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GBA News is a News and downloads site for the
GBA, Gameboy and Virtual Boy, We have all the latest emulators,
homebrew and all the downloads oê this site, we also cover commercial
gaming and console news. Part of the DCEmu Homebrew & Gaming
Network.
News Flash
From February 2011 the news for the Gamecube, GBA, Gameboy, Snes, N64, Nes and Virtual Boy all use the same forum feed but the sites still contain the downloads for the consoles they cover.
THE LATEST NEWS BELOW
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May 11th, 2012, 13:05 Posted By: wraggster
via http://www.emucr.com/
CuteMupen v0.1.1 is released. CuteMupen is a frontend for the Nintendo 64 emulator Mupen64Plus and runs under Windows, Linux and Mac OS X.
Features:
- ROM browser
- Fullscreen, resolution and OSD settings
- Settings save and restore across runs
- Zipped ROMs support
- Plugin detection and selection
- Changing plugins settings (those are not saved nor restored yet)
Not supported yet:
- Cheats
- Input configuration (keyboard, gamepad, etc.)
CuteMupen v0.1.1 Changelog:
- Fixed compatibility with Mupen64Plus 1.99.5+.
http://www.mediafire.com/?5atn5yn2syga2dn
For more information and downloads, click here!
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May 11th, 2012, 13:01 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2509 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2508
Taseditor: yet another "lost_position" logic change
r2509
Taseditor: one more time
http://www.mediafire.com/?wrmft6098u5w7ha
For more information and downloads, click here!
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May 11th, 2012, 12:46 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/05/10) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Software scalar update.
- Software scaling lib update.
http://www.grantgalitz.org/gameboy/
For more information and downloads, click here!
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May 10th, 2012, 13:43 Posted By: wraggster
via http://www.aep-emu.de/
Nocash have a SNES/SFC emulator/debugger for windows released.
Changelog:
- emu: fixed APU-BIOS-clone (jump to FFC9) (thanks mic_)
- emu: fixed World Cup Striker APU wrap RAM:FFBF to ROM:FFC0 (thanks mic_)
- emu: fixed crash on loading US version of Exhaust Heat2 (thanks Karl-Heinz)
- emu: fixed spc700 flags upon rcl/rcr opcodes (axelay volume) (creaothceann)
- emu: fixed NMI (accidently triggered NMI twice in snestest) (creaothceann)
- emu: draws mode7/bg2 only if extbg=1 (Secret of Mana intro) (creaothceann)
- emu: emulates voice-kun, plus remote control (but CD player isn´t emulated)
- emu: emulates sfcbox (with complete HD64180/DSP/GSU/OSD/RTC chipset)
- debug: prevents further apu-code execution (upon events) after breakpoints
- debug: added hd64180 disassembler (for sfcbox ATROM with BIOSKROM1.BIN)
- loader: add support for now-reversed little-endian dsp/seta roms
- video: matched window-size to PAL/NTSC resolution (239 or 224 lines)
- video: rendering supports 8bpp,16bpp,24bpp,32bpp (instead 15bpp only)
- video: faster master-brighness changes (eg. cworld demo, donkey kong country)
- video: softzoom (instead StretchDIBits) (faster on hires-to-normal view)
- video: optional draw/stretching via opengl/directdraw (experimental/unstable)
- controls: emulates 5/8 player modes (multiplay5 aka multitap)
- controls: supports PC-joystick/gamepads, keyb/button redef for 8 players
- controls: removed automatic-mouse emulation (was more annoying than useful)
- controls: Backspace BS-key=Whoosh on notebooks (except XBAND and NTTDATA)
- controls: F10-key re-enables all sound/video layers (thanks road for idea)
- xboo: added "TEST" mode (requires jmp 7Exxxxh) (maps CART after short delay)
- cartlist: added progress-bar and cancel-button to the allcarts.log function
- help: fixed typo (changed "2130h.Bit6-7" to "Bit4-5") (thanks mic_)
- help: added note on ST018 being dumped and being ARM cpu
- help: added note on APU jump to FFC9 and RAM-to-ROM opcode wrap
- help: added notes on different sgb icd2 chip versions (thanks d4s)
- help: added some note on EXTBG in Mode7 (and EXTBG garbage in Mode0-6)
- help: added more or less complete sfcbox specs
- help: added controller mods chapter (snespad, shift-regs, 1mm pins)
- help: updated list of hires/interlace and offset-per-tile games (creaothceann)
- help: updated multitap & superscope game lists (thanks KungFuFurby)
- tested: donkey kong country PAL on 200MHz pentium: 230% speed at 5 fps
- tested: donkey kong country PAL on 200MHz pentium: 100% speed at 20 fps
For more information and downloads, click here!
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May 10th, 2012, 13:02 Posted By: wraggster
HorvatM has released InsmEdit, an Insmouse No Yakata editor for Windows. It can currently edit level layouts, passwords, and player starting positions. Grab and discuss it here.
In addition, Ben Stevens has released a guide for Insmouse with 100% correct level maps, in contrast to earlier guides.
For more information and downloads, click here!
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May 9th, 2012, 01:32 Posted By: wraggster

Gaming has infiltrated everything around us. It seems that any time a control interface is needed, the first thought to many current hacker’s minds are the familiar controls from the video games we grew up with. In this example, [eljaywasi] needed a way to control the wavelength of light coming out of a laser. We don’t know exactly how he’s actually changing the wavelength, but we do know he’s using an SNES gamepad as his interface. You can see a red and a blue LED located on the front of the pad, so it may be that two buttons would have sufficed. We don’t care, we like the SNES pad better.
http://hackaday.com/2012/05/08/makin...-snes-gamepad/
For more information and downloads, click here!
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