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February 22nd, 2008, 22:07 Posted By: JKKDARK
New release of this frontend for PC.
Changelog:
* Removed "Add Root" from Paths/Directories dialog.
* Fixed: "." can no longer be deleted or changed from inipath.
* Added a check for "." within inipath (".;" will be prefixed if not found).
* Fixed joystick select becoming disabled after showing the about dialog.
* Added: the picture area now shows snapshot_directory\setname\0000.png by default, unless you are showing pictures like flyers, then pictures will take precedence over snaps.
* Added: scroll buttons to the picture area to allow scrolling through snaps for given set.
* Added: Delete and Rename snapshot menu items to the picture area's context menu.
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February 22nd, 2008, 22:03 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:
. Real-time controls display (AmiArcadia).
. New ARexx commands: GETMACHINE, VIEW (AmiArcadia only).
. Miscellaneous improvements and bug fixes.
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February 22nd, 2008, 22:01 Posted By: JKKDARK
new release of the MSX emulator for PC.
Changelog:
* After a long pause, finally updated fMSX-Unix port. fMSX-Unix source code is once again available as part of the core source code distribution. It has been debugged on the Ubuntu Linux. Let me know of any incompatibilities with other Unix flavors.
* Extended fMSX-Symbian port to support UIQ3 phones from Sony Ericsson and Motorola. As I only have key-operated Motorola Z8, testers with pen-based SE phones are badly needed.
* Added run-time compatibility with 8bpp, 16bpp, 24bpp (32bit pixels) and 32bpp screen depths to fMSX-Unix. IMPORTANT: At this moment, built-in config menu, debugger, and NetPlay dialog will only work at X11 screen depth that matches your compile-time setting (i.e. -DBPPxx) in Makefile. Make sure you always compile fMSX-Unix for your default screen depth.
* Disabled secondary slots for primary slot #0 in MSX1 mode. DiskROM boots in MSX1 mode again.
* Now syncing all sound channels after loading state, sound does not get "stuck" any more.
* Renamed command line option -zoom/-nozoom into -soft/-nosoft.
* Moved a few key definitions, so that "!@#$%^..." characters can now be used as indices into Keys[]. This is done for compatibility with GDK key events.
* Renamed KeyMap[] to KeyState[] to avoid name clash with MacOSX system API.
* ALT swaps joysticks 1/2 on all platforms where applicable.
* CONTROL/SHIFT keys now act as FIRE-A/FIRE-B joystick buttons on all platforms.
* Improved fMSX-Symbian sound code, although sound problems still persist on some UIQ3 phones.
* Split fMSX-Symbian/S60 configuration menu into four tabs, making "Video" and "Audio" settings separate.
* Added "Audio Latency", "Skip Frames", and "Sync Updates" settings to fMSX-Symbian.
* Added to fMSX-Symbian ability to use Nokia E61/E62 [FUNC] key in the built-in menu.
* Fixed an fMSX-Symbian bug where pieces of virtual keyboard remained on screen after closing it.
* Pressing [8] key on fMSX-Symbian now invokes virtual keyboard, if enabled, for the phones which do not have the [EDIT] key.
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February 22nd, 2008, 21:27 Posted By: JKKDARK
New version of the NES emulator for Windows.
Changelog:
- Major CPU fixes (timing and opcodes).
- Some PPU fixes, corrected VBlank flag behaviour.
- Some APU fixes, corrected frame IRQ timing.
- Fixed a bug in the sprite I/O register.
- Tweaked joypads polling/control and setup.
- Updated config file with the new blitter option 5.
- Binaries are no more compiled under Dev-C++ due to some annoyances.
- Usual tweaks, cleanups and debug code left removed.
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February 22nd, 2008, 21:21 Posted By: JKKDARK
New version of the multi-system emulator for Windows.
