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June 1st, 2008, 14:25 Posted By: wraggster
Erik J tips us to news of Valve's announcement that their content distribution system, Steam, will receive an update "in the near future" called Steam Cloud. The new service will allow users to save games and configuration settings online. According to MaximumPC:
"This system will be completely transparent to the user. The files cache locally, and will upload when Steam detects an internet connection. There will be no restrictions on users - no save quotas or file management - the system will 'just work.' Any Steamwork game will be able to support these features, and it'll be free for customers and developers."
http://games.slashdot.org/article.pl.../05/30/0156201
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June 1st, 2008, 14:30 Posted By: wraggster
With the amount of hype, advertising, positive reviews and media attention Grand Theft Auto IV has received over the past few months, we wholly expected it to remain on top of the software sales charts until our video game consoles grew sentient and attempted to purge humanity from the planet. Strangely enough, a dark horse recently overtook Rockstar's well-received crime drama in many European territories -- a horse mounted by a brawny, rippling Cimmerian.
Yes, Funcom's decapitation-rich MMORPG Age of Conan: Hyborian Adventures recently outsold GTA IV in a number of European locations, including Germany and Sweden. Since Rockstar's latest opus is still selling like freshly baked hotcakes in North America, we can't help but wonder if GTA's themes of living the American dream and hooker brutalization got lost in translation as the title crossed the Atlantic -- or whether Age of Conan's musclebound mascot reminds German gamers of a certain pop culture icon who is quite revered in their country.
http://www.joystiq.com/2008/05/31/ag...-iv-in-europe/
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June 1st, 2008, 14:41 Posted By: wraggster
Newly released:

features
Team-Based, Strategic Missions: Gameplay in Enemy Territory: QUAKE Wars is all about conquering and securing enemy territory, and pushing forward or holding your team's front line. Players must work together using their vehicles, deployables, and character class abilities to complete objectives, defend valuable installations, or execute massive assaults. The gameplay is designed to allow players of every skill level to jump into a match and make a sizeable contribution to the overall mission. Every player's choice of character class, along with their actions play a critical role throughout as they gain rank, upgrade skills and provide specialist abilities necessary for victory.
Unique Teams and Character Classes: With asymmetric gameplay, the characters of both the GDF and the Strogg look, move, and behave uniquely. Bases, characters, vehicles and weapons demonstrate the different technologies and behaviour of each side and require distinctive approaches to combat from each player. For example, a GDF Medic can heal and quickly revive injured or fallen soldiers on the field, while the Strogg Technician may use a GDF corpse as a host body for a waiting Strogg reinforcement. Similarly, the GDF Field Ops will deploy and call-in a laser-guided strategic strike missile, while the Strogg Opressor peppers a GDF convoy with his Plasma Mortar. Players can choose one of five character classes unique to each force, including the GDF's Soldier, Field Ops, Engineer, Covert Ops and Medic, or the Strogg's Aggressor, Opressor, Constructor, Infiltrator, and Technician.
Weapons, Vehicles, Deployables: The weapons, vehicles and deployables in Enemy Territory: QUAKE Wars are much more than standard issue equipment. Each selection truly affects gameplay and is integral to a team's success or failure. Set in the relative near future, the Human arsenal is based on ultramodern updates to today's conventional Earth arsenal, while the Strogg utilize a more advanced technology suitable for conquering vastly different alien worlds. The GDF use weapons, and vehicles such as machine guns, rocket launchers, armoured personnel carriers, and hover-copters, among others. Conversely, the Strogg's technology is built on the manipulation of energy and gravity and includes assets like the Hyper Blaster, Lightening Gun, a giant mech-walker, a hover tank, vertical take-off and landing Hornet, and more. Players will also utilize unique strategic assets like radar, auto targeting anti-personnel or vehicle turrets, artillery or strategic strike missiles all of which are realistically deployed onto the battlefield when and where you choose.
Ground-Breaking Technology: Using id Software's new MegaTexture rendering technology, Enemy Territory: QUAKE Wars renders large, highly detailed and un-tiled outdoor environments all the way to the horizon. Outdoor dynamic lighting allows for every battle to be fought during day or night, with accurate simulation of shadows, atmosphere, vegetation, and weather. Advanced real-time physics, and all new network code support large-scale military combat for up to 24 players through real-world locations, including deserts, glaciers, mountains, and countryside.
description
Serving as the prequel to id Software's legendary QUAKE II, Enemy Territory: QUAKE Wars is the ultimate online team and objective-based multiplayer experience. Set within the epic QUAKE universe in the year 2065, the game pits the Allied troops of the Global Defense Force (GDF) against a new Axis of Evil the barbaric and technologically advanced Strogg - during their initial invasion of Earth.
Gamers choose to play as Human or Strogg in one of five unique character classes. Employing an arsenal of weapons, vehicles and deployable armaments, players engage in an action-packed test of skill and coordinated teamwork through a series of combat objectives. Persistent character growth and achievements reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.
In development at Splash Damage, co-creators of the award winning Wolfenstein: Enemy Territory, and in conjunction with id Software, Enemy Territory: QUAKE Wars employs id Software's new MegaTexture graphics technology, delivering large outdoor battlefields of unrivalled detail. These life-like recreations of real-world environments are designed specifically for objective-based team combat and include realistic terrain, lighting, special effects and atmospheric conditions.
http://www.play-asia.com/SOap-23-83-...j-70-2bl8.html
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June 1st, 2008, 14:48 Posted By: wraggster
Newly released:

GRID will take players to beautifully realised and dramatic race locations over three continents to compete in an unprecedented variety of racing events. Packed with the most powerful race cars – new and classic, circuit and drift – players will compete to conquer the most prestigious official race tracks and championships and then go beyond to compete in challenging city-based competitions, through to road events and urban street races.
In Europe, race gamers will compete on the greatest official tracks in prestige Marques including Aston Martin, Koenigsegg and Pagani. Iconic cities across the U.S. – including San Francisco, Washington DC and Detroit and each with their own atmosphere and events – play hosts to diverse street races. Here, high-performance V8 muscle cars set the pace in aggressive closely fought pack competitions.
In the Far East, Japanese racing culture sets the tone where night races, including Drift racing, take drivers through neon illuminated cities and to outlying mountain roads. There is also the opportunity to compete in races that operate on the fringes of legality in the back streets and industrial areas of Yokohama.
http://www.play-asia.com/SOap-23-83-...j-70-2q4c.html
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June 1st, 2008, 20:49 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
1.9.1
* Removed option to use notepad instead of the interface.
* Removed flyername.png from the picture area. Snapshot filenames still show when scrolling them.
* Changed: History now stretches vertically when a picture isn't available. I prefer this to having a filler image because it optimises the history area. It's obvious there is no picture/snap. The right click menu still triggers above the history text (the 'scroll snaps bar', if you like).
* Removed: Play File...
* Fixed: snappath variable within mame player not updating until restart after changing it.
* Simplified some other areas.
1.9.0 (test)
* Changed: 'Keep console open' now also applies to all recordings and playback of input files.
* Fixed: 'ctrlr' is no longer written as '<NULL> (not set)' if not using a controller cfg.
* Changed: shortcut keys for Vector options from CTRL+V to CTRL+E (so it doesn't conflict with paste).
* Removed: Record WAV + MNG menu items.
* Added: Record AVI menu items.
* Changed: Pictures and History now share the same panel, which is aligned to the right like mame32.
1.8.8
* Fixed: context menu doesn't include the delete / rename snap items if viewed from right clicking either the status bar, or the listview's non item area.
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June 2nd, 2008, 03:42 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
fixed: 1G1R mode uses prefered name instead of standard name for sets
fixed: clearing cache resets profile color even when the dat hasn't changed
fixed: existing nodumps got scanned/checked even if 'ignore' mode is enabled
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June 2nd, 2008, 03:45 Posted By: JKKDARK
New version of the SNES emulator for PC.
Changelog:
- Many minor bugs are fixed.
- Improved emulation accuracy.
- Language dll and its source code are updated to support latest SNESGT
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June 2nd, 2008, 19:11 Posted By: Shrygue
via Eurogamer
Crytek has told its fans there will be no more patches for Crysis because it has its hands full making something that "will be appreciated by the community".
Word appeared in the first official monthly update, where the developer said sorry and promised more information on its secretive project "very, very soon".
"At this time, there almost certainly will not be a patch 1.3 delivered for Crysis. We are aware that this news will disappoint many of you, and we would like to apologize profusely," said Crytek.
"There is a good reason for this and we hope you understand when you hear more about the reasons why in the very, very near future. Please realize this was an extremely difficult decision, but please do know that we are listening to your comments and are making more consistent community support a high priority.
"We are confident that the things we are working on will be appreciated by the community, and we hope for your continued support."
Earlier this year Crytek apparently filed a trademark to protect the name Crysis Warhead, adding to its Crysis Wars and World In Crysis stable of names. Publisher EA was unavailable for comment.
Crysis is a shooter where you trek through jungle into the heart of a hostile alien-populated area, using your futuristic super-armour to lift up vehicles and behave like a superhero.
It scored well but struggled to sell bucket-loads, resulting in Crytek blaming piracy and vowing to drop its PC-exclusive focus in the future.
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June 2nd, 2008, 19:34 Posted By: Shrygue
via Engadget
Unlike the sticky situation in Hong Kong (which was in fact resolved), ASUS was under no obligation to provide 5800mAh batteries to buyers in the UK. Officially, the outfit noted that it "offers different solutions in different markets," and although UKers have received 4400mAh batteries in their machines, they also get a lengthened two-year warranty.
Nevertheless, the company is making the right moves once again by offering these very customers a couple of options; first, users can download a firmware update that will reportedly add around 30 minutes of life to their current cell. If that's not enough, owners can send in the 4400mAh pack along with £10 + VAT in exchange for a longer-lasting 5800mAh edition. Looks like a pretty fair deal from this side of the pond.
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June 2nd, 2008, 19:36 Posted By: Shrygue
via Gizmodo
Despite its official unveiling being tomorrow at Computex, Asus couldn’t help but show off its new Eee PC 901 a day early, complete with full specs.
Confirming earlier reports, the next version of the very cool ultraportable laptop will be powered by a 1.6GHz version of Intel’s forthcoming Atom processor and will come with a choice of Windows XP or Linux onboard. Intel isn’t expected to launch the Atom officially until tomorrow. The rest of what's featured is pretty much as previously reported.
It has an 8.9in screen, 1GB of memory and a memory card slot. The Windows version will come with a 12GB solid state drive (SSD) while the Linux version sports a 20GB SSD. The Eee PC 901, which weighs a very bicep-friendly 1.14Kg - will have Wi-Fi and Bluetooth but Asus confirmed that there’s also a Wimax version planned. It will be available in black and white versions. No pricing yet.
Asus will also officially unveil its cool looking Eee PC desktop.
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June 2nd, 2008, 19:38 Posted By: Shrygue
via Gizmodo US
Qualcomm displayed a 3G, $299 mini-laptop today made by Inventec that is supposedly designed to run Windows Mobile 7 in the future (it runs Linux now). Windows Mobile 7, which supports Qualcomm's Snapdragon chipset, will in turn make the company more competitive in the mini-laptop space processor that's currently being dominated by Intel, AMD and Via. This meshes with what NVidia says about its Tegra processors being in Windows Mobile devices, meaning that WM7 could be Microsoft's way of covering both phones and mini-laptops with the same OS.
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June 2nd, 2008, 19:50 Posted By: Shrygue
via Computer and Video Games
PC players who feel left out by the lack of the Map Pack for Call of Duty 4 might soon be able to download the entire thing for free, along with the new version 1.6 update.
The Variety Map Pack, which includes Killhouse, China Town, Creek and Broadcast, will be available as of June 5, according to German website PC Games.
Infinity Ward's Robert Bowling had previously written on his blog the developer was working on bringing PC users the content, but the logistics were still being worked out.
We took this to mean they were trying to decide whether to charge for it or not. Evidently they chose wisely.
Employees of Activision were away from their desks when we called, so no confirmation. Yet.
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June 3rd, 2008, 01:52 Posted By: wraggster
Newly released

