Retro Homebrew & Console News is a site that has the latest Retro Homebrew News, DCEmu Hosted Coder Releases, Interviews, History and Tutorials, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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December 30th, 2007, 00:50 Posted By: wraggster
A feature i did a few years ago and one im going to repeat now is the DCEmu Interview, a unique idea in which questions are asked by me to the Whole DCEmu Community its a way to learn more about each others and find out what our interests are and much more
Todays Question is Whats Your Favourite Console Of All Time ?
Give your Answer via Comments.
Remember to check out our DCEmu Interview Site to catch up on previous DCEmu Interview Questions
The DCEmu Interview - Question 1 - What Consoles Do You Own ?
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December 30th, 2007, 00:34 Posted By: wraggster
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Nintendo 64
Nintendo stretched the life of their 16-bit console for as long as they could. Their initial attempts at entering the market with a 32-bit CD add-on (see Playstation) never saw the light of day. After the releases of Sony and Sega?s 32-bit systems, Nintendo began spreading the word of their new console in development. The leap to a 64-bit console became known as Project Reality. The system was a joint venture by Nintendo and Silicon Graphics. Nintendo would later change the name to ?Ultra 64?.
Nintendo shocked developers and gamers alike with the decision to remain with a cartridge format instead of CD?s, which had become the most favorable game media for the time. This turned away many 3rd Party software developers who felt the cartridge did not have the storage capacity to handle their game projects (a weakness that hurt the Atari Jaguar). Nintendo stuck by the cartridge format saying that it was the best media to use with the Ultra 64, and that CD?s would be plagued with extreme ?load? times. Also carts were more durable then CD?s which are prone to scratching (particularly with younger kids). Eventually Nintendo would put all doubts to rest in 1995 with a playable Super Mario 64 shown at a Japanese trade show. Super Mario 64?s lush 3D visuals were enough to regain interest in Nintendo?s new console.
On June 20th, 1996, the console was again renamed Nintendo 64. It was released in Japan along with Super Mario 64, and two other games. It was then released in USA on 26 September of the same year. Other countries saw N64 releases soon after.
The console was an immediate success, but a shortage of quality games began to slow system sales. Games were released in small trickles. Developers found the cartridge format limiting. Effects such as Full Motion Video and large quantities of voiceover, music, and sound effects could not be reproduced due to the limited storage capacity (keep in mind however that N64 can produce CD quality sound). Gamers found some of the N64 3rd Party game releases cheaper on rival consoles CD formats (Carts had a high manufacturing price which was filtered down, naturally, to the consumer. The same held for other game titles large in size. The more megabits the cart the... the higher the price).
Even with the small amount of game releases, Nintendo managed to release amazing game titles based on franchise characters from their SuperNES / NES days. Also with help from RARE, the company that breathed new life into the SuperNES with ?Donkey Kong Country?, The Nintendo 64 saw some great game exclusives that kept gamers happy with their console choice. While 64-bit updates to popular SuperNES games was the way to go, it also generated a Nintendo 64 stereotype of being a ?Kiddy? console (although most of those supposed kiddy games are amazingly fun). Rival console manufacturers would use this stereotype to their advantage in an effort to attract older ?hardcore? gamers.
Nintendo clearly understood that the cartridge storage abilities would limit 3rd Party developers. In 1997 they began announcing a device called the Nintendo 64 Disk Drive or N64DD for short. It would be a magnetic disk drive, which connected to the N64?s expansion port. The device would add an addition 4 megabytes of RAM to the N64, and offer 64 megabytes of additional read / writeable RAM for developers to use. The device saw numerous delays, and eventually was released in Japan only. Other countries however did receive the N64 Expansion Pack. This accessory was released around 1998. It added an additional 4Mb of RAM . Games specifically made to take advantage of it?s capability could increase the game's resolution, improve graphics, make levels larger, etc. For other games however it did nothing.
In the end Nintendo 64 was a remarkable machine that brought about innovations such as controller ?rumble? effects, and analog / digital controllers. The console was supported well into 2002, and sold over 30 million units worldwide. It also marked the end of the ?Cartridge Era?.
FACT: The N64 console was developed in a wide assortment of colors. Even a special edition Pikachu(ph33r the Pikachu!) unit was created.
