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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.
Latest News Flash
From February 2013 we have returned this site to only having news for Gameboy, Gameboy Advance and Virtual Boy.
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February 21st, 2012, 11:47 Posted By: wraggster
GBA News our site covering all things Gameboy Advance, Gameboy and Virtual Boy, has been updated with our new look and features, GBA News covers everything from gaming news to Homebrew to Emulation and more and has 100s of downloads for the GBA,
Check it out here --> http://gbaemu.dcemu.co.uk/
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February 13th, 2012, 01:54 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/02/12) 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.
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January 31st, 2012, 23:17 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/01/29) 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.
https://github.com/grantgalitz/GameBoy-Online
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January 19th, 2012, 01:50 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1066 is released. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1066
reverts ini file generation to pre rev885 behaviour
http://sourceforge.net/projects/vbam/
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January 19th, 2012, 01:45 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/01/17) 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.
http://www.emucr.com/2012/01/gameboy...-20120117.html
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January 9th, 2012, 00:12 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Jeff Lait offers the 117th version of the Rogue like " Powder "for the Game Boy Advance .
Quote:
Sunny Saturnalia to one and all! Hopefully I Have the Linux version right this time! Some good news, I found a 32-bit linux box so it Should Be a 32-bit linux build as well. True Aim is now in the book of blades, so you-can-learn Without it year extra skill book. (Robert Barber) Forgetting a spell while wielding a staff imbued That It Will Properly fail now. (Paul Strickland) Failing to forget No Longer uses a turn. Unenchanted weapons and armor Which You Have found the enchantment of now report 0. (Mike Ratzlaff) collapsing Into Objects Properly meatballs now state the result if multiple IS meatballs. (Nathan Bug) Tutorial for signpost for kiwis now mentions the hostile look on the tag description. (Claudio) Signpost added to Surace world. (SilverAnalyst) Someone to greet you on the world surface area. (Andrew Walker) say Unequippable item slots slot Item No. Rather Than Empty slot. Empty slots carry the body appendage name (left hand, radula, etc.) + * and by the reports When praying god lets you know how THEY Much like your fashion sense. (Hotpoo) Frogs Have a bonus to attack vs insects. (Robert Barber) Silver and gold Will Weapons Used Against occasionally dull if non-vulnerable targets. Finally added the cute and cuddly triceratops! If you id the year of enchantment item by throwing it, now the stack from you Threw it wil Also Be ISED . (Mike Ratzlaff) Sleeping creatures Have a visual indication. (Mike Ratzlaff) Swapping worn armor with sword wielded No Longer causes you to wear the sword. (Mike Ratzlaff) Rolling boulder Some works are monsters. Fix minor spelling errors (Gurkan Sengün) Full AI WAS STATE WAS Being cleared When nothing edible Rather Than Just the single bit edible. (Don Collins) Dipping Into nothing crashes along a potion no, you figured a way Provided to Do That in the first place. (Richard Quirk) Two or more items Equipped with extra attacks Properly stack now Invoking the chance of the attacks, Rather Than jumping straight to a 99% chance. (Richard Quirk) One new room type. Mountain and Hills in Ibson The Grey's tileset are now in Their proper positions. The artpack for this version Can Be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You May replace this version with the latest version. POWDER to comply with section 3 of the LGPL: You Can download a tarball of the SDL code here or Directly From http://www.libsdl.org . The WinCE and GP2X Both versions use SDL aims are hosted by parts Other than myself. Note: While the highscore IS Kept, save games are never Preserved Between versions. Please Wait Until your current character dies Before upgrading.
http://www.zincland.com/powder/index...gename=release
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December 28th, 2011, 02:00 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/12/25) 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:
- Do not initialize a dummy audio output instance if there never was a true instance before (Optimization for when people want to run the emulator with audio disabled.).
- Removing a stray semicolon.
- Small cleanup.
- Optimized the IRQ assertion.
- De-inlined some code for clarity.
- Comments update.
https://github.com/grantgalitz/GameBoy-Online
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December 26th, 2011, 22:51 Posted By: wraggster
Here's a christmas little present for you, in case you pulled your good ol' Virtual Boy out of the closet to play through Virtual Boy Wario Land again over the holidays. A complete graphical game guide, for which I combined level maps made by Trebor Almasy with the walkthrough found in Brian Hodges' GameFAQ, both used with kind permission. Click here for the guide.
http://www.planetvb.com/modules/news...hp?storyid=332
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December 11th, 2011, 22:27 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/12/10) 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.
https://github.com/grantgalitz/GameBoy-Online
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December 5th, 2011, 00:53 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1041 is released. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1039
trunk fex fixed
r1040 r1041
(None)
http://sourceforge.net/projects/vbam/
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December 5th, 2011, 00:51 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/12/03) 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.
https://github.com/grantgalitz/GameBoy-Online
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November 21st, 2011, 23:08 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/11/19) 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:
- XAudioJS update
https://github.com/grantgalitz/GameBoy-Online
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November 21st, 2011, 22:51 Posted By: wraggster
Via Nintendomax comes awesome news of a game that was an unreleased commercial game from RareToday we've got quite an interesting one, it's Diddy Kong Pilot. I bought this cartridge from a fellow collector about 3-4 months ago, back then I didn't know it was unreleased nor much beta, I just wanted to obtain some items from Rare. I'm not sure how far it is in development though.
