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  ScummVM version 1.0.0 posted by brakken
11-17-2009
 



The ScummVM Team have released a new version of their game interpreting engine for various platforms. ScummVM allows you to play a plethora of oldschool point and click adventure games on the consoles it's been released on. Games it supports - some examples are the Indian Jones series from Lucas Arts. It also supports a ton of more games (check out their website).

Quote:
It was just 3.5 months ago when we started to prepare for this release, and now finally the day has come.

Ladies and gentlemen, please greet the one and only ScummVM 1.0.0 "Shiny Logo!" The long awaited, the most anticipated, the best... whatever.

We worked very hard on stability in this release, and in addition to all that goodness available since our 1.0.0rc1, we added a new set of ports for Motorola Linux-based phones (those on MotoEZX and MotoMAGX platforms) and fixed just a few hundred bugs.
For a rundown on what's new check out the PS2 post here.

Download: Here

0 replies - 89 views


  Powder Release 112 Released posted by brakken
10-30-2009
 



Jeff Lait has released a new version of his rouge like game "Powder" for both the Nintendo DS, Sony PSP and Gameboy. Advance. I would try to describe what a rouge like game is, but the author does it best.

Quote:
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:

* Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
* Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
* Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
* Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
* Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
* Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.

For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS.
What's New?

* Your tame creatures now have a heart badge beside them to identify them as such.
* Switching to a different tile res will no longer cause a crash. (Inu)
* Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Grey's tiles will show up as expected. (Inu)
* Entering a level with active lava/water from a level which has no active lava/water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are pluralized properly. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more sensible results. (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
* Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick bind keys. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
* ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)

Download: Here

Source: Nintendomax

0 replies - 168 views


  Holy Hell - Beta 1.3 Released posted by brakken
10-30-2009
 



genecyst
has released a new beta of his comprehensive puzzle game for the Gameboy Advance. For the real "sceners" who have a Slot 2 solution you can give this game a try. I have a Slot 2 solution, but am too lazy to test it myself.

What's New?

- blocks movement now works perfectly
- added charge bar which charge megabomb by absorbing blocks
- when charge bar is full you can release megabomb with R which delete any blocks at screen of the same colour of you without breaking chain count
- chain count increase shooting always at the same colour blocks, using absorbing ability and bombs for reach blocks that you can't shoot.
reached 100 chain it reset itself and add 1000 pt. at the score.
- n° of colours you can choose grows up any 10 levels (you start with the possibility of switching only between green and cyan, after ten levels you switch green-cyan-red and so on...)
- smooth animation
- reduced drastically slow down
- general big optimization

Download: Here

Source: Nintendomax

0 replies - 135 views


  Goomba Paletted v2.38 Released posted by brakken
10-25-2009
 



Kuwanger has released a new version of his modified edition of Goomba called Goomba Paletted which is Gameboy Mono/Color emulator for the Gameboy Advance.

What's New?

2009-10-21 - Support up to 256 borders and 256 palettes. Adds a list for border/palette selection (modification of Dwedit's list in Goomba Color).

Download: Here

1 replies - 167 views


  Goomba Paletted v2.37 Released posted by brakken
10-21-2009
 



Kuwanger has released a new version of his modified edition of Goomba called Goomba Paletted which is Gameboy Mono/Color emulator for the Gameboy Advance. His additions to the emulator are custom palettes based on what the Super Gameboy had to offer to SNES fans and also palettes from Asaki. You can use this emulator on the Nintendo DS given you have a Slot 2 solution for running GBA homebrew.

What's New?

2009-10-18 - Changed border format to support more tiles. Adds Super Gameboy Borders, dumped by Asaki.

