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December 2nd, 2014, 23:37 Posted By: wraggster
A crowdfunding campaign has been launched to bring back the humble ZX Spectrum, albeit in a new form.
The Sinclair ZX Spectrum Vega will be a much smaller version of the computer which plugs into modern televisions.
The system will also have a new Spectrum-inspired controller (above), complete with rubber buttons much like the keys on the original Spectrum's keyboard.
The funding campaign is now live on Indiegogo, and as of day one has raised £2496 of the £100,000 target.
A pledge of £100 will get customers one of the first 1000 limited edition Spectrum Vegas, planned for release in April 2015.
"The development of the Sinclair Spectrum Vega is complete, and we have a fully working prototype waiting to go into production within the UK," reads a statement on the site.
"We are making contact with thousands of the original Spectrum game developers in order to secure their permission to use their games on the Vega, for which a combined software royalty will be donated to charity, Great Ormond Street Hospital for children."
The original ZX Spectrum launched on April 21, 1982 with a whopping 16KB of RAM. Over 24,000 games were released for the computer over the years, all of which are believed to be playable on the Vega on top of the 1000 built in.
http://www.computerandvideogames.com...aign-launched/
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December 14th, 2014, 21:56 Posted By: wraggster
For $5, [William] of Toronto’s Hacklab hackerspace got a hold of one of the smallest CRT screens ever made – about the size of a large coin. Over the course of a couple sessions – including a public hack boothside at their Mini Makerfaire – [William], [Igor], and several other members managed to connect it as a monitor directly off a Raspberry Pi. The end-goal is the world’s smallest MAME cabinet (smaller by almost half than this LCD one).
As Canada followed the US and stopped broadcasting analog back in 2011, it became quite a challenge to feed the screen a video source. They disclosed early that the easiest solution would just be an RF transmitter on the Pi and then tune the micro-set to that channel. Too easy. They wanted something elegant and challenging so they went digging into the circuitry to find a place to insert a composite video signal directly.
The real story here is their persistence at reverse engineering. The PCB was folded like a cardboard box to fit in the original case, making large portions of the circuitboard and wiring inaccessible. Even when they managed to trace the signal to what they thought was the appropriate chip (marked C80580), they could not find any information on the 30 year old chip. Noting that every other chip on the board was Panasonic and started with “AN5″, [Igor] suspected the mystery silicon was just renamed and went through every single datasheet he could find with that prefix. Combined with form factor, pin count and purpose, his sleuthing was rewarded with a guess for a match – the AN5715. His hunch was correct – using that datasheet led him to the answers they required.
Then they just had to figure out how get the composite signal the Pi outputted into something the chip would use to display the correct image. There were no shortage of challenges, failures and dead ends here either, but they had help from the rest of their membership.
Their project log is an interesting narrative through the process and in the end of course, it worked. It is displayed beautifully with a clear acrylic case and ready for a cabinet to be built.
http://hackaday.com/2014/12/13/1-37-...-mame-cabinet/
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December 16th, 2014, 00:20 Posted By: wraggster
Kunio Kun no Nekketsu Soccer League is the best fighting soccer game. But there are some unfinished things in the original game: •Only 6 teams of the total number 11 were available in versus mode. •Only 6 Japan players of the total number 12 were available in versus mode. •Goalkeepr bug - a jump of GK in an opposite direction when pressing A + B + UP/DOWN in some cases. And now… we got a collection of Team Hacks! Team Hack 2014 - the main core of other Team Hacks: •6 teams are unlocked in versus and PK modes, except South Korea. •All players of Japan team are available in versus mode. •Partial fix of GK bug. •Now player can make super shot after jump with the ball on the maximum height (hard difficulty only) Team Hack 2014 - 4P on field + Fast AI - All 4 players are on field, 2nd and 4th players are DF now. And all AI players can use fast run as human players. There is a lot of action, especially in the air! Team Hack 2014 - 2P PK and Team Hack 2014 - 4P PK are the hacks intended for training of GK skills. English Translation Fix - just the small fix of some text for the English translation. Enjoy the netplay =)http://www.romhacking.net/hacks/2254/
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December 16th, 2014, 00:21 Posted By: wraggster
