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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, 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.
The Mupen64Plus Build Environment is software to compile and develop Mupen64Plus from Windows. It comes with all of the requirements of Mupen64Plus, including GCC 4, zlib, libPNG, libiconv, GTK, Pango, SDL, w32API, and more. It should build Mupen64Plus For Windows out of the box, but the Windows compatible version of Mupen64Plus is currently on a branch of the project's SVN, not in the main code.
If you wish to build Mupen64Plus for a Windows machine, this is the way to go. This project is only for Windows, however. If you wish to have a build environment like this for a Linux machine, you must manually download and compile the sources of all of the packages with the correct build options. (There are scripts to build MinGW with GCC 4 and SDL - I may provide a specialized version here, some day.)
So, You want to try the Build Environment? We have compiled an NSIS setup that will guide you through the process. It will install everything you need.
Hopefully from today Onwards we will be seperating news feeds on sites where we had them joined together
So from now on the GBA, Gamecube, Nintendo 64 sites will only have that console news on those sites, before now i had it so that GBA news would show up on the DS Site and Gamecube and N64 would Show up on the Wii Site (Also the xbox/xbox360 sites), this confused some but with certain scenes growing so massively it is time for seperation..
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 Non 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.
We are always in the need of Tutorials and Guides 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 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.
Retro Homebrew/Translations News
Another change thats going to happen is that our Console News site will now post as much retro homebrew and Game Translations 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.
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
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 site, all the off topic stuff goes in here.
Harry Potter News - http://harry-potter.dcemu.co.uk/ - Hey im an Harry Potter book/film fan, not homebrew related but we all have our vices :P
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.
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 What Emulators are the Best In the Console Scene ? What im asking is which system has the best emulalator for eash console.
Say for example the PSP has the best PS1 Emulator on any console, congrats Sony :P, now we just repeat the process for snes, n64, gba etc etc etc Give your Answer via Comments.
Remember to check out our DCEmu Interview Site to catch up on previous DCEmu Interview Questions
- Full Windows XP (32 and 64 bit) and Windows Vista (32 and 64 bit) support.
- Jabo Direct3D8 video Plugin as default.
- Minor bug fixes.
- Windows XP and Vista players play online together without problems.
A new version of Glide64 was released today. Info from the official website:
The Glide64 Team proudly presents you the new release of our project – 'Napalm'!
The project now consists of three parts. The main part – Glide64 graphics plugin – was changed a lot since the previous public release. It’s simply impossible to list all modifications. New version has tons of bugfixes and optimizations. Large number of special effects implemented. Lots of hacks removed, because they are not necessary anymore. Lots of previously unplayable games are playable now. Lots of games, which worked good before now work even better. Screen shots of most noticeable improvements were posted on our forum. Check also the updated screen shots gallery.
The second part – Glitch64 glide wrapper – was also changed much. Beside various fixes and optimizations it now supports anisotropic filtering and compressed textures.
The third part – GlideHQ – is a new module, which implements various texture enhancement techniques. It supports 6 texture filters, 7 methods of texture enhancement, 2 methods of texture compression. Beside that it fully supports Rice’s format of Hi-Resolution texture packs, with various optional techniques to save texture memory.
Project related documentation was improved too. We put all useful docs in one file 'Glide64 Info.chm'. Please read 'Readme' part of it, at least first two chapters, with general information and setup instructions.
Due to huge number of changes, new bugs might be introduced too. Despite the intensive beta testing during all period of development, some issues had been found and fixed right before the release. Thus, if you will find an issue, which is not mentioned in the 'Known Issues' part of the documentation, please report about it on our forum.
I gave this version codename 'Napalm'. 'Napalm' is also the codename for VSA-100 graphic chip, on which 3dfx Voodoo 4 and Voodoo 5 series were built. I still use Voodoo 5 in my home PC. This version of the plugin uses a lot of VSA-100 special abilities; therefore it was also named ‘Napalm’. BTW, there are few effects, which you can see only on VSA-100 based cards, or on N64 itself. Check 'Games Tips and Tricks' part of the documentation for details.
If you live in the UK and don't mind tossing some money away, may we suggest you toss your tender at this auction for a signed copy of Super Mario 64? We can't think of anything more fitting for your hard-earned scratch. Food? Psh, don't be a sucker and pay for food when the princess is offering to bake you a cake for free.
At the time of this post, the auction was hovering around £33.87. It ends the night of April 17th, so be sure to keep your eyes on it.
