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  • DCEmu Featured News Articles

    by Published on February 17th, 2009 20:45

    News/release from Eskema

    Well well its me again, ill bring u guys a new puzzle game, or maybe it is. You are a drunk guy who needs to go to the bar, so you "only" need to reach the bar (sounds simple huh?).

    There are money in various colors and trashcans, so the green with green, blue with blue, etc,etc, each item unlock your way through the level.
    You can carry only ONE item of each, if you try to get more than one, they be discarted.
    If you stuck in any level you can restart it with TRIANGLE, select brings back to menu screen, and start select any menu option.

    The game has only 5 levels, so if anyone want to contribute and make more levels i will be proud and include in final release. Contact me and i show you how the map's editor work.

    Now the worse part, be adviced, this screens can cause you disorders and bla bla XDD

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:38

    News/release from manatails007

    PSPBTCNF BIN tool v2 by manatails007(Seungju Kim)

    This tool allows you to modify PSPBTCNF BIN files(pspbtjnf.bin, pspbtknf.bin, pspbtlnf.bin)

    Usage:
    copy PSPBTCNFtool to ms0:/PSP/GAME

    Press X to extract BIN files to ms.
    -it will be saved as text format at the root directory of memory stick. now you can edit it with your text editor

    Press TRIANGLE to build BIN files
    -convert your modified text files to BIN format

    Press SQUARE to flash BIN files
    -it flashes your new edited BIN files to flash0.
    WARNING: PLEASE BUILD BIN FILES FIRST! OR THIS WILL BRICK YOUR PSP

    ChangeLog

    -v2 : added Slim PSP support

    -v1 : initial release

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:34

    News via gxmod

    ooyamaneko announces that Dack has released an updated verion of his wiiscrubber software.

    The resulting disc is a disc Trucha signed, so you have to use one of several ways to launch these discs ... modchip, loading software, etc ...

    Discs should be launched with the Multiboot application (included in the package) from the Homebrew Channel ...

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:26

    Terminal Reality officially announced today their revolutionary next-generation development platform, the Infernal Engine. This new technology powers the much-anticipated Ghostbusters: The Video Game, a continuation of the Ghostbusters story. Terminal Reality will also license the Infernal Engine to third parties and is currently scheduling private meetings at the DICE Conference this February 17 – 20 in Red Rock, NV.

    The Infernal Engine offers excellent cross platform support and is compatible with all of the leading gaming systems as well as the PC. Thanks to the extensive experience of the team at Terminal Reality, the Infernal Engine takes full advantage of next generation hardware while scaling easily to all systems. Veteran monster-killer The Stranger (from Terminal Reality's 1999 hit title NOCTURNE) appears here in his new incarnation, updated to take full advantage of Infernal Engine's latest tech advances. The Stranger will be featured in upcoming Infernal Engine technology demos.

    The Stranger.The Infernal Engine provides an advanced physics solution, powerful particle system, and rendering features that provide ultra-realistic environments and characters. On top of a great feature set, the Infernal Engine comes with best-in-class support and a streamlined content pipeline to maximize productivity.

    "Terminal Reality's Infernal Engine is a breakthrough in efficiency for game development middleware. Our licensees can leverage their work across more platforms, in less time, than any other engine – giving them a competitive edge critical for success," said Joe Kreiner, VP of Sales and Marketing with Terminal Reality. "Our licensees get stunning visuals, fast time to market, and the support of Terminal Reality - one of most experienced independent game developers in the industry."

    "Infernal's integrated toolset and speedy build process help us prototype levels and gameplay quickly. Our artists have a lot of control over the look of the game compared to other popular engines. Additionally, the pipeline allows painless model importing and their material system is easy to use. The built-in scripting system and object tools allow designers and artists to be more flexible with limited resources, while the cross-platform nature of Infernal reduced our overall multi-SKU development risk," said Dan Irish CEO, Threewave Software.

