| newsid | userid | timestamp | news | headline | newstype | gameid |
|---|---|---|---|---|---|---|
| 1767 | 4377 | 2001-05-27 17:08:50 | <em>Category:</em> Emulator<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"> <p> <em>Description:</em> An arcade game emulator with support for over 2000 games. <p> <em>Changelog:</em> <ul> <li>Everything from MAME 0.37b15 except for 'steadykey' support. <li>Added an aRts sound server driver. (Manuel Teira) <li>Added another aRts sound server driver. It needs reasonable aRts server settings, something like artsd -F 6 -S 4096 should be ok to get near accurate response time. (Petr Smotek) <li>ALSA updates: Added preliminary support for ALSA 0.9 API; split the 0.5 and 0.9 API stuff into separate files. (Shyouzou Sugitani) <li>HotRod support is now enabled by either -hotrod or -hotrodse, just like the DOS/Win32 version. <li>Added dummy flicker and vector orientation functions to fxvec.c so that xmame.xfx can link again. </ul> | Xmame 0.37b15.1 | updated | |
| 1768 | 854 | 2001-05-29 08:01:59 | <em>Category:</em> Action<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"><img src="/images/star.gif" alt="5"> <p> <em>Description:</em> A Missile Command clone with good gfx <p> <em>Changelog:</em> This version is based on the 1.4.x series, due to stability problems of the 1.5.x versions. I'm sorry for the buggy 1.5.x releases. <p> Changes since 1.4.5 : <ul> <LI>joystick support</LI> <LI>fixed flyer at restart bug</LI> <LI>penguin-command is now SDL 1.2 compatible</LI> <LI>fix a bug concerning wrong video flags</LI> <LI>now compiling with -Wall -pedantic</LI> <LI>code cleanup</LI> <LI>faster explosions</LI> </ul> | Penguin Command 1.6.0 | updated | |
| 1769 | 250 | 2001-05-29 08:16:52 | <em>Category:</em> Role Playing<br> <em>Description:</em> Umbra is a simple computer role-playing game, written in Python. The world is randomly-generated for new play every time, but there is an eventual goal and storyline. It was heavily influenced by roguelike games, Alternate Reality, console RPGs, and the works of H.P. Lovecraft and Clark Ashton Smith. | Umbra 0.6 | new | |
| 1770 | -1 | 2001-05-29 08:19:47 | <em>Category:</em> Emulator<br> <em>Description:</em> Virtual GameBoy Advance (VGBA) is an emulator of the GameBoy Advance videogame console produced by Nintendo. It allows to run GameBoy Advance games on PCs, Macs, or just about any other sufficiently fast computers in existence. It can also help to debug GameBoy Advance software without using a costly development system. Also, VGBA will not play older GameBoy and GameBoy Color games. You will need VGB for that. | Virtual GameBoy Advance 1.0 | new | |
| 1771 | 2 | 2001-05-30 08:33:58 | <a href="mailto:info@planeshift.it">Luca Pancallo</a> submitted this announcement: <blockquote> We are building a brand new 3D Multiplayer Fantasy RPG!! We need your contribution to reach our goal: we currently need more resources like programmers, 2D and 3D graphical artists, musicians, setting and quest writers, and more. <p> We use <a href="/show?crystal%20space">Crystal Space</a> as our 3D engine. <p> Please visit our site and join us! <p> Regards, Luca. </blockquote> Their site is at <a href="http://www.planeshift.it">http://www.planeshift.it</a>. If you don't have a Flash-capable browser, try <a href="http://www.planeshift.it/main_01.html">this link</a> instead. | New multiplayer RPG seeking developers | default | |
| 1772 | -1 | 2001-05-30 14:04:11 | <em>Category:</em> Strategy<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> An Empire Building Game <p> <em>Changelog:</em> <ul> <li>Updated graphics library backend - full screen mode now works without using DGA - slow but doesnt require root :) <li>Major restructuring (for network layer preparation) <li>units dont try to move off map (bugfix) <li>health meters activiated and units can be killed gradually. </ul> | Plasma EBG 0.26.11 | updated | |
| 1773 | -1 | 2001-05-30 14:05:50 | <img src="/images/thumbs/ketm.jpg" align="right" width="200" height="150"><em>Category:</em> Arcade<br> <em>Description:</em> ketm (killeverythingthatmoves) is an arcade-style 2D-space-shooter. It is in early development stage but already a bit playable. It uses libSDL. | ketm 0.0.2 | new | |
