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June 27th, 2011, 18:43 Posted By: wraggster
Retrogaming Roundup number 36 has just hit the virtual podcast shelves. Subtitled ‘An Evening At The Cottage’, the epic monthly podcast covers everything retrogaming with articles on the classics as well as news on current happenings. This month, the E3 & EGC take the editorial lead, with Hardware Flashback, It Came From MAME (Navalone [Navorone], Orbitron), The British Hour and the Top Ten (Video Game Hunks) amongst the regulars. Other sections to look out for include Guinness Gaming Record, Al Alcorn Interview Pt2, Keith Apicary Interview and the usual email and URLs. As well as the main podcast, which comes on high and low bit-rate, the outtakes from the show can also be downloaded.
http://retroactionmagazine.com/retro...ng-roundup-36/
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June 27th, 2011, 18:42 Posted By: wraggster
The ‘Forgotten Forest’ is a dark and spooky forest full of all kinds of monsters and creatures, so you wouldn’t tend to venture through it, especially on Friday the 13th. But that’s exactly what our hero is doing, spending one full day in this hell hole of a forest. Armed with a flamethrower, your hero has to negotiate his way through the ‘Forgotten Forest’, taking out any nasties that get in the way. And if that wasn’t bad enough there’s one mega huge creature waiting for you (gulp!). When you see the name Alf Yngve associated with a SECUK game, you know it’s going to be a quality game and this is no exception. Released into the C64 Sideways Scrolling SEUCK Compo 2011, Forgotten Forest can be freely downloaded in C64 disk or tape format.
http://retroactionmagazine.com/retro...-commodore-64/
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June 27th, 2011, 18:38 Posted By: wraggster
Via http://www.romhacking.net/forum/inde...pic,12796.html
Today I released a teaser patch for Bloody Warriors. The first 3 towns are translated and inserted. You can get the patch at http://www.dedtech.com. To fit the text in, I used the game’s built in MTE compression. Most of the menus are also done. The ROM did not have to be expanded, I just used the free space available to expand stuff on the ingame menus. Also on the site, I have a Java applet setup so you can preview the game without downloading the patch.
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June 27th, 2011, 14:45 Posted By: wraggster
Industry veteran Toru Iwatani, developer of the arcade Pac-Man, has criticised the focus on quick, simple games at the expense of more memorable projects.
"When you look at games coming out today, it's doubtful that any of us will be talking about them in ten years' time," said Iwatani in a recent interview. "We have to focus on making games that people will remember a decade from now, or else we'll lose our audience, probably."
"You've had this flood of very simple games on the iPhone and social networks. They're very 'easy' games, and by easy I mean easy to design and to pump out by the dozen," he explained. "I think more thought needs to go toward how games present themselves to the user, to how they can be made more fun."
He also discussed the importance of developers' focus, suggesting that "making products isn't something developers should have to worry about - they need to concentrate on making good games, on really pouring their souls into them."
Toru Iwatani created Pac-Man in in 1980 while with Namco. He is now a lecturer at Tokyo Polytechnic University.
http://www.gamesindustry.biz/article...nst-easy-games
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June 27th, 2011, 14:41 Posted By: wraggster
It's also normal to let your mind wander every now and then to the steamy possibilities of, shall we say, cross-platform interaction.
You know... inter-brand hand-holding.
Don't make us say it.
Fine, console sex. What would happen if a 360 and a PS3 got drunk, had sex and decided to keep whatever malformed machine popped off the production line nine months later?
Don't be ashamed. Not only have we all thought it, but some sicko's actually gone out and done it.
Not so much 'behold' as 'hold your mouths' - this is the 'VBox II'. A shameless pairing of an Xbox 360 with PS3 controllers, both of which have had their branding ripped off like some abused prisoners in a sordid sci-fi experiment.
The worst bit? It doesn't even play PS3 and 360 games. It plays Game Boy games, Neo Geo games, PS1 games, arcade games: All the games that would disappoint an unsuspecting kid who thought he'd found himself a great deal on a PS360. Somehow.