Thanks again to Dark Watcher for his info above.
Now heres our question to you - Whats the greatest Nintendo64 Game Ever ?
Check out N64 Homebrew for info on all things Nintendo64 Related.
More DCEmu Console History Can Be Found Here
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December 29th, 2007, 20:25 Posted By: wraggster
Today another site joins the DCEmu Network, a site that over the next few months will build into a massive place to find history on consoles you have and have not heard of.
I am hoping to build the site in different colours and so the official launch will happen soon but for now browse the site and consoles we have already covered.
Bookmark this site --> http://console-history.dcemu.co.uk/
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December 29th, 2007, 19:52 Posted By: zx-81
Hi All,
Here is a new version of PSPAtari the emulator of Atari 800, 800XL, 130XE and 5200 series.
For those who haven't seen previous versions, Atari800 is an emulator for the 800, 800XL,
130XE and 5200 models of the Atari personal computer.
It can be used on console, FrameBuffer or X11.
See http://atari800.sourceforge.net/ for further informations.
PSPATARI is a port on PSP of the version 2.0.2 (April 08 2006) of Atari800 from Petr Stehlik.
What's new in version 1.1.1 :
- All render modes use GU (smooth mode)
- Add fit height render mode (for zektor)
- Analog pad can now be used in the file requester
- Can now be compiled under linux for linux (usefull for dev/debug)
- Tried to put the new pokey functions, but it is too slow to be usable on a PSP
It has been developed on linux for Firmware 1.5 and 3.71-m33, and for
the IR keyboard part it has been tested using a Targus Universal IR Wireless keyboard.
How to use it ? Everything is in the README.txt file.
Sources are included, and this package is under the GNU public license,
read COPYING.txt file for more information about it.
You can download it on my blog :
http://zx81.zx81.free.fr/
Enjoy,
Zx.
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December 29th, 2007, 14:18 Posted By: zx-81
Hi All,
Here is a new version of PSPBEEB the BBC Micro Emulator for PSP.
For those who haven't seen previous versions, BeebEm is a famous emulator of
the BBC Micro computer series running on both windows and unix.
(see http://www.mikebuk.dsl.pipex.com/beebem/)
Originally developed for UNIX systems in 1994 by David Alan Gilbert, it was then
ported to windows by Richard Gellman and Mike Wyatt in 1997.
At the start of October 2005, David Eggleston started porting the current Windows
version of BeebEm (version 2.3) to FreeBSD.
What's new in version 1.1.0 :
- Speed improvements (but still slow < 40 fps)
- IR keyboard support !
- Now compatible with custom firmwares 3.x and PSP-slim
- Display and save thumbnail images for each save state
- Add option to display fps rate
- Add a simple intro splash screen
- Analog pad can now be used in the file requester
to move faster through the disk/state lists
- Option to prevent the blue led to be displayed when
L or R are pressed
- All render modes use GU (smooth mode)
- Support iso8859-1 fonts in print text functions
(might be useful to translate menus in german, french ...)
- Major bug fix in video emulation functions (psp freeze ...)
- Other bug fix and code cleaning
How to use it ? Everything is in the README.txt file.
Sources are included, and this package is under "Beebem" licence,
read COPYING.txt file for more information about it.
All files can be found on my blog : http://zx81.zx81.free.fr/
Enjoy,
Zx.
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December 28th, 2007, 11:09 Posted By: wraggster
Newly released at Play Asia:
features
Official Gradius / Sky Girls Model
Taken from the TV-anime series Sky Girls
Model-kit with several options and extras
Length approx. 200mm
Based on illustrations by Akitaka Mika
Limited availability
description
Vic Viper, the classic fighter ship from the Gradius series has made it far since its first launch in 1985:
Besides starring in numerous Gradius video games, the Viper became a guest star in several other game franchises and anime series.
One of the recent appearances has been the 2006/2007 TV-anime series "Skygirls".
Set in 2084, the hope of the mankind lies on a new fighter, a secret military development. Vic Viper, equipped with laser-plasma guns and the fastest engine ever used in a space fighter.
Three times, the Vic Viper appears in Skygirls: in Episode 7, when the prototype is charging the sky for the maiden flight; in Episode 14, when the ship is involved in the first battle against a worm; and in episode 21, when a whole squadron joins the attack against a special enemy.
