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    Watch the first Nintendo DS Trailer!

    Alpha
    By Alpha,
    What do a lioness, and elephant, Steve-O, Chris Pontius, and Nintendo DS have in common? They all get touchy-feely in this new commercial.

     

    In the newest Nintendo DS commercial, Steve-O nearly gets mauled by a lion while Chris Pontius frags away on Metroid Prime: Hunters while riding atop an elephant. Oh, Chris also says "ass". Welcome to the Nintendo DS hype train.

     

    The commercial was directed by Jeff Tremaine and stars both Wildboyz as they compete wirelessly in the African wild. The highlight is when a female lion hanging out underneath Steve-O's tree decides to climb up and say hello. The event was completely unscripted, but since Steve-O didn't get hurt, the scene was left in. The ad begins airing on MTV today.

     

    Hit the link below to watch both the commercial and a "making of" video from Nintendo's official website.

    I could not stop laughing at the new Nintendo DS trailer, either they are trying to scare people away or somehow boost sails. Either way, the Nintendo DS is looking greater than expected. It will be available in stores November 21st!

     

    In a press teleconference earlier today, Nintendo confirmed that a Nintendo DS Game Card featuring a playable demo of the upcoming Metroid Prime Hunters will be bundled with all Nintendo DS units in North America. The demo, called Metroid Prime Hunters: First Hunt, will have one level of a first-person adventure game that can be played in either single-player mode or against up to three other DS users in wireless multiplayer format. We'll have more information about Metroid Prime Hunters: First Hunt and a full transcript of the teleconference soon.

    This is also great news, most likely the PSP will do the same with their official games. Maybe Metal Gear Solid?

     

    »» Watch the Commercial

    »» Watch the Making of the Commercial


    pre-DS/DSemu v0.0.1b Released!

    Alpha
    By Alpha,

    Currently this new emulator, DSemu is currently now a Gameboy Advance emulator though soon enough it should turn out to be a great DS emulator.

     

    screen_1.png

    Added multiple backgrounds into the Mode0 renderer

     

        Commented out some GPU detritus

     

        Added some more ROMs in the archive.

        Do note however, that multiple backgrounds is currently untested.

    »» Official DSEmu Website

    »» Download It Now!

    Credits: LoRd_SnOw & Spin-X Emulation


    Mame 0.88 is Released !

    James
    By James,

    http://www.mame.net/downmain.html

     

    0.88 (includes 0.87u5 whatsnew.txt details)

     

    General Improvements

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

     

    Emulation of Sega FD1094 encrypted 68k CPUs, this will allow for significant progress

    in the emulation of the remaining encrypted Sega games.  Note that we require working

    CPUs to extract encryption data from in order to emulate the encrypted titles, see

    http://cgfm2.emuviews.com/ for more details.  As a result of this code several of the

    encrypted games will now boot (astorm, ddcrew, wb3a, wb3b, tetris, ddux, sonicbom etc.)

    [Charles MacDonald - extracting data from CPUs,

       Nicola Salmoria - decryption code]

     

    Misc fixes from Mame32Plus

    ay.diff: add save state support for AY8910 and friends

    crbaloon.diff: add music support

    darius.diff: adjust FM/ADPCM balance

    f3.diff: fix landmakr sound loading

    harddriv.diff: fix undersized array causing memory trashing

    mario.diff: added save state support

    qsound.diff: added save state support

    renegade.diff: fixed missing break; in MCU simulation

    s16.diff: adjust FM/ADPCM balance

    scsp.diff: fixed undersized array causing stack trashing

    ssv.diff: fixed hypreac2 sound loading

     

    i960 and model 2 update [R.Belmont, ElSemi]

    i960:

    - Fixed bug in movl (ElSemi)

     

    model2:

    - Removed hotd and lastbrnx hacks, the i960 fix

    obsoletes them

    - Added port 0 switching, player 2 start works in

    several games now (ElSemi)

    - Added working timer support, including timer IRQs

    - Updated game status listing

     

    Fixed some c99 related compiler issues [Jeff Mitchell, Lawrence Gold]

     

    update to ppmast93 driver, still not playable [David Haywood]

     

    Discrete sound changes [Derrick Renaud]

     

    Discrete Sound Changes

    ======================

    * Continued cleanup of code to make it more readable

     

    New Discrete Modules Added

    ==========================

    * DISCRETE_NOTE - counter circuit used to create tones/music.

