Acuerdo de Hamster y Irem Software Engineering para ampliar el repertorio de Ake-Aka (PS4 y NS) con las viejas glorias de Irem:
https://www.famitsu.com/news/201711/09145777.html
Parece que con cuentagotas, eso sí.
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Acuerdo de Hamster y Irem Software Engineering para ampliar el repertorio de Ake-Aka (PS4 y NS) con las viejas glorias de Irem:
https://www.famitsu.com/news/201711/09145777.html
Parece que con cuentagotas, eso sí.
Famitsu Dot Com también ha querido entrevista:

https://www.famitsu.com/news/201711/08145584.html
Vuelven a mencionar su interés en Soukyuu Gurentai y dejan caer esta vez el nombre de Batrider para de nuevo aclarar que se han decidido primero por MD por una cuestión cronológica.
Degica tiene un descuento temporal en sus juegos para Steam, que incluyen la obra de Cave, la de Triangle Service o Pharaoh Rebirth Plus:
http://store.steampowered.com/sale/degica/
Y resulta que están sirviendo de editor a Kogado, que ve por primera vez sus títulos adaptados al inglés. Sólo Symphonic Rain (en un "remake" para 1080-P) es digno de mención por ahora (con su subsistema de juego "musical" que popularizó la casa), pero quién sabe si acaban adaptando cosas como la serie Little Witch o los Tristia y Neosphere...

https://redessencegames.wordpress.com/
https://gamejolt.com/games/MaskOfSemblance/277888
WIN, MAC, en desarrollo. Estadounidense.
Anunciada fecha de salida (formato físico): fin de año (Comic Market 93):

http://gamesoldier.net/2017/11/06_infinos/
http://picorinnesoft.game-ss.com/%E6%B4 … A%E7%9F%A5
Podrá jugarse este fin de semana en la convención Deji-Gee Haku (Akihabara).
Utawareru Mono --Chiriyuku Mono he no Komoriuta--, la versión que recibió PS2 del primer episodio (co-desarrollada con Flight Plan), se anuncia para PS4 y PSV en Famitsu Dot Com:

https://www.famitsu.com/news/201711/07145470.html
Se adivina un "remake", probablemente de gráficos poligonales, tal como está el patio.
5 new missions + HORNS! 30-50% off Brigador with the All Saints Update

https://teamrobotblackhat.com/?page_id=101
https://gamejolt.com/games/q-yo-blaster/211310
https://www.indiegogo.com/projects/q-yo-blaster--4#/
WIN, en desarrollo. (Mejicano y muy, muy "amateur".)
Recap escribió:Dark Flame (WIN, en campaña)
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https://twitter.com/BorishDugdum
No se confunda con:
The Crown Stones (WIN, en desarrollo)

Industries of Titan is an industrial city building sim/strategy game, set on Saturn's moon Titan.
http://store.steampowered.com/app/42794 … _of_Titan/

The Steam version of Belle has received a number of cool new upgrades as well.
To make matters worse, the once mighty Steam has become a cesspool of shovelware and asset flips, where good games go to die. This has been weighing heavily on my morale to the point were I had to do something: in order to secure further financing for LOI development, and probe new avenues of distribution, I have partnered with WayForward to port Mystik Bell to consoles.
Gestalt: Vanguard y Redo!, un par de proyectos inspirados en --adivina-- Gekka no Yasoukyoku, en fase muy preliminar:

https://twitter.com/GestaltGame

Ahora en Itchio, a bajo precio (aunque te piden los datos postales ¡!), junto a Bot Vice, la anterior obra de la casa [ > ]:

Demonion II --Maou to Sannin no Joou-- vio la luz en 2014 y parece que será lo último que veamos de esta casa con algo de interés -- todo lo que ha lanzado después fuera del ámbito del "adventure game" no parece tener ni la mitad de clase.

http://www.astronauts.co.jp/sirius/demonion2
Ved, si no, su Dungeon of Regalias del pasado año:


