FBZX Wii 2 Download

FBZX is a ZX Spectrum emulator for FrameBuffer written by Sergio Costas and ported to Wii by Oibaf.
FBZX Wii can be found on google code at fbzx-wii.googlecode.com
The port uses SDL Wii.

• Emulates accurately the Original 48Kspectrum (both issue 2 and issue 3), the classic 128K, the Amstrad Plus 2, the Amstrad Plus 2A and the Spanish 128K. This include screen, keyboard and sound (both speaker and AY-3-8912 chip).
• Screen emulation is extremely accurate, so it can emulate border effects and even attribute effects.
• Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
• Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and fast speed loading.
• Emulates up to 2 joysticks: kempston, cursor and sinclair1 and sinclair2.
• All the wiimote, nunchuck and classic controller buttons and joypad are fully configurable.
• Virtual keyboard support.
• Emulates the Interface I and Microdrive.
• Emulates the ULAPlus
• Based in a new, fully free, Z80 emulator (Z80Free).

Change log (v2):
• Added smb support
• Added usb disk support
• Added joypad as joystick function
• Added saving of all configurations and buttons
• Improved virtual keyboard
• Fixed bug in sound emulation
• Fixed some other sm


So I used to do some minor editorial writing here and I thought I’d pick it up by explaining why you all hate me. Well, piece by piece. Let’s start with my disdain towards Minecraft.

I bought the PC version probably a year ago and I regret it. I wasted around $20-some odd on it and it wasn’t worth it. I’ve played a pirated copy of Terraria much more than it. It’s hard to explain why I dislike Minecraft in a sentence or two like I usually do here, but I think maybe a full blog entry is in order to get it straight, with the recent release of Minecraft: Xbox 360 Edition reminding me of this game.

The main reason I dislike this game is simply because there’s nothing to it. It has the potential to be a great game, but it denies this potential completely.

Let’s look at a real “open world” game like The Elder Scrolls, most recently Skyrim. I know you’re all about to type out your angry responses saying “BUT SKYRIM IS A HUGE BUDGET GAME WHILE MINECRAFT IS INDIE”. Before you do, I’m simply using it to compare the genre, not say Minecraft is bad because of its lack of budget in comparison. Skyrim is truly an “open world” game. “Open world” implies that the options of a game’s world are open to you. Like in Skyrim, I can go do the main quest, or I can do a sidequest, or I can walk around and look for dungeons, or I can hone my skills, so on and so forth. That’s an open world. Minecraft, on the other hand, is not an open world. As I said before, “open world” implies that the options of a game’s world are open to you. Simply put, Minecraft has no options.

You have one option: build. You’re supposed to build or other type of defensive structure (castle, tent, moat, the Maginot Line, etc) to defend against the creatures of the night. But what else is there to do? You go get more materials to build more stuff to make a better house to defend against creatures of the night. Perhaps this would make for an interesting tower defense-esque mechanic if it actually mattered. But the creatures are basically useless, easily defended against with your first fortification. Then you’re just building your structure to make it look prettier. It’s the equivalent of putting stickers on your house. The rest of the game comes down to acquiring resources to build objects that either A) add worthless fortifications to your house or B) help you get more resources to make more stuff. I remember Yahtzee, in a review of Assassin’s Creed: Brotherhood, made a rather valid and obvious complaint that many people missed: the city building aspect is useless. You accumulate more coin only to buy more properties to get more coin, and the cycle continues. Minecraft suffers from this same issue, but unlike Assassin’s Creed, it’s the entire game’s central mechanic that suffers.

