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January 3rd, 2021, 11:57 Posted By: wraggster
GearSystem v3.2.0 is released. GearSystem is a Sega Master System / Game Gear emulator written in C++ that runs on iOS, Raspberry Pi, Mac, Windows and Linux. The main focus of this emulator is readability of source code with very high compatibility.
Features:
- Highly accurate Z80 core.
- Multi-Mapper support: SEGA, Codemasters, and ROM only cartridges.
- External RAM support with save files.
- Automatic region detection: NTSC-JAP, NTSC-USA, PAL-EUR.
- SMS2 only 224 mode support.
- Internal database for rom detection.
- Sound emulation using SDL Audio and Sms_Snd_Emu library.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Runs on Windows, Linux, Mac OS X, Raspberry Pi and iOS.
https://github.com/drhelius/Gearsystem
http://www.emucr.com/2020/12/gearsystem-v320.html
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January 3rd, 2021, 12:07 Posted By: wraggster
Gearboy v3.2.0 is released. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Highly accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction and memory timing, passes instr_timing.gb and mem_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5), ROM + RAM and multicart cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities including mid-scanline timing.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Saves battery powered RAM cartridges to file.
- Save states.
- Compressed rom support (ZIP deflate).
- Game Genie and GameShark cheat support.
- Multi platform. Runs on Windows, Linux, Mac OS X, Raspberry Pi, iOS and as a libretro core (RetroArch).
https://github.com/drhelius/Gearboy
http://www.emucr.com/2020/12/gearboy-v320.html
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January 4th, 2021, 18:18 Posted By: wraggster
Apple removed 39,000 mobile games from the Chinese iOS App Store on New Year's Eve as it completed its crackdown on unlicensed titles.
Reuters reports it is the biggest removal ever to occur in a single day, and was carried out alongside the removal of 46,000 non-games apps.
The publication cites research firm Qimai, which claims only 74 of the top 1,500 paid games on iOS avoided removal.
Among the games affected were Assassin's Creed Identity and NBA 2K20, the firm claims.
Apple has been clamping down on all titles that did not have a valid publishing number -- or ISBN (International Standard Book Number) -- from China's National Press and Publication Administration, the government body that handles approval for game releases.
Apple removes 39,000 games from China store in biggest single-day takedown | GamesIndustry.biz
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January 8th, 2021, 13:13 Posted By: wraggster
The Federal Trade Commission has warned against the power of Apple and Google hold over mobile developers, suggesting this is partly responsible for the rise of harmful monetisation practices.
In a statement regarding the recent order for mobile ad platform Tapjoy to better police fraudulent campaigns, FTC commissioner Rohit Chopra commented on the market in general, noting that Tapjoy was "not the only platform squeezing developers" and dubbing it a "minnow" next to Apple and Google.
"By controlling the dominant app stores, these firms enjoy vast power to impose taxes and regulations on the mobile gaming industry," he wrote.
"We should all be concerned that gatekeepers can harm developers and squelch innovation."
Chopra said the clearest example is the "rent extraction" seen in Apple and Google's 30% commission fee on all sales and in-game purchases, as well as their power to ban developers for "trying to avoid this tax through offering alternative payment systems."
https://www.gamesindustry.biz/articl...ing-developers
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January 8th, 2021, 13:18 Posted By: wraggster
Facebook released its latest report about mobile gaming, analysing players' behaviours following the peak experienced in March 2020 due to COVID-19 social distancing restrictions.
Germany, South Korea, the US, and the UK all saw a significant growth in their mobile gaming audience between March and July 2020, the study highlighted. The increase in the number of mobile players varied between 25% to 34% in Germany, the US, and South Korea, but it was much more significant in the UK, with a 50% growth representing 8.6 million new mobile gamers.
Number of mobile gamers increased 50% in the UK due to COVID-19 | GamesIndustry.biz
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January 8th, 2021, 13:22 Posted By: wraggster
Call of Duty: Mobile generated over $14 million in player spending during its debut week in China.
Activision's mobile hit finally launched in China on December 25th, and ranked at No.4 in the country's top grossing mobile games charts for the week ending on December 31, Sensor Tower reported.
It was beaten to No.1 by Tencent's Honor for Kings, which made $64 million during that week. PUBG Mobile ranked at No.2 with $24 million, followed closely by Fantasy Westward Journey at $23 million.
https://www.gamesindustry.biz/articl...-week-in-china
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January 11th, 2021, 22:28 Posted By: wraggster
The WebAssembly portable binary format will now have wider support from Wasmer, the server-side runtime which "allows universal binaries compiled from C++, Rust, Go, Python, and other languages to run on different operating systems and in web browsers without modification," reports InfoWorld:Wasmer can run lightweight containers based on WebAssembly on a variety of platforms — Linux, MacOS, Windows, Android, iOS — from the desktop to the cloud to IoT and mobile devices, while also allowing these containers to be embedded in any programming language. The Wasmer runtime also is able to run the Nginx web server and other WebAssembly modules...
Wasmer was introduced in December 2018, with the stated goal of doing for WebAssembly what JavaScript did for Node.js: establish it server-side. By leveraging Wasmer for containerization, developers can create universal binaries that work anywhere without modification, including on Linux, MacOS, and Windows as well as web browsers. WebAssembly automatically sandboxes applications by default for secure execution, shielding the host environment from malicious code, bugs, and vulnerabilities in the software being run.
