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January 12th, 2012, 00:01 Posted By: wraggster
As a life long lover of his venerable Commodore 64, [Frank] was looking for a way to speed up the development time when writing C64 demos. His solution is a universal C64 cartridge that will connect to a PC over a USB port.
The board is powered by a CLPD and a microcontroller loaded with code from [Frank]‘s previous C64 USB controller adapter. A 16 Mbit flash chip is able to store 31 classic games like Pitfall, Dig Dug, and Lode Runner.
On his Google+ announcement, [Frank] says this is a very early prototype. He plans on reducing the board size to fit inside a standard C64 cartridge, and the firmware for the micro and CLPD aren’t finished yet. That being said, [Frank] does have a board that does what he wants it to do: extremely rapid C64 development.
Check out [Frank]‘s demo after the break of him compiling and re-uploading a simple demo to his cherished computer in just a few seconds. That’s a lot faster than it would take with a 1541 Ultimate or other SD card reader.
http://hackaday.com/2012/01/11/unive...mo-production/
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January 8th, 2012, 23:47 Posted By: wraggster
via http://emu-russia.net/en/
Atari Jaguar emulator has been updated. Changes:
- Fixed problem on OP with 24BPP bitmaps. [Shamus]
- Cosmetic GUI fixes. [Shamus]
- Switched to UAE 68000 CPU core. [Shamus]
- Fixed some RISC STORE and LOAD alignment issues. Still need to verify against
real hardware. [Shamus]
- Fixed video frame timing for both NTSC *and* PAL. [Shamus]
- Improved OP logging, added emulation of OP bug. [Shamus]
- Fixed addressing bug with UAE 68000 core. [Shamus]
File: Download
News source: http://www.icculus.org
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January 8th, 2012, 23:04 Posted By: wraggster
If you want to re-live the classic game with an emotive feel to it, this is for you. The colors were carefully redefined looking for a new and compelling aesthetic with a dramatic touch that make feelings change with every scene!
Visit the relevant link to see a gallery with side-by-syde before and after screenshots.
RHDN Project Page
Relevant Link: (http://imgur.com/a/98LVk)
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January 8th, 2012, 23:03 Posted By: wraggster
Well, after 8 years the Castlevania: Rondo of Blood translation patch for the PC-Engine is now, essentially, complete! Mind you a majority of those 8 years was leaving it abandoned until just recently.
I say essentially complete because there are still three small things left to be done and with my limited knowledge of ROM hacking I’m unable to hack them in.
The three things are the text for the ferryman, the billboard in stageX and the title screen. Also the opening subtitles are all in SJIS characters which forces us to shorten the dialogue and take liberty’s with the translation in order to fit it in the game’s limited memory space. There is an alternate smaller font within the game that would fix this problem but neither Cubanraul or I know how to switch between the two fonts in the game’s text engine.
If anyone feels they can achieve these goals by themselves we can integrate them into this patch, you would be credited for it of course. A mockup of the game’s title screen can be found on the website for this patch, courtesy of fragmare.
But enough talk… have at you!
RHDN Project Page
Relevant Link: (http://home.comcast.net/...heavyweights/games/drac/)
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January 3rd, 2012, 23:50 Posted By: wraggster
Last semester, [Peter], [Jared], and [Jeremy] took a course on embedded systems. They managed to turn out a very accurate copy of the classic Space Invaders in their class. Not wanting good code to go to waste, they decided to develop two player Space Invaders, and we wouldn’t mind testing it out.
The guys built their Space Invaders clone on a Virtex II dev board. Wanting a little more hardware development, they picked up a pair of RF trancievers so the two boards could communicate with each other. The rules of two-player Space Invaders is fairly simple; if you destroy an alien, there’s a 30% chance it will appear on your opponent’s screen. Hit the space ship that flies along the top of the screen, and 1 to 7 aliens will appear on the opponent’s screen. It’s a bit like two player Tetris where your victories bring about your friend’s downfall.
