Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Tuesday, February 19, 2008

Final Fantasy XII: Revenant Wings (DS)




Paltform : NDS
Developer : Square Enix
Publisher : Square Enix
Genre : Strategy RPG


Revenant Wings tells the story of Vaan and Panelo, two of the main characters from FFXII. Together they travel around Ivalice searching for adventure, and eventually finding it on the floating continant of Lumeres.

Developed exclusively for the Nintendo DS, Final Fantasy XII: Revenant Wings is an all-new experience that makes full use of the Nintendo DS's unique features. Featuring full Touch Screen functionality, Final Fantasy XII: Revenant Wings allows players to control massive armies, unleash special moves and activate Gambits, all with the use of the stylus. The world of Ivalice comes alive through the respected musical stylings of Hitoshi Sakimoto and the direction of Motomu Toriyama, the director of Final Fantasy X-2 and the upcoming Final Fantasy XIII

Thursday, February 14, 2008

Final Fantasy Tactics A2: The Sealed Grimoire



Final Fantasy Tactics A2: Fuuketsu no Grimoire
a.k.a
Final Fantasy Tactics A2: The Sealed Grimoire

Platform: NDS
Publisher: Square-Enix

Final Fantasy Tactics A2 is a strategy roleplaying game from Square Enix for the Nintendo DS handheld game console. It is a sequel to Final Fantasy Tactics Advance.

The game takes place in Ivalice, like Final Fantasy Tactics Advance and Final Fantasy XII. There are seven playable races in the game: Hume, Moogle, Viera, Bangaa, Seeq, Nu Mou and Gria. Chronologically, the game takes place some time after Final Fantasy XII.

Similar to Final Fantasy Tactics Advance, Luso Clemens is a mischievous boy who lived in the real world until, after being punished for being late countless times and sent to library clean-up duty right before summer vacation, he finds an old book in the library. The book abruptly becomes blank in the middle, after mentioning that someone must "tell the name of the one who will 'bury the vacuum.'" He then writes his own name on the blank page, "Luso Clemens," after which he is transported into the world of Ivalice. Dropping into the middle of a forest right in front of a large bird called a "Dekatrice" (a play on the adjective "dekai," huge, and "cockatrice"), he is told by a warrior named Cid nearby that if he wishes to live, he should join his clan, the Garee clan. Luso excitedly does so, and, in front of a judge, swears into the clan, after which he magically transforms into a soldier, complete with sword and fantasy garb. Luso tells Cid that he probably should be looking for a way home, because his aunt will be worried about him. Cid agrees to help him find a way home, and Luso agrees to help the clan and see the world of Ivalice until he goes home. This is slightly different from Final Fantasy Tactics Advance, in that he is not overly concerned with getting home. However, unlike in the previous installment, the main character travels to the real Ivalice, instead of a creation of his imagination born of strong feelings; this fact is reinforced by the reappearances of familiar characters such as Vaan and Penelo.

Additionally, references to Final Fantasy Tactics are present through the existence of the Kamyuja criminal organization, which first appeared in Final Fantasy Tactics in relation to the characters Marach and Rapha Galthena.

Square Enix is currently developing the game's grid-based battle system, and increasing the number of character jobs. Some enemies also appear in larger scales, taking up multiple squares on the grid. The world map is also developed to be more in-depth with the introduction of "area maps". The area maps will feature multiple battle locations and a town, which will work similar to its predecessor. It also revealed the existence of enemy clans that will also travel the world map.


Wednesday, February 13, 2008

no$gba emulator for NDS (Nintendo Dual Screen)

no$gba (Nocash Game Boy Advance) is a Game Boy Advance and Nintendo DS emulator for Microsoft Windows and MS-DOS. It supports most Nintendo DS homebrew, and a majority of commercial ROMs. NO$GBA includes a variety of options for emulation, including multiple save types, and multiple cartridge reading. It is able to load multiple GBA/NDS ROM files for the purpose of multiplayer functions.

