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on Feb 12th, 2007 15:51:30.
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N64 News is a News and downloads site for the
Nintendo64, Snes and Nes, We have all the latest emulators, homebrew
and all the downloads on this site, we also cover commercial gaming
and console news. Part of the DCEmu Homebrew & Gaming Network.
JJ Hendricks, an avid games collector, recently paid $17,500 for a single video game. If you've ever wondered what it feels like to spend that much on a video game, Hendricks has written all about it!
The game in question is one we actually featured a few weeks back: a gold Nintendo World Championships cartridge, which had originally been listed on eBay for $25,000.
There were only ever 26 of these ever made, and despite the fact they're not actually gold - it's just gold paint - they're safely the most expensive, valuable video games on the open market.
Having failed to sell at that price, Hendricks got in a lowball offer, one which was eventually accepted by the seller. And on VGPC, has written about it. The ups, downs, the obstacles, the ecstasy. Every sentence makes the knot in the pit of your stomach grow ever tighter.
It's a fun read! Fun because he's the one that spent $17,500 on a game, and not us.
Yeah, we're all been-there-done-that with portable SNESs these days, but we've never seen it done like this. Marshall posted his creation, dubbed the "SUPERTENDO," to Ben Heck's forums, which seems to imply (along with the looks) that he took some queues from similar designs already floating around those parts. What really sets this one apart, however, is the vacuum-formed chassis and the instant "make me an offer" move to a sale -- being owned by a major faceless media conglomerate ourselves, we like to see a guy who's out for a buck. A quick hands-on Video is after the break.
If we were to make a wireless doorbell from an NES controller, we'd actually take advantage of its eight different buttons and have each one make a different chime. Instead, the creator made all eight do the same thing.
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
The SNES you see above, ladies and gentlemen, is no SNES at all. It is, in fact, a fully functioning PC (an Acer Aspire One netbook, if you want to know). Built by quangDX and DuPPs of Asobitech.com, the AASNES1 packs all the connections you need, WiFi and even some cool USB extension cables that plug directly into the console's controller ports (its makers also modified a Super NES controller to work as a USB controller). The DVD-RW drive is located inside the Super Mario World cartridge and the modders even made the Super Nintendo logo on the back light up. It is, in summation, sweet.
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.
Face it, not all mods are created equal. Take this SNES PC Case Mod, for instance, built by quangDX and DuPPs (their real names? we think not). Sure, they could've just crammed some PC guts in there and called it a day, but with love, care and some Lego spacers, they've crafted a true piece of art. The gutted Super Mario World cartridge acts as a slot-loading CD drive, there's a perfect lineup of connectivity in the back, and the real piece of magic: USB extenders disguised as regular controller plugs, and a reworked SNES controller to plug into 'em. The main guts are courtesy of an Acer Aspire One, and even the webcam and mic have been crammed into the front of that poor shredded cartridge. This is how it's done, folks.
Tic-Tac XO is a NES homebrew that puts a new spin on an old game. Players can swap spaces, use power-ups, and more. Please see the change log for more information.
QUOTE(Change Log)
All new music, which you can hear in the downloadable NSF below
A couple of instruction screens
A very easy to locate easter egg that's not shown in the screenshots here
Some minor cosmetic changes, seen in the screenshots below
A computer that is unbeatable without obtaining power-ups
A way to finish the game and get an ending screen
A new version of the 10 year old Nintendo 64 emulator 1964 has been released, i checked the zipfile and both binaries and source have been released, heres the news from them:
Now that Roger Federer has finally won the French Open, the hex is over and we can safely do this:
We've released the source to 1964 1.1. (1964 1.0 was an experimental compiler that I accidentally released which breaks games like Perfect Dark and Banjo Tooie. Please use version 1.1) We also did this to support the efforts of the Surreal64 team. Please bear in mind that most of the source has not been touched in over five years. We've become much better developers since then and although there was a lot that we wanted to do with this code..(refactoring, bug fixes, etc), real life takes precedence. This code is still much better than the 0.8.5 source that's out in the public domain today.
Improvements:
Kirby's face doesn't stay smashed in with block-linking set to on in Kirby64 - The Crystal Shards.
Loading from a save state would sometimes cause the audio to disappear.
LLE RSP audio plugin (1964 audio 2.7). We created a code generator that reverses RSP microcodes to C. The generated C source is provided but we are not currently releasing portions of the code generator that creates the C files (namely Gerrit's DSP opcode source). Fear not, we provided enough for you to build the project.
Speed - although running with the RSP LLE audio plugin will slow things down.
Plenty of other things I am forgetting since it's been so long.