features
Command heavily armed bipedal vehicles or switch to more stealthy exploration on-foot
Snowstorms, arctic winds, towering mountains of ice create cinematic stunning visuals!
Immerse yourself in the brutal world of Lost Planet as you labor through waist-deep snow and hear the crunch of ice with each step!
description
Rescued from a veil of ice with only fragments of memory, Wayne Holden struggles to recover his past on a blizzard-ridden world swarming with deadly aliens. With only treacherous Snow Pirates and the mysterious NEVEC Corporation remaining, can anyone be trusted or is everything lost?
http://www.play-asia.com/SOap-23-83-...j-70-2qpg.html
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June 3rd, 2008, 21:57 Posted By: Shrygue
via Computer and Video Games
THQ has confirmed that crime-action game Saints Row 2 will be released on PC, alongside the 360 and PS3 versions this year.
After American retailer GameStop uploaded a product listing for the PC version yesterday, THQ representatives threw in the hat and confirmed that the page was accurate.
The listing states that the game will ship in the States on October 14 for $39.99, which is the same date for the console versions.
Critics who slammed the original Saints Row might be surprised to find out that the sequel has a number of features that not even Rockstar incorporated into GTA IV. For one, the entire game can be played through in online co-op mode, which looks promising.
According to online UK shops, the game is due out over here on October 17. We'll let you know how it turns out.
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June 3rd, 2008, 22:27 Posted By: Shrygue
via Engadget
Not like we weren't totally expecting this or anything, but Canonical has chosen Computex as the expo where it will officially showcase Ubuntu Netbook Remix. Hailed as a "reworked desktop image of Ubuntu built specifically for a new category of portable internet-centric devices," the operating system will probably not be too foreign for those familiar with the standard Ubuntu Desktop Edition.
We are told that this flavor will feature a launcher that enables users to "get online more quickly and have faster access to their favorite applications," and that it "leverages Moblin technologies optimized for the Intel Atom processor." Unfortunately, devices pre-loaded with UNR aren't apt to ship until "later in 2008," though OEMs interested in getting in while there is still room on the bandwagon are encouraged to hit up Canonical.
More details here
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June 3rd, 2008, 22:36 Posted By: Shrygue
via Eurogamer
Capcom has announced that Puzzle Quest developer Infinite Interactive is hard at work on a new game called Neopets Puzzle Adventure for Wii, PC and DS.
Surprise surprise, it's a bit like Puzzle Quest! In this case, you create a virtual pet (Neopet) by customising one of 12 base units and then go out into an RPG-style world fighting enemies in games of Othello (also known as Reversi).
Othello is the game where you have to try and take control of an 10x10 grid by placing counters to annex those of your opponent.
As with Puzzle Quest, the basic puzzle gameplay of Othello is complemented by the act of collecting gems to build up a stock of spells, which can be deployed to win points and reduce the other player's control of the board.
As some of you may already know, "Neopets" is licensed from the popular web-based game/community run by Nickelodeon, where people create and nurture virtual pets and swap recipes and do all sorts via a website.
To tie in with the existing property, Neopets Puzzle Adventure will generate codes at certain points that players can redeem on the Neopets.com website to gain bonuses there.
The multi-platform game will offer around 150 quests in single-player, with mini-games and altered versions of the core Othello game used to upgrade your character's stock of spells.
There will also be multiplayer, and Capcom told Eurogamer at its Las Vegas Captivate 08 event last week that demos are likely, and Xbox Live Arcade, PlayStation Network and PSP versions haven't been ruled out at this stage.
Check out our Neopets Puzzle Adventure hands-on preview for much more information on how the game works and what we made of it, and check out our screenshot gallery for the first grabs.
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June 4th, 2008, 17:30 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- This is a major release, and features a new user interface also known as version 3 themes
- The aim is to improve on the initial GameEx interface, offering things such as album and track display, two artwork previews at the same time, and a horizontal menu
- The user interface will be expanded in the future to allow positional skinning and image lists
- Most of the default themes have been changed, but the original version 1 themes are still available
- You can see a video of what this all looks like here
- Ben Baker AKA Headkaze has also been working extremely hard and this release contains his brand new ultrastick 360 plugin along with an update to the LCD/LED plugin now supporting BetaBrite USB
- This release fixes horizontal DVD menu navigation, along with Daphne games not being able to be added to favorites
- When GameEx is windowed, the position and moving has been improved on non Vista Systems
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June 4th, 2008, 17:32 Posted By: JKKDARK
New version of the Sega Model 2 arcade emulator for PC.
Changelog:
- More accurate emulation of some TGP by using the data tables from the mainboard. You'll need these table roms in Model2.zip or inside the game zip. Thanks to Peabo for the donation of a Daytona board that helped to understand how they worked. This has fixed most of the bugs in daytona usa (reverse and most invisble wall hits) and sega rally (automatic transmission).
- Improved color table decoding that gives more bright colors for some games.
- Improved SCSP timing. It should be more accurate and musics should not sound out of sync anymore. As a bonus feature I've left in a debug sound player that allows you to load a SSF (Saturn Sound Format) file for playing. To use it, load a game using SCSP (model 2a,b or c) and enter test mode (so it doesn't send sound commands) then press LeftControl+F5 and choose the ssf file to play.
- Improved clipping. By moving to vertex/pixel shaders I've got rid of all the clipping issues that happened with ATI video cards and recent NVIDIA ones. Remember to remove set SoftwareVertexProcessing to 0. You'll need a pixel shader 1.1 and vertex shader 1.1 capable card. It's the lowest shader version so any video should work. Asa side effect of this change, there is only a geometrizer now, so the Geometrizer option in the ini file is not used.
- Fixed problems with textures ending in the lowest line of the texture sheet not being uploaded to direct3d (sega rally black background in 2nd stage and topskater missing floors).
- Added Wave Runner (Model 2C)
- Added support for direct3d automimpap generation (see emulator.ini AutoMip option)
- Added network emulation (see NETWORK section below)
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June 4th, 2008, 21:52 Posted By: Shrygue
via Gizmodo US
Windows Vista hasn't been adopted joyfully by the masses, but consumers don't always have a say when it comes to the next Windows OS they'll be using. Most of us have to run whatever comes preinstalled on our machine of choice. And according to Microsoft, starting June 30th of this year, that OS will be Windows Vista only.
There is an exception: A rag-tag group of small, cheap rebels that are exploding in popularity. Netbooks, mini-notebooks, ultraportables—whatever you want to call them—are bending the rules and reigniting Windows XP as a manufacturer-supported OS.
How Can They Get Away With It?
You see, Microsoft has a clause in their Vista-only mandate. Knowing—and now openly admitting—that the OS is far more taxing on a system than XP, Microsoft has agreed to allow makers of "ultralow-cost PCs" to continue selling XP computers until 2010. And while Microsoft will only offer major support for the platform through 2009, limited support will be available for XP until 2014. Essentially, it's a loophole that Microsoft created for an entire new class of computers like the Asus Eee PC.
Will This Really Matter?
The Asus Eee was a hit, already moving over 1 million units. And since then, countless other similar "ultralow-cost PCs" have been announced for the market by major manufacturers. Originally for the Eee PC (and others like OLPC's XO laptop) a Linux OS sufficed. But consumer demand for a more familiar operating system led to the adoption of XP. Now, most of these mini-notebooks offer an XP option right out of the gate, at an added cost.
Aside from the many small to medium manufacturers, the two biggest PC manufacturers, Dell and HP, have both jumped onto the mini laptop bandwagon. Here's where it gets interesting: HP's Mini Note does not support XP drivers natively, only Vista and Linux, and we don't know what OSs Dell will offer. But HP's system certainly qualifies for the exemption category because of its Via chipset, and Dell's very well might, too. If mini-notebooks continue to sell at the rate they're being produced, these big companies will definitely play a factor as to whether or not it's XP or Vista that's on them.
Still, the upstarts have the momentum. XP-loving Asus expects to sell 10 million Eees in 2009 when the mini-notebook market is anticipated to reach 20-30 million units sold, says Reuters. That's a lot of computers ready for XP.
So What's The Catch?
Microsoft was clever. After announcing its intent to support mini-notebooks, it clarified (read: limited) the specs on "ultralow-cost PCs." Requirements include nothing bigger than a 10-inch screen (not a problem), limits on processor speeds (variable by make/model), a cap at 1GB of RAM and a limit on storage. So far, the RAM and storage rules have both been broken by Asus already. And it's probably only a matter of time before Atom processors top their current (released) speeds of 1.6Ghz and create yet another exception to Microsoft's rulebook.
It will be interesting how XP popularity plays out from here—a game that's pretty much controlled by Microsoft at this point. But Microsoft is certainly allowing companies fudge the rules time and time again, probably because in the eyes of Ballmer and Gates, it sure beats some guy running Linux.
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June 4th, 2008, 22:23 Posted By: Shrygue
via Computer and Video Games
Patch 1.6 has been released for the PC version of Call of Duty 4, and the Variety Map Pack is finally available to mouse and keyboard gamers - for free!
The Pack includes four maps; Creek, Chinatown, Killhouse and Broadcast. The last one, in case you hadn't guessed, is based on the wicked single-player level in the television studio.
The rest of the changes in the PC patch are a bit mysterious for now, although it's confirmed that 1.6 adds "Hardcore and oldschool server browser filters" and a fix for Denial of Service attacks.
Infinity Ward revealed this morning that the Xbox 360 map pack has been purchased by over 1.5 million players, which must've made them a lot of money.
Get the PC patch here.
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June 5th, 2008, 16:44 Posted By: JKKDARK
Bochs is a portable x86 and AMD64 PC emulator and debugger mostly written in C++ and distributed as free software under GNU Lesser General Public License. It supports emulation of the processor(s) (including protected mode), memory, disks, display, Ethernet, BIOS and common hardware peripherals of PCs.
Many guest operating systems can be run using the emulator including DOS, several versions of Microsoft Windows, BSDs, Linux, AmigaOS, Rhapsody and MorphOS. Bochs can run on many host operating systems, like Windows, Windows Mobile, Linux and Mac OS X.
Changelog:
Brief summary :
4
5 + More optimizations in CPU code - Bochs 2.3.7 is more than 2x faster
6 than Bochs 2.3.5 build !
7 - Implemented LBA48 support in BIOS
8 - Added memory access tracing for Bochs internal debugger
9 - Implemented Intel® XSAVE/XRSTOR and AES instruction set extensions
10 - Many fixes in CPU emulation and internal debugger
11 - MenuetOS64 floppy images booting perfect again !
12 - updated LGPL'd VGABIOS to version 0.6b
13
14 Detailed change log :
15
16 - CPU
17 - Support of XSAVE/XRSTOR CPU extensions, to enable configure with
18 --enable-xsave option
19 - Support of AES CPU extensions, to enable configure with
20 --enable-aes option
21 - Fixed Bochs failure on RISC host machines with BxRepeatSpeedups
22 optimization enabled
23 - Implemented SYSENTER/SYSEXIT instructions in long mode
24 - More than 100 bugfixes in CPU emulation correctness (both x86 and x86-64)
25 - MenuetOS64 floppy images booting perfect again !
26 - Updated CPU instrumentation callbacks
27
28 - Bochs Internal Debugger and Disassembler
29 - Added memory access tracing for Bochs internal debugger, enable
30 by typing 'trace-mem on' in debugger command line
31 - Many bug fixes in Bochs internal debugger and disassembler
32
33 - System BIOS (Volker)
34 - Implemented LBA48 support
35 - Added generation of SSDT ACPI table that contains definitions
36 for available processors
37 - Added RTC device to ACPI DSDT table
38 - Added implementation of SMBIOS
39
40 - I/O devices (Volker)
41 - VGA
42 - Implemented screen disable bit in sequencer register #1
43 - Implemented text mode cursor blinking
44 - Serial
45 - new serial modes 'pipe-server' and 'pipe-client' for win32
46 - new serial mode 'socket-server'
47
48 - Configure and compile
49 - Fixed configure bug with enabling of POPCNT instruction, POPCNT
50 instruction should be enabled by default when SSE4.2 is enabled.
51 - Removed --enable-magic-breakpoint configure option. The option is
52 automatically enabled if Bochs internal debugger is compiled in.
53 It is still possible to turn on/off the feature through .bochsrc.
54 - Allow boot from network option in .bochsrc
55 - Added Bochs version info for Win32
56
57 - Display libraries
58 - implemented text mode character blinking in some guis
59 - improved 'x' gui runtime dialogs
60
61 - SF patches applied
62 [1980833] Fix shutdown status code 5h handler by Kevin O'Connor
63 [1928848] "pipe" mode for serial port (win32 only) by Eugene Toder
64 [1956843] Set the compatible pci interrupt router back to PIIX by Sebastian
65 [1956366] Do not announce C2 & C3 cpu power state support by Igor Lvovsky
66 [1921733] support for LBA48 by Robert Millan
67 [1938185] Fix link problem with --enable-debugger by Sebastian
68 [1938182] Makefile.in - use @IODEV_LIB_VAR@ by Sebastian
69 [1928945] fix for legacy rombios - e820 map and ACPI_DATA_SIZE by Sebastian
70 [1925578] rombios32.c - fix ram_size in ram_probe for low memory setup by Sebastian
71 [1908921] rombios32.c - move uuid_probe() call by Sebastian
72 [1928902] improvements to load-symbols by Eugene Toder
73 [1925568] PATCH: msvc compilation by Eugene Toder
74 [1913150] rombios.c - e820 cover full size if memory <= 16 mb by Alexander van Heukelum
75 [1919804] rombios.c - fix and add #ifdef comments by Sebastian
76 [1909782] rombios.c - remove segment values from comment by Sebastian
77 [1908918] SMBIOS - BIOS characteristics fix by Sebastian
78 [1901027] BIOS boot menu support (take 3)
79 [1902579] rombios32.c - define pci ids by Sebastian
80 [1859447] Pass segment ffset to put_str and introduce %S by Sebastian
81 [1889057] rombios.c - boot failure message by Sebastian
82 [1891469] rombios.c - print BEV product string by Sebastian
83 [1889851] Win32 version information FILEVERSION for bochs.exe by Sebastian
84 [1889042] rombios.c - fix comment by Sebastian
85 [1881500] bochsrc, allow boot: network by Sebastian
86 [1880755] Win32 version information for bochs.exe by Sebastian
87 [1880471] SMBIOS fix type 0 by Sebastian
88 [1878558] SMBIOS fixes by Sebastian
89 [1864692] SMBIOS support by Filip Navara
90 [1865105] Move bios_table_area_end to 0xcc00 by Sebastian
91 [1875414] Makefile.in - change make use by Sebastian
92 [1874276] Added instrumentation for sysenter/sysexit by Lluis
93 [1873221] TLB page flush: add logical address to instrumentation by Lluis
94 [1830626] lba32 support by Samuel Thibault
95 [1861839] Move option rom scan after floppy and hard drive post by Sebastian
96 [1838283] Early vga bios init by Sebastian
97 [1838272] rom_scan range parameter by Sebastian
98 [1864680] Save CPUID signature by Filip Navara
99
100 - these S.F. bugs were closed
101 [1976171] Keyboard missing break code for enter (0x9C)
102 [666433] physical read/write breakpoint sometimes fails
103 [1744820] info gdt and info idt shows the entire tables
104 [1755652] graphics: MenuetOS64 shows black screen
105 [1782207] Windows Installer malfunction, Host=Linux, Guest=Win98SE
106 [1697762] OS/2 Warp Install Failed
107 [1952548] String to char * warnings
108 [1940714] SYSENTER/SYSEXIT doesn't work in long mode
109 [1422342] SYSRET errors
110 [1923803] legacy rombios - e820 map and ACPI_DATA_SIZE
111 [1936132] Link problem with --enable-debugger & --enable-disasm
112 [1934477] Linear address wrap is not working
113 [1424984] virtual machine freezes in Bochs 2.2.6
114 [1902928] with debugger cpu_loop leaves CPU with unstable state
115 [1898929] Bochs VESA BIOS violates specs (banks == 1)
116 [1569256] bug in datasegment change in long mode
117 [1830662] ACPI: no DMI BIOS year, acpi=force is required
118 [1868806] VGA blink enable & screen disable
119 [1875721] Bit "Accessed" in LDT/GDT descriptors & #PF
120 [1874124] bx_Instruction_c::ilen() const
121 [1873488] bochs-2.3.6 make fails on dbg_main.cc
122
123 - these S.F. feature requests were implemented
124 [1422769] SYSENTER/SYSEXIT support in x86-64 mode
125 [1847955] Version information for bochs(dbg).exe
126 [939797] SMBIOS support
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June 5th, 2008, 16:45 Posted By: JKKDARK
New version of the Sinclair emulator for PC.
Changelog:
• General
+ENHANCE: Simplify the calculation of the CRC
+BUG: If select 'Mute', you could never activate the audio again.
+BUG: If there is no sound card, does not hangs.
+ENHANCE: General cleaning of the code, more speed.
+ENHANCE: Modified the way sprites are show, more speed.
+NEW: Added generic handling of big sprites (32x32)
+ENHANCE: Drastically reduced memory consumption. As an example Black Tiger reduced from consuming 76Mb of RAM to just 18MB.
+NEW: Support for Windows Vista (purely visual).
+ENHANCE: Updated to ZipForge 4.03
+ENHANCE: Update to pascal library SDL v1.38
+NEW: Removed manual audio amplifier (have no sense)
+ENHANCE: YM2203 - Now you can control the volume of the internal PSG.
+NEW: Z80 - Started the implementation of Daisy Channing.
+NEW: Z80 - Started the implementation of Z80 PIO.
+NEW: M6809 - Added two opcodes.
+ENHANCE: Implemented timers, now no longer need calls from the driver.
+ENHANCE: More accurately in the VBLANK, no longer is calculated by fixed tables. Now you can calculate a more accurate way.
+BUG: No longer fails a driver if you pause after running the Spectrum driver
• Spectrum
+BUG: Fixed beeper audio
+ENHANCE: Added 'disconnect the tape audio'
• Konami Audio
NEW: Added a generic driver for audio drivers Konami: Frogger, Pooyan and Jungler
BUG: Missing implementation of filters resistance-condenser.
• Frogger
ENHANCE: Amplified the volume of audio.
• Bomb Jack
BUG: Corrected the random palette failure
• Green Beret
ENHANCE: Simplified the scroll.
• Black Tiger
BUG: Fixed a bug in the scroll, more speed.
• Ghost'n'Goblins
ENHANCE: Implemented priority background-sprites-foreground
BUG: Fixed a bug in the scroll, more speed.
ENHANCE: Volume audio effects now are correct
ENHANCE: Optimized the color palette conversion.
• Myterious Stones
ENHANCE: Added functions and simplified the video system. More speed.
• Commando:
ENHANCE: Implemented partially the foreground.
• Star Force
NEW: Added driver. Sound missing.
• Rygar
NEW: Added driver. Failures in the scroll, sprites implemented incorrectly and without sound
• Pitfall II (Sega System 1)
NEW: Added basic driver.
• Pooyan
NEW: Added driver with sound (Thanks to Michael Franzen, more to come!)
• Jungler
NEW: Added driver with sound
• City Connection
NEW: Added driver with sound
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June 5th, 2008, 21:51 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
01829: [Core] bermudat, gwar, ikari, victroad + clones: MAME freezes
at "initializing" screen (Aaron Giles)
01845: [Core] all games: cheats are broken (ShimaPong)
01846: [Misc.] -CHEAT trigger causes MAME crash with PSX-type CPU
drivers (ShimaPong)
01843: [DIP/Input] Many Sets: Input Port Errors (Aaron Giles)
01855: [Misc.] thayers, thayers: Fatal Error crash (Aaron Giles)
01859: [Misc.] looping, loopinga, skybump: Fatal Error crash
(Aaron Giles)
01860: [Core] revx: -CHEAT trigger causes MAME crash (ShimaPong)
00779: [Graphics] gunnail: After you kill a boss, always a number of
vertical lines will appear. (Nicola Salmoria)
00778: [Graphics] gunnail: The background in stage 5 is wrong.
(Nicola Salmoria)
00788: [DIP/Input] Problem about Joy Axis Input for Pedal.
(couriersud)
01853: [Gameplay] shadfrce, shadfrcj: Game doesn't start (Haze)
01847: [DIP/Input] Various: Unable to construct input ports!
(Nicola Salmoria)
01840: [Interface] MAME 0.125u3 error in xml output (Nathan Woods)
01699: [Sound] asteroid, asteroi1, asteroib, asterock, meteor,
meteorts: Abnormal discrete sounds (couriersud)
01844: [Core] compiling 125u3 with VS2008 64bit fails (Aaron Giles)
Source Changes
--------------
Made it possible to pass a NULL errorbug to input_port_config_alloc().
Fixes -listxml crashes. [Nathan Woods]
Updated calomega driver with correct dumps. [Roberto Fresca]
Sandii' games improvements: [Roberto Fresca]
- Switched the color system to RESNET calculations.
- Hooked the infamous bit7 of Input Port 0x3004 in parallel to DIP
switch 1. This allow to use the PAYOUT button to trigger the
Super Game instead of STOP 5.
- Demultiplexed lamps matrix.
- Added lamps support, but is still imperfect.
- Updated technical notes.
Discrete sound update: [couriersud]
* added NODE_RELATIVE(NODE, offset) macro to discrete.h
* fix asteroid.c, canyon.c, skydiver.c and tank8.c to use this macro
instead of adding directly to the node
Fixed duplicate input port bits.
[Aaron Giles, Nicola Salmoria, David Haywood]
Added simulaton of tecmosys protection. [nuapete]
Improvements to gatron.c: [Roberto Fresca]
- Renamed the games to "Poker 4-1" and "Pull Tabs"
as shown in the ROMs stickers.
- Renamed the ROMs in each set according to their own stickers.
- Moved the driver into gametron.a group.
- Added the missing input port C to 8255 PPI I/O chip. Poker41 and
pulltabs don't make use of it, but is present in the Test/Setting
Mode.
- Updated technical notes.
Added proper bankswitching to the dealer driver, validating a ROM
previously thought to be bad. [nupete]
Many improvements to the tecmosys video and sound emulation.
[David Haywood]
Adjusted NamcoNA output rate to match pitch with F/A and Cosmo Gang
the Puzzle soundtrack CDs. [R. Belmont]
Some Nintendo Minx cpu core updates: [Wilbert Pol]
- Styling changes
- Added instruction cycle counts.
- Added interrupt support.
- Added HALT support.
- Fixed INT instruction.
- Added incomplete support for DIV and MUL instructions.
- Fixed MOV [#nnnn],BA and MOV [#nnnn],HL instructions.
- Fixed interrupt handling.
- Fixed opcodes 45, 4D, 55, 5D, B5, B6, B7, FC, FD, and CF 70-7F
- Fixed flag results for INC, DEC, AND, OR, and XOR instructions
Improvements to ampoker2 driver: [Roberto Fresca]
- Reworked the input system for Sigma Poker 2000.
- Promoted Sigma Poker 2000 to 'WORKING' state.
- Updated technical notes.
Updated the 53c810 SCSI adapter to pass IRQ state with the IRQ
callback. [R. Belmont]
Remove port_input_read_indexed in favor of the use of proper tags in
a number of drivers. [Fabio Priuli, couriersud]
Upped max directory size for ST-V/Saturn driver. [R. Belmont]
COP4xx updates: [Curt Coder]
- Added HALT opcode and halt mode to the COP410
- Added Microbus support, clock divisor selection, and CKO mode
selection to the COP420
- Changed Thayer's Quest keyboard interface to at least slightly
resemble the schematics
Changed suprnova blending implementation a bit. Still not right.
[David Haywood]
Optimised tilemap_draw rowscroll case to avoid overhead when used
with clip rects smaller than the tilemap. This reduces by an order of
magnitude the time taken to render the bg in Gunnail stage 5.
[Nicola Salmoria]
PowerPC dynamic recompiler: [Aaron Giles]
- rewrote PowerPC implementation as a dynamic recompiler on top
of the universal recompiler engine
- wrote a front-end to analyze PowerPC code paths and register usage
- wrote a common shared module with C implementations of tricky
CPU behaviors
- added separate CPU types for the variants supported, instead of
relying on a hidden model enum
- rewrote the serial port emulation for the 4xx series to be more
accurate and not rely on separate DMA handlers
- rewrote the MMU handling to implement a software TLB that faults
in pages and handles changed bits appropriately
- implemented emulation of the PowerPC 603's software TLB, which
allows the model 3 games to run without a hack to disable the MMU
Updated the PowerPC disassembler to share constants with the rest of
the core, and to more aggressively use simplified mnemonics,
especially for branches. [Aaron Giles]
Universal recompiler:
- fixed frontend to handle opcode widths different from bus width
- added several new opcodes:
* (D)GETFLGS - copies the UML flags to a destination operand
* FDRNDS - rounds a double precision value to single precision
- renamed several opcodes:
* SETC -> CARRY
* XTRACT -> ROLAND
* INSERT -> ROLINS
- consolidated the following opcodes:
* LOAD?U -> LOAD
* LOAD?S -> LOADS
* STORE? -> STORE
* READ?U -> READ
* READ?M -> READM
* WRITE? -> WRITE
* WRITM? -> WRITEM
* SEXT? -> SEXT
* FTOI?? -> FTOINT
* FFRI? -> FFRINT
* FFRF? -> FFRFLT
- removed some opcodes:
* FLAGS - can be done with GETFLGS/LOAD4/ROLINS
* ZEXT - can be achieved with AND
* READ?S - can be achieved with READ/SEXT
- updated C, x86, and x64 back-ends to support these opcode changes
- updated disassembler to support these opcode changes
MIPS3 dynamic recompiler: [Aaron Giles]
- fixed Cause register for bad COP instructions
- updated to use new/changed opcode forms
- changed context switch so that it only swaps a single pointer
Konami Hornet changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
- cleaned up JVS implementation to work with new serial code
- added fast RAM for the work RAM to give a small speed boost
Konami GTI Club changes: [Aaron Giles]
- updated to new PowerPC configurations
- updated some memory handlers to be native 8-bit handlers
Konami Viper/ZR107 changes: [Aaron Giles]
- updated to new PowerPC configurations
Sega Model 3 changes: [Aaron Giles]
- updated to new PowerPC configurations
- reimplemented/centralized interrupt handling
- these games are broken for the moment
Fixed crasher due to some Konami games using 8 layers in
the K056832 implementation, even though it was only written
for 4. [Aaron Giles]
Added fisttp opcode to i386 disassembler. [Aaron Giles]
Verified clock frequencies on Air Raid/Cross Shooter.
[Corrado Tomaselli]
Introduced/updated some include files for files that export functions
whose apis will need to be changed to handle machine parameters
(cps1.h, decocrpt.h, ms32.h, pgm.h, fd1089.h, konami1.h). In the case
of konami.c, renamed the file konami1.c and changed the api and
callers to only require one function export. Pulled memory_region*()
calls out of for loops and folded the occasional duplicated call. The
compiler can't likely infer that the results are constant, so this
should be a minor performance win as well. [Atari Ace]
Fixed some dips and added correct inputs for wpksocv2, despite still
missing the correct input for begin the left right movement the game
is almost playable. [Sonikos]
Updated cheat system: [ShimaPong]
- Locked search region when malloc fails to allocate gigantic memory
instead of fatal error. Also locked zero malloc error in case of
search speed = all memory in 32-bit CPU. And added search region
range checker to lock a search region with a big risk
- Fixed a bug that old code is always converted to specified
separator in enable/disable menu
- Refined new cheat format.
* Rewritten cheat format again. newest format is
":gamename::type::address::data::extend_data:
(description:comment)"
Expanded type field now requires 10 bytes (not 8 bytes) and
it divides internal cpu (2 bytes) and type (8 bytes) parameters
* Removed VWrite, VRWrite. The flag of Value Selection is merged
into expanded type field now.
* Added CBit (Condition Bit). This checks bit in read data then
set or clear bit in case of true.
* Rearranged cheat code viwer based on newest cheat format
- Fixed unworking Load Old Format option. If you want to load old or
older format code, set it (default is OFF)
- Renamed functions/structures based on coding guidlines
All structures and included parameters are completed
- Merged resize_*_no_dispose() into resize_*()
- Removed the hack of search region for SH-2 CPU because required
region is now set as expected without this hack
Made duplicate input port bits an error now that all the warnings are
fixed. [Aaron Giles]
Added compile-time error if PTR64 is incorrectly set. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Deroon DeroDero [nuapete, David Haywood]
Sigma Poker 2000 [Roberto Fresca]
Touki Denshou -Angel Eyes- [nuapete, David Haywood]
Black Touch (Korea) (bootleg / hack of Dragon Punch) [David Haywood]
New clones added
----------------
Touki Denshou -Angel Eyes- (VER. 960427) [Tomasz Slanina]
Raiden Fighters 2 (Taiwan, SPI) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
------------------------------------
Capitan Uncino (Ver 1.2) [David Haywood]
Capitani Coraggiosi (Ver 1.3) [David Haywood]
La Perla Nera (Ver 2.0) [David Haywood]
La Perla Nera Gold (Ver 2.0) [Roberto Fresca]
Europa 2002 (Ver 2.0, set 1) [Roberto Fresca]
Top Blade V [David Haywood]
Office Yeo ln Cheon Ha [David Haywood]
Carta Magica (Ver 1. cool.gif [Roberto Fresca]
Laser 2001 (Ver 1.2) [Roberto Fresca]
Magic Drink (Ver 1.2) [Roberto Fresca]
Millennium Sun [Roberto Fresca]
NtCash [Roberto Fresca]
Super Space 2001 [Roberto Fresca]
Unknown italian gambling game [Roberto Fresca]
Wizard (Ver 1.0) [Roberto Fresca]
Elvis? [Roberto Fresca]
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June 5th, 2008, 22:09 Posted By: JKKDARK
MemcardRex is a PSX Memory Card editor.
Changelog:
* Fixed error with the "format slot(s)" function (some data was not deleted after formatting).
* Fixed error with the "Paste from temp buffer" function (sometimes occupied slots were detected as free so pasted saves could overwrite existing ones).
* Added flipping and rotation options to icon editor.
* Added support for additional image formats when exporting the icon.
* Added support for XPlorer, Action Replay, GameShark, Caetla, Smart Link and Datel single saves.

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June 6th, 2008, 00:03 Posted By: JKKDARK
New version of the NES emulator for Windows.
Changelog:
Latest WIP build (uploaded: 28.05.2008) available here (Note: this strongly BUGGY version, this just for testing new mappers and stuff.)
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June 6th, 2008, 02:09 Posted By: JKKDARK
via PSO-World
Content notes for our upcoming June 6 update were just released! Here's what we can expect to see this Friday:
Seasonal lobbies - Wedding bells are ringing out all across Gurhal once again! Each city will be decorated for the wedding season from June 6 until June 20.
New story mission - "Farewell to Mother," the fourth chapter of Episode 3, will have Guardians investigating mysterious A-Photon waves emanating from somewhere on Parum. Remember that you must have completed the third chapter in order to play this one.
New free mission - "Seal of the Dark God" has Guardians traveling further into Rykros where they'll face the newly reborn Dark Falz!
New items - Variety Shop and Casino Voloyal will be updated with many new items!
System update - The long-awaited photon art experience update will be arriving on this day! Will this update, skills and TEC
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June 6th, 2008, 18:01 Posted By: JKKDARK
New version of the Neo Geo emulator, this time for DOS.
Info:
Yeah it felt a little strange to debug a program in dos in 2008... I had to use dosemu for that, but it worked rather well. It won't be useful for many people, I think it should be useful to only 1 person actually...
Anyway bad news first, there are some bugs inside. Normaly the only major bug is the emudx support which is completely broken in this version. It's because the dx2 files are intended for sdl, and it would be a big trouble to add support for these files in allegro. So the easiest solution is to use 0.42.4 in dos for emudx !
Except that compared to 0.42.4 :
- about 30 more games
- obviously the infamous allegro bug which made the 0.43 versions unusable is fixed
- fixed a few memory issues too, it should be much better in low memory situations, and should not write a crash dump anymore when you quit !
- Compiled with gcc 4.2.2 (when 0.42.4 had been compiled with 3.2.2 !!!), so it should be a little better.
- has the numerous fixes included since 0.42.4, it's exactly the same code as 0.50.13 except for the part specific to allegro.
The archive is much bigger, because the exe contains useless stuff like hq2x/hq3x which can't be enabled from the gui, but I didn't bother to remove it from the link neither. I'll update the source later.
There won't be a neoraine for dos though, it wouldn't be able to read mp3 tracks, which would make it much less interesting.
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June 6th, 2008, 18:15 Posted By: JKKDARK
http://rbelmont.mameworld.info/
A dump of an internal Sega diagnostic cartridge for the Saturn was recently made available, so I added ROM cartridge support to the MESS driver. The cart boots but you can’t control it yet for some reason. Hopefully once it’s controllable this cartridge will lead to improvements in the emulation for both Saturn and ST-V in MAME and MESS.

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June 6th, 2008, 18:32 Posted By: JKKDARK
The upcoming homebrew game for PC, Dreamcast and other platforms.
We got someone testing the latest Win32 development build (5th June 2008) running on Linux (Ubuntu v8.04) using WINE v0.9.59 and it has been reported to work perfect, even with sound!
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June 6th, 2008, 20:14 Posted By: Shrygue
via Eurogamer
Capcom has popped out a PC demo for Devil May Cry 4. The game's release lags behind the console versions, but also features a number of improvements that Capcom hopes will stop you moaning.
The demo lets you jump straight into a boss battle or trundle through one of the levels for a good 10 minutes. The Capcom US blog, which has the link to the file, says it will "blow you away" and admits running it at a solid 60 frames-per-second even on a mediocre PC.
You lot with rocket-powered rigs can take it up to as much as 120 frames a second in the full version, apparently, which is four-times more than the console offerings ever reached.
The demo also has a Benchmark mode to test your PC performance, as well as a Turbo mode to up the speed and a Dark Knight mode to cram more enemies on screen.
Devil May Cry 4 is due out "this summer" on PC, and that is all Capcom wanted to tell us.
The Xbox 360 and PS3 versions came out back in February and were good but not perhaps the face-puncher of a "next-gen" title most had expected.
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June 6th, 2008, 20:21 Posted By: Shrygue
Developer Kaos Studios has released patch 1.1.0 for Frontlines: Fuel of War. The patch adds the PunkBuster anti-cheat system, fixes spawn camping issues, balances weapons among other tweaks. A full list of patch notes, taken from Kaos Studio's official website, can be found below:
New Features
• PunkBuster anti-cheat has been added
• Spawn Protection – To prevent spawn camping, players will spawn with a few seconds of invulnerability that will end if they perform an action
New Server Browser
• Phase 1 of the NEW Server Browser
- New streamlined design with easy to use layout
- Added text filters for the following categories: Server Name, Player Count, Ping, Map Name & Version Number
- Server Name filter will search entire through entire server names for matching criteria
- Player filter will default to the minimum number entered. This field also accepts ranges such as 10-40
- Ping filter will take the number entered as the max ping allowed. This field also accepts ranges as well
- Server Information Box
- Added server IP display
- Added server name display
- Added text clan/server company/message of the day support
- Added ability to cancel server search and the server browser will continue to display already pulled servers
- Can apply filters to pulled servers
- Server browser no longer refreshes when coming back from the server info screens
- Enter IP address can now use IP's with ports and can use alpha characters
Gameplay
• Players can no longer stick landmines onto their legs
• Invert controls for land vehicles has been fixed
• Turrets will no longer continue firing when squad menu is raised
• All passengers in a vehicle will see hit notifications
• Sentry guns take slightly less damage to destroy
• Sentry guns will cause slightly less damage
• Sentry guns will no longer respawn after being destroyed (single-player game)
• Grenade launcher damage vs infantry has been slightly reduced
• Railgun rounds, clips, fire speed and damage radius have been modified, increasing the effectiveness of the weapon
• Character Movement Changes
- Forced pause which prevented the player from moving when recovering from a jump has been removed
- Player will be prevented from jumping immediately after landing for 0.5 seconds (stops the bouncing bunny syndrome)
- Multiple fixes should result is much less visible "sliding", "worming" and "Dolphin" effects from transitioning between crouch to standing, crouch to prone and prone to standing
- Sprinting while crouched or prone has been removed
- Jumping from and to prone should now be impossible
- A minimum timer has been set in between changing positions. (This will prevent crouch/prone spamming)
- Character ground speed has been slightly increased, this includes strafe speed
- Free fall speed has increased for a more realistic feeling
• Single Player: Graveyard – Destroying all tanks will now always advance the frontline properly
User Interface
• Action key (E) can now be changed to any key. This key is also used for "Exit Vehicle" functionality and is listed under Infantry controls.
• Scoreboard bugs related to double entries and zero point entries fixed
• Scoreboard now displays server name, server IP and personal ping
• Player can now paste text longer then the max characters set for a text box
Crashes
• Fix for reported ATI X800/X850 user crashes on start up
• Vsync default setting is now turned to off, solving some crashes for lower end cards (this is the Maximize Framerate option in the Video- Advanced tab)
• Added NULL check to stop players from inputting illegal characters and crashing the game
• Systems with the Ageia PhysX card will no longer result in game crashes
• Server crash caused by PhysX issue has been addressed
Localization
• Polish language fixes to load screens and gameplay text
Miscellaneous
• Registry fix to document the running version number and installed SKU (EFIS, E, EG etc). This will allow for improved patch installation detection
Known Issues (to be addressed in a hotfix coming shortly)
• Changing keys in the Control options will not check to see if a key is already bound. This is planned to be fixed in a future patch
• Punkbuster will kick you off the server if you use the following special characters in your display name: comma, forward slash, or backslash
• Effective melee distance to be reduced
• When using the pipe character in a server name, text after the pipe will not be shown in the upper right server information window
Frontlines: Fuel of War is a FPS utilizing the Unreal Engine 3 and was released in February.
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June 6th, 2008, 20:26 Posted By: Shrygue
via Computer and Video Games
After yesterday's website tease, EA has officially detailed Crysis Warhead, which turns out to be a standalone expansion to the original PC shooter.
In an Half-Life: Opposing Forces-style twist, Warhead lets you replay the events of the original game as annoying British marine Sergeant 'Psycho' Sykes, who you might've seen acting like an mentalist the first time around.
Apparently Psycho's equipped with an even bigger arsenal of weapons and vehicles than the other nanosuit bloke, which means that life on the other side of the Crysis island is "even more explosive" than before, says EA.
"We were very pleased with the reception of Crysis from both gamers and media after our launch last year," said Cevat Yerli, CEO and President of Crytek. "
That being said, one of the key principles of our studio is to always raise the bar. With Warhead, we are focusing on refining our storytelling and game performance, while also delivering more of the visually stunning graphics and immersive, free-roaming gameplay everyone loved in Crysis."
And before you ask; it's still PC exclusive. For now.
For a massive first look and in-game screenshots, wait for issue 196 of PC Zone, which is out on June 19.
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June 6th, 2008, 20:28 Posted By: Shrygue
via IGN
Soldak Entertainment today announced the availability of Depths of Peril for the Mac.
Depths of Peril is a single player action role-playing game (RPG) with strong strategy elements. You play as a faction leader protecting the barbarian city, Jorvik, by destroying threatening monsters and completing quests. At the same time, you compete with rival factions to see who will rule the city. Barbarians choose their leaders by fighting to the death!
As a faction leader, you must deal with rival factions through diplomacy, trade, and in time, war. Between battles and raids against other barbarian factions, you build the most powerful faction possible, to withstand your enemies. Building the power of a faction involves exploring a fantasy world, slaying dangerous monsters, solving quests for the city, avoiding deadly traps, and plundering loot to share within your faction.
But in this world, actions actually have consequences, so take care. Annoying the powerful and aggressive Legion of Fear faction will cause them to declare war and destroy you. Ignored orc uprisings in the Black Forest might lead to attacks on the town or even more trouble. Protect ally covenants that are being raided, because friends are hard to come by.
Depths of Peril can be purchased at: http://www.soldak.com/Depths-of-Peril/Buy.html
You can go to http://www.soldak.com/ for more information about Depths of Peril and Soldak Entertainment.
A demo is also available at: http://www.soldak.com/Depths-of-Peril/Demo.html
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June 6th, 2008, 20:37 Posted By: Shrygue
via Eurogamer
Former Supreme Court judge Sandra Day O'Connor reckons she can make a game to teach you some court lessons.
Dubbed Our Courts, her project will be offered for free to kids between 12 to 15 years-old, and hopefully fill you in on how courtrooms work and what judges are really like.
She's quite old now at 78, so US universities will be making the game for her, and she hopes to have something tangible by September.
"It will allow students to engage in real legal issues," O'Connor told Reuters, giving the example of a debate sparked by someone wearing a controversial T-shirt.
O'Connor hopes to entice students to use her game to fill one of the 40 media-filled hours of spare time studies show they engage in each week.
"If we can capture just a little bit of that time to get them thinking about government and civic engagement rather than playing shoot-'em-up video games, that's a huge step in the right direction."
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June 6th, 2008, 20:56 Posted By: Shrygue
via Engadget

ASUS's new Eee PC 901 has already gone before the cameras at Computex, but if you're the type that's just not satisfied 'till you something unboxed you may want to head on over to Laptop Magazine, which has not only done the usual honors but provided a few initial impressions as well. On the whole, they seem to think it's a worthwhile upgrade, with the extra keys across the top a particularly welcome addition, although they did have some slight problems with the keyboard, which they ultimately wound up prying off in order to fix. Hit up the link below for the full batch of pics.
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June 6th, 2008, 21:00 Posted By: Shrygue
via Engadget

