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Sega Saturn News is a News and downloads site
for the Sega Saturn, Sega 32X and Vintage Sega Consoles, We have
all the latest emulators, homebrew and all the downloads on this
site, we also cover commercial gaming and console news. Part of
the DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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May 13th, 2013, 23:42 Posted By: wraggster
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May 1st, 2013, 14:30 Posted By: wraggster
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April 29th, 2013, 23:57 Posted By: wraggster

Oceanic adventure game Big Blue, put together by members of the team that made Ecco the Dolphin, has failed its Kickstarter bid. The game raised just under $56,000, falling well short of its $665,000 goal.
Creator Ed Annunziata isn't giving up though, and has already announced plans to launch a second Kickstarter campaign.
Annunziata admitted that "it is hard to get people to see how compelling a game like the Big Blue will be," and revealed plans for Little Blue, which will essentially serve as a "slice" of the original project. Little Blue will require a "much lower" level of funding, and should serve to properly convey Big Blue's full potential to players. The game will be less ambitious, featuring significantly fewer environments and creatures, though one of the two playable creatures is promised to be a dolphin.
Assuming its funding is successful, Little Blue will be launched for free and contain a link to forward players to another Kickstarter for the full-fledged Big Blue. For the moment, the launch date for the Little Blue Kickstarter is still murky.
http://www.joystiq.com/2013/04/29/ec...ng-again-with/
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April 29th, 2013, 23:49 Posted By: wraggster

[Joe's] wife grew up playing Sega games and he wanted to help her unwind by reliving the experience. Since the work computer she uses when travelling isn’t a good place to install emulators he built this plug-and-play emulator inside of a Sega controller.
We’ve seen this type of thing a few times before (even with XBMC in a SNES controller) but there is one thing we hadn’t thought of lately. Newer versions of Windows have auto-launch disabled for USB drives. But [Joe] knew that there were still some USB sticks that manage to auto-launch anyway so he researched how those work. It turns out that they have two partitions, one is formatted as a CDFS which looks like a CD-ROM to Windows and allows auto-launch. He used this method of partitioning a USB stick, storing the ROMs on the mass storage partition and the emulator and the CDFS partition. To finish the hack he cracked open the controller and found room for a USB hub and the PCB from the thumb drive.
If you still have cartridges lying around you can pull the ROMs off of them over USB.
http://hackaday.com/2013/04/29/sega-...unch-emulator/
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April 29th, 2013, 00:34 Posted By: wraggster
via http://www.emucr.com/
Yabause SVN r3105 is compiled. Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.
Yabause SVN Changelog:
r3106
Reverted revision 3075.
Revision 3075 was wrong, the only thing it "fixed" was also
fixed by rev 3076.
This fix the "black pixels" regression in Nights without
breaking Shining Force 3.
http://www.sendspace.com/file/tw38xz
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April 29th, 2013, 00:14 Posted By: wraggster
via http://www.emucr.com/
KEGA Fusion Plugins (2013/04/27) is released. KEGA Fusion is a Sega SG1000, SC3000, Master System, Game Gear, Genesis/Megadrive, SVP, Pico, SegaCD/MegaCD and 32X emulator for Win9x/ME/2000/XP/Vista/Win7, Mac OSX/Intel, and Linux.
KEGA Fusion Plugins (2013/04/27) Changelog:
- Add xBR v3.4 + LVL3 + Noblend
http://www.sendspace.com/file/0hg0s2
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April 21st, 2013, 22:53 Posted By: wraggster

It's rumored that there are just two Sega Pluto systems on this planet – variants of the Sega Saturn featuring a built-in NetLink modem – and now, one of them is for sale. The owner of last week's second revealed Sega Pluto, username kidvid666, has a unit up for auction on Game Gavel, with bids starting at $1 and set in $100 increments. Three people have thrown in so far, with the top bid at $7,600. Remember, kidvid666 says he bought this thing for $1 at a garage sale five years ago.
Kidvid666 says he's done his research on this thing's potential value and he has a hidden high reserve, but he started at $1 to get a feel for demand. At $7,600, the reserve price has not been met. Bidding closes at midnight the morning of April 26.