    * DISCRETE_INTEGRATE - various op amp integration (ramp) circuits.

    * DISCRETE_OP_AMP_TRIG_VCA - Did not know what to call this. :naughty:  Basically it

    is a programable voltage controlled amp.  But uses only an on/off trigger.  It

    has resistors to select the rise/fall times.  Also it is not a true VCA.  It

    actually adjusts amplitude by clipping more/less off the bottom of the input

    signal.  But it is a common circuit.

     

    Game Driver Changes

    ===================

    * polaris - complete sound rewrite to use new component value code.  Hooked up

    watchdog timer.

     

    New watchdog functionality [Derrick Renaud]

     

    Game Driver Changes

    ===================

    * dominos, sprint1, sprint2, dragrace, canyon, nitedrvr - added watchdog and

    set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.

    * firetrk, montecar, superbug, pacman, polaris - changed watchdog to proper

    time using new MDRV_WATCHDOG_VBLANK_INIT function.

    * galpania, galpanib - changed to MDRV_WATCHDOG_VBLANK_INIT because these

    games need watchdog init at game start.

     

    Core Changes

    ============

    Changed watchdog to allow it to start at machine run start.  If not used, the

    previous watchdog functionality is retained.  Only define 1 of the 2 watchdogs

    per game.  If both are defined then  MDRV_WATCHDOG_VBLANK_INIT will be used

    only.

     

    * MDRV_WATCHDOG_VBLANK_INIT(watch_count)- Initializes the watchdog in

    MACHINE_DRIVER_.  watch_count is the # of vertical blanking intervals before a

    forced reset.  If the time is unkown then you can use these defaults:

    DEFAULT_60HZ_3S_VBLANK_WATCHDOG or DEFAULT_30HZ_3S_VBLANK_WATCHDOG

     

    * MDRV_WATCHDOG_TIME_INIT(time)- Initializes the watchdog in MACHINE_DRIVER_.

    time is the time in seconds before a forced reset.

     

    New function to enable/disable the watchdog in game.

    watchdog_enable(0 or 1) - used to 0=disable or !0=enable.

     

    Made a macro that calculates the pulse time of a 74LS122 or LS123.

    TIME_OF_74LS123(r,c)

    r is in Ohms.  c is in Farads.

    c must be greater then 1000pF to use this function

     

     

    Added runtime option to disable validity checks [Derrick Renaud]

     

    Added run time option:

    -[no]skip_validitychecks

         Forces MAME to skip doing the code validity checks. The default is

         OFF (-noskip_validitychecks).

    This new option will default to doing the test and force you to confirm you

    do not want to use it.  This way users can test their submissions easily and

    then speed things up when confirmed ok.

     

    NOTE: DO NOT disable the checks when submitting code

     

    Fixed voodoo code broken by cleanup in u3 [Aaron Giles]

     

    Fixed qdrmfgp broken by cleanup in u3 [Olivier Galibert]

     

    Fixed cut and paste error in chdman [René Single]

     

    Fixed mayday inputs [stefan Jokisch]

     

    Fixed Puzzle Club dips [brian Troha]

     

    Input Port System Update [Aaron Giles]

    PORT_INCLUDE() works the same as before.

     

    PORT_MODIFY("tag") allows you to modify any given input port by specifying

    its tag.

     

    Any PORT_BIT() entries that you put after a PORT_MODIFY will nuke any

    matching entries in the previous definition, allowing you to overwrite them

    with new stuff.

     

    I also added a few new functions:

     

    readinputportbytag_safe() takes a tag and a default value. If the tag is not

    found, the default value is returned.

