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November 12th, 2020, 10:05 Posted By: wraggster
DS4Windows v2.1.16 is released. DS4Windows is a portable program that allows you to get the best experience while using a DualShock 4 on your PC. By emulating a Xbox 360 controller, many more games are accessible.
DS4Windows Requirements
* Microsoft .NET 4.5 or higher (needed to unzip the driver and for macros to work
* DS4 Driver (Downloaded & Installed with
* Microsoft 360 Driver (link inside DS4Windows, already installed on Windows 7 SP1 and higher or if you've used a 360 controller
* Sony DualShock 4 (This should be
* Micro USB
* (Optional)Bluetooth 2.1+, via adapter or built in pc (My recommendation) (Toshiba's bluetooth & Bluetooth adapters using CSR currently does not
DS4Windows changelog:
Allow inserting wait periods in macro sequence
Disable IdleDisconnect by default
Updated URL for Gamepad Tester
Added initial Flick Stick support
Various refactors to somewhat abstract controller type from mapper code
Added initial mapping support for the Switch Pro controller
Increased default flash warning interval in Settings. Now defaults to 40 ms
Changed connection type check depending on the input device
Added an extra Reset call for ManualResetEventSlim for DS4Device
Allow task startup if running on battery power
Added fuzz setting for 360 Steering Wheel mode
Hide DS4 Controller option re-enabled. Contribution by Yohoki
Chinese (Traditional, Taiwan) Translations Updated. Contribution by SyaoranChang
Ukrainian translation added. Contribution by atimonder1
Put null check when checking for new input devices. Necessary for new input device check refactor.
Bundled HidNinja 0.2.2
https://github.com/Ryochan7/DS4Windows
http://www.emucr.com/2020/11/ds4windows-v2116.html
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November 12th, 2020, 10:03 Posted By: wraggster
Mednafen v1.26.1 is released. Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
Mednafen v1.26.1 Changelog:
This release fixes compilation errors with clang, fixes compilation errors after configuring with --disable-debugger, fixes a few minor MSU1 handling bugs in the SNES-Faust module, and improves the accuracy of the PS1 SPU reverb emulation.
https://forum.fobby.net/index.php?t=thread&frm_id=19&
http://www.emucr.com/2020/11/mednafen-v1261.html
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November 12th, 2020, 09:41 Posted By: wraggster
Previously, AYA-NEO, the company behind the AMD-based handheld gaming PC, teased that it would make an announcement on November 7th. This announcement was geared towards the local Chinese market, opening, for a limited time, the availability of the device for that audience. More specifically, it was the Founder Edition that launched, which might differ from the consumer and international version in that it does not have detachable controllers; although we have yet to see the mass model's features. A new video was released for the occasion, giving us a closer look at the FE consumer model which details features such as the clear shell and the additional hardware buttons to call up a virtual keyboard on the touchscreen, control the RGB effects and more:
https://youtu.be/rFNoj4owut0
You can find additional spec details for the AYA-NEO from their official website linked below. The device is also slated to make its first public appearance at the WePlay gaming exhibition which takes place in Shanghai from November 14th to 15th.
AYA-NEO Official Website
https://gbatemp.net/threads/aya-neo-...market.576917/
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November 11th, 2020, 20:25 Posted By: wraggster
“Sorry for the wait Mr. Flores, I’m ready to take you now”– Grim Fandango.
Today is a special day, special in a number of ways. First of all, we hit a milestone with 19 years of ScummVM. Our first-ever public release, ScummVM version 0.0.1, happened on October 8th, 2001. And second, something else finally happened, something which has been in the talks for a long time: The ScummVM project is officially merging with the ResidualVM project.
For a long time ScummVM limited itself to 2D point-and-click adventure games, and so ResidualVM was born as a sister project to support 3D games. But from now on, there will be no more confusion about which project a game belongs to. ScummVM now embraces adventure games and RPGs, whether they are 2D or 3D, point-and-click or not. It is a natural step for both projects which have been developed alongside each other and cross-pollinating each other with ideas, patches and design decisions. Moreover, several developers belonged to both projects.
With this merger, ScummVM adds several games to our supported list: Grim Fandango, Escape from Monkey Island, Myst III - Exile, The Longest Journey and an unfinished engine for In Cold Blood, as well as Wintermute 3D engine.