The guys put a really neat spin on an old game, and we’d love to try it out. Check out the guy on the left losing a game of Space Invaders to his lab partner after the break.
http://hackaday.com/2012/01/03/two-p...ers-via-fpgas/
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January 1st, 2012, 01:38 Posted By: wraggster
If you're going to rock out, you might as well do so with a video game console from the '70s as the core of your guitar. In fact, this is precisely what modder cTrix has done with his gATARI2600. In his configuration, he's able to write and play new music through an Atari 2600 by using an EPROM programmer (a software application he wrote) and daughterboards to feed the new music back through the instrument. The gATARI also features equalizer and flange pedals, a track selector, and whammy bars that allow the player to switch tracks and make changes on the fly. No details have been posted as to how to make your own just yet, but click past the break to watch cTrix jam both thoroughly and effectively at Blip Fest 2011 in Japan.
http://www.engadget.com/2011/12/31/c...rizes-nerds-v/
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December 27th, 2011, 23:31 Posted By: wraggster
We’re guessing that if you ever though of buying an arcade cabinet it was only briefly, and you decided against based on the difficulties of moving and finding a place for such a large and heavy item. You could go the opposite way and build a controller for a MAME box, but for some, there’s no replacement for the real hardware. This Christmas gift is the best of both worlds, a JAMMA box which uses traditional hardware in a more compact cabinet.
[Majtolycus'] boy friend is a sucker for a game of . She looked around for an original logic board and after several weeks of searching had to settle for the Japanese version of the game called Senkyu. To patch into the board she also picked up a JAMMA harness, power supply, RGB to VGA video converter, speaker, and some Happ arcade controls. The whole thing goes into a wood box which connects to a VGA monitor (or the VGA port on your HDTV).
The system is easier to store than a full-sized cabinet, and if a deal comes along, you can buy additional JAMMA logic boards to play.
http://hackaday.com/2011/12/26/arcad...ze-your-space/
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December 26th, 2011, 22:36 Posted By: wraggster
Happy Christmas!
Finally, the first game in The Glory of Heracles series The Glory of Heracles - Labors of the Divine Hero can be played in English. And not only that, but we’ve released the entire manual in English too! Come see how we polished up this really old school RPG game and did our best to keep it challenging, but give you the clues you need to at least make it possible to pass it without a walkthrough.
This is the first new game we’ve released that requires our newly released ROM Expander Pro program to expand the ROM. It’s an open source program we made that implements a generic way of expanding ROMs. By use of a simple text file provided by the translation group, it allows copying and moving ROM data of the orginal ROM. Just include this file with your IPS patch.
And for those who prefer something a little different. We’ve also quietly released the puzzle game Puzzle Boys, our first FDS game in November. It’s Atlus’s only FDS game, and the sequel to the Gameboy game Kwirk, the first game Atlus produced on their own. The two player game is really fun.
RHDN Project Page
Relevant Link: (http://dvdtranslations.eludevisi...ility.org/glory_of_heracles.html)
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December 26th, 2011, 22:36 Posted By: wraggster
Merry Christmas from Nebelwurfer HQ.
We are releasing a playable Teaser patch for the PS2 Standard Daisenryaku: Lost Victory game containing only the Yugoslavian scenarios of the initial Marita campaign. The Weapons, General names, Menus and most dialog text have been translated as well. So, it should be playable, even if the scenario debriefings are not translated. They just add flavor, and are not essential to enjoyment of the game.
The games combat system is simplified over AD 2001. For example, there are no night turns. Also, weapons can fire in any direction, they don’t have restricted firing arcs. There is also a single ground defense rating instead of having separate defense ratings for the front, sides, and back.
You must use the patch with ImageDiff on the original PS2 .mdf file. Also, you must use a Japanese bios in PCSX2 in order for it to work. It will also need a fast PC with a good graphics card for best results.
More instructions are included in the Readme.txt file.
I hope you enjoy playing it.
