/... Game Master [PeT]
- Microbee 16k Standard [Robbbert]
- Mikro-80 [Miodrag Milanovic]
- Orao [Miodrag Milanovic]
- Philips Videopac G7000/C52 [Wilbert Pol]
- Specialist / Lik / SpecialistMX [Miodrag Milanovic]
- UT-88 and UT-88 mini [Miodrag Milanovic]
System Driver Changes:
------------------------------------
- [ABC80x] Updated to use the new MAME MC6845 code. [Curt Coder]
- [APFM1000] Added special APF video mode [PeT]
- [APPLE2] Removed usage of tilemaps. [Nate Woods]
- [APPLE3] Fixed buffer overrun in 80 column text mode. [Nate Woods]
- [ASTROCDE] Added controls for player 3 and 4 and improved analog controls. [ranger_lennier]
- [ASTROCDE] Removed the MESS specific implementation of the video hardware in favor of the more accurate MAME version. Also fixed the I/O ports defintion which improves the sound a lot. [Dirk Best]
- [COCO] Fixed bug that could cause joystick button presses to not be registered. (bug #1532) [Nate Woods]
- [COCO] Added a quickload for .BIN files. [Nate Woods]
- [COUPE] Added many new BIOS revisions. [Oliver Stoneberg]
- [EP128] Fixed 0.119 regression in graphics display. (bug #1478) [Wilbert Pol]
- [GALAXY] Fixed regressions. [Miodrag Milanovic]
- [GAMEBOY] Added support for Korean MBC1 mapper variant. [Wilbert Pol]
- [LYNX] Always recompute timer settings when a timer register is being written. Fixes 0.118 regression in Gates of Zendocon (bug #1435). [Wilbert Pol]
- [MBEE] Fixed colours, sound, Inverse and Underline modes. Enabled alternate characters. [Robbbert]
- [ODYSSEY2] Rewrote video code to use scanline-based rendering (fixes Killer Bees intro). Made sound pitch depend on system clock instead of -samplerate (bug #1519). Added support for The Voice! add-on. Added support for larger ROM format used by Kill The Attacking Aliens. Added PAL support for Videopac and C52. [Wilbert Pol]
- [PC] Converted MDA, Hercules, CGA, and Tandy 1000 video code to use the MAME MC6845 code. EURO PC and PC200 drivers are temporarily broken as a result. Split off PC (Hercules) from the PC (MDA) driver. Replaced MDA and CGA character ROMs with a proper dump from an original IBM card. [Wilbert Pol]
- [PDP1] Fixed text display regression. (bug #883) [Robbbert]
- [QL] System boots up again. (bug #1495) [Curt Coder]
- [SVI318] Cleaned up driver. [Tomas Karlsson]
- [SVISION] Watara TV-Link PAL activated [PeT]
- [TRS80] Fixed an issue with I/O ports. Fixed 32 character display. Decoded LNW-80 characters. [Robbbert]
- [VC4000] Cleaned up, added quickload and fixed colors. (bug #1404) [Manfred Schneider]
- [Z88] Fixed regression introduced in 0.123. (bug #1553) [Nate Woods]
User Interface Changes:
---------------------------------------
- [Windows UI] Fixed a bug in the per-driver software view. (bug #1512) [Nate Woods]
Source Changes:
--------------------------
- The core is based on MAME 0.124a. This incorporates all features of the update to this core. [MAME team]
- Updated the Motorola MC68901 Multi Function Peripheral to use the new device system. [Curt Coder]
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March 26th, 2008, 11:15 Posted By: JKKDARK
The rom manager for PC got updated.
Changelog:
- fixed: xml export shows a crc=0 for nodumps
- fixed: www profile xml creator doesn't include xml dats
- fixed: about window frame was wrong
- misc: added dtd reference to xml header
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March 26th, 2008, 11:14 Posted By: JKKDARK
New version of the arcade emulator for PC.