Download: Here

0 replies - 183 views


  Holy Hell - Beta 1.1 Released posted by brakken
10-13-2009
 



genecyst
has released a new beta of his comprehensive puzzle game for the Gameboy Advance. For the real "sceners" who have a Slot 2 solution you can give this game a try. I have a Slot 2 solution, but am too lazy to test it myself :)

Quote:
Hi, i've put online a beta with 37 levels of my game HOLY HELL. it hasn't already bosses, a megabomb and a scoreboard, but i think it's quite fun yet.
Controls

- you got to dodge all the blocks that falls from the upper side, shooting them with the right colour shot. you got four colours to choose within.
- when you got the same colour of a block you can suck it in, charging the megabomb i haven't already develop.
- A button shot - B button change colours - Dpad move around the screen

Download: Here

0 replies - 249 views


  Unofficial Goomba v2.36rc1 Released posted by brakken
09-28-2009
 

kuwanger has released a new unofficial version of his Goomba Paletted /w Custom Border edition of Goomba a Gameboy Mono/Color emulator for the Gameboy Advance (or course compatible with Slot 2 flash cards).

Quote:
Note, this is a release candidate (ie, I'm pretty sure it should work properly). With some help from dantheman, I've been able to verify how the Supercard resets back to its menu. Knowing that, I've decided to update visoly.s to support exiting for visoly (aka f2a), ez4, and Supercard. I've tested this change and it works on the ez4. I would like some people with visoly cards--especially pogoshell users--and some supercard users to verify that this will indeed exit properly. If so, the visoly.s in the source code should be directly usable in smsadvance, cologne, and pocketnes to properly support exiting on the three types of cards.
Download: Here

3 replies - 375 views


  Super Bug Advance v1.3 Released posted by brakken
09-16-2009
 




News from PDRoms ...

James Jacobs of Amigan Software released a port of a subset of the Ami/WinArcadia V11.71 emulator to the Nintendo Game Boy Advance platform, for the purpose of emulating "Super Bug" and "Super Bug 2".

The emulator has been optimized for speed and size. The emulation is not as comprehensive as that provided by Ami/WinArcadia, but everything needed for adequate emulation of the included games is present. Features could be added back in from Ami/WinArcadia if desired, to enable support of other games. Some further optimizations are possible; however, the games already run at full speed.

The program was written using HAM 2.8.0 and Visual HAM 2.4.2. Source code is included.

Changes:
* Added Super Bug 2.
Download: Here

0 replies - 309 views


  Gorf (Beta 98) Released posted by brakken
09-16-2009
 

Jess Ragan has been hard at work remaking a game called Gorf which was an arcade game released by Midway in 1981 for the Gameboy Advance. He's recently released a new version.

Quote:
It is a multiple-mission fixed shooter with five distinct modes of play, essentially making it five games in one. It is well-known for its use of synthesized speech, a new feature at the time.

Gorf's objective is simply to destroy all enemies. The player controls a spaceship that can move slowly left, right, up and down. - wikipedia
Release Notes

Quote:
This is extremely close to completion. I may add an extended credits screen and a more elaborate explosion for the player's last ship, but aside from that no new features will be included. This is the end of the road for the design, past bug fixes. Please play this, share it with friends, and spread it around a bit. I want as many people to get their hands on this as possible! Also, if someone would post about this on Digital Press, I'd appreciate it.
Download: Here

Source: PDRoms

2 replies - 454 views


  Doom for Dreamcast v1.1.6 posted by brakken
09-05-2009
 



JLF65
has updated his port of Doom for the Sega Dreamcast and has shared the release here with all of the skeeners. If you still have a Dreamcast why not give it a try and leave feedback in the authors thread.

Quote:
Doom for Dreamcast v1.1.6. This has all the goodies - mouse, keyboard, and joypad controls, force-feedback (Jump Pack), stats on the VMU LCD, load/save options and games from/to VMU, allows up to four DEH and patch WAD files (Doom patches, not Boom), NTSC, PAL, and VGA support, music, and stereo sound effects. It has networking, but that's one thing I haven't been able to test yet. So give it a try! Old School Dooming at it's finest.

permalink - 259 views


  DreamShell 4.0 beta 3 Released posted by brakken
06-30-2009
 



The Russian Hacking group SWAT have released a new version of their universal shell application for the Sega Dreamcast. Using this shell you can launch all sorts of things ... here's what's new.

What's New?

