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March 18th, 2008, 00:49 Posted By: Shrygue
via IGN
Taken from Hellgate London's website:
"This patch has some major skill changes, a few vital balance tweaks, some pesky bug fixes, and a highly-requested new feature.
First and foremost is the introduction of our in-game mail system. This is something that we know is of vital interest to our community, and is the foundation for our consignment / auction house system. Players can not only send and receive messages with anyone in the game, but they can also attach Palladium and items to their mail. This makes getting items from one character to another – even your own – much simpler and more convenient. And while you need to be in a Station to attach or receive items and Palladium, you can read your messages anywhere, anytime.
We're also rolling out the second of our major character class balance passes. In this patch, we've done a comprehensive balance pass on the Marksman. We focused on addressing a number of issues that have made the class vastly over-powered in comparison to the rest of the classes and the desired difficulty of the game. There are also numerous areas where we have increased the effectiveness of, or altered skills to give Marksman players a wider variety of builds and tactics.
Chief amongst these changes is addressing the notorious skill/weapon combinations involving Ricochet, Reflecting Shot, Multishot, Rapid Fire, Heightened Senses, Beacon, Dead Eye, and Hollow Points, while using a high rate of fire weapon, such as an Arclight Rifle. While we realize that making choices on skill, item, and mod combinations which complement each other is a fundamental design element most emphasized with the Marksman in particular, there should never be one combination of skills which completely outshines the rest.
We didn't want to entirely remove the most overpowered Marksman skill combinations altogether, however, and we also didn't want to leave other Marksman skill issues unaddressed. This would have been largely unfair to the Marksman players. As a result, you'll see a large number of changes to the skills - such as synergies to the Ballistics, Grenade, and Precision Strike skill groups - that should promote an increased variety of specialized builds and create a more diversified play experience overall. We've been doing a lot of balance and tweaking over the past few weeks in Test Center with these changes, and we're excited to roll them out to all of our players.
We're also introducing our first "pets with abilities" in this patch. These pets can be found out in the Wild and offer more for brave adventurers than mere companionship. Keep an eye out for those Mysterious Eggs!
Finally, there are a MASSIVE amount of other fixes and additions in this patch, including adjusting the difficulty of the Nightmare end-game, making the big Moloch battle more interesting and challenging, adding a slew of new Unique items and challenges in the Wild, and much, MUCH more."
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March 18th, 2008, 00:29 Posted By: JKKDARK
New version of the rom manager for PC.
Download it here
Changelog:
* Added feature: Net Play makes it easy to initiate a net play session with people on the same LAN.
* Added feature: Right-click on a ROM and select "Look up in Wikipedia" to get for information about the ROM.
* Added feature: Right-click on a ROM and select "Open containing folder" to go to the folder that the ROM is in.
* Added feature: If multiple emulators are compatible with a ROM that is about to be played, the user will be allowed to choose which one to use. If no emulator is registered as compatible with that ROM, then all emulators will be listed for the user to choose.
* Added feature: The title bar informs the user if the database has been changed since the last save.
* Back-end reconstruction: listing of ROMs has been made more robust to allow for future development of more ROM information.
* Tweak: Messages from the Database Management items have been made more clear.
* Tweak: The icon has been changed from a green arrow pointing into a blue database to a black and blue, 3D power symbol
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March 17th, 2008, 19:26 Posted By: JKKDARK
New release of the Super Nintendo emulator for Windows, Linux and Mac.
Info and changelog:
A new version of bsnes has been released. It contains a few minor emulation fixes, as well as user interface improvements. Behind the scenes, the source has been cleaned up more in preparation for running the CPU and PPU (video processor) separately from each other (eg with no enslavement.) This is required for implementing a clock cycle based PPU renderer.
• Greatly improved invalid DMA transfer behavior, should be nearly perfect now
• Major code cleanup -- most importantly, almost all PPU timing-related settings moved back to PPU, from CPU
• Added option to auto-detect file type by inspecting file headers rather than file extensions
• Rewrote video filter system to move it out of the emulation core -- HQ2x and Scale2x will work even in hires and interlace modes now, 50% scanline filter added
• Re-added bsnes window icon
• Added new controller graphic when assigning joypad keys [FitzRoy]
• Redundant "Advanced" panel settings which can be configured via the GUI are no longer displayed
• Improved speed regulation settings
• XP and Vista themes will now apply to bsnes controls
• Added "Path Settings" window to allow easy selection of default file directories
• Tab key now mostly works throughout most of the GUI (needs improvement)
• Main window will no longer disappear when setting a video multipler which results in a window size larger than the current desktop resolution
• Added two new advanced options: one to control GUI window opacity, and one to adjust the statusbar text
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March 15th, 2008, 20:47 Posted By: ecc
We have just released the WIP 11 of the emulator- and rom manager emuControlCenter.
