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  • GBA News

    by Published on March 8th, 2012 01:11
    1. Categories:
    2. DCEmu,
    3. Nintendo DS News,
    4. GBA News,
    5. Sega Dreamcast News,
    6. GPF Dev News

    Tonight its my great honour to finally put back online after months of struggling trying to get it fully working, GPFs Development Site, GPF otherwise known as Troy Davis is a coder who worked on the Dreamcast, Nintendo DS, Nintendo Wii and Mobile Phones.

    His releases are:

    For Dreamcast:

    gpSPDC(GBA Emulator)
    DC NeoPop
    DC Nin64
    Visual Troy Advance
    Cars DC
    Lord of the Rings
    Another World (AW/DC)
    Super Mario Wars
    Text Text Revolution
    Trampalien Gunmen DC
    YASFCave v1.0
    Libraries and Dev Tools
    DC Tool
    DC Load

    For Nintendo DS:

    NDS YASFCave
    Super Mario Wars DS
    Defendguin DS
    robotfindskitten DS
    Libraries and Dev Tools
    SDL libraries
    romdiskfs library

    As you can see theres some awesome releases and all zips are fully working no corrupt files at all.

    Check out GPFs Site here --> http://gpf.dcemu.co.uk ...
    by Published on March 1st, 2012 01:34
    1. Categories:
    2. Gameboy News,
    3. GBA News
    Article Preview

    Got an email today from shop i used to visit alot about the release of a USB Flash Cart for Gameboy and Gameboy Colour games, this can be used on not only the Gameboy and Gameboy Colour but also the GBA and GBA SP:

    Heres the details:

    · Build-in 64M memory. (2 pages, 32M per page)
    · Supports GB / GBC / GBA / GBA SP
    · Supports GB / GBC ROMs (include LSDJ)
    · Multiple game ROMs burning is allowed
    · Connect to PC via USB cable
    · Supports Windows XP / Vista / Windows 7 (Beta)
    · Easy replaceable battery (for SRAM - CR1220, 3V). No soldering is needed.

    - Game saver is stored in SRAM. It could only store one game saver at the same time !

    - Also compatible with GB Transferer I & II
    - The USB <> miniUSB cable is include in this package !
    - Switching between BANK 1 and BANK 2 after POWER OFF the handheld for a second, then POWER ON again. Green LED is ON, if switched to the second bank. If not, BANK 1 is active.

    http://www.flashlinker-shop.com/gb-u...69.html?ref=30 ...
    by Published on December 8th, 2011 22:45
    1. Categories:
    2. Nintendo 64 News,
    3. Nintendo DS News,
    4. Nintendo 3DS News,
    5. Nintendo Wii News,
    6. Snes News,
    7. Gameboy News,
    8. GBA News,
    9. Nintendo Gamecube News,
    10. Nes News,
    11. Wii U News

    Nintendo's Shigeru Miyamoto, the creator and producer of the Zelda and Mario franchises among other works, is stepping down at Nintendo. After personally managing Nintendo's blockbuster franchises for ~20 years, Miyamoto said today: 'What I really want to do is be in the forefront of game development once again myself. Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small.'"Update: 12/08 21:35 GMT by T : Note that Nintendo is careful to say that this is not retirement, even if Miyamoto's role at Nintendo changes.

    by Published on November 21st, 2011 21:59
    1. Categories:
    2. GBA News

    Via Nintendomax comes awesome news of a game that was an unreleased commercial game from Rare

    We're happy to announce that this will be out first beta release ever. Download will be available Sunday, 23 October 2011.

    This is a beta build of Grunty's Revenge with a full debug menu still in tact.



    Download Via Comments ...
    by Published on November 21st, 2011 21:52
    1. Categories:
    2. GBA News

    Via Nintendomax comes awesome news of a game that was an unreleased commercial game from Rare
    Today we've got quite an interesting one, it's Diddy Kong Pilot. I bought this cartridge from a fellow collector about 3-4 months ago, back then I didn't know it was unreleased nor much beta, I just wanted to obtain some items from Rare. I'm not sure how far it is in development though.

    I decided to contact a couple of former employee's I know and hear what they could say about the development cycle of the game. The information is quite interesting as well.
    I want to thank both Paul and Jens for sharing the information to go alongside this page. I will update this page throughout the week with screenshots, pictures of the cartridge, etc.