We'd throw up in our shoes if it wasn't a mere £50 and actually a bit intriguing.
Think that's weird? How about a Sega console that you urinate on? No, not the Saturn.
http://www.computerandvideogames.com...VG-General-RSS
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June 27th, 2011, 00:05 Posted By: wraggster
In the ever-changing world of gaming, a 15-year-old title is downright ancient, so there's a lot to be said for the fact that we're still talking about Quake a decade and a half after its release -- and what a packed decade and a half it's been. The game has spawned a still thriving convention and has made an appearance on pretty much every platform, ever, including, recently, Android, webOS, Chumby, BUG, and, of course, a maze for lab mice. So, happy birthday, old man. Now how about playing on something more your age? Like, say, the Jitterbug? Got a favorite Quake moment? Be sure to share it with us in the comments below.
http://www.engadget.com/2011/06/24/q...arners-permit/
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June 21st, 2011, 12:40 Posted By: wraggster
News via http://www.emucr.com/2011/06/jagulator-v201.html
Jagulator v2.0.1 is released. Jagulator is an Atari Jaguar console emulator. Jagulator is designed to be run on the Microsoft Windows range of Operating Systems and uses OpenGL as the graphics subsystem.
Jagulator v2.0.1 Changelog:
- now setting the correct video screen sizes and not clipping the right hand size of the screen.
- Long filenames are not supported so you will need to ensure any rom images you attempt to load do not have 'spaces' in the name.
- Jagulator has a command window style interface (what no fancy GUI!!!)
- Typing help will show you the available commands.
- To load a rom from the command line, type; rom ; For example; rom tempest
- To start the rom executing after it is loaded, press F5.
- Homebrew roms are supported but must be absolute binary files. File types with headers are not currently supported. To load these you will need to know the hexadecimal load address. Those of you who have used tools such as the Skunkboard will be familiar with this. For example, say we have a binary file of BadCoders 4m(Metal) demo with a filename of 'badcode4m' and we know the load address is $4000, we would type; rla 4000 badcode4m.
- Again, to start a homebrew binary, press F5.
- I have included a compatibility list of the roms/homebrews I have tested against here in the zip distribution and on the Status Page of this site. If you would like software tested against Jagulator then please send me your binary.
- Video windows are currently a set size and I know they are not all accurate but work for now.
- The debugger is not present in this build.
- There is no audio or CD emulation in this build.
- Oh, before I forget, there are not commercial or homebrew rom images supplied with this distribution. Those you will have to obtain for yourself.
- Controller 1 is supported only in this release and it is currently a non-configurable set of keys, as follows;
A, B, C Buttons - 'A', 'S' and 'X'
Option Button - 'O'
Pause Button - 'P'
Joypad Numeric Buttons - '0' thru '9' on the numeric key pad
# and * Buttons - '/' and '*' on the numeric key pad
Download via comments
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June 21st, 2011, 00:42 Posted By: wraggster
The following Hacks have been submitted and approved to the database (in submitted order oldest to newest):
•Castlevania Overflow Darkness (Complete)
•RBI Baseball ‘94- Full Names (Improvement)
•Gameboy Wars 3 multiple path fix (Improvement)
•Final Fantasy Original (Improvement)
•Gameboy Wars 3 Focus hack (Addendum)
•Elf Kong (Complete)
•Reserve_22//. (Complete)
•Color Restoration Patch (Improvement)
•Emily Hearts: EarthBound for Girls (Complete)
•Mario’s Cookie (Spoof)
Relevant Link: (http://www.romhacking.net/hacks/)
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June 20th, 2011, 18:42 Posted By: wraggster
Typical. You wait 14 years for a next-gen Duke Nukem game and two come along at once.
Little-known Danish studio Interceptor Entertainment is creating an Unreal Engine-powered remake of the classic Duke Nukem 3D, due for release later this year.