Oh, brother -- here we go again. For the third time this year, the iconic HDD Stage Rack has evolved into something bigger, badder and more useful than the last edition. The latest version is dubbed the Double HDD Rack eSATA and USB, which predictably includes twice the slots for storing hard drives. You can shove a 2.5- and 3.5-inch SATA drive in just before enjoying the twin eSATA ports and single USB 2.0 jack, but unfortunately, you'll have to hand over a whopping $107.56 [£54.56] in order to do so.
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June 6th, 2008, 21:23 Posted By: Shrygue
via IGN
Electronic Arts has announced The Sims 2: Apartment Life, the eighth expansion pack to The Sims 2, which is part of the best selling PC franchise of all time. Even though The Sims 2 has many expansions, Apartment Life will take players out of the suburban setting and into a new apartment building. Players can choose and decorate from five different building types, where they will be accompanied by a butler. Prepare to explore new environments filled with more characters to interact with. The expansion also allows you to control multiple households which should make for a dynamic mix.
New character types and social networks are introduced-- artsy bohemians, sports fans, and gadget-loving techies. The expansion also includes a new reputation meter. The meter allows you to gain or lose respect with your fellow sims. If you get a high reputation meter, it's easier to recruit friends into helping you with your goals.
Coupled with the announcement of the new expansion, Electronic Arts has also announced The Sims 2 Apartment Pets for the DS. Both the DS game and the PC expansion will launch on August 22.
Screenshots
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June 6th, 2008, 22:35 Posted By: Shrygue
via Eurogamer
Gas Powered Games boss Chris Taylor has spoken of a third Dungeon Siege game.
Speaking exclusively to Eurogamer Germany, he said it would do away with the group focus of the previous games in favour a single hero similar to his current project Space Siege.
"There will be some things that are very much like Dungeon Siege 1 and 2, but some things will be simplified. I am done with multi-character parties; I really think that it's all going to be about a single hero. It's too much to manage," Taylor told our German network buddies.
Dungeon Siege made a name for itself by playing-down storyline, attribute and skill tweaking, and controls, so it could lump hordes of enemies on you and your party. Which it did. A lot.
It managed middle-of-the-road scores that were bumped up significantly by its 2005 sequel, which had more of a plot and generally tidied up a lot of the criticisms of the first. Still no Diablo II, mind you.
Taylor is currently working on Space Siege for SEGA, a single-player PC role-playing game more focused on traditional values of story with action to accompany it, although he is still all for action. Pop over to our Space Siege preview to find out more.
Gas Powered Games also gave us real-time strategy beast Supreme Commander, which was very good but a bit hardcore for all but the committed.
All of Gas Powered Games' titles, including Space Siege, have been exclusively made for PC.
Both the Xbox 360 Supreme Commander conversion and Dungeon Siege: Throne of Agony for PSP were handled by third-parties.
Look out for the full Chris Taylor interview on Eurogamer Germany later today.
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June 6th, 2008, 22:47 Posted By: JKKDARK
New version of the arcade emulator for PC.
Changelog:
Added module to emulate the TC0280GRD/TC0430GRW Taito roz layer chips
Added support to the TC0100SCN module for double width rendering
dded support to the TC0100SCN and TC0110PCR emulation for multiple chips
Fixed priorities in Metal Black
Fixed the CPS-1 palette and added screen clearing to the last palette entry
Fixed a glitch in the ninja's sprite animation in qadj in the CPS-1 driver
Added support for split CPS-2 graphics roms
Added rent version of Capcom Sports Club to the CPS-2 driver
Added clone of Mighty Pang to the CPS-2 driver
Added Hotdog Storm to the Cave driver
Added iq_132s The Legend of Silkroad driver
Added BisonSAS's fixes to the CPS-3 driver
Added proper screen clearing to the Final Star Force driver
BisonSAS added various unicode titles and dip switches to 1943
Matched all sets to MAME 0.125u4
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June 7th, 2008, 00:24 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* Added Select OS Icon Window
* Added OS Icon Menu
* Create Logic for IBM PC Template Generation on Relese Date (New VM Wizard Window)
* Bug Fixes and Code Clean
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June 7th, 2008, 00:26 Posted By: JKKDARK
InnoTek VirtualBox is a general-purpose full virtualizer for x86 hardware.
Changelog:
This is a maintenance release. The following items were fixed and/or added:
* GUI: fixed a bug which prevented to add more than one SATA drive from the GUI
* GUI: fixed a regression introduced in 1.6.0: the fullscreen mode was left on every guest video mode switch
* GUI: fixed several minor issues
* Networking: fixed a host interface networking regression introduced in 1.6.0
* VMM: fixed starting of VMs with AMD-V enabled
* VMM: massive performance enhancements for AMD-V
* VMM: stability improvements for AMD-V on Windows hosts
* VMM: correctly detect AMD CPUs with erratum 170 (AMD-V)
* VMM: detect inconsistent timestamp counters on certain AMD Phenom CPUs (Windows host only)
* VMM: fixed KVM check (Linux hosts only) XPCOM: fixed several races
* VMM: fixed a regression introduced in 1.6.0: Windows stuck during installation
* SATA: improved performance with Vista guests
* SATA: fixed statistics counter
* Shared Folders: several fixes (iTunes download, speed up browsing)
* ATA/IDE: fixed boot from CDROM if a medium was added while the boot menu was active
* Networking: provide an Intel PRO/1000 T Server (82543GC) network device emulation which is recognized by Windows XP guests
* Networking: fixes for the E1000 emulation (don´t crash if not attached, fixed a bug in the statistics counter implementation)
* NAT: don´t crash if the guest sent a DHCPRELEASE message with an invalid IP address
* NAT: fixed ARP reply for the NAT gateway and for the NAT name server if the guest IP range was changed
* Internal Networking: fixed shutdown if more than two VMs are connected to the same network
* BIOS: allow to change the DMI informatiton (see chapter 9.13, Con´guring the BIOS DMI information, page 125)
* RTC: fixed UIP emulation to prevent jumping of time in Solaris guests
* Windows host: VirtualBox installation directory corrected for 64 bits Windows
* Windows host: fixed VBoxVRDP.exe symlink
* Windows host: solved locking problems in raw partition VMDK support
* Windows host: fixed stability during high system load (page fault in KeQueryActiveProcessors)
* MacOS X host: fixed crashes under certain conditions
* Shared Folders: limited users without admin rights now also can use Shared Folders on Windows guests
* Linux hosts: fixed default runlevel for the kernel module helper script
* Solaris hosts: enabled support for VT-x and AMD-V
* Solaris hosts: dynamic loading of libdlpi fixes a problem where Solaris 10 was not able to start a VM
* Linux additions: fixed runlevels for kernel module helper scripts
* Linux additions: compatibility fixes with Linux 2.6.26
* Linux additions: fixed occasional guest kernel crash during unload of the vboxadd guest kernel module
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June 7th, 2008, 16:07 Posted By: JKKDARK
via GamersHell
SEGA Europe and Avanquest Software have announced that their existing deal, which includes Sonic Mega Collection and Rome: Total War, has been renewed and extended with Phantasy Star Universe, Virtual Tennis, SEGA Rally, and Medieval 2: Total War. These new titles will be available in 2008 through major retail outlets including GAME, PC World, WH Smith, Amazon.co.uk, Play.com, Zawi, Morrisons and Tesco.
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June 8th, 2008, 00:31 Posted By: JKKDARK
News about the homebrew game for PC.
he second ruins are almost done, I still have to add some scripted events, but the map is there.
So, I´ve coded 11 enemies so far, a few of those have some interesting and complex behavior. I made a version of Ridley for the demo, and it came out quite well, even if it was an experiment.
I feel I´m ready to start working on Alpha Metroids. I know I´m capable of making interesting enemies to fight, and I have some cool ideas for all the Metroid evolutions that I´m sure I´ll be able to pull off succesfully. Metroids are a key part in this game, and I wanted to be sure they are well coded.
Most of the actions of the Alphas are planned. Not all of them will behave the same way, and some will appear in unexpected ways (Sorry, I don´t wanna spoil the surprise).
I´m taking into account that Samus can now aim in 8 directions, and an Alpha would last 5 seconds if it behaves like in the original game. They will be faster, more agile, and smarter. I´m still trying to figure out a way to make them learn to avoid incoming missiles.
There will be enviromental interaction to aid you in battles, but in rare ocasions.
Hyrule_SwordsMan is busy with exams, so Alpha Metroid sprites production will begin in a couple of weeks.
To all the people who are asking for screenshots: I won´t be posting screens until I finish the new areas. Backgrounds and tilesets are being tweaked and recolored all the time, so whatever I show you now, it will be different in a couple of days.
If you have any suggestions about anything, I´m all ears. Thanks!
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June 8th, 2008, 15:40 Posted By: JKKDARK
Emulator Enhancer is a shareware module which adds a range of additional features and options to all the emulators made by Richard Bannister (i.e. Nestopia).
Changelog:
Emulator Enhancer has been updated bringing it in sync with the latest release for Windows. This version also adds the workaround for the bug mentioned below that results in certain menu items being unavailable on Leopard.
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June 8th, 2008, 15:45 Posted By: JKKDARK
New update of the Commodore 64 emulator for PC.
Changelog:
Notes:
You can run the emulator from the command-line by typing "java -jar " or, if your system is proporly configured, by double-clicking the jar file.
The javadoc zip file is meant for those who are interested in the class structure of the application, i.e. rather developers than end users.
Changes:
1.8 (based on rev. 631)
- enable suspend and resume for the emulator (feature request ID 1665194)
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June 8th, 2008, 15:56 Posted By: JKKDARK
New version of the Sony PocketStation emulator for Windows.
Info and changelog:
INTRODUCTION
------------------------------------------------------------------------
PK201 is an experimental PocketStation emulator.
Before starting, you have to ...
(1)rip the Kernel ROM image from your own real PocketStation and rename it to "KROM".
(2)rip the Flash ROM image from your own real PocketStation and rename it to "FROM".
(3)put "PK201.EXE", "KROM" and "FROM" in the same folder.
------------------------------------------------------------------------
KEY OPERATION
------------------------------------------------------------------------
UP botton = W key
DOWN botton = S key
LEFT botton = A key
RIGHT botton = D key
ENTER botton = K key
------------------------------------------------------------------------
UPDATING
------------------------------------------------------------------------
Throughput and latency were fixed.
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June 8th, 2008, 15:58 Posted By: JKKDARK
New version of the NES emulator, this time for Mac.
Changelog:
Nestopia has been updated bringing it in sync with the latest release for Windows. This version also adds the workaround for the bug mentioned below that results in certain menu items being unavailable on Leopard.
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June 8th, 2008, 15:59 Posted By: JKKDARK
New version of the front end for emulators on PC.
Changelog:
Album and DVD artwork downloading is working again. It needed to be rewritten to work with Amazon's latest API as the older API is no longer active
In addition album artwork is also now downloaded when GameEx starts playing a new track and for each track played as well as just downloading when viewing a track or album in the list in the Jukebox
Fixes Gamelauncher theme not loading
Minor fixes to the fix to emulator list feature
Theres a new quality setting for eBooks and comics, giving the opporutinity to use a normal quality setting and have them load up faster
3D menu transitions can now be used on Vista and with version three themes
An item has been added to the FAQ which explains what to do if your not getting SPDIF passthrough when playing DVDs
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June 9th, 2008, 18:11 Posted By: JKKDARK
It's a rom manager for your roms on PC.
You will find below a package with languages resources for romcenter 3.00. An empty template is included if you want to add a new translation. Documentation included.
Current language available in the package:
- French
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June 9th, 2008, 18:16 Posted By: JKKDARK
New version of the IBM PC (286, 386, 486, 586 and XT) and Spectrum 48k emulator for Windows.
Changelog:
- fixed couple of x86-32 CPU emulation bugs, so it is promoted to "alpha"
state (i.e. it is mostly workable, but not completly - and hardware debug
registers not implemented yet).. Main obstacle to correct OS and software
working is incomplete emulation of PC devices and BIOSes (some soft
better worked with virtual BIOS, some with real/binary - so better to try it
on both, if something failed to work). But take in account, that currently
x86 CPU faults processed quite slow (because lack of optimization - they
every time trash own block of recompilation cache to provide correct
restart of instruction). So "virtual-8086" mode EMS emulators
(emm386/qemm-like) will slowdown DOS in SPC (currently).
- small fix in VGA "double line" modes detection;
- speedup of script´s CASE construction (table-based for integer "cases" now);
- added two recommended ("Best") x86-configs to simplify emulator usage:
fast real (with binary BIOSes) and slower virtual (with scripted BIOSes - not
complete yet, because scripted VGA BIOS is under development currently);
- added support of Z80-configs to debug console (disassembling etc.);
- added support of some BIOS-es (PC/5150, Phoenix-386);
- fixed couple of bugs in emulation kernel (synchronization etc.);
- fixed some broken script error messages (now show correct scipt name);
- some fixing and cleanup in scripts of several devices and in virtual BIOS.
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June 9th, 2008, 19:32 Posted By: JKKDARK
New version of the SNES emulator for Linux.
Changelog:
* Fixed memory leak in Xv driver.
* Xv driver now prefers adaptors more formats. Fixes a regression that causes use of lossy modes when lossless are available.
* Fixed a few small bugs
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June 9th, 2008, 19:50 Posted By: JKKDARK
New version of the NES emulator for Macintosh.
Info:
Martin Freij e-mailed me to say he was finalising a new release of Nestopia less than an hour after yesterday's update. What are the chances? At any rate, here we go again; Nestopia v1.4.0
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June 10th, 2008, 01:29 Posted By: JKKDARK
New version of the multi-system emulator for PC.
Changelog:
Updated the included gettext library to 0.17 to fix a MinGW build issue.
GB: Corrected a lack of address masking in most of the cart RAM emulation code. Fixes a few Chinese GameBoy
Color games.
NES: (Re?)-added support for mapper 240(it was erroneously listed in the documentation as being supported...).
GBA: Fixed a buffer overflow in the ROM image loading code.
PC-FX: Several variables related to subchannel reading weren't being saved in save states. Fixed. (This fixes
save states made within the BIOS' CD-DA player)
PCE: Altered how the ADPCM read and write addresses are set.
Fixes the Super CD version of "Tengai Makyou Ziria", and "CD Mahjong Bishoujo Chuushinha".
Thanks to Exophase and ChrlyMac for the tips.
***(This change may potentially cause regressions. If it does, please report them at http://forum.fobby.net )***
PC-FX: Fixed a few deprecated const string to char* conversions in v810_cpuD.cpp.
PCE: Fixed a bug with Arcade Card emulation with a tip from Exophase. The ADPCM sound effects
in Garou Densetsu II work correctly now.
PCE: Reads from the timer count register the cycle it is set to reload after expiring will now return 0x7F.
Fixes "Battle Royale".
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June 10th, 2008, 01:33 Posted By: JKKDARK
New version of the ZX Spectrum 128 and ZX Spectrum 48 emulator for PC.
Changelog:
- Virtually nothing new, only corrected emulation floppy disk: zashkalival timer and a shift to a negative value, which after 15 minutes of the floppy disk no longer worked. At the same time memorizing correct in config state maximized.
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June 10th, 2008, 01:34 Posted By: JKKDARK
New version of Xfire.
Changelog:
* Fixed several display problems with the activity report when you are logged in to the Xfire web site.
* Added ability to search for videos on the Xfire web site.
* Improved display of video capture data after exiting a game (go to Tools | Options | Video to learn more).
* Added video search box to infoviews in the videos tab.
* Fixed a possible crash with some games in Vista (including Lord of the Rings Online).
* Fixed several display problems with non-ASCII characters in screenshot descriptions.
* New games supported:
Commandos 3: Destination Berlin Capitalism II Tales of Pirates Online Bet and Race
Commandos: Behind Enemy Lines Magic The Gathering: Battlegrounds Everyday Shooter Graal Online
Heretic II Conflict: Global Terror Jack Keane Shogo: Mobile Armor Division
Cossacks: The Art Of War Requiem: Bloodymare Hello Kitty Online On the Rain-Slick Precipice of Darkness, Episode One
PseudoQuest Mortimer Beckett and the Secrets of Spooky Manor Silent Hunter II Flanker 2.5
The Continuum Great War Nations: The Spartans Shadowgrounds Survivor Mass Effect
Lost Planet: Extreme Condition Colonies Edition G-Police Heroes of Might and Magic III Complete GRID Demo
Icewind Dale II Day of Defeat: Source Beta
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June 10th, 2008, 01:41 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
* cleaned-up and documented code for increased efficiency and to get FRI ready for open sourcing
* Relative paths are now fully supported. This means that the user can now put all of his ROMs and Emulators with FRI onto a removable data storage device and have FRI work no matter what drive letter the host operating system assigns the storage device.
* ROM’s locations are now stored relative to the Library Folder that they are associated with. This means that if you move a whole Library Folder to another location, you can simply tell FRI that folder’s new location and all of the ROM’s file paths will be updated.
* Reorganized menu bar
* FRI can now use a master FRI database as a reference for filling in missing information in the user’s ROM library. (This feature will be further developed in the coming weeks.)
* New file icon:
image
* New title bar icon:
image
* FRI now displays the "waiting" cursor when it is processing information.
* FRI now remembers the user’s last search when it is opened
* The Note Editor now opens centered on the FRI window
* The status bar now displays more relevant information about the number of ROMs displayed, selected, and in the library in a more logical way.
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June 10th, 2008, 19:56 Posted By: Shrygue
via Eurogamer
A new expansion for highly addictive turn-based strategy title Civilization IV is on the way.
It's titled Civilization IV: Colonization and it's based, funnily enough, on 1994's Sid Meier's Colonization. You can expect a new interface, enhanced options for diplomacy, a new modding toolset and, should think so too, better graphics.
Playing as one of four European nations, you're on a mission to dominate the New World. This will involve battling the locals in various regions as well as fighting fellow colonialists.
Civilization IV: Colonization will work as a standalone game, meaning you won't need to own a copy of Civ IV to run it. The game is out this autumn.
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June 10th, 2008, 19:57 Posted By: Shrygue
via Eurogamer
One of the key characters in what is presumably Portal 2 has been revealed in an advert for voice over actors.
Members of subscriber-only site Breakdown Express tipped Kotaku off about the vacancy, which is for "a new game in the Portal series from Valve Software". The game is said to feature "dark comedy", and recording will begin "tentatively end of July, 2008".
If you're worried about spoilers, stop reading now.
Cave Johnson, "eccentric dead billionaire", is the character in question. He is the boss of a successful "applied science" company (Aperture Science) who is used to getting what he wants, using his high-energy salesman-like personality to win people over.
But, alas, he "starts to lose his grip on humanity" as the story unfolds, and turns from "sidekick to principle antagonist" as he "isolates himself from the people around him".
Johnson was already sleeping in the ground in the original Portal game, suggesting that the sequel may be a trip back in time. Being your "sidekick" may also mean you are rather more than a lab rat this time around.
Valve has been contacted for comment, and has previously been quite clear about there not being another Portal game planned for this year.
Spokesperson Doug Lombardi has also promised that when a sequel does arrive, it will be "equally as revolutionary" as the first.
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June 10th, 2008, 20:00 Posted By: Shrygue
via Games Industry
Eidos' Age of Conan: Hyborian Adventures was the top-selling PC game in the US for the week ending May 31, according to data released by the NPD Group.
World of Warcraft and Sims 2 titles continue to dominate the charts - with each franchise charting three titles in the Top Ten.
The Top Ten best selling PC games in the US for the week of May 25 - 31 were:
1 Age of Conan: Hyborian Adventures
2 Mass Effect
3 The Sims 2 Double Deluxe
4 World of Warcraft: Battle Chest
5 The Sims 2 Kitchen & Bath Interior Design expansion pack
6 World of Warcraft
7 The Sims 2 Free Time expansion pack
8 Call of Duty 4: Modern Warfare
9 Sins of a Solar Empire
10 World of Warcraft: Burning Crusade expansion pack
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June 10th, 2008, 20:02 Posted By: Shrygue
via Computer and Video Games
Obsidian Entertainment is working on a new expansion pack for Neverwinter Nights 2, tentatively titled Storm of the Zehir.
According to the Neverwinter Nights Vault, the game will be set after the defeat of the King of Shadows in the original campaign.
It's promised that the game will be non-linear in a way never before seen in the NWN series. Players can form their own party of adventurers instead of being grouped with NPCs who they wish would drop down and die.
There doesn't seem to be an epic quest per se, but instead you're simply dropped into the world and told to get on with it.
So if you want to raid and pillage caravans like pirates, or ally to create a blossoming trade empire, you can. We're told the economy of the world will react to whatever you do.
It sounds a bit like the original Fallout, to be honest, and includes an overland map just like it too.
There's no word on a release date yet, but based on the last expansion pack we expect this some time around Christmas.
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June 10th, 2008, 20:17 Posted By: Shrygue
via Eurogamer
NVIDIA boss Roy Taylor believes the value of consoles means no-one will make PC-exclusive games any more.
Speaking exclusively to Eurogamer, he said he wasn't threatened by the machines from Sony, Microsoft and Nintendo; instead he sees an "exciting future" of co-existence.
"I think we have to face the facts - the value of consoles is such that no-one is going to make a PC-exclusive game in the future. Why would they? Why would they ignore consoles?" said Taylor.
"That said, PC gaming is changing - and consoles don't threaten PC gaming. They're just different. Adapting to that and understanding that is what I think is really, really important.
"Most PC gamers also own consoles - not all of them, but a lot of them. What we're seeing happen is that, yes, people are developing for Xbox 360, for PS3 - but they're also developing for PC," he added.
The reason Taylor is excited is that PC versions of games, which he says are generally "better", use console code as a baseline, and the better the baseline then the better the desktop conversion.
"The console is now a baseline. If you look at Gears of War or Assassin's Creed, they came out on console and they were great experiences - but the PC versions had additional aspects to them that also made them attractive, whether you owned the console version or not," continued Taylor.
"The PC version was better. That's something that people need to get their heads around - the console is a baseline, the PC is going to be an improved version. That's an exciting future, and that's why I don't see anything threatening about console at all.
Head over to our interview with NVIDIA boss Roy Taylor to see what he has to say about the future of graphics, why integrated solutions are ruining everything, and how the PC installed-base means it will never disappear as a gaming platform.
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June 10th, 2008, 20:19 Posted By: Shrygue
via Eurogamer
We wouldn't normally post details leaked from the alpha test for Wrath of the Lich King, the new World of Warcraft expansion - everything at this point is subject to change, anyway. However, this one is just too juicy to miss.
Screens posted by deathknight.info reveal that typing /achievements into the console brings up an all-new achievements interface, complete with some placeholder achievements which seem to have points values attached to them.
The system appears similar to the 'deeds' introduced by Lord of the Rings Online last year, and the Tome of Knowledge in the as yet unreleased Warhammer Online: Age of Reckoning.
Achievements spotted include levelling characters to 80 on both Alliance and Horde factions, and completing a daily quest each day for five days.
"We haven't made any announcements regarding this type of system for the game, and we don't plan to comment on rumours," a Blizzard spokesperson told Eurogamer.
Before you get excited, note that the feature is not yet integrated with the front-end of the alpha version of the game, and may not make it into the expansion if Blizzard runs out of time, holds it back for a future patch, or simply decides against it.
However, it is an indication that the developer is aware that its closest competition has stolen a march on it with this popular feature, and is investigating ways to retrofit it to WOW. Our money says you'll hear more about this soon, possibly from Blizzard's World Wide Invitational fan convention in Paris later this month.
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June 11th, 2008, 04:30 Posted By: JKKDARK
New version of the Sega Genesis/Megadrive, 32X and Sega CD emulator, for Linux.
Changelog:
New package uploaded! The big news is that Gens now supports real MegaCD / SegaCD CD-ROMs. Gens assumes that your CD-ROM is mapped to dev/hdc, but you could create a symlink if its not. Built from the official Gens for Linux CVS tree, with various patches added. These patches may add features, increase performance and stability.
Thanks to ilGuido for the patch.
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June 11th, 2008, 04:41 Posted By: JKKDARK
Mini vMac is a miniature Macintosh emulator.
Info:
The latest Development source snapshot has the Mac II emulation getting close to useable. The video now works, but there is still an issue with cursor display. I have an idea of what to fix next, as time permits. My year of mostly working full time on Mini vMac has ended. I intend to continue development of Mini vMac, but it is likely to be slower.
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June 11th, 2008, 04:46 Posted By: JKKDARK
New version of the Apple III emulator for Mac.
Info:
Sara is an Apple /// emulator for Mac OS X Macintosh Systems
The latest version can be downloaded from:
http://www.blackcatsystems.com/software/sara.html
Sara is freeware, use it and pass it around to your friends! Amaze them with
a demonstration of state of the art personal computing from the early
1980´s!
This is an extremely preliminary version of Sara. Use it at your own risk.
It is guaranteed to crash, bomb your system, blow out your hard drives, fry
your memory, and shatter your monitor. No refund if it doesn´t.
Assuming it does none of the above, you´ll be presented with several
windows. One for the Apple ///´s screen, one showing the status of the disk
drives, and one showing the CPU status (register contents, program counter,
flags, etc).
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June 11th, 2008, 04:48 Posted By: JKKDARK
New version of the ZX Spectrum emulator for Mac OS X.
Changelog:
* Working on generic emulation of the b&w machines:
* Jupiter Ace: memory mapping (3K), video decoding, audio in and audio out, also to/from audio file
* Jupiter Ace: recording to and loading from virtual taperecorder (.tap file)
* Jupiter Ace: keyboard decoding and virtual keyboard clicking & highlighting
* ZX80: memory mapping (1K), highres video decoding, audio out
* ZX80: instant laoding & saving, recording to virtual taperecorder (.o file)
* ZX81: disfunct in this version
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June 11th, 2008, 17:30 Posted By: JKKDARK
New version of the NES emulator for Windows.
Changelog:
Shell:
Additions:
- New cheat dialog features and improvements.
- Automatic cheat load/save support in Paths dialog.
- Option to mute sound when running in alt. speed mode.
Changes:
- Icon improvements by Pongbashi.
- Default fullscreen resolution depending on monitor's aspect ratio.
- Refactoring.
Fixes:
- Various minor things.
Core:
Additions:
- Preliminary Dendy console support. Fixes Magistr (Subor) and some other 'clone exclusives'. Info from Flamer and HardWareMan.
- DMC DMA read conflicts. Info from blargg and bunnyboy.
- Mapper 177, 179, 219 and 221. Info from CaH4e3.
- Database entries.
Changes:
- Better and more flexible PPU address line implementation at the expense of some speed.
- Database entries.
- Refactoring.
Fixes:
- Wrong palette sometimes when switching to/from VS images.
- Wrong image information sometimes, e.g. battery when there isn't any.
- Save state NTSC/PAL mode saving.
- Minor save state inaccuacy fix with tape recording.
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June 11th, 2008, 19:57 Posted By: JKKDARK
New version of the Game Boy and Game Boy Color emulator for PC.
Changelog:
- New Feature:
* Suppported MBC6 partially - no network update. Thanks Toshi.
- New game supported:
* Net de Gate: Mini-Game @ 100 for GBC (only game known in MBC6).
- Bugs Fixed:
* Fixed the graphics glitches in Donkey Kong Country. With this fix, the
lower part of the exclaimation mark flashed before race start in Razor
Freestyle Scooter.
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June 11th, 2008, 20:00 Posted By: JKKDARK
New version of the front end for Wine for Linux.
Changelog:
- New Feature: Change desktop resolution
- New Feature: Start shell
- New Feature: Start task manager
- New Feature: About wine
- New Feature: Run in virtual desktop
- New Feature: Eject CD
- New Feature: Install Gecko
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June 11th, 2008, 20:52 Posted By: Shrygue
via Eurogamer
Hellgate: London may be in trouble as word emerges that staff are leaving developer Flagship "in droves".
Speaking on his blog, Guy Somberg, one of the original programmers on the project, talks of work being "depressing" as the population does "nothing but complain".
(Interestingly the post has since been removed, but has been recorded for posterity by Inc Gamers.)
"Work is depressing right now," began Somberg. "Never mind the fact that Hellgate isn't as popular as anybody had hoped. Never mind the fact that there exists a term 'Flagshipped', meaning where a company basically over-promises and then screws you. Never mind the fact that the forums are totally populated by people who do nothing but complain and talk about how much the game sucks. Never mind the fact that people do the same thing in the game itself.
"So why is work depressing? (Other than all of those other depressing things, that is.) The reason is that people are leaving. In droves, they're leaving.
"Thing is, the way things are going I'm likely to be the only programmer still working on Hellgate left from the original crew. I've heard rumours that other programmers and artists are thinking of leaving. [And] every time a programmer leaves, it's more work for me. Every time an artist leaves, it's less content that we can create for Hellgate in the future," added Somberg.
He goes on to mention that Flagship founders Peter Hu, Dave Brevik and Tyler Thompson have all but moved away from Hellgate to work on different projects.
However, Somberg is optimistic and pins his hope on the Asian market rekindling a passion for his game, as the Koreans "really love" it and Hellgate has yet to open to the Chinese audience.
Hellgate: London launched last November to solid if unspectacular critical reception. It's an action role-playing game set 30 years in the future where the spawn of hell have broken their leash and stomped there way into our land.
Key to its offering was an optional subscription-based online multiplayer mode where you and your friends could team up and tackle raid content for loot, a bit like you would in an MMO.
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June 11th, 2008, 21:35 Posted By: Shrygue
via Eurogamer
Maxis has released its Sporepedia into the wild - or more specifically, onto the Internet.
The Sporepedia a community site for Spore, the forthcoming evolution sim from Will Wright. You can upload your beasties or download those created by others, and do the same thing with buildings, vehicles and spaceships.
There are plenty of animals on there already, and you'll be able to add them your stable when the Creature Creator is released next Tuesday.
All you have to do is right-click on the thumbnail of the animal you want to pinch, save it somewhere and then drag that file into the Creature Creator. Simple. And there around 180 to choose from.
Also on the site are plenty of hints and tips about how to put your beasties together, plus lots of questions answered in a lengthy FAQ.
Thankfully it looks as though system requirements for Spore are fairly forgiving, as the team trying its best to make it "accessible to as broad an audience as possible".
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June 11th, 2008, 21:45 Posted By: Shrygue
via Eurogamer
NCsoft has told Eurogamer that Tabula Rasa has a growing player base and is not in as much trouble as recent financial reports seem to suggest.
"Tabula Rasa has a dedicated player base, which is growing month on month," said an NCsoft Europe spokesman.
"Tabula Rasa offers players a different kind of MMO experience, enhancing our portfolio of game titles. The game play mechanics are very different to that of a typical MMO - those who have experienced the game have recognised these innovative features and applauded them.
"A recent European trial promotion was met with great demand; we will be doing a similar promotion later in the year."
On top of this, the spokesman promised that the team was working to a "four-weekly update cycle" based on what the community asked for.
Tabula Rasa was all but missing from money boasts in its May-published financial results for the first quarter of 2008.
Take a closer look and Tabula Rasa commanded just KRW 1.87 billion (GBP 927,422) in those three months.
Compare that to Lineage II with KRW 35.673 billion (GBP 17,689,41), and Lineage with KRW 29.023 billion (GBP 14,392,852), and something appears to be amiss.
Even the four year-old Guild Wars and City of Heroes took considerably more, at KRW 9.481 billion (GBP 4,702,598) and KRW 5.416 billion (GBP 2,685,698), respectively.
"The Lineage brand is certainly the cornerstone of NCsoft's portfolio and continues to perform every quarter," explained the spokesman. "While still relative newcomers, Guild Wars and City of Heroes recently celebrated their fourth anniversary and have well established player bases."
NCsoft reaffirmed that MMOGCHART figures were "not official". The figures show Tabula Rasa somewhere around the 75,000 subscriber mark. We're waiting to hear back about the official numbers.
Tabula Rasa was created by MMO hero Richard Garriott, who is considered to be one of the founders of massively multiplayer gaming for his work on Ultima Online - which, incidentally, is also said to attract around 75,000 regular players.
Garriott told us last year that the game had the potential to beat World of Warcraft in terms of popularity, but wasn't sure where in the region of between one million and ten million sales Tabula Rasa would be.
Despite its somewhat disappointing performance, Tabula Rasa fetched solid critical response, earning 8/10 from Eurogamer for its unique take on the genre.
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June 11th, 2008, 22:32 Posted By: Shrygue
via Gizmodo

