Archive for September, 2008

NEC PC Engine console - Image 1If you’re looking for some old-school gaming fun, then developer Hermes has just the thing for you. A Personal computer Engine homebrew emulator for the Nintendo Wii was recently released, making use of the console’s one-of-a-kind controls and other peripherals.

Wiiengine 1.2 adds several new options and includes support for the Nunchuck peripheral. Here’s a direct translation of the new changelog, taken from the project’s release thread:

  • Added an option to exit from the shipper screen selection of ROMs (Click less and confirms)
  • Now you can use the button least as SELECT (remember that you can use the button for the same MAS)
  • Added an option to exchange and SELECT buttons RUN (Configuration menu)
  • The Nunchuck is now supported: Use the stick, A -> I, B -> II & PLUS MINUS -> SELECT, 1 -> RUN (remember you can exchange RUN & SELECT from CONFIGURATION)
  • Some games like Street Fighter 2 or Strip Fighter now operate without corruption graph.
  • Fixed some problems with sound

The emulator comes with a Readme file, which explains how to create ROM files that’ll run on it. Please go through the documentation before duplicating any files onto your console.

Download: Wiiengine 1.2



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Homebrew - Wii Gamecube Homebrew Launcher - Image 1The title states it all really. This program, from developer Mega Man, allows you to launch GameCube Homebrew on your Wii.

The author strongly advises that you go through the program’s readme and you understand what you’re doing before you use the program, as it can brick your Wii.

Another warning - the readme states that once you patch your system’s MIOS, you won’t be able to play GameCube discs anymore. This can be fixed by reinstalling a normal MIOS. And, er, another warning - the author doesn’t own a GameCube disc so this “fix” wasn’t actually tested. But it works in theory? At any rate, be careful when using the program.

Download: Wii GameCube Homebrew Launcher


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Tecmo hearts Koei more - Image 1

Square Enix offered. Tecmo rejects. Baffled Square Enix responds to Tecmo’s rejection. Tecmo ignores. Square Enix pulls out. This is how the short-lived love story of the two companies panned out.

The proposed Squeenix takeover was dubbed to be a “friendly” one, offering a controlling interest in Tecmo by purchasing the company’s shares at a 30 minimum. They did also state that if Tecmo rejects the proposal, then they’ll withdraw their offer.

But first, they wanted some explanations now on the following issues:

  1. Please confirm that the decision on the start of discussions with KOEI toward integration of management is the reason for rejection of the Proposal.
  2. If that is the case, please clarify concretely that major terms of integration of management with KOEI (form of the integration, stock prices assumption, integration ratio and so forth) are favorable for TECMO’s shareholders than the Proposal.
  3. If not, please clarify that TECMO has an substitute plan, which is favorable for TECMO’s shareholders than the Proposal.

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Tecmo to merge with Koei - Image 1

Well, Tecmo’s certainly had some time to consider the friendly takeover offer given by Square Enix. Kotaku reports, however, that Tecmo’s rejected Square Enix’s offer, opting to try and merge with Koei instead.

Here’s Tecmo’s statement on the takeover offer, as taken from Kotaku (external link):

For Tecmo, this proposal was received in a short span of time, but within the company, we collected views from management and game creators as well as a wide range of employees.

In our companies source of revenue, as a result of a guarantee with our capable workers, a guarantee of steady game development and the preservation of our brand, there is a high possibility of improvement. However, we did not arrive to agree to this proposal, and thus, our Managing Board declines the offer.

Stockholders, clients and customers, please continue your favor towards our company.

Tecmo has instead announced that it is working on a merger with Koei. Apparently, speaks between the two companies have already begun, with an “Integrated Management Committee” set up to perhaps oversee things.

The two companies have their strengths on opposite ends of the world, with Tecmo finding popularity in the West through its Dead or Alive and Ninja Gaiden games and Koei making waves in the East with its simulations and Dynasty Warriors games. To that end, Tecmo’s current statement on the matter acknowledges that they have the ability to do well worldwide because of these combined strengths:

As the game industry environment changes with high-powered hardware, portable game machines and rapid growth as well as on the web mobile games, the accelerating consumer needs are varied and sophisticated. The industry has intensified. Multi-platform and the importance of overseas markets is pushing the industry towards global competition.

…Under these circumstances, these two companies have excellent financial positions, strengths and the ability to take advantage of each other in order to improve profitability and solidified the foundation of a worldwide leader.

Here’s to hoping the merger goes well, and the two companies profit from teamwork.



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Capcom - PS3 has finally reached full swing - Image 1Despite a rocky start, and harsh words from some very outspoken members of the video game community (remember David Perry?), the PlayStation 3 has been picking up momentum lately.

In fact, with ginormous releases in the near future, such as LittleBigPlanetand Final Fantasy Versus XIII, and the new PlayStation 3 models, one can only see a brighter future ahead for the Sony console.

Will Sony be able to keep up the pace? Capcom seems to think so. In fact, the publisher believes that sales will pick up even more when they release Resident Evil 5. In a conference call for their first quarter results, Capcom had this to say:

We believe that PS3 has finally reached full swing after looking at the success of Metal Gear Solid 4, as well as future large-scale title line-ups

In addition, some reduction in the PS3’s price was announced at the 2008 E3, and we can anticipate its spread to increase by next March when our Resident Evil 5 for PS3 will be released.

Which isn’t to state that they are abandoning the other platforms. They continue that:

As we’re not only focusing on PS3, we would also like to spread our supply of software evenly between Wii and Xbox 360 while their markets in the world increase in a similar manner to PS3.


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Screenshot of PC version of Jump 'n Bump - Image 1Macabre cuteness is definitely one way to describe the new Wii homebrew game from developer Amarth. But then again, for a game that sells itself on the premise of “bunnies and blood”, there really isn’t anything to ponder about the nature of the game.

Jump ‘n Bump recently got a new update, bumping up (pun intended) the version number to 0.2. The new build adds rumble support and fixed the end-of-game message to reference HOME instead of ESC (which previously refers to the original PC version of the game).

The developer also noted that the game’s graphics runs on a 400

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Nintendo Wii console, Wiimote controller - Image 1Homebrew developer Waninkoko recently updated the Wii homebrew app WAD Manager, bumping up its version number to 1.21. As the name of the application implies, it basically allows users to manage their Virtual Console and WiiWare game data files on an attached USB device.

Installation and usage of the program still remains the same as the previous release, although several users have reported difficulty in loading the app with their USB devices. The developer explained that a new CIOS will soon be released to address this problem.

In case you have any questions regarding the program, don’t hesitate to drop Waninkoko a line through the project release thread, accessible through the link below.

Download: WAD Manager v1.21


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Marv, one of the characters of Sin City - Image 1While fans of Frank Miller’s Sin City still have a long wait before they see their favorite comic book heroes’ (or anti-heroes in this case) debut on consoles, publisher Red Line has decided to replace Transmission Games as the developer for the stated video game title.

Red Mile recently confirmed this statement to GameSpot, when the company announced that it will be replacing Transmission with a so far unnamed development house. The reason behind this is that Transmission will be very busy for the rest of the year porting Heroes Over Europe to the Xbox 360 and PlayStation 3.

Details regarding the Sin City game has been rather spare, however. Aside from making use of Unreal Engine 3, reports earlier this year indicated that the game will go live by Christmas of 2009 for the Xbox 360, PlayStation 3 and Wii.


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