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  • DCEmu Featured News Articles

    by Published on September 10th, 2008 21:53

    Nice article from Popular Mechanics

    As we expected, Apple's "Let's Rock" event yesterday offered some new iPods and a new version of iTunes—even if the unveiling didn't quite meet our expectations. But Steve Jobs and Co. had something else to deliver as well: a clear message that his company now has its sights set directly on the portable gaming market, with very real and very high aspirations for App Store games for the iPhone and iPod Touch. Jobs even showed off a new ad touting the new iPod Touch as the "funnest" iPod ever.

    Apple's mobile gaming goals go far beyond fancy new versions of Bejeweled and Tetris—Jobs yesterday called for "a whole new class of games." It's now clear that the company is gunning for the big boys: Nintendo and Sony, whose DS and PSP platforms, respectively, have dominated the portable video-game market for years. Here's why the old giants should be scared of the new kid on the block—and why they shouldn't.


    3 Reasons Nintendo and Sony Are Running Scared:


    1. Buying iPhone/iPod Games Is Quick and Simple
    Because games can be purchased directly on your iPhone or iPod Touch via Wi-Fi or the phone's 3G network, it's easy to overdo it. Psychologically, pressing "Install" just isn't the same as plopping down a few bills at your local GameStop, so a spend-happy gamer may be likely to buy three or four games in a binge. And because iPhone and iPod users can buy games anytime, anywhere, they never have to worry about stock shortages—or ever getting up from their couch.

    2. iPod Games Are Cheap, and Increasingly High-Profile
    Very, very few iPhone/iPod games cost more than $10. Meanwhile, very few Nintendo DS or PSP games cost less than $25. And while the DS and PSP games are usually big-budget affairs that dwarf a simple iPhone Sudoku application, this gap is rapidly closing as high-profile developers increasingly port big games such as Spore and Need For Speed to the iPhone and iPod.

    3. iPod Games Can Be Expanded and Updated
    It's almost inevitable that a big game will have a few bugs or glitches that aren't discovered until after launch. There's usually little Nintendo DS and PSP players can do other than grin and deal with the glitchy gameplay. But iPod games can be tuned to check for updates and heal themselves whenever bugs are found. The iPhone 3G makes it especially easy for developers to deliver expansion packs, adding levels and characters to successful games.


    3 Reasons the Gaming Companies Can Sleep Easy ... for Now:


    1. iPods Are Touchscreen-Only
    In some ways, the absence of a keypad is a boon to innovation when it comes to mobile gaming—it encourages developers to think up creative workarounds using simple tilts and touch gestures. But it's not perfect. This is true for both big, complex games (there's a reason the touchscreen DS also has a full keypad), and with the retro/classic gaming that mobile platforms traditionally excel at (we'll never get used to tilting our phone to manipulate Tetris blocks, and Space Invaders just isn't the same if you can't properly mash your fingers against buttons). Finally, buttons are still far more precise than Apple's accelerometer.

    2. Parents Won't Buy iPhones For Their Kids
    The Nintendo DS costs just $129. The PSP? $169. These relatively low prices make them very attractive to parents out shopping for an electronic babysitter. Not only do the iPhone and iPod Touch cost considerably more, but they simply aren't toys that can be thrown into the hands of young children. They have large, fragile glass touchscreens, no restrictions on Internet browsing and come linked to online stores. To the extent that gaming is for children, Apple hasn't figured out how to corner the market yet.

    3. Games for Dedicated Systems are Much Bigger.
    It's hard to ignore that even the high-profile iPhone/iPod games are pretty stripped down, usually playing like drawn-out mini-games that rely on one or two touchscreen-, or accelerometer-driven gimmicks. No matter how pretty a game is, if the gameplay just involves tilting the screen left and right, you won't play it for long. Dedicated gaming systems typically feature more complex games with stylistically different levels and elements. On the other hand, too many big applications will just slow the iPod Touch and iPhone down. Lets put it this way: The Grand Theft Auto series soared on the PSP, but will likely never come to the iPhone (and we're not so sure we'd want to play it if it did).