With mobile internet devices (MIDs) like the Asus Eee PC 901 being all the rage these days, getting as much storage as possible into them without sacrificing portability or size is a key issue. Toshiba will be expecting some brisk business then having just announced the first 160GB, 1.8in S-ATA drive.
Not only is it small - as you can see from the shot above - but it's pretty nippy too, sporting a serial-ATA (S-ATA) interface and a spin speed of 5400rpm. That makes the new 160GB MK1617GSG faster and bigger than the existing 120GB MK1214GAH which has a slower parallel ATA interface.
The new drive is marginally lighter than its predecessor (3%) at 60g but, does manage to be 25% more power efficient which is good news for all those portable devices it will crop up in.
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June 11th, 2008, 23:33 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* New Website -> http://sidtool.demodungeon.com
* Support for Hoxs64
* Overhauled start/stop methods
* GUI Updates
* ini file converted to XML
* Last SID file missing in list bug fixed
* ini file converted to XML
* Shuffle play for Playlist added
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June 12th, 2008, 19:56 Posted By: Shrygue
via Eurogamer
The first Penny Arcade adventure title is now available via Steam, Valve's digital distribution service.
Which seems a bit strange, given as it was the debut offering on the Penny Arcade-founded digital distribution service Greenhouse. Still, broader user-base and all that.
The Steam version will have added achievements so you can show off to your friends who, er, use Steam as well.
It has a familiar PC price tag of GBP 10 / EUR 13.
The game is available on Xbox Live Arcade too, but it costs a bit more at 1600 Microsoft Points (GBP 13.60 / EUR 19.20).
Unfortunately, despite the promise of lovely graphics and the overseeing eye of adventure game legend Ron Gilbert, the game turned out to be a bit mediocre.
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June 12th, 2008, 21:23 Posted By: Shrygue
via IGN
On its latest mission to conquer the world, Paradox Interactive orders a impressive demo-nstration of the forthcoming geo-political war simulator - Supreme Ruler 2020.
To provide players with a taste for the game, two single player scenarios can be played through for four continuous months. All features are available except for the use of nuclear weapons. Both scenarios are included without restriction, in the full release of the game. The scenarios available in the demo are:
1) Italy Votes - Vote for Unification
2) Pre-emptive strike - Israeli invasion of Syria
A brief strategy walkthrough of the Italy Votes scenario is provided for newcomers to the game.
Download the demo today from IGN here:
http://tr.anp.se/track?t=c&mid=12317...er-2020---Demo
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June 13th, 2008, 03:53 Posted By: JKKDARK
New version of the SNES emulator for Linux.
Changelog:
* OpenGL: Fix issue with no display when turning NPOT texture support off.
* OpenGL: Fix very specific case where the NTSC filter won't work with NPOT textures and GL_RGB PBOs enabled.
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June 13th, 2008, 03:55 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
- 01863: [Multisession] mwalk and clones: Crash on multisession.
(Atari Ace)
- 00971: [Color/Palette] spdcoin: In a reverse of the artwork bug,
the blue background has been replaced with a black one.
(couriersud)
- 00251: [Sound] spdcoin: Sound isn't perfect. There are many static
pops to be heard, and volume is very low. (couriersud)
- 01884: [Core] mtetrisc, vivdolls, starsldr (maybe all): (MAC OS)
crashes with "Illegal instruction" message (Aaron Giles)
- 01827: [Interface] All sets in galaga.c: DIP switch information is
not being readded properly when .CFG is read. (couriersud)
- 01865: [Graphics] nbapbp: The graphic is completely wrong
(Aaron Giles)
- 01864: [Interface] -listxml still crashes (Aaron Giles)
- 01885: [Misc.] astdelux, astdelu1, astdelu2: Fatal Error: Unable to
locate input port 'DSW' (Fabio Priuli)
- 01190: [Color/Palette] punchout, spnchout: The colors of the title
logo and letters on the top and bottom should be different
than each other. (Nicola Salmoria)
- 01693: [Sound] jackal, jackalj, topgunbl, topgunr: After you get in
the jeep the music stops. (Nicola Salmoria)
- 01880: [Color/Palette] All sets in mrdo.c: Color Regression
(Nicola Salmoria)
- 01870: [Graphics] skylance, skylancr: cocktail mode, player 2's shots
are offset from player's position (Nicola Salmoria)
- 01871: [Documentation] officeye: Misspelled title (robiza)
Source Changes
--------------
Updated 68681 DUART: [Mariusz Wojcieszek]
- converted to device interface
- converted to 8 bit device
- added input and output port
- added X1/16 timer
Fixed compilation error when neither HAS_PPC403GA nor HAS_PPC403GCX
are defined. [Nathan Woods]
Additional documentation in the TMS5220 and SN76496 cores.
[Lord Nightmare]
Fixed handling of the U register in the RET instructions and when
taking an interrupt in the Nintendo Minx cpu core. [Wilbert Pol]
suprnova updates: [David Haywood]
- now uses its own draw roz function, which supports linescroll
or columnscroll, and will give us the ability to 'render'
priority data (with roz applied) from the flagsmap to a temp
bitmap to work with.
- priorities should be correct from start to end in cyvern now..
still not perfect tho.
- added a note about what needs fixing for the sengekis sprite zoom
(shrink flag we're not handling)
- allow wraparound to be turned off (sarukani..)
Italian gambling games based on H8/3337 MCU + NEC D7759GC:
[Roberto Fresca]
- Corrected year and manufacturer to ntcash and wizard.
- Sorted the games by year.
Simplified m90 video update routine. [robiza]
Improvements to bomblord (bbmanw clone): [robiza]
- partially fixed the background
- fixed the sprites
- implemented video register for selecting different resolutions;
this fixes graphic in the game screen
- fixed scroll video register
- cleaned up offset and priorities
- implemented linescroll
- promoted to working
Improvements to dynablsb (dynablst clone): [robiza]
- partially fixed the background
- fixed the sprites
- fixed mark for last sprite
- fixed player #1 and player #2 controls
- fixed graphics layer and offset
- fixed layer select
- implementated the scroll video register
- cleaned up offset and priorities
- promoted to working
Numerous improvements to the blackt96 driver. [David Haywood]
Fixed colortable creation in Mr. Do driver. Fixed diode voltage drop
value which caused apples to be orange instead of red-orange. The
title screen now perfectly matches
http://www.flickr.com/photos/arecee/2384126902/sizes/l/ including the
logo outline. [Nicola Salmoria]
Jackal driver improvements: [Nicola Salmoria]
- Fixed palette animation (very subtle!)
- Verified on the schematics and on the pcb that the high score table
text cannot change color.
- Removed the IMPERFECT_GRAPHICS flag
- Fixed music with a kludge (overclock sound CPU)
- Added dip switch locations and sorted input ports
Simplified palette handling in punchout. Fixed big sprite palette in
top monitor. [Nicola Salmoria]
Cal Omega driver: [Roberto Fresca]
- Cleaned up the driver following the MAME Coding Conventions.
- Added support to Game 18.7 (Amusement Poker).
- Improved the input system for some games.
- Fixed some wrong color codes.
- Updated technical notes.
New driver for italian gambling games based on Mitsubishi/Renesas
M16C MCU family. Added dumper notes, hardware details and hooked the
sound devices. Moved Euro Jolly X5 to this new driver, and add
support for Grand Prix. [Roberto Fresca]
Improvements to Sandii' games driver: [Roberto Fresca]
- Fixed the tilemap size.
- Fixed the screen size.
- Updated technical notes.
Changed map command in the debugger to now perform separate
read/write/fetch lookups. [Aaron Giles]
Fixed AY-3-8910 output mode in Draco. [Curt Coder]
Thayer's Quest changes: [Curt Coder]
- cleaned up driver
- added LED layout from Dragon's Lair
- mapped keyboard and dips correctly
- added laser disc drive selection
- fixed Z80-COP communications
- figured out ports from disassembly
- added cart presence detection logic
- fixed SSI-263 timings, service mode works now
- changed to use COP421
COP4xx: [Curt Coder]
- fixed LEI instruction
- added COP421 variant
Moved calipso, spdcoin, superbon, moonwar and moonwara to galaxian.c:
[couriersud]
- superbon: Change name to Agent Super Bond and Manufacturer to
"Signatron USA"
- superbon: Change year to 1985 following information on
arcadeflyers.com
- removed armorcar remains from scobra.c
In the i8051 core, timer 0's second split counter was incorrectly
checking the Timer 1 Run Control Bit. Fixed it. [Jim Stolis]
PEPlus driver updates: [Jim Stolis]
- All video slot titles now accept coins and play normally
- Renamed peps0716 to its proper name "River Gambler Slots", instead
of "Quarter Mania Slots"
- Updated peps0716 to use the proper CAP
- Replaced peps0615 to use a CAP with closer colors (still wrong)
Added alternate layout for World Rally 2 PCB. [Mirko Mattioli]
Added sound emulation to Dacholer and Kick Boy. [Tomasz Slanina]
Cleaned up the usage of Machine in many of the src/video files.
[Oliver Stoenberg]
Correctness pass over the source tree: [Atari Ace]
- added static qualifiers where appropriate
- added missing #include statements, source comments and header
declarations
- removed dead declarations
- added ~30 header files for a number of drivers
- consolidated various cchip declarations
Improved 8085 timing and fixed flag calculations based on differences
between it and the 8080. [Miodrag Milanovic]
Converted a number of drivers over to using input_port_read() from
input_port_read_indexed(). [Fabio Priuli]
Updated cheat system: [ShimaPong]
- Changed the function of default memory read in case of the search
to prevent from crashing if a game uses cpu_spinutil()
Now basically used do_memory_read() instead of do_cpu_read()
(Try to search in actfancr between this and previous version)
NOTE : It's not fundamental solution but no longer crash
- Cleaned up read_data() and write_data()
- Cleaned up save/load routine and added open_cheat_database()
- Added new menu "Cheat Commands" into the cheat main menu
the following commands are supported in this menu
* reload cheat code (the same as Reload Database key)
* cheats ON/OFF (the same as Toggle Cheat key)
* watchpoints ON/OFF (the same as Shift + Toggle Cheat key)
* save description (save the title of the game)
* save raw code (save raw cheat code with new format)
- Fixed several bugs which has found in testing
- Renamed functions based on coding guidlines
Added option -[no]coin_lockout (-[no]coinlock) to control coin
lockout behavior. [Aaron Giles]
NeoGeo updates: [Johnboy]
- Updated Neo-Geo game pcb infos
- Marked kof2001h AES VERSION
- Marked samsho3a MVS VERSION
- Marked 2020bba AES VERSION, renamed p1 and added a note
- Renamed lastsold p1 to correct chip label 134-p1k
-> Checked other Korean sets, found similar ID change; renamed
accordingly
Renamed rbff2k p1 to 140-p1k
Renamed fswords p1 tp 187-p1k
Renamed aof3k p1 to 196-p1k
Added comment to kof99n: Korean version?
- Renamed mslug3n to mslug3h, Marked AES VERSION, changed mamedriv.c
- Remove BAD_DUMP from kotm, add correct m1
- Correct s1 layer size in samsh5sp + clones
- Removed BAD_DUMP from burningf + clone
- Added correct m1 to lbowling
- Added correct m1 to socbrawl + clone
- Added correct m1 to mutnat
- Added correct m1 to joyjoy
- Added correct c1/c2 and s1 to marukodq
- Renamed p-roms in wh1 and wh1h, added comment
- Added some comments about 'M1' and 'S1' roms
- Renamed files in kof2001 to correct chip label, changed m1
- Corrected set pbobblen as found on MVS cart, added notes
Added bilinear filter option to software rendering. Not hooked up to
anything yet. [Aaron Giles]
DRC UML changes: [Aaron Giles]
- separated conditions and flags into two separate fields
- added more extensive per-opcode information
- made validation more thorough using the extended information
- disabled back-end validation for now until it can be revisited
using the new tables
- changed GETFLGS encoding so that the mask is in parameter 2 instead
of the flags field
- wrote new disassembler based on enhanced opcode info structure
- moved disassembler into drcuml.c and removed old code
- extended disassembler buffer sizes to at least 256 bytes
- removed explicit flag requests from the shorthand opcodes
- added optimization function to drcuml which is called at block end
- added logic to compute the necessary flags based on upcoming opcodes
and only select those flags which are required
- added NOP opcode
- added logic to simplify opcodes as much as possible at the UML layer
- removed similar logic in the x86 and x64 back-ends
- added stricter parameter validation for registers and mapvars
- improved disassembly output
- added simple symbol table to the UML for improved disassembly
- changed optional disassembler cache parameter to a drcuml object
- fixed STORE opcode description to allow immediate source operands
DRC frontend changes: [Aaron Giles]
- changed from tracking "live" registers to tracking "necessary"
registers
- genericized register tracking to be more flexible
- added previous instruction pointer to opcode descriptions
PowerPC recompiler: [Aaron Giles]
- fixed bug where a branch and link to the link register would
overwrite the link register before fetching the target address
- updated to no longer explicitly specify flags
- added symbols for most common variables
- fixed bug in handling XER carry flag for subo. forms
- simplified flag insertion logic for opcodeo. forms
- rewrote lswi/stswi as subroutines
- made accesses to tempdata explicitly dword or qword
- fixed SRR0 when generating a syscall
- removed no longer necessary TESTs on extsb/w, rlwinm, rlwnm,
rlwimi, cntlzw
- fixed bug where the SO flag was not being computed for compares
- fixed flag computations for mulhw/mulhwu/mullw
- fixed subtlety of shifts between 32 and 63 in srw/sraw
- fixed mffs/mtfsf to use FP registers
- fixed mtfsfi to use the immediate value properly
- now marking terminal count bit in DMA status register
- added support for 4xx protection registers via the MMU
- added TLBH, TLBU, and DEC to the list of registers in the debugger
- turned off "end of transfer" DMA signals in favor of "transfer
count 0" signals; fixes memory-to-memory DMA in fiveside
- minor flags optimizations:
* broke CR into several individual bits of state
* extracted the SO bit from XER into its own state
- cleaned up register tracking implementation
- fixed numerous errors and shortcomings in the tracking
- added support for removing unnecessary XER CA and CR0 computations
- updated UML logging to output new frontend statistics
- added basic cycle counts for longer instructions
- added penalty for polling timebase and decrementer registers
- fixed dependencies in cpu.mak
- reduced address bus width of 4xx series to 31 bits per the
documentation
- fixed bug that would jump to incorrect PC after filling the
TLB during a mismatch event
- added explicit address truncation to 31 bits for 4xx series
- added new PPCDRC_ACCURATE_SINGLES option, which removes the
excessive (and very likely unecessary) extra rounding when
performing the "fast" single-precision floating point ops
- fixed TLB filling for 4XX protection ranges
- fixed parameter ordering for masked reads/writes
- added detection of MMU enablement in 403GCX case
- fixed bug in protection bounds violation detection for 4XX
- changed SPU receive model to a push model; updated drivers accordingly
- added macros for setting the SPU transmit handler and sending bytes
- cleaned up ppc.h
- fixed lmw/stmw if rA is one of the loaded/stored registers
- removed unnecessary variables & structure members
- optimized for the XER and CR0 case where XER doesn't need an overflow
calculation
MIPS recompiler: [Aaron Giles]
- updated to no longer explicitly specify flags
- tweaked register tracking to match new DRC frontend system
- updated UML logging to output new frontend statistics
- fixed left/right accesses to work with recent memory handler changes
x86/x64 back-ends: [Aaron Giles]
- added flag support to SEXT, ROLAND, ROLINS, LZCNT opcodes
- fixed bug where sometimes the flags would be corrupted; in
particular, we always clobbered the flags for the subfze
instruction, which broke the nbapbp camera and some other things
- fixed DIVS/DIVU opcode so they properly compute SZ flags when
requested; fixes camera wackiness in nbapbp
- added a "hop" around the prolog of the HANDLE opcode to allow
fall-through
- redesigned x86 stack management to keep the stack at the same 16-byte
alignment
- fixed adc/sbb so that they don't optimize out ever
- fixed detection of special and/or/xor cases
- fixed GETFLGS opcode so that it doesn't return anything other than
requested flags
- changed LZCNT/BSWAP to be more flexible in register selection
gticlub driver: [Aaron Giles]
- converted sysreg_r/w to 8-bit handlers
- added hack to make network IRQs work; brings some games back to life
Konami PowerPC drivers: [Aaron Giles]
- designated fast RAM accesses for work RAM
- removed unnecessary mirroring
Firebeat driver:
- added VBLANK IRQ clear
- added ATAPI IRQ clear
- tried to add UART IRQ clear but it doesn't yet work
- most of the games start to show something again with these changes
- added fast RAM region
Model 3 driver: [Aaron Giles]
- identified and fixed VBLANK bit in real3d status which was
causing the system to hang at startup
- designated fast RAM accesses for work RAM
53C810 SCSI controller: [Aaron Giles]
* changed read/write handles to proper READ8/WRITE8_HANDLER
callbacks so they can eventually be used directly
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Rider (Italy) [Luca Elia]
SWAT Police [Brian Troha]
Player's Edge Plus (PS0014) Super Joker Slots [Jim Stolis]
Player's Edge Plus (PS0022) Red White & Blue Slots [Jim Stolis]
Player's Edge Plus (PS0043) Double Diamond Slots [Jim Stolis]
Player's Edge Plus (PS0045) Red White & Blue Slots [Jim Stolis]
Player's Edge Plus (PS0308) Double Jackpot Slots [Jim Stolis]
New clones added
----------------
Tank Force (US, 4 Player) [Brian Troha]
Videomat (polish bootleg) [Roberto Fresca]
Head Panic (ver. 0117, 17/01/2000) [Brian Troha]
New games marked as GAME_NOT_WORKING
------------------------------------
Mystery Number [Roberto Fresca]
Shark Party (Italy) [Luca Elia]
Victor 5 [Luca Elia]
Victor 21 [Luca Elia]
Euro Jolly X5 [Roberto Fresca]
Cal Omega - Game 18.7 (Amusement Poker) [Roberto Fresca]
Grand Prix [Roberto Fresca]
Squash (Itisa) [f205v]
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June 13th, 2008, 03:57 Posted By: JKKDARK
http://stolistic.blogspot.com/

I decided to revisit the PE+ driver specifically to find out why all the video slots did not accepts coins. I assumed the slots had some special code that maybe affected the coin-in timing, but after a lot of tracing, I couldn't find any differences. Eventually, I noticed that the last page of the operator screens was blank and the Spin button was lit. Pressing the Spin button didn't seem to do anything. Using some experience I learned from the S+ slot machine, I figured this screen was used to show the reel stops. Each time you press Spin you would see the next reel stop etc.
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June 13th, 2008, 03:59 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
In your games list, marked buttons should unusually not be activated, at least for now.
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June 13th, 2008, 04:01 Posted By: JKKDARK
New update of the front end for PC.
Changelog:
Notes: When upgrading previous versions AQEMU you´ll need to re-save all VM.
To do so, after installing the new version AQEMU run it and click Apply to each VM.
Changes: 2008-06.12 Andrey Rijov (Version 0.3)
* Added Other x86 Platforms VM Settings
* Initial Device Manager Mode Support
* New OS Logos Icons
* New QEMU Monitor Window
* Created Info Tab Logic
* And Other Minor Changes
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June 13th, 2008, 20:08 Posted By: Shrygue
via Engadget