Changelog:
New System Drivers Supported (in no particular order):
------------------------------------------------------------------------------
- Amstrad GX4000 [Barry Rodewald]
- Aleste 520EX [Barry Rodewald]
- Memotech MTX 500 [Dirk Best]
- Memotech RS 128 [Dirk Best]
System Driver Changes:
------------------------------------
- [APFM1000] Cartridge support, pads fixed and hooked up [PeT]
- [APPLE2] Fixed lores graphics broken in 0.119. (bug #1472) [Nate Woods]
- [GAMEBOY] Small mode 0 stat bug triggering fixes. [Wilbert Pol]
- [GAMEBOY] Added partial support for MBC6. [Wilbert Pol]
- [GBCOLOR] Added locking of palette data registers. [Wilbert Pol]
- [GBPOCKET] Fixed video startup state to match that of a real unit. [Wilbert Pol]
- [GENEVE] Fixed memory mapping error that would cause an emulated crash on reset. [Michael Zapf]
- [MTX] Rewrote keyboard emulation, added natural keyboard support and started to cleanup the driver. [Dirk Best]
- [MTX] Rewrote memory banking and removed tape hack. [Dirk Best]
- [NASCOM] Improved keyboard layout, added natural keyboard support (not working 100%), changed RAM size configuration to use the standard method instead of dip switches and updated it to use the default black and white palette. [Dirk Best]
- [NASCOM] Added snapshot loading support (.nas files) [Dirk Best]
- [NASCOM] Added preliminary floppy support. [Dirk Best]
- [NES] Added support for mappers 42, 43, 44, 45 (partial), 46, 47, 49, 51 (partial), 57, 58, 61, 62, 83 (partial), 112, 182, 188, 193 (not working), 200, 201, 202, 203, 206, 240, 241 (partial), 242, 244, 246, 248. [Wilbert Pol]
- [ORIC] Fixed tape loading. (bug #241) [Wilbert Pol]
- [SMS] Fixed buttons for player 2. (bug #1377) [Enik Land]
- [SMS] Fixed some video mode 4 boundary checks. (bug #1454) [Enik Land]
- [TI99] Fixed Mechatronic Mouse axis swapping. (bug #966) [Miachel Zapf]
- [TI99/GENEVE] More floppy cleanups; fixed TI99_8 regression and made the floppy drive usable. (bug #1450) [Michael Zapf]
User Interface Changes:
--------------------------------
- [Windows] Fixed bug in state saving and loading. (bug #1494) [Nate Woods]
Imgtool Changes:
--------------------------
- [Windows Imgtool] Fixed a bug that could cause filenames to get mangled when inserting files onto images with a directory structure. (bug #1458) [Nate Woods]
Source Changes:
----------------------
- The core is based on MAME 0.123. This incorporates all features of the update to this core. [MAME team]
- Miscellaneous cleanups (staticization, constification, conditional logging, core callbacks). [Atari Ace]
- Greater use of ATTR_PRINTF. [Oliver Stoeneberg]
- Changed use of AY-3-8910A sound chip to AY-3-8912A or AY-3-8913A where appropriate across all drivers. [Justin Kerk]
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February 22nd, 2008, 21:19 Posted By: JKKDARK
New version of the PC-Engine emulator for WIndows 2000, XP and Vista.
Changelog:
- The volume balance of ADPCM voice was elaborately brought close to a real machine.
- The interrupt processing of the CD-ROM access was modeled on a real machine.
- In "Neo Nectaris" and "Macross - Eien no Love Song", the saving to backup-RAM became possible. Note: In "Neo Nectaris", when the state saving before v1.36 is loaded, the backup-RAM-saving might not be able to be done normally. At that time, please advance to the next stage, and it is possible to save normally.
- When using Ootake with "Windows 98/Me", the bug that the error goes out when becoming full-screen (generated by v1.36) was corrected. Note: Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.
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February 22nd, 2008, 21:17 Posted By: JKKDARK
New release of MisfitMAME for PC.
Changelog:
Source changes
--------------
darthvdr
- hooked up bonus sound
- added "Bonus Life" dipswitch
trukker
- fixed issue where sometimes a stray car would wander over the scores
knigtsha
- improved gfx
cps2
- adjusted memory map so that it would pass the suicide test
- added Phoenix sets from MamePlus
cosmica
- documented sound ports and added some "invaders" samples
- changed from GAME_NO_SOUND to GAME_IMPERFECT_SOUND
8080bw.c
- changed cocktail screen flipping so that the old hacky code can be removed at a later date
Games Added
-----------
- mspac1 (mspacman alt)
- suicide (CPS2 Suicide Board Test)
- kodh [Thanks to kof2112]
- ozmawar3 (ozmawars alt)
From EMMA:
- astrians (clone of Swarm)
- pengopac (Pengo on Pacman Hardware)
- eyesb2 (Eyes alt)
From MamePlus:
- 1944d
- 19xxd
- avspd
- batcird
- ddsomud
- ddtodd
- dstlku1d
- gwingjd
- hsf2d
- megamn2d
- mvscud
- nwarrud
- progerjd
- ringdstd
- sfad
- sfa3ud
- sfz2aad
- spf2xjd
- ssf2ud
- vsavd
- xmcotad
- xmvsfu1d
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February 22nd, 2008, 21:15 Posted By: JKKDARK
New release of Xpadder for PC.
Changelog:
* Improved thread termination handling
* Added fatal error detection
* Added previous instance location check
* Fixed some bugs where white screens/freezes could occur
* Fixed a bug where selecting a controller button in controller settings window triggered profile change
* Fixed some help text bugs (thanks to Terence & Sophie)
If you experience white screens/freezes with this version:
1) Please let me know (via email or forum)
2) Download v2007.12a (uses the old mega-stable core.
