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OpenSource Handheld News - Gp2X, Dingoo, Wiz, Pandora, GCW Zero and Caanoo is a News and downloads site for Open Source Handhelds, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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July 5th, 2014, 00:38 Posted By: wraggster
Okay, after a very long hiatus I am back working on zerox86! I have been working on my other projects in the mean time, and also for the past couple of months my nephew has been using my GCW-Zero to test my library of over 300 DOS games on zerox86. He has not yet had time to test all of the games, so I will give my GCW0 back to him for a few weeks again.
Anyways, I released a new version of zerox86 today, mainly because I heard reports that zerox86 does not work on the latest GCW0 firmware from May 5th. It turned out that zerox86 did actually work on it, but since my directory defaults and error messages were not correct, it was not easy for new zerox86 users to figure out the potential installation problems. There are not all that many fixes in this version yet (as I only have worked on it for a couple of partial days), but here is the list of the changes and improvements I managed to implement.
[h=4]Implemented mouse scaling[/h]This has been one of the most requested missing features. In this version you can have new configuration keys MouseXScale and MouseYScale in the zerox86.ini. These should have a floating point value (like 0.5 or 2.0) to make the mouse pointer move slower or faster than the default speed. You can have these settings in either the default section or in the game-specific sections in the ini file.
[h=4]Fixed a crash in Grand Prix 2[/h]Grand Prix 2 is one of my newer test games, mainly because it is very pretty and runs in either 640x480 SVGA mode or in 320x200 MCGA mode. The menus are in the SVGA mode, so I can get nice screen copies from it :-)
http://zerox86.patrickaalto.com/zblog.html
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June 2nd, 2014, 23:26 Posted By: wraggster
After two weeks of unfortunate, time-consuming complications mentioned in previous Updates and its projected shipping date pushed back twice, the latest batch of Zeros has finally been dropped off at the post office today for shipping. Thanks to all for enduring these patience-draining developments, we appreciate it.
> 50 consoles were handed to the post office today, with more to come very soon. The batch was intended to be 60 units (as we've mentioned previously) but after today's continued prepping, shipping, testing and flashing of more Zeros following the batch of 60, time ran short a pack of 10 was accidentally left behind in the rush to get to the post office before it closed. They'll be sent out ASAP in the coming days and I'll post an Update as soon as they're dropped off at the post office. Out apologies for the 10 left behind in the shuffle.
> Drumroll, please... After today's batch of consoles was dropped of at the post office, a total of 147 GCW Zeros, including the previously mentioned 10, are left to be shipped. I hope some of you are pleasantly surprised by how low this number actually is.
> Going forward, I will hold off on announcing any projected shipping dates and only provide numbers after a shipment has reached the post office. Hope this will help to avoid any future confusion or missed dates.
The next Update will be posted in one week, or sooner if more shipments reach the post office.
Best wishes,
Craig Strother
https://www.kickstarter.com/projects...d/posts/858472
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May 27th, 2014, 00:37 Posted By: wraggster
Regarding the battery discussion, it's true that the prototype consoles had a 2800mAH battery with RAM that was 3.3 volts with a battery life of 8 to 10 hours.
It has just been brought to our attention here that the KS units have a 2200mAH battery and this was confirmed with the factory that indeed, it was a 2200mAH battery- but one with Low Power RAM that operates at 1.2 volts. It's true, regrettably, that the factory changed batteries without our knowledge.
Nonetheless, it's virtually an even trade off and there is no loss of battery life as the KS model ram is drawing considerably less power than the prototype models did. The average is still 8 to 10 hours as attested to by many people here and other forums.
GCW based the Zero's technical specs off of the prototype models when we started the Kick Starter campaign. This was before production had commenced, and therefore the specs could have changed. At that point in time though, GCW had no knowledge they had been. Had we known, the specs had changed we would have put it in an update long ago but it was just brought to our attention. Bottom line, despite the change in battery model, the battery life is still the same as it had been promised from day one- 8 to 10 hours of use per full charge due to its Low-Power memory RAM (vs the 2800mAH which ran at a higher voltage).
As for HDMI, at PAX Prime 2013 in Seattle we performed a demo using an experimental HDMI driver that was not completely full screen running just off the battery. During these demos, the average battery life was 6 to 8 hours.
