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  • DCEmu Featured News Articles

    by Published on April 6th, 2010 16:05

    Sony has revealed a number of details on the PlayStation Move, including its battery life - around 10 hours - and the existence of an external port located on the underside of the controller - which it says licensees can ask it about.

    According to PlayStation R&D manager Richard Marks, the controller - which uses both motion sensors and the PlayStation Eye camera to track movement - offers the "absolute best tracking".

    Detection of the Z-axis is the only way a motion controller can work convincingly in 3D games, Marks told Kotaku.

    "You can punch in Z," he said, adding that the Wii allows that too, but that the PS3 actually enables players to reach into a 3D world and manipulate objects.

    The Move can be detected in the Z-plane at all times, he said, and with 60fps precision based on the Eye's detection of the position and relative size of the controller's coloured sphere.

    Hinting at future possibilities for the Move, Marks highlighted the external port on the bottom of the controller, which hasn't yet been used in demo.

    "I think there's a lot of options with having this thing being part of another peripheral, with something bigger that you would hold," Marks explained. "We've had a lot of talks with our licensees about what would make sense for this... We do have this USB cord [at the base of the wand] which is how you charge it. We also have this external port which is proprietary. Our licensees can talk to us about it."

    "We don't use it right now for anything, but it has data and power, I guess I can say that much."

    As well as confirming a battery life of around 10 hours before the controller would need re-charging via the USB port, Marks said that the Move will work in perfect darkness, although admitted that bright sunlight or a sudden change in light conditions could cause it problems.

    "Dark is perfect," he said. "Dark is great." Direct bright sunlight on the camera would cause problems, he said, but he pointed out that people don't usually play games with the sun shining into their televisions.

    "For a typical little bit of clouds going past the sun and stuff, you wouldn't ever need to re-calibrate that," he said. "In a case where it's really strong sunlight versus not-sunlight, you probably would have to re-calibrate that."

    Marks also said the Move is significantly more sensitive than its competitor controllers.

    "You could spin it all the way around eight times in one second," he said. "You can't [physically] do that, but in a short time you could get a burst [that fast]."

    The Eye captures at 60fps, he said, while the rate of the data transmitted from the Move is "much higher".

    He added that the Move can be used from between three and 10ft away from the PlayStation Eye camera.

    "The kind of sweet spot everyone uses for the games is five to 10 feet," he said. At 10ft, the Eye can capture footage 12ft across and has a field of view of 75 degrees, he added.

    The first Sony Move games - as well as the controller's official name - were unveiled at this year's GDC. Sony also revealed the Move controller's 'sub-controller', which works similarly to the Wii nunchuk, and a sub-$100 price tag. The hardware is due to be launched this 'fall'.

    http://www.gamesindustry.biz/article...-best-tracking ...
    by Published on April 6th, 2010 16:04

    Sony Computer Entertainment has said that the latest firmware upgrade will disable the Install Other OS feature of the PlayStation 3, meaning those that upgrade will be unable to run Linux on the home console.

    Dropping support for Linux is down to "security concerns" according to Sony. Last month, notorious hacker George Hotz released an exploit for the console, allowing read/write access to the PlayStation 3 via Other OS and Linux.

    The PS3 Firmware 3.21 will be released this Thursday, and although users are not forced to upgrade, the console will be unable to access the PlayStation Network and play any games or movies that will take advantage of the new firmware, as well as miss out on future upgrades and features.

    The Other OS feature was dropped from the newer PlayStation 3 model by default when it was released last year.

    Although no figures are available on how many PS3 users have installed Linux on the PlayStation 3 – and Sony indicates that it's only a small percentage – predictably the official PlayStation blog is being swamped with complaints and disappointment.

    According to Eurogamer's Digital Foundry blog, the move is a "pre-emptive strike" against the possibility of the hardware running cracked games in the future.

    "In taking such a measure to counter the hack, the logical conclusion is that Sony wants to the limit overall number of PS3s out there potentially capable of running copied games - an extraordinary pre-emptive strike against the possibility of piracy," wrote Richard Leadbetter.