This 1/60 scale model-kit is based on illustrations by Akitaka Mika, well-known for his skilled work in many series and games such as Gundam and Galaxy Fraulein Yuna.
With several option parts this model is a true collector's item and must have for all Gradius and Skygirl fans.
http://www.play-asia.com/SOap-23-83-...j-70-2c9i.html
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December 28th, 2007, 01:55 Posted By: wraggster
A feature i did a few years ago and one im going to repeat now is the DCEmu Interview, a unique idea in which questions are asked by me to the Whole DCEmu Community its a way to learn more about each others and find out what our interests are and much more
First Question is What Consoles Do You Own ?
Give your Answer via Comments.
Remember to check out our DCEmu Interview Site where you will find interviews with the coders of all the major homebrew scenes.
To read more of the post and Download, click here!
Join In and Discuss Here
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December 28th, 2007, 01:39 Posted By: wraggster
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Nintendo GameCube
At Electronic Entertainment Expo (E3) in 1999, Nintendo announced the initial specifications for its next-generation console, code-named Dolphin. The first thing that Nintendo made clear was that the new system would not use a cartridge medium. The Nintendo 64 had done ok with the format, but the games were expensive, and the format alienated some 3rd Party developers.
More specifics were released about the new console as months past. Nintendo would have several companies involved in the project. IBM designed and manufactured the console processor called the ?Gekko?. The graphics processor called ?Flipper? was designed by a small startup company called ArtX who was later bought out by ATI. The graphics chip was manufactured by NEC. Macronix and Factor 5 contributed the sound with MoSys providing the system memory. Lastly the console would use a proprietary 8cm optical disc game format capable of holding 1.5GB of data (twice the capacity of CD-ROMs). This disk was developed and manufactured by Matsushita (best known by its Panasonic brand name). It became clear that Nintendo was indeed developing something impressive.
Nintendo?s new console was revealed on August 24, 2000 at their Nintendo Spaceworld show. The console, which was being called Starcube, was officially named the Nintendo GameCube. A fitting name for one of the smallest console system in recent history. The GameCube?s power was demonstrated with a tech demo of a game simply called ?Mario 128?.
Displaying textures would be the GameCube's most potent asset. GameCube used 6-to-1 texture compression, which will let texture data be shrunk to one-sixth its original size, with no appreciable hit on the hardware. This was clearly apparent as onlookers watched 128 rendered Mario character models running around the screen at once.
Many questioned why Nintendo would not utilize the immense DVD storage format and movie playback that rival consoles were using. Nintendo would state that they had created a next-generation, powerful, easy to understand, and easy to develop gaming system, and that would be their only focus. Roughly translated "We don't care about movie playback, and will not pay the fee associated with using the DVD standard. The Gamecube is a game console...nuff said."
Nintendo launched the GameCube in Japan on September 14 2001. Although Nintendo would market the console in other colors, only the Indigo (purple) version was initially available. Nintendo was ble to market the GameCube for around $100 less then the Playstation 2 and Xbox (Japan retailed at 25,000 yen).
A lack of initial game titles, plus a subdued publicity campaign, may have hindered the Japanese GameCube launch. Nintendo released only three games (Luigi's Mansion, Super Monkey Ball, and Wave Race: Blue Storm) and managed to sell 300,000 of 450,000 shipped units. Clearly not the usual publicized launch that usually occurs abroad, but another contributing factor may have been the world?s focus on the September 11th Terrorist Attack on the US.
The GameCube launch in the US was originally scheduled for November 5, 2001. Nintendo felt it wiser to delay the release in order to make more units and launch titles available. The GameCube was officially launched on November 18th, only a mere few days after the release of Microsoft?s Xbox. Over 700,000 units and 8 launch titles were available at launch. Even with two other next generation consoles on the market, the GameCube still managed to sell out it?s initial shipment. The success followed with the European launch in May of 2002.
As the other rival consoles went about unveiling their online gaming strategies, Nintendo merely announced the availability of a network adapter that could be used with Phantasy Star Online (oddly enough a game from former rival Sega who began console online gaming with Dreamcast). It appeared as if online gaming was not part on Nintendo?s overall strategy at that point. Nintendo's solution for multiplayer gaming was instead the concept of 'connectivity'.
