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September 8th, 2013, 23:23 Posted By: wraggster
As an bonus for die-hard Suikoden fans, and to celebrate the release of Suikogaiden Vol. 2, Suikoden Card Stories has been fully translated into English as well.
Suikoden Card Stories is a CCG-style RPG for the Game Boy Advance. Players assemble a deck of Suikoden II characters and duel their opponents on missions and locations related to the Suikoden II plot. The storyline is an abridged version of Suikoden II’s with a few small additions and differences.
This is a side project by one of the non-translators on the Suikogaiden team; players shouldn’t expect the same level of quality and polish. But this is a fun experience for Suikoden fanatics who can live with card game mechanics, and a fairly novel if limited RPG in its own right.
Don’t forget to check out Suikogaiden Vol. 1 & II!
Very observant fans may remember seeing this translation patch before. This is a fully repaired version of that translation, with many bug fixes, some script improvements, all segments accessible, and the restoration of some dummied content.
http://www.romhacking.net/translations/1720/
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September 6th, 2013, 00:00 Posted By: wraggster
Mini arcade cabinet builds are fairly common, but we’ve never seen anything like [Jurgen]‘smini vector Asteroids cabinet that takes an original Asteroids circuit board and a true vector monitor and shrinks it down to table top size.
Unlike the raster monitors of a later generation’s arcade games, the original Asteroids cabinet used a vector monitor just like one would find in an oscilloscope. [Jurgen] found the perfect CRT in, of all places, a broken Vectrex console. The video circuitry in the Vectrex was rather primitive and the beam deflection was far too slow for the video signals generated by the Asteroids PCB. To get around this, [Jurgen] added a custom XY driver board. While the Asteroids game – and other vector Atari games – were designed for a screen with 1 MHz of bandwidth, [Jurgen] found that 300 kHz was ‘good enough’ to display proper Asteroids graphics.
While the cabinet isn’t a miniaturized version of any proper cabinet, [Jurgen] did manage to build a rather nice looking case for his luggable version of Asteroids. The exposed PCB on the back is a great touch, and an awesome project for any ancient video game aficionado.
http://hackaday.com/2013/09/05/makin...ids-miniature/
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September 1st, 2013, 23:53 Posted By: wraggster
via http://www.romhacking.net/
This has been a game that’s been a dream project for retranslation just because of its popularity and subject matter. However, there was a minor roadblock that prevented it from happening for a short time. The storage of the script used what is called Pascal strings where no end control codes are used and instead a byte is used setting the length of a string and thus when to stop. This method is usually not handled by generic script tools and we needed a custom solution. Fortunately, a good friend of ours and excellent programmer and hacker, Esperknight, extracted the script and work got started. A help wanted ad on RHDN(A favorite feature for the best site and community on the internet) was put up and almost immediately contact was made with an excellent translator. Many a translator, associates and friends haven been found through the help wanted ads over the years and this development comes as no surprise. catfoodmoney diligently translated the script and work resumed on the project. First thing that needed to be done was to hack the big 16×16 font down into a much nicer 8×8 font, that was a piece of cake. Because the game used the big font and plenty of kanji, there was plenty of space leftover when the font was replaced which was used to relocate part of the script. We ended up with over twice the physical space for the translation and more than enough room for a quality translation. Also the game had a few limitations that were very annoying. The game was capable of multiple screens of text per text string, but you first had to fill the screen before it would be cleared. A control code was added so that the screen could be cleared anytime. Also because of the Pascal strings, the text was limited to #$FF hex bytes which equates to 255 characters. This limitation did not work with some of the longer strings and something had to be done. So the Pascal strings were replaced with a simple end control code and the limitation overcome. Shoutouts go to FlashPV for the really cool title screen and Carnivol for being a diligent tester.
http://yojimbo.eludevisibility.org/
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September 1st, 2013, 23:51 Posted By: wraggster
via http://www.romhacking.net/
FF4kster, the all-in-one editor for Final Fantasy 4, has finally received a large update. Some major bugs were fixed and some significant components have been added:
The new monster editor allows you to change the details of individual monsters, including not only their HP, Exp, Gil values, battle stats, and elemental and other special properties, but also their item drops, and even their AI behaviour and reaction scripts.
In addition, there is now a formation editor which allows you to edit particular battles, including what groups of monsters are fought, as well as various other properties such as whether you can flee from the fight or not, or whether you will get game over from losing the fight or not.
Finally, the new encounters editor allows you to manipulate what groups of monsters you can randomly encounter in what areas.
http://www.romhacking.net/utilities/914/
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September 1st, 2013, 23:33 Posted By: wraggster
via http://pdroms.de/
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Release notes:
I’ve been a little busy, and haven’t got as much done the past couple days. I’m trying to add the first boss. A will’o wisp. This creature will jump to a new lane when slain. And has to be defeated several times. However his graphics are giving me problems. For some reason I haven’t figured out yet, he only looks proper on lane 8. On all the other lanes we looks like a deformed fighter. Once I get him added, I’m going to add the ability of monsters to grapple the player. So that when they are grabbed, they are damaged until the player can wriggle out, while the player can’t damage them, until freed. Potions won’t work during grappling, you need you hands free to fight or use magic.
http://atariage.com/forums/topic/213104-tumulus-2600/
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August 26th, 2013, 23:11 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7676.0.html
Nickname: cabbage
Project Name: Bug Hunt
Division: Game
Platform: PC Engine / Turbo Grafx 16
Original Enter: Yes
Open Source: Yes
In a past NEO Compo this project won in the top 10: No
I don't have any time this year,because of having some very difficult time in my real life recently...
but I really want to enter neo retro compo again! So, I made this cute game "Bug Hunt" version for pc engine.
a very modest game entry, but maybe some body can enjoy it.