The company has enjoyed the full blessing and support of Gearbox Software for Duke Nukem 3D: Reloaded on a non-commercial basis, and has employed over 30 people to recreate the 1996 classic. The original voice of Duke, Jon St. John, will record original material for the game.
Reloaded will have a full multiplayer element, with support for 16 simultaneous players and classic maps including Hollywood Holocaust. Modes will include 'Dukematch', 'Capture The Babe' and a play on Horde, and will allow gamers to play as Duke, General Graves, Assault Trooper and Pig Cop .
An upcoming multiplayer demo will offer two multiplayer maps, seven weapons - including the Ripper, Shotgun and the legendary Mighty Boot - and four playable characters.
Interceptor claims that it is "utilising the latest and greatest in technology and talent" to make the title, and is currently advertising to expand its team.
It promises: "A faithful-but-fresh re-envisioning of one of 3D Realms' greatest endeavours, Duke Nukem 3D: Reloaded will invite players both new and old to experience the seminal action-shooter in high-definition. Memorable locations such as Hollywood Holocaust and Shrapnel City will be respectfully recreated with new and exciting vehicular sequences, non-playable characters, scripted events and all-new interactive experiences."
Barry Cogan, lead level designer said: "Between the new capabilities of your target technology and the desire to remain faithful to the original piece there is a very fine line one can walk as a designer - and this is something we have nailed.
"When looking to remake [Hollywood Holocaust] we discussed what made it so. Some obvious parts stood out. The secret rocket launcher, Million Dollar Theater façade, bikini girl on the big screen, apartment block, rooftop, and arcade room... An initial pass was made which was a near pixel perfect copy of the original, but it became immediately apparent that this design would not work.
"The scale was visually identical. It felt cramped, small and even more dated. As lead level designer, the re-imagination fell to me. I set one stipulation: most, if not, all of the major components needed to be present. It is essential for players to feel like they are walking around in part of a larger environment rather than an enclosed box."
You can check out a few screenshots and pieces of concept art from the project on this very page - and visit Interceptor's own homepage, with a blog account of both the development process and its visit to Duke Nukem Forever devs Gearbox and Petroglyph.
Gearbox's own Duke Nukem Forever was released earlier this month to mixed reviews - but shot to the top of the UK Chart in its first week on sale.
http://www.computerandvideogames.com...VG-General-RSS
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June 19th, 2011, 19:50 Posted By: wraggster
If you're like us, you've probably been holding your breath in anticipation since Commodore USA announced its replica of the famous C64. It promised a keyboard PC that duplicated the original's retro-beige finish, with an Atom CPU and an NVIDIA Ion graphics card under the hood. But despite numerous announcements, and even after a cross-promotion with Tron: Legacy, they've yet to ship any products. The latest word from the company has pre-orders shipping next week, in five different varieties, from a barebones chassis and card reader to the C64x Ultimate – an $895 machine that includes 1TB hard drive and a Blu-ray player. If you haven't been teased enough over the past year of delays, hit the video after the break for more preview images.
http://www.engadget.com/2011/06/19/c...ek-fulfilling/
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June 11th, 2011, 23:47 Posted By: wraggster
While many people would be satisfied leaving a MAME console on their desk, others take the time to put their MAME creations in a nice, authentic arcade cabinet. Some people like [Simon Jansen] take the craft to a whole new level, crafting a TARDIS from the ground up in order to house a MAME console.
It all started with a computer that had no real purpose. [Simon] decided it would be great to use as a MAME console, so he started brainstorming ideas for an enclosure. As he tells it, he was staring out a window looking for inspiration when his eye caught a giant billboard for [Dr. Who], complete with a TARDIS. The rest was history.
The MAME cabinet is about 3/4 the size of an on-set TARDIS, and crafted mostly from MDF. Plenty of time was spent analyzing the different TARDIS designs featured on the show over the years, paying special attention to even the smallest of details. Once the construction of the TARDIS was complete, [Simon] started work on the MAME portion of the project.