Nintendo unveiled new forms of connectivity between Nintendo GameCube and their popular handheld portable Game Boy? Advance. By linking the two systems, the Game Boy Advance can be used as more than a controller. For instance, players can transfer a character trained on GameCube onto Game Boy Advance to continue game play while away from home. Or, transport characters or items via Game Boy Advance to trade with friends. Games such as Final Fantasy Crystal Chronicles, Pac Man VS, and Legend of Zelda: Four Swords would allow up to four gamers to play multiplayer games with the Game Boy? Advance being used for status or split screen action.
Their main focus was to release quality game titles which had slowed to a trickle since the console?s debut. Toward the end of 2002 however, the GameCube saw the release of many quality ?must have? exclusive games. Remakes and sequels to Nintendo?s popular franchise characters helped push software sales for the console well into 2005. It seems Nintendo had done well to continue their console legacy, but they still had not managed to reach the level of dominance they once held.
FACT: In Japan it appeared as if the Playstation 2 gained many hardware sales by being a low costing DVD player. Nintendo partner Matsushita saw an opportunity to also cash in. The result? The Panasonic Q. A machine that combines a Nintendo GameCube and Panasonic DVD player into one.. The Panasonic Q is currently only sold for retail in Japan, however it can be purchased through import retailers. To help garner the attention of import consumers, establishments such as Upstate Games have gone the extra mile to make it totally region friendly, enabling you to play all region DVDs in addition to Japanese and US GameCube software. However, importing this puppy would run you close to $474.99USD.
Thanks again to Dark Watcher for his info above.
Now heres our question to you - Whats the greatest Gamecube Game Ever ?
Check out Gamecube Emulation for info on all things Gamecube Related.
More DCEmu Console History Can Be Found Here
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December 27th, 2007, 14:24 Posted By: wraggster
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Genesis / Megadrive
Sega made a good attempt with their Master System against Nintendo's virtual monopoly of the console industry, but they were about to introduce next generation gaming to the masses.
After two years of development the Sega Megadrive was released in Japan in October of 1988, and was the first true 16-bit console to enter the console market. The Megadrive achieved moderate success in Japan after being beat to the market by NEC's PC Engine (Turbografx) ( released only four months earlier). Sega had a lot of hits in the arcade such as After Burner and Golden Axe, and part of the appeal of the Megadrive was that now these games were not only playable at home, but were fairly close to the arcade versions.
Once again Sega set their sites on the rest of the console playing world. Sega began an aggressive marketing campaign, not only to customers, but also to developers. They quickly gained the support of western third party developer Electronic Arts, and quickly produced a line-up of quality arcade conversions and killer sports games (Games that appeal more to American gamers).
The Sega Genesis was released in America in September 1989. By the end of 1990 there were over 30 third-party developers writing games for the new system. The Sega Genesis reached a great level of success in America, but launched the system to all new heights of popularity when they released a secret project in the summer of 1992. Sonic the Hedgehog pushed the Genesis to the limit with spectacular graphics, animation, sound, and incredible speed. Sonic also became the official mascot and icon for Sega, and became part of marketing campaign to compete against Nintendo's soon to be released console which contained a slower processor (Sega dubbed the techniques used in Sonic as "Blast Processing").
Genesis saw many changes over the years. The console was remodeled in 1994, and offered a sleeker / smaller case, and a reduced price (At the expense of the head phone jack and volume control). In 1998, Majesco reserved the rights to manufacture certain Sega systems. They decided to redesign the Genesis yet again. The Genesis 3 was released in the US for under $50. It was made even smaller, but lacked the ability to interface with Sega CD and 32X.
FACT: Over the years the Genesis / Megadrive became the center point to many upgrades and add ons. The Powerbase converter allowed Master System games to be played on the Genesis. It bypassed the main 68000 processor in the Genesis and used the Z80 sound processor to run the original Master System code. While rumors circulated of a Game Gear to Genesis converter, it never made it past the prototype stage. Others served as upgrades namely the Sega CD and 32X which will be discussed later on.