Okay, so that was eerily fast. Merely two days after ASUS' Eee PC 1000H went on sale in Taiwan, the cats over at TweakTown managed to secure a unit and curb their excitement long enough to unbox the thing, snap some photographs along the way and even capture the experience on video. Here's a hint: it's an Eee PC, it has a 10-inch display, and it's leaving its original packaging. Video after the break.
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June 13th, 2008, 20:32 Posted By: JKKDARK
New version of the ZX Spectrum emulator for Mac.
Changelog:
* Working on generic emulation of the b&w machines:
* Jupiter Ace: memory (3K), keyboard and video decoding. tape i/o mostly usable.
* ZX80: memory (1K), keyboard and highres video decoding. tape i/o partly usable.
* ZX81: memory (2K), keyboard and highres SLOW/FAST video decoding. tape i/o mostly unusable.
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June 13th, 2008, 20:35 Posted By: JKKDARK
New version of the ZX Spectrum emulator for Windows.
Changelog:
New display options
* User-selectable resolutions for full screen mode. Asus Eeepc users can now use 800 x 480 to avoid having to scroll.
* LCD friendly refresh rates. CRT users can still use 100Hz for a more authentic display.
* Support for widescreen (16:9) display modes. Spectaculator will maintain the correct aspect ratio when using these modes.
* Support for 16 bit (high colour) full screen display modes.
* Significantly improved performance on Windows Vista in full screen mode.
* Fixed initial flicker when Spectaculator first loads and the user's display settings are applied.
On-screen virtual keyboard
* Spectaculator now has an on-screen virtual keyboard.
* The layout can be switched between the original rubber-keyed Spectrum and the Spectrum +/128K
* All keys are clickable.
MGT/Datel Plus D emulation
* Emulates standard G+DOS and Uni-DOS variants.
* Supports two virtual disk drives.
* Reads, writes and formats standard .mgt and .img disk image files. Support for extended .mgt and .img files which have 81 tracks, e.g. AlchNews 20.
* Reads, writes and formats real Plus D / DISCiPLE 3½" disks (Windows 2000 and Windows XP only).
* Disk drive sound effects.
* Disk drives window for easy management of disk images. Disk images can be write protected, formatted, ejected, inserted and written to real floppy disks.
* Capture the Plus D's printer port output to a file, the Windows clipboard or any serial or parallel port attached to your PC.
* Emulation of the snapshot button to write snapshots to disk images or real floppy disks.
* Added new blocks to the zx-state (.szx) format to support state loading and saving.
* Support for loading and saving .z80 snapshots with Plus D information. Unfortunately the .z80 format knows nothing about the contents of the Plus D's RAM, the number of drives attached, state of the printer port, type of ROM installed etc. Use zx-state (.szx) instead.
* [... more changes on website ...]
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June 13th, 2008, 22:21 Posted By: Shrygue
via Joystiq
We know your type. You've been waiting for a demo of SimCity Societies to see if the game is right for you. Finally, after 213 impatient days, the now self-publishing Tilted Mill Entertainment have released a demo for the city builder, which you can find at Big Download.
Metareviews and Yahtzee be damned, check the game out and decide for yourself. SimCity Societies is part of The SimCity Box, due out June 23.
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June 13th, 2008, 22:39 Posted By: JKKDARK
New release of the Windows emulator for Linux.
Changelog:
The Wine development release 1.0-rc5 is now available.
This should be the last release candidate for Wine 1.0, please give it a good testing.
What's new in this release:
* Bug fixes only, we are in code freeze.
The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations.
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June 14th, 2008, 01:13 Posted By: JKKDARK
New version of the Sony Pocketstation emulator for PC.
Changelog:
INTRODUCTION
------------------------------------------------------------------------
PK201 is an experimental PocketStation emulator.
Before starting, you have to ...
(1)rip the Kernel ROM image from your own real PocketStation and rename it to "KROM".
(2)rip the Flash ROM image from your own real PocketStation and rename it to "FROM".
(3)put "PK201.EXE", "KROM" and "FROM" in the same folder.
------------------------------------------------------------------------
KEY OPERATION
------------------------------------------------------------------------
UP botton = W key
DOWN botton = S key
LEFT botton = A key
RIGHT botton = D key
ENTER botton = K key
------------------------------------------------------------------------
UPDATING
------------------------------------------------------------------------
LCD Controller was fixed.
------------------------------------------------------------------------
 
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June 14th, 2008, 03:20 Posted By: JKKDARK
New version of the Amiga emulator for PC.
Changelog:
* OGL/D3D fixed but uses old scaling method (update after 1.5)
* AF2008 ROM scanner detection problems really fixed
* JIT timing change test (perhaps faster CPU without other side-effects..), added command line parameter -jitevent current default 10000, old was 3000. Experiment if interested..
* default display buffer setting changed to "DefaultRAM" (which is same as in 1.4.6 and older, can cause too much confusion if new version even in non-Picasso96 mode is much slower than old version due to weird display drivers)
* disk write does not start if wordsync is enabled
* improved rare heavy CPU usage situation when sync word=0 without disk inserted
* improved dragndrop file type autodetection
* ignore duplicate directinput joystick axis indexes
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June 15th, 2008, 17:21 Posted By: argor
from Richard42
Mupen64Plus v1.4 is now here!
We could have waited even longer and packed even more features into the new Mupen64Plus v1.4 release, but I thought that it was time to get another one out the door for people to play. There are some big new features, and major contributions were written for this release by: slougi, DarkJezter, ebenblues, Tillin9, Richard42, nmn, and okaygo. A summary of the changes:
Major New Features
* Graphical debugger for R4300 core (build with 'make DBG=1')
* On Screen Display
* KDE4 GUI (experimental, compile from source)
* Cheat system with Gameshark codes
Minor New Features
* Single frame advance
* Emulator playback speed up or down in 5% increments
* Rumble Pak support with force feedback
* Map emulator functions (fullscreen, stop emulation, etc) to joystick buttons or axis movements.
* Volume up/down
* Blight Input: Individually configure each direction of X and Y axis, which allows inverting the axis
* JTTL_Audio: libsamplerate support for high quality audio resampling
* GTK GUI: Search/filter box
* GTK GUI: Accelerator keys
* GTK GUI: numerous small changes and fixes
* Overhaul of rom handling functions; numerous small fixes
Bug fixes
* NoMemoryExpansion parameter to emulate 4MB console; fixes some games
* Removed NoAudioDelay core option to resolve issue #48
* Fix unresponsive emulator when game gets stuck in loop
* GTK GUI: #6 - if a ROM is selected in the ROM browser and 'play' is pressed, emulation will start
* GTK GUI: #62 - ROM browser column sorting works
* Rice Video: Support hi-res textures with different scale factors for X and Y
* Blight Input: don't use 100% CPU in configuration dialog
Mupen64Plus has a Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc.
To download Mupen64Plus v1.4, just grab the package that you want:
Mupen64Plus-1-4-bin-32.zip
Mupen64Plus-1-4-bin-64.zip
Mupen64Plus-1-4-src.zip
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June 16th, 2008, 16:36 Posted By: JKKDARK
WIP news about the arcade emulator for PC.
Screen Play
A hybrid video/fruit machine running on Maygay MV1 hardware. Spin the reels, lose/win money and activate one of about a dozen video game sequences for the chance to win further prizes.
Hardware-wise, there's 68000 and 8032 CPUs, and for sound, a YM2413 and uPD7759 (there's sampled loops of Madness and 2 Unlimited). Graphics are handled by an Intel 82716; a sprite processor of sorts which allows for 16 arbitrarily sized sprites (subject to screen processing times).
This will be a perfect candidate for AGEMAME once artwork for the mechanical part is ready.



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June 16th, 2008, 16:37 Posted By: JKKDARK
New version of the front end for Mac.
Changelog:
At least, I get a msg the settings will not be remembered in version 2.0, so I decided to re-write the file managemnet of Dapplegrey. With version 2.0.5b, the files will no longer be written into the folder "Preferences/Dapplegrey", which causes Problems at least in Leopard, so this version writes its files directly into the Preferences folder like version 1.x line has done.
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June 16th, 2008, 16:39 Posted By: JKKDARK
New version of the IBM PC (286, 386, 486, 586 and XT) and Spectrum 48k emulator for Windows.
Changelog:
- supported 256 and 504 Mb HDD images;
- added support of VME to CPU P5/86;
- more correct KBC i8042 emulation;
- some VGA fixes(aspect and offset);
- greatly improved x86 CPU emulation;
- some VGA fixes;
- improved CASE in scripts;
- added two recommended ("Best") x86-configs to simplify emulator usage: fast real (with binary BIOSes) and slower virtual (with scripted BIOSes - not complete yet, because scripted VGA BIOS is under development сurrently);
- added support of Z80-configs to debug console (disassembling etc.);
- added support of some BIOS-es (PC/5150, Phoenix-386);
- fixed couple of bugs in emulation kernel (synchronization etc.);
- fixed some broken script error messages (now show correct scipt name);
- some fixing and cleanup in scripts of several devices and in virtual BIOS.
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June 16th, 2008, 16:45 Posted By: JKKDARK
WIP news about the NES emulator for PC.
NEStopia 1.40 status report A few screenshots to show some new features. NEStopia's always had great video filters, what happens when I raid ZiNc for audio filters?

And what's that "Extras" tab? 1.37 didn't have that?

A word about "preferred system": if a ROM matches more than one region, it hints to NEStopia how to play it. And just like in Windows, the Russian Dendy Famiclone is now supported including it's unique quirks.
Also, automatic soft-patching is now available. Put a .ips or .ups patch in the same directory as the ROM and NEStopia on Linux will pick it up and apply it automatically. If you have multiple games in an archive, put the patch outside the archive and name it after the game rather than the archive itself, then it works.
Here's proof: I've loaded up Akumajou Special - Boku Dracula-kun (basically "Castlevania Special: I'm Kid Dracula!") and put Kitsune Sniper's translation .ips patch in the same directory. Here's what happens with no further action on my part:

Nice, huh? A few more things to come and then you can play with this too.
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June 16th, 2008, 16:47 Posted By: JKKDARK
http://cgfm2.emuviews.com/
News (6/14)
Racin' Force I've been running some tests on Racin' Force, a Konami System GX game that uses voxels to generate a 3D playfield. It's an interesting combination of new and old hardware, the PSAC2 chip from earlier games generates a 2D ROZ layer which selects data from a color map and height map. This is used by the PSAC4 chip to render voxels to a framebuffer. An additional list of per-scanline camera data is provided as the PSAC4 knows nothing about the rotation parameters the PSAC2 applied to the color map and height map. Priority is specified for each voxel drawn so sprites can move in front of and behind specific parts of the landscape.
A limitation of this setup is that dropped pixels in the PSAC2 output result in missing voxel columns which makes landscape structures look flickery. However at 60 frames per second the results are extremely impressive. Consider how few custom ICs were needed to do this compared to the 3D hardware some arcade games used in 1993. For games with simple terrain such as Racin' Force and Konami's Open Golf Championship, the decision to use voxel graphics was well suited to their graphical needs and a cost-effective choice.
I made a low-quality video of the game in action. No controls are wired up, so the car is out of control after the attract sequence.
*
Of particular interest are the sloped curves on the racetrack, and the tunnel which has both a floor and ceiling made out of voxels. The PSAC4 chip has a lot of different drawing settings which have to get figured out. I've documented the PSAC2 registers and will tackle the PSAC4 next.
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June 16th, 2008, 16:49 Posted By: JKKDARK
Arcade emulator for PC.
Here's a driver for games on Ninja Gaiden hardware.
The supported games are:
Dragon Bowl
Ninja Gaiden (US)
Ninja Ryukenden (Japan, set 1)
Ninja Ryukenden (Japan, set 2)
Raiga - Strato Fighter (Japan)
Raiga - Strato Fighter (US)
Shadow Warriors (World, set 1)
Shadow Warriors (World, set 2)
Tecmo Knight
Wild Fang / Tecmo Knight
All of the normal FBA features are supported.
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June 16th, 2008, 16:50 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
- real PCMCIA SRAM card removal should really really work now
- real harddisk (or memory card or usb stick) disk change message could have been sent to wrong device unit if multiple harddisk devices were configured (including hardfiles)
- direct3d and opengl fullscreen fixed
- direct3d/ogl<>Picasso96 switching fixed (instant switch not possible)
- NTSC vblank end vpos fixed (top of display was cut in overscan modes)
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June 16th, 2008, 16:58 Posted By: JKKDARK
New version of the Amiga emulator for PC.
Changelog:
# Amiga Forever 2008 is the most significant upgrade ever released in the Amiga Forever series. It sets new references in usability while more than tripling the featured content and providing easy access to a universe of free downloads. Amiga Forever 2008 was rewritten from scratch to redefine itself and the perception of emulation and retrogaming in general.
The first impression when seeing the new skinned player on Windows can be stunning, compared to previous software. At the same time, the new player feels as familiar as "this is how it should always have been". Behind the scenes, though, it took a monumental effort just to provide a Yes answer to questions like "Can´t you just double-click an ADF to play it?" With your help, we will keep listening and improving the software, also with lots of free updates.
New features in Amiga Forever 2008 (all editions) include:
# Revolutionary new and intuitive player interface for Windows, for easy selection and playback of games and other content
# The new Amiga Forever player makes it possible to double-click or drag-and-drop downloaded disk images (e.g. ADF, ADZ, IPF, etc.) to play them, using heuristic content analysis to preset a suitable Amiga hardware configuration
# The player has built-in support for dual screens and multiple emulation sessions
# Rather than closing an emulation session, it is possible to save its state, for example to resume a game at a later time (the experience can be amazing, because the session is up and running again in an instant)
# Full undo of ADF, ADZ, HDF and HDZ disk writes (disk changes may be committed or discarded when exiting the emulation)
# Full support for Windows Vista x86 and x64 (probably the first and only Windows software with custom-shaped glass-enabled skin)
Additional details about the new player for Windows:
# Professional skin design with familiar "media player" interface
# Buttons and other visual controls provide intuitive access to content and emulation features (pause, resume, disk change, reboot, joystick vs. keyboard selection, window size selection, full screen, Amiga screen capture, etc.)
# Windowed mode visualizes games and demoscene productions as they were meant to be displayed, without large unused overscan areas
# Helpful visualization of additional details (Amiga mouse options, device status with green/red read/write LEDs, etc.)
# Integrated video playback (requires MPEG-2 support by the operating system, otherwise the Amiga Forever videos can be read by any DVD player)
Additional new features in the Plus Edition of Amiga Forever 2008:
# Content more than tripled (disk images are now compressed, and also used directly by the installer)
# New "Amiga Forever Game Pack I" (more than 100 games)
# More than 100 beautiful demoscene productions
# New Gallery items: original Tripos article, "top secret" Amiga-Atari documents, and much more
# New system HDFs: complete Amiga OS 1.3, 2.1 and 3.1 installations with only a minimum of add-ons (e.g. Y2K fixes, RTG update for 3.1), but otherwise identical to the original (including file attributes as intended by Commodore, which were lost in later distributions)
# New ADFs (1.3 Extras, complete 3.1 install set, etc.)
# New ROMs (Amiga 1000, A590 and A4091 boot ROMs, system-specific ROMs required for added compatibility, etc.)
# Preinstalled WHDLoad "kickemu" support
# New KX Light, bootable from CD and with HD installation option (featuring live updates) and extended hardware support
New features in the Value Edition of Amiga Forever 2008:
# Includes 50 games and 50 demos (more than the 2006 Premium Edition!)
# Change of name (used to be "Online Edition")
For their help during the development of Amiga Forever 2008, special thanks to Amir Ansari, Robert Trevor Dickinson and Toni Wilen. See the Credits section in the Amiga Forever documentation for additional details.
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June 16th, 2008, 19:37 Posted By: Shrygue
via Engadget

Surprise! NVIDIA has officially unleashed its new GeForce GTX 280 and GTX 260 graphics cards. The GTX 280, NVIDIA's flagship model, is reportedly 50% faster than last year's 9800 GX2 when in its overclocked AMP! Edition, and it is loaded with around twice as many transistors as the 9800. The new single-chip processor packs some serious number crunching, such as a 142 GB/s memory bandwidth with a 512-bit memory interface.Other final specs look to include 1GB GDDR3 memory, two Dual Link DVI connectors, and, of course, an overclocked chipset.
In short, it's the fastest graphics card you can get. Don't go nuts just yet, though -- the GTX280 with 1GB of RAM will run you a cool $649. The lower-end GTX 260 with 896MB is a more palatable $399. GTX280 availability starts tomorrow, and GTX 260s will hit the streets on June 26. And to finally put this joke to rest: Yes, they will run Crysis.
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June 16th, 2008, 19:57 Posted By: Shrygue
via Eurogamer
GSC Game World has tried to explain why S.T.A.L.K.E.R. took so long to make, admitting that inexperience and over-ambition were to blame.
S.T.A.L.K.E.R. took six years, and GSC's Oleg Yavorsky sees the funny side of this. "Children are born and start going to school within that period," he told Eurogamer in today's interview. "Our big problem was we were developing our technology and the game simultaneously, which for us was a lot of headaches.
"When we wanted to try out a gameplay element, it wouldn't work because there would be some problem with the engine, which was still not finished. Then there was just this ambitious concept: S.T.A.L.K.E.R. was to be the ultimate game, with a mix of pretty much everything - shooter, RPG, survival horror, driving.
"We were inexperienced and took on too much," added Yavorsky. Obviously there's a bit more experience floating around now though, because prequel Clear Sky has only taken a year and a half and will be out on 29th August.
But GSC may not be out of the trenches just yet, with console development providing the next hurdle. "We've just started to figure things out with the consoles," admitted Yavorsky. "The technology's pretty much new to us. We'd love to port Clear Sky onto consoles, but currently there are a lot of technical questions.
"We'll see if our technology runs on consoles and go from there."
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June 16th, 2008, 22:35 Posted By: JKKDARK
News about the homebrew game for PC.
I won´t be showing you screens yet, the sprites are being tweaked.
I´ll share with you some info about the current state of the Alpha Metroids:
* Their behavior is very different from the original, since Samus can aim diagonally and you can see a larger portion of the level on the screen. Alphas charge at you at great speed.
* They can´t be damaged by frontal hits, you have to hit their core, this means you´ll have to avoid them and hit them from their back, or bottom.
* They are going to be more agressive as you progress. Later Alphas will take more damage to defeat, they´ll use a charge attack, and some will dodge incoming missiles.
* Alpha Metroids can´t be hit while stunned. You´ll make sure you aim every missile, instead of firing a barrage and depleting your supply in seconds.
* Super Missiles deal 2x damage to Metroids, instead of the normal 5x. Stun time is slightly longer, so if you want to keep attacking, you´ll have to time your shots differently.
* PowerBombs, ScrewAttack and SuperJump/Shinespark won´t have any effect on Metroids. There were cool ideas around about using any of these to temporarily paralize them, but they would be easily abused.
Right now I´m coding the intro sequences: Coming out of a Metroid shell, and normal encounter. The AI is quite challenging, I´m trying to minimize the possibility of cheap fight tactics to kill them. Battles are unpredictable so far.
I´ve read many cool comments suggesting cool abilities in the last post. Energy leeching grab attacks are planned for later evolutions, since Alphas have very small claws. Zetas and Omegas will be mainly walking, Zetas will be able to temporarily float, Omegas will jump.
I´ll mention this once more, just for the people who ask this every day:
NO SPACE PIRATES ON METROID 2, NO SPACE PIRATES HERE
This also means no Ridley. Sorry if you were excited about him.
It´s not that it wouldn´t be cool to make them part of the story, but I already have a lot of game to make, including pirates would make me take even longer to finish.
About the third area: Mining facilities is the best option I´ve read. Thank you all for your great ideas and thoughts.
It would make sense to gather minerals that deep into the planet, a processing plant could be a good part of those ruins too. I´ve been thinking of some mechanical puzzles, I even came up with a drill machine that, when activated, drills a path for you to collect an item. I have many ideas on paper right now, if you think of something cool, I´d love to hear it.
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June 17th, 2008, 18:14 Posted By: JKKDARK
Front end for PC.
LH=DOSBox (GUI) is a graphic user surface (front-end) for DOS box of the author Traxx Amiga EP. It contains September rate data base for DOS box versions, play application as well as Booter (start disks) and Scene demo. To be able to access an integrated editor for the autoEXEC as well as a virtual Lister over the announced drive assemblies as under DOS. All attitudes those contains of the DOS box emulator holds ready.