Some of the binaries in the package are probably old-Rice video comes to mind, and probably the ini needs an overhaul. If someone is interested in putting together a more user-friendly 1.0.x binary distribution, I'll eventually host it on our downloads page in a couple weeks. It might be a good idea to start work on that in the emutalk.net 1964 forums.
I would like to keep up with the Surreal64 project's progress, so if there is a subversion repository or CVS repository, send me a private message on Emutalk and then we'll chat by email. Thanks!
Other fun project ideas that I think would be interesting for others to work on:
- Replace my dynarec with an MSIL code generator or JAVA bytecode generator. I worked on this once before and have some starter code lying around for MSIL if anyone is interested in this project.
- Port 1964 to Flash. Generate Flash bytecode.
- The UI for the Windows version is in desperate need of an overhaul.
Skipp and Friends by Mukunda Johnson, Ken Snyder, Steven Velema and Hubert Lamontagne is a game entered in the recently held PDRoms Coding Competition v4.01 ( http://pdroms.de/phpbb/viewforum.php?f=105 )
The object of the game is to move all three characters to the EXIT in each level. Each player has 2 limited special abilities that you may use to help advance through the level. The in-game status bar displays the name of each ability and how many times it can be used during that level.
For example, Apple's two abilities are CARDKEY and SCREAM. Using CARDKEY next to a door will cause it to open and detract one CARDKEY point (you need at least one point to open a door). Her SCREAM stuns nearby enemies for a short period of time.
All three players must be alive and to the exit to complete the level. If you get yourself stuck, press START to pause and then SELECT to restart the level.
After you complete each level a 4 letter password is given to you so that you may resume the game using the Password option at the title screen, after your system has been shut off.
GemVenture is puzzle game where you fight against a series of monsters. If you've played PuzzleQuest, you'll feel right at home. You attempt to match colored gems in the playfield, which will give you mana to cast spells, and can heal yourself or hurt your opponent. Your opponent then take a turn matching gems, and you continue back and forth until only one is left standing. GemVenture features 6 character classes, 18 different spells, and 20 monsters, each with their own special characteristics!
You'll first pick one of the six character classes, which determines which spells you can cast. Then you'll face your first opponent. Use the direction pad and the A button to select two adjacent gems. The gems will switch places, and any group of 3 more gems will break. Each gem you break will give you one mana of that color. Gems shaped like a heart will heal you, and those with spikes will hurt your opponent. Pressing select will switch you over the spell menu at the bottom of the screen, which you cast when you have enough mana. Each monster has it's own special powers which use their mana.
If you run out of life points, your game is over. If you defeat your opponent, you'll get to chose one stat to increase before taking on your next opponent.
We see tons of casemods, but the NES holds a special place in our hearts and memories, so anything in the black-redish orange-gray combo catches our eye pretty easily. The nesPod -- the fine work of flickr user recycledgamer -- is made of a gutted NES controller and an iPod mini circa 2004-2005. The back has been carefully cut out to allow access to the screen and clickwheel, and that's really all there is to it -- no intense mapping of buttons, hacking, or anything -- just a totally chill casemod. You cool with that? Because we are. There's a shot of the back after the break.
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.
This is a full featured Integrated Development Environment for the NES that has been worked on for five years. It allows one to do almost everything needed to create or edit a rom/game from scratch. It has its own built in debugger and emulator too. As the author says, “Yes, you can ROM hack with NESICIDE”. The author is very open to suggestions, improvements, complaints, or even general conversation.
Connect your Nintendo 64 joypads to your PC USB port. All buttons are supported, perfect for any emulation program but also works with any modern PC game. It allows you to play all PC games designed to be played with joysticks. Really plug and play, it makes your PC a real gaming platform.
Please Note: Please use original controllers along with this adapter. Third party controllers may not work properly with this adapter.
Screw Wii Sports and the Balance Board. If you really want to sweat your weight off you only need a NES, a Mike Tyson's Punch-Out! cartridge and a properly wired boxing dummy:
A new build from the NES emulator FCEUltra-Win32-mappers-modified has been released. This emulator is based on FCEUltra source code snapshot (fceu-0.98.13).
Vail Christian High School is taking this texting-while-driving thing seriously. So seriously, in fact, that they've brought in one of the most realistic driving simulators ever conceived to teach kids the dangers of this practice.
"One day, I will grow to be a great, big NES," the Littlest NES said with glee. "Just like you, papa!"
The Littlest NES's father was indeed the biggest, strongest NES in all the land. So the proclamation, though one of just a small boy, was not to be written off.
"Actually, son," Father confessed, "your mom was a Gameboy. So don't pick any fights or expect to play in the NBA. In fact, why don't you just stay home and play some video games."
"OK..." the Littlest NES replied, sadly. "But let me get this straight...I'm supposed to play with myself? How's that work?"