Website: http://www.camya.com/
Forum: http://ecc.phoenixinteractive.mine.nu/
changelog for emuControlCenter 0.9.7 WIP 11
- Added option to backup your userdata (reviews, ratings, personal) to an xml file
-- see topmenu -> options -> backup userdata
-- xml file will be copied to your ecc-user/#_GLOBAL folder
-- import has to be done, export needs optimization :-)!
- implemented autohide for options not needed in emulator configuration
- fixed problem with cached romdb datfile, if #_GLOBAL folder dont exists
- now also emulators containing $ like no$gba are started without problems.
- fixed problem in fsum large file parsing
- fixed window focus bug
- fixed Blank holes when delete images and then refresh
- now OS_TYPE is lowercase
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March 15th, 2008, 20:18 Posted By: wraggster
For long-suffering fans of the Red Alert series, the revelation last month that work on Command & Conquer: Red Alert 3 is now underway at EALA was welcome news indeed. Red Alert is one of the seminal real-time strategy games, of course, and the original is still one of the most beloved games of all time. Of course, EA didn't reveal much in its press release announcement, so we went straight to executive producer Chris Corry himself to talk about the game, which is due for the PC, Xbox 360, and PlayStation 3 this holiday season.
IGN: Red Alert 3 was recently revealed. It's been a while since the last one, hasn't it?
Chris Corry: There actually hasn't been a Red Alert game for a little while now; it's been seven years. It's kind of interesting reintroducing the world to Red Alert. For those who are already familiar with Red Alert games and their place in the C&C universe, certainly Red Alert 3 is going to be everything that the hardcore fans have been looking for. It's going to have that trademark, light, humorous, fun, Saturday matinee popcorn feel to it, with live-action cinematics and all these great actors chewing up the stage.
IGN: Is that what you consider to be the distinction that makes Red Alert different?
Chris Corry: We think of there being two universes that reside under the Command & Conquer brand. When we think about Command & Conquer, we think about sort of a style of play. So it's fast, fun, fluid RTS gameplay. But then underneath that we have the Tiberium universe, which C&C 3 lived in and that's the dark, gritty, brooding sci-fi world of Kane and Nod and GDI. It touches on some pretty serious themes; environmentalism, religion versus science, and other themes. And it really chronicles the journey of Kane.
Blimps are cool.
And then very distinct and separate from that we have the Red Alert universe. We really think of Red Alert being not so much about World War II or the Cold War, but it really is about time travel and the unintended consequences that can occur from meddling in areas that no man has a right to. The way that manifests itself in the game is this series of alternate histories. In Red Alert 2--and we're carrying it through to Red Alert 3--it's also kind of a fundamental shift in tone where we're trying to not take ourselves nearly as seriously as the Tiberium universe does. There's a little bit of tongue-in-cheek there, and it really is about that humorous, bright saturated experience, as opposed to that dark, gritty, sci-fi experience.
IGN: Tell us about the setting and the story, and is it directly related or connected to the events of the last game, or is it a completely different timeline?
Chris Corry: I touched on that time travel theme. The events that kick off Red Alert 3 really come back to that. Our story opens with the Allies and the Soviets going at it again, but this time the Allies have beaten the Soviets back and have the upper hand. The Soviet leadership is cowering behind the walls of the Kremlin; their defeat is imminent and all but certain. At that point, sort of crazed with desperation, the leadership descends into the bowels of the Kremlin into their secret labs where they have this skunk works project going on. They fire up this prototype of this device which is a time machine that's never been used before. And their intention is to go back in time and erase Albert Einstein from the timeline. Of course, Albert Einstein in the previous games has been instrumental in the technological advances that made the Allies so successful...
IGN: And he shot Hitler!
Chris Corry: And you see that kind of parallel there from Red Alert 1, which has kind of a similar dynamic with Einstein going back to erase Hitler.