We’re excited to embrace most of the ResidualVM team and will continue development together.
Of course, there are still more things to do and, in the coming weeks, you will see more project resources merging like forums, wikis, etc.
Stay tuned and go 3D!
https://www.scummvm.org/news/20201009/
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November 11th, 2020, 20:23 Posted By: wraggster
A new release of ScummVM is ready. This is a thrilling one because we are embracing adventure games as far back as 1976! That’s right, the infamous Colossal Cave Adventure, the very first Interactive Fiction game, is now supported by ScummVM.
Besides that (and about 1594 other IF games), we now added 3 more game engines and extended another 4, thus adding the following games to the supported list:
- Blazing Dragons
- Eye of the Beholder - Sega CD version
- Griffon Legend
- Interactive Fiction games
- Operation Stealth
- Police Quest: SWAT
- Prince and the Coward, English translation
- Ultima IV - Quest of the Avatar
- Ultima VI - The False Prophet
- Ultima VIII - Pagan
As you can see, we continue our exploration into the world of RPGs.
Other notable changes are: a fully rewritten MorphOS port; a new subsystem for automatic saves present in nearly every engine we support; Right-To-Left display support in our GUI; updated MT-32 emulation code and Discord Rich Presence.
We now support additional different game versions, and have noticeable improvements to Illusions, Kyra, Lab, Queen, Titanic, Xeen and ZVision engines. There is also improved support for Maniac Mansion, NES and Apple //gs versions. As usual, we continue fixing original SCI script bugs in over 30 games and added Roland D-110 soundtrack support to these games.
Of course, you can find the comprehensive Release Notes here.
Grab your copy from our downloads page, or, on Windows or macOS, let the automatic updater fetch it for you.
In addition, we will be releasing a new Android port into the Beta Channel and will need your help with testing. That would be great for us to get your feedback at the Android Port subforum.
Time to dive into a nice Interactive Fiction or fry some monsters in Ultima with a Blazing Fire, if you’re a dragon of course.
https://www.scummvm.org/news/20200927/
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November 11th, 2020, 20:15 Posted By: wraggster
The upcoming "Hack the Classroom: STEM Edition," Microsoft explains, "is a [3-day] free virtual event series designed for K-12 educators, parents, and guardians. The sessions will feature resources and tutorials to help educators support students in learning future-ready skills. These lessons can be easily incorporated into classroom curriculum while preparing for this year's Hour of Code event -- a global effort to teach and demystify coding, during Computer Science Education Week, December 7-13."
Microsoft has boasted that the Hour of Code enabled it to reach tens of millions of schoolchildren each year with its drag-and-drop Minecraft-themed tutorials. New for middle and high schoolers this year is the Minecraft Python Hour of Code, which presumably taps into the just-released Python Content for Minecraft: Education Edition (sample Python 101 Lesson). The Hour of Code is run by Microsoft-funded Code.org, whose Board of Directors include Microsoft President Brad Smith.
https://news.slashdot.org/story/20/1...n-hour-of-code
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November 11th, 2020, 20:14 Posted By: wraggster
A former Microsoft software engineer from Ukraine has been sentenced to nine years in prison for stealing more than $10 million in store credit from Microsoft's online store. Ars Technica reports:From 2016 to 2018, Volodymyr Kvashuk worked for Microsoft as a tester, placing mock online orders to make sure everything was working smoothly. The software automatically prevented shipment of physical products to testers like Kvashuk. But in a crucial oversight, it didn't block the purchase of virtual gift cards. So the 26-year-old Kvashuk discovered that he could use his test account to buy real store credit and then use the credit to buy real products.
At first, Kvashuk bought an Office subscription and a couple of graphics cards. But when no one objected to those small purchases, he grew much bolder. In late 2017 and early 2018, he stole millions of dollars worth of Microsoft store credit and resold it online for bitcoin, which he then cashed out using Coinbase. US prosecutors say he netted at least $2.8 million, which he used to buy a $160,000 Tesla and a $1.6 million waterfront home (his proceeds were less than the value of the stolen credit because he had to sell at a steep discount).