    Sony warned that any users that currently run Linux on the console should back-up valuable data on the Other OS partition of the hard drive, as once upgraded to firmware 3.21 they "will not be able to access that data following the update."

    http://www.gamesindustry.biz/article...urity-concerns ...
    by Published on March 28th, 2010 21:53

    Soulanger has posted a new video and news that his Gaming OS for DS is to appear soon, heres the video:

    http://www.youtube.com/watch?v=t0aJLo3etaY
    ...
    by Published on March 28th, 2010 21:53

    Soulanger has posted a new video and news that his Gaming OS for DS is to appear soon, heres the video:

    http://www.youtube.com/watch?v=t0aJLo3etaY
    ...
    by Published on March 28th, 2010 21:49

    News via http://www.neoflash.com/forum/index.....html#msg45233

    << ...I've got another menu update for you guys to try.

    The biggest news here is that it lists up to 8 games at once. The choise of colors are a bit bad since I haven't bothered changing the palette. This list of games should probably be some shade of gray instead, with the currently highlighted game in white. Would make it easier to read IMO .... >>
    ...
    by Published on March 28th, 2010 21:48

    Janmulder has posted a new release of his game for the DS:

    My new game is called BallyWally.
    The intention is to get the Ball in the hole.
    The only way to do that is to turn the rectangle.
    In the Menu you can choose:
    Full: Play the game and try to unlock new levels (last level is 5 for now).
    Level: Choose a level to play (you first need to unlock them).
    Save: Save the game (records and unlocked levels).
    Records: Shows the records on the top screen.


    Update:
    - added points
    - added credit list
    - added level 7 8 and 9
    - added shop (nothing in there yet)
    - added letters TILT in bottom screen

    if you just want all the levels to test them, press A in the menu. ...
    by Published on March 28th, 2010 21:48

    Janmulder has posted a new release of his game for the DS:

    My new game is called BallyWally.
    The intention is to get the Ball in the hole.
    The only way to do that is to turn the rectangle.
    In the Menu you can choose:
    Full: Play the game and try to unlock new levels (last level is 5 for now).
    Level: Choose a level to play (you first need to unlock them).
    Save: Save the game (records and unlocked levels).
    Records: Shows the records on the top screen.


    Update:
    - added points
    - added credit list
    - added level 7 8 and 9
    - added shop (nothing in there yet)
    - added letters TILT in bottom screen

    if you just want all the levels to test them, press A in the menu. ...
    by Published on March 28th, 2010 21:43

    Pate has released a new version of the Dos emulator for the DS:

    This version has the following major changes/improvements:

    CGA mode is forced to be blitted even if you have selected Direct mode. I believe the blitted mode is fast enough for all CGA games, and removing the direct mode made the code smaller and simpler, and there is no danger of the game stopping because of an unsupported CGA graphics opcode any more.
    TEXT mode is now also using a blitted screen copy method with a dirty buffer, so it is reasonably fast, and it too supports now all possible opcodes to access the display RAM.
    About a dozen new EGA opcodes added.
    About a dozen new DOS interrupts are supported, including some DOS internal functions that are needed by software like Norton Sysinfo, and old FCB file functions that are needed by very old games like Ultima 3.
    Fixed bugs in "!" key, DOS memory resize function, division opcode, and 0xE000 segment memory access when not mapped to an EMS page.

    I added all the DOS functions that Norton Sysinfo needs, so I can now run it on the real hardware and check the CPU emulation speed. I also added (partially faked) disk parameter block handling, which reads the data from the SD card partition and presents it like it was a hard disk (I have a 2GB SD card in my DS Lite). It looks to me like Sysinfo reads the media descriptor byte at the wrong offset, it should be 0xF8 and I have put 0xF8 to the offset I believe is correct, yet Sysinfo displays it as 0xFF.


    The CPU speed bar changes between 10.6, 10.7 and 10.8 depending on whether the screen update mode is 60 FPS, 30 FPS or 15 FPS. Back in November last year the CPU speed showed 11.3 when running on real hardware, so my CPU core has gotten a little bit slower while I have been adding features to it. I'll probably look into optimizing it further after I have added the most important missing features.