The following Hacks have been submitted and approved to the database (in submitted order oldest to newest): •Final Fantasy VI Relocalization Project (Improvement)(Final Fantasy VI)(SNES) •Super Mario Bros. The Invaders of Mushroom Kingdom (Complete)(Super Mario World)(SNES) •Sonic: Into The Void (Complete)(Sonic the Hedgehog)(GEN) •Sonic and Tails: Double Trouble (Complete)(Sonic the Hedgehog 2)(GEN) •Sonic 1 Color Contrast (Complete)(Sonic the Hedgehog)(GEN) •Super Metroid Extra (Complete)(Super Metroid)(SNES) •Mega Man 3 Switch Weapon (Improvement)(Mega Man III)(NES) •The Second Reality Project 2 (2014) (Complete)(Super Mario World)(SNES) •Super Turrican Plus (Improvement)(Super Turrican)(NES) •Paper Mario hard mode and more enemy HP (Addendum)(Paper Mario)(N64) •Legend of Zelda Spirit Track D-Pad Patch (Improvement)(The Legend of Zelda: Phantom Hourglass)(NDS)http://www.romhacking.net/hacks/
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December 16th, 2014, 00:23 Posted By: wraggster
The following Hacks have been submitted and approved to the database (in submitted order oldest to newest): •Super Metroid Gravity (Complete)(Super Metroid)(SNES) •Sim City - Sylt Map (Spoof)(SimCity)(SNES) •Super Metroid Underworld (Complete)(Super Metroid)(SNES) •Super Metroid Grapple Challenge (Complete)(Super Metroid)(SNES) •Super Metroid Cristener Homenag (Complete)(Super Metroid)(SNES) •Super Metroid Hownst (Complete)(Super Metroid)(SNES) •Super MockMetroid (Complete)(Super Metroid)(SNES) •Dark Gimmick! (Complete)(Mr. Gimmick)(NES) •Pokemon Pink Version (Complete)(Pokémon: Blue Version)(GB) •Pokemon Fast Red (Improvement)(Pokémon: Red Version)(GB) •StarTropics (Music Fix) (Bug Fix)(StarTropics)(NES) •Basketball Hack (Improvement)(Disney’s Chip ‘n Dale: Rescue Rangers 2)(NES) •Final Fantasy IV User Options (Improvement)(Final Fantasy IV)(SNES) •A Link to the Past DX (Improvement)(The Legend of Zelda: A Link to the Past)(SNES) •Legend of Zelda Spirit Tracks D-Pad Controls (Improvement)(The Legend of Zelda: Spirit Tracks)(NDS) •Ninja Gaiden / Shadow Warriors - updated (Improvement)(Ninja Gaiden)(NES) •The Legend of Zelda - DX (Improvement)(The Legend of Zelda)(NES)http://www.romhacking.net/hacks/
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December 21st, 2014, 21:27 Posted By: wraggster
In commemoration of Mega Man’s 27th Anniversary and beyond!
Zynk Oxhyde previously released ROLL-CHAN! Roll-chan is a player sprite hack which replaces Mega Man with his sister Roll. Today Zynk releases three new player sprite hacks:
Continue the super robot girl’s adventure in saving the world against the evil Dr. Wily, the mad scientist who made his own army of Robot Masters for his world domination.
Along her journey, Roll has been given new powers by her father-figure/creator, Dr. Light. However, the battle against Dr. Wily has been heightened, with that in mind, Dr. Light has created support units to aid Roll. Items were changed to make them more familiarized to her, and most importantly a pet robot sidekick has been added! Like Mega Man, Rush, the faithful pet robot pooch is also replaced with the Light family’s pet robot cat, Tango the playful spin-balling cat in the Gameboy days, now making its action-filled debut in the battlegrounds!
Fight, Roll! For everlasting peace!
http://www.romhacking.net/?page=hack...le=Roll-chan&a
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December 21st, 2014, 21:30 Posted By: wraggster
This release feels a bit bittersweet as the news has just been confirmed that the CVG brand will be put to rest for good after a run of 33 years. The magazine series itself folded in 2004, but the brand continued as a website till the end of 2014. We recommend anyone feeling nostalgic about the good old days to make sure and read the Official feature on CVG.com which includes comments from several key members whom made Computer & Video Games what it was.
Now let's take a look back at issue 178 from 1996 and celebrate the legacy of the brilliant magazine that once was...
We begin with an interview with none other than Shinji Mikami from Capcom. Then we dive into a preview for Virtua Fighter 3 for the arcades, which also includes a short interview with Yu Suzuki. Next up is a special on Quake for the PC, as well as Super Mario 64 for the Nintendo 64.
And we end on a high note as Paul Davies and the crew take on NiGHTS into Dreams, and we all know how much they loved this particular game. 
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http://www.outofprintarchive.com/cat...VG/CVG178.html
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December 30th, 2014, 23:24 Posted By: wraggster
Developer Pekka Väänänen has posted a fascinating report on how he got Quake running on an oscilloscope (). Obviously, the graphic details gets stripped down to basic lines, but even then, you need to cull any useless or unseen geometry to make things run smoothly. He says, "To cull the duplicates a std::unordered_set of the C++ standard library is used. The indices of the triangle edges are saved in pairs, packed in a single uint64_t, the lower index being first. The set is cleared between each object, so the same line could still be drawn twice or more if the same vertices are stored in different meshes. Before saving a line for end-of-the-frame-submit, its indices in the mesh are checked against the set, and discarded if already saved this frame. At the end of each frame all saved lines are checked against the depth buffer of the rendered scene. If a line lies completely behind the depth buffer, it can be safely discarded because it shouldn't be visible."
http://build.slashdot.org/story/14/1...n-oscilloscope
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