Changelog:
- Added driver for games on Tumble Pop bootleg hardware
- Tidied the System 1 driver and enabled working sets in normal builds
- Added support for the SN76496 family of sound chips
- Added sound to the Mr. Do driver
- Added sound to the Bank Panic driver
- Fixed missing music in Combatribes
- Fixed a compile issue with VC in the Bank Panic and New Zealand Story drivers
- Fixed an issue in VC builds with inputs not working in various drivers
- Fixed a bug in the Mysterious Stones driver with AY8910 memory allocation
- Corrected the ZetBc call in the 1943 driver making it playable (but still preliminary)
- Updated the Jack the Giantkiller driver to iq_132s latest release
- Updated the dec0 and tmnt drivers to the latest versions released by kev
- Matched all sets to MAME 0.124a
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March 26th, 2008, 11:12 Posted By: JKKDARK
New version of this front end for PC.
Changelog:
- Fixed a problem with MESS versions after 0.123 not being detected properly. This was due to changes in the text output of the "-help" command which is what ML uses to identify which what emulator/version is being used.
- Modified the method of determining "ROMSETS which use this driver" listing when viewing DAT information (F3) - correcting a problem.
- Fixed a long standing bug with External Data Viewing (F3) which caused ML to freeze when looking up sets from certain drivers.
- Normal updates to RESOURCE.ML to keep up with changes in major emulators (MAME 0.124, MESS 0.124, PinMAME 1.59).
- An updated compiler environment fixed an issue related to the display not being correct using SCROLL LOCK (toggling Full Screen/Windowed mode) that snuck in the u29 release.
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March 26th, 2008, 11:11 Posted By: JKKDARK
New release of the front end for PC.
Changelog:
- Another day, another GameEx enhancment
- This version introduces a "last played" module/list. Similar to most played but listing games you played in order of when you last played them.
- There are also updates to the code that handles videos previews. Hopefully for the better, but if you encounter any problems with video previews or snaps please advise
- GameEx will no longer start the screensaver if its minimized. For when you just want to listen to music in a non cab or non HTPC setup.
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March 25th, 2008, 20:50 Posted By: wraggster
You know something is really catching on when companies starts branding otherwise generic products as specially designed for said something, and it now looks like that's now true for the Eee PC, thanks to these two new clever bits of marketing from A-DATA. While you could of course use any USB flash drive of SDHC card with the laptop, A-DATA's apparently hoping that its new "special edition" flash cards and drives will sway over at least a couple of Eee PC users, and we don't doubt that they will. Apparently available only in 8GB versions, they each come in Eee PC-coordinating white, with the USB flash drive also boasting the extra bonus of a leather carrying strap. No word on pricing or availability just yet, unfortunately, but we wouldn't be surprised if they demand a bit of a premium over their non-Eee counterparts.
http://www.engadget.com/2008/03/25/a...-for-eee-pc-u/
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March 25th, 2008, 17:11 Posted By: Shrygue
via IGN
The months that lead up to the Halloween launch of Hellgate London left PC gamers in high anticipation. The game was billed as a futuristic MMORPG set in London, that didn't force players to pay a monthly fee(although they could if they wanted additional goodies). In addition, Flagship Studios, the developers of Hellgate London, were branded as an off shoot of Blizzard's development team as it had some key Diablo developers. With this great foundation, what could possibly go wrong? Apparently…a lot.
At the outset of the launch, the game was plagued with bugs that crashed the game, subscribers' accounts were billed multiple times on accident, and early patches only caused frustration by erasing gamers' avatars.
Since then Flagship Studios has made great strides into improving its game, releasing a major patch, titled The Stonehenge Chronicles, which set out to fix all of the game's major problems. However, has Flagship's ship sailed?
According to CVG, Flagship Studio CEO Bill Roper, acknowledged the problems that plagued the games release and hopes gamers reconsider, "I think that people had incredibly high expectations that we simply didn't meet… The game came out with some major bugs and that threw fuel on the fire. We've been killing ourselves addressing all of those issues, and the game is so much better now than it was when it came out. We just hope people will come back and give it a try again."