Between 1993 - 1994, 3D gaming was growing in popularity. Sega's rival Nintendo collaborated with another company to develop a chip that could enhance games with 3D polygon abilities (the Super FX chip). Not to be outdone Sega teamed up with Hitachi to create the 'Sega Virtual Processor'. The SVP chip was primarily designed for Sega's 3D arcade titles, but one game was released for the Genesis with the chip installed in the cart. In 1994 "Virtua Racing" was released and retailed for $90-$100USD.
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Thanks again to Dark Watcher for his info above.
Now heres our question to you - Whats the greatest Megadrive/Genesis Game Ever ?
Check out DC News & Sega Saturn News for info on all things Sega Related.
More DCEmu Console History Can Be Found Here
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December 24th, 2007, 09:33 Posted By: zx-81
Hi All,
Here is the final version of PSPSim the SamCoupé Emulator for PSP.
For those who haven't seen previous versions, SimCoupe emulates a SAM Coupe
an 8-bit, Z80-based home computer released in 1989 by Miles Gordon Technology.
For more information on the machine itself, including history and technical
specification you can go on http://www.simcoupe.org
What's new in version 1.1.1 :
- Speed improvement for all render mode
(all render modes use now the GU)
- Automatic start when a new disk is loaded
- Bug fix in the keyboard settings menu
(d-pad can be used to move up or down in the key menu, even if the virtual keyboard is displayed)
- Analog pad can be used to scroll faster in the file menu requester
* Big big thanks to Nick666 *
How to use it ? Everything is in the README.txt file.
Sources are included, and this package is under the GNU public license,
read COPYING.txt file for more information about it.
You can download it on my blog :
http://zx81.zx81.free.fr/
Enjoy,
Zx
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December 23rd, 2007, 12:17 Posted By: wraggster
Hi all this is a network wide feature of sorts ill be doing for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Sony Playstation / PSOne
Japanese electronics company Sony?s involvement in the videogame industry began as a manufacturer of a custom sound chip used in Nintendo?s SuperNES console.
Rival companies NEC and Sega had taken the leap to CD based gaming, and Nintendo had no intentions of being left behind. They immediately partnered up with Sony to develop their CD based system. Sony went on to develop two units. One was a 16-bit add-on for the Super Famicom / SuperNES that sat underneath the system and allowed CD based gaming (SNES CD ), and another as a stand-alone unit. Initially the agreement allowed Sony the ability to license CD based games for the system. Nintendo was not willing to relinquish control over software licensing. They dropped Sony from the project, and approached Phillips to develop the add-on.
Ken Kutaragi, the Sony researcher who had worked on the "SNES PlayStation" prototype and the sound chip for the SNES (Sony SPC700), did not want to give up the hard work put into the unit. He wanted to continue working on this project and so he approached the then Sony President Norio Ogha to develop the stand-alone console without Nintendo. The project continued, and the new Sony Computer Entertainment Division was formed (SCEA).
Sony announced the console dubbed ?Playstation? at the Tokyo International Electronics Show on October 1991. The original Playstation concept would be able to play SNES games, as well as educational CD software. Nintendo would try to re-negotiate with Sony in fear that they would drop support for the SuperNES sound chip, but the joint effort between the companies never saw the light of day. Ken Kutaragi went back to develop the Playstation from scratch making it a 32-bit console that was simple yet powerful, easy to program for, and cheap. The new Sony Computer Entertainment division (SCE, SCEA, SCEE) began to use their company connections, and financial influence to persuade 160 3rd party software developers in North America alone, and over 400 worldwide, to develop for the newly designed Playstation.
The Playstation (a.k.a PSX) was released shortly after the Sega Saturn on December 2nd 1994. The console was an immediate success selling over 100,000 units it?s first weekend. Developers found the Playstation simpler to develop for then it?s 32-bit rival Saturn. Sony then took it?s console abroad. The Sony Playstation immediately saw success in America on September 9th 1995. Europe saw releases a month later.
The PSX success was driven by a strong advertising campaign, and a price $100 cheaper then Sega Saturn. The PSX eventually claimed the number one videogame console sales position by beating out the Saturn, and even maintaining it?s position after the eventual release of Nintendo?s 64-bit console.
Even after the release of next generation systems, Sony saw an opportunity to make even more money out of the PSX. In 1999 Sony released the PSOne. This remodeled PSX console was made to the size of a portable CD Disk player. It was also both cheaper to buy, and cheaper to produce. LCD screens, battery packs, and vehicle power outlets also made the console somewhat portable.
