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  • wraggster

    by Published on December 21st, 2006 23:00

    F00 f00 posted this news:

    Just finished a mod I've been planning for a while, using an external controller on the gp32. I used a SNES controller for the first mod because I had a few spair. Now its done I am sure I can use any controller I want. Its cool for playing on the train to work.

    Check it out.

    http://www.youtube.com/watch?v=MHuDGbr3rrs

    Let me know what you think. ...
    by Published on December 21st, 2006 22:55

    A new release of the Atari 2600 emulator for the GP2X, heres the full whats new:

    NOTE: Because of the many changes in this release, all settings will be reset to defaults. If this doesn't happen for you, it will be necessary to manually delete your previous settings.

    Potentially huge speedups in software rendering mode, both in emulation and UI modes. Deactivating 'dirty rects' uses these new modes, which can be 2-3 times faster for many configurations.

    For UI navigation, changed from using 'joymouse' to the more familiar 'tabbing' functionality, where you move from object to object by use of some tab key. As a result, completely removed the 'joymouse' commandline argument and all associated functionality.

    Added event remapping for UI events, separate from events while in emulation mode.

    Added support for PAL60 ROMs, which use the PAL palette and resolution but run at NTSC timing (60Hz). Added ROM property for this, and updated the internal properties database for many PAL60 ROMs.

    Added support for user-definable palettes. For now, only one extra palette is supported, but in the future we may have them specified per-ROM.

    Fixed bug in PAL colour-loss emulation, which wasn't actually being done for the original Stella and z26 palettes.

    Fixed several TIA-related emulation bugs as reported on AtariAge. More fixes will come with the TIA rewrite, due in the next release.

    Added new scaler infrastructure, replacing the '-zoom' commandline argument with '-scale_ui' and '-scale_tia'. This means the UI and emulation can now be scaled independently.

    Added '-gl_vsync' commandline argument and associated UI elements, which uses synchronization to vertical blank interrupt in OpenGL on supported systems. This eliminates tearing in OpenGL rendering.

    Changed naming of snapshots and state files. These files are now named based on the names given in the properties database, and no longer use the 'md5sum' name. As a result, state files from previous versions will no longer work unless they're manually renamed. Related to this, removed the '-ssname' commandline argument.

    Fixed bug where 'Snapshot saved' appeared when taking snapshots in succession.

    Added a 'Previous directory' entry to the top of each listing while in ROM Browse mode, which is equivalent to the 'Go Up' button. This makes it easier to navigate the filesystem, since you never have to 'tab out' of the ROM listing.

    Added all sound related commandline options to the UI, so you no longer have to use the commandline to set those options.

    Added new property to ROM properties specifying whether to swap paddles plugged into a virtual port. This eliminates the need to manually set the paddle mode for those ROMs that don't use paddle zero by default.

    Added a 'Defaults' button to the Game Properties dialog, which resets the ROM properties to the internal defaults, deleting that ROMs properties from the external properties file.

    Fixed bug whereby modified ROM properties weren't being reloaded when restarting a ROM.

    Made 'phosphor' and 'phosphor blend' a ROM property, meaning it can be set per-ROM.

    Added support for relocating the base Stella directory, by setting the environment variable 'STELLA_BASEDIR'. This must be done each time before Stella starts.

    Added '-fastscbios' commandline argument, which speeds up loading of vertical bars in Supercharger ROMs, and made it the default.

    Added '-autoslot' commandline argument, which automatically switches to the next available slot after saving a state. This defaults to off, and must be set from the commandline.

    Fixed bug in debugger command 'runto', which could enter an infinite loop under some conditions.

    Updated configure/build toolchain so patching is no longer required for Debian packages.

    Removed dependency on PNG library (PNG snapshots are still present, but the actual library is no longer required).

    For the OSX port, improved OpenGL performance on Mac Mini using Intel GMA950 video hardware.

    For the GP2X port, added support for PAL ROMs, and updated SDL to use hardware scaling.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:39

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    What's new in version 0.28:

    * Running scripts from command line works again
    * New function: DeadZone (wiimote.nunchuk.joyX, 10%)
    * Wii Classic Controller support (theoretical)
    * Can now tell the difference between classic and nunchuk
    * Nunchuk built-in calibration supported
    * Nunchuk no longer reduces performance of other reports
    * Note, when IR and Nunchuk are used together dot size is no longer available

    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:29

    via wiifanboy

    Upon mentioning the name of Metal Slug, gamer ears perk up much like a dog that hears a school bus coming down the block. It's one of, if not the best, 2D side-scrolling shooters in existence. And upon releasing their anthology compilation on the Wii, many wondered how the title could take advantage of the Wii's specific features. According to the critics, the game doesn't really accomplish this, but the fun and replay value of the 7 titles within are enough to make up for it.

