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  • DCEmu Featured News Articles

    by Published on April 7th, 2009 13:08

    News/release from oNeJeZ

    Here's my first application ever made for PSP. FartiNator V1.0 (Fart Machine). Just for fun & laughs. Hope you all like it. Tell me what you think. Thanks.

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 13:08

    News/release from oNeJeZ

    Here's my first application ever made for PSP. FartiNator V1.0 (Fart Machine). Just for fun & laughs. Hope you all like it. Tell me what you think. Thanks.

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 12:59

    News/release from KylBlz



    About
    __________________________________________________ ________

    -A small shell with a windows-like interface, windows-like meaning with a task bar and desktop type environment.
    features a task bar on the bottom, letting you close and minimize programs.
    -The lack of memory for the sparta exploit means i could only include 2 programs. I have programmed Notepad
    with a danzeff keyboard, and Draw which is my own design.
    -This app works by getting the color of where you click to conserve memory, [so it doesnt have to keep
    track of locations/bounds] so dont click directly on text, but the block of color around it.

    Works on all PSP models [Phat 1000, Slim 2000, and Brite 3000] on all OFW up to 5.02.
    Also, it works on all current M33 firmware [most recent is 5.00 M33 - 6]

    Im open to suggestions, input, and bug reports! Just tell me and ill try to fix it, however if its about a file browser,
    save/load capability, or a bug where PSPDraw looses the picture, im already on it!
    __________________________________________________ ________

    Install
    __________________________________________________ ________

    -Get the gamesave exploit [i cant include it] and put it in MS>PSP>SAVEDATA
    -Move h.bin to the root of your memstick
    -DONE!
    __________________________________________________ ________

    Credits
    __________________________________________________ ________

    App by KylBlz
    Exploit by MaTiaZ
    SDK by Freeplay

    Thanks to:
    -Cory1492
    -the M33 team
    -everyone involved with the PSP toolchain
    -Lan.St programming community
    -forums on PS2dev.org
    -Eddie
    -PSPSokoban

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 12:54

    News/release from Caux

    Haaaa! Sunny days and return with them, the sun, the beach and the pool deck before.

    I therefore "Decrypt", a simple concept, which will keep you occupied during your tan on the beach.
    The goal is very simple, decrypt a coded message.
    Decrypt still very difficult game and only your intelligence will take you to victory.

    + 50 levels
    Graphics clear and clean you can play in full light.
    simple, quick tutorial.
    Very detailed help menu that will teach you the basics of simple decoding to solve puzzles.

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 12:49

    E P has released a new beta of Launchelf for the PS2. heres whats new:

    LaunchELF v4.39y beta (2009.04.06)
    -Merged in new MCMAN and MCSERV modules by jimmikaelkael
    -Modified FileBrowser to allow renaming of all MC file/folder objects
    -Fixed "DEVICE_UNITS" again, to really allow 10 USB drives/partitions in FTP

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 12:44

    News from the PCSX2 Team:

    As many people that actively check our SVN know, we are in the process of a completely new cross-platform GUI for PCSX2.

    But it would be quite dull to have a new GUI without a new logo, so we decided a fun thing to do would be to have a logo designing contest where people can show us their skills, and make the next official logo for PCSX2!

    The contest rules are simple:
    - Due by June 5th, 2009, but users can submit entries early in the "PCSX2 Logo Design Entries" thread.
    - The contest is free for anyone to enter, including people affiliated with the project.
    - You may enter as many entries as you like (though only one entry will be chosen.)
    - Winner will get their logo in our next release, and will be credited for their logo in our "about dialog."
    - Winner will be decided by PCSX2 team (in the event that the PCSX2 team likes our current logo better than the entries, we will have no winner)

    Logo restrictions:
    - Logo must contain the word 'PCSX2' (font/format/color is up to the designer)
    - Logo should be of reasonable size (our current logo is 380x180px, so size should be roughly similar)
    - Logo entry can be a modification of our current logo.
    - Logo should be submitted as a .png file.
    - You may submit an optional 64x64px Icon with your logo to be used as PCSX2's new icon (also should be a .png file).
    - All entries will be released under a Creative Commons license.
    - No copyrighted images may be used in the entries.