The PSX had one of the largest libraries of software spanning 1000+ releases, and a wide assortment of accessories. Ken Kutaragi's desire to keep Playstation going ushered in he next level of three dimensional CD-based videogaming, and helped make Sony a dominate force in the videogame industry.
FACT: In mid 1997, Ken Kutaragi brought back an idea that had not been seen in almost 20 years. A special version of the Playstation called Net Yaroze (Yaroze meaning ?Let?s do it together?) was released in limited quantities for around $750USD. This unit was a simplified development kit that would allow users to make their own PSX games using the C program language. Such an idea was last introduced back in 1979 with the Bally Professional Arcade (Bally BASIC), the Magnavox Odyssey2 (Computer Intro), and the Atari 2600 (BASIC Programming).
The console contained both S-video and A/V ports with cables and software to connect to any Windows / Mac PC. The unique thing about the Yaroze is that it did not contain region lockouts... so pretty much any game from any country could be played. However it did come with a special memory card that was required to start the console. The memory card contained protections that prevented copied games from running. Sony even established a website to assist programmers in development.
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Thanks again to Dark Watcher for his info above.
Now heres our question to you - Whats the greatest Playstation Game Ever ?
Check out PS2 Emulation for info on Playstation Emulators and Homebrew and Emulators for the Playstation.
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December 22nd, 2007, 17:15 Posted By: wraggster
In these classic gaming news updates you will find a frequent summary of all classical titles which were added to our site. Availability is subject to frequent changes and fast decisions are recommended as we usually have only very few copies of those titles that are listed below. As always we are trying to expand our catalogue regularly.
In case a title is already listed as sold out, we recommend you use our Track it Down! feature or subscribe to our Personal Agent on the item's product page. We are monitoring your subscription and try to restock the title if possible. Once the game is back in stock, you will automatically receive an e-mail notification from us.
Further, if you are looking for any title that is not listed on our website yet, you are always welcome to contact our customer service with your request. We will try our best to track down the requested title and add them to our website with one of our next major updates.
If you are interested in Classic Games, and you wouldn't read this otherwise, we know you are interested in The Encyclopedia of Game.Machines. Covering 33 years of video games history on 224 full colour pages. Ships within 24hrs as well and makes a good addon to an order of any classic game.
Also you might take a look at the Classic Game Room DVD. "Classic Game Room" was the first classic video game review show on the Internet in 1999 and 2000. It returns as a feature-length comedy film about the triumphant story of online success, failure, obscurity, resurrection and success again! It features hillarious reviews of lots of interesting classic gaming titles.
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 22nd, 2007, 17:08 Posted By: wraggster
News from Play Asia:
Welcome to this week's Movie/Music news roundup, containing all new Japanese and Hong Kong Video and Music releases from this week listed at Play-Asia.com. Around 900 new items are covered in this week, including new J-Pop, Anime as well as Japanese, Hong Kong and Western movie releases and much more.
Here's a summary of all new releases that were published between Saturday, December 15th and Friday, December 21st. If some specific item that you are looking for is missing, please don't hesitate to contact our customer service with your request.