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February 22nd, 2008, 21:12 Posted By: JKKDARK
New update of the Windows API emulator for Unix.
Changelog:
* Direct3D improvements, including driver version emulation.
* Beginnings of support for OLE objects in Richedit.
* Several fixes to the animation control.
* A bunch of fixes for regression test failures.
* Lots of bug fixes.
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February 22nd, 2008, 16:16 Posted By: Shrygue
via Engadget
Concorde, schmoncorde. At least that's what we assume Reaction Engines' A2 would utter if it could in fact speak. The supersonic jet, designed by Oxfordshire's own Reaction Engines, could one day shuttle passengers from Europe to Down Under in less than five hours, cruising at up to 4,000 miles-per-hour along the way. Granted, the aircraft is still in concept mode at the moment, but if all goes to plan, it could be operational "within 25 years."
Reportedly, the 156-yard long jet could maintain a speed of 3,800 miles-per-hour -- over twice that of the famed Concorde -- and could carry 300 guests on each trip. Who knows how much a seat would cost, but we're guessing the sky's the limit.
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February 22nd, 2008, 16:11 Posted By: Shrygue
via Eurogamer
Lego bigwig Mark Hansen has provided fresh details on forthcoming PC MMO Lego Universe at the Game Developers Conference in San Francisco.
In his speech, titled 'Bringing the brick online', Hansen said there are three pillars to the game. The first is building - but you won't have to do too much of that if you don't want to. "Not everybody is a digital builder but people still like Lego. You'll be building to some level, but you're not forced," he explained. You'll have the capability "to build anything you want, within some constraints" - you won't be able to build a giant model made out of a million bricks, for example.
"Netdevil is developing this game, so it's not about user-generated content where you build whatever. We're trying to come up with tools for directed content development for a community," Hansen added.
He confirmed all the models players create will be moderated, so you can't go round constructing giant Lego winkies all over the place. You'll have the option to lock your creations to protect them, or leave them unlocked so other players can come along and smash them to bits.
The second pillar is socialising. "It's about the emotion of [your mini-figure]," said Hansen. "It can smile, it can wave, it can lay down, it can kick. It's about bringing that alive."
And finally - playing. "This is not just a social world. It is a game of play. You will be going for land, you will be competing, doing challenges, doing missions, getting coins, smashing things, building things." Put simply, if obviously, "It is a game."
There's a role-playing element so as you progress through the Lego Universe your character will advance and you'll get more accessories, weapons and tools. You can customise your Lego man or woman, choosing how both their face and body look. "You will not be able to change the shape of the basic elements, but there are infinite possibilities," apparently. You'll be able to design customised pets to follow you around, too.
There will be options to form or join guilds and teams, and there will be special events and structures to build for both solo and group players. "You don't have to be on a team, you could go it alone, but in teams you'll probably advance much faster," Hansen said.
He confirmed there will be storylines in the game - "There will always be a good side and a bad side" - and many different zones, or 'Planets', to explore. They will be based on existing and forthcoming Lego products, such as the pirate, city, castle, underwater, space and mech-themed lines. However, "It's not all going to be there on launch day." The world of Lego Universe will grow and expand as new content is added over time.
There's even a chance licensed IP could make an appearance. "There is no Batman or Star Wars IP in the game, but that doesn't mean it's not going to come," stated Hansen.
The game is aimed at kids aged eight to 12 but Hansen reckons everyone will enjoy it in the same way people of all ages play Lego Star Wars, and indeed ye olde bricks. "How many people here played with Lego on the floor when they were a child?" he asked the audience. Everyone raised a hand. "Lego Universe is exactly what you saw on the floor when you were a child... It's about that dream."
You will have to pay a subscription fee to play the game, but Hansen didn't say how much it will be. When asked by a member of the audience when the game is out he confirmed, "We're hoping to get the game out in the next couple of years." You funny old Dane. Seriously now: "It will be coming soon, I can say that."
But he can't say much more for the moment, it seems. Hansen didn't show anything of the game either, other than the Lego Universe trailer that's been kicking around the Internet for ages. If you haven't seen it, why not take a look.
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February 21st, 2008, 21:08 Posted By: Shrygue
via Engadget
It's been a long time coming, but it looks like the GPU industry finally figured out the fact that most consumers don't want to blow a couple grand on an SLI setup, they just want to play Crysis debt-free. The new GeForce 9600 GT from NVIDIA is an answer to those prayers, offering solid performance ratings nearly in line with last-gen's 8800 GT, at a completely lovable $199 [£101.50] -and-under pricepoint.