Kvashuk made little effort to cover his tracks for his earliest purchases. But as his thefts got bigger, he took more precautions. He used test accounts that had been created by colleagues for later thefts. This was easy to do because the testers kept track of test account credentials in a shared online document. He used throwaway email addresses and began using a virtual private networking service. Before cashing out the bitcoins, he sent them to a mixing service in an attempt to hide their origins. Kvashuk reported the bitcoin windfall to the IRS but claimed the bitcoins had been a gift from his father.
https://yro.slashdot.org/story/20/11...from-microsoft
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November 11th, 2020, 20:06 Posted By: wraggster
Facebook today announced it is getting into on-demand game streaming, but VP of Play Jason Rubin tells GamesIndustry.biz it's tackling the tech in a different way from other companies like Microsoft and Google.
First, there's the type of games that will be streamed. Unlike Xbox Game Pass or Google Stadia, Facebook isn't offering AAA or indie console and PC titles. Instead, it will let people visiting Facebook through a browser or using the Facebook app on Android to stream free-to-play mobile games.
The company is also starting its streaming effort with just five titles: Asphalt 9: Legends, PGA Tour Golf Shootout, Solitaire: Arthur's Tale, WWE Supercard, and Mobile Legends: Adventure.
That selection was chosen in part because those titles have gameplay that can accommodate a bit of latency, but Facebook intends to branch out next year into action and adventure titles, and Rubin says the long-term picture could include all types of games.
https://www.gamesindustry.biz/articl...s-playable-ads
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November 11th, 2020, 19:46 Posted By: wraggster
Pre-orders for the Oculus Quest 2 were five times higher than Oculus Quest, according to Facebook CEO Mark Zuckerberg.
In a call with investors following Facebook's financial results, Zuckerberg said that pre-orders for the new standalone VR device far outstripped Oculus Quest -- and " surpassed our expectations."
Oculus Quest 2 was announced in September, alongside news that the original Oculus Quest and Rift would both be discontinued. The device launched on October 13, and Zuckerberg's comment on pre-orders is the first time Facebook has given an official perspective on sales.
Facebook Reality labs was a common theme throughout the investor call, with Zuckerberg and his executive team talking up "big investments that we're making in our longer term AR/VR work."
Zuckerberg pointed to "ten million active [VR] units" as the next milestone Facebook wants to reach.
https://www.gamesindustry.biz/articl...n-oculus-quest
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November 11th, 2020, 17:26 Posted By: wraggster
Steam launched a new feature that lets developers set playtests for their games without having to send keys to players.
Simply called Steam Playtest, the tool will make playtests accessible directly from a title's store page, with developers setting it up via Steamworks.
Developers can set the number of players allowed to join the test, and when it starts and finishes. From the player's perspective, requesting access to a playtest will let them join a queue, with studios being able to give access later down the line should they wish to. Developers can also manually invite specific players.
Deleting the playtest for a game will automatically remove it from players' libraries.
https://www.gamesindustry.biz/articl...esting-feature
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November 11th, 2020, 17:21 Posted By: wraggster
Epic Games is considering introducing a monthly subscription to Fortnite and is gauging interest via a player survey.
Shared by Twitter user FireMonkey, who focuses on Fortnite news and leaks, the survey asks players to indicate whether they would be willing to pay monthly for additional benefits, and which benefits they would expect.
The subscription would generally offer the Battle Pass for the current in-game seasonal events, early access to the monthly crew pack of free skins, and 1,000 V-Bucks ($8 / £6.50) per month to spend on in-game items.
https://www.gamesindustry.biz/articl...e-subscription
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August 23rd, 2020, 21:35 Posted By: wraggster
In 2008 Google Summer of Code we had Kari Salminen aka Buddha^ working on adding Operation Stealth game support. While it was an overall success, still certain important game features were missing. Now, 12 years later, Kari got time for completing his work.
Thus, we are proudly announcing support for the Operation Stealth game also known as James Bond 007: The Stealth Affair in the US release.
Grab your copy of the game, fetch the daily build of ScummVM and give it a go. If you encounter any oddities or bugs, please submit to our bug tracker.
https://www.scummvm.org/news/20200823/
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August 23rd, 2020, 21:35 Posted By: wraggster
After many months of development Blazing Dragons is now ready for public testing.
Join young dragon Flicker as he attempts to win the hand of Princess Flame and save Camelhot along the way.