I decided to contact a couple of former employee's I know and hear what they could say about the development cycle of the game. The information is quite interesting as well.
I want to thank both Paul and Jens for sharing the information to go alongside this page. I will update this page throughout the week with screenshots, pictures of the cartridge, etc.
Quote content originally posted by: Jens
The original design brief was a mix between racing and adventure sections, a bit like pilot wings with the flying sections from diddy kong racing. A key feature was going to be the tilt control. You were meant to hold the GBA like a steering wheel, and management was quite keen on doing something like that FMV shooter Iridion 3D that was released on GBA.
We found quite early on that the concept was highly inappropriate for the hardware, and that the tilt control didn't work even remotely as well as management imagined.
It was originally going to use Mario characters as well as DKC characters. 2-3 month in we had a prototype, and while we on the team saw nothing but problems management always insisted that it was going well. Sigh.
Around the time of the Spaceworld version we got feedback from Nintendo which pretty much covered my concerns: Tilt is not working well, a racing game with planes is pointless if you don't have a 3D world, the GBA's LCD is not well suited in situations where the GBA is not held perfectly in line with a light source, etc. Instead of doing the sensible thing of cancelling the game, or allowing us to drop tilt and make a game more in line with the hardware capabilities we got scheduled to get it finished by October. To do that we still needed multiplayer, finish off racing and implement dozens of adventure levels that would all require individual programming. Additionally we had several people from management micro-managing us into different directions, disregarding any hardware or cartridge space limitations.
Around October the first designer and the artists were taken off the team. The artists were merged into the Sabrewulf and Grunty's Revenge teams, the designer was made redundant. The other programmer and me joined the team led by Martin Wakeley, and we continued under his lead. All the adventure elements were dropped, and only the racing sections remained. Additionally we eventually removed the tilt control.
Martin was a lot more senior than the first designer, and was able to deflect a lot of the bullshit and micromanagement. We got most of the game implemented by about May-June the next year. Unfortunately this was when management started to spend most of their time on the sale of Rare to various publishers. Nintendo had a version of the game, but because of all the work involved with the sale of Rare, and with other projects they were involved with, we didn't get a response from them for a long time. They ultimately decided against publishing it.
Around the time when we had to sign new contracts with Microsoft I confronted Chris Stamper about the game and its future, and I was eventually allowed to start a new game (Battletoads GBA) while DKP was waiting for Nintendo's decision.
Martin left Rare around October that year, and shortly after that DKP was shelved. A few months later it was restarted by another team as Banjo Pilot, who went through a total rewrite and a voxel version until they finally took my last version and changed the sprites into Banjo. I hope that helps.
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November 21st, 2011, 22:45 Posted By: wraggster
Via Nintendomax comes awesome news of a game that was an unreleased commercial game from Rare
Now this sort of releases makes all homebrewers and fans very happy, heres the details from rare:
Our next release is Battletoads GBA, going to guess it was the last build ever made. The game doesn't have much content either. We've got Jens back to give us a briefing on this project:Quote content originally posted by: Jens I joined the project when the designer and the artist were already busy with preproduction. I think management (which included the Battletoads creators and artists) was mostly concerned with the concept art for the toads, because it was going to be used for a possible Xbox version as well. Our artist created many variations of them, from typical space marine/knight armour to the heavy metal/S&M leather gear of the original games. It was difficult, because the original creators had sometimes conflicting ideas, but they eventually settled on the casual look used in the final build.
The game design was even more difficult. Half of management suggested to just remake the NES version with fancy graphics, the other half said we can do whatever we want - except that real innovation will have to wait for the Xbox version.
I think we agreed on the team that the ultra-hard NES version would be difficult to sell nowadays, and many sections look very dated by now. We looked at all the other Battletoads games and I think we even had the arcade board running. We wanted to keep many of the features that people remembered positively of the games, while trying to focus the gameplay on some consistent mechanics to avoid frustration. I'm personally not very happy about the tiny sprites in the GBA version, because with the small screen size and the thin character you hardly see any detail. No idea if that was the final approved design. Most of the animations and renders were just done to have something moving on screen, and were far from final. Near the end we showed it to a group who were responsible for publishing and marketing, and we were initially told that they liked it but wanted some changes. Then the meeting to tell us about those changes was delayed over and over until we were finally told that the game was cancelled. Most levels were just blocked out with placeholder art and empty enemy locations, so that more of the engine could be implemented.
The Mode-7 bit was actually reusing DKP graphics but with a completely different engine. My plan for the racing sections was to use a road system like "Lotus Esprit Turbo Challenge III" with hills and tunnels, and using the scaling hardware for fancy texturing effects. I didn't get very far, though. Maybe I'll implement that sometime just to see how it would've looked like.
Overall it was a big relief for me when it was cancelled. Developing on GameBoy while Rare was still owned by Nintendo was hard enough and I often felt like a second class citizen. Getting any resources to make a good GameBoy title would've been even harder as a 3rd party developer for a competing platform. I was a bit disappointed that the designer and team lead was made redundant instead of being moved onto an Xbox project, but in hindsight he probably got the best deal.
http://www.rarewarecentral.com/battletoads-gba
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November 15th, 2011, 13:50 Posted By: wraggster
News via http://www.emucr.com/
GameBoy Online (2011/11/10) 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.
https://github.com/grantgalitz/GameBoy-Online
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