So the Soviet leadership goes back [in time] and they do it. They take our good man Albert out. They come back to the present day and it looks like the operation has been a resounding success. Moscow and the Kremlin have been resorted to their former glory. It looks like the operation has gone off magnificently. Of course, that lasts for a healthy two minutes, and then all of a sudden alarms and klaxons start going off, and all the monitors come to life, and the aids come rushing in and they realize that they're under attack. But they're not under attack this time from the Allies. They're under attack from this huge, intimidating superpower that they have inadvertently spawned on the world stage: the technology cult of the Empire of the Rising Sun. And they realize with this sinking feeling in their gut that by meddling with time, they haven't erased the Allies. The Allies are still there; the Allies are still a threat. But they've actually spawned a second mortal enemy, and that kicks off the third Red Alert war, where we now have this triumvirate of the Soviet, the Allies, and the Empire of the Rising Sun.
IGN: You say that and everyone is going to think Japan.
Chris Corry: It is Japan. I really like to call them the Empire of the Rising Sun because it makes them more ominous and it makes them different. And they are different. The great thing about using Japan is that it works for us in a lot of great ways. We wanted to make sure that we were brining something new and fresh and exciting to the Red Alert experience, and Japan was a really great choice for us because it has this really great wealth of historical and cultural touchstones that we can riff on. Everyone knows about ninjas and samurais and anime mecha. At the same time we've got full license to make them a little bit mysterious and maybe confound expectations a bit as well.
IGN: Ninja mecha. Ninja mecha.
Chris Corry: I'm not saying that there are ninjas. I'm not saying there are mecha. But I'm saying that if I were making a game with the Empire of the Rising Sun in it, you'd kind of want to put ninja and mecha in it, wouldn't you?
Land and sea combat.
IGN: That's the new faction. Are all the factions completely rebuilt from scratch?
Chris Corry: They're pretty different. In the previous two Red Alert games, the Allies and the Soviet factions have been pretty different. Certainly, the Empire of the Rising Sun is going to be very different as well. In practical terms, all three factions have a very different build mechanic. For the Empire of the Rising Sun, we're keeping information about that faction a little close to the vest, but there are some themes that you see there. They're certainly the most technologically advanced. They're a dominant naval power. Unit transformation plays a significant role in that faction. There's certainly a lot in that faction that you don't see in the Soviets and Allies.
IGN: It wouldn't be Red Alert without the live-action cutscenes. What do you have in mind?
Chris Corry: We really do think the live-action cinematics are a staple of the Red Alert series. We're going pretty full bore with the cinematics this time. We're going to have more than an hour of cinematics; it's almost a minimovie that we're shooting for this. We're not quite ready to talk about the cast. We've got almost the entire cast locked down, but until we actually do the cinematics shoot, which we're currently scheduled to do in mid April, we won't be talking about that. Until I've got the movie stars in their seats and doing their stuff, it doesn't feel real.
IGN: Where does the filming take place at? Los Angeles? Vancouver?
Chris Corry: It's LA. We do SAG shoots here in LA and it's actually amazing to me. Before C&C 3, I'd never been on a movie set, and that really is what these are. These are full-on movie productions. We use movie production houses, we use a real movie DP [director of photography], and of course we're using real movie talent. We put a great deal of energy and time and attention into building elaborate sets and shooting a lot of green and doing a pretty aggressive post-production schedule where we do a lot of the sort of things that you would see in a Hollywood feature.
http://uk.pc.ign.com/articles/859/85...0&RSSid=859781
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March 15th, 2008, 20:17 Posted By: wraggster
While talking with Sony Online Entertainment President John Smedley about his company's integration with Sony Computer Entertainment, GameDaily BIZ also questioned him about the state of PC gaming. Little did we know that we'd get such a passionate response to our question.
Clearly, the assertions by certain people in this industry that PC gaming has to take a backseat to consoles and that the PC games market is in trouble has rubbed Smedley the wrong way. He told us, "It's ridiculous and foolish to say that PC gaming [is in decline]. I've seen some of the dumbest quotes out there about the business [falling apart]. It's just not true. The simple truth is the online business is picking up in a huge way. If you're able to add in – and NPD is beginning to track this stuff – the digital sales and regular sales and subscription money and all that stuff, the PC gaming industry is at its strongest point in its history period."
He continued, "I keep reading all this doom and gloom. It's the same guys that have been telling us for years that mainframes are doomed. If you just look at the actual facts on the ground, World of Warcraft – and I have to give props to our competition here – it sat on top of the PC charts for three years now. At some point, and everybody keeps talking about this, but they're just not realizing that a lot of people's dollars are going into these online games now and a lot of them you can buy truly digitally, which isn't getting tracked. It's as simple as that."