We have a great and dedicated development team. To knock them or put them down is not warranted as the GCW Zero would be nothing without them helping it become the great piece of hardware that it is. They work tirelessly to add new features and optimize those already implemented. They have continued to work for this cause no matter what has happened and they deserve respect and admiration for everything they have done and continue to do on a daily basis for GCW and The GCW Zero.
As for the shipping order of the consoles, they are shipped from a list that is exported from Kick Starter we are unsure as to why the order is off. We do know and feel that everyone deserves to get their console and no favoritism should be given to those who backed first on a particular day or backed later. Everyone deserves to get and will get their consoles and we will fulfill that promise.
As for why there were no shipments during the last week, it was explained in my update that the developers had to remove certain games from the firmware image as they are no longer viable as pre-installed software since the author of the music from those games has joined GEMA an authors guild.
Also, many have reported getting an unflashed unit or one that's the wrong color from ones that were pre-packaged in USPS mailers. So with that in mind all units are being re-flashed with the new firmware image (minus certain games for the aforementioned reasons), tested and boxed for packaging.
Those units that are already flashed, 60 in total, will be packed and begin shipping tonight so keep eye on Kick Starter inbox for confirmation of address and/or actual shipping confirmation. More units will continue to be flashed, tested, and packaged this week and will go out Saturday or Monday.
There have been delays due to unforeseen personal and health-related events Justin’s life. Some people close to him, like me and others in the forums have seen proof that all are legitimate and very unfortunate.
They know that none of the things he has stated that have caused the delays are lies or stall tactics to buy time. He has had a rough last nine months with personal, health, and just plain flukes of bad luck.
Come what may, he has stayed the course and continued to ship consoles to make this Kick Starter project a reality and a success in delivering consoles to all supporters. He will fulfill his promises that anyone who pledged for a console will get theirs, as promised.
Unlike certain posters continue to claim, contact with backers has not stopped either from Justin or myself commenting as PR.
We have also produced all the consoles as were promised to all backers and have frankly experienced events, many beyond our control, that have slowed or temporarily halted shipping on some occasions.
We will continue to work as hard as we can, continuing to fulfill the rewards earned by each and every one of you who has made a pledge for a console.
In closing, here are examples of other Kick Starter projects that have run into roadblocks or unforeseen events out of their control. It is not uncommon and most do, ultimately, have a happy ending like the one we strive for every day with our project.
"Kick starter, the world's largest crowdfunding site, gives entrepreneurs a platform to raise money for pet projects like a new business, a film, or even a music video.
To date, the site has collectively raised more than $679 million for more than 100,000 campaigns, launching the likes of the new gaming console Ouya and funding a feature film for "Veronica Mars" fans.
But not all Kickstarters have a happy ending and success can be difficult to bear. Some fundraisers simply aren't prepared to handle the demand that comes with thousands of new backers and hundreds of thousands of dollars.
1. Ed Carter hoped to raise $21,000 to fund his board game. Instead, he lost his house and job.
Carter's plan was to raise money to produce a deluxe version of his board game "Glory to Rome." It was a smashing success. At the end of his 21-day funding period in the summer of 2011, Carter had raised $73,102 from 1,600 board game enthusiasts — more than three times his goal. In return for the donation, Carter promised his backers free shipping of his game.
Fast forward a year and Carter was in deep trouble. His backers-turned-customers still hadn't seen their board games. Turns out, the games were ready to ship but were crushed in transit after Carter forgot to indicate that the packages were fragile. And free shipping was easy enough to finance for domestic orders and even to Brazil, but a large order to Australia cost Carter more to ship than the game itself.
The blows kept coming. Carter was laid off from his full-time job with Staples. As he ran out of money, he had to dip into his personal savings account to pay for the game production and subsequently stopped making payments on his mortgage.
The writing was on the wall at that point. Eventually, Carter lost his Boston home. Despite bankrupting himself, Carter has managed to deliver all of the games he promised and says he'd do it again.
"I’m doing this because the corporate world is one of the best games ever invented," he told Quartz.com.
2. Childhood friends raised thousands to produce eco-friendly sandals. Then they completely fell off the radar.
John Eades and Michael Ferreri created the Vere flip-flop, a sandal they marketed as having "its eye on the environment." The childhood friends hoped to raise $12,000 to build a sandal-making factory in Geneva, N.Y., telling would-be supporters they had the experience and equipment, but needed help with production costs.
The two raised $52,618 — almost four and a half times their goal — in the spring of 2011.