    Quote content originally posted by: Jens
    ‪The original design brief was a mix between racing and adventure sections, a bit like pilot wings with the flying sections from diddy kong racing. A key feature was going to be the tilt control. You were meant to hold the GBA like a steering wheel, and management was quite keen on doing something like that FMV shooter Iridion 3D that was released on GBA.‬

    ‪We found quite early on that the concept was highly inappropriate for the hardware, and that the tilt control didn't work even remotely as well as management imagined.‬

    ‪It was originally going to use Mario characters as well as DKC characters.‬ ‪2-3 month in we had a prototype, and while we on the team saw nothing but problems management always insisted that it was going well. Sigh.‬

    Around the time of the Spaceworld version we got feedback from Nintendo which pretty much covered my concerns: Tilt is not working well, a racing game with planes is pointless if you don't have a 3D world, the GBA's LCD is not well suited in situations where the GBA is not held perfectly in line with a light source, etc. Instead of doing the sensible thing of cancelling the game, or allowing us to drop tilt and make a game more in line with the hardware capabilities we got scheduled to get it finished by October. To do that we still needed multiplayer, finish off racing and implement dozens of adventure levels that would all require individual programming. Additionally we had several people from management micro-managing us into different directions, disregarding any hardware or cartridge space limitations.

    Around October the first designer and the artists were taken off the team. The artists were merged into the Sabrewulf and Grunty's Revenge teams, the designer was made redundant. The other programmer and me joined the team led by Martin Wakeley, and we continued under his lead. All the adventure elements were dropped, and only the racing sections remained. Additionally we eventually removed the tilt control.

    Martin was a lot more senior than the first designer, and was able to deflect a lot of the bullshit and micromanagement. We got most of the game implemented by about May-June the next year. Unfortunately this was when management started to spend most of their time on the sale of Rare to various publishers. Nintendo had a version of the game, but because of all the work involved with the sale of Rare, and with other projects they were involved with, we didn't get a response from them for a long time. They ultimately decided against publishing it.

    Around the time when we had to sign new contracts with Microsoft I confronted Chris Stamper about the game and its future, and I was eventually allowed to start a new game (Battletoads GBA) while DKP was waiting for Nintendo's decision.

    ‪Martin left Rare around October that year, and shortly after that DKP was shelved. A few months later it was restarted by another team as Banjo Pilot, who went through a total rewrite and a voxel version until they finally took my last version and changed the sprites into Banjo.‬ ‪I hope that helps.‬


    Download Via Comments
    by Published on November 21st, 2011 21:46
    1. Categories:
    2. GBA News

    Via Nintendomax comes awesome news of a game that was an unreleased commercial game from Rare

    Now this sort of releases makes all homebrewers and fans very happy, heres the details from rare:

    Our next release is Battletoads GBA, going to guess it was the last build ever made. The game doesn't have much content either. We've got Jens back to give us a briefing on this project:
    Quote content originally posted by: Jens
    ‪I joined the project when the designer and the artist were already busy with preproduction. I think management (which included the Battletoads creators and artists) was mostly concerned with the concept art for the toads, because it was going to be used for a possible Xbox version as well. Our artist created many variations of them, from typical space marine/knight armour to the heavy metal/S&M leather gear of the original games. It was difficult, because the original creators had sometimes conflicting ideas, but they eventually settled on the casual look used in the final build.

    The game design was even more difficult. Half of management suggested to just remake the NES version with fancy graphics, the other half said we can do whatever we want - except that real innovation will have to wait for the Xbox version.

    I think we agreed on the team that the ultra-hard NES version would be difficult to sell nowadays, and many sections look very dated by now. We looked at all the other Battletoads games and I think we even had the arcade board running. We wanted to keep many of the features that people remembered positively of the games, while trying to focus the gameplay on some consistent mechanics to avoid frustration. I'm personally not very happy about the tiny sprites in the GBA version, because with the small screen size and the thin character you hardly see any detail. No idea if that was the final approved design. Most of the animations and renders were just done to have something moving on screen, and were far from final. Near the end we showed it to a group who were responsible for publishing and marketing, and we were initially told that they liked it but wanted some changes. Then the meeting to tell us about those changes was delayed over and over until we were finally told that the game was cancelled. Most levels were just blocked out with placeholder art and empty enemy locations, so that more of the engine could be implemented.

    The Mode-7 bit was actually reusing DKP graphics but with a completely different engine. My plan for the racing sections was to use a road system like "Lotus Esprit Turbo Challenge III" with hills and tunnels, and using the scaling hardware for fancy texturing effects. I didn't get very far, though. Maybe I'll implement that sometime just to see how it would've looked like.

