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  • DCEmu Featured News Articles

    by Published on June 7th, 2007 05:15

    This one literally just came in -- Konami has released a new trailer for Metal Gear Solid 4 and PlayFrance has the scoop. The trailer is similar to the E3 one released last year, but has a ton of additional content and has been remastered using the newest version of the MGS 4 engine, leading to a ton of little visual improvements. Animations, particle effects and over-all graphic fidelity have all definitely increased with this newest trailer - the scene where Old Snake puts the gun to his mouth, in particular, showcases some incredible lighting effects. It's great to see Konami hasn't been resting on their laurels, this new trailer shows a clear and marked improvement to a game that already looked amazing. The trailer ends with confirmation that the game will be coming out in 2007 - naysayers be damned.

    The new trailer clocks in at over 13 minutes in length and what a blissful 13 minutes they are. The final scene with Raiden is incredible and worth the time investment by itself. What are you doing? Check it out NOW -- it demands your attention.

    *Updated with embedded video - no more waiting for 20 minutes of buffering to watch some hot Snake action*
    http://www.ps3fanboy.com/2007/06/06/...-you-cry-in-e/ ...
    by Published on June 7th, 2007 01:36

    News via corybarlog

    Here's what Cory had to say-

    "now I am just going lament a little about how sad it is to see him, and several others move on from Sony to bigger and better things…like Spongebob Squarepants. Just kidding…I don’t think anyone is going on to work on Spongebob. But alas they are indeed leaving, and that fills my heart with sadness. I know that each of them are going on to work on something great, and I am happy for that. I just wish they weren’t breaking up the band. So to all of the extremely talented peeps who helped make God of War 1 and God of War 2 the best that it could be…you will be missed.

    On a much more upbeat note, things are progressing forward quite nicely with the new project. We have finished the story and gameplay outline as well as the rough level design overview. That is a huge freaking relief to have that all worked out…though now is the time everyone will tell me we don’t have the time or the manpower to finish it. But that is how it usually is in the beginning…a long negotiation of figuring out what the game is an how it could possibly get done.

    I also got to see some cool mechanics that have been in the prototype pipe for the last few weeks. Always good to see things that you can actually play with this early on.

    The PSP game is moving along nicely as well. I am going to be playing through the latest build tomorrow to check out all the new stuff.

    As for that CVG rumor…I would have to say that there isn’t much truth to any of that…that is really the first I have heard of that. If we do get started on a GOW for PS3 you can be sure I will be screaming about it from the mountain tops the first chance I am allowed. Until then…I am plugging away on my RPG opus ‘A Family Ties game’. It is going to be so freaking awesome…awesome to a level that will actually transcend awesome and become something entirely different… freakin LA LAWsome!
    ok...I am tired from a wicked bout of insomnia last night so I am going to end this now."

    Feedback via comment ...
    by Published on June 7th, 2007 01:21

    Morning Sunset Xmb Icons - Created by Professor-Fate

    - Sign up if you like the site!
    - Enjoy





    Download For 3.03 OE
    Download For 3.40 OE
    Download Wallpapers
    ...
    by Published on June 7th, 2007 01:01

    Source Code of the new Xbox emulator for PC, Xenoborg, was released.

    This is what blueshogun96, the author, said:

    Hey guys. Alot of people have been bugging and nagging me about how my Xbox emulator is doing lately, so I thought I'd post some progress. Well, it's been over a year since I've started this project (May 27, 2006 exactly) and I haven't had alot of time to work on this either, but I've managed to get some results out of all that hard work. I'm posting the binary and source code below. The source code is released under the GNU general public license. You can do just about whatever you want with it. It uses LLE instead of HLE and uses OpenGL instead of Direct3D.