J-Pop Music releases (199)
ENKA Music releases (12)
Anime Soundtracks & Drama CDs (82)
Video Game Soundtracks (13)
Hong Kong Version Music releases (5)
Blu-Ray Disc Movies (28)
HD DVD Movies (16)
Hong Kong Version Movie releases (17)
Japanese Movies (114)
Non-Japanese Movies / Japanese Version (237)
Anime DVD releases (170)
J-Pop DVD releases (2)
Misc. & Video Game related DVD releases (13)
Idol DVD (47)
UMD™ Video & Music (1)
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 21st, 2007, 02:32 Posted By: wraggster
New from Divineo China
Built- in Memory: 2GB
Display: 2.4" Color Display
Language support: Multiple language
Data Transmission Speed: High speed USB 2.0
Supportable file format: Music: MP3, WMV, ASF, WAV
REC: WAV
Picture: JPEG
Supportable video format: AVI, RM, VOB, DAT, RMVB etc
FM Recording: Ready
Built-in Speaker: Ready
SNR: 85dB
Max. output power: 10mW in left and right
Storage media: Embedded Flash Memory
Power Supply: 3.7V li-ion battery
Usable time of battery: Video play: 4 hours
MP3 play: 6 hours (power save mode)
Working temperature: 5° to 40°
Supporting operating system: WINSE/ME/2K/XP, Mac OS 10, Linus2.4.2 and WIN98 (require to install the program)
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December 21st, 2007, 00:17 Posted By: wraggster
Neoflash have tonight released a very interesting console for retro fans and excellent for the upcoming Megadrive and Nes Flash carts from them:
the NEO MD2FC (MD + 8bit FC/NES) released
function:
* Support 16Bit MD / Genesis
* Spport 8bit FC / NES (need one extra 60 to 72 pin convertor)
* 2in1 system, use MD joypad to play FC/NES game
Preorder at IC2005.com
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December 16th, 2007, 23:55 Posted By: wraggster
Watch out Ben Heck, there's a new console modder in town, and this here wooden portable SNES is making you look bad. There's really not much else to say about this unit other than our standard dose of fanboyishness. The thing was built out of a standard Super Nintendo, and LED-backlit PSONe display and a whole bunch of love -- that wooden case is all custom. Suffice it to say: we want.
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December 15th, 2007, 16:58 Posted By: wraggster
Hi all this is a network wide feature of sorts ill be doing for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Sega Dreamcast
Around March 12th, 1997 rumors began to surface about what began as a 64-bit upgrade for the Sega Saturn. Eventually news began to leak about Sega?s development of a totally new console. By June 1997, Sega had two different design specs under consideration to become the new console. One design was code-named ?Black Belt?, and the other code-named ?Dural?.
?Black Belt? was being designed by Sega of America. The console would sport an IBM/Motorola PowerPC 603e CPU with 3Dfx Voodoo graphics chipset. As a result of the programming difficulties of the Sega Saturn, Sega of America also approached big time Windows developer Microsoft to create an easy to program operating system for the console (Probably where Microsoft took an interest in the console market). Sega of Japan however began developing ?Dural? which would sport a Hitachi SH-4 CPU with PowerVR2 graphics chipset designed by old console rival NEC/Videologic (Maker of the Turbografx 16, Turbo Duo, and PC-FX). Both designs were brought to the big shots at Sega, and compared side by side. It was determined that the ?Dural? design would be used, but would incorporate elements of the ?Black Belt? design. As a result most of the members of the American design team quit the company. 3Dfx then filed a breach of contract lawsuit against Sega.
Sega worked with Microsoft, Hitachi, NEC/Video Logic and Yamaha to produce the new console. It was announced to the public as the Sega 'Katana' on September 7th 1997, and would be the first 128-bit console to enter the videogame market. Sega fueled the console?s hype by spending $100 million to launch it.
The system now called Sega Dreamcast was re-scheduled a number of times due to the demand for units. . Dreamcast was finally released on November 25th 1998 in Japan. By 16th July 1999, the Dreamcast was outselling the Nintendo 64 by a 3 to 1 ratio. Meanwhile in America, advertising for the Dreamcast was taking place and by August 1999 it had broken many sales records by grossing an estimated 98 million dollars. Europe also saw a successful release on October 14th 1999.
The Dreamcast was an impressive system boasting powerful specs, a simple to program Windows CE operating system, and a built in modem for use in internet browsing and online gameplay. The year long wait from the Japanese release gave 3rd Party Developers ample time to bring an impressive collection of software titles for the console's release.
After some delays, SegaNet was finally introduced. SegaNet gave Dreamcast users the ability to play games online. In January 2000, 30% of Japanese Dreamcast owners were online, and by February 17th this had risen to almost 50%. In the US over 300,000 people were using DC's Internet and in Europe over 200,000 were reported. It would seem that Sega had finally corrected the mistakes that plagued them in the past.
