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  • DCEmu Featured News Articles

    by Published on February 28th, 2010 20:42

    Since 2006, Apple has regularly audited its manufacturing partners to ensure that they conform to Apple's Supplier Code of Conduct (ASCC), which essentially codifies Western ethical standards with regard to the environment, labor, business conduct, etc. Core violations of ASCC 'include abuse, underage employment, involuntary labor, falsification of audit materials, threats to worker safety, intimidation or retaliation against workers in the audit and serious threats to the environment. Apple said it requires facilities it has found to have a core violation to address the situation immediately and institute a system that insures compliance. Additionally, the facility is placed on probation and later re-audited.' Apple checks 102 facilities, most of which are located in Asia, and these facilities employ 133,000 workers. The most recent audit of Apple's partners revealed 17 violations of ASCC. The violations include hiring workers who were as young as 15 years of age, incorrectly disposing of hazardous waste, and falsifying records. In Apple's recently released Supplier Responsibility 2010 Progress Report (PDF), they condemned the violations and threatened to terminate their business with facilities that did not change their ways.

    http://apple.slashdot.org/story/10/0...abor-Discovery ...
    by Published on February 27th, 2010 23:56

    News/release from http://www.codetactics.com/



    Hi everyone. Justin and I (the codetactics team) have just released v 1.01 of Mobile Assault (formally known as Apollonia).

    It's been more that 6 months since we released 0.04a and a lot of improvements have been made. The most notable changes are:
    - New title
    - iPhone build
    - More missions
    - Textured units
    - Upgrades
    - More airstrikes
    - Online leaderboard (so you can see iPhone v PSP users)

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:56

    News/release from http://www.codetactics.com/



    Hi everyone. Justin and I (the codetactics team) have just released v 1.01 of Mobile Assault (formally known as Apollonia).

    It's been more that 6 months since we released 0.04a and a lot of improvements have been made. The most notable changes are:
    - New title
    - iPhone build
    - More missions
    - Textured units
    - Upgrades
    - More airstrikes
    - Online leaderboard (so you can see iPhone v PSP users)

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:52

    News via http://x360.gx-mod.com/modules/news/...p?storyid=2538

    Zouzzz proposes a new utility that lets you download fast and simple previews for Freestyle XBOX 360 Dashboard 1.08 & + (Previews hosted on the site http://www.previews360.aidoparticuliers.com).

    Note: Preview is just a "downloader" Zouzzz is and will in no way responsible for lists (for downloading) provided by the respected site http://www.previews360.aidoparticuliers.com.
    For errors of archive files that do not exist, buggy lists etc. ... inform the site administrators named above. ...
    by Published on February 27th, 2010 23:51

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9187

    Nicky2 for Dingux

    Yoannd26 GX-MOD.com
    http://gueux-forum.net/index.php?showforum=276

    Mth to thank you for the scale of the surface
    And thank you to Gradew

    This port is based on the engine Gregory Montoir (http://cyxdown.free.fr/nicky/) sources have become unavailable I based on sources Deniska PSP
    -------------------------------------------------- --------------------------------

    Installation:

    -Unzip the archive and place the file in your nicky2 Dingoo.
    Run-./nicky2.dge

    Controls:

    At the start of the game, press B to start a game.

    DPAD Right = Right
    DPAD Left = Left
    DPAD Up = Jump
    DPAD Down = Down
    B / Y = Fire
    A = Jump
    X = Inventory
    Right Trigger = Change Level
    Left trigger = Cheats code gives all bonuses
    START = Pause
    SELECT = Exit

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:44

    News via http://baro.drunkencoders.com/blog/16

    This is a tool I’ve made to develop Tanuki Tail, but decided to release because I’m so awesome and helpful.

    BaSS is a script language toolkit I’ve made (and still work on from time to time). It lets you create script files that use a script language of your invention. For example, if you are making an RPG you may want to create scripts for your NPC events. For example, when you talk to someone make him face you, load a text, print the text, maybe give or take an item, etc. It also has other uses, like event animations (example: “walk two tiles up, then turn around, make the character jump…”) or anything that comes into mind. After all, the final result is an array of bytes with the meaning you gave to them.

    The current toolkit consists of two tools, Luthier and Performer, both of which are command line text parsers. The toolkit comes with a manual that explains pretty much everything.

    Luthier creates BaSS language files from text files. This is, the collection of commands you want to use to compile scripts with Performer. Read the manual and example to get a better idea, but, a quick one:
    5 loadtext 1 2 textID
    6 printloadedtext 0
    X print 1 2 textID // loadtext textID \ printloadedtext
    These three lines would put two commands and a construct in the language:

    Command number 5, named “loadtext”, which receives one parameter of length two (bytes), called textID
    Command number 6, named “printloadedtext”, which receives no parameters.
    Construct “print”, which receives one parameter of length 2 (bytes) called textID. This gets translated into “loadtext textID” and “printloadedtext”
    As you can see, this also implements constructs, which are something similar to macros in C. A construct is translated as one of more commands with parameters (constant or parameters of the construct), which is useful for common script lines, aliases (multiple names) of a command, or, with label references, jump commands.
    Presumably, loadtext would load a text reference into some buffer, printloadedtext would output it, and print would do both things.