RHDN Project Page
Relevant Link: (http://www.knology.net/~mackdra...er/SD_Lost_Victory/Overview.htm)
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December 24th, 2011, 23:36 Posted By: wraggster
We don’t know why, but the Atari Jaguar is getting a lot of attention this week. [10P6] just came up with this Jaguar/CD combo that reminds us what Atari could have come up with in 1993.The build itself is relatively simple once you get past [kevincal]‘s ‘April Fools’ type joke he played on the Atari Age forum. [10P6] took a regular Jaguar CD drive and cut a hole into a Jaguar case. The whole case mod took less than a three hours, but [10P6] gives us a lot of commentary into what Atari could and/or should have built in 1993.[10P6] suggests this type of Jaguar would have saved Atari money if the CD drive was stock on the base unit and released at a slightly increased price. This would cut out the cost of the cart slots and reduced the amount of plastic in manufacturing. [10P6] also talks about how Atari engineers could have dropped the 68000 coprocessor with an increase in the system clock. We’re not quite fond of that idea (ask us about our tattoo), but the logic does make sense.Of course, this build comes on the heels of the Jaguar Portable we saw a few days ago. Honestly, we have no idea what’s going on with the Jaguar build.
http://hackaday.com/2011/12/24/were-...ck-apparently/
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December 23rd, 2011, 00:01 Posted By: wraggster
There’s nothing wrong with portable NESs, Super Nintendos, N64, or even a portable Sega CD. What about a portable version the oft-maligned Atari Jaguar, though? [Evil Nod] pulled it off, and it looks great.
The build is fairly standard for a portable console. A PS1 screen is used for the display, and a cut up and re-wired controller provides the input. From what we see on the build log, moving the 104-pin cartridge slot onto ribbon cables was an exercise in patience. The case is absolutely phenomenal with a textured finish we would expect to see on an early 90s console. Of course, [Nod] kept the numeric keypad; there was space left over anyway.
We can’t rag on the Jaguar or [Nod]‘s build. It’s a great execution and there’s an impressive library of games that include Worms, Rayman, Doom, and Myst. Still, we wonder what the build would look like with the Jaguar CD-ROM attached.
http://hackaday.com/2011/12/22/handh...bits-portable/
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December 22nd, 2011, 23:59 Posted By: wraggster
[Ed] is pretty old school. He loves the functionality of old industrial shop tools that have their own dedicated systems. With huge candy-like buttons, who wouldn’t? [Ed] decided to replicate this aesthetic by building a MAME controller for his Mach3 controlled router.[Ed] had a bunch of MAME buttons and joysticks sitting around from a forgotten project. With his vinyl plotter, it was relatively easy to make a very nice looking control panel. To connect the buttons to the Mach3 computer, a disused I-Pac was brought into the mix. The I-Pac reads the state of the buttons and sends keyboard codes over USB to the computer.Because the very popular Mach3 CNC software responds to hotkeys, it was very simple to make the buttons do as they say. [Ed] has full control over the X, Y, and Z axes as well as the spindle speed. It seems like this would be interesting to do some ‘free form’ CNC work on [Ed]‘s router.
http://hackaday.com/2011/12/22/mameing-a-cnc-router/
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December 18th, 2011, 23:41 Posted By: wraggster
Man, we’ve been meaning to look at this fantastic compilation for some time (sorry for the delay, Alf). To be honest, when we first heard about Shoot ‘Em Up Destruction Set 2, we didn’t know what to expect and weren’t that thrilled about playing a bunch of shoot-’em-ups. Our initial trepidationwas soon unfounded, as the compilation features such a varied mix of classics from Alf Yngve.
First up is Super Tau Zeta, a sideways scrolling shooter. Now, we said we weren’t fans of shoot-’em-ups, but Super Tau Zeta intrigued us for various reasons. Immediately noticeable is that the player controls a fleet of space ships battling against some rather bizarre alien enemies and landscapes. This is an update of the entry that was entered into the Sideways SEUCK competition 2010 and features some impressive effects and scrolling. A must play for fans of the genre.
Next up is Bloodwheels, an unreleased game from 1994! The game was set to be released on the original Psytronik label, but has remained in Alf Yngve’s archives ever since… until now. This is essentially a vertical scrolling shooter where the player controls an armoured car taking on the might of tanks, planes, choppers and soldiers. Probably the weaker of the games on display here, but still a good effort.
http://retroactionmagazine.com/retro...ruction-set-2/
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