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17:05 September 1st, 2006

SuperVisionX v2

Posted By: wraggster

SuperVisionX by Xport is a Watara Supervision Emulator for the Xbox.

Heres whats new:

Possible fix for the strange pulsating sound some people have been hearing.

More Info

0 comments - Last Comment By wraggster

17:08 September 1st, 2006

PCSXBox v15

Posted By: wraggster

Xport has released a new version of his Playstation emulator for the Xbox:

Heres whats new:

- Added "Throttle Method" option to game configuration screen. The original way that throttling was handled in all versions prior to v14 is that once you hit the throttle/FF button once, it
would set a flag that would never get cleared, even after you release the throttle/FF button. In v14, I "fixed" this bug, but apparently people liked the bug - so now they have the option of making use of it. It defaults to the way things were before v14.

- Select the core on the game configuration screen. If the core you wish to use is not the current XBE that is running, the appropriate XBE will be launched with the game you selected as the parameter.

The 1.4core XBE must be called "DEFAULT14.XBE"
The 1.5core XBE must be called "DEFAULT.XBE"
The 1.6core XBE must be called "DEFAULT16.XBE"

All of the XBEs must be in the same directory.

- Possibly improved load state. I'm pretty sure that in this version of PCSXBox some variables are set up more correctly than in previous versions when completing a load state. The default is to have this new load state method on by default, but if you find that your saved states no longer load, then turn off the "Use Newer Restore State" option on the game configuration menu.

- Somewhat reduced the frequency/duration of the brief pauses during gameplay.

- Included game configuration option to save the memory card data with the save states.

- New SPU option "Sound Timer". Originally the sound code was executed synchronously with the CPU emulation. Putting it in threaded mode seems
to give a few extra FPS on average, so it is the new default. If your games sound different and you want to go back to an original setting, go to your game configuration -> Set SPU Fixes -> Sound Timer Method and set it to "Original" instead of "Threaded".
More Info

2 comments - Last Comment By SnoopKatt

01:38 September 2nd, 2006

PCSXBox v16

Posted By: wraggster

Xport has released a new version of his Playstation emulator for the Xbox:

Heres whats new:

Save state loading caused crashes under certain circumstances. This has been fixed.

Defaulted "Auto load most recent save state" to off since this seems to be causing lots of problems.

If this is not disabled automatically for you, I suggest making sure it's always off unless you know what you're doing.

Download Here

0 comments - Last Comment By wraggster

14:13 September 3rd, 2006

Atari7800X v2

Posted By: wraggster

Xport has updated his Atari 7800 emulator for the Xbox, heres whats new:

Fixed palette (Rampage has blue sky now, for example.)

Cleaned up the game configuration menu.

More Info

0 comments - Last Comment By wraggster

14:14 September 3rd, 2006

Z26X v5

Posted By: wraggster

Xport has updated his Atari 2600 emulator for the Xbox, heres whats new:

UI updated to most recent feature set

Save states implemented (!)

Rewind support

ZIP support (this may have already been implemented in a previous
version
but I don't see any notes in the README for it.)

Difficulty settings as specified on "Configure Game" are now obeyed.

Record/playback works now (because it's based on save states -
no save states = no record/playback feature.)

Added a Color/Black&White control. Go to Controller -] Emulator
Definitions and assign "Color/Black&White" to an Emu Button.
Then make a Joypad Mapping -] Game Mapping for it.

Removed the annoying audio "pop" that would happen whenever
starting/exiting a game.

Autodetect palette or force NTSC/PAL palette

Set phosphor level to reduce native flickering

DSP sound selection (off, simple average, scaled average)

Simulate PAL color loss option

Disable Compare Copy option

Swap joysticks 1&2 game configuration option, or go to
Controller Configuration -] Emulator Definitions and assign
"Swap Joysticks" to an Emu Button. Then go to Joypad Mappings -]
Game Mappings and assign a mapping to it.

Each XBox controller now controls the corresponding paddle so
full 4-player games of Warlord, for example, are now possible.

