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  • DCEmu Featured News Articles

    by Published on March 14th, 2010 16:50

    News via http://www.nintendomax.com/portal.php

    BALROG proposes a new homebrew coded with Micro Lua DS, "BigInvading" variant of Space Invaders.

    This time, it is a game whose principle is quite similar to that of a "Space Invaders" that I offer.
    There are still some differences, starting with the fact that the gameplay is even more simple. Rolling Eyes
    Anyway, I'll let you discover the thing, having said everything there is to know (or not Mr. Green) to play on our menu.
    On this, good fun!
    PS: Beware, these revolutionary graphics could offend sensitive souls. Laughing

    Version 0.8:
    Major improvements planned for the next version:
    -Make the game more fluid / fast at the beginning of the parties (perhaps using the canvas?).
    -To other types of enemies. ...
    by Published on March 14th, 2010 16:50

    News via http://www.nintendomax.com/portal.php

    BALROG proposes a new homebrew coded with Micro Lua DS, "BigInvading" variant of Space Invaders.

    This time, it is a game whose principle is quite similar to that of a "Space Invaders" that I offer.
    There are still some differences, starting with the fact that the gameplay is even more simple. Rolling Eyes
    Anyway, I'll let you discover the thing, having said everything there is to know (or not Mr. Green) to play on our menu.
    On this, good fun!
    PS: Beware, these revolutionary graphics could offend sensitive souls. Laughing

    Version 0.8:
    Major improvements planned for the next version:
    -Make the game more fluid / fast at the beginning of the parties (perhaps using the canvas?).
    -To other types of enemies. ...
    by Published on March 14th, 2010 16:47

    Updated release from Bob Fossil:

    Mankind's oldest enemy, the decimal numbers 1 to 5 have launched another audacious attack and it's up to you to stop them. They have one weakness - they self destruct when they are combined to make the number ten. Select numbers with the stylus and make tens to save the world.

    As you will gather after playing this game, it is the result of a couple of hours coding. It is also an 'homage' to a game I recently saw some video footage from.

    - Numbers have to be on the same horizontal line and add up to 10.
    - All hope is lost when the numbers break through the top of the screen.


    Just a very small update to add support for exit to menu: ...
    by Published on March 14th, 2010 16:47

    Updated release from Bob Fossil:

    Mankind's oldest enemy, the decimal numbers 1 to 5 have launched another audacious attack and it's up to you to stop them. They have one weakness - they self destruct when they are combined to make the number ten. Select numbers with the stylus and make tens to save the world.

    As you will gather after playing this game, it is the result of a couple of hours coding. It is also an 'homage' to a game I recently saw some video footage from.

    - Numbers have to be on the same horizontal line and add up to 10.
    - All hope is lost when the numbers break through the top of the screen.


    Just a very small update to add support for exit to menu: ...
    by Published on March 14th, 2010 16:43

    News/release from s_hansse

    I started right now to programm Glace DS.
    It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
    ...
    by Published on March 14th, 2010 16:43

    News/release from s_hansse

    I started right now to programm Glace DS.
    It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
    ...
    by Published on March 14th, 2010 16:40

    Pate has released a new version of his excellent Dos Emulator for the DS, heres whats new:

    This version contains some user interface changes in addition to various internal changes:

    New keyboard graphics by L.D. Ash from Violation Entertainment.
    The meaning of the debugger G and the NDS B button has been swapped. Thus, you get the keyboard back after going to the debugger with the B button, and touching G and v stays in the debugger screen.
    Shoulder L and R buttons scroll the zoomed screen horizontally, unless they are mapped to PC keys in the INI file.
    New "HDD led" on the bottom screen, so you can see when the game accesses the SD card.
    EGA refactoring, as mentioned in the previous blog post.
    A large number of EGA opcodes added, I think I have added all that had been mentioned in the debug logs I have received.
    The unknown INT10 call in Prince of Persia is now ignored.
    Several TEXT mode opcodes have been added, based on the debug logs.

    I planned to have mouse support in this version, but it turned out to be a much bigger issue than I had thought. I can't add a partial support, as that might make games that currently run crash into debugger with an unsupported mouse INT 33 function. So I'll need to code this properly, and I think that would take a couple of weekends. So, perhaps in the next version, but no promises.

    I also tested a couple of new games, Swap as was mentioned in the previous blog post, Simcity demo, and WORLD CLASS LEADER BOARD GOLF by Access Software. Simcity still has a "division by zero" problem, which does not happen in DOSBox, so that still needs some work. The golf game seems to work fine, though. It uses "REALSOUND" speaker sounds, which I believe means digitized sounds, and those are not supported properly in DSx86 yet. I might add support for those if I find a simple way to do that, but currently it just plays static.