This is the Sega Pluto with a faulty flip top; it doesn't stay closed without weight on top of it, but once it is closed the system appears to work just fine. Maybe put that tax refund to good use and check out the Sega Pluto auction on Game Gavel.
http://www.joystiq.com/2013/04/21/on...p-for-auction/
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April 20th, 2013, 23:31 Posted By: wraggster
So apparently people can just find rare, never-released consoles at garage sales now. That's how the second (and purported final) "Sega Pluto" was found, retrieved at a garage sale for a dollar "five or six years" ago by YouTube user kidvid666.
Above, he explains that he didn't know it was a "Sega Pluto" until the first "Sega Pluto" surfaced online last week. His "Sega Pluto" has a damaged disc door, explaining why he has to weigh it down to play games in the video above. Beyond that, it boots up fine and appears to be in working order.
The "Sega Pluto" was a prototype Sega Saturn with a NetLink modem built into the chassis. The NetLink modem was eventually released on its own as an add-on peripheral, unlocking web browsing through the console and online matches in Saturn Bomberman, Virtual On, Sega Rally, Duke Nukem 3D andDaytona USA: Championship Circuit Edition.
http://www.joystiq.com/2013/04/20/ru...a-garage-sale/
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April 19th, 2013, 01:24 Posted By: wraggster
 So, first things first. Sega actually shipped some pretty insane gear. A handheld console that used full-size Genesis cartridges? Check. A sophisticated Tamagotchi that our own editor-in-chief developed games for? Yessir. Something called a "32X" that stacked on top of an already sizable home console? Sure, why not? Given the outfit's history, the item you're peering at above doesn't feel all that outlandish. According to one Super Magnetic -- a self-proclaimed ex-employee of Sega -- this is Pluto.
As the story goes, Sega was pondering the release of a Saturn variant that included an embedded NetLink device. At the time, online console gaming was in its earliest stages, and someone likely assumed that they could kickstart things by including an Ethernet jack from the get-go. Of course, Pluto never saw the light of day in the consumer world -- thankfully, you can partake in a few more shots of what could've been at the source link below.
http://www.engadget.com/2013/04/18/s...aturn-netlink/
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April 14th, 2013, 23:12 Posted By: wraggster
It's only just been a little over a month since we presentedyou with the last Sega Pro issue, yet we are already back for more this week with issue number 6.
For our selected articles we start of with Desert Strike for the Mega Drive, and keep with the war-theme in a completely different genre as we look at Warsong. From here we look at the chibi version of Valis for the Mega Drive, appropriately named SD (Super Deformed) Valis.
After all this 16-bit goodness we look back at some classic
8-bit fun with Bonanza Bros for the Master System and Spider-Man for the Game Gear.
http://www.outofprintarchive.com/news.html
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April 14th, 2013, 22:40 Posted By: wraggster
The Saturn was as famous for its lack of a proper, exclusive Sonic title (off-shoot Sonic R notwithstanding) as the Mega Drive was for having perhaps too many. But Sega never intended for the Saturn to lack the company’s mascot. The story of how the speedy blue hedgehog with the red shoes never found a proper home on Sega’s 32bit machine is one of indecision, conflict and confusion – problems that threatened to tear its internal development divisions apart.The lack of any binding vision for the game, or even a set console for it to play on, doomed Sonic X-treme from its very inception. It was a situation that Sonic X-treme’s eventual designer, Christian Senn, still sounds frustrated about: “We had a company that couldn’t decide what platform the game should be developed for. Should it be Genesis? Saturn? No, wait – the new secret Mars 32X system! No, wait – nVidia, Saturn, PC…”Sonic X-treme was a fitting symbol for a company that at the time was at stuck in an uneasy transition period. Developed at Sega Technical Institute, Sega’s America-based development division, the game was bounced around like a pinball from system to system, business plan to business plan. And its basic design, based almost entirely around Sonic’s past successes, simply wasn’t working too well.