For now the top of the performance charts is still the 8800 Ultra -- as NVIDIA will readily admit -- but the 9600 GT is just the first of NVIDIA's GeForce 9 series, and while it's sure to be followed by bigger, badder and more expensive versions, it's refreshing to see the 9600 hitting the market first.
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February 21st, 2008, 21:05 Posted By: Shrygue
via Engadget
Uh-oh -- it looks like the nasty Windows Home Server bug that corrupts data affects quite a few more apps than Microsoft initially let on.
The company's just updated the WHS support note to include reports of data corruption when using iTunes, the Zune software, WinAmp, WMP 11, Photoshop, and a host of other applications -- and the problem's expanded in scope as well, now affecting files saved to the server in addition to files edited on the server.
That basically makes WHS useless as of right now -- if you can't trust your data on it, there's no point -- so let's hope there's a fix on the way.
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February 21st, 2008, 20:24 Posted By: wraggster
According to Blizzard senior VP they'll have no place in World of Warcraft
Blizzard's senior vice president of game design, Rob Pardo, has said players would feel "betrayed" if a micro-transaction system, of the sort common in free-to-play MMO games, was implemented in World of Warcraft.
After his talk on multiplayer game design at GDC, as reported by WOWInsider, Pardo was asked if the company had considered introducing the fashionable payment model to its smash hit MMO, but Pardo argued that any use of outside cash resources unbalances the game, and likened micro-transactions to sanctioning gold-buying.
"We've taken the approach that we want players to feel like it's a level playing field once they're in WoW." he said. "Outside resources don't play into it - no gold buying, etcetera. We take a hard line stance against it. What you get out of micro-transactions is kind of the same thing and I think our player base would feel betrayed by it."
Asked if the ability to buy powerful items might not help casual players with less time to invest in the game catch up with the hardcore, Pardo said: "They aren't going to be the ones spending the money".
World of Warcraft has revolutionised the MMO market in the West, and now boasts an active player base of 10 million across the world, playing on hundreds of different servers - and the game added USD 1 billion to publisher Vivendi's revenues last year.
http://www.gamesindustry.biz/content_page.php?aid=33376
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February 21st, 2008, 20:17 Posted By: wraggster
European publisher clears up confusion over release date
Following previous reports that MMO Warhammer Online had disappeared from EA's release schedule, Eurogamer has learned that the game is still on course to be released in the second quarter of this year.
Developer EA Mythic announced a delay from the first to the second quarter of this year back in November. According to GOA, which is taking publishing duties off EA's hands in Europe, this position hasn't changed.
"Warhammer Online: Age of Reckoning is still planned for a Q2 2008 release," European product manager Rahim Attaba told us. "The beta is doing well, and the feedback we have from the testers is really good," he added.
A spring release would put Warhammer Online: Age of Reckoning in a head-to-head fantasy MMO clash with Funcom's Age of Conan: Hyborian Adventures, due on May 20.
http://www.gamesindustry.biz/content_page.php?aid=33407
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February 20th, 2008, 20:49 Posted By: Shrygue
via Engadget
It looks like at least some of those that got their hands on the Vista SP1 update one way or another got a bit more than they bargained for, with DailyTech reporting that the update process wreaked some considerable havoc on some users' PCs. Specifically, the SP1 update process took it upon itself to automatically a prerequisite Windows Update, which apparently caused some folks' PCs to dive into an "unbootable loop," the only solution to which is a complete system restore. For its part, Microsoft has now pulled the prerequisite update in question (which apparently means it wasn't much of a "prerequisite"), although that'll likely be of little consolation to those that have already seen their PC put through the ringer.
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February 20th, 2008, 20:46 Posted By: wraggster
If you’ve been waiting for the Eee PC 8G to become available, It looks like it’s just about here. Over at Amazon, they have a new page up for what appears to be a Black ASUS Eee PC 8G. It’s listed as a 4G, but the description says that it has 8GB of storage and 1GB of RAM. It is listed for $542.99 and ships within 3-6 weeks- this could be the timeframe we’re looking at.
http://www.eeeuser.com/2008/02/19/bl...g-almost-here/
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February 20th, 2008, 20:35 Posted By: wraggster
Look, we sense the Vista hate out there, but frankly we think it's your own dang business what OS you choose to run. If Vista SP1 is rocking your world right now, we say more power to you, if XP is more your pace then you're certainly not alone, and if you're still trying to install Firefox on Haiku we feel your pain. That said, XP users are getting a bit of love this week, since Microsoft just made Service Pack 3 Release Candidate 2 publicly available via Windows Update. You have to download a little registry key to help Windows Update know you're RC2 fodder, and remove any previous version of SP3 from your machine, but it should be smooth sailing from there. How do you like them apples, Vista SP1?
http://www.engadget.com/2008/02/20/w...-times-the-sp/
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