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on Feb 12th, 2007 15:51:30.
Newest member, Xynzicht
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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 oę this site, we also cover commercial
gaming and console news. Part of the DCEmu Homebrew & Gaming
Network.
NES/Dendy/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan emulator has been updated recently. Changes:
- Various sound output bugs have been fixed, primarily affecting non-Windows platforms.
- Various endianness related bugs were fixed, including a severe GBA save state bug on big-endian platforms.
- Having more than 2 of the same "type" of joystick/gamepad should no longer cause problems with hash collisions internally.
- A few PCE CD and PC-FX CDROM emulation bugs were fixed, concerning the position of the lead-out track, and the length of the last track when loading multi-track CUE/BIN rips.
- Various code issues causing compiler problems were fixed.
This is a port of a subset of the Ami/WinArcadia V11.71 emulator to the
Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug game.
The emulator has been optimized for speed and size. The emulation is not
as comprehensive as that provided by Ami/WinArcadia, but everything needed
for perfect emulation of the Super Bug game is present (except the noise
generator). Features could be added back in from Ami/WinArcadia if desired,
to enable support of other games. Some further optimizations are possible;
however, the game already runs at full speed.
The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source
code is included.
Keys are:
START: start
SELECT: difficulty
A/B: fire
D-pad: move
L+R: pause/unpause
1.1: Sat 29 Jun 2009.
. Emulation of the Capture game.
. Autofire.
. Speed and size optimizations.
. Miscellaneous improvements and bug fixes.
Fudroyd is a Gameboy emulator written in C for Android devices. It's a port of an emulator I originally wrote for Windows but never released (a SEGA 32X version exists, though it was rewritten entirely in SuperH assembly language).
The main difference between this port and the Windows version is that the Android version uses SDL, whereas the Windows version used GDI.
This is a port of a subset of the Ami/WinArcadia V11.71 emulator to the
Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug game.
The emulator has been optimized for speed and size. The emulation is not
as comprehensive as that provided by Ami/WinArcadia, but everything needed
for perfect emulation of the Super Bug game is present (except the noise
generator). Features could be added back in from Ami/WinArcadia if desired,
to enable support of other games. Some further optimizations are possible;
however, the game already runs at full speed.
The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source
code is included.
Keys are:
START: start
SELECT: difficulty
A/B: fire
D-pad: move
L+R: pause/unpause
Changes since V0.1:
. Screen centring.
. Tone emulation.
. Speed and size optimizations.
. Pause/unpause.
. Multiboot compatibility.
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 the Best Console for Megadrive Emulation ?
Give your Answer via Comments.
We want your DCEmu Interview Questions, Post any good questions Here
Remember to check out our DCEmu Interview Site to catch up on previous DCEmu Interview Questions
Heres the other DCEMU Questions - Answer as many as you can
RetroChallenge commences July 1st, 2009 and runs until July 31st, 2009
In order to qualify, computer systems must use a pre-pentium processor... in general, this means 486 or below, 680x0 and pretty much everything with an 8-bit processor, but we'll also let you in if you have an old Cray kicking about.
Gaming consoles and PDAs qualify if they are at least ten years old as of July1, 2009.
Where appropriate, replica hardware and emulators may be used.
Entrants are responsible for adequately documenting their projects and submitting occasional updates during the contest.
Projects may encompass any aspect of retrocomputing that tickles the fancy of the individual entrant.
Winners will be arbitrarily chosen and crap prizes doled out during the first week of August 2009.
Have fun.
DCEmu is as it has been since i joined all the sites under the DCEmu banner a network which concentrates on Homebrew, Hacking, Development and Commercial Gaming and Hardware News.
All Homebrew/Emulation Coders once we verify them (and i spot them) have the ability to post in all our Console News Forums and the news automatically shows up on not only the site to which that news forum belongs but also on the main DCEmu Portal Site. We always like to have an onsite mirror but gladly welcome the linking to your own site.
DCEmu can be used by coders to become their release centre and with the Homebrew Scene across so many scenes being so massive now you can quickly get noticed by a lot of sites including mainstream networks.