    Terminal Reality will be showing the Infernal Engine to interested developers and publishers by appointment only at the DICE Conference in Red Rock, NV from February 17 – 20, 2009. Companies interested in the Infernal Engine licensing information can visit www.infernalengine.com or email [email protected] with a DICE appointment request.

    Atari has released new gameplay assets from Ghostbusters: The Video Game, a title based on the classic films and featuring the original film cast: Bill Murray, Dan Aykroyd, Harold Ramis and Ernie Hudson. When Manhattan is once again overrun by ghosts, players take on the role of a new recruit joining the Ghostbusters team. The game is being developed by Terminal Reality and Red Fly Studios for the Xbox 360, PS3, PC, PS2, Nintendo Wii and Nintendo DS. Ghostbusters: The Video Game is expected on June 16th, 2009 in North America and June 19th, 2009, worldwide.

    "In taking on such a storied franchise as Ghostbusters, everyone at Terminal Reality was determined to create a unique gaming experience that would excite and enthrall fans of the original movies," said Kreiner.

    http://uk.ps3.ign.com/articles/954/954531p1.html ...
    by Published on February 17th, 2009 20:21

    Brunni has released a great looking Sonic game for the GBA, heres the details:



    Something held me to the heart ... For so long that I tried to resume but did not succeed, it is time to face reality once and for all and declare the project closed (to be launched by fashion Nhut)
    But as this project is enormously important to me because here was one of the major projects of the former PA, I want to post here and share them with those who might be missed, since he not been taken from the old forum.

    It is a clone of Sonic on Mega Drive, a technical challenge to reproduce the original gameplay. The project was started in late 2003 on the TI-89 (calculator) if I remember correctly. The discovery of the GBA, its large color screen and responsive immediately motivated me to bring the code on it. After a small demo Mario (available here), it also brought a soft TI who wanted to be like Mario Land, as I started the adventure.

    The project then evolved on the basis of criticism and assistance of members of PA. I remember the first version of the engine that I presented with a physical in the west but just Sonic 1 and BG (no subject) took more than 100% of the CPU of the console ... then came to add a lot of features and the engine is below the 40% CPU ... Among these are:
    - Infinite number of tiles (not limited VRAM) for dynamic loading
    - Infinite number of tiles and palettes for the sprites, as well as sprites themselves by a similar trick
    - Effects of variable scrolling on a given plane and management of water levels by reparameterization of the palette via VCOUNT interruptions, the next is reparamétrée once the other completed (there was therefore no HBLANK)
    - Audio mixer based on a single channel ADPCM (for music) and 4-channel PCM (for sfx)
    - System managed pixel text with variable width fonts, allowing debugging and a compact menu


    The physics engine, object management and collisions was designed without using the original code, but just by observation (that fortunately constants chosen by the Sonic Team are relatively easy to guess). So a simple code = fair
    Then the project has continued and Phoebius, big fan of Sonic, joined me. Originally, we wanted to make new levels, with graphics in the style of Sonic Mega Drive. Unfortunately the term motivation is happened ...
    There are some prototypes, presented on the following son:
    http://forums.sonicretro.org/index.php?showtopic=4813
    http://forums.sonicretro.org/index.php?showtopic=8300

    For the first time, the source code is provided. I have updated to be able to compile the latest version of devkitpro (I say hell no, so many things change over the install personal HAM I had at the time) and including Sonic the Development Kit. The SDK is his nickname in the form of a simple project that uses the object files and allows the engine to add new levels, objects, behaviors and Sonic the code without touching the engine. It was used so that Phoebius, who knew no code, creates his own enemies and levels while I was working on the engine.
    Includes all the tools you need, except GBA Graphics (it available on my site). From memory it has:
    - SpriteCutter to create scripted sprites in several parts
    - All: to centralize the definitions in a file. H
    - Wav2son and Wav2bgm: to convert the music and sound effects

    Hoping that this will drive away the ghosts that haunt me and gives a good time to those who did not know.