Recently Epic Games CEO Tim Sweeney commented that the PC is "good for anything, not just games," and he talked about the decline of the PC as gaming platform. Naturally, Smedley doesn't agree with this viewpoint.
"I would argue greatly and disagree with his statements. In my opinion, PC gaming is at its brightest point ever. If you look at the number of people out there playing games like Runescape - 11 million active players – or Webkinz or Club Penguin or WoW or EverQuest II... If you just start doing the math on all these games, there's just a hell of a lot of people out there playing. What's happening though is their playing habits are changing, and they're going more towards a different business model. So the Webkinz or the Runescapes, where it's free to play with sort of a velvet rope model, these are the new PC gamers that are playing this kind of stuff, or they're playing on Pogo or Microsoft's Gaming Zone... all these different things that are taking people's attention. It's not that dollar sales are down; it's just that retail PC sales are the narrow focus that ignorant people are looking at."
http://www.gamedaily.com/articles/ne...decline/?biz=1
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March 15th, 2008, 12:12 Posted By: JKKDARK
New update of the Neo Geo emulator for PC.
Changelog:
* Fixed an irq problem in the cave driver which was freezing esprade at the 1st boss. The cause is the new version of starscream which is more precise with interrupts, I even wonder how the cave driver could work the way it was before that... anyway it's fixed, but it could happen in some other raine games (luckily very few drivers have a complicated interrupt system like the cave driver).
* The recent gui changes could make some part of the gui to remain visible after a game had been started... lack of tests here, sorry !
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March 15th, 2008, 02:12 Posted By: JKKDARK
New version of the Neo Geo CD emulator for PC.
Changelog:
* Fixed the loading animations "flashes", during, after or before the animations (thanks to Juveno41 for the animation he found on youtube, it helped a lot !). It also finally explains why the animations of overtop were bad from level 2 : they were not supposed to be shown at all !
* Fix a stupid mistake which could cause a bad restoration of savegames in some situations
* Some part of the gui could remain visible after the game was started...
* The depencies for raine and neoraine are now in different files to avoid to reproduce the mistake of version 1.1.2 with the bad windows binary !
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March 14th, 2008, 23:24 Posted By: wraggster
Newly released:
Take command of two new factions, the Sisters of Battle and the Dark Eldar, and fight with a new resource derived from the souls of the faithful and the fallen.
Strategic warfare in the 41st Millennium takes to the skies as each army gains new air units to rain death from above. Every map, battle and strategy in Dawn of War has just been reinvented!
Wage war across an entire solar system. Liberate, enslave, or destroy entire worlds as you unleash your army's fury on an interplanetary scale. Experience unique storylines, control your supply lines and lead any one of nine separate armies to victory in the largest Dawn of War campaign ever envisioned.
Customize your hero’s weapons, items and abilities as he grows in power and personalize your army’s insignias, colors, banners and names. Earn and unlock achievements and medals as you prove your superiority online in 29 NEW multi-player maps. Includes all previous Dawn of War maps for a stunning 114 maps in total!
Groundbreaking Hybrid Expansion design allows Soulstorm™ to be played alone, or combine it with Dawn of War, Winter Assault, and Dark Crusade to create the largest RTS ever!
http://www.play-asia.com/SOap-23-83-...j-70-2ngq.html
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March 14th, 2008, 20:15 Posted By: Shrygue
via Eurogamer
Valve has said it will be releasing the separate components of The Orange Box in shops from 11th April.
This only applies to the PC version, and will feature Portal as the cheapest offering at around GBP 19.99. Half-Life 2: Episode 2 and Team Fortress 2 will both be around GBP 29.99. Obviously shopping around could knock considerable margins off those prices.
Worth noting that Team Fortress 2 will include the Badlands map and you will obviously be able to grab the other recent updates for it through Steam.
The individual games have been available on Steam from launch, and their stand-alone success has prompted Valve into action.
"Given the unique nature and length of the games inside The Orange Box, the compilation approach was the right vehicle for the debut of these titles at retail," said Doug Lombardi, mouth of Valve.
"With the flexibility of having different pricing and packaging options via Steam, we were able to test the market viability of the individual products. The results show an overwhelming demand for these stand-alone offerings as well as The Orange Box. This gives us tremendous confidence as we bring gamers more ways to get these titles at retail."