    What are your thoughts, personally the biggest threat to DS and PSP in homebrew terms is Pandora but commercialy if they bring the Iphone/ipod touch down to a much lower price then only then will it threaten PSP or DS, your thoughts via comments ...
    by Published on September 10th, 2008 21:53

    Nice article from Popular Mechanics

    As we expected, Apple's "Let's Rock" event yesterday offered some new iPods and a new version of iTunes—even if the unveiling didn't quite meet our expectations. But Steve Jobs and Co. had something else to deliver as well: a clear message that his company now has its sights set directly on the portable gaming market, with very real and very high aspirations for App Store games for the iPhone and iPod Touch. Jobs even showed off a new ad touting the new iPod Touch as the "funnest" iPod ever.

    Apple's mobile gaming goals go far beyond fancy new versions of Bejeweled and Tetris—Jobs yesterday called for "a whole new class of games." It's now clear that the company is gunning for the big boys: Nintendo and Sony, whose DS and PSP platforms, respectively, have dominated the portable video-game market for years. Here's why the old giants should be scared of the new kid on the block—and why they shouldn't.


    3 Reasons Nintendo and Sony Are Running Scared:


    1. Buying iPhone/iPod Games Is Quick and Simple
    Because games can be purchased directly on your iPhone or iPod Touch via Wi-Fi or the phone's 3G network, it's easy to overdo it. Psychologically, pressing "Install" just isn't the same as plopping down a few bills at your local GameStop, so a spend-happy gamer may be likely to buy three or four games in a binge. And because iPhone and iPod users can buy games anytime, anywhere, they never have to worry about stock shortages—or ever getting up from their couch.

    2. iPod Games Are Cheap, and Increasingly High-Profile
    Very, very few iPhone/iPod games cost more than $10. Meanwhile, very few Nintendo DS or PSP games cost less than $25. And while the DS and PSP games are usually big-budget affairs that dwarf a simple iPhone Sudoku application, this gap is rapidly closing as high-profile developers increasingly port big games such as Spore and Need For Speed to the iPhone and iPod.

    3. iPod Games Can Be Expanded and Updated
    It's almost inevitable that a big game will have a few bugs or glitches that aren't discovered until after launch. There's usually little Nintendo DS and PSP players can do other than grin and deal with the glitchy gameplay. But iPod games can be tuned to check for updates and heal themselves whenever bugs are found. The iPhone 3G makes it especially easy for developers to deliver expansion packs, adding levels and characters to successful games.


    3 Reasons the Gaming Companies Can Sleep Easy ... for Now:


    1. iPods Are Touchscreen-Only
    In some ways, the absence of a keypad is a boon to innovation when it comes to mobile gaming—it encourages developers to think up creative workarounds using simple tilts and touch gestures. But it's not perfect. This is true for both big, complex games (there's a reason the touchscreen DS also has a full keypad), and with the retro/classic gaming that mobile platforms traditionally excel at (we'll never get used to tilting our phone to manipulate Tetris blocks, and Space Invaders just isn't the same if you can't properly mash your fingers against buttons). Finally, buttons are still far more precise than Apple's accelerometer.

    2. Parents Won't Buy iPhones For Their Kids
    The Nintendo DS costs just $129. The PSP? $169. These relatively low prices make them very attractive to parents out shopping for an electronic babysitter. Not only do the iPhone and iPod Touch cost considerably more, but they simply aren't toys that can be thrown into the hands of young children. They have large, fragile glass touchscreens, no restrictions on Internet browsing and come linked to online stores. To the extent that gaming is for children, Apple hasn't figured out how to corner the market yet.