Primera parte de una profusa entrevista a los responsables de Mahou Daisakusen:
https://game.watch.impress.co.jp/docs/i … 89519.html
Tienen las miras puestas en Soukyuu Gurentai (sin descartar el resto de la serie MD); Garegga 2016 funcionó bien. Aunque admiten que están estudiando aún el "hardware" (ST-V).
Si Batrider finalmente queda sin adaptación, es para liarse a tiros. (...)
Anunciado para PS4 - EEUU/EU:
https://blog.us.playstation.com/2017/11 … 13-on-ps4/
http://soedesco.com/critically-acclaime … e-shelves/
NS y XBO también parece que tendrían su versión.
fwiw the c-chip has 2 parts as there are multiple parts inside the package, a UPD78C11 with internal rom, an ASIC, and an EPROM. The 78C11 rom was dumped visually by decapping, and the internal code heavily analysed (that's how we had some clues to attempt other failed exploits) this is likely the same between games. The EPROM, containing game specific code has never been fully dumped, we have half a dump from Operation Wolf done by trying to wire up the die directly, but complications meant we were never able to obtain a full dump.
For overview of how each game uses the protection, read below
> B20 | Operation Wolf | 1987
uses it for a lot of game critical things, recently the simulation was improved (after 15+ years of being entirely incorrect) based on a prototype version that showed up. There could still be secrets the c-chip holds tho, so a real dump would help.
> B22 | Rainbow Islands / EX | 1987
Simulation was written by somebody who had extensively studied the games (both uses different c-chips with different internal data) should in theory be mostly correct, but there are some doubts over how some of the random number generation works, which, if you're serious about the game will actually matter, so a real dump will help.
> B41 | Bonze Adventure / Jigoku Meguri | 1988
Simulation has never been 100%, restart points are incorrect, sometimes the game will crash. Some of the alt MAME builds have different hacks to work around this, but in all honesty none are correct, emulation definitely won't be correct without a real dump.
> B61 | Superman | 1988
C-Chip just seems to supply a chunk of 68k code, very lazy, while the actual 68k code has never been verified against a PCB it's function is very simple, so while a real dump would be good for the sake of completeness, the emulation probably isn't 'incorrect' right now with the simulation code.
> C04 | Volfied | 1989
C-chip seems to manage some game counters / timers that aren't accurately emulated, some commands are basically just ignored right now. Exactly how this impacts the gameplay is unknown, but it's almost guaranteed that current simulation isn't accurate and game isn't playing exactly right.
> C11 | Mega Blast | 1989
C-chip could easily have a blank internal EPROM, game code only ever checks that the c-chip exists via the initial startup check that is handled entirely by the MCU part of the chip, it doesn't even matter if the chip crashes after that, the game never checks anything beyond startup, very, very lazy on the part of Taito. It will be interesting to see if anything exists in the EPROM, maybe code they never used. Alternatively they might have just recycled old c-chips on this game, not bothering to reprogram them because the game never triggers any commands.
overall, if we can work how to read the roms from some of these games, which are becoming increasingly uncommon, it will greatly benefit their emulation. even in cases where the emulation is probably ok with the current simulation code we might be able to find some interesting secrets in the undumped part of the rom that could tell us more about the development of the games and their protection.
http://www.mameworld.info/ubbthreads/sh … =&vc=1
http://caps0ff.blogspot.com/2017/10/loo … -chip.html
I'm confident I can get detailed timing measurements [of 1st generation Cave hardware] but as you say, actually implementing the timing in MAME may prove challenging.
Timing aside, I would otherwise be able to confirm whether or not our video emulation is pixel-exact under whatever cases I can test.
http://www.mameworld.info/ubbthreads/sh … =&vc=1
Piden donaciones/préstamos. Más de 10 años han pasado ya desde que yo mismo propuse exactamente esto en cierto foro. Nunca es tarde si la dicha llega, supongo.
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