News
Lunar Excursion Module (L.E.M.) v0.9 (A2600 Game)

Lunar Excursion Module is a Lunar Lander’s genre game written using batariBasic.

http://www.atariage.com/forums/topic/159714-lem-lunar-excursion-module/

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Yabause Wii UO (r2604) (Beta 16) (Saturn emu for Wii)

Yabause Wii is a Sega Saturn emulator for Wii and is the first of its kind as emulating the complex processes of the Sega Saturn is much harder then it looks and now even harder to run it on the limited hardware of the Wii.

Changes:

add special color setting menu (default on, off: a little faster, but lower compatibility)
some minor fixes and changes

http://wiibrew.org/wiki/Yabause_Wii

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Jewels v1.01 (Wii Game)

Jewels game for Wii. Similar to Bejeweled. It’s a Wii homebrew port of gljewels ( http://www.linuxmotors.com/gljewel ).

http://wiibrew.org/wiki/Jewels

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Heroes (Beta) (Dingoo Linux Game Port)

Heroes is similar to the “Tron” and “Nibbles” games of yore, but includes many graphical improvements and new game features.

Here is a quick port of Heroes for Dingoo-Linux (Dingux and OpenDingux).

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,27,451

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Creep Tea v1.0 (Caanoo Demo Port)

Creep Tea, originally a GP2X demo which has been written for the GP2XDemo Competition 2006.

http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,38,544

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Led Blur v1.0 (Caanoo Demo Port)

Led Blur is a port of the GP32 demo “Led Blur” by Optimus / Mindlapse to Wiz.

http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,38,543

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gpSP (13-10-2010) (GBA emu for Pandora)

This is the WIZ version of gpSP, a very optimized GBA emulator, packaged using Ginge. It only runs ZIPPED ROMS. It will simply quit when trying to run unzipped ones! It runs most games fullspeed without frameskip at the default 500MHz.

http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,71,199

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Dingoonity turns one year (Dingoo Linux misc)

Dingoonity.org turns one! Now if this isn’t a reason to celebrate?! Hail the Dingoo!

Quote

Today marks one year since Dingoonity first launched these boards. It has been a great year, and since day 1 the community has grown in leaps and bounds.

I’d like to thank all the people that have made the community what it is:

The board staff — Harteex, Congozombie, Quadomatic, codiak, Rebelphoenix, zear, Shred, qbertaddict, Kronus, eule, blizz, xdpirate

The developers for Dingoo native and Dingux (There are too many to list here, so I won’t, but if you spend some time in either of the release boards for these platforms you’ll spot some regular names!)

And most importantly you — each of you that comes to the site every day, or every-other-day, and actively takes part in the community.

We’ve got nearly 2000 registered members on the board right now, and at any time there are usually 5x as many guest users as registered browsing the board – you can view some more board stats here – http://boards.dingoonity.org/stats/

The first year of Dingoonity

Dingoonity began on/around October 14th 2009. An already popular Dingoo community (the a320.freeforums.org board) had some problems with one of their staff members deciding to destroy the forum, and many members who were on IRC (#dingoo-a320 on irc.freenode.net), including myself, had decided that such an unstable place for a forum wasn’t a good place — so we started a new hosted board – Dingoonity.

From the 14th-16th I worked tirelessly to setup the boards and this botched board design that you see before you now (which has changed marginally since launch).

Initially we had a WordPress powered news page — but after some suggestions, on the 21st of October I decided it would be best to integrate it better with the boards — so I built the current news page which is now powered by the news board.

Since then new sub-boards have been added, things have been changed here and there (such as the introduction of friendly URLs) and all the time the community has continued to grow.

Earlier this year I added some sub-boards for some other devices, such as the Ben Nanonote, and SPMP8000-based devices.

From the start I’ve wanted to not run paid adverts on the site, as it’s one thing I personally can’t stand — but in September this year, I decided to add a Google Adsense banner for guests to the page footer, and for members on the unread posts page in the footer. These have been appropriately unobtrusive, and seem to be generating enough money to cover the hosting.

The next year of Dingoonity

The community seems just as active now as it has been all year — there’s always some great stuff happening for Dingoo native and Dingux development.

I’ll get around to finishing up and releasing the new board design at some point I’m sure, perhaps before Dingoonity’s 2nd birthday!

We’ve got an active channel on IRC (#Dingoonity on irc.freenode.net) which continues to have 25-30 people online at any moment — it’s a great place with lots of development-based discussion going on, people asking questions and others providing helpful feedback, and also lots of off-topic talk.

http://boards.dingoonity.org/announcements/dingoonity-turns-1-year-old!/

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Dingoonity turns one year (Dingoo misc)

Dingoonity.org turns one! Now if this isn’t a reason to celebrate?! Hail the Dingoo!

