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Haze’s Mame WIP!


After the release of Mame98u3 Haze come back with
updates to the following:
1st update july 31 2005
Aaron has released the ‘u3′ source update for Mame 0.98, this includes the Deco 156 progress made so far.
Shortly after the release of u3 I made some further improvements to the 156 emulation, removing a kludge (allowing the Eeproms to work) and fixing the music.
2nd update August 1st 2005
Another 156 update..I fixed a few more bugs in the driver.. if testing use the new source
3rd update August 1st 2005
Osman / Cannon DancerDox fixed a bug in the ARM Cpu core, which in turn fixed the colours in Osman.
4th update August 1st, 2005
3rd 156 Update
This includes the ARM cpu core fix from Dox.
Also fixed are some priority problems.
Please delete any nvram files before testing, old nvram files WILL cause problems with Osman / Cannon Dancer.
The other good news for now is that the Mame Italia guys should be able to do a redump of Charlie Ninja, all going well that should have proper sprite colours by the end of tomorrow.
And a WIP just came out too:
August 2 2005 WIP
Charlie NinjaThe redump of the missing sprite rom was done by the Mame Italia Forum guys, here are the results.
More images and downloads of the Source Updated files here:
SeeYaa!!!
PD: Now to compile my unoffcial mame32 v98u4 xDD
ScummVM DS Released


A DS port of ScummVM has been released in two different formats, Flash and WMB.
To use:Click 'add game'.
Click 'Choose'.
Click 'OK'.
Click 'Start'.
'Select' switches between scaled and unscaled. D-pad to scroll around. Play the game using the pen.
I should have a version that can play any game you have the data files for by next week or so.
»» Download it Now! (Flash Version) [1Emulation Server]
»» Download it Now! (WMB Version) [1Emulation Server]
Credits: This post via r1cola at Shacknews
Resident Evil 5 Information

An update on Resident Evil 5 has just come our way from the latest issue of one of our favorite Japanese magazines, Famitsu Xbox (soon to be Famitsu Xbox 360). The September issue of the magazine features a four page look at Resident Evil 5, and while the screenshots are old, the interview with producer Jun Takeuchi is new.
In the interview, Takeuchi reveals some juicy details on the visual side of the game. You may have noticed the particularly impressive shot of the main character aiming his gun at the screen. The character uses a whole lot of polygons, with modeling going down to the detail of each blade of hair that makes up his stubble.
The game's powerful visual engine will contribute to facial expressions. The game engine, in its current form, gives the developers the ability to set values for muscles throughout character faces, allowing for fine tuned facial expressions. Takeuchi notes that he's unsure if this will make it into the final game or not.
Capcom is working to make the game run at a smooth sixty frames per second, twice the frame rate of the GameCube Resident Evil 4. In making this move, Takeuchi's team felt that they would be able to express things that couldn't be expressed with thirty frames per second. He points to the increased framerate as evidence that the game will indeed have a strong action component.
Outside of visuals, we can expect real physics from the game. Takeuchi is hoping to make the world reactive to your actions, allowing you to break things by shooting them and topple things by kicking them.
For the complex visuals and physics that will go into the game, Famitsu Xbox asks Takeuchi if it's possible that the game will use middleware, such as the Unreal 3 engine. Takeuchi responds that his team is currently investigating such solutions. Takeuchi feels that, while many Japanese developers have spent time creating their own engines until now, this requires too much money and time.
This was touched upon in our original story on the game, but one area the development team is hoping to focus on with Resident Evil 5 is giving players a sense of the surrounding atmosphere through visuals. Heat and cold are key words for Resident Evil 5, Takeuchi reveals, with the game's visual engine being able to clearly express changes in temperatures. This focus on heat and cold came about as the development team considered things they wanted to do using high defintion output. Takeuchi feels that his team has been able to create a sense of atmosphere that was previously impossible through standard definition.
Finally, Takeuchi confirms that the game will follow along the lines of Resident Evil 4's gameplay system. This doesn't seem to indicate that the game will play exactly like Resident Evil 4, but that it will play closer to Resident Evil 4 than the original PlayStation games.
The Resident Evil 5 team is currently considering sharing the previous PlayStation Meeting and Xbox Summit Resident Evil 5 trailer with the public at the September Tokyo Game Show. We hope to hear more on the game then.
> IGN
World of Mana is!

A compliation of the Mana games.
Back at E3 Square Enix announced a new project titled "World of Mana," which at the time led gamers, publications, and the like to believe a MMORPG of some sort was in the works. Wrong! Last weekend at Square Enix Party 2005, we were given our first real information regarding Square's latest project. "World of Mana" is not a game, it is a complete revival of the project, similar to what Square Enix is doing with Final Fantasy VII. According to their official press pamphlet:
"Our staff are working hard to bring the world of Mana to everyone in various genres and platforms. Please look forward to the Mana series from now into the future."
While we don't have any additional information, we do have the project logo along with a screenshot of a house and some trees. GAF will make certain to report any details of new game(s) as they arise.
gamesarefun.com