Update 7.
- Fix for motion blur (thanks Hacktarux for help!)
- Fix for bugs caused by previous fix
- Legend ini fix for Mario Kart
- Hacktarux build of the wrapper with dithered alpha fixed
- mudlord test program added to Test folder.
Update 8.
Wrapper: Fixed chromakey again, Space Invaders shield problem is fixed (Hacktarux). Fixed resolution problem when switched to fullscreen and back. Fixed high resolution problem, thanks to mudlord! Now you can set any resolution you want.
Plugin: Fixed bugs caused by previous fixes
Update 9.
Wrapper: Added support for monochrome texture buffers (dynamic shadows, black-and-white cut scenes). Hacktarux created yet another miracle
Added support for high resolutions (mudlord’s fix).
Update 10.
-recent fixes by mudlord and KoolSmoky
-textures load optimization by KoolSmoky
-user-defined VRAM size by Gonetz.
The last option should boost performance on video cards with large amount of memory.
Default value is 64mb. If your card has more memory, set correct value. If you are not sure, how much memory your card has, don’t touch it. Auto detection of available video memory is not working yet.
This is rather experimental build, so please backup previous version of the wrapper.
Update 11.
-manual VRAM size set is replaced by an automatic one, by mudlord. DX API is used for that, so it is Windows only solution. Still experimental, so keep older versions too.
Only a month and a half after v1.2, and it's time to release Mupen64Plus v1.3. We have more new features and bug fixes in here than you can shake a stick at! Ebenblues did most of the work for this release, but okaygo, nmn, and myself have also contributed. The RELEASE file gives most of the changes, but the highlights are:
- New feature: Glide64 video plugin for 32-bit and 64-bit systems
- New feature: Combine mupen64 and mupen64_nogui into a single binary
- New feature: ability to change icon size in GTK GUI
- New feature: support different directories for install (plugins, icons, etc) and config (save games, config files)
- New feature: support for creating and using ~/.mupen64plus dir for storing user data
- New feature: support for multi-user installation via "make install" or "./install.sh"
- New feature: support for plugins given via command line option in GUI mode
- New feature: pause/continue functionality with LIRC
- Change fullscreen hotkey to Alt+Enter
- Bugfix: segfault in Goldeneye and Perfect Dark for 64-bit dynarec
- Bugfix: 64-bit dynarec bug in genld()
- Bugfix: GTK GUI: Exiting via File -> Exit wasn't writing out config file to disk
- Bugfix: GTK GUI: "About" menu does not pop up while emulation is running
- Bugfix: Added plugin error checking before emulator is started
- Bugfix: Segfault in plugin_scan_directory()
- Bugfix: Closing emulation window now stops emulator
- Bugfix: GTK GUI: "Toolbar Style" now works
- Bugfix: Many other minor bug fixes, GTK warnings fixes, translation corrections, etc
Mupen64Plus has a new Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc.
We now have the Portable Megadrive in stock and ready to ship. This handheld system includes 20 classic Sega Genesis games such as Sonic & Knuckles and Golden Axe.
Overview
This Handheld Video Game Player is preloaded with 20 classic Games from Sega Genesis. There is no need to buy game cartridges. This game player has an A/V connector and with the included cable the player can be connected to any TV. The built-in SEGA games provide action adventure while testing your intelligence and skill. Enjoy playing classic SEGA games anywhere, anytime!
Features
- Plug & play handheld video game system
- 20 built-in 16-bit SEGA licensed games
- Built-in speakers
- TV out connection
- NTSC TV format
- Uses 3xAAA size batteries. (battery not included)
Games Included
- Alex Kidd in the Enchanted Castle
We have a bug tracker, to which I'm in the process of moving over the bug descriptions from the TODO file. We have a nice project page with a screenshot, a download section, a wiki with pages for the important docs like README and RELEASE, and a Google Group with a discussion forum.
So I invite you all to come over and check it out.
Emulator fans, come and test our release candidate of the upcoming Mupen64Plus version 1.3. The major features of this emulator are:
- runs on 32-bit or 64-bit Linux systems with optimized code
- includes 3 great OpenGL video plugins: glN64, RiceVideoLinux, and glide64
- massively cleaned-up interface code; GTK GUI build and "nogui" build are unified
- install/uninstall scripts to properly handle a multi-user environment
- bugfixes in the 64-bit dynamic recompiler, GTK GUI, and plugins
I would like to acknowledge Ebenblues, who put a lot of work into the enhancements and changes, and Günther, who made a backwards-compatible 64-bit port of Glide64 included here.