“The theme of the game was to take basic Sonic [2D side scrolling] and add the ability to have him go into and out of the screen,” recalls the game’s producer, Mike Wallis. “On paper that sounded great, but when we actually started to implement it, the addition created some design challenges we didn’t initially account for.” Console 3D graphics were in their infancy, and developers had much to learn about their effects on controls and game mechanics.But even without considering the difficulties of working in 3D, Senn is uncertain that the project could ever have succeeded. “It wouldn’t be a stretch to assume it was doomed from the beginning,” he admits. His team had never worked together before, and suffered from lack of experience. “The first Sonic games [from Sonic 2 onwards] had been created almost exclusively by Japanese team members led by Yuji Naka, but we were a totally separate group across the hall,” he explains. “This set up seeds of doubt and a political landmine waiting to go off if we didn’t produce amazing results quickly. It truly was a project where anything that could have gone wrong, did.” The team underwent frequent changes, and was cursed by inner conflict. Lead programmer Don Goddard was replaced with Ofer Alon, a decision that the former team members still disagree upon. Alon’s focus on programming for the PC with intent to port to the Saturn may have made sense in the light of Sega’s capricious approach to hardware, but when it came to porting, the team found it ran cripplingly slowly. Some members also claim Alon could be hard to work with and reluctant to show them how he was progressing.Senn has a different opinion, perhaps because he was the only one to regularly see Alon’s work, maintaining that it was never appreciated. “I remember the day [Sega of Japan president] Hayao Nakayama came to Sega Technical Institute to check on our progress,” he says. “By this time, the team had split into two distinct groups, both working on Sonic X-treme but not on the same version.”One group, composed of Alon and Senn, continued development of the engine, the editor and levels on the PC with the intention to port to the Saturn. The other group, Team Condor, was led by Robert Morgan and comprised everyone else. They used an old version of Alon’s editor to port directly to the Saturn. “Ofer and I planned to unveil our version when Nakayama-san came to see the Condor Team’s efforts,” Senn continues. “We missed our chance, though, when Nakayama-san came storming out practically cursing after seeing what they’d done.”The videos circulating around YouTube may justify Senn’s claim, although how well the code this footage shows would have eventually ported to the Saturn will probably never be known. After his visit, Nakayama ruled that the one part of the game he liked – the boss engine developed by Chris Coffin – was to become the base tech for the game.Such divisions within STI presented enough difficulties for the project, but the difficult relationship between Sega Of America and its Japanese parent didn’t help. Bernie Stolar had just moved from Sony to take over Sega Of America, and Wallis clearly remembers his desire to get the mascot character on to the Saturn in time for the Christmas of 1996. He allocated a specialised team to the project and asked what they needed to get it out in time. “I told him the team felt that with the Nights engine and development tools we’d have a much better shot of achieving our goal,” says Wallis. “He said to consider it done.”
http://www.edge-online.com/features/...sonic-x-treme/
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April 3rd, 2013, 01:34 Posted By: wraggster
This week, we return to the Official Sega Saturn Magazine with issue 11 and witness the reigns of power being transferred from Sam Hickman to Richard Leadbetter.
As always, we have selected a host of preview articles from this release, so let's get started.
Our first feature is for Saturn Bomberman, which is arguably the best game in the series. Next up we take an in-depth look at the Saturn conversion of Fighting Vipers. Then we move on to the review for Keio Flying Squadron 2. And we finish up strong with not one, but two interviews. The first one is with Sonic Team and talks about Nights into Dreams, while the second one is with Treasure and talks about their games from the past as well as present.
http://www.outofprintarchive.com/news.html
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March 27th, 2013, 00:04 Posted By: wraggster
Hyperkin’s RetroN 4 console reveal earlier this month turned out to be only part of the story.
The company today unveiled the RetronN 5, which adds an additional cartridge slot for Japanese Famicom games. That’s in addition to the previously confirmed slots for NES, SNES, GBA, and Sega Genesis cartridges.
Hyperkin hasn’t yet decided on exact price or release date for the console, but is hoping to launch around July for under $100.