Now with the News forums, normal members cant start topics in them but you can reply to any topic, Normal Members can post as Normal in any None News forum. I get so many emails asking why he/she cant post in whatever forum.
And heres one for people using private messages to ask Questions, Please Use the forum to which the question would be easiest to get an answer as quick as possible. I get so many and i just ignore all of them (not to mention i have a massive amount of work anyhow). Also the users on DCEmu who use homebrew every day are tons better than me for remembering how to do homebrew on that particular console.
How Can You Help DCEmu
This site like any site is a massive undertaking and we need help on every console scene. No site in any scene is 100% perfect on what they cover and totally up to date. In homebrew methods change all the time and only you the users can help others join in the fun. If your a specialist in any console area and you want to see all the news appear its a great way of making sure it happens.
We are always in the need of Tutorials and Guides and FAQs not only for Homebrew but for hacking and Development and even just for gaming on consoles.
Our DCEmu Reviews Website is also in the need of reviews of both Hardware, Homebrew and Games Reviews so please review as much as possible.
Newsposters are always in need especially for WIP and Release News of Emulators, Homebrew etc and across many languages, i am English and to be honest the the translation apps on the net are crap, but the more help we get the better we can become, ive also no doubts that there are releases in places like Japan, China and Korea etc that never reach the likes of DCEmu and others because of language barriers.
Console News
Another change thats going to happen is that our Console News site will now post as much retro homebrew, Game Translations and also Modchip/flash cart news as possible, bringing much needed coverage to those communities.
The DCEmu Homebrew and Gaming Network
To those of you who are new to the DCEmu Homebrew and Gaming Network our Network Covers all these consoles.
As you can see theres quite a few consoles we cover
But thats not all we cover we also have a range of websites that arent totally Homebrew Related.
The Joypad.Net - http://www.thejoypad.net/ - The Joypad.Net is the premier place to find news on controllers and joypads etc.
DCEmu Interviews - http://interviews.dcemu.co.uk/ - Interviews with Coders from many Homebrew and Emulation Scenes and Home of the DCemu Interview, join in the biggest public interview
DCEmu Guides & Tutorials - http://tutorials.dcemu.co.uk/ - This is the place to submit any and all tutorials and Guides for any scene and they can be homebrew and gaming related. Once we verify them they will show up across our network.
DCEmu Reviews - http://reviews.dcemu.co.uk/ - This is the scenes biggest independant collection of reviews and is the place for both hardware and Software reviews. Get your reviews noticed by submitting them to DCEmu reviews. We now have the sister site Games Reviews
DCEmu Console History - http://console-history.dcemu.co.uk/ - This is where you can find Dark Watchers Collection of Console History, a great place to catch up on old consoles
PC Gaming & Homebrew - http://pc-gaming.dcemu.co.uk/ - Our PC Gaming site covers PC, EEEPC and PC Homebrew and Emulators.
DCEmu Blog - http://blog.dcemu.co.uk/ - This site covers anything that doesnt fit above and is our rant/current affairs/funny stuff/Movies News site, all the off topic stuff goes in here.
Cross & Taylors Chefs - http://personal-chef.dcemu.co.uk/ - This site for all those who wonder is my brothers site who is a top chef, again not homebrew related but he cooks a mean meal :P
DCEmu Developer Sites
These are sites where we have some of the Homebrew scenes best coders release their emulators, games etc to the world:
I think thats all, one last thing is to say thank you from everyone here to all the visitors, guests, coders and staff who make DCEmu what it is today.
Nintendo GameBoy Advance/GameBoy/GameBoy Color emulator for Windows based on VBA source code has been updated recently. Changes:
- Fixed sound sampling rate issues, issues with loading settings before spawning the window causing setcooperative error, and screenshots save now.
I wish these Mario, Koopa, Goomba, and Shroom 4GB USB thumb drives were actual Nintendo mass-produced products. That way I wouldn't have to spend $55 on each of them, but hey, they are handcrafted with love.