You can download the packages here.
Or you can get the latest SVN snapshot and build your own with this repository:
svn://fascination.homelinux.net:7684/mupen64plus/trunk/
There is read-only access for the username "mupen64" with password "Dyson5632-kart".
So please test it out and report bugs in this thread. We'll make an official release in a couple of weeks after addressing the issues reported here. We would also be interested to talk with distro packagers to get it included with upcoming Linux distributions.
First Arwings were discovered, and then hackers discovered playable Dark Link. Now, almost ten years after its first debut on the Nintendo 64, hackers have made a way to allow four players to go head to head or co-op in Ocarina of Time.
Multi-player Hack in Legend of Zelda: Ocarina of Time
The video's source, Outlawer.net, says that a public copy of the game is coming soon for download.
Many of you may have remembered the Wishtech Adaptoids, N64 controller to PC adapters, made years ago. They have been known for their rumble support and being the most compatible N64 controller to PC adapter. Ever since production ceased, they have re-sold up to $100+ on eBay. Amazingly these products have made a return and are being sold for $36.00 USD! Don't miss your chance on an excellent N64 to PC experience by visiting the ZTNet Store and reserving this product!
Changed Dark Rift LCB and CF
Fixed invalid Goodrom naming (all v's to V's)
Added Version numbers to several roms missing them.
Added Banjo Kazooie (U) (V1.1) and Turok 2 Seeds of Evil (U) (V1.1)
Hi all i finally got around to sorting out the RSS Feed for the Whole DCEmu Network, you can now check out http://www.dcemu.co.uk in the right column or http://feeds.feedburner.com/dcemunetwork, you now have access to hundreds of news items per day from the worlds best homebrew network.
Hopefully should also help people who are still suffering those damned DNS Issues with the sub domains
Hello N64 fans. Now that v1.2 is out, and the major contribution that I wanted to make is done (64-bit dynamic recompiler), I wanted to start a thread here to discuss the future of this emulator project a little bit.
First, the potential new features. Günther has done some great work in porting the Glide64-wonder-plus video plugin to amd64. This is very valuable in adding a 3rd video output option (and a very good one) to the project, so I'll integrate this. I played with it a bit today and it shouldn't take too much work.
Another thing is OSX/PPC integration. I looked over the ported code in lamer0's repository, and I while I didn't check it out in depth, it looked like sort of a mess at first glance. Since I don't actually own a Mac, there's no way I can make this work by myself. If a developer (preferred) or tester who has a PPC mac and/or an x86 mac would step forward, then we could tackle this as well.
A couple of the other developers who have recently submitted code have also expressed a desire for their own new features, so there may be other changes and additions as well.
Finally, I would like to solicit ideas for a new project name. There are 2 main reasons for this. For one thing, a lot of people read the name "Mupen64-amd64" and don't realize that the project is backwards-compatible and still runs on 32-bit machines as well. Secondly, the project is growing to encompass more than just Mupen64: it also includes Rice Video and soon the Glide64 plugins. So it would be nice to have a new inclusive name for the project. Some possible things to consider:
* The project is multi-platform, but it's really geared towards Unix. I tried not to do anything to break Win32 compatibility, but since no-one is testing and building on this platform, it's probably becoming less compatible.
* The thing that really sets this project apart from all other N64 emulators is native support for 64-bit (AMD64/EMT64) processors. But it builds and runs under 32-bit as well.
* The name can be anything - it doesn't have to include "Mupen64" or "Rice Video" or anything like that. When I make releases I'll pay proper tribute to these projects, but it's really a collection and extension of these other projects.
So, I'd like to hear ideas from you. Anybody got a good idea for a cool name for a unix N64 emulator compilation?
This is an unofficial update to the original RDB included with Project64 v1.6
Info:
This is just an update to fix a couple known issues with some games, and add a couple of games that hadn't yet been Added.
Changes are.
Fixed Mario Tennis U and J slowness.
Fixed Mario Tennis isn't stretched to window issue.
Added Missing Legend of Zelda (GC Bonus disk version).
theres quite probably a few more changes but i never documented them down at the time.
i saw ppl were asking how to get the rumble and both triggers working on the 360 controllers, so today i downloaded the DXSDK, learned XInput, and made this simple input plugin.
holy crap XInput is SO easy to program, I cant believe that MS could make something work so well, if only the controllers were bluetooth and i didnt have to have this stupid $30 dongle plugged in. lol
right now there is no configuration, next version will have that, but i think i got the controls set pretty good for now.