    3. Games for Dedicated Systems are Much Bigger.
    It's hard to ignore that even the high-profile iPhone/iPod games are pretty stripped down, usually playing like drawn-out mini-games that rely on one or two touchscreen-, or accelerometer-driven gimmicks. No matter how pretty a game is, if the gameplay just involves tilting the screen left and right, you won't play it for long. Dedicated gaming systems typically feature more complex games with stylistically different levels and elements. On the other hand, too many big applications will just slow the iPod Touch and iPhone down. Lets put it this way: The Grand Theft Auto series soared on the PSP, but will likely never come to the iPhone (and we're not so sure we'd want to play it if it did).

    What are your thoughts, personally the biggest threat to DS and PSP in homebrew terms is Pandora but commercialy if they bring the Iphone/ipod touch down to a much lower price then only then will it threaten PSP or DS, your thoughts via comments ...
    by Published on September 10th, 2008 21:53

    Nice article from Popular Mechanics

    As we expected, Apple's "Let's Rock" event yesterday offered some new iPods and a new version of iTunes—even if the unveiling didn't quite meet our expectations. But Steve Jobs and Co. had something else to deliver as well: a clear message that his company now has its sights set directly on the portable gaming market, with very real and very high aspirations for App Store games for the iPhone and iPod Touch. Jobs even showed off a new ad touting the new iPod Touch as the "funnest" iPod ever.

    Apple's mobile gaming goals go far beyond fancy new versions of Bejeweled and Tetris—Jobs yesterday called for "a whole new class of games." It's now clear that the company is gunning for the big boys: Nintendo and Sony, whose DS and PSP platforms, respectively, have dominated the portable video-game market for years. Here's why the old giants should be scared of the new kid on the block—and why they shouldn't.


    3 Reasons Nintendo and Sony Are Running Scared:


    1. Buying iPhone/iPod Games Is Quick and Simple
    Because games can be purchased directly on your iPhone or iPod Touch via Wi-Fi or the phone's 3G network, it's easy to overdo it. Psychologically, pressing "Install" just isn't the same as plopping down a few bills at your local GameStop, so a spend-happy gamer may be likely to buy three or four games in a binge. And because iPhone and iPod users can buy games anytime, anywhere, they never have to worry about stock shortages—or ever getting up from their couch.

    2. iPod Games Are Cheap, and Increasingly High-Profile
    Very, very few iPhone/iPod games cost more than $10. Meanwhile, very few Nintendo DS or PSP games cost less than $25. And while the DS and PSP games are usually big-budget affairs that dwarf a simple iPhone Sudoku application, this gap is rapidly closing as high-profile developers increasingly port big games such as Spore and Need For Speed to the iPhone and iPod.

    3. iPod Games Can Be Expanded and Updated
    It's almost inevitable that a big game will have a few bugs or glitches that aren't discovered until after launch. There's usually little Nintendo DS and PSP players can do other than grin and deal with the glitchy gameplay. But iPod games can be tuned to check for updates and heal themselves whenever bugs are found. The iPhone 3G makes it especially easy for developers to deliver expansion packs, adding levels and characters to successful games.


    3 Reasons the Gaming Companies Can Sleep Easy ... for Now:


    1. iPods Are Touchscreen-Only
    In some ways, the absence of a keypad is a boon to innovation when it comes to mobile gaming—it encourages developers to think up creative workarounds using simple tilts and touch gestures. But it's not perfect. This is true for both big, complex games (there's a reason the touchscreen DS also has a full keypad), and with the retro/classic gaming that mobile platforms traditionally excel at (we'll never get used to tilting our phone to manipulate Tetris blocks, and Space Invaders just isn't the same if you can't properly mash your fingers against buttons). Finally, buttons are still far more precise than Apple's accelerometer.

    2. Parents Won't Buy iPhones For Their Kids
    The Nintendo DS costs just $129. The PSP? $169. These relatively low prices make them very attractive to parents out shopping for an electronic babysitter. Not only do the iPhone and iPod Touch cost considerably more, but they simply aren't toys that can be thrown into the hands of young children. They have large, fragile glass touchscreens, no restrictions on Internet browsing and come linked to online stores. To the extent that gaming is for children, Apple hasn't figured out how to corner the market yet.