DCEmu Member dantheman released this over at gbadev, heres the full release notes from the man himself:
In my CS class at my university last semester, we learned C by programming for the GBA. For one of my projects, I took the sourcecode from a GBA WinS demo and greatly expanded upon it, firstly to make it much faster, and secondly to add user input so that different visual effects could be generated. I turned it in long ago, but continued to work on it for further improvements. I eventually installed DevKitPRO and ported it to the DS for speed purposes, then made a version that could rotate around the center of the screen with the DS's additional horsepower. Finally, I made a small branch-off program that creates a starfield on the DS screen, with variable speeds.
Constructive criticism is greatly appreciated. I know it's not a cool game or anything, but it did take a lot of work to make and I think it's a fairly interesting visual effect at the very least. Would people be interested in the sourcecode at all? I'm more than willing to release it, though it would take me a bit to clean it up for ease of understanding.
Developed by 7Raven Studios and published by Alten8, Broken Circle is proposing to take in hand the destiny of three heroes, each with twenty different fighting techniques. RPG very similar to what is proposed with Capcom series Breath of Fire, Broken Circle includes a dozen scenarios representing not less than 101 cards.
Nicholas Scheltema offers Factory bots "on Game Boy Advance and participates in the PDRoms Coding Competition v4.01. You control the movement of robots in a factory, and need them to take raw materials from a distributor, put them into a processor, then take the subject matter and put it in a collector, all have a number of movements restricted.
Quote:
The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a dispenser, put them in a processor, then take the processed material and drop it into a Collector.
This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing, if nothing applies. It's also possible to introduce additional robots to a stage.
There are other obstacles that need to be overcome, such as reaching the different colored buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.
Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.
The number of instructions available are limited per course. Solving each stage requires careful use of the available instructions perfectly to plan a successful sequence.
Scott Lininger realizes Clem The Retarded Elf 2 on Game Boy Advance presented at the PDRoms Coding Competition v4.01. Remember the first "Opus Clem Elf the Retarded" written for the 2006 Xmas DrunkenCoders Compo.
Metalvotze has made "Poomania" for the Game Boy Advance that he had submitted to the PDRoms Coding Competition v4.01. The goal is to repair as quickly as possible, the pipes of a toilet before an incident occurs. To do this, assemble pieces of pipe to make sure to connect the 2 tips.
Quote:
Our friendly plumber Paul is in trouble. Fritz Fatarse just ran to the outhouse, and the pipework is not done at all! Will you manage to help Paul Fritz flushes before his giant load and causes a terrible mess in the pit?
Connect the start of the pipe to the end point before the timer runs out. Once the flush sequence has been started, no more pieces of pipe can be placed. If you accidently set a wrong tile, you can remove it by pressing the B button, but this will take some time. Your progress is saved to cart automagically. If you play the game again, you can select your starting level up to the one you reached. Please do not turn off your Game Boy Advance while the floppy disk icon is visible, otherwise your progress data may be lost and you have to start over from scratch again.
Kojote has posted news of the entries into his Retro systems coding competition:
The deadline for this PDRC v4.01 is over in all timezones and we have recieved eight entries!
- Droplets by Herman Samso (GBA)
- Clem the Retarded Elf 2 by Scott Lininger, Maxwell Saal (GBA
- Factory Bots by Nicholas Scheltema (GBA)
- GemVenture (Beta) by by Tom Livak (NES)
- Gears Of Fate by Thor (NGPC)
- Poomania by Metalvotze (GBA)
- Skipp and Friends: Unexpected Journy by Mukunda Johnson (SNES)
- Shunting Puzzle by Philipp Klau Krause (ColecoVision)
The entries will be published by time as we need to prepare screenshots and description text.
Ben Heck forum member Brian has built us a sweet little Nintendo-on-a-chip handheld that puts a Super Joy III KIRF TV game, a 2.5-inch display, a controller, and 4 AA batteries under the same roof. This bad boy not only allows you to play 76 games on the go (though, sadly, not at the same time), but it looks great doing it as well. Hit up that video after the read link and see for yourself.
Turok N'SET Advance homebrew not a game, it is actually a game commercial, ever released, and if, but the version of Turok Advance, is a set of 2D platform action, this prototype we propose, is a port of the N64 version, while an SPF 3D.