Even with the success of Dreamcast all was not well in the world of Sega. Sega faced numerous lawsuits from companies such as 3Dfx, and were attempting to recover from a failed merger with Japanese company Bandai that occurred in January 23 1997. The eventual release of Sony?s 128-bit over hyped successor complicated matters with it?s backwards compatibility and ability to play DVD?s (more bang for the buck). The President of Sega Sholchiro Irimajiri steped down and was replaced by Isao Ohkawa. One of Ohkawa's first steps is to issue an ultimatum and 500 million dollars to Sega of America to make the Dreamcast strong in the U.S market again. Sega began facing difficulties with price wars against Sony. Sega initially could not afford to lower the price of the console because they would never meet the break-even point ( losses from previous console failures did not help matters. Console manufacturers actually lose money for each console sold, and recap losses by licensing each game released for the console.) Obviously with Nintendo and Microsoft?s announcement of new consoles, Sega knew they couldn?t hold out.
On January 31 2001, Sega of America announced a major restructuring. The price the Sega Dreamcast dropped to $99.95 on February 4, and production of new Dreamcasts ceased on March 31. Sega left behind the hardware business and became a 3rd party software developer. Sega of Japan followed suit two days later.
The Sega Dreamcast was an amazing console, and possibly one of Sega?s greatest successes. It opened the gateway to console online gaming, and it's heart lives on in Sega?s NAOMI arcade board. It?s a shame that the Dreamcast?s success could not save Sega as a hardware company, but it?s amazing game library lives on in console and PC ports.
FACT: Sega?s choice to use a simplistic operating system to run it?s Dreamcast console was not only a benefit to 3rd Party Software developers, but also to private programmers around the world. Even after Sega announced they would no longer support the console, the Dreamcast lives on special thanks to these amazing private software authors. .
Thanks again to Dark Watcher for his info above.
Now heres our question to you - Whats the greatest Dreamcast Game Ever ?
Those of you have never owned or heard of a Dreamcast Check out DC News and the Dreamcast Homebrew File Archive
More DCEmu Console History Can Be Found Here
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December 14th, 2007, 07:33 Posted By: wraggster
News from Play Asia:
Welcome to this week's Movie/Music news roundup, containing all new Japanese and Hong Kong Video and Music releases from this week listed at Play-Asia.com. Around 250 new items are covered in this week, including new J-Pop, Anime as well as Japanese, Hong Kong and Western movie releases and much more.
Here's a summary of all new releases that were published between Saturday, December 8th and Friday, December 14th. If some specific item that you are looking for is missing, please don't hesitate to contact our customer service with your request.
J-Pop Music releases (120)
ENKA Music releases (2)
Anime Soundtracks & Drama CDs (14)
Video Game Soundtracks (1)
Hong Kong Version Music releases (8)
Blu-Ray Disc Movies (2)
HD DVD Movies (14)
Hong Kong Version Movie releases (26)
Japanese Movies (8)
Non-Japanese Movies / Japanese Version (76)
Anime DVD releases (7)
J-Pop DVD releases (22)
Idol DVD (9)
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 10th, 2007, 20:37 Posted By: wraggster
News from zx-81
Hi All,
Here is a new version (i hope the last) of GP2X-CAP32 the CPC emulator for GP2X.
For those who haven't seen previous versions, Caprice32 is one of
the best emulator of the Amstrad CPC home computer series running
on Windows and Unix, written by Ulrich Doewich.
This emulator faithfully imitates the CPC464, CPC664, and CPC6128 models
(see <a href="http://sourceforge.net/projects/caprice32">caprice32 project</a>)
What's new in version 1.3.1 :
- Display in green (monochrome)
- Check CPM disk automatically
(and run |CPM instead of RUN")
- Bug fix in the disk explorer menu
(when the number of files on disk was too high)
How to use it ? Everything is in the README file.
This package is under GPL Copyright, read COPYING file for more information about it.
Source code and binary version are available on my blog :
http://zx81.zx81.free.fr/
Enjoy,
Zx.
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December 10th, 2007, 17:13 Posted By: wraggster
Newly released today:
features
Plug & play on TV
10 built-in 16-bit SEGA licensed games
TV out connection
TV format: NTSC
Requires 4xAA size batteries. (battery not included)
Official product, containing games authorized by SEGA
description
Includes :
- Dr. Robotnik's Mean Bean Machine
- ESWAT
- Ecco
- Golden Axe II
- Alien Storm
- Decap Attrack
- Sonic and Knuckles
- Sonic Spinball
- Columns
- Shadow Dancer
http://www.play-asia.com/SOap-23-83-...j-70-2ftv.html
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