Ten months later, Eades and Ferreri found themselves in the hot seat with their 1,091 backers. The sandals that were promised to customers were still nowhere to be seen as of December 2011, way past flip-flop season.
"It’s been a long, frustrating process to say the least, and we’ve hit more roadblocks than even we expected," they wrote in a letter to BetaBeat.com. "Kickstarter orders were overwhelming, and if we were to do it again we would definitely have put a limit on the number of backer awards available."
The two sporadically updated backers, citing mechanical issues, short-staffing, and the late arrival of materials.
They were still fielding complaints from customers in January, but it seems like they've finally managed to get on track. The sandals are finally being sold at retailers across the country.
Technology and design-related projects, three-quarters of which don’t finish on time, make up 4.2 percent of successfully funded projects on the site, according to Kickstarter’s statistics. They drew in 21 percent of money raised. The website has helped spawn several consumer-electronics makers and artistic endeavors that probably wouldn’t have existed otherwise. Success stories include the LunaTik iPod Nano watch, which is available at the Apple Store, and is expected to reach $10 million in sales by the end of the year, according to Kevin Brennan, a general manager for the company. After being rejected by venture capitalists, Eric Migicovsky turned to Kickstarter in April to pitch his Pebble watch, which became the site’s highest-grossing campaign, with $10.3 million in funding. Even then, there was some skepticism about whether popular Kickstarter projects would come to fruition.“When a cool project shoots up, it shoots high,” Migicovsky said in an interview earlier this year. “Unfortunately, most of the products on Kickstarter come a bit late. So we’re hoping to change that.”Last month, Pebble joined the club. Migicovsky posted a note to backers saying Pebble Technology would miss its September target of delivering to them a watch that can display messages from a smartphone. In an e-mail, he declined to forecast a new date. Enough Kickstarter campaigns have hit snags that some rivals are seizing on the opportunity. New crowd-funding contenders have emerged, including Indiegogo Inc. and RocketHub Inc. Reicherz, formerly of private stock exchange SecondMarket, is working on a service called CrowdHut to help entrepreneurs figure out what to do after they raise money from crowd-funding sites. And several incubators have emerged, including Jeremy Conrad’s Lemnos Labs, to lead hardware startups down the right path.“They go on Kickstarter, and wake up one day with $150,000 in the bank, and say, ‘I don’t know what I’m doing,’” Conrad said. In January, Jason Giddings’s Kickstarter project for a touchscreen keyboard and mouse raised $143,584. He missed his July target for completing the product, and expects it to take at least another six weeks, he said.“It didn’t really seem on the surface like it was going to be that challenging, but it has been extremely challenging,” he said. “A lot, lot slower than I expected. A lot, lot more money than I expected to spend.”Kickstarter backers aren’t silent partners. Giddings’s page on the site is full of people demanding progress reports. Video-game studio Harebrained Schemes, which raised $1.84 million in April, ended up hiring someone to handle its requests from backers.“You really do have to plan on a huge amount of energy and time in being responsive to your backers,” said Jordan Weisman, Hairbrained Schemes’ chief executive officer. “That was something we underestimated when we launched the campaign.” "
Best wishes,
Craig Strother and the GCW Team
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May 19th, 2014, 01:39 Posted By: wraggster
GCW Zero owners have been patiently awaiting the release of the next firmware update. Packaged among some great fixes is the addition of triple buffer support. This new implementation provides a means to greatly increase the performance of emulation, which is perhaps the largest draw for both current and potential Zero owners. Flashing this firmware update is the same as previous updates, instructions can be found via the GCW WIKI article linked below.