This is a rather odd Point and Click game as it was only released on Consoles. ScummVM's new Dragons engine allows you to run the Playstation version of this somewhat forgotten title. Throw away that PS1 controller and enjoy the game with a mouse/keyboard interface. We've also taken out all the annoying loading screens.
Only the US and GB Playstation 1 versions are supported at the moment.
You will need a daily development build. As always, please submit the bug reports to our issue tracker.
https://www.scummvm.org/news/20200820/
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August 23rd, 2020, 21:31 Posted By: wraggster
IO Interactive's Hitman 3 will be launching on PC exclusively on the Epic Games Store, the developer announced today.
The next entry in the Hitman franchise is also set to release on PlayStation 5, PlayStation 4, Xbox Series X and Xbox One. It's due in January 2021.
In addition to the Epic Games Store exclusivity, IO Interactive also announced that 2016's Hitman will be free to download and keep for players from August 27 to September 3.
https://www.gamesindustry.biz/articl...tore-exclusive
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August 23rd, 2020, 21:29 Posted By: wraggster
Hiber has raised $2.25 million toward further growth and development of its browser-based game-making platform.
The funding round saw existing investors Luminar Ventures and Wild Sloths OY joined by Bumble Ventures, SYBO, Konvoy Ventures, and GFR Fund, with SYBO CEO Mathias Gredal Nørvig joining Hiber's board of directors.
Just over a year ago, Hiber closed its first seed funding round of $1 million as it began the beta version of its platform.
https://www.gamesindustry.biz/articl...-game-platform
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August 18th, 2020, 22:22 Posted By: wraggster
A Total War Saga: Troy was downloaded by 7.5 million people during its giveaway last week.
Creative Assembly's strategy title was available for free on the Epic Games Store for 24 hours from its August 13 launch date.
It was downloaded by 7.5 million unique users during that time period, the UK studio said, a level of interest it "couldn't have predicted."
A statement from chief product officer Rob Bartholomew suggested that the goal of the promotion was to bring a large and diverse group of players into the Total War series.
https://www.gamesindustry.biz/articl...es-in-24-hours
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August 18th, 2020, 22:15 Posted By: wraggster
Facebook has announced that it will begin to require users to log into Oculus VR devices using Facebook accounts beginning in October of 2020.
In a tweet today from the Oculus account, the company explained existing users would be able to merge their Oculus and Facebook accounts, and those who opted out of merging them would be able to continue to use their Oculus accounts for another two years.
However, Facebook will end support for Oculus accounts after January 1, 2023, and those who do not wish to use Facebook accounts to log in will not be able to use the "full functionality" of their Oculus devices.
"We will take steps to allow you to keep using content you have purchased, though we expect some games and apps may no longer work," reads a post on the Oculus blog giving more details on the change.
"This could be because they include features that require a Facebook account or because a developer has chosen to no longer support the app or game you purchased."
Also, all future Oculus devices will require Facebook accounts.
https://www.gamesindustry.biz/articl...unts-to-log-in
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August 14th, 2020, 23:41 Posted By: wraggster
Like essentially every other gaming company reporting its quarterly results lately, Activision-Blizzard is reporting revenue surges resulting from increased gaming under stay-at-home orders in its earnings for Q2 of its fiscal 2021.
For the quarter ending on June 30, Activision-Blizzard reported net revenues of $1.92 billion, up from $1.4 billion in the same quarter last year.
Of that total, digital net revenue was $1.59 billion, up from $1.09 billion last year.
Net bookings reached $2.08 billion, up from $1.21 billion, and digital net bookings were $1.82 billion, up from $1.01 billion.
Activision-Blizzard also reported that it had reached 428 million monthly active users for the quarter -- 125 million from Activision, 32 million from Blizzard, and 271 million from King.
Much of Activision-Blizzard's growth last quarter stemmed from Call of Duty: Warzone. The free-to-play battle royale tied to Call of Duty: Modern Warfare has reached 75 million players since its March launch, and helped drive net bookings for the entire Call of Duty franchise to more than double what they were last quarter and five times what they were in the same quarter last year -- a new quarterly record.
As a result of its Q2 earnings, the company is raising its outlook for the full year from $6.8 billion in net revenue to $7.27 billion. It previously increased its full-year outlook in Q1 from $6.45 billion.
https://www.gamesindustry.biz/articl...ision-blizzard
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