So how did Hellgate London set itself up for disappointment? Roper cited numerous reasons, "We simply tried to do too much with the game. Vista, DirectX 10, being both a single-player boxed product and a multiplayer online game, a simultaneous launch in seven languages across Europe, the US, and South East Asia, and creating our own fully-featured online destination on top of all that."
"We'll take the blame for not getting enough testing done while working to meet our committed ship date. There were so many issues that came up just before launch that just compounded the things we were working on, right up until the game launched, that we didn't get fixed… The game would certainly have benefited from a couple of more months in the oven, so to speak, but we didn't have the ability to do so. The challenges of an independent game studio are drastically different than those owned by a publisher. We're fortunate that the online nature of the game has allowed us to continue to fix bugs, add content, and respond directly to our player's wants and needs," said Roper.
How difficult would it have been to delay the game? Roper said, "We made a commitment to ship the game on a certain date, and that decision was made jointly between us and our publishing partners. We wanted to stay true to that date because of all the marketing and sales work that had been put into a timed launch... In a different situation, we could have said, 'Let's delay this until we get these last things hammered out.' But that's not as easy as people think when you don't have the hundreds of millions behind you that a publisher's development team does."
Flagship Studio seems sincere about living up to the hype, even after release, "There is this huge misconception that we aren't doing things for our free players…a massive amount of work went into the patches after the game came out, as well as what's in The Stonehenge Chronicles, and that's available to everyone. All of the class rebalances, the PvP duelling arena, the numerous UI changes, group-play balance, quest work, item and mod issues being addressed (as well as a new upgrade system), crafting and more are there for everyone. We're very dedicated to providing updates and a better experience to everyone who plays the game."
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March 25th, 2008, 16:37 Posted By: Shrygue
via Gizmodo
Good news for you stubborn, Vista-wary Windows users still rocking XP: Microsoft is prepping Service Pack 3 for your reticent asses for next month. This is almost certainly the last major update for the OS before Microsoft really, officially gives up and hopes and prays that you just upgrade to Vista already, as they won't be selling new copies of it anymore as of the end of June.
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March 25th, 2008, 14:30 Posted By: wraggster
News.com is reporting that Mytopia, another casual-gaming network, has launched into public-beta. More than just a regular game with virtual rewards, Mytopia encourages exchanging points for real-world prizes like iTunes or Amazon certificates.
"Since Mytopia is centered on "classic games," the offering--Sudoku, chess, backgammon, hearts, spades, dominoes, bingo, and poker--is a bit of a yawn, though the company has said new games will be added on a monthly basis. On the flip side, the familiarity of those games may be a draw to players who don't want to learn a whole new set of rules. Indeed, Mytopia is targeting a thoroughly non-"gamer" demographic."
http://games.slashdot.org/games/08/03/24/1620242.shtml
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March 25th, 2008, 14:25 Posted By: wraggster
We have some major doubts about this one, since Asus officially shut down those Eee PC touchscreen rumors a while back, and DigiTimes has been pretty far off in the past, but apparently the new word on the street is that Asus actually is building resistive touch into at least a some of its upcoming next-generation Eee PCs. Citing "sources at touch screen panel makers," the technology is supposedly more mature than capacitive touch screens at this size, and will cost Asus about $10 extra per laptop. We still don't see the point, but it looks like you dreamers can keep on dreaming for the time being.
http://www.engadget.com/2008/03/25/a...t-gen-eee-pcs/
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March 25th, 2008, 11:16 Posted By: JKKDARK
New quick update of the multiple arcade machine emulator for Windows.