His MAME console was built to completely fit inside the TARDIS when closed, but it also had to take into account the box’s inward folding doors, which take up a good bit of space. The base was also made from MDF, and includes a durable white plastic panel in which the controls are mounted.
The final result is amazing – it does the TARDIS justice, and it looks like plenty of fun to play as well.
http://hackaday.com/2011/06/11/a-mam...-a-doctor-who/
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June 7th, 2011, 18:01 Posted By: wraggster
A portable desktop tower with three LCDs mounted on its side, you say? Why yes, there is such a thing. At Computex, we spotted SSI's camouflaged booth demoing this eccentric Spark S9T rig: a rugged ATX case sporting a handle, a keyboard with a touchpad, plus three 17.3-inch 1920 x 1080 LCD panels. As you've probably already guessed, the keyboard and the screens can be folded up for storage convenience. Let's be clear, though: you'll still need to find a wall socket to power this beastly machine, but such all-in-one solution should still appeal to video editors, military personnel, or even gamers that are regularly on the road. Alas, we couldn't get a price for single purchases, but feel free to check out the full detail over at SSI's website -- maybe a nice postcard will get you a deal.
http://www.engadget.com/2011/06/07/s...g-to-power-hu/
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June 6th, 2011, 19:50 Posted By: wraggster
After reading about a Super Mario Brothers themed bathroom, [Jonathan] decided that it would be pretty cool to have his toilet play the “warp pipe” sound whenever anyone flushed.
He grabbed a small sound drop key chain on eBay and disassembled it to see how things worked. Once he figured out which solder pads corresponded to the warp pipe sound he added a few wires that, when shorted, trigger the sound effect.
He debated as to how the sound generator should be wired to the toilet, and was pretty reluctant to place the key chain inside the tank due to concerns about sound volume and water damage. He ultimately decided to trigger the sound effects using triboelectric charge, much like those touch lamps from the ’80s. He rigged up a simple circuit that is connected to both the toilet handle as well as the water intake valve on the wall. When someone touches the handle, the small charge that is present in their hand triggers the sound effect as you can see in the video below.
Instead of using a standard project box, he opted to build a small warp tube replica from cardboard and paper, which really brings everything together nicely.
While he says that the circuit is pretty sensitive, triggering at odd times or not at all, we still think it’s awesome.
http://hackaday.com/2011/06/06/retro...et/#more-44745
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June 5th, 2011, 23:08 Posted By: wraggster
News via http://retroactionmagazine.com/retro...hived-at-oopa/
The fifth issue of the classic videogaming magazine, Super Play, has been digitally archived over at Out-of-Print Archive. This issue from March 1993 was scanned and edited by meppi and is another outstanding effort – be sure to check out the work that was undertaken to preserve one page. This is the lengths Out-of-Print Archive (OoPA) go to preserve the magazines back to their former glory. The magazine can be downloaded in its full resolution by visiting the issue’s webpage at OoPA. For every release, OoPA pick four artilcles from the magazine as online previews, so while the download does its thing, check out the online material awaiting your perusal: an article on the Winter CES of 1993, a tour of Akihabara, reveiw of Assault Suit Valken (aka Cybernator) and an import review of KikiKaiKai (aka Pocky & Rocky).
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June 1st, 2011, 01:47 Posted By: wraggster
After about six weeks of testing [Yifanlu] has released a stable version of the Kindle 3 firmware for use with Kindle 2 hardware. Everything seems to be working just fine with the patched firmware. We immediately jumped to the conclusion that the upgrade must run pretty slow on the older hardware. [Yifanlu] addresses that assumption in his post. The Kindle 2 hardware is not as fast as the Kindle 3, but it sounds like the upgraded firmware is no slower than the stock firmware was on the older units.
Since the firmware is proprietary, the upgrade method requires that you own both Kindle 2 and Kindle 3. Three scripts will pull the firmware image from the older hardware, copy it over to the new hardware and patch it at the same time, then copy the fully patched package back to the old hardware for use.