    3. Games for Dedicated Systems are Much Bigger.
    It's hard to ignore that even the high-profile iPhone/iPod games are pretty stripped down, usually playing like drawn-out mini-games that rely on one or two touchscreen-, or accelerometer-driven gimmicks. No matter how pretty a game is, if the gameplay just involves tilting the screen left and right, you won't play it for long. Dedicated gaming systems typically feature more complex games with stylistically different levels and elements. On the other hand, too many big applications will just slow the iPod Touch and iPhone down. Lets put it this way: The Grand Theft Auto series soared on the PSP, but will likely never come to the iPhone (and we're not so sure we'd want to play it if it did).

    What are your thoughts, personally the biggest threat to DS and PSP in homebrew terms is Pandora but commercialy if they bring the Iphone/ipod touch down to a much lower price then only then will it threaten PSP or DS, your thoughts via comments ...
    by Published on September 10th, 2008 21:46

    The DS Emulator for WIndows has seen a new update, heres the rather long whats new:

    General/Core:
    - Added "high-level" check for DMAs and Timer for minor (really minor) speed up [shash]
    - Changed instruction execution to 16 at a time blocks (tested and stable) [shash]
    - Really minor memory access speed up (mainly added for clarity) [shash]
    - Added transparency and fixed material alpha support and alpha testing on the 3D core [shash]
    - Changed how depth initial values are calculated (fixes SM64DS skybox) [shash]
    - Added SSE2 version for some matrix routines [CrazyMax]
    - Some fixes in core (New SMB don't freeze now) [CrazyMax]
    - Some optimizations in code [CrazyMax]
    - Make matrix 4x4 multiply routines use W-coordinate. [zeromus]
    - Add many matrix and vector functions to matrix.c [zeromus]
    - Convert to c++!

    Windows port:
    - Removed the bug report link with a define, to avoid reports from betas/external builds [shash]
    - Added the version on window bar to recognize versions from screenshots [shash]
    - Changed graphics render core to DirectDraw (work faster) [CrazyMax]
    - Some fixes in 3D core OGL (fixed textures) [CrazyMax]
    - Added texture caching (speedup 3D core) [CrazyMax]
    - Fixes clear depth (ex. Castlevania now don't flipping) [NHerve]
    - Make GE matrix mult and load commands clear out unused rows and cols to identity correctly [zeromus]
    - carry w=1 from vertex() through pipeline (this will be necessary for software 3d rendering) [zeromus]
    - Track polycount better. still worthless: at the very least, it doesnt account for clipping and culling [zeromus]
    - Fix errors in matrix operations regarding projection mode and pos-vector mode [zeromus]
    - Fix error in command unpacking which caused some display lists to totally blow up [zeromus]
    - Render shadow volumes [zeromus]
    - Convert alpha and material values from [0,31], [0,7] etc ranges to opengl [0,maxint] ranges in a more precise way [zeromus]
    - Fix a race condition in NDS_3D_Reset and NDS_glInit [zeromus]
    - Add many of NHerve's improvements into OGLRender because I was trying to fix all the 3d issues. [zeromus]
    - Toon shading infrastructure and a demo implementation [zeromus]
    - Implement lighting model in software instead of using opengl; improves (potential?) compatibility [zeromus]
    - Defer rendering until after flush. This was a necessary architectural change, as it permits savestate
    for the display list, and allows us eventually to separate the GE emulation from the rendering [zeromus]
    - Fix the 2d/3d compositing well enough for NSMB to fix bugs, but it is still bad [zeromus]
    - Reorganize 3d code to defer rendering to vblank. eliminates tearing, and maybe some texturing artifacts.
    also possibly helps performance a bit by letting the hardware pipeline work some more before blocking for
    framebuffer read. [zeromus]
    - Tweak optimization flags and change entire source code to use fastcall [zeromus]
    - Add opengl state caching. This is of dubious performance assistance, but it is easy to take out so I am leaving it for now. [zeromus]
    - Add MMU->GPU signal for when vram mappings change, which allows it to assume textures are unchanged unless vram has changed [zeromus]