A = A and Y
B = B and X
C Buttons = Right Analog
Z Trigger = LT
R Trigger = RT
L Trigger = LB
Supports 4 Xbox 360 Controllers Wired or Wireless with Default Microsoft Drivers
Rumble and Both Triggers work separately
We've been really busy the past few months on Mupen64 development - I've put many hours into a fully-native 64-bit dynamic recompiler, NMN has written a new ROM browser, and DarkJezter added LIRC support for the NOGUI build. There are also a bunch of bug fixes from DarkJezter, Ebenblues, Günther, and myself. Thanks to the whole team for your effort!
As usual, there are links for both 32-bit and 64-bit binaries and individual source packages for RiceVideoLinux and Mupen64-amd64.
The major changes are:
Mupen64-amd64:
- New feature: Dynamic Recompiler for 64-bit
- New feature: New ROM Browser for Mupen64 GUI build
- New feature: LIRC remote control integration for NOGUI build
- Added R4300 profiling features
- TLB Optimization / bugfix
- Bugfix: memory leaks in mupenIniApi.c
- Bugfix: corrupted filenames being saved to disk for mupen64.ini
- Bugfix: crash in jttl_audio
- Bugfix: crash when running game from gui after first time
- Bugfix: spurious noise blip when running game from gui after first time
RiceVideoLinux:
- Bugfix: Texture dumping now works
The time for talk is over and the time for deliverance is here! Ladies and gentlemen, after over 5 years of work (periodic), the English translation of Emerald Dragon is out! At last, for better or for worse, the world has been graced with an English version of this game! It will be denied to you no more! So, cancel your plans, spread the word, and tell your friends. Its Emerald Dragon time!
This time around, Ive included a custom patcher, TransPatch (Windows only), that will only allow you to patch the correct copy of the game with the correct patch. Its about as newbie friendly as it gets. It will patch headered or non-headered games. Dont you dare create a topic in the forums or send me an e-mail on patching help unless youve given this utility a try! For everybody else, you can apply the patch soft or hard, however you please.
This patch has been tested on the real hardware, so copier players rejoice! As for emulators, Id recommend BSNES as its the only emulator that gets the sound right. It works OK on SNES9x and ZSNES, however notes stick in the music and sometimes instruments can be off pitch in certain songs. Otherwise it plays OK.
Please, as a personal favor to me for all my (and others) hard work, read the readme. Besides containing some important information, it contains plenty of information on the project, some of which you might find interesting, or even entertaining!
With that said, enjoy! Im probably going on ROMhacking vacation for awhile until I feel like returning to action on Tenshi No Uta, Heracles IV, or whatever other interesting projects I may have up my sleeve!
How much is a really good old game worth to you? What if it was still in it's original shrink wrap? According to eBay, the right game can be worth quite a bit to the right people. A seller is currently hosting an auction for a sealed copy of Chrono Trigger for the Super Nintendo that has shot up to an amazing $420.55. With thirty bidders and a day and a half still left to place bids, something tells me it will go even higher. My question is, what will the winner do with their expensive prize? Will they open it and play with it or will it become a pricey knick-knack that will take up shelf space and no doubt garner the envy of hardcore Chrono Trigger fans.
GP2X Store have today revamped their online store, they previously sold GP2X, Treamcast, Tapwave Zodiac, GP32 and JXD301 but today have reopened and selling a massive range of memory cards and more for the PSP, Wii, DS, One Station and the Homebrew Phone sensation the Neophone.
Full details at GP2X Store.com and this store comes highly recommended.
ASSEMbler posted a comparison of the Untra 64 beta controller, another beta in the transition to the original Nintendo 64 controller, and the last one.
As part of my ongoing storage dig / eventual sale, I've been finding some real gems from old caches of game hardware I put away.
There are several versions of the Ultra 64 controller, starting with prototypes, working samples, and then transition to the N64 controller we all know. There are some major differences between the two. Let's start with some nice clear pictures, as never seen before.
What we have above is an Ultra 64 controller, using a hand assembled PCB that doesn't even have the memory card components. It features many
interesting changes you'll see in the diagrams below. It took a minor act of God to get this item, so please don't ask.