    So good luck! You can post your application in this thread HERE

    On other news,the PCSX2 guide has been fully updated for 0.9.6. So now it's the best time if someone wants to translate it to another language. You can submit your application in this thread HERE if the spot for that language is still open

    http://www.pcsx2.net/ ...
    by Published on April 7th, 2009 12:41

    News via pdroms

    Janken is a mulitplayer network only Stone, Paper, Scissor game by Masamune

    Revoilou me with a small homebrew rock paper scissors using the multi-lib liblobby (Octopus's Adventure is not dead but paused lol). This is the first version but I have the attention to leave another in a long time not to include a small graphic and other small stuff. Not really need any explanation (which does not play rock paper scissors? Lol), each player starts with 5 points and one that reaches 0 loses. I tried to find as many bugs as possible but it must have therefore still around, feel free to give me the list if you find any, it helps me a lot.



    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2009 12:25

    "The best-laid plans of mice and men often go awry."

    It's worth bearing this famous quote in mind when calling to mind the incredibly exciting Pandora handheld; when we interviewed the guys behind the project back in August 2008 the plan was to launch this groundbreaking machine at the start of 2009. It never happened.

    This was hardly a massive shock – given the ambitious nature of the venture, delays were always on the cards. However, we were keen to get the word straight from the horse's mouth and spoke to Craig Rothwell – one of the key figures behind Pandora – to bring you this exclusive interview.

    Pocket Gamer: The original release date for the Pandora has been and gone. Can you give us a little insight into why the launch has slipped and the issues you've encountered since we last spoke to you?

    Craig Rothwell: The main issue was our bank letting down our main distributor. Incredibly, once the bank saw how much interest there was in ordering the Pandora they decided it was too much of a risk to them and froze the account.

    I don't think they really believed some chaps from random places around the world could make something like the Pandora which, as far as they were concerned, took millions of dollars and a big company like Sony or Nintendo.

    So we had to start the whole process again.

    The silver lining from that was that the Pandora was able to go from 128MB to 256MB of RAM and have more internal NAND, too.

    How badly has the global 'credit crunch' impacted the production of the Pandora?

    The main issue is that because currencies have fluctuated so much the Pandora is more expensive in some countries now. Another issue is suppliers of parts such as the LCD no longer keep parts in stock, so built times are longer.

    I suppose it's best to start in this kind of situation, things can only get better. We are hardly going to let a bunch of bankers get the better of us.



    Some of the issues you've had to cope with are things that major companies like Nintendo and Sony would simply throw money at to solve, but you're obviously a smaller operation and don't have that option. Have there been any moments when you thought that perhaps what you are attempting might not be possible?

    Picture this: You get a new car, a sports car, and you and some friends take it for a spin, off on to the moors.

    Then the car starts to misfire; then it gets dark. You don't have a map.

    At this point you of course have to find a solution and work though it, and that's rather how the Pandora project went and maybe that's the best position to be in – because you know you have to solve things and you come up the next morning smiling.

    It's probably true that if we went back to the start we would not try something quite so ambitious, good thing we didn't know then what we know now or the Pandora might not have happened.

    How has the community dealt with the delays?

    They have been very good about it; they (and usually any niche market) are used to delays as it's the nature of cutting-edge projects. At the same time we have been able to get drivers for the 3D chip going and post them on going videos of what is happening.

    Have you had to make any significant changes to the hardware or case design as the device moves closer to the stage of mass production?

    The only changes we have made are improvements; I don't think we would dare downgrade anything!

    How is the software side of things progressing? Has the operating system been completed and what kind of emulators and applications are supported at present?

    Due to the delay this is one area which has gone on leaps and bounds, rather than getting a v0.1 OS customers are going to be seeing a very mature OS from the start with things like 3D and Video acceleration from the start. Quake III runs, high resolution video plays and full desktops operate smoothly.



    When the final unit ships what kind of software do you expect to bundle with it?

    We expect to ship with a basic OS which will be able to run in iPhone-like 'big icons' set up, or you will be able to choose to run a full desktop like you would see on a PC. There will also be stuff like Firefox, other applications, games and demos to show off the hardware.

    Once the first lot of units is out of the door will you be concentrating solely on software or will you be looking to tweak the hardware, pending feedback from the community?

    Well we hope the hardware will be pretty solid. Then the next step is to ramp up production and see just how big the project can get. We will always be updating the OS but the neat nature of open source means a lot of this is done for us.



    It's been hinted that commercial games might become a reality on the Pandora. Can you give us a little more information on this? Have you been approached by any interested publishers or developers?