Wasmer 1.0 reached "general availability status" with its release on January 5, and its developers are now claiming "out of this world" runtime and compiler performance.
"We believe that WebAssembly will be a crucial component for the future of software execution and containerization (not only inside the browser but also outside)."
https://news.slashdot.org/story/21/01/10/0242244/wasmer-10-can-run-webassembly-universal-binaries-on-linux-macos-windows-android-and-ios
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January 18th, 2021, 22:41 Posted By: wraggster
The start of a new year often brings with it a number of interesting info-dumps, as various companies and organisations that track the industry's vital statistics show us how their corner of the world measured up in the previous year. This year is no exception, and January has already bestowed upon us a host of stats that give us a sense of how 2020 measured up for the industry -- and especially for the industry's sales and revenues.
Perhaps the most striking nugget of data from what's been released thus far is a stat from mobile app tracking service App Annie, which reported that around two-thirds of the revenues from mobile games last year were from what it classified as "core games" -- titles like PUBG Mobile and Honour of Kings, which are competitively oriented, and focused largely on the teen and young adult male demographic that was the industry's traditional bread and butter, and which generally wouldn't look out of place on a PC or console. Combine that statistic with another, which pegged the percentage of overall mobile revenues coming from game software at around 72%, and you've got roughly half of the money pouring through Apple's App Store and Google's Play Store being spent on these core games.
The triumph of mobile core games heralds a demographic shift | Opinion | GamesIndustry.biz
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January 18th, 2021, 22:47 Posted By: wraggster
Apple has also released a statement to GamesIndustry.biz, in which the company said:
“For twelve years, the App Store has helped developers turn their brightest ideas into apps that change the world. Our priorities have always been to provide customers with a safe and trusted place to download software and to apply the rules equally to all developers. Epic has been one of the most successful developers on the App Store, growing into a multibillion dollar business that reaches millions of iOS customers around the world, including the United Kingdom.
"In ways a judge has described as deceptive and clandestine, Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines that apply equally to every developer and protect customers. Their reckless behavior made pawns of customers, and we look forward to making this clear to courts in the UK.”
Epic Games takes legal action against Apple and Google in UK | GamesIndustry.biz
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January 18th, 2021, 23:06 Posted By: wraggster
A new report shows that core gamers generated two thirds of all mobile games revenues last year, despite the games themselves only accounting for a fifth of all downloads.
That's according to App Annie's State of Mobile 2021 report, which shows that 66% of consumer spend on games across iOS and Android were spent on core games like PUBG Mobile and Honor of Kings.
By comparison, casual titles -- with examples given including Roblox, My Talking Tom Friends and Among Us -- only accounted for 23% of all gaming revenues, and casino apps for 11%.
App Annie also reports that events were the biggest driver of in-game spending in 2020, accounting for $53 billion -- a big increase over the $1.99 billion spent on in-game events the year before.
Looking at Android only, 55% of time spent playing on mobile was dedicated to core games, with 43% for casual and 2% for casino.
However, casual still dominates in terms of downloads, accounting for 78% of all installs across iOS and Android last year. Core games only accounted for 20%, while casino was at 2%.
According to App Annie's data, PUBG Mobile was the global leader in terms of monthly active users, outranking Candy Crush Saga, Ludo King, Among Us and Garena Free Fire, which filled out the rest of the top five.
Garena Free Fire was the most downloaded game in the world, followed by Among Us, Subway Surfers, PUBG Mobile and Gardenscapes.
Core gamers generated 66% of mobile revenues in 2020 | GamesIndustry.biz
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January 21st, 2021, 22:34 Posted By: wraggster
The full extent of mobile gaming growth in 2020 following surges of engagement during COVID-19 lockdowns is finally becoming apparent, with The NPD Group releasing its Deconstructing Mobile & Tablet Gaming report in collaboration with Sensor Tower.
Per the report, of the 303.7 million mobile users across the US and Canada in 2020, 238.7 million are active mobile gamers.
This is up 12% over 2019's 214 million, a considerable growth increase from previous years, as the number of mobile games rose only 5% from 2017 to 2018, and only 2% from 2018 to 2019.
Additionally, the average number of hours per week spent playing games on a smartphone or tablet rose to eight hours in 2020 from six in 2019, with NPD again attributing this increase to the pandemic -- in fact, 35% of the mobile gamers in the US and Canada that the NPD surveyed said that COVID-19 lockdowns had led them to engage with mobile games more frequently.
Mobile gaming rose across all age groups, with the number of gamers ages 45 and older rising 17% year-over-year, the 25 to 44 age group rising 13%, the two to 12 age group rising 9%, and the 13 to 24 age group rising 3%.
Mobile gaming saw surge of new players in 2020 | GamesIndustry.biz
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January 24th, 2021, 22:48 Posted By: wraggster
Apple is planning to launch a stand-alone virtual reality headset next year, according to a Bloomberg report.
Citing "people with knowledge of the matter," Bloomberg said the headset is intended "to be a pricey, niche precursor to a more ambitious augmented reality product" that would have greater aspirations as a mainstream product.
In addition to being more expensive than existing VR headsets, the Apple VR headset is expected to feature higher resolution visuals as well.
Apple is also reportedly making the device lighter by giving it a fabric exterior and smaller by eliminating space headsets usually leave open to accommodate users wearing glasses.
Instead, the company is working through the logistics of a system where custom prescription lenses can be inserted into the headset.
Apple reportedly planning VR headset for next year | GamesIndustry.biz
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