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Two new must-haves for gamers
Its Oct. 18th, why are you reading this?
Shining Force Neo & Quake4 were both released today!
Need I say more?
-Edit:
Shining Force Neo: A take on the popular classic RPG/Strategy game developed for Genesis. Control new characters in a new world.
1UP Grade: 9/10
1UP Review: http://www.1up.com/do/reviewPage?cId=3144786&did=1
GameSpot Review: http://www.gamespot.com/ps2/rpg/shiningforce/
Quake 4: The Classic FPS is back with better weapons better technology all waiting for you to pick up a gun and frag.

1UP Grade: 8/10
GameSpot Grade: 8.0/10
1UP Review: http://www.1up.com/do/reviewPage?cId=3144850
GameSpot Review: http://www.gamespot.com/pc/action/quake4/
Unreal Speccy 0.32b4 Released!
Unreal Speccy is an that emulator emulates the Pentagon, requires Windows XP and supports.Z80/.SNA/.TAP/.TRD/.SCL/.FDI and most of the.TZX format. Windows 9x support (W95/98/ME) was stopped in recent versions. If you run Windows 9x, you will want to retain v0.22b (464,415 bytes) - WorldofSpectrum.org
»» Download
»» Homepage
Thanks to Emulation9 for the news!
MFME Version 3.0 Release!
MFME is a mutliple system emulator that includes SYSTEM1, MPS1/2, SYSTEM80, SYS5, SCORPION1/2, MPU3/4, M1A/B, and IMPACT.
Although i haven't had too much time of late to work on any new techs as I have been concentrating mainly on rewriting the graphics core to improve performance (as well as fixing a few bugs of course). This has formed the basis of the "next generation" of MFME, version 3.
Instead of just loading the components up from the layout it now converts them to use the new component library and then renders them to the screen. This results in much more efficient performance and a number of other benefits.
This release is primarily to see if the new components work reasonably well on different spec PC's, feedback appreciated!
Major improvements stemming from this include
=============================================
No lamp slowdowns during Jackpot sequences etc, lamp drawing speed is significantly increased.
Resizing of the layout to any size you wish "on the fly"- no more not being able to play a 1280 layout on a 1024x768 screen
Absent Friends
=================
You will find a few things missing this time around. Most noticably the design tools. This release is just intended to be a "player" only release. So you will need to continue to use MFME 2 for designing layouts and configurations. Adding design tools to
use the new component format is a significant amount of work, and is on the back burner for the time being.
Other Improvements
==================
Many of the bugs reported in 2.0 have been fixed
BWB CHR Encryption has now been cracked
Speed is now set automatically it may be a tad too fast on some platforms
Draggable Reels
The Ability to switch off the About Box at startup
Animated lamp buttons that move when pressed or shortcut pressed, although this exposes some DX design features on some layouts
New format game manager with animated screen shot window and game platform filtering
SEC meter support, though no previously released games support it
Known Bugs/Features
===================
Horizontal reels are not supported in this release
Some layouts will suffer from lamp "distortion" when reduced in size.
Some layouts might have the reel offsets incorrect.
Components that are placed outside the visible area of the screen will be deleted, this means some shortcuts might no longer function.
ACE stills suffers from coin in restarts
Auto throttling is currently fixed, so no speed adjustment is possible
Thanks to Emulation9 for the news!
bSnes WIP Update!
bSNES is a Super Nintendo Emulator that was not derived from any existing emulator source code, such as snes9x. It was written from scratch by Byuu.
I'm pretty sure I've improved NMI / IRQ timing even more since the last update, but I really don't remember anymore... I also cleaned up a few parts of the code.
I also did a lot of work on the HDMA code. Now HDMA init and per-scanline HDMA transfers have (mostly) correct hardware timing. I even went so far as to emulate the differences between CPUv1 and CPUv2 HDMA init timing. I then went ahead and improved the actual HDMA transfer process itself, and along with some help from anomie, I was able to fix the weird bug in SFA2's status bar, and get Energy Breaker looking a lot better than it was. It's not perfect though, EB flickers really badly when text windows are onscreen, and the map is still beyond screwed. There's an issue with Charlie's stage in SFA2 as well. Little by little...