    PS: the source is available here: http://brunni.dev-fr.org/dl/gba/sonic_src.7z

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:21

    Brunni has released a great looking Sonic game for the GBA, heres the details:



    Something held me to the heart ... For so long that I tried to resume but did not succeed, it is time to face reality once and for all and declare the project closed (to be launched by fashion Nhut)
    But as this project is enormously important to me because here was one of the major projects of the former PA, I want to post here and share them with those who might be missed, since he not been taken from the old forum.

    It is a clone of Sonic on Mega Drive, a technical challenge to reproduce the original gameplay. The project was started in late 2003 on the TI-89 (calculator) if I remember correctly. The discovery of the GBA, its large color screen and responsive immediately motivated me to bring the code on it. After a small demo Mario (available here), it also brought a soft TI who wanted to be like Mario Land, as I started the adventure.

    The project then evolved on the basis of criticism and assistance of members of PA. I remember the first version of the engine that I presented with a physical in the west but just Sonic 1 and BG (no subject) took more than 100% of the CPU of the console ... then came to add a lot of features and the engine is below the 40% CPU ... Among these are:
    - Infinite number of tiles (not limited VRAM) for dynamic loading
    - Infinite number of tiles and palettes for the sprites, as well as sprites themselves by a similar trick
    - Effects of variable scrolling on a given plane and management of water levels by reparameterization of the palette via VCOUNT interruptions, the next is reparamétrée once the other completed (there was therefore no HBLANK)
    - Audio mixer based on a single channel ADPCM (for music) and 4-channel PCM (for sfx)
    - System managed pixel text with variable width fonts, allowing debugging and a compact menu


    The physics engine, object management and collisions was designed without using the original code, but just by observation (that fortunately constants chosen by the Sonic Team are relatively easy to guess). So a simple code = fair
    Then the project has continued and Phoebius, big fan of Sonic, joined me. Originally, we wanted to make new levels, with graphics in the style of Sonic Mega Drive. Unfortunately the term motivation is happened ...
    There are some prototypes, presented on the following son:
    http://forums.sonicretro.org/index.php?showtopic=4813
    http://forums.sonicretro.org/index.php?showtopic=8300

    For the first time, the source code is provided. I have updated to be able to compile the latest version of devkitpro (I say hell no, so many things change over the install personal HAM I had at the time) and including Sonic the Development Kit. The SDK is his nickname in the form of a simple project that uses the object files and allows the engine to add new levels, objects, behaviors and Sonic the code without touching the engine. It was used so that Phoebius, who knew no code, creates his own enemies and levels while I was working on the engine.
    Includes all the tools you need, except GBA Graphics (it available on my site). From memory it has:
    - SpriteCutter to create scripted sprites in several parts
    - All: to centralize the definitions in a file. H
    - Wav2son and Wav2bgm: to convert the music and sound effects

    Hoping that this will drive away the ghosts that haunt me and gives a good time to those who did not know.

    PS: the source is available here: http://brunni.dev-fr.org/dl/gba/sonic_src.7z

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 19:49

    Natsume Inc., a worldwide developer and publisher of family-oriented video games, announced today that it will be publishing Harvest Moon: Frantic Farming for the Nintendo DS this spring. The company also released the first screenshots and gameplay details. The game is scheduled to hit retail this May.

    Something strange is happening on Sunny Island! Crops are popping up everywhere and growing out of control! If something isn't done soon, the once-tranquil island will be buried in an avalanche of vegetables! It's up to the players to solve the mystery of this produce predicament as they try to tame the crops and gather as many vegetables as they can!

    "Harvest Moon: Frantic Farming is an all-new action-puzzle game set in the world of Harvest Moon," said Hiro Maekawa, President and CEO at Natsume. "With exciting gameplay modes, unlockable music and art, and a deep story mode with multiple selectable characters, it's no puzzle why we think it will be a big hit with Harvest Moon and puzzle game fans alike!"

    Set in the world of the recent DS hit Harvest Moon: Island of Happiness, Harvest Moon: Frantic Farming continues the tale of the island and its residents. Players can choose from 12 playable characters, each with their own unique story! See how the mystery unfolds from each character's perspective, and who they meet along the way!