The archive contains 3 prototype, test it.
Whilst the ongoing global dominance of both the Wii and DS means that Nintendo has little time left to ponder its older formats, it seems that former handheld favourite the Game Boy Advance is still selling in its thousands.
Kotaku reports that in 2008 Nintendo’s Game Boy Advance sold an impressive 420,000 units worldwide. Its biggest successes were in emerging markets and parts of Asia.
The Game Boy Advance first hit the market in 2001. At the time it seemed unlikely that it could ever compare to the successes of its predecessor, the Game Boy. Indeed, the first GBA iteration was the subject of some quite brutal criticism, owing mainly to its lack of an internally lit screen.
However, the release of the Game Boy Advance SP in 2003 saw the handheld truly take off. To date it has sold in excess of 80m units – not a million miles away from the Game Boy’s 120m global lifetime sales.
Jeff lait has released a new version of powder the rogue clone:
A long delay can only mean one thing. A long delay. The feature I most look forward to is the highlights for unique monsters and artifacts. Hopefully this increases the coolness associated with encountering them.
Further Makefile clean up, using $(RM) and other niceties. (Zasenko Sergey)
Applied WinCE compatibility patches. (Ilya Kasnacheev)
Ibson the Grey's tileset is now built into the SDL builds of POWDER rather than requiring you to use the From Disk... option. (It is not in the DS, GBA, WINCE versions)
Unique monsters have a ! badge to distinguish them before you engate in battle. (Andreas Bohm)
When fully charged spells will get a yellow glow so you can tell 99% charge from fully ready.
Tameness should no longer expire while you still live. (Tobias Pierce)
Tame creatures whose masters die will go wild after five turns and be also confused. You now have a good reason to go after the leaders of rooms first.
Kobold Assassins can inflict bleeding wounds, as was always intended. (Tobias Pierce)
Radius of the burst when bottles break is dependent on curse/blessed status.
Poisoned smoke potions are more useful. (Tobias Pierce)
Smashing potions will interact with existing smoke. (CYBER_Aeon)
Tridude on the keyboard is now a proper tridude. (Bunnyriffic)
Artifacts have an overlay to distinguish them and are always above mundane items in piles (Stefan O'Rear)
New POWDER icon thanks to Sam Goldfield!
Crash when you load the game on a level with more than 32 active smoke tiles fixed. (Lawrence T. Levine)
Iron Golems and Stone Golems have the proper second attack, and hence hit much harder. (Nicholas Young)
Spells and skills are listed even if you are amnesic in character dumps. (Meddyan)
Vampire bats should ignore bloodless targets. (CYBER_Aeon)
Vampire bats gain food when they suck blood. (Tobias Pierce)
Creatures will be more careful in what they eat, especially familiars. (Tobias Pierce)
Being poisoned by something more powerful will properly clear the weaker poison.
Kuwanger has released a new version of his version of Goomba the Gameboy Emulator for the GBA:
I've just noticed an odd bug with my fork of Goomba. For some reason, whenever Super Mario Land starts up, the palette is messed up. This bug is apparently at least as old as my v2.32 fork (and probably earlier).
So, I've updated my fork to (hopefully) fix the problem by fixing custom palette loading.
The Nintendo Game Boy—the most popular game console of all time—was born today, April 21, back in 1989. Here are its 20 years of history in a timeline that actually goes back to 1889.
Kuwanger has released a new version of his Gameboy Emulator for GBA
This is just a small update. Now you can append palettes to goomba.gba much easier. You can look at the Goomba Paletted homepage under "Appending Palettes" to see how it's done. Oh, and now you can use L+Up and L+Down to switch through the various borders.
Kuwanger has released a new version of his release of Goomba the Gameboy Emulator for GBA:
Okay, I've updated my fork. Major changes include, longer palette names, including all of Asaki's SGB palettes, adding a nice little palette name display (useful for Asaki's palette switching hotkey), a little more room for custom borders, better loading of custom borders (you can attach them to goomba.gba and load access them from Pogoshell, regardless if you multiboot), and removal of (hopefully) any chance for save state corruption.