- The file system of the SD no longer has a limit of 8.3, which is valid and use long names. The library also works with the FAT is updated.
- The File Explorer has been updated. Added new features work with files (compress, extract, rename) and also support more formats, or upload files to open. If necessary, load the appropriate module.
- Updated DreamShell desktop. Added icon for the console.
- Fixed mp3 and ogg module, now when they are loaded, the commands of the console play, like his support in the browser files.
- Added a module of VC / DC 0.2, but still not working properly.
- Added gzip and bzip2 commands for working with files.
- The cursor in the GUI can be changed at any time.
- Added new events in the XML - OnOpen, OnClose, onUnload.
- The path in the xml can now be relative. Also the possibility of keeping the working directory for DreamShell.
- Now DreamShell can be loaded directly from the SD card using the SD Loader DreamShell from. "
- Added the module "SIDS." When loaded, the following command "SIDS" in the console, which allows you to run ISO images from the SD card. It also operates from the file browser by clicking on the file of the ISO image.
- Some small bug fixes and code optimization. New and modified some of the functions of the old API.

Download: Here

1 replies - 720 views


  Broken Circle Released - CHECK IT OUT! posted by brakken
06-09-2009
 



Now and then a homebrew developer releases something that is of commercial quality and should not be passed up. This is the case with 7 Raven Studios's killer RPG Broken Circle for the Gameboy Advance. No matter how you play it - via flashcard or an emulator you will want to check it out. Trust me, if you're an RPG fan this is a great game.

Quote:
Broken Circle

In the year 2004 Elvis Morelli , one of the artists, join a compo from an important publisher (we prefer to do not show the name) and won the possibility to create and publish his game. After that offer he decide to arrange a team to develope the game but unfortunally they was great in drawing but they hadn't experience in development and they chose to look around for someone. They found Francesco Marra , 7 Raven Studios Co. Ltd. owner, and asked him to program the game. The development was so hard due to the complexity of the game type and took long but when they completed it the publisher will refuse the game with a stupid excuse (" we have changed our policy and we do not accept any more 3rd party software we know you won the competition but we can't take it now."). They had a paper signed but proceed with a legal action was so expensive and prefer to skip and look for someone interested. The original game was a 256Mbits cartridge and for that time was so bigger to be accepted from other publisher and Francesco Marra with Alberto Dolci , another member of the team, decide to change part of the code and gfx to fit in a small cartridge.

A file system and advanced compression method was used to reduce the size, all sprites was reduced from 256 colors to 16 color for all enemies and a special routine was added to their own tools to create some special table taht skip equal or flipped animation frames.

The size of the cartridge was 128Mbits but after again another hard work and color reduction was 64mbits. Wow they was very happy because was the size requested by all other publishers in that time.

Unfortunally after many meeting and offers only 1 publisher was interested to buy the title, the GBA was nearly at the end of his great story and a lot of publisher was no more interested to buy a GBA game. Alten8 was the only one interested but unfortunally they was not an official Nintendo publisher and they only tried to sell the game but once again without success.

The game offer a nice experience and show almost all the power of the GBA.

Enjoy it.

7 Raven Studios Team.
Download: Here

Thanks to Kojote from pdroms.de for the news tip!

4 replies - 801 views


  Skipp and Friends Released posted by brakken
06-09-2009
 



Skipp and Friends by Mukunda Johnson, Ken Snyder, Steven Velema and Hubert Lamontagne is a game entered in the recently held PDRoms Coding Competition v4.01.

The object of the game is to move all three characters to the EXIT in each level. Each player has 2 limited special abilities that you may use to help advance through the level. The in-game status bar displays the name of each ability and how many times it can be used during that level.

For example, Apple's two abilities are CARDKEY and SCREAM. Using CARDKEY next to a door will cause it to open and detract one CARDKEY point (you need at least one point to open a door). Her SCREAM stuns nearby enemies for a short period of time.

All three players must be alive and to the exit to complete the level. If you get yourself stuck, press START to pause and then SELECT to restart the level.

After you complete each level a 4 letter password is given to you so that you may resume the game using the Password option at the title screen, after your system has been shut off.