This, still quite recent project is present in an early alpha version. On release of a first test version is to be counted in the next days.
Screenshots and resuming information indicated in above left.
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June 17th, 2008, 19:53 Posted By: Shrygue
via Computer and Video Games
Maxis has released the Spore Creature Creator today, which you can either snap up now for less than a fiver or download the demo for free.
Although it's a (large) part of the upcoming game Spore, the creature creator is a stand-alone product that allows you to shape, paint and play with your own custom-created creatures that can be used in the full game.
To give you an idea of how far you can push the creature creator, we suggest you take a look at PC Gamer's own phallic contribution to the Spore universe.
For the moment, creatures created can be uploaded to the Sporepedia to show off to the world. You can also take photos, upload videos to YouTube, post images on your blog and create an avatar for your preferred social networking site.
We're expecting all manner of offensive creations to be on the web before the day is out. Add your obscene animal by downloading the program from Spore.com
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June 17th, 2008, 19:59 Posted By: Shrygue
via Eurogamer
Valve has prepared a fresh dish of Pyro updates for Team Fortress 2, which will be served to you this Thursday.
Wafting their aroma up your nostrils will be three unlockable weapons as well as 35 new Steam achievements for the class - you must earn a certain amount of these to extend your arsenal.
The Pyro is the second class to be given a seeing to, after the medic got some fancy new guns earlier in the year.
On top of this, Valve is chucking a pair of user-created maps in to show you what your friends have been busy making.
While you wait for that, Valve is readying a Meet the Sniper video for release later today. These often contain humour.
Last but not least is another Team Fortress 2 Free Weekend this week to give you a chance to try out all the fresh bits.
There's no word on if and when these updates will come to consoles.
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June 17th, 2008, 23:41 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
“non-standard†Picasso96 resolutions are available again
fixed unusable huge crash dumps if logging was enabled
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June 17th, 2008, 23:42 Posted By: JKKDARK
GNOME Video Arcade is a simple MAME front-end for the GNOME Desktop Environment. It supports both xmame and sdlmame.
Changelog:
* Introduce an optional dependency on libwnck, which is used to implement "spatial" MAME windows (size and position, per game, are remembered across sessions). Still a bit experimental. Please report bugs!
* Better support for SDLMAME´s default configuration.
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June 17th, 2008, 23:44 Posted By: JKKDARK
New version of the Windows API emulator for Unix.
Changelog:
Bugs fixed in 1.0:
3838 The Punisher demo crashes after the introduction movies
3898 Counter-Strike 1.6 performance issue
4755 X Error of failed request: BadDrawable (X_PolyFillRectangle) when switching to Virtual Desktop
6315 Starlancer draws ships as white when direct3d is enabled
7268 Oni not opening after install
8185 can´t login in Skype 3.1 on wine/kubuntu 7
8634 antialiasing disabled in gtasa menu
9555 Wine crash when I click help in Stata 10
9589 Static / Scratchy Sound with OSS in Call of Duty
9903 WinRAR with NXServer - black icons
10009 QIP: window z-order is still wrong
10268 Robot Wars: Arena of Destruction crashes while quitting (causing resolution to stay 640 x 480)
10322 Eve-online (video memory misaddressed?)
10700 Dragon Naturally Speaking 9 needs gdiplus.GdipDrawArcI, gdiplus.GdipCreatePen2, ...
11011 Call of Duty 1.0 doesn´t run after install.
11104 Dance Praise 2: Does not respond to input
12415 Can not leave fullscreen Warcraft 3x (Regression)
12963 Moto Racer 2 works with wine 0.9.60 and crashes with wine 0.9.61
13271 The demo of the punisher fails to install
13740 winebrowser gets wrong URL, problem with unicode
----------------------------------------------------------------
Changes since 1.0-rc5:
Alexandre Julliard (1):
Updated the authors list.
Francois Gouget (3):
Remove spaces before ´...´ in the Danish resources.
regedit: Remove spaces before ´...´.
winecfg: Remove spaces before ´...´.
Jaime Rave (1):
wineconsole: Update Spanish translation.
Matthias Kupfer (1):
wordpad: Small typo fix for German translation.
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June 17th, 2008, 23:45 Posted By: JKKDARK
New version of the Multiple Arcade Machine Emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
----------------------
- 00181: [Sound] ddragon3: OKI volume is too low in MAME. (sonikos)
- 00417: [Sound] ddragon3: the title voice should start when the
background tune hits its highest note. (sonikos)
- 01441: [Sound] ctribe, ddragon3: The OKI6295 playback frequency is
too high. (sonikos)
- 01888: [DIP/Input] raidena, raidenk, raident: Flip screen DIP switch
doesn't work. (couriersud)
Source Changes
--------------
MIPS3 recompiler: [Aaron Giles]
* added UML comments for common state variables
* removed some unused fields
* implemented LL/LLD/SC/SCD (only works single-processor for now)
Added sound emulation to Wily Tower, Atomic Boy and Fighting
Basketball. [Tomasz Slanina]
Improvements to squahitsa. [David Haywood]
Progress on protection simulation for 2 Crystal System titles. Still
not working. [ElSemi]
Some progress on tankfrc4 inputs. [David Haywood]
Created common virtual TLB managment module. Updated MIPS and PowerPC
code to make use of it. [Aaron Giles]
Added a validity check against reading input ports at init time.
[Curt Coder]
Cleaned up software bilinear filtering code. Added bounds checking.
Enabled by default for snapshots and movie rendering. [Aaron Giles]
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions. [Aaron Giles]
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has. [Aaron Giles]
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate. [Aaron Giles]
Added new function video_get_view_for_target() which selects a view
based on a command-line parameter and the configuration. Changed
Windows OSD code to use this instead of its own logic. Changed
-snapview to share the logic as well, enabling 'auto' as a -snapview
option. [Aaron Giles]
Renamed "Nintendo z80gb" cpu core to "Sharp LR35902". [Wilbert Pol]
UML: [Aaron Giles]
- reactivated back-end validation mechanism
- added back-end validation for ADD/SUB/MUL/DIV/CMP forms
- fixed several errors in dealing with more obscure flag combinations
konamigx frequency tweaks: [Yasuhiro Ogawa]
- set screen refresh rate to 58Hz (parameters from developer manual
are not 100% correct)
- removed sound CPU clock hack
Set tecmosys screen refresh rate to measured 57.4458Hz. [Guru]
Added missing machine parameters and removed deprecat.h usage in a
number of drivers/ and machine/ files. [Oliver Stoenberg]
Changed all games after Street Fighter 2 CE to have a 12mhz clock.
Verified on Megaman and Quiz and dragons (original kits with plastic
case). I am resonably sure all the other games after ST2CE have the
DASH cps1 board with 12mhz clock. [Corrado Tomaselli]
Converted many drivers in the d-j alphabetical range to use
input_port_read() instead of input_port_read_indexed(). [Fabio Puiuli]
ddragon3 driver cleanups/fixes: [sonikos]
- Fixed the mess dips location in ctribe
- Added dips location in all sets of ddragon3
- Added the missing dips (now are 8x2) on ctribe,ctribe1,ctribeb,
ctribb2 and ddrago3b
- Fixed the "Stage Clear Energy" dips in ctribe
- Adjusted the frame rate from 60hz to around 57 as reported on
mametester ID 00417
- Adjusted OKI frequency to 1.000mhz (according to recording on
mametester ID 00181)
- Adjusted the ddragon3 & ctribe volume (according to recording on
mametester ID 00181 and 01441)
Some protection improvements for vgoalsoc / tecmo world cup 98.
[nuapete]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Alien Storm 2 player World [Frederic Canoen]
New clones added
----------------
Terra Force (bootleg with additional Z80) [David Haywood]
Turbo Outrun - White Cockpit version [Frans van Egmond]
The Combatribes (Italian bootleg) [Sonikos]
New games marked as GAME_NOT_WORKING
------------------------------------
Wonderboy 3 System16A FD1089A [Volker Hann]
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June 18th, 2008, 01:42 Posted By: JKKDARK
New version of the web browser for Windows, Linux and Mac.
Changelog:
Firefox 3 is based on the Gecko 1.9 Web rendering platform, which has been under development for the past 34 months. This new platform includes more than 15,000 changes to improve performance, stability, rendering correctness, and code simplification and sustainability. Firefox 3 is built on top of this new platform resulting in a more secure, easier to use, more personal product with a lot more under the hood to offer website and Firefox add-on developers.
More Secure
* One-click site info: Click the site favicon in the location bar to see who owns the site and to check if your connection is protected from eavesdropping. Identity verification is prominently displayed and easier to understand. When a site uses Extended Validation (EV) SSL certificates, the site favicon button will turn green and show the name of the company you're connected to. (Try it here!)
* Malware Protection: malware protection warns users when they arrive at sites which are known to install viruses, spyware, trojans or other malware. (Try it here!)
* New Web Forgery Protection page: the content of pages suspected as web forgeries is no longer shown. (Try it here!)
* New SSL error pages: clearer and stricter error pages are used when Firefox encounters an invalid SSL certificate. (Try it here!)
* Add-ons and Plugin version check: Firefox now automatically checks add-on and plugin versions and will disable older, insecure versions.
* Secure add-on updates: to improve add-on update security, add-ons that provide updates in an insecure manner will be disabled.
* Anti-virus integration: Firefox will inform anti-virus software when downloading executables.
* Vista Parental Controls: Firefox now respects the Vista system-wide parental control setting for disabling file downloads.
* Effective top-level domain (eTLD) service better restricts cookies and other restricted content to a single domain.
* Better protection against cross-site JSON data leaks.
Easier to Use
* Easier password management: an information bar replaces the old password dialog so you can now save passwords after a successful login.
* Simplified add-on installation: the add-ons whitelist has been removed making it possible to install extensions from third-party sites in fewer clicks.
* New Download Manager: the revised download manager makes it much easier to locate downloaded files, and you can see and search on the name of the website where a file came from. Your active downloads and time remaining are always shown in the status bar as your files download.
* Resumable downloading: users can now resume downloads after restarting the browser or resetting your network connection.
* Full page zoom: from the View menu and via keyboard shortcuts, the new zooming feature lets you zoom in and out of entire pages, scaling the layout, text and images, or optionally only the text size. Your settings will be remembered whenever you return to the site.
* Podcasts and Videocasts can be associated with your media playback tools.
* Tab scrolling and quickmenu: tabs are easier to locate with the new tab scrolling and tab quickmenu.
* Save what you were doing: Firefox will prompt users to save tabs on exit.
* Optimized Open in Tabs behavior: opening a folder of bookmarks in tabs now appends the new tabs rather than overwriting.
* Location and Search bar size can now be customized with a simple resizer item.
* Text selection improvements: multiple text selections can be made with Ctrl/Cmd; double-click drag selects in "word-by-word" mode; triple-clicking selects a paragraph.
* Find toolbar: the Find toolbar now opens with the current selection.
* Plugin management: users can disable individual plugins in the Add-on Manager.
* Integration with Windows: Firefox now has improved Windows icons, and uses native user interface widgets in the browser and in web forms.
* Integration with the Mac: the new Firefox theme makes toolbars, icons, and other user interface elements look like a native OS X application. Firefox also uses OS X widgets and supports Growl for notifications of completed downloads and available updates. A combined back and forward control make it even easier to move between web pages.
* Integration with Linux: Firefox's default icons, buttons, and menu styles now use the native GTK theme.
More Personal
* Star button: quickly add bookmarks from the location bar with a single click; a second click lets you file and tag them.
* Tags: associate keywords with your bookmarks to sort them by topic.
* Smart Location Bar: type in all or part of the title, tag or address of a page to see a list of matches from your history and bookmarks; a new display makes it easier to scan through the matching results and find that page you're looking for. Results are returned according to their a combination of frequency, and recency of visits to that page, ensuring that you're seeing the most relevant matches. An adaptive learning algorithm further tunes the results to your patterns!
* Library: view, organize and search through your bookmarks, tags and browsing history using the new Library window. Create or restore full backups of this data whenever with a few clicks.
* Smart Bookmark Folders: quickly access your most visited bookmarks from the toolbar, or recently bookmarked and tagged pages from the bookmark menu. Create your own Smart Bookmark Folders by saving a search query in the Library.
* Web-based protocol handlers: web applications, such as your favorite webmail provider, can now be used instead of desktop applications for handling mailto: links from other sites. Similar support is available for other protocols (Web applications will have to first enable this by registering as handlers with Firefox).
* Download & Install Add-ons: the Add-ons Manager (Tools > Add-ons) can now be used to download and install a Firefox customization from the thousands of Add-ons available from our community add-ons website. When you first open the Add-ons Manager, a list of recommended Add-ons is shown.
* Easy to use Download Actions: a new Applications preferences pane provides a better UI for configuring handlers for various file types and protocol schemes.
Improved Platform for Developers
* New graphics and font handling: new graphics and text rendering architectures in Gecko 1.9 provides rendering improvements in CSS, SVG as well as improved display of fonts with ligatures and complex scripts.
* Color management: (set gfx.color_management.enabled on in about:config and restart the browser to enable.) Firefox can now adjust images with embedded color profiles.
* Offline support: enables web applications to provide offline functionality (website authors must add support for offline browsing to their site for this feature to be available to users).
* A more complete overview of Firefox 3 for developers is available for website and add-on developers.
Improved Performance
* Speed: improvements to our JavaScript engine as well as profile guided optimizations have resulted in continued improvements in performance. Compared to Firefox 2, web applications like Google Mail and Zoho Office run twice as fast in Firefox 3, and the popular SunSpider test from Apple shows improvements over previous releases.
* Memory usage: Several new technologies work together to reduce the amount of memory used by Firefox 3 over a web browsing session. Memory cycles are broken and collected by an automated cycle collector, a new memory allocator reduces fragmentation, hundreds of leaks have been fixed, and caching strategies have been tuned.
* Reliability: A user's bookmarks, history, cookies, and preferences are now stored in a transactionally secure database format which will prevent data loss even if their system crashes.
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June 18th, 2008, 17:14 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* Fixes key repeat when returning from viewing artwork/picture
* An Emulator list will recache if the database is updated
* When in Video lists, will now also show box art with V3 themes
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June 18th, 2008, 20:01 Posted By: Shrygue
via Computer and Video Games
You can use the darkness of shadows to achieve a spooky ambience, but go too far and you get a blind man, like these shots of FPS, Legendary.
The game features a "mix of real-world locations like New York and London, mythical beasties and your typical FPS run 'n' gun gameplay", and you can read more about that in PSW's preview.
Although quite dark, it's actually not looking too bad. Let's just hope it's better than Turning Point: fall of Liberty - developer Spark Unlimited's previous creation.
Atari has been reasonably quiet on this one though, despite it being pencilled in for a summer release (on PS3, PC and 360). Not a good sign...
Screenshots
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June 18th, 2008, 20:05 Posted By: Shrygue
via Eurogamer
Popular browser MMO Kingdom of Loathing has taken a step in a new direction with the addition of its first multiplayer clan dungeon: Hobopolis.
Creator Asymmetric Publications plans on introducing a number of areas with similar qualities, allowing WOW-style dungeon raids and various other shenanigans. For the time being, Hobopolis will offer a far greater level of player interaction, bringing a new dimension to a previously underused clan system. In order to access it, clan owners will need to purchase a basement for their clanhouses, buried at the bottom of which will be the entrance to the city of hobos.
The browser adventure, renowned for its anarchic humour and community spirit, has had over 1.7 million accounts created since launch, and manages to operate at a profit despite relying entirely on voluntary contributions. The unveiling of the Hobopolis area is the first such move for the team, which previously tended towards gradual, constant maintenance and improvement, rather than on adding large chunks of new content.
If you've not signed up for Kingdom of Loathing yet, we can only recommend that you do so when you get a moment. It's a experience of surprising depth and amusement, and perfectly suited to clandestine office play. Just don't bully us too much.
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June 19th, 2008, 01:16 Posted By: JKKDARK
New version of the front end for MAME for Windows.
Changelog:
Bugs Fixed:
Theme-specific sounds may not work (fixed),
Commandline flags may not have worked with PC games (eg emulator_commandline pc{safelaunch}).
Improvements:
Improved file routines to be faster (very fast) & work with network paths: FileExists, DirFolder & FindFile,
Improved fuzzy search to try both 'and' and '&' in search,
Added '[input1]' place-holder, which will return only the first input type (eg useful for commandline to program Ultrastik),
Improved error handling in GenerateList.
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June 19th, 2008, 01:18 Posted By: JKKDARK
SIDTool is a SID player or SID emulator front end for Windows.
Changelog:
* Now supports spaces in HVSC path
* Fixed possible infinite loop
* Check SID exists prior playing (HVSC changes)
* Now remembers STIL enabled/last Sid Player used
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June 19th, 2008, 18:50 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- Fixed a rather sneaky (and annoying) issue with Parent/Clone display listing which caused some clones to be included with the wrong parent sets. This also caused some of my regular name sorts to be incorrect. Thanks to Mr. Do for bringing it to my attention.
- Corrected an issue with detecting the MAME.INI file for some MAME GUI derivatives. This resulted in the inability, in some cases, to read stored ROMPATH names which could result in an empty AVAILABLE list.
- Typical batch of RESOURCE.ML updates for MAME: -COIN_LOCKOUT (0.125u5), -SNAPSIZE and -SNAPVIEW (0.125u6). MESSSAMEROM: comx35p/comx35n, newbrain/newbraid.
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June 19th, 2008, 18:52 Posted By: JKKDARK
http://cgfm2.emuviews.com/
Comms Link USB Replacement I had worked on a Comms Link compatible device in 2007 to allow development of Sega Saturn software without having to use an old ISA-equipped computer. It had some timing issues that I wasn't able to diagnose at the time. I decided to revisit the project and dumped the PALCE20V8H chip from a clone Comms Link ISA card to see how the communication logic was implemented. Turns out one of the strobe signals need to be active high instead of active low, something that was fixed with a minor tweak to the GAL equations. Now that it works as expected, I've decided to clean up the project and release it. Here is the PCB layout, GAL equations, and source code:
For developing large programs, the transfer utility can load data from disk and transfer it over the Comms Link interface. This allows you to simulate a CD environment without burning discs for each test. I am working on a demonstration program to show how to use these features which should be finished shortly.
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June 19th, 2008, 18:58 Posted By: JKKDARK
Rom manager for PC.
Hi There,
As you may notice, there are not many updates (eccLive) released, this is not that we have stopped… biggrin.gif, but we are very busy with the 0.9.8 version, wich includes many new features.
You can sign-up HERE and share your ideas!
The ECC ImageDB has been purged and started over again!
We have formatted the HD, and installed all imagepacks we have on the ECC imagepack site back again, also all thumbs are created, so on the ROMDB site you see the small JPG file…click on that and you get the PNG, this saves bandwith and loadtime on the ECC ImageDB server, you can visit the ECC ROMDB HERE
There are 67.105 images (134.210 incl. thumbs) on our imageserver today!, it’s growing bigger and bigger wink.gif
DID YOU KNOW that with the latest ECC 0.9.8 WIP04, you can download images for a rom in the rom context menu, without downloading BIG imagepacks!
We have also uploaded the MAME v0.124b imagepacks for ECC, you can find these HERE
MAME imagepacks:
- ingame play 01
- ingame title
- flyer
- flyer 02 (marquees)
- media icon
- media storage (cabinet)
- media storage 02 (cpanel)
A total of 17.345 MAME images have been added to the ECC ImageDB!!
With the latest WIP04 we have also included .CUE support for CD/DVD rips in the ECC options, so this should make it easy to run CUE files.
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June 19th, 2008, 19:00 Posted By: JKKDARK
New update of the Arcade emulator for Windows.
Changelog:
Notes: All Burger Time hardware games added, most working.
Changes: Breem core moved into a library, now an array of emulators can use it.
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June 19th, 2008, 19:02 Posted By: JKKDARK
Progress on the Arcade emulator.
the author will submit the driver the MAMEDev

the communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one.
Left, center and right screens have separate programs and boards, each would work independantly, how these 3 boards communicate and coordinate is yet unknown.
About projection angles of left and right screen. The angle is correct on "DRIVER'S EYES" title screen, however in the tracks of demo mode it doesn't seem correct.
The game also features a pretty nice 2D sprite layer, which still doesn't show up yet.
it is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. mame system21 driver does not emulate this 2D sprite layer, we have to use namcoic and namco system-II emulator instead, possibly they are not compatible with system21.

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June 19th, 2008, 19:03 Posted By: JKKDARK
ShifterMame360 is a custom version of MAME, an arcade emulator for PC.
Something a little different...I have uploaded source changes & binary for a custom version of M.A.M.E. v0.125 I have recently compiled. Named ´ShifterMame360´, in a nutshell, this supports only parent* roms of working* 360 degree wheel driving games ( * with a few exceptions). The point of this build is mainly to fix some of the rather annoying ´toggle´ hi/lo shifter inputs (eg Pole Position), and to hook up dial inputs etc where possible. I have slightly altered the refresh rates of some games, to not exceed 59.85Hz, in order to avoid frame-skipping issues with a lot of video hardware (including but not exclusive to both generations of ArcadeVGA). I have also made some other changes to make configuring controls easier. Please see the document included in the download for full details - grab it here.
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June 19th, 2008, 19:39 Posted By: Shrygue
via Games Industry
EA has said more than 250,000 creatures have been created and uploaded to its Spore community website in one day.
The publisher claims more than two are being shared every second, and at its peak there were 1000 creatures changing hands every minute.
"The response to the Spore Creature Creator has been overwhelming," said Lucy Bradshaw, executive producer for Spore at Maxis.
"The creativity and passion that the community is putting into their creatures is spectacular. The development team has spent the last 24 hours checking out the amazing creations racing in from all corners of the globe - with peak volume hitting more than 1,000 creatures being shared a minute."
The Spore Creature Creator was released on 17th June and costs either GBP 5 for the full version or can be downloaded in trial form for free.
Creatures appear in a huge index on the Sporepedia section of the community site and can be saved as a small file and then quickly imported into the Spore Creature Creators all over the world.
However, some accounts have come under fire for breaching the Terms of Service for rude or inappropriate content. EA has issued written warnings to those doing so.
The full Spore game is due out for PC on 5th September.
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June 19th, 2008, 19:53 Posted By: Shrygue
via Computer and Video Games
Blizzard has released two new images from Starcraft 2 - a piece of artwork and a screenshot crammed full with action.
The in-game screen makes our eye hurt, with so much going on it's hard to know what any of it means.
It does look excellent though, and the video we've seen before indicates that it will all make sense when everything is moving, talking and exploding.
The artwork causes mixed emotions in us, though. Don't misunderstand - we think it's stunning.
What upsets us is how closely it matches some of the art we've seen from World of Warcraft. Which makes our desire a Starcraft MMO even greater.
Keeping watching this virtual space around June 28, when the 2008 Blizzard Worldwide Invitational kicks off. We're sure there's plenty more treats on the way.
Screenshot and artwork
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June 19th, 2008, 20:36 Posted By: Shrygue
via Computer and Video Games
Electronic Arts CEO John Riccitello has said that PC owners can expect to see BioWare's fantasy RPG Dragon Age in this fiscal year's forth quarter.
For those unaware, this fiscal year ends next April, so you'll be able to get your grubby hands on the title sometime between January and March, 2009.
According to GameSpot, Riccitello broke the news at the William Blair & Company Growth Stock Conference in Chicago.
When asked which of EA's new IP would be among its top 10 best-sellers in 2008, he listed a number of titles, before adding:
"[Saboteur and Dragon Age] won't make the calendar year because they're coming in fiscal Q4." EA's fiscal year ends on March 31, 2009, which means that both games will now arrive in the first three months of next year."
EA's UK office were unable to confirm that the title will get a global launch, but we're sure that the days of having to wait for such a high-profile title on PC are behind us. Or rather, hoping they are.
Dragon Age is set in an entirely new setting created from some of the minds behind Baldur's Gate and Neverwinter Nights. They've been working away at it for five years.
From the sounds of it though, the time has been well spent. PC Zone was lucky enough to recently see the title in action. You can read the preview here.
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June 19th, 2008, 21:04 Posted By: JKKDARK
New version of the Amiga emulator for Windows.
Changelog:
New features/improvements:
- Picasso96 emulation rewrite.
* Major speed increase.
* Optimized blitter operations.
* Hardware (flicker free) mouse cursor emulated.
* Picasso96 <> native switch without screen/window reopening if
old and new size matches (instant mode switching).
* Fullscreen to fullscreen switch without desktop flashing.
* Color space conversion, all RTG color depths supported in windowed
mode as long as Windows desktop has same or higher color depth.
* Simple scaling support added, fill to whole screen instead of
switching resolution. (Useful with low resolution games and demos in
windowed mode or if host resolutions like 320x200 are not supported).
* Configurable 15/16/24/32 bit color space formats.
* Important notes if slowdown is noticed:
- Select "NonLocalVRAM" in Misc-panel (if major slowdown)
- Make sure display panel depth setting is same as Picasso96 depth
setting (or tick "Match host and RTG color depth if possible")
Color space conversion is always slower than direct match.
- Filter update.
* Scaling and centering are now more intuitive (NOTE: old settings
are not compatible).
* "FS" scale multiplier added (fill whole screen).
* "1/2" scale multipler added.
* Hq3x and hq4x filters added.
* Onscreen leds are not filtered anymore.
* Keep aspect ratio option added.
* Direct3D/OpenGL filters not yet updated.
- PCMCIA SRAM card emulation, includes real PCMCIA SRAM card support.
- ROM scanner byteswapped and even/odd ROM image support.
- Multithreaded AVI recording, huge speed increase with 2+ core CPUs
- Right mouse button over image selection buttons opens favorites menu
(can add/remove/edit shortcut paths to disk/rom/harddrive images).
- Sprite emulation updates, sprite doublescan support improved
(for example Fantastic Dizzy CD32 background), yet another missing
undocumented feature implemented.
- More compatible with timing changes caused by power saving features.
- Missing uaescsi.device CMD_GETGEOMETRY added.
- Debugger, GUI debugger improvements.
- A600/A1200/A4000 IDE emulation LBA48 (>128G) support.
- Input handling is more Windows-like, only release mouse/joystick/keyboard
when WinUAE loses focus (previously when mouse was not captured)
- Added 1.5M Chip RAM (A600 + 0.5M trap door expansion) and 384M/768/1.5G
Z3 RAM (configures two emulated RAM boards) configurations.
- Configuration file cache implemented, increases initial configuration
list loading speed.
- 5.1 sound settings include center and LFE channel (all 4 channels mixed)
Bug fixes:
- uaenet.device random deadlock fix, NSCMD_DEVICEQUERY works correctly.
- Gayle interrupt handling update.
- CPU emulation fixes, EXTB.L and CHK.L was 68000 (should be 68020+).
- Sprite emulation fix, Super Skid Marks hires mode cars and Marvin's
Marvellous Adventure score/cloud interference.
- "HAM4" and "HAM5" is displayed properly.
- Sound emulation fix, fixes Weird Dreams hospital scene sound problem.
- More compatible CD32 state restore support.
- AGA mode sprite garbage may have appeared in some cases. (1.4.5+)
- DOS formatted HD floppy image crash.
- Rare real harddrive detection crash.
- CD32 compatibility improved (Liberation CD32)
- Display emulation fix, mixed interlaced and non-interlaced modes don't
cause random display errors anymore, same with doublescanned interlaced
modes. (for example hires-mode Pinball Illusions)
- Autoconfig emulation update, Action Replay 3 does not detect
non-existing fast RAM board anymore.
- Many lha/lzh archives mounted as a harddrive crashed.
- Mousehack (tablet) mode works again.
- On the fly mouse/joystick switching crash fix.
- A3000 1.3 SuperKickstart works again.
- Many "non-standard" resolutions were missing in Picasso96 mode.
and more..
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June 19th, 2008, 21:07 Posted By: Shrygue
via Games Industry
The NPD Group has released US PC game sales data for the week ended June 7, with Age of Conan retaining the top position.
Age of Conan was also the top-selling PC game in May across all categories.
New to the chart this week is Lego Indiana Jones: The Original Adventures, which debuted at number three behind Mass Effect. Sins Of A Solar Empire, meanwhile, dropped out of the Top Ten even as BioShock moves to number eight.
As with last week, three World Of Warcraft and three Sims 2 titles remain in the Top Ten.
The Top Ten best-selling PC games in the US for the week ended June 7 were as follows:
* 1 Age of Conan: Hyborian Adventures
* 2 Mass Effect
* 3 Lego Indiana Jones: The Original Adventures
* 4 The Sims 2 Double Deluxe
* 5 World Of Warcraft: Battle Chest
* 6 The Sims 2 Kitchen & Bath Interior Design Stuff Expansion Pack
* 7 World Of Warcraft
* 8 BioShock
* 9 World Of Warcraft: Burning Crusade Expansion Pack
* 10 The Sims 2 FreeTime Expansion Pack
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June 19th, 2008, 21:43 Posted By: Shrygue
via Joystiq
While the rumor mill is perpetually abuzz for Diablo III, let's go back one iteration to a game that's actually available. Blizzard has released patch 1.12 for Diablo II, which allows you to run the full game without the disc in the tray, provided you have all the required .MPQ files. According to BlizzPlanet, that either requires a full re-installation or copy-and-pasting the proper files onto the computer.
The patch also fixes some compatibility with Intel Macs and resets the online rankings. Our friends at BigDownload speculate this might be preliminary steps to putting the game on Blizzard's digital download store. Blizzard, known for patching games years after their release, updated Starcraft as recently as 2007.
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June 19th, 2008, 21:45 Posted By: Shrygue
via IGN
Patch 3.17 for Civilization IV: Beyond the Sword is now live. The patch incorporates numerous bug fixes, gameplay tweaks, new map scripts and more to Sid Meier's turn-based strategy game. Some of the gameplay tweaks are listed below:
* Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
* Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
* Flank attack now has a maximum number of siege units it can affect
* Horse archers no longer receive attack bonus against Trebuchets
* Destroyer: no longer upgrades to anything
* Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
* Attack Submarine: Increased cost
* Airship no longer gets bonus attacking ships
* Airship does 20% maximum air strike damage
* Machine Gun and Anti-Tank get 20% air interception chance
* No withdrawal when attacking amphibiously
* Siege weapons cannot attack amphibiously
* Reduced war weariness
* New Colonies have their parent civ's tech brokering restrictions
* New Colonies have knowledge of their parent civ's maps
To view the complete change log or to download the patch, visit File Planet.
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June 19th, 2008, 21:47 Posted By: Shrygue
via IGN
Crytek President Cevat Yerli said Crysis Warhead, the recently announced Crysis installment, will be optimized for lower-end PCs. Yerli told German publication PCGames.de to expect Warhead to run any where from 30-35 frames per second at high settings on a $620 rig. (Translation courtesy of Voodoo Extreme)
When the original Crysis released in late 2007, it raised the bar for graphics. However, since the graphics were so impressive, the system requirements intimidated many PC owners who didn't have killer gaming rigs. The German developer is attempting to alleviate that fear to reach a wider install base.
While Yerli said Warhead's optimizations were possible to implement in the original Crysis, it would take a lot of time and resources away from Warhead, which is the company's main priority at the moment.
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June 19th, 2008, 21:52 Posted By: Shrygue
via Engadget