And with that, another flawless moment of parenting was entered into the pages of history.
We've seen scads of portable NES mods in the past but still: this is probably relevant to your interests. ThinkGeek's got a new portable gaming system on offer, the Retro Mini Handheld. It plays all those 8-bit cartridges you've had stacked in your room next to your hi-fi since the olden days, and it's got a pretty attractive look. Sure, the cartridge is essentially bigger than the handheld itself, but that's part of its charm as far as we can tell. It's got a 2.4-inch LCD and takes four AA batteries for about 8 hours of game time, and it's available now for $49.99. There's one more shot after the break.
SNES emulator has been updated recently. Changes:
- Save RAM is now automatically saved once per minute;
- Added delay to Super Scope / Justifier latching to fix X-Zone;
- Fixed an edge case in CPU<>PPU counter history;
- S-CPU can now run up to one full scanline ahead of S-PPU before syncing;
- Added interface for Super Game Boy support (no emulation yet);
- Fixed a bug with path selection not adding trailing slash;
- All S-SMP opcodes re-written to use new pre-processor;
- Entire core encapsulated into SNES namespace;
- Core accepts files via memory only; zlib and libjma moved outside of core;
- Major Makefile restructuring: it's now possible to build with just "make" alone;
- Linux: libxtst / inputproto is no longer required for compilation;
- Lots of additional code cleanup.
This is the first ever “complete” hack of Mario 64, featuring brand new levels and missions. The game has been changed in many aspects, offering a fresh gameplay experience.
Main Features:
38 stars in about 10 levels
A Day/night cycle replacing (most) act selectors
Choose to play as Mario or Luigi
Modified enemies, objects and bosses (too many to list!)
Custom music, including one original song (the town “night” music)
A new final boss fight which involves a new Mario powerup
There are also many ‘behind the scene’ modifications that make make this hack work: extended memory support, a new collision pointer system (lookup tables instead of hardcoded pointers), modified script commands and a bunch of other hacks.
Some hacks used in this game were written straight in C using a GCC compiler targeting MIPS and a set of header files/linker scripts to allow interaction with existing game code and functions. Source code for most modifications will also be released soon.
Back in the NES days, Nintendo offered up a controller that, chances are, you've never heard of before. It was the Hands Free, and it was designed for the disabled.
The Hands Free was a huge controller that was strapped to the user's chest. The D-pad was controlled by the user's tongue, while you could control the A and B buttons by blowing and sucking through the pipe. I'm not quite sure how you could hit both buttons at once, but I'm sure they made it usable.
Back when it was released in 1989 it retailed for $179 straight from Nintendo, but if you want one now you'll have to hit up eBay, where they go for upwards of $600.
Apparently as of right now, this stunning piece of high art is just a foam model mock-up, but listen to us, mouse manufacturers of the world: if you build this, we will give you every penny we have to own it. Our only gripe? The D-pad should definitely be up top for navigation duties. Still... where's the waiting list?
Not that we've never had the pleasure of seeing an NES phone mod before, but there's just something especially elegant about this one. The not-at-all-ancient Samsung a867 Eternity was chosen by one Taylor Merrill to be shoved inside of a now-defunct Nintendo Entertainment System controller. The result, naturally, is what you see above -- er, half of it, anyway. For a look at the whole thing in its entirety, hop on past the break and mash play. Per usual, we take no responsibility for damage dealt to your retro game consoles, existing handsets or pride should you attempt to replicate.
Legend has it Sunsoft, the company that made Batman for the NES, was developing a Superman game. The Lost Levels has an article about Sunman, another unreleased NES game that looks like a Superman game, but stars an unknown solar powered hero who happens to have the same powers as certain Kryptonian.
Now a build of the Superman game is out, also graciously provided by the Lost Levels team. Download it here. Then punch enemies out of existence and zap a helicopter with laser eye power.
What is Sunsoft doing these days? Releasing tile matching mahjong games and original manga on WiiWare.
The FC Mobile, which was essentially a portable Nintendo Entertainment System, was impressive when it launched last year. Now, though, with the addition of new peripherals, it's really impressive.
Look: there are purses, and then there are purses. Well, this one is none of those things. It's a decent looking bag to begin with, but then... well, things get really fantastic. Jeri Ellsworth took it upon herself to cram a Nintendo-on-a-chip and a Commodore 64-on-a-chip (her own creation) into the bag, along with an LCD. Then she connected up some NES controllers, which are velcroed onto the outside of the bag. The result looks awesome, and is also actually useable. We haven't heard anything about these guys being offered for sale, but we're fairly certain that the august House of Dior will probably be ringing her up any day now. Seriously: this thing is a work of art. There's a video of Jeri talking about her creation after the break.