Root file-system changes:
- Triple buffering in SDL
- Input through joydev instead of evdev for joysticks
- Access point mode (ad-hoc WiFi between two Zeros)
- Integrated WiFi manager (GCW Connect)
- Integrated image viewer (o2xiv)
- WiFi notifier (blinks the green LED slowly)
- Low-power warning (blinks the green LED fast)
- Root file-system based on Buildroot 2014.02
- Root file-system now located on system partition
- On-demand loading of the network daemons
- Added command-line tool to launch OPKs, "opkrun"
- Added WiFi modules for recent units
- Added GNU Screen
Kernel changes:
- Kernel based on Linux 3.12
- Watchdog driver (automatic reboot on kernel crash/panic)
- Optional joystick interface for built-in controls; an application can request the joystick interface using the new X-OD NeedsJoystick key
- Supports loadable modules
- rfkill (Internal USB bus powered on-demand)
- Boot splash (press A for verbose boot)
GMenu2X:
- UI improvements
- Custom fonts supported
- New themes
- Full navigation with joystick
- Launches OPKs with "opkrun"
Power switch daemon:
- Fix the Power + X bug (crazy input events after the combo is used)
- Sends SDLK_HOME if the switch is quickly flicked
New important libraries:
- Allegro 4
- OpenAL
- Java (JamVM + GNU Classpath)
- JavaScript: NodeJS
- Lua: lua-jit
- SDL2 (experimental)
http://www.gcw-zero.com/updates
via http://gbatemp.net/threads/gcw-zero-...leased.365693/
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May 19th, 2014, 01:04 Posted By: wraggster
via http://pdroms.de/
The fourth installment of Sqrxz has been released. Sqrxz 4 – Cold Cash has been released to the public on 20th April for plenty of systems, such as Windows (32-Bit), Linux (32-Bit, 64-Bit), Wiz, PSP, MotoMagx, Dreamcast, GCW Zero, MacOS X (32-Bit, 64-Bit) / Intel, Amiga OS4, MorphOS, Symbian OS Series 60, Symbian OS UIQ3, Raspberry Pi, Caanoo, GP2x and OpenPandora.
<iframe height="281" src="https://www.youtube.com/embed/n_ZB7bd3xTI?feature=oembed" frameBorder="0" width="500" allowfullscreen=""></iframe>
http://www.sqrxz.de/2014/04/20/sqrxz-4-released/
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May 19th, 2014, 01:04 Posted By: wraggster
via http://pdroms.de/
The fourth installment of Sqrxz has been released. Sqrxz 4 – Cold Cash has been released to the public on 20th April for plenty of systems, such as Windows (32-Bit), Linux (32-Bit, 64-Bit), Wiz, PSP, MotoMagx, Dreamcast, GCW Zero, MacOS X (32-Bit, 64-Bit) / Intel, Amiga OS4, MorphOS, Symbian OS Series 60, Symbian OS UIQ3, Raspberry Pi, Caanoo, GP2x and OpenPandora.
http://www.sqrxz.de/2014/04/20/sqrxz-4-released/
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May 19th, 2014, 01:04 Posted By: wraggster
via http://pdroms.de/
The fourth installment of Sqrxz has been released. Sqrxz 4 – Cold Cash has been released to the public on 20th April for plenty of systems, such as Windows (32-Bit), Linux (32-Bit, 64-Bit), Wiz, PSP, MotoMagx, Dreamcast, GCW Zero, MacOS X (32-Bit, 64-Bit) / Intel, Amiga OS4, MorphOS, Symbian OS Series 60, Symbian OS UIQ3, Raspberry Pi, Caanoo, GP2x and OpenPandora.
http://www.sqrxz.de/2014/04/20/sqrxz-4-released/
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April 12th, 2014, 01:34 Posted By: wraggster
GpAlice is a platform game, playable on the GP32 console.
This game was created for the "speed coding" contest held at the retro computing convention AC 2014,
on the 5th and 6th April 2014 at "Congis sur Thérouanne", France.
Principle of the Game:
Alice is in wonderland and she must find the white rabbit hole.
She can collect fruits and gems, but she must avoid the peaks and be careful with the mushrooms !
If she jumps on a tiny mushroom she will become tiny, and won't be able to jump too high.
Jumping on a big mushroom will get its normal size back !
The Contest Rules required a 2 players mode, but because of the lack of 2 GPLink, I couldn't do a real 2 players mode.
That's why, Player 1 plays first, then Player 2, and in the end, the game tell who finished the level faster !
See my GP32 page to download the game: http://onorisoft.free.fr/gp32/gp32.htm#Games
http://www.gp32x.com/board/index.php...dpost&p=970411
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March 17th, 2014, 22:20 Posted By: wraggster
QuadTris is a puzzle game, playable on the GP32 console.
The game was created in less than 24 hours for the "speed coding" contest held at the retro computing convention AC 2011, the 16th and 17th April 2011 at "Congis sur Thérouanne" France.
The game won the first prize! \o/
Contest Rules: http://yaronet.com/posts.php?s=138950
Principle of the Game:
You have to match at least 4 blocks of the same color in a square or rectangle form.