    The game features a variety of modes including Story Mode, the brain-teasing Mission Mode, and the action-puzzle excitement of Score Attack and Free Play Modes. Players can test their farming skills against their friends and family in multiplayer. Players can also unlock character art, music, and some special surprises in their Collection Room.

    Harvest Moon: Frantic Farming will ship to retail this May.

    For more information, please visit www.natsume.com. ...
    by Published on February 17th, 2009 19:47

    News/release from Jayenkai

    This one's for me!!
    If other folk enjoy it, then so be it, but I made this for myself because I was getting really ticked off by the lack of decent crossword games* on the DS.

    There's 3479 crosswords in the game.

    Each one's selectable from the very uninteresting title screen, and playable whenever you want.

    Pick a level, play it, done.

    If you want to save midway, hit start to return to the menu, then quit. When you come back, it should be right where you left it.
    Only one save is available, though. It only saves the last puzzle you were playing.

    Other than that, it's nice and simple.
    Reds show up where you've got a letter wrong, and nothing fancy when you're right.

    There's no "COMPLETE!!!!!" screen.
    If you've got it all right, you should be able to tell... it's a crossword!!

    So, enjoy it for what it is.


    * Not that the crossword games on the DS don't have good crosswords.. They do.. It's just that stupid UI that they all use is really really really rubbish..

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 19:21

    The Pandora site has had a news update on whats left to do:

    Hi,
    as everybody is waiting, I thought I'd post some status informations. I'll keep them up-to-date here, so everybody knows what's happening

    To-Do:

    * Get the final CNCed case (still waiting...)
    * Wait until the mould of the keymat is finished
    * Design the final keyboard layout
    * Create mould of final case (can be done once the case fits)
    * CE / FCC testing (can be done once the case is here)
    * Mass Production testrun for the final boards
    * Stability testing (this will be fun)
    * Wait for the last remaining pieces for mass production (LATEST deadline is second week of March)
    * Mass Production
    * Test the boards
    * SHIP THEM!


    Please keep in mind that it also takes some time to ship.
    It won't help if the case if finished in China, it has to go to Michael and then to the CE / FCC testing company, etc.

    Okay, some more info about the mass production:
    We want to have a 48 burn-in test for the boards. The failure rate on the first boards depends on how many we'll test!
    In worst case, we have to test ALL boards, which will take a month - don't worry however, as we can have weekly shipments of the already tested and working boards so the first guys who have ordered don't have to wait so long.
    Let's cross our fingers and hope there won't be many problems from now on!

    http://openpandora.org/go.pl?A969 ...
    by Published on February 17th, 2009 19:21

    The Pandora site has had a news update on whats left to do:

    Hi,
    as everybody is waiting, I thought I'd post some status informations. I'll keep them up-to-date here, so everybody knows what's happening

    To-Do:

    * Get the final CNCed case (still waiting...)
    * Wait until the mould of the keymat is finished
    * Design the final keyboard layout
    * Create mould of final case (can be done once the case fits)
    * CE / FCC testing (can be done once the case is here)
    * Mass Production testrun for the final boards
    * Stability testing (this will be fun)
    * Wait for the last remaining pieces for mass production (LATEST deadline is second week of March)
    * Mass Production
    * Test the boards
    * SHIP THEM!


    Please keep in mind that it also takes some time to ship.
    It won't help if the case if finished in China, it has to go to Michael and then to the CE / FCC testing company, etc.

    Okay, some more info about the mass production:
    We want to have a 48 burn-in test for the boards. The failure rate on the first boards depends on how many we'll test!
    In worst case, we have to test ALL boards, which will take a month - don't worry however, as we can have weekly shipments of the already tested and working boards so the first guys who have ordered don't have to wait so long.
    Let's cross our fingers and hope there won't be many problems from now on!

    http://openpandora.org/go.pl?A969 ...
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