    There's alot of stuff to be done in this source code. Optimizations, and corrections, etc. Also note that alot of the NV2A GPU emulation code may be innaccurate or just plain wrong (like everything else)! Be warned the CPU core isn't completed either. The x86 instruction set is very MASSIVE and will take a while to complete. And no, it does not play Halo 1/2 and the BIOS emulation isn't started yet. Anyway, give it a look and let me know what you think about all this. I have over 50 MB worth of documentation I've used, but I'll post that when I get back from work ...
    by Published on June 6th, 2007 23:28

    MDS4DC is a tool written in order to generate a real valid Alcohol 120% "Media Descriptor" selfboot image (MDF/MDS) from an ISO with the possibility to add custom RAW audio tracks.

    Features :
    • 100% real identical images (based on Alcohol 120% 1.9.6 Build 4719).
    • Supports Audio/Data and Data/Data image format
    • Support CD-DA
    Download.

    And don't worry, the next release of CDI4DC will support CDDA too.

    Enjoy this fine proggy from your friend SiZ. ...
    by Published on June 6th, 2007 21:33

    The release of the Dos Emulator for the PSP the other day from CrazyC wasnt easy for most to use because you have to find the files yourself but luckily the members of DCEmu have rallied together and we have Binaries, Screenshots and even a list of games working in this release.

    firstly heres some screens of the emulator in action:





    Games working with the emulator include the likes of Warcraft 1, Prince of Persia 2 and Theme Park,.

    DIGG THIS



    Download the Premade Eboot which also is compatible with 3.40OE firmware Via Comments ...
    by Published on June 6th, 2007 19:28



    Here is a bunch of tricks and tips to get the most our of your PSP-290 unit:

    DIGG THIS



    1) Lower the CPU/board frequency. As any electronic device PSP emmits some EM frequencies, that seems to interfere with PSP-290 operation. So lowering the CPU frequency results in generating less EM radiation and therefore slightly better performance of the GPS unit.

    2) Use a DYI cable to distance the unit from PSP.
    Following mini-B usb extension cable can be tweaked to do this job: http://pc-mobile.net/cmue.jpg
    One still needs to pull an extra wire to connect the power port to the left of the USB socket with left power pin on the GPS receiver.
    Following thread has more details on the hookup with some photos: http://www.dcemu.co.uk/vbulletin/showthread.php?t=62604

    Following images "document" my performance testing of the cable. You can see that moving away the GPS unit "adds" 1-2 signal bars:
    http://deniska.dcemu.co.uk/images/psp290/1.JPG
    http://deniska.dcemu.co.uk/images/psp290/2.JPG
    http://deniska.dcemu.co.uk/images/psp290/3.JPG
    http://deniska.dcemu.co.uk/images/psp290/4.JPG

    3) Some people reported better GPS performance after shielding the back and top of their PSPs with metal cover or aluminum foil.

    4) Charging battery. Having a full charge seems to make a small difference, according to some reports.

    5) Changing PSP or/and PSP-290. It seems that different PSP batches have different EM noise levels. Japanese PSPs seem to do slightly better than others. Also, from my tests, out of 2 PSP-290 units that I own, 1 always seem to do better in terms of sensitivity and presision. So exchanging the unit may help a bit too...

    6) Passive cellphone booster stickers - although this does not sit well with the stuff I learned from college physics, some folks tend to believe that sticking one of those stickers on the unit's buttom seem to improve the reception. Feel free to try this theory, if you can get one of those stickers cheap or for free. If not, sticking some aluminum foil to the back of the unit would probably make the same effect (if any at all)

    7) Upgrading firmware - This in theory may help a bit, but... SCE has fixed most of the GPS module bugs somethere around FW 3.03, so upgrading to higher firmware probably would not noticably improve the performance. ...
    by Published on June 6th, 2007 17:54

    Interesting article from pocketgamer

    There's plenty of speculation concerning PSP at the moment, so to get up to speed ahead of any announcements at the July E3 Media & Business Summit 2007, Pocket Gamer caught up with Zeno Colaço, vice president of publisher and developer relations at SCEE, during the company's recent DevStation developers conference.

    Pocket Gamer: Everyone seems to have different opinions about PSP, so what's you view of the platform, especially compared to DS?