Changelog:
Fixed major regression in 0.124 which caused many sound routes to be applied incorrectly. [Aaron Giles]
Reverted gnga back to its previous state. [David Haywood]
New clones added
-------------------------
Ghosts'n Goblins (bootleg with Cross) [David Haywood]
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March 24th, 2008, 21:02 Posted By: Shrygue
via Gizmodo
Today, Fujitsu introduced its MHZ2 BJ drives (heh, heh...BJ), the first 2.5" 7200rpm hard drives to reach the 320GB capacity. They'll be available at the end of June, for an as-yet unannounced price, and will support the SATA 3Gbps interface. So now when go trick out your laptop, you're gonna have a full-on headache trying to decide between maximum HDD spin speed, maximum capacity—at this point 500GB at 5400rpm— and of course the higher-priced SSD alternatives.
A hard disk like this one sounds like a perfect upgrade to the Playstation 3s' standard 20/40/60/80GB drive.
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March 24th, 2008, 14:09 Posted By: JKKDARK
New release of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
---------------------------------------
01586: [Multisession] bluehawk: Graphics corruption (Reip)
01433: [Graphics] marvins: If you play player 2, the maze remains unchanged. (Reip)
01601: [Misc.] orbit: Game doesn't start. Watchdog/reset problem? (Aaron Giles)
01584: [Misc.] exerion, exerionb, exeriont: Assertion (Aaron Giles)
01560: [DIP/Input] turpin: Cannot coin up in either slot. (RansAckeR)
01525: [Misc.] wilytowr, atomboy: watchdog resets (RansAckeR)
01524: [Misc.] btoads: Assertion (Zsolt Vasvari)
01557: [Misc.] dealem: Assertion (Zsolt Vasvari)
00059: [Graphics] commsega, locomotn, tactcian: They exhibit a problem with screen area. (Nicola Salmoria)
00406: [Graphics] qadj: When playing as the ninja, there is one broken frame in his animation loop when walking. (Nicola Salmoria)
Source Changes
------------------------
bbusters: Fixed sprite wrapping -- this is used on the gun calibration screen, at least. The game still hangs on a black screen after service mode is turned off. Even exiting MAME and restarting doesn't fix it, so it's probably a EEPROM issue. [Zsolt Vasvari]
Added Noise Output to the MSM5232 emulation. [Nicola Salmoria]
Added placeholder effects for cymbal and hihat to equites.c. These will need further work to properly emulate the discrete circuitry. [Nicola Salmoria]
Cleaned cidelsa driver up to the latest spec. [Curt Coder]
Added NVRAM to Gekisou. Fixed inputs and promoted to working. [Nicola Salmoria]
Explicitly fixed unmapped handler masks so that we don't report all unmapped addresses as 0. [Aaron Giles]
Centralized definitions of _WIN32_WINNT. Removed malloc/calloc/realloc/free link-time overrides; we now rely exclusively on compile-time overrides. Made a few tweaks toward getting mingw-w64 working, but there are still linker issues. [Aaron Giles]
Fixed assertions in skullxbo and exerion. [Aaron Giles]
De-deprecat-ed ui.c. [Aaron Giles]
Changed xmlfile.c to pass in memory handlers to expat so that our memory overrides are properly managed. [Aaron Giles]
Fixed wbbc97 regression. [Zsolt Vasvari]
Fixed crospang.c regression. Not sure why this needed to be RGB15, works fine with INDEXED16. [Zsolt Vasvari]
[GTICLUB] Fixed crash. [R. Belmont]
[SCSI] Fixed case when no device exists (e.g. running the sys573 BIOS directly). [R. Belmont]
Got most of the Konami PPC games running again. [R. Belmont]
Fixed crash running "kviper" BIOS. [R. Belmont]
Changed crystal.c from RGB15 to RGB32. RGB15 is not enough bits to hold the 5-6-5 colorspace. [Zsolt Vasvari]
Updated astrof.c to use the timer device. [Zsolt Vasvari]
dgpix and eolith: Converted to INDEXED16. Removed temp bitmaps. Changed ugly recursive video RAM code. [Zsolt Vasvari]
ddz: Removed RGB15 -- it's a "skeleton" driver, so why have it? [Zsolt Vasvari]
video\generic.c: Added PALETTE_INIT functions for common 16-bit RGB patterns. [Zsolt Vasvari]
Converted f-32, kinst, lethalj, ultrsprt, gamecstl, taitowlf to use INDEXED16. [Zsolt Vasvari]
Added option in MC6845 to programatically set the clock pin. This is needed by at least one MESS driver. Added mc6845_set_hpixels_per_column() for the Hercules gfx adapter. [Zsolt Vasvari]