    There are some interested in the OMAP3 platform which the Pandora uses – this is quite a unique situation; the Pandora does not need to attract developers by itself, the OMAP3 platform does – which is to be in millions ...
    by Published on April 7th, 2009 12:25

    "The best-laid plans of mice and men often go awry."

    It's worth bearing this famous quote in mind when calling to mind the incredibly exciting Pandora handheld; when we interviewed the guys behind the project back in August 2008 the plan was to launch this groundbreaking machine at the start of 2009. It never happened.

    This was hardly a massive shock – given the ambitious nature of the venture, delays were always on the cards. However, we were keen to get the word straight from the horse's mouth and spoke to Craig Rothwell – one of the key figures behind Pandora – to bring you this exclusive interview.

    Pocket Gamer: The original release date for the Pandora has been and gone. Can you give us a little insight into why the launch has slipped and the issues you've encountered since we last spoke to you?

    Craig Rothwell: The main issue was our bank letting down our main distributor. Incredibly, once the bank saw how much interest there was in ordering the Pandora they decided it was too much of a risk to them and froze the account.

    I don't think they really believed some chaps from random places around the world could make something like the Pandora which, as far as they were concerned, took millions of dollars and a big company like Sony or Nintendo.

    So we had to start the whole process again.

    The silver lining from that was that the Pandora was able to go from 128MB to 256MB of RAM and have more internal NAND, too.

    How badly has the global 'credit crunch' impacted the production of the Pandora?

    The main issue is that because currencies have fluctuated so much the Pandora is more expensive in some countries now. Another issue is suppliers of parts such as the LCD no longer keep parts in stock, so built times are longer.

    I suppose it's best to start in this kind of situation, things can only get better. We are hardly going to let a bunch of bankers get the better of us.



    Some of the issues you've had to cope with are things that major companies like Nintendo and Sony would simply throw money at to solve, but you're obviously a smaller operation and don't have that option. Have there been any moments when you thought that perhaps what you are attempting might not be possible?

    Picture this: You get a new car, a sports car, and you and some friends take it for a spin, off on to the moors.

    Then the car starts to misfire; then it gets dark. You don't have a map.

    At this point you of course have to find a solution and work though it, and that's rather how the Pandora project went and maybe that's the best position to be in – because you know you have to solve things and you come up the next morning smiling.

    It's probably true that if we went back to the start we would not try something quite so ambitious, good thing we didn't know then what we know now or the Pandora might not have happened.

    How has the community dealt with the delays?

    They have been very good about it; they (and usually any niche market) are used to delays as it's the nature of cutting-edge projects. At the same time we have been able to get drivers for the 3D chip going and post them on going videos of what is happening.

    Have you had to make any significant changes to the hardware or case design as the device moves closer to the stage of mass production?

    The only changes we have made are improvements; I don't think we would dare downgrade anything!

    How is the software side of things progressing? Has the operating system been completed and what kind of emulators and applications are supported at present?

    Due to the delay this is one area which has gone on leaps and bounds, rather than getting a v0.1 OS customers are going to be seeing a very mature OS from the start with things like 3D and Video acceleration from the start. Quake III runs, high resolution video plays and full desktops operate smoothly.



    When the final unit ships what kind of software do you expect to bundle with it?

    We expect to ship with a basic OS which will be able to run in iPhone-like 'big icons' set up, or you will be able to choose to run a full desktop like you would see on a PC. There will also be stuff like Firefox, other applications, games and demos to show off the hardware.

    Once the first lot of units is out of the door will you be concentrating solely on software or will you be looking to tweak the hardware, pending feedback from the community?

    Well we hope the hardware will be pretty solid. Then the next step is to ramp up production and see just how big the project can get. We will always be updating the OS but the neat nature of open source means a lot of this is done for us.



    It's been hinted that commercial games might become a reality on the Pandora. Can you give us a little more information on this? Have you been approached by any interested publishers or developers?

    There are some interested in the OMAP3 platform which the Pandora uses – this is quite a unique situation; the Pandora does not need to attract developers by itself, the OMAP3 platform does – which is to be in millions ...
    by Published on April 7th, 2009 12:19

    The giana returns team have posted a new video of their game that should be coming one day to gp2x/wiz/pandora/gp32:

    The Gianas Return Team has posted the final and last video of their soon coming "The Great Giana Sisters" sequel. It is a two minute trailer video and really increases mood for more. The first release is planed for the GP2x console. GP32 might be a matter of CPU power. Wiz and Pandora versions are almost certain, along with other systems.

    ...
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