As a creative sandbox/glorified art tool, Minecraft is an interesting concept, gaining popularity with people demonstrating their artistic skills by making accurate 3D models out of blocks. That aspect is interesting. But that’s possible on the free game they have right now, Minecraft Classic. This new game adds new elements that give it a sense of identity crisis. It keeps this whole “artistic sandbox” aspect but tries to give it focus, almost trying to make it more of an open world game like Skyrim. But none of it works. RPG aspects are dull and uninteresting. Quests (which were apparently recently introduced) are dull and unexciting. The world is lifeless and bland. You don’t need a big budget to achieve Skyrim-like worlds. You just need good ideas. Why not have a good RPG system where you can invest into dedicated perks and learn new skills associated with that? Like if I find I’m great at mining, why not let me get a perk that possibly gives me more of the mined substance if I’m lucky? Plus the losing of levels when you die really makes the accomplishment of “leveling up” feel lesser. In Skyrim when I reach a level, it feels definitive. Here, it feels temporary and unimportant.

I don’t even expect a really quest-based game here. Making a game with loads of quests would be something characteristic of a big budget game, and I don’t expect every smaller budget game to experience the same. However, I would at least want them to make questing your own thing. Randomly generated tunnels and dungeons akin to Terraria. That’s what made Terraria for me. I could get a friend and say “Hey, let’s go down this hole”. Next thing you know we’re fighting monsters left and right and finding loot around every corner. And I’m talking interesting, unique loot. Not just materials. Like unique items and specialty items. Different weapons, armor, tools, stuff that’s rare. I don’t want to go through a large dungeon only to find that I get a few rare crafting materials. I want something that feels unique. This reference will fall flat on a lot of you but it’s like opening a pack of Magic cards and finding a Planeswalker. Even though other Mythics may be better, he still feels unique.

And when you beat the game, what do you get? Nothing, there’s no real achievement to it. You fight a poorly designed boss with no real relevance and no real build up. You instead jump through an obtuse series of hoops to get to him. There’s no climbing up the food chain. There’s no sub bosses to beat, checkpoints to reach, you simply goof around until you get the right materials and then fight a lame boss. Nothing special. It flubs the whole “adding structure” aspect to the game here.

At present, Minecraft was a game with so much potential that just fell flat. It could have stuck to being a creative artistic game, but when it ventured into being more of a “game” and less of a “sandbox”, it became subject to my criticism. The way I could see it was this: an open world game designed around your own personal questing with an array of unique enemies and unique loot, with a RPG system to match the current slew of big budget open world games. All this would be complimented by a creation aspect, allowing you to build your own bases, camps, and fortresses to establish anything from businesses to attack points to mining colonies. Make the game equal parts structured and equal parts unstructured. Give it an edge over its big budget competitors while still keeping the heart and soul it was originally designed with. But it delivers none of this. It’s instead a game suffering an identity crisis between being a sandbox and an open world game. As a sandbox, it’s interesting, but not worth $20+ to most of its current fans. As an open world game, it’s skimp on features and lacks key aspects that define an open world game. It’s a sad story. A game that could’ve been so much, defeating other indie games in terms of scale and ideas, but instead crashing on take off. It feels more like an early stage of a grander game, a testing phase if you will, but it’s not. It’s the official release.

So that’s Minecraft for ya. Well, for me at least.

Spirits DS 20120507 Download

SpiritsDS 20120507 BETA Download

Spirits DS is a remake for the Nintendo DS game based on the popular game SPIRITS from TOPO SOFT who in 1987 make this game for MSX, Spectrum and Amstrad 8 bit computers . The project’s goal is to make a remake and keep the spirit of the original, but adapted to the possibilities of the Nintendo console. Includes two versions, original graphics, taken directly from the MSX version and an enhanced version, with graphics by our team of designers

– 2 modes, with “original” or “new” graphics.
– Animation for player (walk one)
– Animation for enemies
– You can open all doors
– You can walk arround whole first castle
– All enemies on 1st castle are set-up
– You can change map on bottom screen
– You can move map on bottom screen
– Enjoy


Change log (v20120507):

• You can now choose between the original or remake mode at game start.
• Graphics of the backgrounds in the first half of the castle completed.
• New algorithm for calculation of random positions of objects and some corrected positions.
• Fixed bug that allowed to record the spell shot at the top of the stairs, causing errors in the control of the character.
• Fixed bug where if the last life was lost in the trap of the 3 switches in the next game they appeared displaced. (Thanks to the araubi from CEZ forums for the warning.)