| 1774 | 4823 | 2001-05-30 14:08:29 | <img src="/images/thumbs/gameloop.jpg" align="right" width="200" height="150"><em>Category:</em> Strategy<br> <em>Description:</em> Wars of Destiny is a real-time stratedy game that was started by J.R. Wessels and Jordan Wilberding. It is currently in a major building stage but looks to be a great game coming, with a gathering server, map maker, and single/multi- player support planned. If you are interested in helping we sure could use it! Any help in coding, graphics, animation, or audio would be greatly helpful. Also if you would like to contribute anything else it would be surely accepted. As WOD grows through its development please come back to see the improvements and we hope you enjoy the game once it is completed. | Wars of Destiny 0.1 | new | |
| 1775 | -1 | 2001-05-30 14:11:10 | <em>Category:</em> Role Playing<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> A simple computer role-playing game, written in Python <p> <em>Changelog:</em> <ul> <li>Hidden underground temples of Mogth cultists <li>NPC reactions to anything they can see! </ul> | Umbra 0.7 | updated | |
| 1776 | 4377 | 2001-05-30 18:41:22 | <em>Category:</em> Emulator<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> A SNES emulator ported to Linux <p> <em>Changelog:</em> <ul> <li>Added option to allow multiple instances of ZSNES (off by default) [pagefault] <li>Fixed Lufia 2 sprite disappearing bug [zsKnight] <li>Fixed quick menu crash problem when the entries other than the first one is selected when the load menu is opened [zsKnight] <li>Modified SPC700<->65816 timing again to get Hook working [zsKnight] <li>Added more keyboard shortcuts to GUI [pagefault] <li>Fixed vram read to get Smash Tennis working again [zsKnight] <li>Hopefully fixed lockup when exiting Windows port [pagefault] <li>Added a spc700 timing hack for Super Final Match Tennis until I re-write the timing engine later (but not anytime soon though) [zsKnight] <li>Kinda got Rendering Ranger 2 to go further, but this game seems to use some picky timing, so this will have to wait until I re-write timing in the future. [zsKnight] <li>Removed large sound buffer option since it wasn't really useful [pagefault] <li>Fixed 16bit access to address 01FFF (or equivalent). Fixes Super Tetris 2+Bombliss. [zsKnight] <li>Implemented 128KB sram support. Dezaemon runs now (but it suffers graphics glitches at the moment) [zsKnight] <li>Fixed Wordtris (reading from 002100) [zsKnight] <li>Fixed reset function in William's Arcade Classics [zsKnight] <li>Tuff-E-Nuff works now (another timing hack *sigh* ) <li>Added exclusive DirectSound mode option [pagefault] <li>Fixed corrupt graphics in Rock'n Roll racing (reading from invalid memory) [zsKnight] <li>Added alternate timer for people having problems with zsnes running too fast [bootgod,pagefault,zsKnight] <li>Fixed corrupt graphics in Captain America (also reading from invalid memory) [zsKnight] <li>Implemented latest save state selection in Windows port [pagefault] <li>Added v-sync to Windows port (enable in options to use it, should fix most graphical tearing issues) [pagefault] <li>Fixed mid-screen OAM updating. Uniracers works in 2 player mode. [zsKnight] <li>Combined the new header detection method with the old one, producing a much better method [zsKnight] <li>Added SA-1 read/write to BWRAM bitmap mode in the lower banks [zsKnight] <li>Fixed "freeze data" text [hpsolo] <li>Fixed SA-1 write to BWRAM bitmap mode. It seems like this was the main cause of the level-up screen not working in Mario RPG. [zsKnight] <li>Fixed cpu usage when ZSNES is in the background doing nothing [pagefault] <li>Re-wrote character conversion 1 for 2bpp, implemented cc1 for 4bpp [zsKnight] <li>Fixed vertical high resolution mode for tile priority 1 [zsKnight] <li>Fixed Terranigma overworld glitch in the new graphics engine 16bit engine [zsKnight] <li>Enabled RTC in Windows port [pagefault] <li>Moved the Transparent Message option from the Options to the GUI Optns section. [pagefault] <li>Added Trainered rom support [zsKnight] <li>Fixed BG4 graphics in certain games (fixes Digital Devil Story) [zsKnight] </ul> | ZSNES (Linux version) 1.28 | updated |