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    SSF v0.07 alpha R12 released!

    Robert
    By Robert,
    SSF Ver0.07 alpha R12

    The trouble which with dual core CPU becomes skip state was corrected.

    SH2 order was corrected.

    The stage selective picture of the gang Lee phone being repaired, it increases.

    Sprite windowing of the VDP2 was corrected.

    It reaching the point where the background of the mah-jongg four sisters Wakakusa story is indicated, it increases.

    Drawing processing of the surface of revolution of the VDP2 was modified.

    The EG of the SCSP was corrected.

    Reproducibility of the built-in sound source a little has improved.

    Idling loop check of slave CPU was improved.

    The reset button was made apparatus similar operation.

    The reset key from the TAB was modified in the F4 attendant upon that.

    Source, translated by Google.

     

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

     

    Credits: Official Site


    Mame v0.99u9

    Robert
    By Robert,
    0.99u9

    --------

     

     

    Source Changes

    ------------------

    Removed tilemap_dispose call and fixed the two drivers that were using it. This fixes

    improper save state registrations in megasys1 and ygv608 games. [Aaron Giles]

     

    Fixed bug that caused the sound cores to keep running while paused. [Aaron Giles]

     

    Added discrete emulation of the background music for Indian Battle. [Derrick Renaud]

     

    Fixed tilemap priorities in Magic Bubble. [Pierpaolo Prazzoli]

     

    Cleaned up MESS hooks into the input port system. [Nathan Woods]

     

    Major Namco sound improvements: [R. Belmont]

    * C352 now sets output pitch correctly by input clock

    * Added emulated sound and music to all NB-1, NB-2,

        and System 11 games, using Prop Cycle's BIOS as a

        substitute until the original can be trojaned or

        otherwise obtained

    * Hooked it up for plain System 22 games as well, but

        they're not interested in passing down proper commands

        for some reason

    * Speed-cheated all instances of the M37710/C352 sound

        system so CPU requirements don't go up much.  This

        also helped back off the requirements a hair for Prop

        Cycle and Time Crisis

     

     

    New clones added

    --------------------

    Magic Bubble (Adult version) [David Haywood]

    Dynamite Dux (set 1, 8751 317-0095) [Arzeno Fabrice, David Haywood]

     

    Source

     

    MAME32 released!

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

    MAME32FX released!

    »» Official Site

    »» Download it Now! [1Emulation Server]


    Nebula 2.25 Released

    Necromancer
    By Necromancer,

    El Semi has released a new version of Nebula. Here are the changes:

    NEOGEO

    Updated drivers. Thanks to Wesker, MR-J and the rest of people

    in speksnk.net boards

     

    Unlocked games up to New Power Instinct Matrimelee

     

    Fixed garou raster effect missing in pre-battle talk

     

    Added proper neopcm2 decryption.

     

    NEOGEO CD

    Some code has been rewritten to improve compatibility. Now

    more games should work (although there are still some problems).

     

    Added an option in the Emulation menu for direct load of neocd ISO

    or CD.

     

    PGM

    Added Knights of Valour 2 and Knights of Valour 2: Nine Dragons. Thanks

    to HappyASR for the help getting the dump of the internal cartridge

    cpu program. Due to the extra processor required to emulate, the game

    will require a more powerful PC to run. Also savestates won't work.

    (Internet ranking mode for kof2nd has been intentionally disabled).

     

    Music speed in kov2/kov2nd is a bit off.

     

    Fixed wrong sprite zoom and shrinking (required for kov2nd)

     

    Fixed sprite priorities handling (required for kov2 & kof2nd)

     

    Added protection for PhotoY2k.

     

    CPS 2

    Updated drivers. Thanks to Wesker, MR-J and the rest of people

    in speksnk.net boards.

     

    »» Official Site: http://nebula.emulatronia.com/

    »» Download it Now! [1Emulation Server]


    Sega Shows Off Two Next-Gen Titles

    Wizard
    By Wizard,
    Publisher reveals next-gen Hedgehog and current-gen Sonic Riders for 2006; Chromehounds dated and detailed.

     

    It might not have been the fabled "Segaton," (but hey, what is?) but today's flurry of announcements from Sega will elate devotees of the publisher. Late Thursday PDT, the company took the wraps off two heretofore unknown projects and dated one of its top next-generation titles.

     

    First up was the announcement that yes indeed, there is a next-generation Sonic game in the works. Billed as a "re-invention" of the classic franchise, Sonic the Hedgehog will make its debut on the PlayStation 3 and Xbox 360 sometime during 2006.

     

    Presiding over the game's development will be none other than Yuji Naka, who, along with character designer Naoto Ohshima, created the original Sonic game for the Sega Genesis in 1991. According to Sega, Naka will "create the most intense sensation of speed ever experienced in videogames" with "an innovative combination of art, physics and game design."

     

    "We are proud to re-create our famous friend, Sonic, for a new generation of gamers on PlayStation 3 and Xbox 360," said Naka. "With Sonic the Hedgehog, we have gone back to our starting point, more than 15-years ago, to reinvent the attitude and speed that made our hero a legend. The 'rebirth of Sonic' will offer an unparalleled sense of speed that is only possible using the processing power afforded by the new systems."

     

    Sega also had good news for Xbox, GameCube, or PlayStation 2 owners. The company simultaneously announced Sonic Riders, a new title that "integrates extreme sports, high-speed racing and head-to-head battles," will ship in winter 2006 for all three platforms.

     

    However, Sonic Riders' racing won't involve cars, motorcycles, or Wipeout-esque hovercraft. Instead, players will assume the role of one of several characters riding air boards in an international competition which will pit Sonic and his cohorts against the nefarious Dr. Eggman's team, The Band of Thieves: Babylon. The winner of the contest--which will support up to four players--will take home the fabled Chaos Emerald.

     

    Last but not least, Sega today dated Chromehounds, its forthcoming mech-combat game for the Xbox 360. In development at Tokyo-based From Software (Otogi, Armored Core), the game will ship for Microsoft's next-gen console in spring 2006, around the same time as the PlayStation 3 launch.

     

    Sega did not release any rating or pricing information for Chromehounds. However, it did release a bevy of details on the game, including the fact it will offer both "an absorbing single-player campaign and a fully customizable Xbox Live experience," according to Sega of America vice president of marketing Scott Steinberg. Steinberg also said the game would sport both cooperative and competitive online play and allow players to choose from "thousands of upgrade options, which affect both the look and performance of player mechs."

     

    Sega also said that Chromehounds would have "cooperative and competitive campaigns for up to 12 players" simultaneously, and let players exert squad-based control in "tactics commander" mode. The publisher also promised "photorealistic visuals" of desolate, conflict-swept battlefields.

    >>Sonic the Hedgehog screens

    >>Chrome Hounds screens

    >>Sonic Riders (PS2/Xbox/GC)

    >>Gamespot Article

     

    HECK YEAH


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