OpenBOR PSP Build 3.0 3691 Download

OpenBOR v3.0 Build 3691.zip

OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at senileteam.com.

In 2004, Senile Team released Beats of Rage, a free beat-’em-up for DOS inspired
by SEGA’s Streets of Rage series and using sprites from SNK Playmore’s King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.

In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.

Available Platforms
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:

* Windows
* Linux
* Mac OS X
* Wii
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320

In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:

* Playstation 2
* Xbox
* GP32
* Palmtop

Source Code
svn checkout — https://lavalit.com/svn/openbor

You may get a security warning from your Subversion client. This is because
LavaLit signs its own SSL certificate, and it can be safely ignored. If you get
a *fatal* error, you should upgrade to a newer version of the Neon HTTP library.
This bug is fixed in neon 0.29.5 (released October 14, 2010).

OpenBOR Team
SumolX (2006-2011)
Project Manager, Lead Programmer, Known for porting PSP, PS3, Linux, Wii, GP2X and
maintaining all other platforms and code base.

uTunnels (2007-2010)
Developed the scripting engine for OpenBOR and also added many exciting features.

KBbandressen (2007-2011)
New developer that is feature rich!

Plombo (2009-2011)
A developer who prefers to work on OpenBOR’s supporting libraries and
platform-specific backends. Known for maintaining the Wii port, writing the
GPU-accelerated video code for Wii and OpenGL, and a few engine features.

Damon Caskey (2007-2011)
Scripter, Tester and Developer. What else can I say.

CGRemakes (2005-2006)
Main developer after Kirby2K. Introduced many exicting features to engine.

LordBall (2006)
Developed offshoot engine based on OpenBOR. Shared features with both engines.

Tails (2006)
Developed offshoot engine based on OpenBOR. Shared features with both engines.

Fugue (2006)
Developed offshoot engine based on OpenBOR. Shared features with both engines.

Kirby2K (2004-2005)
The original developer of OpenBOR who asked Senile Team for permission to open
up Beats Of Rage.

Senile Team Members
Roel (credited as “Opla” in BoR)
The team’s chieftain. Does most of the game design, programming and artwork.

Jeroen (credited as “Leila” in BoR)
Does all the things no one else does.

Sander (credited as “Albatross” in BoR)
3D artist and animation sequence editor.

Senile Team’s composer, who is currently working on the soundtrack for Age of the Beast.

Neill was the first to port Beats of Rage to other systems, namely Playstation 2
and Dreamcast. He now supports Senile Team with advice regarding console hardware
and code compatibility, and has agreed to port Age of the Beast when it’s ready.

Change log (vBuild 3.0 3691):

r3691 | utunnels |
2012-05-09 22:52:30 -0400 (Wed, 09 May 2012) | 2 lines

Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/psp/graphics.c
M /engine/source/gamelib/types.h

1. Change pixelformat in s_screen and others from char to int to see if fix the mysterious screen shift on psp version (not tested yet).

2. An experimental optimization for mods without obstacles and platforms.

True Blue Patch Viewer 1.0 Download

Télécharger : True Blue Patch Viewer

True Blue Patch Viewer , le programme a pour but de répertorier tous les eboot.bin compatibles avec le dongle True Blue ainsi que de mettre à disposition en téléchargement direct les patchs créés par les différentes teams. Il intègre aussi la dernière mise à jour du firmware du dongle.

L’objectif du développeur est de le maintenir constamment à jour afin que chaque nouvelle publication de patchs soit intégrée à l’utilitaire.

true blue

Voici les caractéristiques :

– 4 téléchargements autorisés et ensuite, vous devrez patienter une petite heure avant de pouvoir re-télécharger
– Mise à jour constante du soft à chaque sortie de nouveaux patchs
– Téléchargement de la dernière mise à jour firmware pour le dongle True Blue
– Description et affichage de la jaquette du patch
– Liens de téléchargement direct

Si vous avez des idées ou bien des conseils sur l’amélioration de mon blog, n’hésitez pas à les rapporter.
Vous pouvez acheter le linker par dwtechz  ici :


WoodYS 6.78 Download

It use Wood as the menu but load game through YSM3.
Same menu as Wood 1.25 but has the same compatibility/softreset as the latest YSM3.Note: you have to configure the cheats in the YSM3 menu … to do this you have to hold B after you selected your game. Once you have configure the cheats you can load launch it from the Wood menu.