For this you can rotate the blocks 4 by 4 using a cursor and the A button.
As the level increases, new colors appear as well as bonus and penalties.
Bonus:
-If you blow up a block with the "Bomb" symbol, all the blocks of the same color will explode.
Penalties:
-Some Leafs can appears on the board and interfere with your game.
-A block containing the "Lock" symbol will locks the rotation of the block.
-A block containing the "Arrow" symbol will reverse the rotation of the cursor.
This is the final version released in 2014:
-Now using the official GPSDK (provides only one FXE file for all GP32 consoles and emulators)
-Switched to 8bits graphic mode: The game is now seamlessly playable at 66mhz (the previous "party" version was running at 100mhz in 16bits and despite that, it had slowdowns)
-Added Title and Gameover screens + HiScore.
-The "leaves" particles now disappears smoothly.
-Removed the explosion particles that was ugly.
-Added music and sounds.
Enjoy GP32 in 2014 ! \o/
Available here: http://onorisoft.free.fr/gp32/gp32.htm#Games
Direct download link
http://www.gp32x.com/board/index.php...dpost&p=970217
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March 10th, 2014, 23:56 Posted By: wraggster
via http://gbatemp.net/
Journey to the Center of the Earth is a new homebrew for the Zero that is currently in beta development. The game consists of 2 stages and introduces 3 unique characters. Each character has special skills required to solve various puzzles. The 2nd stage is said to be a labyrinth with just around 600 screens to navigate in under 30 minutes. If you own a Zero, give this one a play and then let the dev know your thoughts via the source link below.
http://boards.dingoonity.org/gcw-rel...gcw-zero-beta/
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March 10th, 2014, 23:35 Posted By: wraggster
via http://gbatemp.net/
Hocoslamfy is a cave flyer/flappy bird-like clone which was released for the GCW Zero. The current update brings the project that much closer to a completed game, by adding music, new graphics, and a high score feature. Please see the change log below for more information.
Change Log:
- previous code erroneously restricted the space between two obstacles to be in the middle half of the screen; this has been fixed;
- some erroneous collisions with the corner of the square containing the bee are now removed, making sure that only the circle hits;
- the obstacles are now bamboo shoots, drawn by hi-ban;
- there is now background music, but there are no sound effects yet -- the music is CC licensed, please see COPYRIGHT for more information;
- the game now has an icon in gmenu2x, thanks to hi-ban;
- there is now a high score feature, contributed by jxv;
- there is now a manual with controls, credits and information about the high score file.
- the bee now blinks every so often, because that's what bees do;
- the game over screen now refers to "flying too far away from the field" and "crashing into bamboo" instead of crashing into walls and objects.
http://boards.dingoonity.org/gcw-dev...8904/#msg98904
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March 3rd, 2014, 22:08 Posted By: wraggster
via http://boards.openpandora.org/topic/...st-your-votes/
The Alive and Kicking Coding Competition is almost reaching its end after being kicked off in December. We had numerous entries (more than 30) in the different categories and we'd like to thank all the participants who spent a great deal of time to bring new or revised software for the Pandora. The competition certainly lived up to its name!
Now, voting has started and you are invited to cast votes in the different categories:Please try to spend time to try each entry before casting your votes ! You still have until March 4th or March 5th (date differs depending on the category) to vote, so don't rush and think carefully.
While ED and Ekianjo will be providing prizes, we'd like to encourage you as well to make a donation to express your own thanks to the participants. And even if you are short on resources, don't forget there is always a free gift you can make to the participants, by rating and commenting on their entries on the boards or in the repo. Please try to do that at least to show that you care
Thank you Everyone, and see you again in a couple of weeks for the final results!
EvilDragon & Ekianjo
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February 24th, 2014, 01:39 Posted By: wraggster
via http://gbatemp.net/threads/fceux-for...update.362309/
FCEUX is an open source emulator for Linux and Windows based on FCE Ultra. The GCW Zero port has been updated and now includes new upscalers, among other improvements. Please see the change log for more information.
Change Log:- Totally new skin and icon by hi-ban
- Now Fceux remember last dir for internal rom browser
- New upscalers: fullscreen fast and fullscreen smoot
Download
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February 23rd, 2014, 22:27 Posted By: wraggster
60 units were shipped this week. The shipping process continues. Expect us to slowly catch up on e-mails and messages sent. Currently the focus lies on getting units out of the door, the extreme amount of messages sent is a full-time job on its own. We prefer to deal with the units first.
