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    Square-Enix's E3 Line Up

    Wizard
    By Wizard,

    Short Version, provided by Joystiq.

     

    Square Enix has revealed a partial list of titles that will be on hand at E3. The lineup is bursting with redonculous amounts of Final Fantasy action:

     

    * Before Crisis - Final Fantasy VII (Mobile)

    * Children of Mana (DS)

    * Dawn of Mana (PS2)

    * Dirge of Cerberus - Final Fantasy VII (PS2)

    * Dragon Quest Heroes: Rocket Slime (DS)

    * Final Fantasy I (Mobile)

    * Final Fantasy III (DS)

    * Final Fantasy V Advance (GBA)

    * Final Fantasy VI Advance (GBA)

    * Final Fantasy XI: Treasures of Aht Urhgan (PC, PS2, Xbox 360)

    * Final Fantasy XII (PS2)

    * Valkyrie Profile: Lenneth (PSP)

    * Valkyrie Profile 2: Silmeria (PS2)

     

    In addition, on Monday, May 8, Square Enix will host a press briefing, where, presumably, some juicy next-gen titles (not listed above) will be introduced to the world.

    Gameindustry.biz has the more detailed press release.


    DSwifi lib v0.3 released

    Robert
    By Robert,

    Stephen Stair has released a new version of his ground-breaking, award-winning DS wifi library. Here's the changelog:

     

    Version 0.3:

    * WEP is now working

    * DHCP has been implemented

    * basic ICMP support was added, you can ping the DS.

    * a rough DNS implementation was added

    * TCP support has been added, but still may be rough in some areas.

    * Berkley sockets emulation expanded to properly support blocking and non-blocking sockets, for TCP and UDP

    * some additional checksum bugs have been squashed

    * memblock code was rewritten to be purely dynamic

    * LED blinking control code added

    * Library now loads and can use Nintendo WFC data from the firmware to connect to a router automaticly

    * Library now supports "instant" notification of updates using DS FIFO

    * Library now mostly supports setting errno when bad things happen

    * Some smaller examples have been built to provide a nicer "starting point" for new projects than the enormous wifi lib test.

    * Probably a bundle of other small things I'm failing to remember.

    >> You can download the lib and sources HERE.

     

    >> You can discuss any problems or suggestions (or congratulations) HERE.


    bsnes v0.016 released

    Robert
    By Robert,
    04/24/2006 - bsnes v0.016 released

          This version adds a new configuration interface, DSP-2 and OBC-1 special chip support, and Game Genie / Pro Action Replay cheat code support.

     

    Changelog:

    * Added Direct3D renderer with options for disabling hardware filtering and scanlines

    * Screenshots can now be captured in BMP, JPEG, or PNG format

    * Added config file option to specify default ROM and SRAM paths

    * Config file is always loaded from path to bsnes executable

    * Added support for analog mode joypad input

    * Up to 32 joypads can be used at once now

    * Fixed bug regarding enabling interlace mid-frame

    * Moved PPU rendering to V=240, from V=0

    * Started on new debugger. So far only debug messages and memory editor added

    * Added joypad axis resistance option for analog input mode

    * Added config file option to set window style attributes

    * Added color adjustment settings for brightness, contrast, gamma, and scanline intensity

    * Added grayscale, sepia, and invert color settings

    * Added NTSC filter by blargg, HQ2x filter by MaxSt, and Scale2x filter

    * PPU now renders scanline 224

    * Revampled about box

    * Added Game Genie / PAR cheat code support + editor, saves codes to .cht files

    * HDMA channels are no longer disabled when starting DMA, fixes Dracula X [DMV27]

    * Fixes to OAM priority mode (not perfect), fixes Final Fantasy: Mystic Quest [DMV27]

    * Fixed ENDX sound bug, fixes voices in Earthworm Jim 2 [DMV27]

    * bsnes should now compile with MinGW [DMV27]

    * Added DSP-2 support

    * Added OBC-1 support

    * Major rewrite of SNES address bus mirroring and MMIO handlers

    * Many address mirroring corrections, fixes Dezaemon, etc

    * Blocked invalid (H)DMA transfers, fixes Kirby's Super Funhouse

    * Wrote Win32 API wrapper and ported all GUI code to use it, should help to create Linux GUI later on

    * Revampled input system, should lead to customizable GUI shortcut keys later on

    * Fixed numerous bugs with input registers. Fixes many games that previous had their intro cut off (Super Conflict, etc), and many that never accepted input (Super Double Dragon, etc)

    * Moved auto joypad strobing from V=225 to V=227

    * Killed OAM table caching and window range caching, as they were actually hindering speed

    * Rewrote input configuration screen to show currently mapped keys

    * Greatly enhanced configuration options for each video profile

    * Modified fullscreen mode to exit to windowed mode when menu is activated, use F11 to toggle fullscreen mode

    * Fixed bugs in txs, wai, brk, cop, and rti opcodes [DMV27]

    * Fixed bug with emulation-mode IRQs [DMV27]

    * Initializing DMA registers to $ff [DMV27]

    * Memory writes now update CPU MDR register (open bus) [DMV27]

    * Improved ROM header detection, fixes Chou Jikuu Yousai Macross [DMV27]

    * Reading OAM no longer updates OAM latch

    * Writing to OAM high table no longer updates OAM latch

    * Writing CGRAM now updates CGRAM latch

    * Improved pseudo-hires rendering [blargg]

    * Much, much more

    >> Get it HERE.


    Haze WIP [22-Apr]

    Robert
    By Robert,
    Surprise External Submissions…

    It’s always nice when something from outside the development team is submitted when you’re least expecting it, especially when the submission is of a good quality and is something we’ve considered to be very difficult to work on.

     

    Tonight that’s exactly what happened, ElSemi passed along some code to me from a contributor in China (Sorry, I don’t have any more details than this, If he wishes to be credited I’ll edit the post)

     

    The code was to simulate the protection in the PGM game “Puzzle Star”, another one of the Mysterious PGM games which never appeared on the IGS site when most of the other titles were up. It’s a puzzle game, very similar to Mang-Chi which was emulated a few days ago but with some extra twists (involving the stars, combos, and ‘promotions’). There may be one or two problems with the simulation, but for the most part it seems to work correctly.

     

    I’ve uploaded some resized screenshots you can see below so people can get a good idea of what this PGM cart looks like should they wish to buy it.

     

    Please note, once again this is _not_ my WIP, I’m just commenting on a very impressive external submission. Its easy to be critical of low quality external submissions, or people not being willing to fix things, but always very pleasing to see quality external submissions like this one.

    >> Click HERE for pictures.


Portal by DevFuse · Based on IP.Board Portal by IPS
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