Quote

Today marks one year since Dingoonity first launched these boards. It has been a great year, and since day 1 the community has grown in leaps and bounds.

I’d like to thank all the people that have made the community what it is:

The board staff — Harteex, Congozombie, Quadomatic, codiak, Rebelphoenix, zear, Shred, qbertaddict, Kronus, eule, blizz, xdpirate

The developers for Dingoo native and Dingux (There are too many to list here, so I won’t, but if you spend some time in either of the release boards for these platforms you’ll spot some regular names!)

And most importantly you — each of you that comes to the site every day, or every-other-day, and actively takes part in the community.

We’ve got nearly 2000 registered members on the board right now, and at any time there are usually 5x as many guest users as registered browsing the board – you can view some more board stats here – http://boards.dingoonity.org/stats/

The first year of Dingoonity

Dingoonity began on/around October 14th 2009. An already popular Dingoo community (the a320.freeforums.org board) had some problems with one of their staff members deciding to destroy the forum, and many members who were on IRC (#dingoo-a320 on irc.freenode.net), including myself, had decided that such an unstable place for a forum wasn’t a good place — so we started a new hosted board – Dingoonity.

From the 14th-16th I worked tirelessly to setup the boards and this botched board design that you see before you now (which has changed marginally since launch).

Initially we had a WordPress powered news page — but after some suggestions, on the 21st of October I decided it would be best to integrate it better with the boards — so I built the current news page which is now powered by the news board.

Since then new sub-boards have been added, things have been changed here and there (such as the introduction of friendly URLs) and all the time the community has continued to grow.

Earlier this year I added some sub-boards for some other devices, such as the Ben Nanonote, and SPMP8000-based devices.

From the start I’ve wanted to not run paid adverts on the site, as it’s one thing I personally can’t stand — but in September this year, I decided to add a Google Adsense banner for guests to the page footer, and for members on the unread posts page in the footer. These have been appropriately unobtrusive, and seem to be generating enough money to cover the hosting.

The next year of Dingoonity

The community seems just as active now as it has been all year — there’s always some great stuff happening for Dingoo native and Dingux development.

I’ll get around to finishing up and releasing the new board design at some point I’m sure, perhaps before Dingoonity’s 2nd birthday!

We’ve got an active channel on IRC (#Dingoonity on irc.freenode.net) which continues to have 25-30 people online at any moment — it’s a great place with lots of development-based discussion going on, people asking questions and others providing helpful feedback, and also lots of off-topic talk.

http://boards.dingoonity.org/announcements/dingoonity-turns-1-year-old!/

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ScummVM v1.2.0 (Caanoo misc)

ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

Some of the adventures ScummVM supports include Adventure Soft’s Simon the Sorcerer 1 and 2; Revolution’s Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep’s Inherit the Earth; Coktel Vision’s Gobliiins; Westwood Studios’ The Legend of Kyrandia and games based on LucasArts’ SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.

General release notes:

CABAL (Coalesced ‘Adventures beyond Architecture’ League) finally came alive, and now for real. Yes, truly, it took us just 6.5 years, and today we are eagerly announcing that a universal adventure game interpreter, playing SCUMM, AGI, and SCI games has been released.

From now on, it is available on ScummVM’s downloads page (Look for version 1.2.0). You may jump straight there, or stay a bit longer and see what cool new features are included.

As you have probably already realized, this release has support for SCI, and moreover, the list of compatible games goes beyond the original FreeSCI which was merged about 1.5 years ago. We support Conquests of Camelot/the Longbow, Castle/Island of Dr. Brain, Codename: ICEMAN, EcoQuest 1&2, all four Hoyle games, Freddy Pharkas, Jones in the Fast Lane, King’s Quest I-VI, both Laura Bow games, Larry up to 6 (low-res 6 only), Police Quest 1-3, Quest for Glory I-III, Space Quest up to V and a few others. Incredible work by the FreeSCI team and our own SCI engine team!

Early SCI 16-color games can be optionally undithered by ScummVM, making them look much better. To see a comparison between undithered graphics and the original, watch this video produced by one of our SCI engine developers and see for yourself.

Besides SCI, we have added support for yet another Coktel Vision game called Fascination and we have a number of new ports: Android, Dingux, Caanoo and OpenPandora. Unfortunately we had to declare the PalmOS port officially dead.

As usual there are tons of engine-specific bug fixes. Take a look at the release notes if you want to know more. But wait! We would like to tell a little bit about another long-awaited feature new in this release. After all these years we are finally going international, and the ScummVM GUI can be translated into any language (well, almost any). Right now we have Catalan, English, French, German, Italian, Russian, Spanish and Ukrainian localizations. Besides this there are a lot of smaller improvements like tooltips, radio buttons, improved usability and we support more games running from original media without the need to shuffle the game files.

Enough talking! Now it is time to download ScummVM and start playing!