    Overall it was a big relief for me when it was cancelled. Developing on GameBoy while Rare was still owned by Nintendo was hard enough and I often felt like a second class citizen. Getting any resources to make a good GameBoy title would've been even harder as a 3rd party developer for a competing platform. I was a bit disappointed that the designer and team lead was made redundant instead of being moved onto an Xbox project, but in hindsight he probably got the best deal.


    Download Via Comments
    by Published on November 18th, 2011 10:47
    1. Categories:
    2. Nintendo 64 News,
    3. Nintendo DS News,
    4. Nintendo 3DS News,
    5. Nintendo Wii News,
    6. Snes News,
    7. GBA News,
    8. Nintendo Gamecube News
    Article Preview

    Normally, Mario's Kart is just a bit of virtual video game magic, confined to a world where turtle shells fly and banana peels litter racetracks. But Nintendo has joined forces with auto shop West Coast Customs to produce two real life Mario Karts, currently on display at the Los Angeles Auto Show. Both Mario's main ride, above, and Luigi's Bumble V kart were made, and both are equipped with front-wheel drive, 18-inch wheels in the back, and a propeller addon for traveling through water.

    Unfortunately, that propeller doesn't really work underwater (so says the press release after the break), but the karts really do move. And their construction will be spotlighted in an upcoming episode of West Coast Customs' reality TV show. You can see more shots of the karts over on the company's site(including one of Reggie Fils-Aime himself driving), and the machines themselves are on display this week in Los Angeles.

    by Published on November 16th, 2011 00:23
    1. Categories:
    2. Nintendo 64 News,
    3. Nintendo DS News,
    4. Nintendo 3DS News,
    5. Nintendo Wii News,
    6. Snes News,
    7. Gameboy News,
    8. GBA News,
    9. Nintendo Gamecube News,
    10. Nes News

    In 1987 Nintendo introduced European gamers to The Legend of Zelda.

    The title was unique in the way that it combined action, adventure, exploration and even a basic levelling up system.

    It also introduced gamers to the boy hero Link, the evil king Ganon, the princess Zelda and the land of Hyrule – characters and worlds that would define the series for 25 years.

    From here on out the series would grow and grow in popularity, often changing in tone and graphical style. Each game received critical acclaim – even the black sheep of the Zelda family, the underrated Zelda II.

    There was a few hiatus on the way. It was almost five years between the second Zelda and the third one. Likewise, Ocarina of Time arrived following another five-year gap for the series.

    Outside of the main franchise, the Zelda series has spawned a number of spin-off titles – although nothing like Mario. These include 2007 Wii budget game Link’s Crossbow Training, and a DS title starring the irritation Wind Waker and Majora’s Mask oddity Tingle.

    There was also a trilogy of games released for the Phillips CDi. These games were terrible, and although officially licensed, were created with next to no input from Nintendo. Link: The Faces of Evil, Zelda: The Wand of Gamelon and Zelda's Adventure are not counted as part of the official Zelda series.

    Below, as part of our week long celebration of The Legend of Zelda, we run through the main games in The Legend of Zelda series.

    1987 –
    The Lege nd of Zelda
    The ground breaking NES original introduced gamers to the boy hero Link in his bid to find the Triforce, defeat the evil Ganon and save Princess Zelda. Fans can get hold of a copy quite easily over the Wii Virtual Console.

    1988 -
    Ze lda II: The Adventure of Link
    One year later the first sequel arrived, with Link on the hunt for the Triforce of Courage. The game included side-scrolling gameplay, and as a result is often seen as the black sheep of the Zelda series. It is also available over the Wii Virtual Console.

    1992 -
    The Legend of Zelda: A Link to the Past
    The iconic SNES title returned to the first game’s top-down view, and featured two worlds – light and dark. It is also available to download via the Wii Virtual Console.

    1993 –
    The Legend of Zelda: Link’s Awakening
    Heralded as one of the greatest portable games ever, Nintendo managed to squeeze the Zelda formula onto a Game Boy cartridge. Link must wake the Wind Fish to escape Koholint Island. A colour version of the game, featuring a new dungeon, was released in the UK in 1998. It can be downloaded via the Nintendo eShop.

    1998 –
    The Legend of Zelda: Ocarina of Time
    Widely accepted as the greatest game ever, Ocarina of Time rendered Link in 3D for his N64 debut. It’s been re-released a few times and can be downloaded via the Wii Virtual Console.

    2000 –
    The Legend of Zelda: Majora’s Mask
    Ocarina of Time’s sequel was a darker and more intimate affair, with a moon on a collision course with the land of Termina. It is available to download now via the Wii Virtual Console.