After the break you can see a video of a Kindle DX running 3.1 firmware. There’s also a link to the Reddit post where commenters have linked to pre-compiled versions of the patched package.
http://hackaday.com/2011/05/31/run-k...le-2-hardware/
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June 1st, 2011, 00:34 Posted By: wraggster
This is the second time this week we've covered a modder getting an old-school game to run with the help of some unexpected hardware. And arguably, it's the simpler of the two tales. A fellow named John Graham-Cumming fashioned a game console out of little more than a pair of metal canisters, an Arduino Pro board, and a potentiometer -- all so he could play Pong on his TV. The rig (cutely dubbed the Cansole) actually consists of two controllers, with the secondary one housing just a potentiometer. The first has one, too, but also houses the Arduino Pro, along with a battery, A/V controls, and a button for selecting and firing in the game. Et voil*! 1970s arcade-style tennis for two. For a 90-second nostalgia break, head on past the break to see these vintage-looking paddles in action.
http://www.engadget.com/2011/05/30/m...etro-pong-pad/
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June 1st, 2011, 00:25 Posted By: wraggster
The iCade Arcade Cabinet began as an April Fool's joke in 2010, but this golden unicorn of iPad accessories has actually made it to production, showing up at our door last week. iCade creator ThinkGeek partnered with Ion to make this former imaginary gadget a reality, and so far it appears to be a hit, backordered for weeks soon after hitting the online store in April. The $100 cabinet pairs with your iPad or iPad 2 over bluetooth, bringing familiar hardware arcade controls to the Atari's Greatest Hits app, which includes classics like Missile Command (free), and Pong, which you can download from within the free Atari app for $1. The iCade is an awesome addition to your gaming collection, but it won't replace the hours of coin-dropping at your local arcade. Read on to find out why this accessory may become a permanent fixture on our desk.
http://www.engadget.com/2011/05/31/i...abinet-review/
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May 31st, 2011, 23:31 Posted By: wraggster
Ever since Id Software released the Doom source code under the GPL, it's been ported to platform after platform. Now, you can play Doom compiled to JavaScript on the web, using standard web technologies like Canvas and without any plugins. If your browser has trouble running it, here's a screencast."
The translation was accomplished using Emscripten, a Javascript backend for LLVM. As per the GPL, full source code is available. Pretty neat.
http://games.slashdot.org/story/11/0...ted-To-the-Web
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May 31st, 2011, 23:31 Posted By: wraggster
Ever since Id Software released the Doom source code under the GPL, it's been ported to platform after platform. Now, you can play Doom compiled to JavaScript on the web, using standard web technologies like Canvas and without any plugins. If your browser has trouble running it, here's a screencast."
The translation was accomplished using Emscripten, a Javascript backend for LLVM. As per the GPL, full source code is available. Pretty neat.
http://games.slashdot.org/story/11/0...ted-To-the-Web
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May 29th, 2011, 23:30 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,12687.html
Makai Toushi SaGa is actually Final Fantasy Legend’s real Japanese name. Nowadays in the US when people talk about Makai Toushi SaGa, they’re referring to the WonderSwan Color remake of Final Fantasy Legend. In the year of 2002, Squaresoft decided to re-release Makai Toushi SaGa for the WonderSwan Color (Game Boy Advance’s petty competition in Japan). However, that is not all they did! They totally renovated the game and upgraded its quality to something more on the lines of the Super Nintendo.
Sadly, since the WonderSwan Color was not released in the US, Makai Toushi SaGa never saw the light of North American day. However, in March 2011 (9 years after Makai Toushi’s SaGa’s release!) Tower Reversed released the finished English translation for the game! SaGa fans rejoiced!
By fans for fans, this is a complete English translation for Makai Toushi SaGa on the WonderSwan Color, thanks to the efforts by Tower Reversed.
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