Changes:

1.2.0 (2010-10-15)

New Games:
– Added support for Fascination.

New Games (Sierra SCI0 – SCI1.1):
– Added support for Castle of Dr. Brain (EGA and VGA).
– Added support for Codename: ICEMAN.
– Added support for Conquests of Camelot.
– Added support for Conquests of the Longbow (EGA and VGA).
– Added support for EcoQuest: The Search for Cetus.
– Added support for EcoQuest 2: Lost Secret of the Rainforest.
– Added support for Freddy Pharkas: Frontier Pharmacist.
– Added support for Hoyle’s Book of Games 1.
– Added support for Hoyle’s Book of Games 2.
– Added support for Hoyle’s Book of Games 3 (EGA and VGA).
– Added support for Hoyle Classic Card Games.
– Added support for Jones in the Fast Lane.
– Added support for King’s Quest I (SCI remake).
– Added support for King’s Quest IV (SCI version).
– Added support for King’s Quest V (EGA and VGA).
– Added support for King’s Quest VI (low and hi res).
– Added support for Laura Bow: The Colonel’s Bequest.
– Added support for Laura Bow 2: The Dagger of Amon Ra.
– Added support for Leisure Suit Larry 1 (SCI remake) (EGA and VGA).
– Added support for Leisure Suit Larry 2.
– Added support for Leisure Suit Larry 3.
– Added support for Leisure Suit Larry 5 (EGA and VGA).
– Added support for Leisure Suit Larry 6 (low res).
– Added support for Mixed-up Fairy Tales.
– Added support for Mixed-up Mother Goose.
– Added support for Pepper’s Adventures in Time.
– Added support for Police Quest I (SCI remake).
– Added support for Police Quest II.
– Added support for Police Quest III (EGA and VGA).
– Added support for Quest for Glory I/Hero’s Quest.
– Added support for Quest for Glory I VGA remake.
– Added support for Quest for Glory II.
– Added support for Quest for Glory III.
– Added support for Slater & Charlie go camping.
– Added support for Space Quest I (SCI remake) (EGA and VGA).
– Added support for Space Quest III.
– Added support for Space Quest IV (EGA and VGA).
– Added support for Space Quest V.
– Added support for The Island of Dr. Brain.

New Ports:
– Added Android port.
– Added Dingux port.
– Added Caanoo port (based on the GP2XWiz port).
– Added OpenPandora port.

General:
– Removed the outdated PalmOS port.
– Switched to the “fast” DOSBox OPL emulator.
– Fixed a crash in the rjp1 player code affecting the FOTAQ Amiga version.
– Added support for more original media layouts.
– Added support for GUI localization.
– Improved GUI by adding tooltips and radiobuttons.
– Improved GUI usability by hiding more irrelevant options not supported by specific games.

AGI:
– Fixed number of GFX glitches.
– Made PIC drawing code picture perfect.
– Added support of MIDI devices.
– Added support for accurate Tandy sound emulation. Switched to it as default.

Broken Sword 2
– Fixed missing speech in some cutscenes.
– Fixed a memory leak that would eventually cause the game to hang. (#2976008 – BS2: Game lockup in British Museum)

Drascula:
– Fixed number of GFX glitches.
– Made many cutscenes smoother.
– Changed behavior of items menu. Now it shows up on mouse up.

Groovie:
– Added support for the Macintosh version of The 7th Guest.
– Added support for custom MT-32 instruments.

KYRA:
– Fixed some minor graphical glitches.
– Implemented formerly missing recreation of some in game items.
– Added support for playing Kyrandia 3 with the original CD file layout.

LURE:
– Fixed bug where Goewin could get stuck in the Weregate
– Fixed issue with Ratpouch repeatedly moving between two rooms
– Fix for Goewin losing her schedule after Were-cave
– Fix for player getting stuck in sewer exit room

Parallaction:
– Made part one of The Big Red Adventure completable.

SAGA:
– Fixed graphics glitches in several scenes.

SCUMM:
– Several improvements in Maniac Mansion NES.

PSP port:
– New backend design: fixed minor graphical issues and enabled 16-bit support.
– Enabled playback of MP3 files using the Media Engine. This means that the port is optimized for MP3 files (as opposed to OGG).
– Many optimizations. Everything should run faster.

Wii port:
– Added support for USB2 mass storage devices (requires The Homebrew Channel >= v1.0.8 with IOS58).

GameCube port:
– Added support for DVDs with the ISO9660 file system.

GP2X port:
– Added support for dynamic engine plugins (experimental).
– Reworked control system and better touchscreen support.

GP2XWiz/Caanoo port:
– Improved downscale code to minimise ‘tearing’ corruption.
– Reworked control system and better touchscreen support.
– Renamed backend from GP2XWIZ to GPH to better reflect the supported devices.

http://wiki.scummvm.org/index.php?title=Caanoo

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