Fixed video timing in xtheball. Still don't know why it changed recently, but the new parameters reproduce the old values. [Aaron Giles]
Removed unnecessary assert in video.c that broke screenless games. [Dirk Best]
Changed the zombraid gun input ports to work with the calibrated settings. [Derrick Renaud]
Fixed malzak2 from crashing. [Zsolt Vasvari]
Fixed graphics ROMs in gnga. [Cesare Falco]
Added validity check to ensure input port tags don't have duplicates. Fixed several drivers where there were duplicates. [Aaron Giles]
Corrected clocks on Cabal bootleg. [Corrado Tomaselli]
blockhl.c, blockout.c: Added dip locations, fixed unknown dip switches. [RansAckeR]
Removed improper use of PERIODIC_INT in mpu4, to use new timer devices. Also corrected 50Hz timer in MPU4 Video games. [James Wallace]
Fixed bug in tx1.c spotted by new compiler warnings in gcc 4.3.0. [Atari Ace]
Another batch of pedantic static/const/include fixes. [Atari Ace]
Redid video timing in orbit with raw parameters. Added full memory map and a few other cleanups. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------------------------------
Gekisou [Nicola Salmoria]
Mermaid [robiza]
New clones added
----------------------------
Ridge Racer (Rev. RR3, World) [Andrea Turci]
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March 24th, 2008, 14:07 Posted By: JKKDARK
New version of the SNES emulator for PC.
Changelog and info:
I didn't want to release a new version so soon, however there is a rather serious bug in bsnes v029 where the path information for the save RAM files is discarded when one has not selected a default save RAM / cheat path from the path settings tab in the configuration settings window. Because of this, it gets stored to the base directory. For Windows users, this is c:\, and for Linux users, this is /
This bug forced my hand, so I'm releasing v030 to correct this issue. I also cleaned up the S-DSP emulation code to be more consistent with my programming style -- it gets bit-perfect matches to v029's wave output, so I don't foresee there being any problems.
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March 24th, 2008, 00:46 Posted By: JKKDARK
New release of the front end for PC.
Changelog:
Fixed
- Menu theme, font color of selected item was not being applied
- Snapshots not always displayed after image panel was set empty
- Scan for missing icons was not running games in some view modes
- Games list not being correctly sorted (left panel editor)
- Access violations in scan missing/not used icons/images
Changed
- Scan for not used images. Only files that are not used by any games are removed
Added
- New setting: "Auto Rename Snapshots to Old Format" / "Delete Files After Rename" (preferences, "Images" / "Categories" tab). This will automatically rename snaps from new MAME format "\gamename\0000.png" to the old format used by the front-end "full_gamename0000.png". Click on the "help" button next to its checkbox for a more detailed info... disabled by default
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March 23rd, 2008, 15:51 Posted By: JKKDARK
Progress on the upcoming version of the Sega Model 2 arcade board emulator for PC.
Info:
So far, no tricks. The games now run through real network connection (UDP based). You can run them in the same cpu by making each emulator listen in different ports.
Right now the network setup is a bit difficult, as it runs close to the real machine. You must setup all emulators network parameters to make a ring: machine1 points to machine2, machine2 points to machine3,....machinex points to machine1
then you properly setup a machine as master and the rest and slaves and the emu will simulate the fiber optic transport through the network, and the game will run like the real machine.
I haven't tested it in real network though. I expect the UDP packets will become fragmented as they are around 3KB each (the machine transfers 3KB per frame) so I'll have to write some small transport protocol over it. Also different games have different support for high latency. Daytona doesn't seem to care too much, although the cars will probably "jump" a bit if there is high latency, but Indy500 and STCC need frame-synced machines, so the frame time for all machines would be the slowest machine speed+ping time between machines.