Selectable paddle control methods:
Left/Right Triggers (and inverted)
Left Thumbstick Left/Right (and inverted)
Left Thumbstick Up/Down (and inverted)
Right Thumbstick Left/Right (and inverted)
Right Thumbstick Up/Down (and inverted)

Removed paddle sensitivity since it's no longer used. The paddle
limits are exactly the limits of the triggers/thumbsticks. The range
of motion on the sticks and triggers just doesn't allow for the
sensitivity that a real paddle provides. There is no good solution to
this, but I think paddles work better now than they did before.

More Info

1 comments - Last Comment By JKKDARK

17:30 September 4th, 2006

Atari7800X v3

Posted By: wraggster

Xport has updated his Atari 7800 emulator for the Xbox, heres whats new:

Selectable palette: MESS-NTSC, MESS-PAL, New stella NTSC, Old stella NTSC, Z26 NTSC

New UI feature: Garbage Directory
Press "BACK" on the game selection menu to move games you don't like into a garbage directory. The default for this is E:SAVES[EMULATORNAME]GARBAGE. You can change this location by going to Configuration -] Change Default Directories

More Info

0 comments - Last Comment By wraggster

23:15 September 6th, 2006

PCSXBox v17

Posted By: wraggster

Xport has released a new version of PCSXBox his PlayStation emulator for Xbox.

What's new

* Analog support (tested on Medievil)
Go to the game configuration screen, and toggle the controller type for controller 1 through 4.
* Multitap support (tested on MicroMachines v3)
Go to the game configuration screen and toggle "Multitap".

More info --> http://xport.xbox-scene.com

2 comments - Last Comment By blaz3d

19:17 September 7th, 2006

Xbox for Stroke Rehabilitation

Posted By: wraggster

Via Slashdot

Using an Xbox modified to run Linux, researchers have developed virtual reality hand exercises for rehabilitating stroke patients. An inexpensive glove controller is used to interact with the Xbox. The hardware cost is a tenth of a comparable commercial hand rehabilitation system, leading to the possibility of deployment in patients' homes.

0 comments - Last Comment By wraggster

16:48 September 8th, 2006

Twins-Ypbpr (Component) cable

Posted By: wraggster

New From Divineo USA



FARMER brings us another great product in Component Technology: The "Twins Component Cable" for your Xbox and PS II. It is constructed from the highest quality coaxial cable. This cable provides added High Quality Noise Shield, to filter out even more noise & distortion, allowing you the highest quality resolution possible! Enjoy your game play in incredible resolution through the component inputs to your TV, Monitor, or other compatible viewing device. The high quality connections for both the Xbox and PS II allow you to easily switch between devices.

0 comments - Last Comment By wraggster

22:38 September 10th, 2006

Halo Book Cover Boxart Released

Posted By: wraggster

Check it out Via Comments

3 comments - Last Comment By Shadowblind

22:00 September 12th, 2006

ZsnexBox v2.9

Posted By: wraggster

New version of the Snes emulator for the Xbox:

Heres whats new:

-Added the ability to delete files from the ROM browser. The files are not actually deleted, but they are moved to the "ZsnexBoxgarbage" directory.

-Added multiple screenshot support. It will cycle through only the screenshots found. There can be up to 8 different screenshots per game. The screenshots are saved to whatever the active screenshot slot is set to (1-8). The screenshots themselves go into the artworkShots 1, artworkShots 2, etc... folders. The Shots 1 folder is searched first, then Shots 2, and so on. If you want box art (or in game, title, cart, etc...) displayed first, then put all the box art previews in the Shots 1 folder. This logic applies to all the folders so the user can determine the order the previews are displayed simply by moving them to different directories. When auto screenshots are turned off, only the Shots 1 folder is displayed. In this mode, the right analog stick is used to cycle through available screenshots (Right moves forward, Left moves back)

-Added option to enabled/disable automatic screenshot switching.

-Added option to set the screenshot preview switching speed.