Portal was our 2007 Game of the Year, with Team Fortress 2 at nine, and Half-Life 2: Episode 2 at 33.
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March 14th, 2008, 09:58 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
- added: support for upcoming new xml datfile headers
- added: support for 4 new datfile header fields (date, email, url, homepage)
- added: support for new game/gamelist tags and cmpro's rebuildto/date tags
- misc: all datexports now use the xml format
- misc: engine.cfg's cachefile tag is obsolete. Every profile is cached now.
- misc: setinfo also shows romof and rebuildto information
- misc: rebuilder memory for no recompress is limited to 1/2 physical ram or 1GB max
- misc: some WINE related updates for non modal progress window
- fixed: /xml commandline parameter crashed when reading xml dats
- fixed: removing parent/clone relationship didn't set romof tag correctly
- fixed: red/green profile indicator is not reset when updating an exe based dat
- fixed: rebuilder remove source can accidently remove an empty backup folder
- fixed: scanner's automatic move to correct set failed in some cases
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March 13th, 2008, 23:14 Posted By: JKKDARK
New release of the arcade emulator for PC.
Changelog:
- Added driver for Double Dragon 3 / Combatribes
- Added driver for WWF Wrestlemania
- Added driver for Kyugo Z80-based hardware
- Updated the pacman driver to the latest version released by iq_132
- Added iq_132s Bank Panic driver
- Added iq_132s Mr. Do driver
- Added iq_132s Mysterious Stones driver
- Added iq_132s The New Zealand Story driver
- Added clone of Real Bout Fatal Fury to Neo-Geo driver
- Added clone of Metal Slug 5 to Neo-Geo driver
- Added clone of Dungeons & Dragons: tower of doom to the CPS-2 driver
- Matched all sets to MAME 0.123u4
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March 13th, 2008, 23:12 Posted By: JKKDARK
New versions of the Neo Geo and Neo Geo CD emulators for PC.
Changelog:
* Fix the mess between default and custom controls created by the autofire saving ability
* Prevent a crash when messing with the autofire before a game is actually loaded
* Fix bad palette in kof96ng (it's a general fix, the palette actually uses a mirror).
* The turbo control works as expected with a joystick too (release the control to stop the turbo effect).
* Help the user from turning animations off in the middle of a loading animation and prevent last blade 2 from geting lost if we use a low speed of loading. Also make the loading progression bar slightly more precise, and survive if the user changes the cdrom speed in the middle of a loading animation.
* small improvements to the gui, and added the ability to change most of the colors (gui options / Colors).
* fixed speed too fast in some places for janshin (Quest of Jong Master)
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March 13th, 2008, 23:09 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
01216 [Tomasz Slanina]
00898 [couriersud]
01436 [Aaron Giles]
01480 [robiza]
01482 [Zsolt Vasvari]
01429 [RansAckeR]
00593 [RansAckeR]
01478 [RansAckeR]
Source Changes
--------------
Fixed flickering in Electric Yo-Yo. Changed qix driver to use the
MC6845's VSYNC notification for interrupts. [Zsolt Vasvari]
Removed machine from the parameters of some of the device_get_info
and device_set_info calls because that information is stored
with the device now. [Aaron Giles]
Changed device interfaces to pass the device_config * rather
than tokens and individual bits to the device callbacks. Updated
all existing devices accordingly. [Aaron Giles]
A number of changes to remove references to screens by index and
make the video system based strictly upon the screen devices:
[Zsolt Vasvari]
* changed vblank_state_changed_func to now have a device_config
argument
* removed runnning_machine as the first parameter of a VBLANK
callback
* removed video_data from running_machine
* private state screen information now hangs off the public one,
instead of the other way around
* combined video_global and video_private into a single structure
* moved populating screen_state from mame.c to video.c
* removed defstate; the default screen parameters live in
screen_config directly
* moved 'refresh' from public to internal video state and renamed
it to 'frame_period'
* changed all drivers that previously accessed 'refresh' to use
video_screen_get_frame_period()
* changed VIDEO_UPDATE signature to pass the screen device
* added const device_config *primary_screen to running_machine
* changed first argument of video_screen_* functions to take a
device_config; all callers that used 0 for the screen number now
use machine->primary_screen
* changed game info screen and overlay UI to display the screen tag
instead of screen number
* added video_screen_get_visible_area()
* changed render.c to use screen devices
* removed direct driver access to machine->screen[] array
* added video_screen_auto_bitmap_alloc(screen)
* the Dynax/Don Den Lover games now do their updating in VIDEO_UPDATE
instead of VIDEO_EOF. Seems to have fixed the palette problems
* hooked up swapped videoram in Karnov properly -- same idea as
Burger Time
* removed the public screen_state object -- all access is via
functions
* removed screen[] object from running_machine
* removed MAX_SCREENS constant -- there is no longer a hardcoded
upper bound
Changed the MC6845 to take and pass device_config's only. The
following shook out from this that are applicable to other devices
as well: [Zsolt Vasvari]
- running_machine is no longer taken, passed or stored
- mc6845_t is now private
- since passing device_config's is not device type safe, I added a
get_safe_token() to mc6845.c to check the device passed in for
the valid type.