Here I don't have the latest emu src, so I can't try daytona with 3D (this source is pre-TGP emulation) but all 2B & 2C games that use network run properly (stg24h, indy500, von, stcc).
Here you can see a Twin Indy500 machine emulated in a single computer. A twin machine contains 2 networked boards, each one feeding a monitor:
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March 23rd, 2008, 15:45 Posted By: JKKDARK
There are many pictures in the link. This is what one of the authors said:
Work on the first beta release of @ES is almost complete
The first release is to be called @ES - Evolution
We have had a couple of additions to the main team!
@ruantec = main programmer
shadow1204 = co-developer
fadingz = gui artist
and last but not at all least
zion = web designer
There is only a few very small things needed to be finished to release @ES
The small things that need to be added include
Video controls are being added as we speak
Scroll bar is a little buggy still
memory card switching options and also an option to switch controller types
For the first release the following emu's are supported:- Visualboy Advance, VirtuaNES, Fusion, SNES9x, pSX, PJ64, NullDC, pcsx2, Dolphin, MameUI32 and 64, Final Burn Alpha(Not final burn) and CPS3.
More will be added to the second release but we thought this was enough for the beta release.
As mentioned this will be a beta release so we are expecting people to find bugs, but these will be fixed as they are found and reported.
I will be opening a thread for bug-reporting when we release as well as a couple of other threads as well to do with @ES support etc...
@ES is also getting some really nice skin inclusions thanks to fadingz.
Here is a link to the videos I have made explaining the features of @ES and demonstrating its ease of use (They are a bit grainy as they were taken using my cam-phone) Testers needed!
The 1st pic shows the emu selection screen.
pics 2 - 10 show the cover flow rom menu's for most of the consoles supported
the 11th pic is the audio player layer displaying the cover in the background
number 12 s the album cover flow menu
and the final pic shows an episode of prison break running in the video layer(Controls to be added still)
Enjoy the pics and the vids and I hope everyone is ready for the evolution in emu frontends!
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March 23rd, 2008, 14:53 Posted By: JKKDARK
New release of the rom manager for Windows, Linux and Mac.
Changelog:
- gui optimizations
-- shortcut "Strg F" now toggles fullscreen mode Close in Fullscreen ALT+F4
-- gui position is now restored at starup
-- gui size is now restored at startup
-- window state (maximized/fullscreen) is now restored on startup
-- show/hide navigation will restore the selected size on toggle
-- main window is now show if all gui settings are done! No flickering at startup!
- fixed problem with the import from online meta-database romDB
- New shortcut keys (see shortcuts.txt)
-- DEL - remove rom from database
-- STRG+DEL - remove rom metadata
-- ALT+DEL - remove rom images
-- SHIFT+DEL - remove rom from harddisk
- fixed little bug if removing images
- full settings are now stored, if you hit the save position button im imageCenter
- romdb datfile now also possible for "# all found"
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March 23rd, 2008, 14:52 Posted By: JKKDARK
New version of the PC-Engine emulator for WIndows 2000, XP and Vista.
Changelog:
- The image quality (color tone) has been elaborately adjusted. If a fast personal computer environment is used, it is possible to set it to a sharp image quality by "Screen->Screen" menu, too.
- "Briteness" menu was added to "Screen" menu. Use it to adjust brightness slightly.
- The operation timing of the raster interrupt processing was brought close to running on of a real machine.
- In "Zan - kagerou no toki", the problem that the window shakes up and down was solved.
- The transfer part between V-RAM has been improved. In "Nazo no Masquerade", the problem that the character takes the shape (generated from ver1.02) was solved.
- "Joypad Background Ok" and "Keyboard Background Ok" were added to "Input" menu. The permission of "the operation when no focus of Ootake's window" can be set.
- When using Ootake with "Windows 98/Me", the problem that CD-ROM drive might not be able to be recognized was corrected.
* Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.
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