| newsid | userid | timestamp | news | headline | newstype | gameid |
|---|---|---|---|---|---|---|
| 1777 | 225 | 2001-06-01 07:33:37 | <em>Category:</em> Cards<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 exciting collection of 200 solitaire games <p> <em>Changelog:</em> <ul> <li>Minor bugfix release. </ul> | PySol 4.72 | updated | |
| 1778 | 4063 | 2001-06-01 07:36:15 | <img src="/images/thumbs/oval1_shot.jpg" align="right" width="200" height="150"><em>Category:</em> Simulation<br> <em>Description:</em> Racer is a very open car simulator, meaning the usage of files for cars, tracks, scenes etc. are all documented, or at least should be, and can be fairly easily be created without the need for proprietary editors. <p> Beside that, it attempts to do well at the physics section, trying to create life-like cars to emphasize car control and doesn't cut back on realism in the interest of fun. If you've played Grand Prix Legends from Papyrus, you'll know what I'm talking about. | Racer 0.4.5 | new | |
| 1779 | 4377 | 2001-06-01 22:00:14 | <em>Category:</em> Arcade<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="4"><img src="/images/star.gif" alt="4"><img src="/images/star.gif" alt="4"><img src="/images/star.gif" alt="4"> <p> <em>Description:</em> Relieve Opensource Angst <p> <em>Changelog:</em> <ul> <li>GGZ support </ul> | XTux 20010601 | updated | |
| 1780 | 4377 | 2001-06-02 11:03:47 | <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>Implemented triple buffering in full screen mode (Huge thanks to whatabubba for his help on this and cleaning up the code) [whatabubba, pagefault] <li>Fixed top 8 lines being invisible of FFMQ [zsKnight] <li>Optimised DirectDraw code some more giving a 10-15% speed increase [pagefault] <li>Fixed black screen when switching windows [pagefault] <li>Improved loading and shutdown time [pagefault] <li>Rock 'N Roll Racing is working again [zsKnight] <li>Fixed Lennus 2's sprites [zsKnight] <li>Almost figured out Wizardry 4's rom format. It seems like this game was incorrectly dumped so everything in it is out of order. [zsKnight] <li>Final Fight 2 is working again [zsKnight] <li>Vsync option now works in triple buffering mode [pagefault] <li>Now shows minimize window animation when minimizing [pagefault] <li>Fixed mouse pointer under full screen mode [kode54] <li>New ZSNES icon in Windows port (Thanks for all your entries) [enigMa] </ul> | ZSNES (Linux version) 1.29 | updated | |
| 1781 | 4377 | 2001-06-03 18:03:58 | <em>Category:</em> Emulator<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> FCE Ultra is a portable NES/Famicom emulator based on Bero's original FCE source <p> <em>Changelog:</em> <ul> <li>Added the ability to "fast forward" emulation(use the tilde/grave key). <li>Added command line options "-no8lim" and "-subase". <li>Increased the speed of various function calls by passing arguments to functions through registers instead of through the stack. <li>Added emulation of the MMC5's raw PCM register. <li>Added the ability to save/load save states while network play is occuring. <li>Having PAL emulation enabled will no longer override the NTSC/PAL settings in NSF headers. <li>Fixed a bug that got into the .54 release. Extraneous data was being returned on reads from $2002, which caused problems with some games(such as "Choujin Sentai Jetman"). </ul> | FCE Ultra 0.55 | updated | |
| 1782 | 4 | 2001-06-04 02:01:24 | <em>Category:</em> Under development - not yet playable<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> Space trading elite-like game <p> <em>Changelog:</em> <ul> <li>improve the flares. <li>remove a bug in 0.0.3 that causes a crash when one flight too close to a planet. <li>add a console. <li>add a parser for 3D Studio File format (using lib3ds ). Look at the new screenshots !! <li>add a window for viewing the ships (press F6, then 'n' or 't') <li>a few other things... </ul> | ggelite 0.0.4 | updated | |
| 1783 | 4377 | 2001-06-04 07:19:42 | <em>Category:</em> Emulator<br> <em>Description:</em> BoycottAdvance is a free/legal/portable emulator for the Gameboy Advance handheld by Nintendo. allows you to play free/public domain demo's and games as well as (some) commercial games which are available for the Nintendo Gameboy Advance handheld. <p> Released as beer-ware. | BoyCott Advance/SDL 0.19b | new | |
| 1784 | 4377 | 2001-06-04 07:21:25 | <em>Category:</em> Emulator<br> <em>Description:</em> NeoPocott is an software emulator which emulates SNK's NeoGeo Pocket (Colour) handheld gamedevice on your RH6.x for Intel machines. NeoPocott is based upon Julien "Gollum" Frelat's NeoPocott emulator and it uses the Simple DirectMedia Layer (SDL) Library for graphical output, keyboard handling and (future) sound support. You also need a videocard which can handle 16bpp colours, thus so you must configure the X-Window System to a minimum of 16bpp! The development was done on a updated Redhat 6.x for Intel machines so it doesn't run on Linux for other platforms. I don't know if it runs on other x86 Linux platforms but you're free to try it out ;) The main SDL-core will be available in full source. | NeoPocott/SDL 0.2b | new | |
| 1785 | 4 | 2001-06-04 07:24:05 | <img src="/images/thumbs/ss_crater.jpg" align="right" width="200" height="156"><em>Category:</em> Action<br> <em>Description:</em> A 3D (openGL) tank game based loosly on scorched earth (or the newer xscorch), but including a single player element. The goal is to kill the other tanks and as much terrain as possible. A project goal is to add useless objects in that can be additionally destroyed, like buildings, alien artifacts and of course, defenseless baby bunnies. | n.a.t.o.w. 0.1.7 | new | |
| 1786 | -1 | 2001-06-04 07:26:55 | <em>Category:</em> Simulation<br> <em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font> <p> <em>Description:</em> a real time sport/strategy java soccer game <p> <em>Changelog:</em> <ul> <li>Fixed the bug which caused the slow ball chasing behaviour in GUI. <li>Introduces a new server parameter called "reaction inertia" (default to 3). It means a client can not react at every simulation step. It only needs send a physical command(drive or kick) every 3 simulation steps. Thus, AI players only need spend one third of computing resource. For a soccer game with 21 AI players, this is a big improvement. Also, human player's GUI interface needs a lot of computing power for graphics, so under this new parameter, a GUI can be busy updating graphics without missing a command. When heavy duty 3D clients are ready, we may tune this parameter to get the best performance. Thirdly, it is also fair for human players to set the reaction limit to 300ms. We know AI can do much faster than that, but we want them to compete with us on a higher level. </ul> | The Tao of Soccer 1.0.0 | updated |