    May can yet something, I do not remember

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2008 21:32

    News via aep

    Marat Fayzullin released a new version of his Gameboy Advance emulator VGBA. There are versions for many different operating systems, the windows version is shareware.

    This version improves audio quality in games that frequently switch sampling frequency (Star Wars, etc.). Also, for VGBA-Symbian and VGBA-Maemo, I have fixed LSR/ASR #0 instructions and correctly implemented memory access behavior from misaligned addresses (Pokemon no longer glitches). Finally, VGBA-Maemo now runs at x3 magnification in the full screen mode making for a much nicer experience

    http://fms.komkon.org/VGBA/ ...
    by Published on September 10th, 2008 21:32

    News via aep

    Marat Fayzullin released a new version of his Gameboy Advance emulator VGBA. There are versions for many different operating systems, the windows version is shareware.

    This version improves audio quality in games that frequently switch sampling frequency (Star Wars, etc.). Also, for VGBA-Symbian and VGBA-Maemo, I have fixed LSR/ASR #0 instructions and correctly implemented memory access behavior from misaligned addresses (Pokemon no longer glitches). Finally, VGBA-Maemo now runs at x3 magnification in the full screen mode making for a much nicer experience

    http://fms.komkon.org/VGBA/ ...
    by Published on September 10th, 2008 21:08

    News from DreamcastES and Ron

    Do not panic, he lost a DVD with backups source for Dreamcast, and it is possible that all he had developed since April this year is not recoverable until they find the disk, so patience, so that Silber appears.

    Instead I tried my toolchain rebuilt and as always another game in Allegro running on the Dreamcast, is very basic and only have to go by depositing apples in the basket of the farm.

    This port, done in 5 minutes demonstrates the ease with which they carry things in Allegro for Dreamcast. Its operating as usual, pad, but if you plug a mouse will work. Let's see if our soon "Guru" Chui leaves us taste the Allegro at all.

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2008 20:20

    New from SuccessHK



    The Component&Composite AV Cable included high quality cable ,can provide superior picture.Compared with the common Component&Composite AV cable, this one has a RCA output(yellow),provide another video output model for players.
    The whole length is 2.5m,making the video device put easily.It is compatible with Wii series fully,simple to use too.Anti-oxidation meterials with long life. ...
    by Published on September 10th, 2008 20:16

    Newly released today:



    features
    This is the Japanese version console. Only suitable to play Japanese/Asian NTSC/J encoded or Region Free games

    http://www.play-asia.com/SOap-23-83-...j-70-2zcp.html ...
    by Published on September 10th, 2008 20:12

    Newly released today:



    features
    Battle system: Experience the seamless, real-time battle system that maintains a strategic, party-oriented format.
    Multiple characters: Seventeen characters join the hero, Capell, each with a unique "Connect action" that allow you to take direct control.
    Situational battles: The episodic "situational battles" urge you to think before you engage.
    Engaging storyline: The twisting, 30-hour storyline was co-written by Ryo Mizuno, creator of Record of Lodoss War.

    description
    Mistaken for a renowned hero, Capell is thrust into a conflict to sever the chains that bind the moon to his world in INFINITE UNDISCOVERY™. Traverse a seamless, expansive world with a party formed from 18 characters. Rise against the wicked Order of Chains in fierce real-time combat, but beware … not all battles are won by force. The most obvious solution is rarely the right move. Shatter the chains and release the Order's grip on the world.

    http://www.play-asia.com/SOap-23-83-...j-70-2u0b.html ...
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