Along with the retro slots, the RetroN 5 also includes a Bluetooth controller, and will output video via HDMI.
http://www.mcvuk.com/news/read/retro...-slots/0113092
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March 25th, 2013, 22:27 Posted By: wraggster
The developers of Ecco The Dolphin have gotten together to launch a Kickstarter campaign for a spiritual successor called The Big Blue.Ecco creator Ed Annunziata heads up the team, which is asking for $665,000, and has already releasedan early prototype.Like its predecessors, the game will deal with subjects such as climate change, species extinction and evolution, and will cast players as a dolphin with the ability to create life through song. The game will feature advanced artificial life tech that will fill the ocean with swarming and flocking beings.If the campaign is successful, the game will launch on April 22 2014, Earth Day, across Mac, Windows, iOS and Android devices – including Ouya.The team will also approach Microsoft, Nintendo and Sony with a view to porting the game to console.
http://www.edge-online.com/news/ecco...ual-successor/
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March 11th, 2013, 10:35 Posted By: wraggster
After a lot of trouble, we can finally present to you, the next issue of Sega Pro. The reason for the delay of this issue is that because it included one page that was damaged beyond repair, or so we thought. As we are known for our quality output, under no cicumstance did we want to release this issue in questionable condition. So we held off releasing it until we found a new copy of the magazine. This sadly never happened as another one never popped up.
The only thing we could do at this point was reconstruct the damaged page to the best of our abilities. And we feel like we accomplished that goal, if we say so ourselves. It did take over 14 hours of painstaking editing work of which you can see the process at the bottom of our Restoration Process feature as well as in the forum news post.
So we are proud to finally present the immaculately looking issue 4 of Sega Pro. The first review we have selected is Lucky Dime Caper for the Master System. Next up we have a look two games for the Game Gear: Berlin Wall and Sonic the Hedgehog. Last but not least we take look at Golden Axe II as well as F1 Grand Prix, both games for the Mega Drive.
http://www.outofprintarchive.com/news.html
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February 24th, 2013, 01:52 Posted By: wraggster
via http://www.emucr.com/
Yabause SVN r3089 is compiled. Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.
Yabause SVN Changelog:
r3089
Fixed silly issue with my last commit that broke qt4
---------------------
r3088
Fixed a couple of bugs that was causing tracks and lead out to not be offset correctly with bin/cue and mds images.
---------------------
r3087
-Added tweaks to code to allow compiling with Qt 5 -Cleaned up CMakeLists.txt of old left-over windows port stuff -Some refactoring and debug tweaks in the cd block code
Download Via Comments
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February 23rd, 2013, 23:18 Posted By: wraggster
It seems like even though a lot of people read the interview we posted last week with Steve Jarratt, only a very small number of you found the little easter-egg that we hid inside it. The easter egg we are talking about is none other than the very first issue of S: The Sega Magazine.
As always, we have selected 4 preview articles from this magazine. The first one is a review for one of the finest Master System games created:Wonder Boy III: The Dragon's Trap. Next up we take a look what's underneath the hood of the Sega Master System with the hardware feature calledSMS The Inside Story. And finally we look at the lightgun gameWanted as well asCasino Games.
http://www.outofprintarchive.com/news.html
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February 11th, 2013, 23:18 Posted By: wraggster
via http://www.aep-emu.de/
DGen/SDL is a Sega Genesis emulator for Windows and Linux / SDL.
Quote:
--------------------------------------------------------------------------------
WHAT´S NEW?
--------------------------------------------------------------------------------
v1.32 <- v1.31
* Debugger: the displayed instruction after hitting a breakpoint was wrong,
this is now fixed.
* Debugger: the disassembler doesn´t assume instructions have a fixed size
anymore.
* Debugger: fixed breakpoints support.
* Debugger: implemented the ability to step over multiple instructions.
* Debugger: implemented set(b|w|l|r) comands to read/write memory and
registers.
* Debugger: added M68K instructions counter (can be displayed with the "reg"
command).
* Debugger: added M68K instructions tracing to display instructions while
they are executed.
* Debugger: other miscellaneous fixes (such as reverse-i-search flickering in
linenoise).
* Fixed 6-button emulation that wasn´t working correctly.
* OpenGL: enabled byte-swapping by default for 32-bit textures on big endian
machines so users don´t have to use bool_swab.
* Fixed a crash (infinite loop) while exiting.
* Imported Cyclone 68000 0.099, a highly optimized M68K core written in pure
ARM assembly. It is much faster than Musashi, especially on low-spec
machines such as the Raspberry Pi.