It was brought to my attention some people question whether the units were shipped via first class or priority international here is a snapshot with all private information removed of the stamps.com receipt.
Also more in-depth explanation of what LZ and other letters signify via USPS.com website.
http://hdusps.esecurecare.net/cgi-bi...ernationalMail
After dealing with a family emergency during the last few weeks, it has come to my attention that quite a few of you backers have been rather worried about the current status of the project.
I understand your anger and frustration, as this also weighs heavily upon me as the project creator and I want nothing more but to ensure everyone gets their console in their hands. I will start slowly with each question, as I think they were presented. Some of the topics I’m going to talk about might be understandable only for those of you who were following the project, however it is time to address them regardless.
Q. Why don't you talk more about the arcade located in Platte City?
A. I owned the arcade cabinets before the Kickstarter project and decided to move them there after my wife wanted to reclaim space in the garage. I had an empty spacious showroom for the GCW, where units are flashed and packaged, and agreed it was a great idea. I had always planned to do something like this eventually, so why not now as I had the space. All arcade cabinets were bought using personal funds I get from my daily job income.
Q. What is this about a fundable.com page for the GCW Zero?
A. The fundable.com page was intended to attract corporate funding to buy Atari when it was headed for bankruptcy. The campaign itself was canceled, but the page still remains.
Q. Where are the consoles? Are you doing this for the money?
A. It has been brought up that GCW LLC has been having money issues and that the consoles did not exist. The consoles do exist. I hope the included pictures put some of that anger to rest. From the pictures you can see some units are packed and ready to ship.
If this venture was just about money I would have started taking pre-orders right after the Kickstarter was funded for consoles next to the money we had already raised via Kickstarter (as seen with other Kickstarter projects). I decided to go the other route and try to ensure you guys got your pledges first.
That plan did not work as intended. Shipments to resellers were delayed, even though they had ordered units before the Kickstarter project started, and the ThinkGeek order which had to be filled once the contract date came of date. The ThinkGeek order was a separate production run paid for by them and not derived from Kickstarter funds.
Now, with these questions answered, the shipping of consoles will resume tonight and an effort will be made to communicate on a regular basis (this will include shipment information).
https://www.kickstarter.com/projects...handheld/posts
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February 6th, 2014, 14:34 Posted By: wraggster
---------------------------------------------------------------------------------------------------------------------------------
AlexKidd2X v0.6.2u
GP2X SMS/GG Emulator
---------------------------------------------------------------------------------------------------------------------------------
v0.6.2u (unofficial build by Nightbird):
- Gained about 20% to the maximum volume level (primarily done to correct the low volume in the
previous release when running on an F100. Note: Make sure 'Volume Limit' isn't switched on in
'System' if using pre v4.xx firmware).
- Rom CRC scan for the GoodSMS/GG database now requires you to press 'Select+Y' to scan instead of
just 'Select'. This was done to prevent accidental CRC scans as it can take up to 5 minutes to
CRC check a full romset.
- Some minor adjustments to the Rom CRC GoodSMS/GG internal database.
- Fixed the Remap Keys bug which would cause buttons 1 and 2 to be reversed.
- Removed Show/Hide FPS and Show/Hide Battery Level from 'Stick Click+Y' and 'Stick Click+X'
respectively to avoid accidently showing/hiding them during gameplay if you have remapped
your keys. You can still Show/Hide them using 'Select+Y'(FPS) and 'Select+X'(Battery Level).
- You now need to press 'Start+Select' in the Rom List rather than just 'Start' to exit the emulator.
- Dinobasher (Codemasters-Prototype) now works (Note: Run this game in Euro/PAL(50hz) mode otherwise
it will run too fast. Also, don't press pause during the game as it will freeze, requiring you
to exit back to the Rom List).
- S.S. Lucifer - Man Overboard (Game Gear) now works (Note: Run this game in Euro/PAL(50hz) mode
otherwise you will get a high level of screen flicker. Also, you can't see the rising sea level
which makes it hard to judge how much time you have at the first attempt in some levels).
- Separate binary for GP2X-F100 running firmware 4.xx to prevent battery level indicator bug.