Removed video_data from running_machine. Private state screen
information now hangs off the public one, instead of the other way
around. Combined video_global and video_private into a single
structure. [Zsolt Vasvari]
Fixed the crash in Galaga caused by the slightly altered video timing.
[Zsolt Vasvari]
Converted address maps to tokens. Changed the address_map structure
to house global map-wide information and hung a list of entries off
of it corresponding to each address range. Introduced new functions
address_map_alloc() and address_map_free() to build/destroy these
structures. Updated all code as necessary. [Aaron Giles]
Fixed several instances of porttagtohandler*() in the address maps.
Drivers should use AM_READ_PORT() macros instead. [Aaron Giles]
ADDRESS_MAP_EXTERN() now is required to specify the number of
databits, just like ADDRESS_MAP_START. [Aaron Giles]
Removed ADDRESS_MAP_FLAGS() grossness. There are now three new macros
which replace its former usage. ADDRESS_MAP_GLOBAL_MASK(mask)
specifies a global address-space-wide mask on all addresses. Useful
for cases where one or more address lines simply are not used at
all. And ADDRESS_MAP_UNMAP_LOW/HIGH specifies the behavior of
unmapped reads (do they come back as 0 or ~0). [Aaron Giles]
Changed internal memory mapping behavior to keep only a single
address map and store the byte-adjusted values next in the address
map entries rather than maintaining two separate maps. Many other
small internal changes/cleanups. [Aaron Giles]
Changed MC6845 to take a screen tag instead of a screen number.
[Zsolt Vasvari]
Voodoo now takes a device_config for the screen. [Zsolt Vasvari]
Changed TMS34010 to take a screen tag instead of screen number.
[Zsolt Vasvari]
Replaced the following macros (SMH == static memory handler)
MRA*_BANK*/MRA*_BANK* -> SMH_BANK*
MRA*_RAM/MRA*_ROM -> SMH_RAM
MRA*_ROM/MWA*_ROM -> SMH_ROM
MRA*_NOP/MWA*_NOP -> SMH_NOP
MRA*_UNMAP/MWA*_UNMAP -> SMH_UNMAP
This removes the silly need for a bunch of redundant constants
with faux type definitions that didn't buy anything. [Aaron Giles]
Moved some memory system constants into memory.c. [Aaron Giles]
Converted atarigen and tms34061 to be handle based. [Zsolt Vasvari]
Changed how the PowerPC MMU is enabled at compile time, to cut down
on the amount of unused functions in MAME. [Nathan Woods]
Some additional memory system cleanups: [Aaron Giles]
* Made address versus byte offsets explicit throughout.
* Removed some unused parameters.
* Consolidated initialization process.
* Removed maximum memory block count.
* Centralized bank management.
* Added masked handlers and change_pc to the accessors.
* Added memory_get_accessors() to return a pointer to the accessors
for a given address space/databus width/endian configuration.
Adds some new 6845 varieties: MC6845-1, H46505, HD6845 and SY6545-1.
[Zsolt Vasvari]
Moved crosshair code from video.c into its own module. Simplified
crosshair logic and made it screen device based. [Zsolt Vasvari]
Saturate MultiPCM on clip and fix envelope discontinuity. [ElSemi]
Fixed loading mixer settings when the driver default value is
calculated. [Nicola Salmoria]
Removed cpu_scalebyfcount(). Changed input ports to register a frame
callback, which is called immediately after throttling and updating.
This is the proper "sync point" between emulated time and real time.