Judging by the fact that AMD tipped the whole world off to its upcoming RV770-based GPUs earlier this week, we don't suppose it'll be too upset that a 512MB MSI Radeon HD 4850 happened to land a little early in the PC Perspective labs. Design wise, there's nothing too out of the ordinary -- a single-slot cooler design, twin dual-link DVI ports, single 6-pin PCIe power connector and one goofy looking monster that you'll never see again once this thing gets installed. Care to see how it fared when facing the pressures of modern day gaming? You know where to look.
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June 20th, 2008, 04:33 Posted By: JKKDARK
New version of the Sega Master System and Game Gear emulator for PC.
Changelog:
- Localization:
- Updated Dutch localization [Mark van Tilburg]
- SC-3000:
- Fixed the ;/+/RAD key not working on Sega Keyboard emulation under
certain host keyboard/OS configuration. Thanks Jacko. [Omar]
- Fixed crash in the X86 assembly implementation of the 32KB RAM mapper
writer when the upper 16 bits were not cleared by the Z80 emulator. [Omar]
- Debugger:
- Added "SYM @addr" command to search for symbols given an address. [Omar]
- Added "RMAP addr" command to reverse map of a Z80 address and display
the source of data based on machine state (mapper registers, etc).
eg:
RMAP $8001 ; eg: print 'ROM $14001 (Page 5 +0001)'
RMAP $E001 ; eg: print 'RAM $C001'
The feature doesn't work 100% in all mappers & bus mirroring cases,
but should be ok with the standard SMS/GG mapper. [Omar]
- Duplicate commands are automatically removed from history. [Omar]
- Increased default height of the debugger. [Omar]
- Changed watch point per-frame flood limit from 100 to 50. Will expose in
configuration file if requested. [Omar]
- Fixed crash when loading symbols with debugger disabled. [Djbass,Omar]
- Fixed labels showing one instruction early in "DASM" command. [Omar]
- Added breakpoint '!' mark in disassembly window. [Omar]
- GUI:
- File browser: country flag now displayed even on BIOS, Prototypes
or Homebrew images. [Omar]
- Inputs configuration: right-click on input source selection goes
backward, in addition to regular left-click to go forward. [Omar]
- Miscellaenous:
- Added "Capture" menu with screen capture menu access and options. [Maxim]
- Added "Capture All" mode, capturing all emulation frames to disk. [Maxim]
- Added "Include GUI" capture option. Disable to only capture game screen
when MEKA GUI is enabled. [Maxim]
- Renamed "Automatically crop and align screen captures" option to
more explicit "Crop and align screen captures to 8x8 boundaries".
Previous name was sounding too "cool" and was sometimes activated
by innocent users who then got their capture all cropped. [Omar]
- Added "screenshots_crop_scrolling_column" option in configuration
file (default to enabled), to disable cropping the empty left-most
column in horizontally scrolling games. [Omar]
- Project:
- (Win32) Fixed standard libraries used by debug builds (using unusual
combination led to various problems). Fixed various link warnings.
Fixed shared directories between DLL and No DLL builds. [Omar]
- Added and modified entries in the checksum and compatibility lists. [Omar]
Some particular renaming includes:
SMS - d91b340d - Action Fighter (JP) --> Action Fighter [v1] (also released in Germany and Italia)
SMS - 3658f3e0 - Action Fighter --> Action Fighetr [v2]
SMS - f4b3a7bd - Ariel - The Little Mermaid (BR) --> Ariel - The Little Mermaid (Disney's) (BR)
SMS - e2fcb6f3 - Super Wonder Boy (JP) --> Wonder Boy [v0] (also released in Italia)
SMS - 73705c02 - Wonder Boy --> Wonder Boy [v1]
GG - 3e549b7a - Aerial Assault --> Aerial Assault [v0]
GG - ffe4ed47 - Alien Syndrome --> Alien Syndrome (JP)
GG - 97e3a18c - Ariel - The Little Mermaid --> Ariel - The Little Mermaid (Disney's)
GG - e123d9b8 - Fray (JP) --> Fray ~Shugyou hen~ (JP)
GG - a93e8b0f - Griffin --> Griffin (JP)
GG - 75e273eb - Madden '96 --> Madden 96 [BAD]
GG - 36ebcd6d - Majors Pro Baseball --> Majors Pro Baseball, The
GG - f1732ffe - TaleSpin --> TaleSpin (Disney's)
GG - 7ec64025 - Vampire: Master of Darkness --> Vampire - Master of Darkness
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June 20th, 2008, 04:35 Posted By: JKKDARK
New version of the Sega Genesis/Megadrive, Sega CD and 32X emulator for Linux.
Changelog:
Features include:
* OpenGL support
* Joypad support
* Real Sega CD-ROM support
* Sega ISO image support
* GTK+2 integrated interface
Changes:
Integrated GTK interface
Real Sega CD-ROM support
Fixed segfault crash at startup
Turned OpenGL support off by default
Various misc fixes
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June 20th, 2008, 17:52 Posted By: wraggster
Trivia War is a chat-based competitive multiplayer networked trivia game written using the XNA framework. The game is based around the trivia games that are popular on many IRC servers. The idea here is to make an IRC Trivia type game that doesn't require the player to figure out how to navigate the many IRC servers and channels out there. IRC is great fun, but a lot of people find it intimidating. Anyway, the game doesn't use IRC, but the gameplay is similar.
http://www.gameprojects.com/project/?id=f3574ed745
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June 20th, 2008, 17:53 Posted By: wraggster
Starships is a capital ship simulation and tactical fleet combat simulator. It will include ship, subsystem, and crew simulation and a detailed fleet orders system that will attempt to model a postulated future space military chain of command.
It is written in C++ using Ogre3D, OIS, and CEGUI.
The project is currently in early development. I am currently performing all development myself, but I am open to allowing others to join the project at my discretion.
http://www.gameprojects.com/project/?id=6c1f46be43
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June 20th, 2008, 19:24 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
- My 'fix' in u34 for the game listings ended up morphing into another
bug. The name sorting should be much better now.
- My implementation of the -SNAPVIEW was incorrect as well. I made it
three choices (auto, internal and native).
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June 20th, 2008, 19:29 Posted By: JKKDARK
New version of the mulri-system emulator for AmigaOS 4.
Info:
Amigan Software are proud to announce the release of the AmigaOS 4 port of Ami/WinArcadia 7.0b. Thanks to Alexandre Balaban for this port. 7.0b is also already available for AmigaOS 3 and Windows.
http://amigan.1emu.net/releases/
It's an emulator for Signetics 2650-based machines (Emerson Arcadia 2001, Interton VC 4000, Elektor TV Games Computer, etc.)
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June 20th, 2008, 20:11 Posted By: Shrygue
via Joystiq
Big Daddy is now free to roam on as many PCs as possible. According to 2K Community Manager Elizabeth (via 2K Forums), BioShock for PC can now be installed on as many computers as you want. The SecuROM protection still remains, however, and you still need to both activate the game upon installation and keep the disc in the tray.
Elizabeth does provide some assurance to those who worry about the DRM. "I believe, as you seem to, that BioShock will be the kind of game we will want to revisit 5, 10, 15 or more years from now. I want my copy to be playable, just as you do, and so does 2K," she said. We know Mr. Bubbles would be happy, and we'd hate to see him feeling otherwise.
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June 20th, 2008, 20:29 Posted By: Shrygue
via Engadget

Technologic Systems' TS-7800 ARM9 single-board computer already had quite a bit going for it with its promised 2-second Debian boot times, but the company's now gone and let loose a new firmware upgrade that cuts that down to under a second -- 0.69 seconds, to be exact. As you might expect, that time is helped considerably by being able to boot the OS (Debian Sarge, specifically) off of the board's 512MB of NAND flash, and in that 0.69 seconds you will only get a linux shell prompt and access to the Busybox file system but, still, it is an OS booted in 0.69 seconds
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June 20th, 2008, 21:19 Posted By: Shrygue
via Computer and Video Games
The team behind Warhammer Online: Age of Reckoning has sent us a whole stack of concept art from the MMO-in-progress.
Browsing the images, you can catch a look at Dragonwake, a region that seems to be the site of a struggle between the Elves and some Hag Queens.
There's also some artwork of mounts for Dark Elves and Dwarves. Out of all the artwork, we particularly like the later.
EA Mythic has also provided an insightful documentary about crafting, which you can watch by clicking on the player to the right.
If the crafting systems of Warcraft and other MMO's make no sense to you, then do yourself a favour and watch it.
It's a thorough and detailed documentary that we personally struggled with on a Friday afternoon, but if you're all about crafting then it seems WAR is going to have plenty to offer you.
Warhammer Online is expected by the end of the year.
Concept art
Trailer
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June 20th, 2008, 21:51 Posted By: Shrygue
via Eurogamer
Polish developer CD Projekt has finally set a new date for its Enhanced Edition of The Witcher.
This disappeared from sight after missing its initial May forecast. The studio has finally come clean and admitted it needs more time to get it polished up.
The Witcher Enhanced Edition promises to be a "completely polished product". Loading times will be drastically reduced, stability bolstered on all sorts of PC configurations, and hordes of bugs swatted.
On top of this CD Projekt will be re-doing the English version to expand the amount of text as it suffered beside other European offerings. Also, the German game will have many of its voices re-recorded.
And there's more: 50 extra supporting-cast models; around 100 added animations spread across hero Geralt and computer-characters; reworked facial animation and lip-syncing; and a re-designed user interface and inventory system.
To entice you further, CD Project is making-up an exclusive bundle containing a game editor and two mini-adventures, a making-of DVD, a CD of game music, a CD of music inspired by the game, and a making-of DVD.
When this version was originally announced there was talk of the bundle also containing an official guide and a 50-page story by Andrzej Sapkowksi who wrote the novels the game is based on. No sign of those so far.
Incidentally, those of you who are registered owners of The Witcher already will be able to download all of the updates and extra content for free.
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June 21st, 2008, 02:06 Posted By: JKKDARK
New version of the Amiga music player for Linux.
uadefs was implemented, which is a FUSE filesystem that transparently converts Amiga songs to WAV files. Some replayers were added, and many bugfixes, cleanups, and documentation changes were made.
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June 21st, 2008, 03:53 Posted By: JKKDARK
New version of the arcade emulator for PC.
Changelog:
Added Mazinger Z, Metamoqester, Power Instinct 2 and Power Instinct Legends to the Cave driver
Lagged the sprite palette in all CPS-2 games - fixes issue in ssf2 attract
Tidied up the CPS-2 split graphics rom loading
Properly fixed the qadj ninja sprite bug without resorting to hacks
Changed the 68000 clock frequency in later CPS-1 games
Various fixes to the Double Dragon 3 / Combatribes driver
Added an Italian bootleg of The Combatribes to the ddragon3 driver
Added clone of Turbo Outrun and clone of Alien Storm to the Sega drivers
Added iq_132s Bionic Commando driver
Added iq_132s Ninja Gaiden driver
Matched all sets to MAME 0.125u6
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June 21st, 2008, 16:27 Posted By: JKKDARK
via PSO-World
The official website was updated earlier today with information on what we can expect to see following tonight's maintenance.
Seasonal events - The wedding lobbies will be going away for another year, only to be replaced by the Sonic lobby in Clyez City and the Parum Unification Commemoration lobby in Holtes City. These two seasonal lobbies will be running from June 20 until July 4. And remember, with the Sonic lobby in effect, be on the lookout for the rare Jaggo Sonichi while you're running missions!
New items - For the duration of the Parum Unification lobby, Variety Shop in Clyez City will be selling the Parum Unity Souvenir. Get yours while you can! Also be sure to check out the exchange counter at Casino Voloyal, as some new items are being added!
Furthermore, a special GM event will be held on Monday, June 23 to celebrate Sonic's 17th birthday! Guardians who yell out the phrase Happy Birthday Sonic! during the event will receive not one, but two room decorations in the following weeks. The prizes will be statues of Amy and Knuckles to go along with last year's Sonic statue.
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June 21st, 2008, 16:28 Posted By: JKKDARK
via PSO-World
Game master Chillaura recently mentioned that SEGA of America will be moving to a new office building in the coming weeks. As a result, the Phantasy Star Universe game servers will be down for approximately two days. Though we're still awaiting an official announcement with confirmation of the downtime dates, Chillaura says that the downtime is expected to begin on Monday, July 14 (around 6:00a.m. Pacific), and end on Wednesday, July 16. Please remember that these dates are not set in stone yet and are subject to change. Stay tuned as we await further information.
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June 22nd, 2008, 19:18 Posted By: JKKDARK
New version of the Sinclair QL emulator for Windows.
Changelog:
# Sound emulation
QL Sound is now emulated.
Volume settings overide Windows general setting (MCI sound) but
restore orginal values when you quit QL2K.
# FLASH support. Support blinking in 8 colors mode.
# 800x480 screen enhanced support in GDI Mode.
(relative to EEE PC and others handheld computers)
# Some improvements and bugs corrections as been made too.
-------------------------------------------------------------------------------------------------
Previous version : 0.1 Build 0.98a ( Alpha ).
Changes :
# Adding a new debugger accessible by the menu (Command / Debug...)
This debugger is self documented and fit in a resizeable window.
# Completely rewritten execution timing
(Now a QL set a original speed use very few percent CPU time in
both DirectX or GDI mode)
It possible to set speed factor too from original QL Speed.
To set speed factor use -P x switch where x is 1 for QL orginal speed,
2 for 2 time quicker and so...
# A new switche has been added to set the delay of MDV from 31ms to 1ms.
This switch is -Q.
# DirectDraw FullScreen mode doesn´t show window border anymore
We have left just the menu bar as often the ALT Key is locked by
the emulator for QL usage.
# Many and many bugs fixes and code cleaning.
------------------------------------------------------------------------------------------------
Previous version : 0.1 Build 0.96a ( Alpha ).
Changes :
# Additionnal support for multiples ROM files
# Minor bugs corrections.
# Enabling support of speedscreen+ for QL2K registered users.
-------------------------------------------------------------------------------------------------
Previous version : 0.93a ( Alpha ).
Changes :
# Correction of WIN Drives configuration OpenFile DialogBoxes
# Correction of Auto Start parameters ( The setting were not being saved correctly ).
-------------------------------------------------------------------------------------------------
Previous version : 0.92a ( Alpha ).
Changes :
# Added support for Long file names for WINx_ drives.
# Release of English Menu for DirectDraw and Hot configuration support.
# Adding AutoStart option that lets Emulation start automatically after 3 seconds.
This version is supplied as a patch of version 0.91a.
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June 22nd, 2008, 19:43 Posted By: wraggster
You know there's something wrong when Count Drascula stops watching TV and starts conspiring with his faithful sidekick, Igor, to take over the world. And he wants to do that before tonight's football match starts! You are John Hacker and your mission, should you choose to accept it, is to rescue your girlfriend Billy Jean from Count Drascula's nefarious clutches.
You will need your Drascula CD, a daily build of ScummVM and drascula.dat.
If you find a bug then please report it to our bug tracker. Please ensure that it follows the bug submission guidelines. You may also submit screenshots according to the screenshot guidelines
http://www.scummvm.org/?shownews=20080622.xml
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June 23rd, 2008, 01:24 Posted By: wraggster
Many froth-mouthed fans of Blizzard's intergalactic real-time strategy masterpiece Starcraft have anxiously been awaiting word on when the next installment of the series would land in their anticipatory laps. Blizz has been characteristically tight-lipped about the title's launch window, though we were recently informed that an online SKU search for Starcraft II on Best Buy, Circuit City, and Gamestop's web sites reveal the same supposed release date of December 3, 2008. With no confirmation from Blizzard, it's far from official -- though we imagine this won't stop dedicated zerglings from dropping by the office tomorrow, and requesting off the last month of the year.
http://www.joystiq.com/2008/06/22/ru...e-for-starcra/
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June 23rd, 2008, 01:25 Posted By: JKKDARK
New version of the multi-system emulator for Amiga and Windows.
Information:
AmiArcadia and WinArcadia emulate these Signetics-based machines:
Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.);
Interton VC 4000 console family (Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace, Waddington, etc.);
Elektor TV Games Computer; and
PIPBUG-based machines (such as the EA 77up2 and the Signetics Adaptable Board Computer).
Features: ReAction GUI load/save snapshots windowed and full-screen modes CPU tracing trainer drag and drop support graphics scaling automatic load/save of configuration/game keyboard/joystick/gamepad/paddle/mouse/trackball support BIOS image not needed autofire warp mode gameplay recording/playback PAL/NTSC modes sprite demultiplexing narrow mode help windows source code debugger frame skipping redefinable keys save screenshots ARexx port network play real-time monitor locale support
Requires (AmigaOS 3.x version): OS3.5+.
Recommended (AmigaOS 3.x version): OS4/MorphOS, RTG.
Changes since 7.0b:
"Log|Verbose CPU tracing?" option.
Emerson Arcadia 2001: compatibility improvements.
Miscellaneous improvements and bug fixes.
http://amigan.1emu.net/releases/
http://amigan.classicgaming.gamespy.com/
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June 23rd, 2008, 01:27 Posted By: JKKDARK
New beta build of the Amiga emulator for Windows.
Changelog:
- windowed mode "instant" switching implemented (this was planned for 1.5.0 but it would have delayed release 2-3 more weeks)
- windowed mode window sizing enabled (not available in P96 modes, if enabled, what it should do? scale the image?)
- A500 "Chipset extra" enables RTC if memory expansion configured
- KS 1.3 hardfile mounting fixed (so far "worst" 1.5.0 bug found..)
- rewritten full featured AHI driver coming soon
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June 23rd, 2008, 02:37 Posted By: JKKDARK
New version of the NES emulator for Linux.
Changelog:
Changes from preview #5
=======================
* Linux shell
- XML ROM support
- Archive browser comes up automatically if you select a zip or 7zip archive with multiple NES files in it
- Option to select favored console
- More flexible video configuration including OpenGL hardware scaling
- Input mapping in the GUI
- Core logging is now enabled to the terminal you start NEStopia from for easier diagnosis of problems
- Cheat Manager with flexible support and import/export capability (.xml cheat files will interchange with
the Windows version just fine)
- Automatic soft-patching added
- Coin inputs added for Vs. system
- Audio filters added for fun
- [Release B] Cleaned up some crashy issues with the control configurator
* Core (since 1.37)
Additions:
- ROM sets and external database support using new XML format
co-developed with Bootgod.
- Mapper 36, 103, 104, 106, 120, 126, 175, 176, 223 and 224.
Info from mad dumper, CaH4e3 and Temryu.
- UNIF boards GS-2013 and BS-5. info from CaH4e3.
- Emulation of bus conflicts for certain boards.
- Database entries.
- Core API documentation in HTML through cppdoc.
- UPS patching format support.
- Database lookup on soft-patching.
- Database entries. Info from Bootgod.
- More recognized boards. Info from Bootgod.
- Preliminary Dendy console support. Fixes Magistr (Subor) and
some other 'clone exclusives'. Info from Flamer and HardWareMan.
- DMC DMA read conflicts. Info from blargg and bunnyboy.
- Mapper 177, 179, 219 and 221. Info from CaH4e3.
- Database entries.
Changes:
- PPU power/reset timing and register states. Info from blargg.
- Misc IRQ/NMI/BRK/DMA special-case behavior. Info from blargg.
- NTSC/PAL switch during emulation will now force a hard-reset.
- Misc mapper emulation improvements. Info from Bootgod.
- NES-EVENT board timer more accurate.
- Board names. Info from Bootgod.
- Refactoring and mapper codebase overhaul.
- Speed optimizations (accuracy NOT compromised!).
- Mappers 21, 23, 25 and 185 no longer supported using plain iNES
files because of format restrictions.
- FDS saves through UPS instead of IPS.
- Database entries. Info from Bootgod.
- Refactoring.
- Better and more flexible PPU address line implementation at the
expense of some speed.
- Database entries.
- Refactoring.
Fixes:
- MMC3 soft-reset IRQ bug.
- Database entries.
- FDS file saving bug.
- NTSC burst phase incrementing bug.
- Potential memory leak in database loader.
- UTF16 to wchar_t portability fix in XML parser.
- Const-correctness bug caught by GCC 4.0.
- Wrong palette sometimes when switching to/from VS images.
- Wrong image information sometimes, e.g. battery when there isn't any.
- Save state NTSC/PAL mode saving.
- Minor save state inaccuracy fix with tape recording.
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June 23rd, 2008, 02:38 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
* New GMAMEUI UI Preferences dialog, and preferences handling. Most preferences are now saved automatically as they changed (instant apply). The gmameui.ini file format has been changed, and the dirs.ini file will be made obsolete.
* Add support for OpenGL options, and corresponding Options dialog page (SourceForge feature request 1977184)
* Add support for -effect option (e.g. scanlines). Note that this is hard-coded to a set of pre-defined effects, and doesn't distinguish between available/unavailable effects. The effects .png files need to be placed in the artwork directory
* Various bug fixes and code cleanups
* Setup directory and build structure for Help
* New translations:
Italian translation (Ugo Viti)
Brazilian translation (Junix)
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June 23rd, 2008, 02:39 Posted By: JKKDARK
New version of the SNES emulator for Linux.
Changelog:
* Added a toggle box for the status bar to the View menu.
* Fixed several fullscreen issues.
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June 23rd, 2008, 15:09 Posted By: JKKDARK
New version of the Apple lle emulator for Windows.
Changelog:
Changes:
- Support for Bulgarian clones: Pravets 82 & 8A
- Mouse can be configured to show/hide crosshairs; and can be restricted (or not) to AppleWin's window
- Added 'Send to CiderPress' function via the context menu of the drive buttons
- Added support for "The Freeze's" F8 ROM (Apple][ & Apple][+ only)
- Added -f8rom <rom-file> cmd line switch to allow loading a custom 2K Rom at $F800
- Support Shift-F9 to cycle backwards through video modes
Fixes:
- Mouse support for Contiki v1.3, Blazing Paddles & GEOS
- Mouse support now integrates much better with Windows (when in unrestricted mode)
- Extended HDD image file filter to include *.po
- [Bug #13425] Full Screen mode: drawing/erasing of the buttons on the RHS of the screen
- [Bug #12723] DOSMaster .hdv/.po images work
- [Bug #11592] Infiltrator now boots
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June 23rd, 2008, 18:59 Posted By: Shrygue
via Engadget