    2001 –
    The Legend of Zelda: Oracle of Seasons & Oracle of Ages
    These two Capcom-developed Zelda games for Game Boy Color could be played in any order, but then linked together for the final, ultimate showdown.

    2003 –
    The Legend of Zelda: The Wind Waker
    This acclaimed GameCube game boasted beautiful cel-shaded visuals. In the adventure Link took to the seas to save his sister, and discovered the lost kingdom of Hyrule in the process.

    The Legend of Zelda: A Link To The Past & Four Swords
    Four Swords was the first ever multiplayer Zelda game and was introduced a part of the remake of A Link To The Past on Game Boy Advance.

    2004 –
    The Legend of Zelda: The Minish Cap
    Finally Zelda fans could find out how Link got his iconic green hat. Our hero shrinks down to miniature size in a game that acted as a prequel to the
    two Four Swords games.

    2005 –
    The Legend of Zelda: Four Swords Adventures
    Four Swords’ sequel was a GameCube release. Up to four players could use the Game Boy Advance as a controller and a second screen to defeat Shadow Link and the real villain, Ganon

    2006 –
    The Legend of Zelda: Twilight Princess
    Link discovered his inner beast and hero in this adventure. The GameCube and Wii title featured a more mature visual style. It is available now on Wii as part of Nintendo’s Selects range.

    2007 –
    The Legend of Zelda: Phantom Hourglass
    Wind Waker’s 3D?cel-shaded visuals returned for Zelda’s DS debut. Using intuitive touch screen controls, players had to travel the Great Sea to save Link’s friend Tetra.

    2009 –
    The Legend of Zelda: Spirit Tracks
    When Zelda’s body is taken, leaving just her spirit behind, Link must team up with the princess in this sequel to Phantom Hourglass, which swaps boats for steam trains.

    2011 –
    The Legend of Zelda: Ocarina of Time 3D
    The 1998 classic is back on Nintendo 3DS. Fans and newcomers can rediscover the epic adventure in remarkable 3D, with improved visuals and the addition of the Master Quest.

    The Legend of ...
    by Published on November 9th, 2011 22:46
    1. Categories:
    2. Nintendo 64 News,
    3. Nintendo DS News,
    4. Nintendo 3DS News,
    5. Nintendo Wii News,
    6. Snes News,
    7. Gameboy News,
    8. GBA News,
    9. Nintendo Gamecube News,
    10. Nes News
    Article Preview

    If you look closely, you’ll see that Pikachu isn’t sporting a pair of funky throwing stars, but is actually suspended between there. Our furry friend is just putting a happy face on this carpet roving robot called the Carpet Monkey V5. It’s been in the works for years, and this is just one more stop in the prototyping process as the development of version 6 is already under way.
    The project is a testament to what can be accomplished using all of the design tools at your disposal. The motive mechanism was conceived as a cross between the qualities of legs and the ease of using wheels. Each of the appendages are covered with strategically placed points meant to grab onto carpet, and allow the ‘wheel’ to grip objects as the machine vaults over them. You can see that each has a spring mechanism to further facilitate gripping with each turn of the axle. This seems to go far beyond what usually comes out of hobby robotics, and we think that’s a great thing!
    After the break there’s a video showing how all the parts of these grippers are assembled. See the bot cruising around the room at about 3 minutes in.

    http://hackaday.com/2011/11/09/pikac...lly-on-carpet/ ...
    by Published on October 30th, 2011 17:19
    1. Categories:
    2. DCEmu,
    3. PSP News,
    4. PS3 News,
    5. PS2 News,
    6. Nintendo DS News,
    7. Nintendo 3DS News,
    8. Nintendo Wii News,
    9. GBA News,
    10. PC News,
    11. Retro Consoles/Translation News,
    12. Xbox 360 News,
    13. Playstation Vita News,
    14. Android News,
    15. Apple iPad,
    16. Apple iPhone,
    17. Console Hardware News
    Article Preview

    Look, just because it's Halloween season doesn't mean everything has to be Halloween oriented, okay? We love costumes and candy as much as the next website, but if we see the word "spooktacular" one more time we're going to straight-up gouge our own brains out.

    Amazon, at least, has the common courtesy to run a non-festive, yet entirely excellent buy 2, get 1 free sale in lieu of the expected, ghoulish sales promotions extended by other corporations. The sale applies to a boat-load of fresh hotness like Batman: Arkham City, Dark Souls and The ICO and Shadow of the Colossus Collection, so check it out if you'd rather spend $120 on new games rather than new cavities.

    http://www.amazon.com/gp/feature.htm...pf_rd_i=409566 ...
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