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.
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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.
Recap escribió:Se ha podido jugar en el Comic Market recién celebrado, que también ha visto la presentación en público de Astebreed, del grupo Edelweiss:
Fue puesto a la venta físicamente en el último Comic Market y ya tiene versión descargable a través de Playism:
We are preparing to make a BIG update very soon, so here are the details:
Addition of "Arranged mode" that was a PS4 exclusive; high-quality boost to models, shaders and textures; optimization of compressed data, resource format. In short, all data will be improved over the previous version.
Artwork, package design etc. that was created since the PS4 release will be added to the artwork gallery.
The game will be playable in Simplified Chinese!
Your online rank will be independent from the previous version.
As we removed full screen check upon starting up the game for the first time, the entire game now has full controller support.The upgraded version is scheduled to raise the base price to 19.99 USD, so this is the best opportunity to buy the game at a bargain price.
"Versátil", con esa potencia bruta, no puede serlo mucho.
No tengo experiencia de primera mano, pero hoy por hoy Linux y sus derivados no pueden alcanzar a Windows en términos de respuesta al control (debe de ser un solo "frame" de diferencia, pero se trata de restar y no lo contrario). Luego, me suena haber leído limitaciones en cuanto a la generación de "modelines". En definitiva, depende probablemente de lo que quieras emular y cómo, por lo que, "versátil", no precisamente.

Nantucket is a strategy seafaring game set in the golden age of American whaling, during the first half of the 19th century.

https://www.amazon.co.jp/dp/B076V7FN4M/ … 8zbRETVV5T
También incluye una "entrevista extensa" al productor responsable de la serie Ake-Aka de Hamster (Hitoshi Hamada). Sólo digital.
Disponible el 16.11.
Shi-In anunciado para PS4 y NS:
https://www.famitsu.com/news/201710/26144735.html
Ediciones físicas, principios del 2018.
$189 FPGA HDMI SNES
https://www.analogue.co/pages/super-nt/
Tendrá entrada de tarjeta SD, y en su precursor se lanzó un "firmware" extraoficialmente que permitía carga de imágenes de ROM (y más) por este medio, por lo que es de esperar que se repita la jugada. Tristemente, éste no tendrá salidas analógicas de A/V.
Prepedidos en curso para lanzamiento en Febrero.
What if one of the greatest run'n'gun games of all time was never released in its original developed form? In 1993, Factor 5 finished developing the complete Super Turrican for SNES, a 6Mbit title. Unfortunately the game had to be cut down by 33% to 4Mbits. 24 Years later, Super Turrican: Directors Cut is finally here. Featuring a new level with new music, more enemies, better sound effects and graphics and even a new way to use the beam weapon.
We're releasing an UNRELEASED Super Nintendo game. And every Super Nt includes it on the system, digitally.
Aaand, we designed an original SNES-style Super Turrican - Director's Cut box that is included with every order too.
Also, as a bonus - Super Turrican 2 is included digitally on every Super Nt, so you can play through both back to back.
https://vimeo.com/238547326/0be6c0a830
Release Date October 24th, 2017
Saldrá el 21 de Noviembre bajo Nesica Cross Live 2 (con "test" del "on-line" desde el 18) y será el primer juego de lucha con "sprites" para 1080:
http://portal.million-arthurs.com/maab/

Poco después de Murder Club, Keiji J. B. Harold no Jikenbo: Manhattan Requiem, también en una adaptación de su "remake" para t. inteligentes (y luego, DS), al servicio de decarga vía Mebius:

Recap escribió:La traducción de Tengai Makyou Zero al inglés, que parece estar trabajada al extremo, estaría próxima a publicarse.
Será pasado mañana, finalmente. Han puesto en descarga como anticipo una adaptación del "packaging" completo, incluyendo manual:
Torch to Kurayami no Youkan (WIN, MAC, en desarrollo)

https://twitter.com/Taxi0614/status/916004733365608448
https://torchjp.wixsite.com/torch
Mugen no Tou (WIN, gratuito)

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