-Added option to manually switch the screenshot preview with the right analog stick. Right moves to the next screenshot. Left moves to the previous screenshot.

-Complete new rom browser. The ROM browser now scrolls with the highlighted game in the middle

-Added analog scrolling with the Right/Left triggers for the ROM browser.

-Added the ability to page through the ROM list alphabetically (forwards and backwards). This is done with the D-Pad left and right.

-The ROM browser only displays games, directories, or "..."

-Added Game Genie Database with Analog scrolling for the game list and codes. This includes thousands of codes for hundreds of games. I have not tested them all, so I am sure some won’t work.

-Added Pro Action Replay Database with Analog scrolling for the game list and codes. This includes thousands of codes for hundreds of games. I have not tested them all, so I am sure some won’t work. Don’t forget that some codes will require the “fix code option” (like many Final Fantasy 3 AR codes)

-ROM extensions can now be upper case or lower case. For example, SMW.zip and SMW.ZIP will both be displayed in the ROM browser. However, the "no extension" option in the ROM browser will not remove capitol extensions. This will likely be added in a later release.

-Added a favorites browser. Pressing the white button will add a game to the favorites list when in the ROM browser. Pressing the white button will remove a game from the favorites list when in the favorites browser.

-Set the volume sent to all 5 speakers to the max as the default. You’ll likely want to lower the volume on your TV/Stereo if you have used ZsnexBox before because everything is louder now by default.

-Added support for SD Gundam Next games. The base cart must be named gnext.zip and put in the "base" directory.

-Added support for Sufami Turbo games. The base cart must be named stbios.zip and put in the "base" directory.

-Added Support for Same Game (J).zip expansions. The original (or a copy of) Same Game (J).zip must be named samegame.zip and put in the "base" directory.

-Added the ability to change the number of items displayed in the rombrowser (1
25)

-Added the ability to change the vertical spacing between items in the rom browser so more items could fit if desired.

-Fixed problem with some AR + GG codes not working

-Added option to change the max analog scroll speed for the GG/AR database and ROM browser.

-Added exit emulation animation when clicking the right thumbstick (similar to FBAXXX and xSnes9x)

-Added option to control the speed of the exit emulation animation

-Fixed the directory sorting problem in the ROM browser

-Fixed a bug where the zip file contents were not filtered on the display (no extension/extra characters/etc...).

-Fixed a bug where the wrong item was selected in the GUI options menu.

-Some code cleanup

-Faster screenshot loading

-Games now load even faster.

-Removed a lot of unnecessary code

-“Maybe” fixed the savestate creation/load bug some games (like DSP-1) had. I say “maybe” because every time I think I’ve fixed it, it just pops up again later.

-Fixed a bug where the cheat files were not created/loaded if the game was launched from the command line.

-Fixed some problems with the ROM browser display
More Info

3 comments - Last Comment By Hawq

01:03 September 14th, 2006

ZsnexBox v2.91

Posted By: wraggster

New version of the Snes emulator for the Xbox:

heres whats new:

Forgot to mention that I have made the Metroid skin the new default. I like it the best. However, you can easily change to the Zelda or Mario skin.

The ROM path in the Path.ini works again

Added the ability to move left/right in the GG/AR database to see the text that gets cut off. This is really only for non HD users because HD users can just extend the clipping window to see all the text.

More info --> http://forums.xbox-scene.com/index.php?showtopic=547372

4 comments - Last Comment By Hawq

16:50 September 16th, 2006

Super Mario War v1.7 RC1

Posted By: wraggster

A new Release of the homebrew game 'Super Mario War' has been released.

Heres whats new:

* There are a lot of bug fixes and some new features with this release. When testing, please keep an eye out for bugs and report them to the forums.
* Your options.bin from previous releases will not be loaded for 1.7.0.3 so don't be surprised if all your settings are reset (sorry beta testers).
* Here are some areas that need to be tested closely:
-Down jumping on solid blocks
-Controls not responding
-Displayed skin names/hitting ready before game start
-Playlist forcing music on specific maps/backgrounds
-Random Skins
-Cached map images and filters for page switching and load time speed up
-Cleaned up AI class to allow for AI writters to create their own AI

More Info --> http://smw.72dpiarmy.com

2 comments - Last Comment By lockrock

16:47 September 18th, 2006

ZsnexBox v2.92 released!