---------------------------------------------------------------------------------------------------------------------------------
See 'readme.txt' for additional info and keymap. Thanks to Israel Lopez Fernandez (Puck2099) for creating this Emulator.
Alexkidd2x v0.6.2u GP2X
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January 14th, 2014, 12:12 Posted By: wraggster
via http://gbatemp.net/threads/pocketsne...update.360136/
GCW Zero owners should be happy to hear that Nebuleon has updated PocketSNES based on Snes9x 1.43. With this update games such as Super Mario World 2: Yoshi's Island, Super Mario RPG: Legend of the Seven Stars, Kirby Super Star have been improved. There have also been many updates to how SRAM behaves, increased support for more games, and a fullscreen scaling mode in proper 4:3. For more information on this release be sure to check the source link below.
Source
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January 14th, 2014, 12:04 Posted By: wraggster
via http://boards.openpandora.org/topic/...ek-2014-01-02/
The new year has started - and I hope it did start well for you.
A fresh new year, new plans, new possibilities.
What will happen in Pandora and Pyra-Land?
I can at least give you some information.
1. FOSDEM 2014
Yes, we'll be at the FOSDEM again this year (taking place 1st and 2nd February in Brussels)
We'll have a table and I'll have a small talk in the gaming dev room - Saturday evening, 6 - 7pm.
Of course, we'll have some Pandoras there and I'll also talk about the Pandora in the devroom.
However, we might also have some information or even previews of the Pyra there.
Askarus will be there Saturday and Sunday the full days, while I will be there Saturday 2pm to 7pm and the full Sunday.
You're very welcome to visit us and get more information about the Pandora / Pyra.
I'm also open for any interviews, in case some of you are bloggers or even writing for magazines.
2. Alive and Kicking Coding Competition
Looking at the current list of entries, we'll see some awesome releases for the Pandora!
Thanks a lot to all devs participiating - it shows how lively the Pandora scene is.
A bright future
3. Pandoras and Craigs remaining customers
Hopefully, we'll be able to fulfill many more of Craigs remaining orders, but we have no idea how many that'll be.
We're trying to do our best, but Pandora stock is limited now due to some parts needed for Pandora production that have seen the end of life quite a while ago.
However, any customer who still remains after the last Pandora has been sold will be able to get the Pyra for production costs - whenever it might be ready.
I don't want to forget anyone, so I'm trying to offer whatever I can.
4. More partly defective Classic Pandoras
We still got over 100 defective boards from CC and will now focus on finding out if they are still usable in some way.
They will all be at the Pandora-Section at the DragonBox Shop, so be sure to check it out every once in a while to see if there's one that is of interest to you.
They're all units with brand new cases (most of them had some small scratches from the very beginning though) and PCBs which have one or more issues.
5. The DragonBox Pyra
With the Pandora reaching the end of production, when will the Pyra be available?
We have no idea. And looking back at the Pandora developments, I will NOT give any estimations.
But we'll work on it. And you will be able to follow us with videos and pictures I'll post.
We'll probably start with that after the FOSDEM.
Thanks to all of you - quite a few good ideas from the community will find their ways into the Pyra.
And with a capable production company from the very beginning as well as a case company in Europe, things are looking a lot better.
It'll most probably still be a while until it's finished. So in case you're thinking about getting a Pandora or wait for the successor, I'd get a Pandora now - as stock is limited.
So much for a peek into 2014. If you have any further questions, let me know
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December 27th, 2013, 21:31 Posted By: wraggster
Well, it's christmas time and most of you here will probably spending some quiet days with their family.
I wish you all a very merry christmas - and as the end of the year is approaching, I'd like to look back into the past year and also a bit into the future.
1. Pandora - it was still a rollercoaster ride - with a happy ending
The first few months were awesome. Production was swiftly moving, everyone could get a Pandora from stock, I finally delivered the units to all my remaining preorder customers and even all 1GHz customers from Craig got their unit.
You think it's weird that Pandora production works flawlessly?
Sure, that's probably why we had issues with the LCDs for the next batch that was delivered in June.
440 LCDs, where half of them had dust below the touchscreen and a lot of those had calibration issues.
So 400 of those had to go back to be fixed... and that sure took a while, as the manufacturer needed to find out what went wrong.
So in August, we were running out of Pandoras because of that. We had a few older screens left, but you really couldn't call that "mass production" at all.
In September, we got 60 LCDs for testing - they were working fine on a quick test and all assembled into Pandoras and shipped...
