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There are currently 20 members and 292 guests. Most users ever online was 767, 01-18-2009 at 06:19 PM.
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Cylon
Last Post: hatredg0d
Posted On: 11-19-2009
Replies: 7
Views: 794
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Powder Release 112 Released |
posted by brakken 10-30-2009 |
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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.
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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.
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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
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Holy Hell - Beta 1.3 Released |
posted by brakken 10-30-2009 |
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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
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Goomba Paletted v2.38 Released |
posted by brakken 10-25-2009 |
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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
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Goomba Paletted v2.37 Released |
posted by brakken 10-21-2009 |
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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
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Super Bug Advance v1.3 Released |
posted by brakken 09-16-2009 |
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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
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Gorf (Beta 98) Released |
posted by brakken 09-16-2009 |
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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
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Release Notes
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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.
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Download: Here
Source: PDRoms
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Doom for Dreamcast v1.1.6 |
posted by brakken 09-05-2009 |
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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:
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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.
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DreamShell 4.0 beta 3 Released |
posted by brakken 06-30-2009 |
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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
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Factory Bots Released |
posted by brakken 06-08-2009 |
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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
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GemVenture (Beta) Released |
posted by brakken 06-07-2009 |
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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
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