Change log (v6.78):

fixed 5976 – Captain Morgane and the Golden Turtle (E)
fixed XXXX – Alvin and the Chipmunks Chipwrecked (E)
fixed XXXX – Super Scribblenauts (E)
fixed XXXX – Kirby Mass Attack (K)

fixed 5976 – Captain Morgane and the Golden Turtle (E)
fixed XXXX – Alvin and the Chipmunks Chipwrecked (E)
fixed XXXX – Super Scribblenauts (E)
fixed XXXX – Kirby Mass Attack (K)

EZ5i Kernel 3.0 Open Beta 8 Download

This is the EZ5i kernel- it allows EZ5i users to select roms/hombrew and run it.
If you have an EZ5, EZ5 nye or EZ5 plus you need to get one of the 2.0 kernels- as of the 3.0 release the kernels were split to enable easier management of code.

Change log (v3.0 Open Beta 8):

– 4695 – Puzzle Chronicles (U)
– 4738 – Estpolis – The Lands Cursed by the Gods (J)
– 4743 – Sonic & Sega All-Stars Racing (U)
– 4757 – Sonic & Sega All-Stars Racing (E)
– 4819 – Puzzle Chronicles (E)
– 5029 – Puzzle Quest 2 (U)
– 5212 – Puzzle Quest 2 (E)
– 5364 – Tron Evolution (E)
– 5626 – Tron Evolution (U)
– 5682 – Pocket Monsters: White (K)
– 5683 – Pocket Monsters: Black (K)
– 5809 – All Kamen Rider: Rider Generation (J)
– 5844 – Solatorobo: Red the Hunter (U)
– 5893 – One Piece Gigant Battle 2: Shin Sekai (J)
– 5895 – Fossil Fighters Champions (U)
– 5897 – Professeur Layton et l’Appel du Spectre (F)
– 5901 – Professor Layton und der Ruf des Phantoms (G)
– 5933 – Call of Duty: Black Ops (E)
– 5961 – Mario & Luigi RPG 3: Kupa Momsok Daemoheom (K)
– 5989 – Inazuma Eleven 2: Tempête de Glace (F)
– 5990 – Inazuma Eleven 2: Tempête de Feu (F)
– 5992 – Pokémon + Nobunaga no Yabou (J)
– 6009 – Inazuma Eleven 2: Blizzard (E)
– 6010 – Inazuma Eleven 2: Firestorm (E)
– XXXX – Detective Conan: Kakokara no Zensou Kyoku (J)
– XXXX – Professor Layton En de Melodie van het Spook (N)
– XXXX – Il Professor Layton e il Richiamo dello Spettro (I)
– XXXX – El Profesor Layton y la Llamada del Espectro (S)
– XXXX – Inazuma Eleven 2: Ventisca Eterna (S)
– XXXX – Inazuma Eleven 2: Tormenta de Fuego (S)
– XXXX – Inazuma Eleven 2: Bufera di Neve (I)
– XXXX – Inazuma Eleven 2: Tempesta di Fuoco (I)

Heartlight Deluxe PSP 1.0 Download

Download  Here

Heartlight Deluxe PSP is a clone/remake of the classic Epic Megagames’ Heartlight, developed by Chaos/xLand Games originally
released in 1994, since 2006 under a Creative Commons license.


70 Levels from the Original + 1 Extra Level
Level Editor
Level Recorder (records a successful attempt solving a level)
Record Playback
An exclusive Hardcore Breaks Soundtrack by DJ Systec of Dragon Technicals Records many thanks for that!


Read the readme.txt in the download for info on installation and further informations!