Posted By: Skye

nes6502 just released a new version of his great SNES emulator for the Xbox.

ZsnexBox 2.92

What's New:

-Fixed a bug in SRAM based cheat codes. This bug could potentially corrupt SRAM files and/or cause some codes not to work. It's fixed now.

-Added two new Xbox hardware Audio filters. These are Ambience and Cathedral. I HIGHLY recommend people checking out the Cathedral filter. It's not a filter you'll want to use all the time, but it adds a great sense of 3D atmosphere to lots of games (especially if you are hooked up to a surround sound system). For example, go into any palace in Zelda 3. Turn on the Cathedral filter, and you'll see what I mean. There are also some games that sound great with it on all the time (like Donkey Kong Country) in my opinion.

-Added Force Feedback support. Each game can have up to 10 different force feedback settings. Each of these 10 slots can be assigned to any of the 4 Xbox controllers.

The values that can be changed are:

-On/Off
-Rumble on Value Change/Decrease/Increase
-Address
-Description
-Motor One Strength
-Motor Two Strength
-Motor One time (in seconds)
-Motor Two time (in seconds)
-Rumbles to Skip (See Notes below)


Each rumble can also be tested in the config. screen of that rumble slot. This way, you can play with the numbers, and immediately see what the Force Feedback will feel like.

Rumbles are based only off cheat codes found through searching (not AR or GG codes). However, the rumbles are not tied to the Cheat Search slots. For example, let's say the user searches for the life bar in Final Fight. Once they've found it they may assign the address to Cheat Search Slot 1. Then they can go and setup a rumble that monitors this address found in Cheat Search Slot 1. The rumble is then saved to a separate file. So the user can go erase the Cheat Code and it will not affect the rumble. So the user can have a "working" Cheat Search slot that they can use to find all their rumble addresses.

Often, when you find a rumble address for a game and enable it, there will be a certain undesired result. What I mean is the SNES may set/reset/clear that address 10 times as soon as you start the game. So your controller would start rumbling for no apparent reason. The amount of times this happens is always constant on a case by case basis. For example, let's say you found the address that represents the life bar in Final Fight (which you can find in like 10 seconds of searching). You then assign it to Rumble Slot 1 and set it to rumble every time this address decreases value (i.e. you got hit in the game and lost energy).

Now the next time you start Final Fight the controller may rumble a couple times. This is because the SNES is setting/clearing/etc... values in the address you specified for Rumble Slot 1. So how do you fix this? Easy. Just set the "Rumbles to Skip" option for that particular rumble. I usually create my rumble. Then I restart the game. I then play until I am actually on the first stage (i.e. where I could lose energy). All the while I am counting the number of "wrong" rumbles that happened from the time the game started. Let's say for this example, it rumbled twice before the first stage even started. So I go and set the "Skip Rumbles" value for this slot to "2". Now, every time I play this game I won't get any "fakeout" rumbles on boot up, during intros, intro movies, etc...

Just to make things a little easier, I have included rumble files for the following games (in the "extras" folder):


Actraiser (NSS)
Actraiser
Aladin
Battletoads and Double Dragon
Bazooka Blitzkreig
BS F-Zero Grand Prix 2
Castlevania: Dracula-X
Choplifter 3
Combatribes
Demon's Crest
F-Zero
Final Fight
Final Fight 2
Final Fight 3
Final Fight Guy
Joe and Mac
Joe and Mac 2
Killer Instinct
Legend of the Mystical Ninja
Megaman 7
Megaman X
Megaman X2
Megaman X3
Metal Combat
Mickey Mania
Mortal Kombat
Mortal Kombat II
Mortal Kombat 3
Ultimate Mortal Kombat
Ninja Warriors
Prehistorik man
Maximum Carnage
Star Fox
Street Fighter 2
Street Fighter 2 Turbo
Super Castlevania IV
Super Metroid
Super Punchout
Super Star Wars
Super Street Fighter 2
TMNT: Tournament Fighters
TMNT 4
X-Men Mutant Apocalypse
Zelda 3