    Luthier also lets you define things like maximum script file size, coordinate types size (each script has two coordinates: bank and script, and offset as an offset in the script file), endianess of data bigger than one byte, file extension, etc.

    The second tool is Performer, which is the actual script compiler. Given a text source file and a language file (created with BaSS), generates a file containing the array of bytes that represent such script. For example, with the previous commands, the script
    loadtext 10
    printloadedtext
    print 11
    would generate a script with the bytes 5 10 6 5 11 6, which would, presumably, output texts number 10 and number 11. Constructs get translated into the commands they mean

    It is possible to #define things with a %DEFINE directive.
    It is also possible to insert labels. Labels are references to a script bank-script-offset coordinate, and can be added in a script to create a reference to that exact point of the script. You can create constructs that accept Label or Extlabel types, and then, when compiling, Performer looks up that label. If it’s a Label, it looks in the current script. If it is an Extlabel, it looks in a labels file, where all the labels from compiled scripts are stored.

    Once you have your language defined, you have to implement the commands into your game. The logical way to do this is sequentially, with jumps of needed, by creating a while loop that reads the whole array byte by byte and running each command depending on the byte read (with a switch statement, for example).

    This is a beta. There is a lot to improve and a lot of code to clean. Once the code is cleaned enough so it doesn’t embarrass me, I’ll release version 1, which will be open source.
    Feedback is welcomed, being it praise, bug reports, comments, questions…

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:44

    News via http://baro.drunkencoders.com/blog/16

    This is a tool I’ve made to develop Tanuki Tail, but decided to release because I’m so awesome and helpful.

    BaSS is a script language toolkit I’ve made (and still work on from time to time). It lets you create script files that use a script language of your invention. For example, if you are making an RPG you may want to create scripts for your NPC events. For example, when you talk to someone make him face you, load a text, print the text, maybe give or take an item, etc. It also has other uses, like event animations (example: “walk two tiles up, then turn around, make the character jump…”) or anything that comes into mind. After all, the final result is an array of bytes with the meaning you gave to them.

    The current toolkit consists of two tools, Luthier and Performer, both of which are command line text parsers. The toolkit comes with a manual that explains pretty much everything.

    Luthier creates BaSS language files from text files. This is, the collection of commands you want to use to compile scripts with Performer. Read the manual and example to get a better idea, but, a quick one:
    5 loadtext 1 2 textID
    6 printloadedtext 0
    X print 1 2 textID // loadtext textID \ printloadedtext
    These three lines would put two commands and a construct in the language:

    Command number 5, named “loadtext”, which receives one parameter of length two (bytes), called textID
    Command number 6, named “printloadedtext”, which receives no parameters.
    Construct “print”, which receives one parameter of length 2 (bytes) called textID. This gets translated into “loadtext textID” and “printloadedtext”
    As you can see, this also implements constructs, which are something similar to macros in C. A construct is translated as one of more commands with parameters (constant or parameters of the construct), which is useful for common script lines, aliases (multiple names) of a command, or, with label references, jump commands.
    Presumably, loadtext would load a text reference into some buffer, printloadedtext would output it, and print would do both things.

    Luthier also lets you define things like maximum script file size, coordinate types size (each script has two coordinates: bank and script, and offset as an offset in the script file), endianess of data bigger than one byte, file extension, etc.

    The second tool is Performer, which is the actual script compiler. Given a text source file and a language file (created with BaSS), generates a file containing the array of bytes that represent such script. For example, with the previous commands, the script
    loadtext 10
    printloadedtext
    print 11
    would generate a script with the bytes 5 10 6 5 11 6, which would, presumably, output texts number 10 and number 11. Constructs get translated into the commands they mean

    It is possible to #define things with a %DEFINE directive.
    It is also possible to insert labels. Labels are references to a script bank-script-offset coordinate, and can be added in a script to create a reference to that exact point of the script. You can create constructs that accept Label or Extlabel types, and then, when compiling, Performer looks up that label. If it’s a Label, it looks in the current script. If it is an Extlabel, it looks in a labels file, where all the labels from compiled scripts are stored.

    Once you have your language defined, you have to implement the commands into your game. The logical way to do this is sequentially, with jumps of needed, by creating a while loop that reads the whole array byte by byte and running each command depending on the byte read (with a switch statement, for example).

    This is a beta. There is a lot to improve and a lot of code to clean. Once the code is cleaned enough so it doesn’t embarrass me, I’ll release version 1, which will be open source.
    Feedback is welcomed, being it praise, bug reports, comments, questions…

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:41

    News/release from janmulder

    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.

    In the Levels you can press Back to go back to Menu.
    The rectangle shows you how the plate is turned (3D).

    A message appears when something happens.
    I guess that was it.

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:41

    News/release from janmulder

    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.

    In the Levels you can press Back to go back to Menu.
    The rectangle shows you how the plate is turned (3D).

    A message appears when something happens.
    I guess that was it.

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2010 23:38

    News/release from Mozzie

    I forgot to put this one in finished projects heres Graph DS.

    Download and Give Feedback Via Comments ...

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