    Plans for the next two weeks (which include my Easter vacation) are to add mouse support, and then I would like to implement more graphics modes. Probably the VGA ModeX would be the most useful, although the higher-resolution EGA/VGA modes might be somewhat simpler to implement, as I can use the same opcodes, only the screen blitting function needs to be changed.
    ...
    by Published on March 28th, 2010 21:43

    Pate has released a new version of the Dos emulator for the DS:

    This version has the following major changes/improvements:

    CGA mode is forced to be blitted even if you have selected Direct mode. I believe the blitted mode is fast enough for all CGA games, and removing the direct mode made the code smaller and simpler, and there is no danger of the game stopping because of an unsupported CGA graphics opcode any more.
    TEXT mode is now also using a blitted screen copy method with a dirty buffer, so it is reasonably fast, and it too supports now all possible opcodes to access the display RAM.
    About a dozen new EGA opcodes added.
    About a dozen new DOS interrupts are supported, including some DOS internal functions that are needed by software like Norton Sysinfo, and old FCB file functions that are needed by very old games like Ultima 3.
    Fixed bugs in "!" key, DOS memory resize function, division opcode, and 0xE000 segment memory access when not mapped to an EMS page.

    I added all the DOS functions that Norton Sysinfo needs, so I can now run it on the real hardware and check the CPU emulation speed. I also added (partially faked) disk parameter block handling, which reads the data from the SD card partition and presents it like it was a hard disk (I have a 2GB SD card in my DS Lite). It looks to me like Sysinfo reads the media descriptor byte at the wrong offset, it should be 0xF8 and I have put 0xF8 to the offset I believe is correct, yet Sysinfo displays it as 0xFF.


    The CPU speed bar changes between 10.6, 10.7 and 10.8 depending on whether the screen update mode is 60 FPS, 30 FPS or 15 FPS. Back in November last year the CPU speed showed 11.3 when running on real hardware, so my CPU core has gotten a little bit slower while I have been adding features to it. I'll probably look into optimizing it further after I have added the most important missing features.

    Plans for the next two weeks (which include my Easter vacation) are to add mouse support, and then I would like to implement more graphics modes. Probably the VGA ModeX would be the most useful, although the higher-resolution EGA/VGA modes might be somewhat simpler to implement, as I can use the same opcodes, only the screen blitting function needs to be changed.
    ...
    by Published on March 28th, 2010 21:16

    The first map pack for Modern Warfare 2, “Stimulus Package”, hasn’t even been released yet, and there are talks of continuing DLC for the title. And why not? Modern Warfare 2 was an immense success, and the DLC for it will certainly follow in its virtual footsteps.

    Infinity Ward’s community manager Robert Bowling, recently spoke with NowGamer on upcoming DLC for Modern Warfare 2, plus the price of the first map pack. The latter has been under fire for it’s price, which is a hefty $15 price tag(with five maps, that’s $3 a map). Bowling defended the price of the map pack, saying it was “worthwhile.”

    “I have no doubt that anyone who downloads this map pack is going to get their money’s worth. They’re going to feel their investment is worthwhile. Because if you’re playing Modern Warfare 2 like myself or many other people do every night, that’s actually going to give you a bunch of new mileage and a bunch of extra gameplay – to really explore and discover them and to really, you know, come up with new tactics and experience them in a whole new way. Regardless of what the price is you’re going to feel your money’s well-spent.”

    Also during the talk, Bowling also confirmed that at least one more DLC pack is being planned for Modern Warfare 2. In the original Modern Warfare, the spectacular title only received one pack, so it’s a nice change to see more commitment in the DLC area.

    “We’re definitely going to do at least one more DLC pack, but the direction of it and specifically what we’re going to do hasn’t been determined yet.”

    The Modern Warfare 2 “Stimulus Package” DLC hits PSN on April 30th.

    http://playstationlifestyle.net/2010...ing-explained/ ...

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