     

    port_tag_to_handler8()

    port_tag_to_handler16()

    port_tag_to_handler32() -- these 3 new functions take a tag string, find the

    input port, and return the appropriate handler. They can be used in AM_READ,

    so instead of:

     

       AM_RANGE(0x00, 0x00) AM_READ(input_port_1_r)

     

    You can use

     

       AM_RANGE(0x00, 0x00) AM_READ(port_tag_to_handler8("MyPortName"))

     

    I've modified exidy.c to use these features as a testbed. Let me know if you

    see any problems.

     

    Memory system changes / fixes [Aaron Giles]

    * added explicit casting to the memory handler width when computing the

    shifted data/mask values for read/write handlers -- this should in theory

    fix R. Belmont's 64-bit issues

     

    * added memory_install_read/write8/16/32/64_matchmask_handler functions to

    allow dynamic installation of match/mask (AM_SPACE-style) memory ranges -- 

    this should satisfy Frank P's request for the astrocade driver

     

    * changed masking behavior for match/mask pairs so that an AM_SPACE with an

    AM_MASK does not expand the explicitly-specified mask value -- this should

    fix dwidel's problem getting Pac-Man accurate

     

    * changed dynamic bank assignment to always assign a bank if you have

    explicitly specified a mask value via AM_MASK -- this should allow mirroring

    via AM_MASK if you want to, though AM_MIRROR is still preferred

     

    Fixed OKI banking in Fixeight bootleg [Quench]

     

    More changes [Derrick Renaud]

     

    Game Driver Changes

    ===================

    * firetrk, montecar - added proper CPU clock frequency change when going

    in/out of service mode.

     

    Core Changes

    ============

    Fixed some last remaining issues with the new watchdog.  The watchdog would

    not remain disabled after a watchdog_enable(0) in some conditions.

     

    Added a new function to change CPU clock speed in game.  The current scaling

    factor will still apply.  eg. If you force the CPU to change clock to 1MHz

    while the scaling is at 50%, the effective CPU speed will be 500kHz.  Then

    reading the clock speed will give 1MHz, because clock scaling is transparent

    to the driver.

     

    /* Returns the current CPU's actual unscaled running clock speed */

    int cpunum_get_clock(int cpunum);

     

    /* Sets the current CPU's clock speed and then adjusts for scaling */

    void cpunum_set_clock(int cpunum, int clock);

     

    Fixed some problems in Steel Force [Pierpaolo Prazzoli]

     

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    F1 Grand Prix Star II [brian Troha]

    roms redumped

     

    Sonic Boom [Charles MacDonald, Nicola Salmoria]

     

    Mighty Warriors [Pierpaolo Prazzoli]

    some sprite problems

     

    Twins [David Haywood]

    missing eeprom

     

    Greyhound Selection [Pierpaolo Prazzoli]

     

    BMC Bowling [Tomasz Slanina]

    missing music, some wrong gfx

     

    Field Combat [Tomasz Slanina]

    bad sprite colours

     

    Gallop Racer 3 [smf]

    sound problems

     

    Tank 8 [stefan Jokisch]

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Tetris (Sega) (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]

     

    Wonderboy 3 (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]

     

    Greyhound trivia (alt questions) [Pierpaolo Prazzoli]

     

    Astro Blaster (version 2a) [Mash]

     

    New Non-Working games / clones supported

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

     

    D.D. Crew [Charles MacDonald, Nicola Salmoria]

    some issues with system18 emulation

     

    Dynamite Dux (original) [Charles MacDonald, Nicola Salmoria]

    some issues with system16 emulation

     

    BC Story (set 2) [David Haywood]

    more protection issues?

     

    Super GX [Mash]

    bad rom

     

    Skelagon [Mash]

    bad rom

     

    Virtua Formula

    same issues as VR

     

     

    Download Mame32 v0.88


    ZSNES WIP 10/24/04

    Agozer
    By Agozer,

    News: ZSNES WIP October 24 Released

     

    * Minor Comment update [ipher]

    * FF3u hack no longer discriminates against the Japanese version. [Nach]

    * Battery fixes (unforunetly ZSNES is too complex for a full fix right now). [Nach]

    * SuperFX2 Updates [pagefault]

     

    get it here.


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