Moved all analog and digital port processing into a central place
here. Added tracking of time since the previous frame update and use
that as an estimate for the time of the current frame. This is used
to scale analog ports without the use of cpu_scalebyfcount(). This
is not perfect in the case where frame rates are dynamic (vector
games), but works well for other cases. [Aaron Giles]
Fixed VBLANK end time computation and video_screen_get_vblank() --
they weren't taking into account games that use
MDRV_SCREEN_VBLANK_TIME. [Zsolt Vasvari]
Fixed 68000 prefetching operation. Previous behavior was incorrect.
[Aaron Giles]
Changed slapstic management to always install an opbase handler to
more aggressively catch code executing in the slapstic region.
Updated all drivers to separate the slapstic region of ROM into a
different ROM section from the fixed ROM. [Aaron Giles]
superqix.c changes: [Mike Haaland]
- Changed vblank interrupts to 3 to fix screen drawing issues.
- Used memory_configure_bank() to configure memory.
- Added save states.
Added some clock frequency changes which were documented in u4 but
which did not apply due to operator error. [Corrado Tomaselli]
Added layout to crop corners in Electric Yo-Yo. [Mr. Do!]
Added support for Sega Virtua Processor, to run Genesis/MegaDrive
version of Virtua Racing, intended to be used by MESS. It consists
of a CPU core SSP1601, and updates in megadriv.c: [notaz]
* SSP1601 replaces SSP1610, as it has been confirmed that SVP
actually contains SSP1601. The current SSP1610 is only a
placeholder (nearly completely unimplemented) anyway.
* Changed megadriv.c add a new driver for Genesis/MegaDrive+SVP
combination, also add SVP memory controller logic and memory map.
Phase 2 of the Deal 'Em input changes (these work well with the
default cabinet type, I need to do some conditional input work
to fix them fully), and also a conversion to the resnet code.
Unfortunately, this still doesn't fix the apparently needed
transparency. [James Wallace]
Simplified inputs, improved DIP switches, and added DIP locations
to punchout.c, bankp.c, and baraduke.c. [RansAckeR]
In asuka.c, created MACHINE_START( asuka ) to configure cpu2 banks
with memory_configure_bank(). All drivers support save states, with
the exception of cadash and clones, the background does not load
properly. [Mike Haaland]
Fixed M68000 build logic to only include it if enabled. [Fabio Priuli]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Amuse (Version 50.08 IBA) [Pierpaolo Prazzoli]
Joker Poker (Version 16.03B) [Pierpaolo Prazzoli]
Super Bowl (Version 16.03B) [Pierpaolo Prazzoli]
Pit Boss II [Mariusz Wojcieszek]
Super Pit Boss [Mariusz Wojcieszek]
Pit Boss Megastar [Mariusz Wojcieszek]
Megatouch IV [Mariusz Wojcieszek]
Megatouch IV Tournament Edition [Mariusz Wojcieszek]
Megatouch 6 [Mariusz Wojcieszek]
New clones added
----------------
Raiden Fighters (Austria) [Corrado Tomaselli]
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March 13th, 2008, 20:44 Posted By: Shrygue
via IGN
Sony Online Entertainment LLC (SOE) is proud to celebrate the ninth anniversary of the launch of the ground-breaking MMORPG, EverQuest this weekend. After its launch in 1999, EverQuest would prove to be a monumental entertainment property, spawning more than a dozen expansion packs, numerous cross-platform game properties and introducing millions of players to the virtual world of Norrath.
"It's a great feeling to know that after nearly a decade, and fourteen expansions, EverQuest still resonates so positively with people all over the world," said Clint Worley, Producer, Sony Online Entertainment. "Alongside its flourishing community, the in game world is still going strong and changing daily, further proving EverQuest is a living and breathing virtual world that will stay active into the foreseeable future."
In honor of the ninth anniversary, EverQuest is hosting a variety of in game and fabled events throughout the year, the first of which are connected to the Planes of Power. On March 16th, a scavenger hunt will start with the NPC Garin Tvalish in Plane of Tranquility in which Garin will give players a clue book and a bag. Players will then get to figure out which items from the Planes of Power expansion those clues refer to, and combine them together in the bag to receive an in game reward. Also kicking off March 16th is a month-long in game event linked to the divinities and servants of the Planes of Power. Players will also notice that the might has increased for their favorites, such as the Thunder Giant Hreidar Lynhiilig and Rallos Zek the Warlord, allowing them to challenge the current player base. The gods have also been updated with commensurate loot to properly reward adventurers who are willing to take them on.