Shortly after the ASUS Eee PC 1000H was unboxed by the lucky folks at Tweaktown, these same cats have given the world at large a look within. A startlingly good look, at that. Unlike most dissections that come our way, this one includes a half dozen pages of tear down pictures and commentary to go with it, giving you more detail about this wee laptop than you could ever want to know. Just kidding about that last part, we know you want to know.
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June 23rd, 2008, 19:14 Posted By: Shrygue
via Gizmodo US
This is the first footage of the same XO OLPC doing a dual-boot of Sugar Linux and Windows XP—something skeptics have said wasn't going to happen. Soon, XOs will ship with both Sugar and XP for Boot Camp-style dual-booting options. They will never come with only XP, though the team is working on adding more of the Sugar functionality, like the mesh network and the fun sharing apps, to the Windows side. Once again, little PCs are coming to the rescue of Windows XP.
To get both operating systems to run, the BIOS has been modified to behave more like standard PCs (rather than Macs or Linux machines). The original BIOS for the XO was originally conceived for AIX and Solaris servers, all running variants of UNIX.
In Windows, the screen flipper and directional pad both work fine, and I'm told by Michail Bletsas, OLPC's connectivity guru, that the camera is also not a problem, as the drivers were available for XP even before they were available for Linux.
You'll note that even sped up 3X what it actually took, Windows still seems a little slow to boot. Michail says it takes a little over a minute for Windows to boot on the XO with 2GB of onboard memory. 2GB of space is needed for Windows XP, though one gets the impression it would do a lot better with 4GB. The machines still have only 256MB of RAM.
And in case you're wondering what that red OLPC is doing in the background, we explained that last Friday.
Video clip here
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June 23rd, 2008, 22:00 Posted By: JKKDARK
New version of the web browser for Windows.
Changelog:
Release Notes
* Opera 9.5 is a recommended security and stability upgrade. See the Security section.
* This release also introduces new storage and indexing formats for Opera Mail (including feeds). See the Mail/News section.
A separate changelog listing changes since Opera 9.5 Beta 2 is available.
Changes Since Opera 9.27
User Interface
* Introduced Opera Link.
o Opera Link enables the synchronization of Bookmarks, Personal bar, Speed Dial and Notes with other instances of the browser via the menu option File > Synchronize Opera. See: Opera Link - Web Everywhere.
o The most recent Speed Dial entries will always be used during the Opera Link synchronization process.
* Added Quick Find, an improved full text history search tool. Quick Find searches for text inside pages previously visited, not just the title and address. It is available from:
o the address field
o the history panel
o opera:historysearch
* A redesigned Address bar drop-down is displayed when entering text in the Address bar:
o Improved the visual design.
o Includes excerpts from previously visited pages (Quick Find - see above).
o Added bookmark title and URL to the address bar auto-completion.
o Improved the panel selector dropdown.
o Added local file auto-completion.
* Re-enabled the Status bar by default and copied some UI elements from the View bar to Status bar; View bar is now disabled by default.
* Speed Dial:
o Changed default Speed Dial search engine from Yahoo to Ask.
o Added Undo capability for Speed Dial entries through Edit > Undo, and Ctrl+Z, which restores a cleared url entry.
* Added alternative tab-closing behaviors. The preferences now include the following options when closing a tab:
o Activate the last active tab (default).
o Activate the next tab.
o Activate first tab opened from current tab.
* "Open with" functionality added to web page context menu and Transfer panel/page.
* Content blocking improvements:
o Added site-specific toggling of content blocking.
o Double-clicking entries in the Details dialog now edits them.
o CSS and JS files matching blocked patterns are now also shown in the Details dialog.
* Added ability to save only the active window as a session (File > Sessions > Save This Session > Only save active window).
* Disabled dragging links/favicons to arbitrary toolbars (exceptions: Personal bar and opera: buttons); hold Shift or open the Tools > Appearances dialog to enable dragging.
* Wand feature will no longer block form submits, making it possible to see if login was successful before storing your login credentials.
* Introduced a new security notification scheme in the address field; see Security..
* New spatial navigation highlighting introduced, similar to the one used in Opera Mini 4 and the Wii browser.
* Added spatial navigation for client side image maps, Xlink references in SVG documents and elements with click event handlers that simulate links/buttons.
Customization
* Introduced a new default skin.
o A Home icon is now present by default.
o The New Tab icon has been moved to the right of the Tab order.
* Allow cascading dialog.ini files.
* Added .mini toolbar state (used in the Status bar) to make buttons and padding 80% of normal size.
Accessibility
* Experimental screen reader support:
o Added support for Microsoft Active Accessibility API (MSAA).
o Preliminary support for Window-Eyes, JAWS, NVDA, and OS X VoiceOver.
o Collaborated with GW Micro on improved compatibility with future releases of Window-Eyes.
o Added basic implementation of Accessible Rich Internet Applications (ARIA).
* Keyboard Shortcut improvements:
o Disabled most single-key shortcuts. To re-enable single-key shortcuts, go to Preferences > Advanced > Shortcuts > Enable single-key shortcuts.
o All keyboard navigation methods (spatial navigation, Ctrl/Cmd+Up/Down, inline find, etc.) should now work based on the same elements, which allows you to use spatial navigation after inline find, etc.
o Keyboard shortcuts using Ctrl/Cmd+Shift no longer always open in a background tab.
o "Save Draft" shortcut Ctrl+S removed due to the new autosaving of drafts.
o Shortcut Ctrl+Enter now sends a message, in addition to Ctrl+Shift+S.
o Shortcut Ctrl+O added for adding attachments in the compose window.
o Shortcut for "Duplicate Tab" has been removed.
o Shortcut for "Reopen Closed Tab" has been changed from Ctrl+Alt+Shift+Z to Ctrl+Shift+T.
o Further reference: Changes in Keyboard Shortcuts between Opera 9.27 and 9.50
* Spatial navigation improvements:
o Restore navigated element when moving in history.
Mail/News
New storage and indexing formats are introduced for Opera Mail. If you copy your Mail directory from an existing profile, you will be prompted to convert all accounts into the new format and re-index your messages. You will not be able to downgrade to a previous version of Opera after starting the conversion process.
Back-ends
* Opera Mail is now more secure, reliable and faster.
* Improved search results in Opera Mail when using Quick Find.
* Easier mail setup for well-known providers using the mailproviders.xml template.
* SMTP Authentication is enabled by default for new mail accounts.
* Performance improvements include reduced memory usage, reduced disk accesses, and reduced freezing when checking for new mail/feeds.
* Improved the moving and copying of messages on an IMAP account.
* Improved IMAP reliability, especially when fetching mail with multiple clients.
* Improved downloading mail from POP servers.
* When using "Leave messages on server", POP3 messages are permanently removed from the server when the Trash view is emptied (disable by setting "Permanent delete=0" for the relevant account in accounts.ini)
* Made "Send queued e-mail after checking e-mail" setting POP-specific.
* Improved handling of multipart messages and message attachments, including messages sent from Apple Mail.
* Messages in the selected IMAP sent folder are now shown in the Sent view.
User Interface
* Improved the Search and Filter property dialogs.
* "Move Spam to Trash" and "Empty Trash" are now limited to the active account(s).
* IMAP mailboxes that cannot be checked are greyed out.
* Improved the View > Encoding setting for messages.
* New notification system: each message will generate a notification, though one notification per account will appear if more than three messages are received.
* Changed the Mail panel, which replaces the status pane with account icons.
* Pressing F5 will check for new messages in the current view; useful for manually checking for new feeds.
* Replaced "Save as draft" button in the Compose window with a "Discard draft" button: drafts are auto-saved once text is entered in the message body.
* The Mail panel now indicates nested filters or mailboxes.
* Mail passwords are now stored in the Wand password database and displayed with ghost text instead of asterisks.
* Added an option to filter/search based only on message bodies.
* Improved spatial navigation of messages.
* Added Ctrl/Cmd+O shortcut to add attachments to messages.
* Improved the display of Japanese file names in Mail.
* Changed handling of Delete:
o Del Always moves to Trash bin.
o Shift+Del Now deletes completely without using the Trash bin.
* Several improvements to the Undo functionality:
o Undo after marking all as read works now.
o Undo now reverts marking as spam.
o Undo removing items from filter.
Import
* Added an Opera 7/8/9 importer and a recursive mbox importer.
* Made Netscape, Eudora, and Opera 5/6 import options available cross-platform.
* Improvements importing mail from Thunderbird and Outlook Express.
Chat
* Notifications can be limited to private messages rather than all channel activity (can be enabled in Preferences > Advanced > Notifications)
Feeds
* Improved feed download speed.
Display and Scripting
Rendering Engine
* Many performance, stability and memory improvements throughout the engine.
* Added support for the CSS3:
o overflow-x and overflow-y properties (demo)
o text-shadow property (demo)
o Selectors (demo)
o outline-offset property (demos)
o background-size property (only accessible via the custom -o-background-size property)
o currentColor color keyword
* Added support for the CSS2.1:
o white-space: pre-line value
* Added support for the:
o :-o-prefocus pseudo-class, which allows styling of form elements reached via spatial navigation.
o custom -o-language-string(n) property for use in User and Internal Stylesheets to allow localized strings in stylesheets.
o custom-o-table-baseline property, used to determine which row of an inline-table will be used as the baseline of the table.
+ The property accepts either an integer or inherit value, where the integer refers to the table row to use as the table's baseline.
+ -1 refers to the last row of the table and -n refers to the nth row from the bottom.
+ If the integer value is 0, the bottom margin edge of the table will be treated as the table's baseline.
+ The initial value is 1; this property only applies to inline-tables.
o label attribute of option elements
o min-width and max-width properties for elements styled with display: table-cell (such as td and th elements)
o color attribute for hr elements
o overflow in inline-table and inline-block elements, which fixes unclickable links and truncated content on Dell.com.
o display: table-column and table-column-group values on elements other than col and colgroup
* Improved support for the:
o CSS outline property
o @import, @media, @namespace, and @page at-rules
* rowspan=0 is now also supported in Quirks mode.
* :lang() selector now correctly matchs the full string.
* Disallowed use of percentage width values for the border-width property.
* Removed support for class selectors starting with a digit in Quirks mode.
* Improved the table layout algorithm.
* Major improvements to the shrink-wrapping algorithm.
* Updated tabindex attribute handling:
o Any element with a tabindex that is a positive number should be reachable by tabbing.
o Elements with a negative tabindex should never be reachable by tabbing.
* Improved redraw when reducing the width of td elements via DOM.
* Improved display of full-screen YouTube videos.
* Improved focusing of the message composition area on Gmail.
* Allow:
o Changing the background of input type=image elements.
o Inheritance of frameset encoding into frame documents, using the same restrictions as used for inline frames.
o Storing of original strings in HTML attributes for use by CSS selectors and the DOM.
* Enabled employing percentage height on blocks inside table cells.
* Corrected use of padding on table elements when setting the border-spacing property and using the separated-border model.
* Media queries are now dynamic, allowing them to update when the window size is changed not just when the page loads.
Acid3
* Zero bytes in encodeURIComponent and encodeURI are now handled correctly.
* Unicode escapes can no longer be used to put non-identifier characters into identifiers.
* getSVGDocument is now supported in an iframe.
* createDocumentType now throws an exception for malformed qualified name.
* NodeFilter no longer returns true => 1.
* HTMLTableRowElement.rowIndex and .sectionRowIndex are now defined for table rows created via DOM.
* HTMLButtonElement.type now defaults to "submit".
* Form control collection is now indexed by name when outside the main document tree.
* Improved Range.surroundContents().
* Changed insertNode to not collapse range.
* removeNamedItem() and removeNamedItemNS() will now throw a not-found error.
* NodeIterator now functions properly under dynamic changes.
* Date.UTC() now does proper 1900 year offsetting.
JavaScript/DOM
* The ECMAscript engine has been rewritten, which is now more flexible and uses less memory.
* Improved JavaScript performance.
* Improved process of calling abort() from readyState 2 or 3 in XHR.
* Various improvements to XPath.
* Added integration of Opera Dragonfly (alpha) web developer debugger to Tools > Advanced > Developer Tools.
* Added support for JavaScript 1.5 Getters and Setters.
* Added support for the DOM 3 Core:
o Node.isSameNode method
o Text.wholeText attribute and Text.replaceWholeText method
o Node.compareDocumentPosition method (used by Google Pages)
* Added support for the HTML5:
o {Document,Element}.getElementsByClassName method
o Navigator.onLine attribute and the Window.{online,offline} events
o Canvas.getImageData and Canvas.putImageData methods, including support for creating an ImageData object using the ImageData custom interface
o Canvas.transform, Canvas.setTransform, and Canvas.isPointInPath methods
o Element.tabindex attribute and the Element.{blur,focus} methods
* Added support for:
o Gecko DOM Range.comparePoint method (used by Google Pages)
o Microsoft XMLDocument class used for all XML documents (except SVG and XHTML) for cross-browser consistency.
+ The DOM 3 Load and Save Document.async attribute and Document.load method will no longer work in the Document class.
o document.moveFocus{left,right,up,down} methods for directing spatial navigation via JavaScript.
o start and stop methods of marquee elements
o CSSOM ElementLayout.{getClientRects,getBoundingClientRec t} methods (demos)
o getClientRects and getBoundingClientRect
o CSS color and background-color properties for the ::selection pseudo-element
* em tag is now inserted instead of i tag when using italic execCommand parameter.
* Improved changing the font size of textarea elements via DOM.
* Fixed issue that caused non-breaking spaces to be inserted in textarea elements as seen at Gmail.
* Renamed LSLoadEvent.input attribute (was LSLoadEvent.filter).
* Adjustments made where mouse events had built-in effects before script event processing was finished.
o Cancelled mousedown should not move focus.
o Blur/focus events caused by mousedown event should be processed after, rather than before the mousedown event causing them.
* Stopped showing text nodes in script and style elements when using the Document.all collection.
* Trigger is now enabled for a onload event for images set to display:none.
* Adjusted canvas locking in the 2dgame context to allow updating when the canvas is locked and fixed the update function to actually work.
* Disabled Document.length, as it caused issues in the Apple.com CoverFlow demo.
* Removed the text attribute from the HTMLSelectElement collection.
* Date.getYear() now returns a full year when the year is > 1999 or < 1900 for cross-browser compatibility (despite breaking the JS spec).
* Removed IE-compatibility where Document.getElementById treated name and id attributes the same, which caused issues with jQuery.
* Events are no longer shared between the Window and Document objects.
* Date method with an out of range day parameter no longer becomes the current date.
* Multiple text nodes are no longer created when there is more than 32KB of data in the text node.
* Improved changing the type attribute of button elements.
* Setting the scrollTop attribute for textarea elements will now scroll the textarea content.
* Several adjustments made to Document.activeElement for consistency.
* XMLHttpRequest now resolves URLs according to the HTML base element.
* Event.keyCode now returns keyboard codes for punctuation keys in addition to alphanumeric keys, improving keyboard navigation at Gmail.
* scrollTop working on both the html and body element simultaneously now allows proper display of maps on theaa.com
* document.body.{clientHeight,clientWidth} and document.documentElement.{clientHeight,clientWidth } now return the correct values in Strict mode, which fixes issues with Novell GroupWise.
* Made event capturing more cross-browser compatible:
o It no longer captures load events if a listener is attached to the window and firing capture events at target.
o Attach listeners to the document object if you need to capture load events from within the document.
* input element created via the DOM when changing the type attribute no longer loses the value, which caused issues when editing del.icio.us bookmarks.
* References to undefined variables as a single statement now throws an error.
* scrollWidth and scrollHeight on the html element now return the size of the html element instead of the size of the document (viewport).
* onmouseout event now fires if an element's innerText changes while it is being hovered.
* Adjusted the return value of getComputedStyle and currentStyle.
* Attribute values in innerHTML are now encoded as required by HTML5.
* Added MathML support.
o See the article on Dev.Opera.
* Opera now cloaks document.all.
o See the discussion on Hallvord's blog.
* Web page performance is now improved with XMLHttpRequest (AJAX).
SVG
* Added partial SVG Tiny 1.2 support.
* Added support for using SVGs in img elements and the CSS background-image and list-style-image properties
* Added external reference support for SVGs.
* Use Opera to render SVGs embedded using the embed element, not just the object element.
* SVGs can now be used as the source for canvas drawImage and createPattern operations.
Rich Text Input
* Use line/paragraph breaking in rich text editor: Enter should insert block-break (new paragraph) and Shift+Enter should insert line-break (br element).
* Improved handling of inserted and removed elements.
Other
* Improved the SVG, DOM, WML, Web Forms 2.0, XPath, and XSLT implementations.
* Added support for UAX #14 Line Breaking Properties and UAX #29 Text Boundaries annexes.
* Added support for XSLT document() function.
* Enabled RTL support in text inputs (including Opera Mail) and form elements.
* Fixed issue where the HttpURLConnection Java object did not support getHeaderField and getHeaderFieldKey.
* Allow installation of certificates that generate warnings.
* Always obey server-set Expiry header.
Security
* Fixed an issue where certain characters could obscure the page address, as reported by Tony Thomas. See our advisory.
* Solved an issue where Images could be read cross-domain with canvas, as reported by Philip Taylor. See our advisory.
* Pages held in frames are no longer able to change the location of pages in unrelated frames on the parent page. See our advisory.
* Improved Fraud Protection now includes advanced malware prevention and upgraded phishing detection technologies. See article: Opera Fraud Protection.
* Added support for Extended Validation (EV) certificates.
* Added automatic downloading of trusted root certificates when required.
* Disabled SSL v2 and weak ciphers.
* Improvements made to certificate handling, the new certificate repository and the certificates UI.
* Introduced a new security notification scheme in the address field:
o black padlock with a check mark on green field for secure sites with Extended Validation
o black padlock without a check mark on yellow field for regular secure sites
o question mark on gray field for HTTPS sites with issues
o no notification for normal sites
o fraud warning on red field for blacklisted sites
* Opera now distinguishes between local servers on localhost, intranet servers, and remote servers on the Internet.
o Local servers can use remote resources, but not vice versa.
Miscellaneous
* Offline mode is improved.
* Redesigned Info panel: it now includes the page display mode, download date, META tags, links to stylesheets and JavaScript files, etc.
* Items in opera:cache no longer use file extensions.
* Added "Drag to scroll" (disabled by default) which allows scrolling by "grabbing" the page, much like on mobile phones with touch screens.
o This functionality is also available if you press and hold Ctrl+Alt and drag the page.
* opera:config will now function correctly when JavaScript is disabled.
* Added support for the BitTorrent peer exchange protocol, which is compatible with libtorrent and µTorrent.
* Reduced CPU usage when downloading torrents.
* Added support for JIS X 0212 in EUC-JP code set 3 and ISO-2022-JP.
* Added support for JIS-Roman output in ISO-2022-JP.
* Enabled auto-detection of ISO-2022-JP-1 support.
* Added zh-SG and zh-MO as known language codes and SG and MO as country codes for selecting Chinese variant.
* All mail and history searching now occurs in a separate processor thread.
* New search.ini.
Windows-specific changes
* The Opera international installer is now available in 29 languages.
o New additions are:
+ English (United Kingdom)
+ French (Canada)
+ Greek
+ Lithuanian
+ Norwegian (Nynorsk)
+ Spanish (International)
* Opera can now be set as the default mail application from the control panel.
* Better support for the Default program settings dialog in Windows XP and Vista.
* Opera 9.5 no longer supports Windows Sockets 1.0 on Windows 95. Opera 9.5 requires Windows Sockets 2.0, which is available as a free download for Windows 95 users. See our knowledge base article Opera 9.5 on Windows 95 requires Windows Sockets 2.0.
* Improved performance of painting on Web pages demanding graphics-intensive operations.
Support
* New to Opera
* Register Opera Mobile
* Tutorials
* Knowledge base
* Community
* Reporting bugs
* Premium support
* Documentation
*
o Web standards support
o Changelogs
o
+ Windows
+ Mac
+ Linux
+ FreeBSD
+ Solaris
+ OS/2
+ QNX
+ Opera for Mobile
o Banner ads
o File formats
o Plug-ins
o Kiosk mode
o Opera.ini
o Command Line Options
o Sysadmin handbook
o Browser JavaScript
o Whitepapers
o Root Certificates
o Fraud protection
Download and give feedback via comments
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June 24th, 2008, 02:03 Posted By: JKKDARK
New version of the Sega Model 2 emulator for PC.
Changelog:
- Rewritten the MultiPCM sound chip emulation. It fixes Original Model2 games sounds and music.
- Fixed eye paremeters being read as unsigned by the display list parser, causing bad geometry
in daytona 4 players attract and sega rally 2 players attract.
- Fixed network board detection for sgt24h and overrev. Now you don't need to enable network to
have them boot.
- Adjusted daytona steering limits to the real machine limits (according to the service manual). It should
have a more accurate handling now.
- Added force feedback for car driving games. You need to enable it in the .ini using the
option EnableFF=1 in the Input section. You can tweak more force parameters in that section. Also some
games only enable the force feedback if the cabinet type is set to Deluxe in the test mode.
- Added XInput support. You can enable XInput support in the .ini in the Input section. XInput allows direct
access to XBox360 compatible controllers for vibration (they don't support vibration through DirectInput).
Keep in mind that the windows XInput libraries only support vibration force feedback so an XBox360 driving
controller won't have working force effects.
- Added optional meshed polygons for translucency (like the hardware does). Enable it with
MeshTransparency=1 in the ini. This option requires a Pixel Shader 3 capable videocard.
- Fixed HOTD rom loading that caused missing tilemap graphics (how to play, map on gameover).
- Added preliminary savestates support. The sound engine state is not being saved yet. I've added this so I can
ask for states to try to fix the invisible walls problem in daytona.
Model 2 Emulator v0.8. This package includes both the normal and MultiCPU versions exes.
Download and give feedback via comments
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June 24th, 2008, 20:42 Posted By: Shrygue
via Computer and Video Games
Five new screenshots from Red Alert 3 have hit the internet, looking just as crazy and as over-the-top as anything previously seen in the series. Awesome.
Red Alert 3 is the first game in the Red Alert series since 2001. A PlayStation 3 version was in development, but EA confirmed earlier this month that it was on hold so the team could concentrate on the Xbox 360 and PC. Sorry PS3 owners.
PC Zone recently took a look at the game and proclaimed in his preview that: "If you're a fan of the Red Alert series, you'd better relax, sit down and take in every word that follows - I think you're going to be a tiny bit excited..."
Based on these screenshots, we're inclined to agree.
Screenshots
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June 24th, 2008, 21:32 Posted By: Shrygue
via Eurogamer
Speaking to our sister site GamesIndustry.biz, racing game specialist Eutechnyx has revealed it's working on a casual MMO title.
The Newcastle-based studio, currently working on Ferrari Challenge, promises the game will be very different to other casual MMOs. Apparently it will have comparable visual quality to its console games, a flexible business model and will be released in 2010.
"This is an area of giant excitement for us," North American director Todd Eckert said in today's interview. "Although it's a casual MMO, any similarity between what we're doing and most casual MMOs will be purely coincidental. It's a very involved project.
"What we're doing is using the skill set from the console games, and the visual quality and applying it to a casual environment," added co-owner Darren Jobling. "We really see it as being a really unique idea... Basically, some 20 guys came up with this idea, and we've backed it... It's a different outlook to what games could possibly be in the future."
Nothing much to report at this stage, then - but very few British studios have dared dip their toes into MMO development as yet, so we'll be watching Eutechnyx's efforts with great interest.
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June 24th, 2008, 21:33 Posted By: Shrygue
via Eurogamer
With Blizzard's World Wide Invitational convention in Paris looming (it's this weekend, 28th and 29th June) the developer is stirring up hype, rumour and speculation with a teaser image on its website.
The image, as it first appeared yesterday, was of an unbroken, craggy sheet of ice. This morning, a crack appeared.
It's undoubtedly teasing a big reveal at the opening ceremony of the WWI, which will take place at 11.45am Paris time (10.45am in the UK) on Saturday morning. Blizzard has not opened a WWI or BlizzCon yet without a major announcement of some kind. The last three brought the first news of StarCraft II and the two World of Warcraft expansions.
The icy theme of the image has led many to suspect that the announcement will relate to the snowbound WOW expansion, Wrath of the Lich King: perhaps a release date, or a significant unannounced feature of some kind.
The many Blizzard fans expecting Diablo III to finally make itself known are not to be discouraged, however. They reckon that the runes just visible in the image, surrounded by circles - as pointed out by Kotaku - resemble the Shael and Hel runes from Diablo II.
Meanwhile, fans at DiabloII.net stumbled upon a work-in-progress personal website for Blizzard artist Peter Lee that featured an empty gallery called 'Hydra' (now removed) and promised to go live on 28th June (now changed to July).
Hydra is thought to be the internal codename for the third game that Blizzard has said it is working on, alongside StarCraft II and WOW. If Peter Lee's site indicates anything, it's that the new game will be made public this weekend.
Eurogamer will be reporting from WWI this weekend, so check back on Saturday to read the news as it breaks. In the meantime, keep an eye on that teaser image for further clues as the week progresses.
Link to teaser image here
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June 24th, 2008, 21:51 Posted By: wraggster
Phoronix reports that Linux Game Publishing have developed an Internet-based copy protection which will be used in their upcoming commercial game port, such as Sacred: Gold. Any user will be able to install the game, but to launch it he will need to provide a valid key and a password, which are validated against LGP's servers. The key/password combination will allow a user to install the software on different computers. However, an Internet connection will be required even for a single-player game, which might be a hassle for some users. This scheme has enraged some of the beta testers and LGP CEO, Michael Simms, responded he regrets he has to introduce a copy protection scheme, but has to do this since a lot more people download their titles instead of buying them, to the point they even received support requests for pirated version. But will every pirated copy magically transforms into a sale, or will this scheme just annoy legitimate users and be cracked anyway? One really wonders."
http://games.slashdot.org/article.pl.../06/24/1347247
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June 25th, 2008, 13:00 Posted By: SmashinGit
Here is the usual (a) version fixing bugs in the previous release 
- Fixed missing trigger buttons in gun games
- Fixed desert tank locked into test mode
- Improved main cpu/sound cpu sync in Model2 Original games.
Model 2 Emulator v0.8a. This package includes both the normal and MultiCPU versions exes.
Download from here,
http://nebula.emulatronia.com/index.php
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June 25th, 2008, 19:20 Posted By: Shrygue
via Games Industry
During a keynote Q&A at the Paris Game Developers Conference, Blizzard SVP Rob Pardo revealed that World of Warcraft was originally planned as a free-to-play title.
According to a Gamasutra report, Pardo told GDC executive director Jamil Moledina: "When were first going to make World of Warcraft, we wanted to make it free and advertising supported."
"We didn't want to charge a subscription, but as we researched market conditions, we realised that wouldn't support us."
Pardo also referred to the upcoming Activision and Vivendi Games merger - forming a new entity to be known as Activision Blizzard.
"It really doesn't affect us at all," he said.
"One thing that was great about this particular merger is that Bobby Kotick and all the great people at Activision didn't want to do this deal unless everyone at Blizzard bought into it."
"They really wanted to get to know us, and that's never happened before... they wanted to merge with us because ultimately it would make us a stronger company."
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June 25th, 2008, 19:40 Posted By: Shrygue
via IGN
SouthPeak Games today announced that its puzzle game Roogoo is now available for Windows PC. Roogoo, which was previously released on Xbox Live Arcade for the Xbox 360 videogame and entertainment system from Microsoft, features 45 levels as well as two-player split screen.
"Roogoo is a fun, family friendly puzzle game that is as addictive as it is cute," said Melanie Mroz, CEO of SouthPeak Games. "Not only does the game get progressively more challenging to play, but it also gets harder and harder to put down."
Taking place in the fantasyland of Planet Roo, you star as one of the last Roogoo's still uncorrupted by the evil King Goo. King Goo can think of nothing but power and uses his influence to make other Roogoos believe that greed is the way of life. He starts to steal joyful meteors from the sky and uses their powers to build bigger and more powerful cities. After a fair amount of stealing, many of the kingdom's once cute and innocent Roogoos have turned into wicked Meemoos. It is your job to stop King Goo from collecting the remaining meteors and to turn the Meemoos back into Roogoos before it's too late.
In order to accomplish your quest and save Planet Roo, you must guide falling meteors, in the form of different shape blocks, through rotating platforms. When matched correctly, the blocks are allowed to reach their intended destination. Each meteor you guide correctly gets you one step closer to your goal.
Roogoo is available now for $19.99 at retailers everywhere. It is rated E for Everyone.
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June 25th, 2008, 20:46 Posted By: wraggster
How much does your PC really draw in terms of power when idle, when in sleep, and when playing a demanding game? I don't trust everything the manufacturers of hardware say, so I thought I'd get myself a watt measuring device and run a few tests on some of the gear I leave on all the time, and the gear I go to the trouble of turning off. The Linksys router drew 8 watts, the monitor drew a fairly noticeable 30-31, but what surprised me was how little power the base unit drew, even when playing Company of Heroes. Also, the variance of power draw for Vista seemed minimal, regardless of what you got the machine to do
http://games.slashdot.org/article.pl...8/06/25/180211
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June 25th, 2008, 21:02 Posted By: Shrygue
via Engadget
While Bill Gates' imminent retirement from Microsoft is understandably a cause for some quiet moments of reflection for some, it's also given folks an excuse to dig up some tidbits from Gates' tenure that have somehow gone unnoticed or unheralded in the past few years, one of the juiciest of which comes in the form of a 2003 email that Todd Bishop of the Seattle Post-Intelligence has thankfully given fresh light. In it, Gates rips into "how Windows Usability has been going backwards" as he details his long, arduous attempts to download Moviemaker and buy the then new Digital Plus pack.
While there's far to many gems to include here, a few of Gates' stand-out observations include how "crazy" it is that it took six minutes to install "a bunch of controls" before he was able to install Moviemaker, and his disappointment that he had to reboot his machine even though he reboots it every night. Eventually, after (apparently) getting Moviemaker installed, Gates decided to go digging in the add/remove program options to ensure that it was installed, only to find it missing, which prompted him to declare that, "someone decided to trash the one part of Windows that was usable," adding that, "this program listing was one sane place but now it is all crapped up." Needless to say, we'd recommend hitting the read link below to check out the full must-read email.
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June 26th, 2008, 19:52 Posted By: Shrygue
via Eurogamer
Microsoft is hosting a big old showcase to prove that PC gaming is not dead just having a bit of a sit down.
The event is titled Windows Presents: The Big Picture and is taking place today in San Francisco.
Games on show will include Bionic Commando, Call of Duty: World of War, Fevil May Cry 4, Ghostbusters and Kung Fu Panda. Microsoft will confirm the release of 16 more titles under the Games for Windows label, including Quantum of Solace, Mafia II, Battlestations Midway, Battlestations: Pacific and Saints Row 2. AMD and NVIDIA will also be there to show off their latest graphics technology.
"These are exciting times for the PC gaming industry," said bigwig John Schappert. "Every major region will see PC gaming continue to grow in audience, game revenue and hardware purchases for the foreseeable future.
"While the challenges we face as an industry are many PC gaming has never been stronger, and we’re confident this trend will continue in the years to come."
Schappert went on to point out that Crysis and Age of Conan have now shipped more than 1 million copies, while Hellgate: London has over a million active subscribers.
"The Windows-based PC is the most connected gaming platform on the planet," Schappert said. "Microsoft’s continued investments will enable game publishers to take advantage of that connectivity while delivering to consumers the kinds of gaming experiences they will love."
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June 28th, 2008, 22:55 Posted By: wraggster
If Blizzard's Diablo 3 FAQ page is still acting wonky, or if you're too impatient to read through everything here are the highlights:
Return to Sanctuary, the same world as the previous 2 games. The game takes place 20 years after Diablo 2.
There are 5 character classes in the game. We know two so far: a new Witch Doctor class, and a completely redone Barbarian class. Male and female options for all classes.
Havok-powered physics
Building on previous random environments, Blizzard promises "a host of new ways to create random scripted events throughout the game."
Upgraded Battle.net
Deckard Cain returns, but is noted as the "first victim" of the new horrors
Plan is to release the game "simultaneously in as many regions as possible, and to localize the game in several languages." The game will ship for Mac and Windows simultaneously.
http://www.joystiq.com/2008/06/28/hi...-diablo-3-faq/
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June 28th, 2008, 23:00 Posted By: wraggster
Internode Games Network reports that Blizzard brass hat Rob Pardo (tell us what we've won!) in his Worldwide Invitational presentation, has slammed teh door on rumors Starcraft II drops December 3. Saith Internode:
Speaking about the game's development, he explained that they were "about a third of the way through" the campaign, and were concentrating on story structure and cinematics at this point - commenting that by the end of the year, Blizzard should have something very impressive to show off.
That said, Mac gamers can expect a simultaneous release of this title, too — whenever it arrives.
http://kotaku.com/5020519/youre-not-...-for-christmas
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June 29th, 2008, 10:11 Posted By: wraggster
Tucked into a wide-ranging interview with IGN is this nugget from Cervat Yerli, the CEO of Crytek, developer of Crysis:
It's crazy how the ratio between sales to piracy is probably 1 to 15 to 1 to 20 right now. For one sale there are 15 to 20 pirates and pirate versions, and that's a big shame for the PC industry. I hope with Warhead I hope we improve the situation, but at the same time it may have an impact on [our] PC exclusivity in the future.
http://kotaku.com/5020530/cryteks-ce...pc-exclusivity
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June 30th, 2008, 19:25 Posted By: Shrygue
via Computer and Video Games
A man who sent sexual messages to a 15-year-old girl, and bought her a plane ticket from Tasmania to Melbourne, has been convicted of child stealing.
Anthony Taylor, 31, met the girl while questing in Azeroth and started regularly talking to her. According to news.com.au, they also spoke over the phone.
Despite being threatened by the girl's father when he found out about the relationship, Taylor bought a ticket for her to come and see him, even depositing money in her bank account so she could get a taxi to the airport.
He was arrested as he waited for the girl to arrive in Melbourne. When police confronted him, he admitted buying the girl a ticket and said he "thought the age could be a problem."
During his trial, the court was told Taylor had already been found guilty of having a relationship with a girl under sixteen. He had fathered her child.
Taylor got seven-months non-custodial in an intensive corrections order
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