Anyway I had fun making it (usual)
Thank you NEO TEAM for hosting this fun compo every year, It is so great !
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August 26th, 2013, 23:01 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7661.0.html
Nickname: Gameblabla/blabla
Project Name: Unlucky Pony
From: France
Division: GAME
Platform: 3DO
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
The weirdest game i've ever made.
Unlucky Pony is an original game made exclusively for 3DO.
You play as "Rinblow Trash" , a pony who is always in trouble.
In your quest , you will encounter falling poops from the sky and pony haters that want your death.
Will you be able to make it alive ?
If you want to play it on PC , i strongly recommend you to use 4DO.
Download link:
Version 1.1
Screenshots :
EDIT : I have released a new version. (v1.1)
This new version adds one mini-game and allows you to turn the poops into oranges so everyone
can enjoy this game !
That will be my last update , i hope you'll enjoy it !
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August 26th, 2013, 22:52 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7677.0.html
Nyastrocat is my first program for the Astrocade (and also my first attempt at creating a program for a retro console): it plays back 7 frames of the Nyan Cat GIF while beeping the Nyan Cat tune.
I've tested this in MAME's emulation of Robby Roto, an Astrocade-based arcade machine; it should also run in MESS's emulation of the Astrocade as well as on real hardware.
I tried to RLE-encode all the images, however, my RLE decoding code fails on some frames of the Nyancat animation as well as on the NEO badge, so I've used text for the splash screen. Sigh.
Thanks to prguitarman for creating the original Poptart Kitty animation, and to Purufufuru for his transcription of the Nyancat song.
Download: https://github.com/zhuowei/Nyastroca...nyastrocat.bin
Source: https://github.com/zhuowei/Nyastrocat
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August 24th, 2013, 23:31 Posted By: wraggster
This gaming cabinet lets two players select games from a wide array of consoles and play them using the original controllers. [Patrice] built it around his Multi Video Games System 2, which converts each of the 75 controllers to a common format. Players pick controllers from the display case, plug in an HD-15 connector, and choose the game they want to play. The cabinet contains a PC that runs a variety of emulators, and uses HyperSpin as a menu system.
Using adapters, the converted controllers can also be used on other game systems, tablets, or smartphones. [Patrice] claims that they’ll work across 110 different game systems. A full list of the controllers and systems is shown here.
This cabinet is definitely one of the most comprehensive video game installations we’ve seen, and the display case of controllers looks fantastic. Check out a video of the system and some controller porn after the break.
http://hackaday.com/2013/08/24/75-co...gaming-system/
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August 22nd, 2013, 14:16 Posted By: wraggster
LG has released a new TV, which is designed to resemble a 1970s-style CRT, but boasts modern features.
The TV is currently only available in LG’s home country of South Korea for 840,000 won (roughly £500), with LG saying there are no plans to sell it elsewhere as of yet.
While retro volume and channel rotary knobs are present, the TV does come with a remote control, with the many other non-1970s features including a 32-inch 1080p widescreen LED display, HDMI and USB ports, and the ability to stream content from smartphones.
Less technologically-focused features mentioned on LG’s Korea Newsroom website are the TV's ‘classic Scandinavian-style design’ and ‘nostalgia of the old days’.
http://www.pcr-online.biz/news/read/...-led-tv/031733
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August 19th, 2013, 15:30 Posted By: wraggster
Dino Dini is working out how to reimagine his classic football series Kick Off for new platforms, he confirmed today at GDC Europe.Speaking as part of an entertaining postmortem of his work, which took in the making of Kick Off, its sequel, Player Manager and Dino Dini’s Soccer, the development veteran said he has been developing game projects in his spare time, and is trying to decide how best to bring back his most famous creation for current game platforms.When he was asked whether he’d considered re-releasing Kick Off for iPhone, Dini replied: “Even though I’ve not being publishing games as Dino Dini, I still develop games and I work on prototypes. What holds me back from going to market is figuring out a sustainable business model. I’m not alone in this – other indie developers out there are doing this and they tend to follow the pattern of just scraping by all of the time. But in my own time, I do a lot of research into things and so one of the things I’ve obviously looked at is the question of how to reimagine those early games for that platform.”He added that making games for devices like iPad require a very different way of thinking – hence the delay in any firm news on the return of Kick Off.“You have to go to the touch screen and you have to really think carefully about how to use that,” added Dini. “I’d say the solution is definitely not to just sort of mimic a joystick – that doesn’t work too well. You have to re-think it. So I’ve been doing work on that but that’s all I want to say at this point because it’s just preliminary work.“
http://www.edge-online.com/news/dino...n-of-kick-off/
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August 18th, 2013, 19:39 Posted By: wraggster
Are you ready to make a utility sink sized pool of water the location of your next living room game console? This demonstration is appealing, but maybe not ready for widespread adoption. AquaTop is an interactive display that combines water, a projector, and a depth camera.