    There have been quite a few unsupported INT call problems in the debug logs that I have received, however for these I have not done anything in this version. I looked at the types of INT calls they were about, and noticed that a great majority of them are using various DOS features that I haven't supported yet in DSx86. These will be my focus for the next version, along with the mouse support.
    ...
    by Published on March 14th, 2010 16:40

    Pate has released a new version of his excellent Dos Emulator for the DS, heres whats new:

    This version contains some user interface changes in addition to various internal changes:

    New keyboard graphics by L.D. Ash from Violation Entertainment.
    The meaning of the debugger G and the NDS B button has been swapped. Thus, you get the keyboard back after going to the debugger with the B button, and touching G and v stays in the debugger screen.
    Shoulder L and R buttons scroll the zoomed screen horizontally, unless they are mapped to PC keys in the INI file.
    New "HDD led" on the bottom screen, so you can see when the game accesses the SD card.
    EGA refactoring, as mentioned in the previous blog post.
    A large number of EGA opcodes added, I think I have added all that had been mentioned in the debug logs I have received.
    The unknown INT10 call in Prince of Persia is now ignored.
    Several TEXT mode opcodes have been added, based on the debug logs.

    I planned to have mouse support in this version, but it turned out to be a much bigger issue than I had thought. I can't add a partial support, as that might make games that currently run crash into debugger with an unsupported mouse INT 33 function. So I'll need to code this properly, and I think that would take a couple of weekends. So, perhaps in the next version, but no promises.

    I also tested a couple of new games, Swap as was mentioned in the previous blog post, Simcity demo, and WORLD CLASS LEADER BOARD GOLF by Access Software. Simcity still has a "division by zero" problem, which does not happen in DOSBox, so that still needs some work. The golf game seems to work fine, though. It uses "REALSOUND" speaker sounds, which I believe means digitized sounds, and those are not supported properly in DSx86 yet. I might add support for those if I find a simple way to do that, but currently it just plays static.


    There have been quite a few unsupported INT call problems in the debug logs that I have received, however for these I have not done anything in this version. I looked at the types of INT calls they were about, and noticed that a great majority of them are using various DOS features that I haven't supported yet in DSx86. These will be my focus for the next version, along with the mouse support.
    ...
    by Published on March 14th, 2010 16:31

    Sony's PlayStation Portable disc-based titles aren't going away anytime soon. During a session at the Game Developers Conference this past week, the company said it has no plans in abandoning the UMD format.

    The session was meant to inform independent developers about the marketplace advantages that exist on the PlayStation platform. When discussing the PSP, the company said its UMD format is "alive and well" and that all retail games will continue to be available on both a UMD disc and digitally on the PlayStation Network store.

    Sony also provided its latest life-to-date sales for the PSP platform. Since its North American release in 2005, sales have reached 17 million total units. Worldwide sales have now topped 60 million total units.

    Last October, Sony released the PSPgo, a UMD drive-less version of the original PSP that requires users to download titles directly off the PlayStation Network store. During last year's Tokyo Game Show, the company said it would remain committed to both versions, calling it a "dual platform strategy." Sony was unable to provide a solution to owners with UMD games who upgraded to the PSPgo due to "legal and technical reasons."

    http://uk.psp.ign.com/articles/107/1077450p1.html ...
    by Published on March 14th, 2010 16:31

    Sony's PlayStation Portable disc-based titles aren't going away anytime soon. During a session at the Game Developers Conference this past week, the company said it has no plans in abandoning the UMD format.

    The session was meant to inform independent developers about the marketplace advantages that exist on the PlayStation platform. When discussing the PSP, the company said its UMD format is "alive and well" and that all retail games will continue to be available on both a UMD disc and digitally on the PlayStation Network store.

    Sony also provided its latest life-to-date sales for the PSP platform. Since its North American release in 2005, sales have reached 17 million total units. Worldwide sales have now topped 60 million total units.

    Last October, Sony released the PSPgo, a UMD drive-less version of the original PSP that requires users to download titles directly off the PlayStation Network store. During last year's Tokyo Game Show, the company said it would remain committed to both versions, calling it a "dual platform strategy." Sony was unable to provide a solution to owners with UMD games who upgraded to the PSPgo due to "legal and technical reasons."

    http://uk.psp.ign.com/articles/107/1077450p1.html ...
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