All you have to do is make sure they match your ROM names and copy them to the ZsnexBox\rumble folder. They are already setup great and enabled. Definatly try the F-Zero one if nothing else. It'll give you a good idea how cool force feedback can be on SNES games. The above rumbles mostly just represent Player 1 energy loss. Each of them took me on average of 30 seconds to create from start to finish. So there are lots more cool things that can be applied to rumble. I hope people will post some of the cool things they find that are not apart of the above rumble files.

Notes:
-I still need to add rumble file loading when a game is launched through the command line. It will appear in the next beta.
-There is currently no easy way to edit the rumble descriptions. In fact, editing the cheat code descriptions is a pain as well. I'm working on a better solution for both of these.

Thanks:
-BIG thanks to the Gens author that got me thinking about how force feedback could work on classic games that had no support for them. He's the real genius behind this, since he had a working Streets of Rage Rumble driver years ago.
-Xport for some rumble type suggestions, ideas, abilities, etc... either directly or indirectly from his rumble functionality.
-Everybody at Xbox-scene
-Anyone I forgot





By the way, a challenge for all you expert cheat searchers (I am certainly not one of them). Force Feedback Challenge: I never could find the energy address for Earthworm Jim 1 and 2, as well as car collisions in F-Zero. Hopefully someone can find these and post updated rumble files for them.
Via Xbox-Scene.

1 comments - Last Comment By JKKDARK

20:58 September 18th, 2006

Jackson: Halo film coming on

Posted By: wraggster

LOTR director reveals script not finalised, but visual style will be stunning and Halo world under construction

Halo movie producer and all-round film-making god Peter Jackson has revealed that, although the Halo film's script isn't ready yet, the world in which the flick will take place is under construction.

In an interview with movie site Ain't It Cool, Jackson said: "We're still developing a script and we've still got work to go on the script, but while that's happening, Neill [Blomkamp, the director] is just producing his vision of this world. It is original and new and has not been seen before on the screen. It's not Ridley Scott, it's not James Cameron, it's not what we've seen before, but it's something new and fresh, and it's cool."

Jackson revealed that one of his responsibilities is honing the script: "It's getting much better along now and there are certainly a lot of things in it now that are working well. There are things that aren't working well in it yet, but Fran, Philippa and I are not writing the script, but, in a sense, one of the things we're contributing with our involvement in the project is being the police, the script cops! So, nothing is going to end up on the screen that doesn't get our stamp of approval."

The Lord of the Rings director is aware of the need to create something which is an order of magnitude better than the average (invariably dire) film-of-a-game: "It's so easy to shut your eyes and imagine a really bad version of Halo. That comes to you in a frighteningly simple, quick way. You think, 'Oh, my God! This could be so terrible!' I guess it's because so many other videogame movies have been terrible, and so much other sci-fi in that type of genre has been terrible."

And he confirmed that all those familiar Halo features will be present and correct: "We know that there's going to be the Covenant, we know that there's going to be Warthogs, Ghosts and Scorpions, and there's going to be the Pillar of Autumn." Could Halo be the first film-of-a-game that would actually be worth watching? It sounds promising certainly.

7 comments - Last Comment By Cap'n 1time

21:16 September 19th, 2006

ZsnexBox v2.94

Posted By: wraggster

The port of Zsnes to the Xbox has seen yet another update, heres whats new:

2.93 Fixes:
-Added a finer control to the rumble motor 1 and 2 times. This value now increments/decrements in 0.01 units.
-Added fast increase/decrease for the motor 1 strength/time and the motor 2 strength/time vales.
-You can now have cheats and rumbles on at the same time. So you can have an infinite energy code and still rumble when hit.