    Zeno Colaço: Our performance on PSP has been good but people have tended to compare it to PSone and PlayStation 2, where the hardware was always out of stock. It's a different challenge. We were new to the handheld space. I think Nintendo can take a lot of credit for launching a different type of product for a slightly different consumer and it's done exceptionally well. I think some of the DS games have been fantastic. Where in hindsight we've been short is one or two killer apps that would have been able to drive PSP forward.

    What do you think have been the reasons for this?

    One of our biggest challenges was PlayStation 2 games could easily be ported to PSP because of the raw processing power of the PSP. We went to all our publishers and developers and said, 'You're not going to set the world alight if you effectively take your PlayStation 2 projects onto PSP'. In reality, that's happened on a lot of early games. Where we have seen successes were games developed specifically for PSP – the GTA games are a classic example.

    So looking forward, the PSP business model remains very strong, especially for third-party developers and publishers because the 20:80 Sony model is that 80 per cent of business will come from the games of the thirdparty developers and publishers.

    How do you expect to develop the PSP in future?

    We now have a credible install base – seven million in Europe, 20 million worldwide – and it's time now to link PSP in with what it can do in conjunction with PlayStation 3 and the network space.

    I think the downloadable element of PSP will be a key factor as we move into 2008; connectibility with PlayStation 3 is a key factor. We've soft pedalled this to date, because we had to concentrate on PlayStation 3, but the PlayStation Network isn't just about PS3 going forward.

    What about any proposed changes to the hardware?

    [Laughs] The technology behind PSP is still top-end and so that doesn't need to be addressed. It's all about showing the power off to its best.
    ...
    by Published on June 6th, 2007 17:54

    Interesting article from pocketgamer

    There's plenty of speculation concerning PSP at the moment, so to get up to speed ahead of any announcements at the July E3 Media & Business Summit 2007, Pocket Gamer caught up with Zeno Colaço, vice president of publisher and developer relations at SCEE, during the company's recent DevStation developers conference.

    Pocket Gamer: Everyone seems to have different opinions about PSP, so what's you view of the platform, especially compared to DS?

    Zeno Colaço: Our performance on PSP has been good but people have tended to compare it to PSone and PlayStation 2, where the hardware was always out of stock. It's a different challenge. We were new to the handheld space. I think Nintendo can take a lot of credit for launching a different type of product for a slightly different consumer and it's done exceptionally well. I think some of the DS games have been fantastic. Where in hindsight we've been short is one or two killer apps that would have been able to drive PSP forward.

    What do you think have been the reasons for this?

    One of our biggest challenges was PlayStation 2 games could easily be ported to PSP because of the raw processing power of the PSP. We went to all our publishers and developers and said, 'You're not going to set the world alight if you effectively take your PlayStation 2 projects onto PSP'. In reality, that's happened on a lot of early games. Where we have seen successes were games developed specifically for PSP – the GTA games are a classic example.

    So looking forward, the PSP business model remains very strong, especially for third-party developers and publishers because the 20:80 Sony model is that 80 per cent of business will come from the games of the thirdparty developers and publishers.

    How do you expect to develop the PSP in future?

    We now have a credible install base – seven million in Europe, 20 million worldwide – and it's time now to link PSP in with what it can do in conjunction with PlayStation 3 and the network space.

    I think the downloadable element of PSP will be a key factor as we move into 2008; connectibility with PlayStation 3 is a key factor. We've soft pedalled this to date, because we had to concentrate on PlayStation 3, but the PlayStation Network isn't just about PS3 going forward.

    What about any proposed changes to the hardware?

    [Laughs] The technology behind PSP is still top-end and so that doesn't need to be addressed. It's all about showing the power off to its best.
    ...
    by Published on June 6th, 2007 17:42

    Metalbrain has again updated his Spectrum emulator for the GP2X:

    Heres whats new:

    - Fixed loading of .SNA files that became broken in previous version
    - Small optimizations

    Download and Give Feedback Via Comments ...
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