Download: Here

0 replies - 531 views


  Droplets Released posted by brakken
06-08-2009
 




Droplets by Herman Samso is a game entered in the recently held PDRoms Coding Competition v4.01. Goal is to collect a given sequence of jewels and gems to reach the next level.

Download: Here

0 replies - 492 views


  Wolf32X beta 5 Released posted by brakken
06-08-2009
 

Forum member JFL65 has just uploaded a new version of his port of the Wolfenstein 3D and Spear of Destiny game engines to the Sega 32X. This new version adds "mouse" control. Cool!

Quote:
Okay, here's some 32X homebrew I just did: Wolfenstein 3D and Spear of Destiny Shareware for the 32X. The source is included as they were released by id under the GPL. These work fine in both emulation and on the real hardware if you have a flash cart like the MD-Pro or MegaCart. The sound is a bit scratchy in Gens, but really good on Kega Fusion or the real thing. There's no FM synth (yet), just digital sound effects. The speed is pretty good (excellent on emulators), but you can change the view size to improve it.

permalink - 525 views


  Factory Bots Released posted by brakken
06-08-2009
 



Factory Bots by Nicholas Scheltema is a game entered in the recently held PDRoms Coding Competition v4.01.

The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a Dispenser, put them in a Processor, then take the processed material and drop it into a Collector.

This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing; if nothing applies. It's also possible to introduce additional robots to a stage.

There are other obstacles that need to be overcome, such as reaching the different coloured buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.

Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.

The number of instructions available are limited per stage. Solving each stage requires careful use of the available instructions to perfectly plan a successful sequence.

Download: Here

0 replies - 496 views


  Clem The Retarded Elf 2 Released posted by brakken
06-07-2009
 



Clem The Retarded Elf 2 by Scott Lininger is a game entered in the recently held PDRoms Coding Competition v4.01.

Poor Clem. He's a retarded elf who loves presents but hasn't the brains to find them. Can you help him and his blind friend, Rud get all of the wonderful gifts in time for Christmas?

Download: Here

0 replies - 552 views


  GemVenture (Beta) Released posted by brakken
06-07-2009
 



GemVenture (Beta) by Tom Livak is a game entered in the recently held PDRoms Coding Competition v4.01.

GemVenture is puzzle game where you fight against a series of monsters. If you've played PuzzleQuest, you'll feel right at home. You attempt to match colored gems in the playfield, which will give you mana to cast spells, and can heal yourself or hurt your opponent. Your opponent then take a turn matching gems, and you continue back and forth until only one is left standing. GemVenture features 6 character classes, 18 different spells, and 20 monsters, each with their own special characteristics!

You'll first pick one of the six character classes, which determines which spells you can cast. Then you'll face your first opponent. Use the direction pad and the A button to select two adjacent gems. The gems will switch places, and any group of 3 more gems will break. Each gem you break will give you one mana of that color. Gems shaped like a heart will heal you, and those with spikes will hurt your opponent. Pressing select will switch you over the spell menu at the bottom of the screen, which you cast when you have enough mana. Each monster has it's own special powers which use their mana.

If you run out of life points, your game is over. If you defeat your opponent, you'll get to chose one stat to increase before taking on your next opponent.

Download: Here

0 replies - 537 views


  Gears Of Fate Released posted by brakken
06-07-2009
 



Gears Of Fate by Thor is a game entered in the recently held PDRoms Coding Competition v4.01.

The goal of "Gears Of Fate" is to reach the red square with the green ball. This is reached by rotating the board, while undo is possible while the board still rotates.

Colored tiles are removed when three of them are regrouped. Grey tiles can not be removed at all. Dark colored tiles are removed once all tiles of the same color have disappeared.

This entry works on REAL HARDWARE where you have better sound but vector animations are slower. If you run this in an emulator: Using 12Khz WAV makes some emulators go nuts. Seems to work fine with NEOPOP 0.71 on Windows; Sometimes slower, sometimes faster than real HW.

Download: Here

0 replies - 504 views

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