2.94 Fixes:
-Fixed a bug where rumbles would not disable sometimes.
-Fixed a bug that prevented having more than one rumble active at the same time. For example, if you set a rumble for firing a bomb and a rumble for losing energy in Starfox, only one of the two would rumble. This is fixed.
If you tried finding a rumble before with no luck (and had one of the other rumble slots turned on), you may want to try it again. This is because you might have found the correct address, but this bug prevented the rumble from working.

More Info

2 comments - Last Comment By Hawq

22:48 September 20th, 2006

ZsnexBox v2.95

Posted By: wraggster

The port of Zsnes to the Xbox has seen yet another update, heres whats new:

More tweaks to the rumble. It seems to be working correct when loading savestates or using rewind. Before, if you used rewind in the middle of a rumble, the rumble would not disable (even when you exited the game). Sometimes it would cause a crash, so hopefully this is fixed as well.

More Info

1 comments - Last Comment By JKKDARK

17:08 September 21st, 2006

Xbox Rayman swept under rug

Posted By: wraggster

Evil bunnies up to no good as Raving Rabbids says 'hop it' to Xbox

Rayman Raving Rabbids appears to have been quietly canned on Bill's original black box

'But', you cry ' the game's never been confirmed for Microsoft's old-gen console!' Well, officially, that's true, Ubisoft only setting in stone PC, PS2, Wii, GBA and DS versions for a late 2006 release in an announcement earlier this month. However, CVG knows that as recently as last month the publisher confirmed that an Xbox version of Rayman Raving Rabbids existed.

Speaking to Ubisoft earlier about the title on Xbox, it was simply sticking to the announcement made on September 5 that Raving Rabbids is 100-percent confirmed for PC, PS2, Wii, GBA and DS platforms. We can only assume that the publisher decided an Xbox version just wouldn't perform as the console gradually heading southward.

Well, either that or there's conspiracy been cooked up by evil bunnies to ensure Rayman Raving Rabbids doesn't appear on the MS platform. An Xbox 360 Raving Rabbids is expected, although Ubisoft remained coy when queried about this version. We reckon we won't see that until 2007, but we'll wait patiently for further news...

4 comments - Last Comment By dejkirkby

22:52 September 21st, 2006

PCSXBox v18

Posted By: wraggster

Xport has released a new version of PCSXBox which is a PlayStation emulator for Xbox.

Heres whats new:

* Added buttons for L3/R3/Mode. "Mode" only functions in Dual Shock mode.
* Fixed Right Thumbstick X-Axis (was inverted)
* There is now a single directory for saves. If you were using the 1.4 or 1.6 cores to play games, then you should move all of your files/directories from E:\SAVES\PCSXBOX_1.4 and E:\SAVES\PCSXBOX_1.6 to E:\SAVES\PCSXBOX
* Implemented true Dual Shock+rumble support. From the game configuration menu change the "Controller #" to "Dual Shock" to enable it. No, Ape Escape still does not work - it's a core issue, not a Dual Shock issue.
* You cannot use Dual Shock and multitap simultaneously.
* Added option to enable/disable rumble for controllers 1/2
* Added option to increase the rumble amount for controllers 1/2 if the rumble is too light.
* Instructions included on how to set up your own website which can store/serve configuration files: upload_download_configurations_instructions.txt

More Info --> http://xport.xbox-scene.com

2 comments - Last Comment By MasterChafed

19:09 September 22nd, 2006

Future's Official Xbox Magazine bows out

Posted By: wraggster

Future has today announced that its two officially licensed Xbox magazines will merge into one title. News, previews and reviews for the original Xbox console will now feature in Xbox 360: The Official Xbox Magazine.

Following the sales success of Microsoft’s next-generation Xbox 360 since it launched last November – consumer interest is now focussed across two platforms. As a result, the final standalone issue of Official Xbox Magazine, goes on sale Thursday 28th September.