* Imported DrZ80, a Z80 core also written in pure ARM assembly (from
PicoDrive). A tiny bit faster than CZ80.
* Fixed various crashes with Cyclone 68000 and DrZ80 which tend to choke on
invalid code.
* Cyclone 68000 and DrZ80 are now the default CPU emulators on ARM-based
machines.
* Fixed remaining CPU core switching bugs.
* Implemented MJazz, a feature present in the original Win32 version of DGen.
Enabling bool_mjazz initializes three FM chips instead of one. Each
additional chip runs at twice the rate of the previous one, causing the
MJazz sound effect.
* Added autogen.sh to make everyone happier.
* Updated Musashi to version 3.31. This new version fixes many games.
* Made DGen/SDL more responsive on slow machines by checking input events
after each dropped frame.
* Double-buffering can now be disabled, useful on slow machines
(bool_doublebuffer).
* Added an optional separate thread (bool_screen_thread) for displaying
frames. Only useful on slower machines where flipping video buffers takes
time, especially when V-sync is enabled and doing so blocks DGen/SDL until
the next frame without consuming CPU time (such as the case of Dispmanx on
the Raspberry Pi when bool_doublebuffer is also enabled).
* Optimized Musashi to access memory regions directly without going through
callbacks. This idea was taken from Genesis Plus GX. Although not as fast
as Cyclone 68000 on ARM, it is noticeably faster than before.
* VDP: implemented VDP interrupts properly.
* VDP: added the ability to switch VDP planes on and off
(bool_vdp_hide_plane_a, bool_vdp_hide_plane_b, bool_vdp_hide_plane_w,
bool_vdp_hide_sprites).
* VDP: improved sprites priority bit handling to fix sprites glitches in a
lot of games (Streets of Rage among others). This unfortunately makes
emulation slower.
* VDP: implemented sprites limitations (per-line, per-frame, dot overflow),
and enhanced masking (DGen/SDL now passes Nemesis´ sprite masking test
ROM).
* VDP: implemented sprites boxing, the ability to draw boxes around sprites
for debugging purposes.
* VDP: implemented 2-cell vertical column scrolling mode. This fixes video
glitches in several games (i.e. Psycho Pinball, Gunstar Heroes, Sonic 3).
* VDP: optimized tiles blitting (but it´s hard to notice).
* VDP: implemented sprite overflow and collision bits.
* VDP: forced data offset from the name table to wrap at 8K to fix video
glitches in some games games (such as Dragon Slayer I & II).
* Updated StarScream to version 0.26d (was previously 0.26a).
* Joysticks support has been reworked. They are now managed like the
keyboard, with similar names in the configuration file (joy_* instead of
key_*). Because of this, some configuration variables have been removed and
no longer work in DGen/SDL 1.32. Configuration files must be updated
manually.
* Implemented the ability to bind/unbind keys and joystick/joypad buttons to
arbitrary commands using bind_* variables. This replaces the similar
feature that only worked with joystick buttons.
* "calibrate_js" has been renamed "calibrate" and now works with both
keyboard and joystick events. Makes controllers configuration
straightforward.
* Implemented "bool_buttons" to display each pressed button in the status
bar. Helpful when configuring buttons manually.
* Documentation: updated manual pages for all of the above.
* Documentation: more files have been converted to Doxygen.
* Screenshot files names are now prefixed with the ROM name so they are
easier to find.
* Emulation bugfixes (code/address register cleared when writing a VDP
register, randomization of unused BUSREQ bits, VDP reset).
* Miscellaneous bugfixes (libarchive detection during configure, forced
flushing of debugger output, autoconf fixes, missed video resize events
during init).
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February 1st, 2013, 00:31 Posted By: wraggster
via http://emu-russia.net/en/
Sega Master System/Game Gear emulator for Android has been updated. Changes:
- Added CoverFlow-like 3D screenshot browser to the File Selector.
- Fixed hangups on Android 2.x device rotation with OpenGLES enabled.
- Added Change Log dialog showing up after each upgrade.
- Added "Rate Me" option to the change log dialog.
News source: https://play.google.com
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