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March 13th, 2008, 20:29 Posted By: Shrygue
via Engadget
It's all a silly misunderstanding, we tell you. Microsoft has been holding fast to its "three years" development time frame for Windows 7 since forever, the problem is that it's never been clear when that three year period started. Well wonder no longer, Microsoft has finally officially confirmed that the three years started at Windows Vista's general availability release, which was January 30th, 2007.
Obviously that doesn't mean will have Windows 7 on midnight of January 30th, 2010, but it does mean we can look forward to sometime within that year for a release. Microsoft plans to give an exact release date only once Windows 7 "meets its quality bar for release." Sounds like a good metric to go by, if you ask us.
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March 13th, 2008, 20:22 Posted By: Shrygue
via Engadget
Asus has never been one to shy away from making from making bold predications about it's fast-selling Eee PC, and it's now come out with yet another feat of prognostication, saying that it expects it's forthcoming Windows-based Eee PC to outsell its Linux-based counterpart by a ratio of 6 to 4.
As PC World points out, that's despite the fact that the Windows version will cost nearly twice as much as the cheapest Linux-based Eee PC. Asus chairman Jonney Shih seems undaunted by that fact, however, and assures us that "a lot of people have been waiting for the Windows version."
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March 13th, 2008, 09:56 Posted By: JKKDARK
New version of the rom manager for Windows, Mac and Linux.
Changelog:
* Added platforms
- Amstrad GX4000
- Texas Instruments TI-99/4A
* Small updates
- Improved ECC OS detect
-- Slightly improved the way to detect the OS system.
-- Removed the php_mbstring DLL, it's not used anymore, now using a internal PHP function to lowercase the OS string.
- Fixed CRC32 calculation error on large files.
- Fixed script creation with notepad++.
* Small Platform updates
- Robotron KC: Renamed 'Robotron KC' to 'Robotron KC series'.
- Atari 8-bit: Renamed 'Atari 8-bit' to 'Atari 8-bit series'.
- Amstrad/Schneider PCW/Joyce: Renamed 'Amstrad/Schneider PCW/Joyce' to 'Amstrad PCW/Schneider Joyce'.
- Capcom Playsystem 3: Replaced the logo by a darker one (like CPS1 & CPS2).
- Bandai Wonderswan Color: Removed the 'color' logo from the screen.
- Amstrad CPC: Replaced the logo and re-made the teaser.
- Amstrad PCW/Schneider Joyce: Replaced the Amstrad logo and re-made the teaser.
* ECC Startup
v2.1.3.3: Fixed an issue where ECC did not return to the original 'maximized' size when ECC was minimized.
* ECC Live!
v3.0.0.4: Fixed crash when updating ECC Live! to a more recent version.
v3.0.0.5: Fixed an infinite loop when a update is not for the operating OS or installtype.
v3.0.0.6: Adjusted to work with ZIP files instead of RAR files, this because there is no suitable RAR extension for PHP-GTK2 in feature update.
* ECC Live! updater
v1.1.0.6: Adjusted to work with ZIP files instead of RAR files, this because there is no suitable RAR extension for PHP-GTK2 in feature update.
* ECC Bugreport
v2.2.0.3: Adjusted the way the bugreports are stored on the server.
v2.2.0.4: Fixed a bug that would not remove the temporary log file.
* 3rd party tool updates
- Notepad++ v4.8.2
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March 12th, 2008, 21:54 Posted By: wraggster
New from SuccessHK
This 5 Key Wirless Optical Mouse use original optical engine,has a modern appearance with ergonomic principies.It can work at different desktops without a mouse pad and feel comfortable.The switch life is 5 million times.
Wireless technology
Brower navigation key
3M operation range
Support system WIN95/98/ME/2000/XP/Vista/MacOS
Switch life is 5 million times
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March 12th, 2008, 20:44 Posted By: Shrygue
via Eurogamer
Ubisoft has told Eurogamer that Rainbow Six Vegas 2 for PC will still be arriving on 17th April, not one week earlier as a freshly made schedule suggested this morning.
However, Assassin's Creed on PC and DS will be out on 11th April, as will Victorious Boxers on Wii and GRAW 2 Legacy Edition on Xbox 360 - featuring all the downloadable content released on Live so far.
Elsewhere Haze is still non-committal and lurking in financial Q1 2008 for the publisher, which means it will be out sometime between April and June.
Gordon Ramsay is on telly again tonight, too.
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