Bowing out with issue 61, Future’s Official Xbox Magazine launched in March 2002 and has sold over 4.1 million copies in total. Its successor, Xbox 360: The Official Xbox Magazine launched in November 2005 and achieved a debut ABC of 42,680. Circulation for the new magazine is currently growing at a faster rate than Future's original Xbox magazine did in its launch year.

Group Publisher for Future’s London Entertainment portfolio, James Ashton-Tyler said:

“Official Xbox Magazine has had an enormously successful run. The rapid success of the Xbox 360 means that readers are now interested in two Xbox formats. By rolling in coverage of Xbox games into our next-generation title, we can cover both consoles and provide Xbox gamers with a comprehensive Official magazine.”

Issue 13 of Xbox 360: The Official Xbox Magazine also goes on sale Thursday 28th September, with a coverprice of £5.99.

0 comments - Last Comment By wraggster

02:51 September 23rd, 2006

'Xbox Killers' get death

Posted By: wraggster

Jerone Hunter, 20, and Troy Victorino, 29, were sentenced to death yesterday in the murders of six people in 2004. The killings occurred after Victorino, who was kicked out of a house that he'd been squatting in, returned with Hunter to retrieve his Xbox and other belongings -- but the mainstream media mostly picked up on the Xbox stuff.

The murders were vicious, with blood being found on the floors, ceilings and walls. The victims were not only bludgeoned to death, but were mutilated after.

In related blame-it-on-video-games news, last week 25-year-old Tyrone Spellman killed his daughter after she yanked the cords on the console he was playing. According to Mia Turman, the dead child's mother, "the system - the box itself - fell" so he "hit her in the face twice." Turman also says that Spellman "slung" the child over a chair.

Turman is currently eight-months pregnant with Spellman's second child.

5 comments - Last Comment By Mr_Biggs

11:33 September 23rd, 2006

ZsnexBox v2.96

Posted By: wraggster

The port of Zsnes the Snes emulator for the Xbox has received a new update, heres whats new in this release:

-Changed the rumble type description and added several more rumble types. These are:
1) Rumble on value change and stop rumbling when the timer expires
2) Rumble on value decrease and stop rumbling when the timer expires
3) Rumble on value increase and stop rumbling when the timer expires
4) Rumble on value change and stop rumbling when the value changes
5) Rumble on value change and stop rumbling when the value decreases
6) Rumble on value change and stop rumbling when the value increases
7) Rumble on value decrease and stop rumbling when the value changes
8) Rumble on value decrease and stop rumbling when the value decreases
9) Rumble on value decrease and stop rumbling when the value increases
10) Rumble on value increase and stop rumbling when the value changes
11) Rumble on value increase and stop rumbling when the value decreases
12) Rumble on value increase and stop rumbling when the value increases

So, in other words, you can have rumbles that only last a set amount of time, or you can have rumbles that last until something changes. This is useful for games like F-Zero where you may run over the gravel and want the rumble. However, there is no way to tell how long you may be on the gravel, so a timer will not work. In this example, F-Zero sets the value to 10 when you are on the gravel, and 0 when you are off the gravel. So for this rumble, you would pick: "Rumble on value increase and stop rumbling when the value decreases" to have rumble the entire time. These combinations should enable the creation of rumbles for any situation and last any desired amount of time.

-Added a "Tips and Tricks" database. This includes information on hundreds of games on topics such as boss fight strategies, level select button sequences, and level passwords.

More info

1 comments - Last Comment By JKKDARK

11:57 September 24th, 2006

ZsnexBox v2.97

Posted By: wraggster

New release of the Snes emulator for the Xbox, heres whats new:

-All the paths can be changed in the ini. The default save location is in the directory where the default.xbe is. However, this can be changed via the Path.ini. The folders must exist, because I no longer create the base directories. All 8 screenshot paths, rumble, cheats, sram, save, roms, ini, and garbage paths can be changed. For example, you could set the Shots 1 path to point to the xSnes9x previews folder and the Shots 2 – 8 paths to completely separate locations.