The total comparison:
1. The "C" cluster.
Alpha: Contoured non rounded buttons. No "C" marking or rounding.
Beta: Colored, raised, and rounded buttons. Still no "C" designation.
Final: Now called "C"
2. The Analog stick (see picture below)
Alpha: Wide travel, huge top stick with full movement.
Beta: Smaller travel, smaller top, square shape guides movement.
Final: Even smaller top, 8-way guide.
3. The Ultra 64 logo.
Alpha: Nice big logo
Beta and Final: Nintendo logo. Boo.
4. The shoulder buttons.
Alpha: Small, shallow travel.
Beta-Final: Wider for western hands. Less contoured. Deeper travel.
5. The Digital pad "D" pad.
Alpha: Flat, contoured, non rounded, slightly recessed.
Beta, Final: Deeply recessed in a concave impression.
This show how much nintendo really thinks about the controllers they use. The many slight changes make the controller much more usable and in the
end it was fondly remembered as one of the best system controllers of all time. Eventually I will find my Ultra 64, but it's not as exciting as the pad as all they did was change the fron dome sticker for the N64.
I hope you enjoyed this little walk back in time to 1994.
Remember those wacky kids who tried to beat the four 3D Zelda games in a single two day sitting, and failed miserably due to technical difficulties and general overzealousness? Well, they're back, comically tiny TV and all, to take on the N64 cult classic Paper Mario, in an attempt to raise more donations for Child's Play (their first outing netted a total of $1200 for the charity).
These weekend warriors (called the Four48 crew in honor of their first ambitious marathon) are planning on sitting down with a new game every Saturday morning, and not getting up until the ending credits roll. You can watch their exploits on their video webstream (and donate to a worthy cause) on their site. We highly suggest it -- if watching these guys trudge through classic games doesn't trigger your nostalgia gland, at least it's interesting to watch bedsores develop in real time.
GlideHQ is a texture enhancements module for Glide64 (a graphic plugin for Nintendo 64 emulators).
Changelog:
- Fixed various issues with enhanced textures
- Fixed text issues with hires pack for Zelda MM
WARNING: format of texture cache is changed. You must remove all files in pligin\cache folder before use of this version.
Update 5b.
- MarioKart works the same, as with Update 4.
Update 5c.
- Fixed backgrounds in Zelda OOT in texture enhancement mode.
Love playing N64 games on-the-go, but hate dealing with emulators on your laptop/PSP/etc.? This modder has just the solution: build a custom case, get an LCD screen off eBay, and stuff the internals of an old N64 along with a controller into it. Video after the break.
- sixtyforce now supports QuickLook thumbnails for game freezes.
- Fixed window redrawing problems on Leopard.
- Fixed a bug that reversed left and right audio on Intel machines.
- Fixed a bug that prevented game freezes from remembering cartridge locations.
- Fixed a bug that caused window resizing to snap awkwardly.
- Cleaned up a few things that may or may not have been causing trouble.
- Several cosmetic tweaks and improvements.
It’s been several months since I last posted any news about this project. Well, it’s time to post some news again, and the reason is simple: it’s done. I’ve just made version 1.0 of my English Wonder Project J 2 (Nintendo64) translation available for download. It can be called a complete patch, with the exception of a few graphics, everything’s translated. You can grab it over here.
I can’t stress enough how important it is to read the readme.txt before you start playing. N64 emulation is not quite like the emulation of platforms like the SNES. There is a lot to know about the emulation, especially with this game. The readme should answer about 95% of the question you might have, so read it, your gaming experience will only profit from it.
So what else is to say? Those who’ve played the first game know what to expect. The game mechanics are very similar. It’s still a game that can get really tedious at times. But they did improve some things, for example the whole annoying stat leveling is gone. Also, you’re now free to decide in which order you do things. You don’t need to go through chapter after chapter like in the predecessor. And for those who haven’t played the first game, fear not, having played it is not really necessary. What kind of game is this? Some people may call this a RPG, but what it comes the closest to is a graphic adventure. Overall, I can’t really draw a comparison to any other game besides the first, but if you like the two anime ‘Nadia the Secret of Blue Water’ and ‘Kiki’s Delivery Service’, you will love this game.
Well, that’s all, I hope you enjoy the translation.
Today I am releasing the source code to a game for the Nintendo 64 that I worked on for a while. Called Funnelcube for no particular reason, you try to arrange blocks of similar color into straight lines.