Only to find out shortly after that those touchscreens autodestruct when you move the stylus at the edge of the screen.
Well, another two months until that issue is fixed...
And finally, in December, production has resumed and I've got 400 fully working screens!
So Pandoras are now back in stock, production is back to normal. Finally
2. Craig and his customers
That really was the saddest part of the whole Pandora story so far.
I can fully understand that Craig had a huge load of stress on his back, and it's sad to see where everything has gone.
But he really caused a mess, with the 1GHz preorders 2012 and also with the amount of remaining customers in 2013.
After I finally got the results of the survey Craig created for all remaining customers, it turned out that there are A LOT more customers left than there should. I still have no idea where that huge number comes from, but i don't even want to think about it.
It's more important to moved forward and help everyone here.
Wow, and it's really really awesome how helpful you all are!
While I can only offer Pandoras at production costs, you, the community, help out with donations as well.
So here is a little statistic:
- Customers who used the upgrade possibility so far: 92
- Number of Pandoras funded with the help of donations: 50 (36 have not used that voucher yet, they were probably waiting for the Pandoras to get back in stock)
- Total numbers of remaining customers from Craig (according to the survey): 445
So we're getting somewhere - let's continue to help everyone. Thanks for all your donations
3. Awesome software releases
2013 was a REALLY good year softwarewise.
Not only have huge quantities of new software been released for the Pandora, there also were some high quality releases - from all points of views.
Little but useful programs like MasterControl or the recent SixPair-Controller daemon, unique and useful applications like Streak's WIP PIM Manager, awesome emulator releases and updates (who would've thought we could get a fullspeed AGA Amiga, most-of-the time fullspeed Nintendo DS, and a very playable PSP emulator?) and also a lot of games, from ports for classic games like the Jedi Knight saga, to ports of Indie games and also completely new releases.
There's so much to do on the Pandora it won't get boring... I can barely keep up with playing everything I'd like to!
4. A peek into the Future
The Pandora sure still has a lot of potential. I'm pretty sure we'll still see a lot of new releases and updates.
But still, most of you already know I am working on a successor. More details will be revealed overtime.
I cannot tell when it will be finished - based on the whole Pandora story, you know how long that could take...
But let's hope it will be smoother run
In case you're wondering how this will be financed:
Well, you know I got money from investors for the remaining Pandora orders, right? That money will be back when all remaining Pandoras have been sold - and will then be used for the development of the successor.
I can fully fund the full design and production for both the unit and the case up to the final prototyping.
Only the mass production itself will need a lot more money than I have - but there are various possibilities to get that as well.
Maybe Kickstarter, maybe Preorders with part-payment, maybe something completely different.
Well, we'll see, but I'm sure we'll find a way to produce it once the prototype is running... but this could still be far, far away in the future.
5. Some special thanks
Well, finally, I'd like to give some special thanks.
Of course, a huge thanks to all the community and developers, as you keep everything going!
Special thanks goes to notaz - he helps both with low-level stuff and the OS. And he'll also be helping with the Pyra Also to skeezix and DJWillis - they might not have much time recently, but they're available when I really need them. And c4a is simply awesome
More special thanks go to Fatih. Many might've forgotten about him already, some have never heard of him. He's also one of the guys behind the Pandora - and he's still helping out a lot (e.g., he's the one sourcing stuff like the AC Adaptors or LCDs, and he's also the one who dealt with the chinese manufacturer to fix our LCDs). Yep, he's still helping out, even though most of you don't know this.
Of course, MWeston is not to be forgotten. He's the one who designed the Pandora PCB, and he still helps out each time I have some technical or manufacturing questions. Thanks - and I hope you really have a real awesome christmas time with your family!
Not to forget: Linux-SWAT, fantomid and p'tiSeb for taking care of the Tolouse Game Show and of course Link and ekianjo for distributing Pandoras in US and Japan as well.
There are many many more which I didn't mention by name here... my investors, the moderators, all the devs.
Well - we sure don't have to space here to mention them all. But I'm really happy to have such an awesome community backing me, helping as good as they can.
With guys like you, I KNOW the Pyra will be awesome, and even though it might be a hard way once again, I'm totally sure it'll be worth it!
Thanks - and all of you, have a very merry christmas, and a happy new year!
http://boards.openpandora.org/topic/...re-2013-12-24/
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