    Nintendo Power (80/100) says it's a natural choice for fans of the old-school: "Fans of classic, side-scrolling, 2D action will love Metal Slug Anthology." [Jan. 2007, p.108]
    Game Informer (75/100) points out the flaw in the control options: "The problem is that no matter which [control scheme] you select, you'll sacrifice functionality - either in maneuverability or how you lob grenades." [Jan 2007, p.107]
    IGN (72/100) tasks us to not get our hopes up if expecting more than just the seven different games: "These are amazing games, and if you want to own them in any form, now's a good chance to do that. Just don't expect a grand fanfare when you boot the game up. It's basically seven titles for $40 bucks. No more, no less." ...
    by Published on December 21st, 2006 22:26

    WiiCR first public release has happened today, heres the info:

    WiiCR is a media player solution for the Nintendo Wii. It acts as a streaming media server and is capable of transcoding nearly any video file to a suitable flv for an embedded flash player. It allows browsing of the remote filesystem to select a video. It can also view text files, jpg's and play mp3s.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:17

    N-Unity has released WiiSound another App for to use the Wiimote on your PC.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:09

    As expected now the Wii has been released and the DS is so strong, an article on buisness week discusses the future for the GBA and Gamecube:

    The overarching message for Nintendo appears to be a relatively simple one this holiday season, as simple as they would claim the Wii Remote is to use—appealing to gamers, be they young, old, hardcore, non-traditional or lapsed. And while the $200 million for advertising the Wii turned out to be an erroneous number (that's apparently Nintendo's annual marketing budget), Nintendo is obviously trying hard to get the word out.

    But that leaves one final question: what about Nintendo's older systems (GBA, GCN)? The GBA had a very solid November, with over 600k hardware units sold and if there was any time for a last push with the GCN, now would be it. Dolecki offered, "Our focus right now is on Wii and DS, but we have a huge installed base of Game Boy fans. Third-party publishers have tapped into that audience, and we have a library of nearly 950 games for GBA," she said, adding, "Nintendo GameCube owners can also experience The Legend of Zelda: Twilight Princess. "
    ...
    by Published on December 21st, 2006 21:56

    Via joystiq

    Remember a few years ago when the "All Your Base" phenomenon briefly transformed retro gaming into an ironic obsession that all the hipsters wanted a piece of? Well now a newer game seems to be getting the Internet flash overexposure treatment, and the hipsters are on standby.

    The "Phoenix Wrong" phenomenon actually started in July, when Newgrounds member AshfordPride posted the first in a hilarious four-part series of Flash videos featuring Phoenix Wright characters performing widely known pop culture quotes (trust us, it's funnier than it sounds). The phenomenon has only really taken off in the past few months, with copycats making dozens of "Phoenix Wrong" tribute animations of varying quality. The lot of them have been collected on an "official" web site complete with comics, fanart and even a tutorial (PDF) on how to make your own.

    Whether or not this fad continues to grow or goes the way of other passing memes is largely up to you, the internet. We trust you will choose wisely.

    More Info ...
    by Published on December 21st, 2006 21:52

    via insert credit

    RSF has put up a new flash video, though it passed under my radar for some time (in fact, he's due for a new one). This one's shorter than many of his earlier works , such as Michael Fantasy and Sega Fantasy IV. Anyway, Super Mario Underworld is an epic battle between the Mario and Luigi (or something? maybe?) set in the Super Mario World universe. As usual, it's epic and awesome, though the song has lyrics this time, featuring someone who probably didn't get very good grades in English. It's apparently a psuedo-parody of this flash video, which appeared at flash★bomb '05, a japanese flash animation event. Looks like they didn't do it again in 2006, unfortunately.

    Flash Video here ...
    by Published on December 21st, 2006 21:47

    From the depths of Nintendo's own Pokedex, we've managed to liberate two clips of Pokemon Battle Revolution, revealing Wii's first 'Mon game to be already in fighting form.

    Out now in Japan, this isn't just the first console-based version since GameCube's Colosseum and XD, it is also the first time the beasts can be taken online. So why not click on the movies tab above to see the monsters in motion?

    But if you don't know the full details of the game, it's a traditional trainer versus trainer affair, much like N64's Stadium. There is also the twist that not only can you use your DS's stock of beasts in battle but the handheld's touch-screen can also be used as a control system in combat. And while there isn't a story mode to worry about you can still develop your stable as you progress through the fights and even buy in extra items at the shop for use in both Revolution or DS's upcoming Diamond and Pearl.

    Pokemon Battle Revolution is currently without a European or US release date but that neatly links us into a bit of connected Pokey news, for the US release date for Pokemon Diamond and Pearl on DS has been announced as 22 April. Which should interest us Brits because, not only has no date been set for the duo's European debut but - of course, like all games on DS - they are region free. So importers might like to warm up their credit cards right now, especially since early buyers will be able to snaffle a limited edition with a special stylus.

    Videos Here ...
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