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    SSF 0.07 Alpha R9 released!

    Robert
    By Robert,

    The Saturn emulator SSF has been upgraded to the next Alpha version, R9

     

     

     

    No English changelog is available

     

     

     

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

     

    Credits: Official Site


    Dead or Alive 4 Details

    Wizard
    By Wizard,
    July 20, 2005 - Tecmo's Team Ninja studio is currently working to make sure that Dead or Alive 4 launches with the Xbox 360 in Japan. While this was always the assumption, series producer Tomonobu Itagaki makes the point extra clear in an interview featured in the latest Famitsu. He's quick to add that he doesn't feel too much pressure due to his team's experience working with different hardware.

     

    doa40rv.jpg

     

    Regular updates on Dead or Alive 4 tend to appear first in the monthly Famitsu Xbox, but Itagaki does manage to share some big revelations on the game to Weekly Famitsu. DOA4 will include more than 20 characters, Itagaki reveals, adding that he himself came up with eight of the characters. Itagaki also states that he came up with the storyline for the game.

     

    The storyline was set two years ago, but full development didn't start until approximately one year back. There was a period where development on Dead or Alive 4 was taking place simultaneously with Dead or Alive Ultimate, Itagaki mentions.

     

    One area of the game's visuals was not shown in the E3 trailer: a slow shutter effect. The latest screenshots in Famitsu show slow shutter blur on the characters, particularly noticeable as parts of their bodies become blurs during their quickest fighting moves.

     

    Itagaki explains that the characters in Dead or Alive 4 move too fast to be properly captured at sixty frames per second. Current generation titles, Itagaki reveals, have attempted to paint an ideal world, capturing perfect, blurless frames. Dead or Alive recreates the world as your eyes would see it, which is with fast objects blurred. Team Ninja is considering including a cameraman mode in the game so that players will be able to snap pictures with this effect clearly visible.

     

    While the presence of this effect in the latest screenshots is a surprise in its own right, Itagaki's next comment should cause even greater shock to fans of the series. Itagaki reveals that major changes have been made to all the characters fighting moves. Moves that have been in the series until now have been replaced. This change has required more than just balance considerations. Team Ninja has also had to consider the overall control of the game and the feeling the game gives players.

     

    Dead or Alive 4 seems to have taken on a slightly new form since its E3 debut, with the new blur effect and the new skills. We expect to get a closer look at the title early next week at Microsoft's Xbox summit in Tokyo and will be sure and report back with how this Xbox 360 launch title is shaping up.

    - Xbox.IGN

     

    Sup guys -_-


    SSSPSX 0.0.23 released!

    Robert
    By Robert,

    SSSPSX has been upgraded to version 0.0.23, in both Japanese and English.

     

     

    No changelog is available.

     

     

     

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

     

     

    Credits: Official Site


    Mame v0.98u2

    James
    By James,

    Source http://mamedev.com/source.html

     

     

    0.98u2

    ------

     

     

    MAMETesters Bugs Fixed

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

    pleiads061gre [MASH]

    47pie2077gra [Mamesick]

     

     

     

    Source Changes

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

    Added new 'screen' parameter to the VIDEO_UPDATE callbacks. It is not

    currently used but is a placeholder for the future. [Aaron Giles]

     

    Replaced direct access to Machine->scrbitmap in the following drivers with

    the use of force_partial_update(): m92.c, m107.c, astrocde.c, battlera.c,

    snes.c. [Aaron Giles]

     

    Rewrote the Z80/Z180 daisy chaining logic to work a little closer to the

    hardware. Updated the Z80 CTC and PIO modules to support the new model.

    Changed the CTC module to not generate interrupts if there is an outstanding

    request on the same timer is currently in service; this allows Journey to

    (finally) run with the correct CPU speed. [Aaron Giles]

     

    Partial rewrite of the MCR video system. Should still work roughly the same,

    just a little different under the covers. This is still very much a work in

    progress. [Aaron Giles]

     

    Fixed clipping in nemesis.c. [Fujix]

     

    Normalized names in Konami drivers according R. Belmont's wishes. [Mamesick]

     

    More PowerPC updates: [Nathan Woods]

    - Moved update_counters() to be executed after the DRC epilogue code

        is appended; now behaves more like the non-DRC core

    - Fixed some bugs in DRC exeception handling (SRR1 was not being set

        up properly, and not all MSR flags were being cleared)

    - Refactored DRC core to call MMU hooks

    - ISI exceptions will now be thrown if the MMU hooks report an

        unexecutable address in the DRC core

    - Fixed a rounding error in the decrementer

    - Added support for decrementer exceptions when the DEC register is

        written to in both cores

    - Added support for ISI/DSI exceptions with setjmp()/longjmp() in

        the non-DRC core

     

    Significant rewrite of the Legend of Kage driver: [Phil Stroffolino]

    - correct/added dipswitches

    - converted to use pdrawgfx; affects stage#4

    - a priority effect on the title screen has been mapped - this gives the

        foreground layer priority over all sprites, and screenshots now match

        those from arcade flyers.

    - the "virtual palette" hack has been removed; it was an optimization from

        back when we used 8 bit color and hardware palettes.

     

    Cleaned up the Soungoku Mahjong driver, fixed colors, improved sound and

    fixed the hang before the match started. Also I found the output for the

    coins used to play the match. It's still missing something to enable /

    disable the tilemaps. [Pierpaolo Prazzoli]

     

    Fixed the i386->z80 communication in the Seibu SPI driver. This fixes the

    flash rom update and should also fix any remaining hangs/pauses. The flash

    rom update should take around 5 minutes. Now all games should have proper

    sample data. [Ville Linda, David Haywood]

     

    Some progress on the Deco 156 encryption. [David Haywood]

     

     

     

    New games added or promoted from NOT_WORKING status

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

    Mahjong Chuukanejyo [Luca Elia]

    PK Scramble [David Haywood]

     

     

     

    New clones added

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

    AmeriDarts (set 2) [Aaron Giles]

    Flash Point (set 2) [Aaron Giles]

    Line of Fire (US) [Aaron Giles]

    Street Fighter Zero (Asia 950627) [Razoola]


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