-The "Disable Key Combo Option" is now saved to the ini.

-Added support for loading cheat files when a game is launched through the command line.

-Added support for loading rumble files when a game is launched through the command line.

-Optimized the savestate loading/creation code

-I have included a few of my rumble files, so if you don't like force feedback, you can delete these or just turn them off within the options of each game.

Install:
This is a full install. Copy the contents of the archive to your Xbox. Run the default.xbe to start.

Upgrade:
You will need to either move all your files to the appropriate directories relative to the default.xbe or edit the Path.ini. For example, if you want to keep your files where they are, you could change the Path.ini to this:

E:snexBoxartworkShots 1
E:snexBoxartworkShots 2
E:snexBoxartworkShots 3
E:snexBoxartworkShots 4
E:snexBoxartworkShots 5
E:snexBoxartworkShots 6
E:snexBoxartworkShots 7
E:snexBoxartworkShots 8
E:snexBoxsram
E:snexBoxsave
E:snexBoxini
E:snexBox umble
E:snexBoxcheats
E:snexBoxgarbage
D:snexBox oms

This assumes you have previously been saving to the E partition. Do not put any spaces at the end of any lines. Make sure the "" is the last character on every line. You will not be able to use your previous ini files (for the emulator or for the skins), since the ini format has changed.
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1 comments - Last Comment By JKKDARK

22:46 September 25th, 2006

XBOX 8164 Adapter

Posted By: wraggster

New from Divineo UK



The xbox8164adapter is the cheapest solution for a xbox dvd drive failure. The adapter allow to use a PC DVD Drive LG-8164 to replace a dead XBOX Drive.

0 comments - Last Comment By wraggster

22:18 September 27th, 2006

Xbox Philip Drive back at Divineo China

Posted By: wraggster

Divineo China have posted that they have the Philips Drive for the Xbox in stock.



A replacement Philips drive for your Xbox.

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0 comments - Last Comment By wraggster

19:40 September 29th, 2006

Zune to use Microsoft Points

Posted By: wraggster

Yesterday, Microsoft announced the pricing and release date for the first of its Zune MP3 players. Set to hit stores on November 14--three days ahead of the PlayStation 3 and five prior to the Wii launch--the 30GB player will cost $249.99, in line with Apple's 30GB iPod.

Zune will also use Xbox Live Marketplace's currency.
However, unlike Apple's iTunes Music Store, the Zune Marketplace won't just deal in real-world coin. It will use a virtual currency well-known to Xbox 360 owners--Microsoft Points. According to the software giant, "users can purchase songs individually using Microsoft Points for 79 points per track." As anyone who's ponied up for a new set of nonrefundable premium gamer pictures knows, that 80 points comes to about $0.99--the same per-song-cost as iTunes.

Microsoft also clarified that the Microsoft Points used on Zune and XBLM are one and the same--meaning the company is essentially creating its own currency, which it prefers to call a "stored value system." "Microsoft Points ... can be redeemed at a growing number of online stores, including the Xbox Live Marketplace," it said in a statement.

But does the shared currency mean that the Zune and Xbox Live Marketplaces will be unified at some level ? Will there be any connectivity between the two--i.e. will one be able to access Zune Marketplace songs via Xbox Live and download them right to a connected player? (Note: All Mp3 players, inlcuding iPods, can already stream music onto a 360 when when connected via a USB port.) That's unclear for now, as Microsoft had not responded to requests for clarification as of press time.

0 comments - Last Comment By wraggster

19:48 September 29th, 2006

Zune FM Tuner Accessory is an FM Transmitter

Posted By: wraggster

The Zune accessories we showed you yesterday had a little typo, courtesy of their press release. The FM Tuner is supposed to be an FM Transmitter, you know, like the type to broadcast into your car's radio. The FM Tuner is the thing that's built into the Zune itself.

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0 comments - Last Comment By wraggster

 

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