The water has bath salts added to it which turn it a milky white. This does double duty, making it a reasonably reflective surface for the projector, and hiding your hands when below the surface. The video below shows several different games being played. But the most compelling demonstration involves individual finger tracking when your digits break the surface of the water (show on the right above).
There is also a novel feedback system. The researchers hacked some speakers so they could be submerged in the tank, adding a large speaker with LEDs on it in the same manner. When fed a 50 Hz signal they make the surface of the pool dance.
http://hackaday.com/2013/08/18/aquat...ages-on-water/
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August 17th, 2013, 23:39 Posted By: wraggster
This project was completely component driven. [Christopher] and [Robert] wanted to try out buttons with an RGB backlight option. They found the one shown above, which looks fantastic. It should since it costs over twenty bucks in single units. What they came up with is a one pixel video game that works like a color matching version of Simon Says. The button will show you the target color for just a moment. The player then holds the button as it fades through colors. Releasing it at the right instant will produce a green flash, a wrong shade results in a red flash.
They went with an Arduino Mega for the project as that was within easy reach. A hunk of protoboard is used as a shield, it includes the button itself, connected through some current limiting resistors to the pins that drive the LED. There is also a tactile switch which actuates the AVR’s reset pin.
When trying to get the LED to fade through the full range of colors [Christopher] was hit with a common problem. Since our eyes don’t detect changes in low and high intensity light the same way, you can’t use linear changes in PWM and get a smooth result. He fixed this by using Gaussian curves to set the intensity levels.
http://hackaday.com/2013/08/17/one-p...tton-hardware/
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August 12th, 2013, 23:31 Posted By: wraggster
The following Hacks have been submitted and approved to the database (in submitted order oldest to newest):
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August 12th, 2013, 21:39 Posted By: wraggster
Sure, there's a cool factor to having a vintage arcade game parked in your rec room. But there's more to it than that -- as we saw for ourselves at Engadget Expand, people are genuinely excited about playing the original cabinet games from their childhoods. Now you can rent titles like Ms. Pac Man, Pole Position 2 and Donkey Kong for $75 per month in California, thanks to a company called All You can Arcade. It started as just a collecting hobby for brothers Timothy and Seth Peterson, but has blossomed into a business that now rents over 100 games and is constantly adding more. The best part is that you won't have to part with any of your allowance to play -- hit the More Coverage link for the copious list of titles.
http://www.engadget.com/2013/08/12/a...ntage-rentals/
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August 7th, 2013, 00:32 Posted By: wraggster
Id software director Tim Willits has admitted that the former build of Doom 4 was scrapped because it failed to harness the spirit of the series.
In October 2011 it was revealed that work on the game had been “indefinitely postponed” although both Id and publisher Bethesda insist that the game is now back in development and back on track.
“It wasn’t one thing,” Willits told IGN when asked about the cause behind the title’s problems. “It wasn’t like the art was bad, or the programming was bad.
“Every game has a soul. Every game has a spirit. When you played Rage, you got the spirit. And [Doom] did not have the spirit, it did not have the soul, it didn’t have a personality. It had a bit of schizophrenia, a little bit of an identity crisis. It didn’t have the passion and soul of what an Id game is. Everyone knows the feeling of Doom, but it’s very hard to articulate.
“We looked at and the Id guys looked at and said, look, it’s not even that something is necessarily bad. But is it good enough? You can make a game and say, ‘that’s not a bad game, but it’s not as good as an Elder Scrolls game should be,’ and there’s a difference.
“It’s not great. It’s not amazing. It’s not what people have waited all this time for. It needs to be like ‘this was totally worth the wait.’ And I think what the guys at Id are working on is they’re pushing the boundaries and challenging themselves. I don’t want anybody to look at Id’s next project and have this reaction that it’s still stuck in the 90s.”
Willits added that Doom 4 “is the only major project at Id Software today”.
In April Id and Bethesda owner ZeniMax was said to have demanded Doom 4’s release within the year.
http://www.mcvuk.com/news/read/doom-...spirit/0119707
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August 4th, 2013, 21:16 Posted By: wraggster
Over at Neoflash they have released a new NeoGeo Flash Cart to go with their Snes, Nintendo 64, Megadrive, PC Engine, Nintendo DS and GBA Flash Carts.
Firstly heres a look at the Cart:
Heres the specs for the cart:
* SNK game cheat code,support all SNK AES original games
* SNK game region select,it can change something in the game,like language and the "FATFURY" motion efect
* 8Mb game rom is modifiable
* Can upgrade Magic Key BIOS via USB port, plug and upgrade
* Can upgrade the CPLD hard core via NDP kit
Its available now at Neoflash Shop for $159
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