Latest release : no$gba 2.6a

the following changes in v2.6a:
  • Faster 3d rendering, backup detect, rtc-irq, better texture interpolation
  • Perfectly accurate edge-marking, translucent-poly-id, shadow-poly support
  • Capture in vram display mode, debug gui/warnings, cpu/ipc/div/sqrt details
  • free-download: old no$gba v2.6 gaming version now free for everybody - enjoy
  • debug/symbols: resize function for Alt+L symbol list window (saved in .ini)
  • debug/internal: changed computer_id handling for compatibility with win vista
  • nds/debug: allows nintendo to mis-use clipmtx_result for detecting their emu
  • nds/debug: allows to override mis-declared-thumb-functions by crude $t labels
  • nds/rtc: triggers IRQ when SI changes HI-to-LO (only when SI-IRQ is enabled)
  • hll-version: demangles strange new "_ZN3txt3txtEii" and "_Z3txtii" type labels
  • nds/gba/rcnt: allows to generate SI interrupts manually by toggling RCNT bits
  • nds/gba/rcnt: internally memorizes rcnt-output bits (additionally to inputs)
  • nds/rtc: passes rtc 1Hz/2Hz/4Hz/8Hz/16Hz or per-minute IRQ to rcnt SI input
  • nds/3d: soft-speedup: uses clean 80286 shift opcodes (instead slow 80386 shrd)
  • nds/3d: soft-speedup: new scaled side_clip_x allowed to re-remove pre_add_mask
  • nds/3d: soft-speedup: scaled side_clip_x coords from 0..len to 0..7FFFFFFFh
  • nds/3d: soft-accuracy: texture/color interpolation with variable pre_add_mask
  • nds/details: emulates all newly discovered ipcfifo/div/sqrt technical details
  • nds/help: added tech specs on div/sqrt (readonly results, start/stop timings)
  • nds/help: added tech specs on ipcfifo (edge triggered, underrun, fifo-disable)
  • nds/help: added user settings 076h (language mask) and header 01Dh (ique flag)
  • nds/3d: soft-detail: edge-mark: recurses surrounding depth values (less only)
  • nds/3d/help: added more technical notes on edge marking (depth and polygon_id)
  • nds/a22i: auto generates chinese crc upon .fix directive (only if version=2)
  • nds/help: added info on chinese title in icon/title region (addr/version/crc)
  • cpu/internal: reduced 32bit test/and to 8bit (al/bl/cl/dl instead eax/ebx/etc)
  • cpu/detail: emulates mis-aligned thumb bx/blx and arm bx/blx (with warning)
  • cpu/detail: emulates mis-aligned rd=r15 in arm alu opcodes (thanks jonathan)
  • nds/3d/help: added double-blended-edge-glitch (edge-marking plus anti-alias)
  • nds/3d/help: added translucent-edge-glitch (edge-marking plus anti-aliasing)
  • nds/backup: supports re-detection (games with faulty initial initialization)
  • nds/backup: added bus-width auto detection (redirecting to new general types)
  • nds/backup: added new types (3x general types) (and 1x sanyo, thanks flubba)
  • nds/3d: soft-detail: edge-mark: handles edges at screen border (via clear_id)
  • nds/3d: soft-detail: edge-mark: applies edges in respect to surrounding pixels
  • nds/3d: soft-detail: edge-mark: internally stores edge_flag for possible edges
  • nds/debug: allows some games to initialize not-existing port 4001004h to zero
  • nds/debug: allows nintendo to use faulty ldmib with base-inclusion-writeback
  • nds/debug: allows nintendo to use invalid stmib/ldmib user bank writeback
  • nds/debug: allows nintendo to write more serious nonsense to (R) baseband regs
  • nds/timings: re-fixed arm7/arm9 sync (new arm9-66MHz timings vs arm7-33MHz)
  • nds/video: supports capture from 2d/3d engine in vram display mode (nanostray)
  • nds/help: added note on undoc nds7 port 4001080h (used by ds-lite firmware)
  • nds/help: added optical mouse sensor (slider controller) (thanx daniel palmer)
  • nds/help: added firmware wifi internet access point settings info (thanks cue)
  • nds/help: added user settings 066h (year) and 075h (ext language) (thanks cue)
  • screenshot: converts 32bpp images to 24bpp (smaller and more standard files)
  • nds/3d: soft-detail: prevents rendering of translucent polys with same poly_id
  • nds/3d: soft-detail: supports shadow polygons (mask/render, step 1 and step 2)
  • nds/3d: soft-speedup: scaled perspective correct clp.x from 0..len to 0..7FFFh
  • nds/3d: soft-speedup: mmx: faster texcoord_clipping (no_repeat,repeat,flipped)
  • nds/3d: soft-speedup: pre-calc tex_clip proc, collapsed 32:32 tex_xy to 16:16
  • nds/3d: soft-speedup: pre-explodes edge_color_table, optimized alpha blend
  • nds/3d: soft-speedup: mmx: processes two rgba-pairs and tex_xy-pairs at once
  • nds/3d: soft-speedup: mmx: nonlinear color_rgb and texcoord_xy interpolation
  • nds/3d: soft-detail: stores fog bit in framebuffer (opaque/trans=replace/and)
  • nds/3d: soft-speedup: mmx: linear color_rgb and texcoord_xy interpolation
  • nds/3d: soft-speedup: merged texture addressing and blending into single proc
  • nds/3d: soft-speedup: mmx: faster texture blending (modulate/toon/highlight)
  • nds/3d: soft-speedup: pre-calculates soft3d_tex_blend_proc for blendtype/mmx
  • nds/3d: soft-speedup: uses mmx (if present) (otherwise stays 80386 compatible)
  • nds/3d: soft-speedup: collapsed scanline_rgba from 32:32:32:32 to 8:8:8:8 bits
  • detect: added no$gmb-386/486/cpuid detection, internal: rdtsc (3d/re selftest)
To get the latest 2.6a release, just point your browser to the No$GBA page, where you can find more information about how to donate and get the latest release.

Download the previous no$gba 2.6 release, now freely available.