Jump to content

    VBA Smooth 6.5 released

    Robert
    By Robert,
    Friday, October 07, 2005

     

    new features:

     

    - update to latest VBA v1.8 beta 3 core

    - integrated with achurch's optimized ARM cpu core

    - add PM's 2xPM, 2xPMLQ image filter (2xPM now works)

     

    bug fix:

     

    [many people] VBA smooth v6.4 failed to open file dialog in Win98

    - fixed this bug by change MFC compiler directive

     

    [mikoxc] VBA smooth in window x2 size or below, image filter effect was messed up by d3d bi-linear filter

    - fixed this bug

     

    [mikoxc] VBA smooth in window x2 mode, the right and bottom lines pixels was cut off

    - fixed this bug

     

    [Kaminari] When using 2xPM filter, the output image is heavily distorted.

    - fixed, now add 2xPM and 2xPMLQ to filter plug-in

     

    [mikoxc] after VBA smooth v6.1, for win98 failed to open FileDialog

    - fixed by setting VS.NET to compile a version compatible with win98

     

    [jeffkongz] suggest not to delete rewind states when save states are loaded

    - fixed, not to reset rewind states when save states are loaded as suggested way

     

    [suanyuan] remove skin functionality to clean up code base a little bit

    - Remove skin functionality, since skin option only worked for DirectDraw driver

    >> Get it HERE


    DGEN for PSP v1.00 released

    Robert
    By Robert,

    Translated by Google

    * The Ver0.93 -> occurs with 0.95 correction of the bug which

    * When turning the PSG to OFF, is frozen correction of the bug which

    * Correction of trouble of several games * Reproducibility of the part game improved with mounting " the vertical divided scroll " function.

    * In addition with the correction of the small part, trouble of some games It is thought as the thing which is improved.

    * Sound becoming strange with the state load correction

    * Preservation being something which exists before the Ver1.00, being repaired, whether it is, the しれません.

    * Preservation those which exist furthermore have become difficult to become strange with the Ver1.00.

    * ROM + state in case of the load whether it is easy to fail, the しれません. In that case after the ROM loading after about 3 seconds doing after (logograph of the SEGA coming out). When the state it loads, whether all right the しれません.

    * When sound setting (sampling rate) changing, sound becoming strange correction

    * Sound quality improvement (DAC part)

    * Performance improvement

    >> Get it HERE


    Vice 1.17 released

    Robert
    By Robert,
    * Changes in VICE 1.17

    ======================

     

    ** General

    ----------

     

    - Compiling for QNX 6.x works now (binary package is available).

    - Binary packages for Solaris machines are available.

     

    ** C64 changes

    --------------

     

    - Added full GeoRAM memory expansion support with sizes from 64KB to 4MB.

    - Added full RamCart memory expansion support.

    - Added full +60K memory expansion support.

    - Correct REU values after reset.

     

    ** C128 changes

    ---------------

     

    - Added full GeoRAM memory expansion support with sizes from 64KB to 4MB.

    - Added RamCart memory expansion support without the read-only option.

    - Fixed some C64 mode bugs.

    - Correct REU values after reset.

     

    ** Unix changes

    ---------------

     

    - New dutch translation.

    - Language support has been extended to include commandline-options.

    - BSD platform problems with using the sounduss and soundsun driver have been fixed.

    - Problems compiling with older versions of libpng have been fixed.

    - Problems with MAXPATHLEN and PATH_MAX when compiling have been fixed.

    - New ALSA sound driver.

    - Fixed some compile errors if GCC4 is used.

    - Added support for more analog joysticks.

     

    ** MS-Windows changes

    ---------------------

     

    - Added international language support (experimental, disabled for now).

    - The Wine Resource Compiler is now required to compile using gcc for proper international language support.

    - Added support for recent ffmpeg libraries.

    - Fixed some directory lister bug.

     

    ** MS-DOS changes

    -----------------

     

    - Added ethernet support using the wattcp stack and libpcap library.

     

    ** Miscellaneous changes

    ------------------------

     

    - Compiling without C++ or ReSID works now.

    - Added support for more 3rd party basic extenders to petcat.

    - Userport RS232 emulation should work as expected now.

    >> Get it HERE


    Seiken Densetsu using HAVOK

    Wizard
    By Wizard,
    October 6, 2005 - The true nature of Square Enix's Seiken Densetsu 4 is coming to light -- slowly. We now know that this latest entry in the Mana series -- and the first numbered entry in 10 years -- will make use of the Havok physics engine. That's right, Square Enix is giving Mana real world physics, in addition to 3D visuals.

     

    In speaking about the game in the latest issue of Famitsu, producer and series father Koichi Ishii reveals that both of these changes are a result of a goal he and his development team set forth for the series long ago. Back before a team was created to make Final Fantasy XI, Ishii recalls, he was thinking about creating a team to make Seiken Densetsu. At that time, his first objective was to create a goal for the series -- what he wanted to do with it. He came up with the idea of exploring how one goes about adding the feeling of touch to a game.

     

    Legend of Mana ended up being a 2D game because Ishii felt that the PlayStation did not have the technology required to do a 3D version of the world that he had in his mind. He didn't want to use basic 3D to make his world. However, with current technology, he feels that he'll be able to offer the world that he's imagined. He seems to be imagining a real 3D space where you interact with the world through characters and objects. And not a flat world comprised of walls and floors, but a world with curved, natural surfaces.

     

    Ishii states that this feeling of 3D space was achieved in part with Final Fantasy XI. However, he wants to take it one step further with Seiken Densetsu 4, and that's where real world physics comes into the picture. Half Life 2, which uses the Havok 2 physics engine, was Ishii's inspiration. After seeing the game at E3 2003, he felt that by using the game's physics engine, he could make his world. Ishii is hoping to create a world where players utilize a variety of actions to alter the world and the objects contained within.

     

    This talk about real physics and changes to the world mirrors the interviews Mistwalker's Hironobu Sakaguchi has been giving regarding two of his projects, Blue Dragon and Lost Odyssey. While those two games are known to be next generation titles in development for the Xbox 360, the platform for Seiken Densetsu 4 has yet to be revealed, and is somewhat of a mystery. The use of a physics engine would suggest a next generation machine (although there have been a few examples of the original Havok engine on the current generation PlayStation 2). The few screenshots of Seiken Densetsu 4 that we've seen, however, look like current generation stuff, at the upper levels of PS2 visuals.

     

    So, we're left with a general picture of what type of tricks we can expect from Seiken Densetsu 4, but no solid details on the game itself, and still no clarification on the game's platform. The World of Mana project has just kicked off, though, so we hope to find out more in the not-so-distant future.

    >>PS2.IGN

     

     

    Classic series revitilized.


Portal by DevFuse · Based on IP.Board Portal by IPS
×
×
  • Create New...