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  • DCEmu Featured News Articles

    by Published on March 22nd, 2007 17:33

    Microsoft and From Software have released the first screenshots of Tenchu Z for Xbox 360, which show two samurai-types posing with a corpse.

    The eighth game in the series lets you build up your own character from scratch and bolster your skills as you go about your ninja business. There's also 4-player co-op over Xbox Live as well as the promise of over 50 missions in the single-player campaign, which should keep you busy.

    Z is currently being touted for release in May. We'll let you know how it turns out.

    Screens Here ...
    by Published on March 22nd, 2007 17:32

    Microsoft has responded to reports that Bungie.net has been hacked leading to hijacking on Xbox Live accounts, saying its found no evidence of compromise on security.

    "Despite some recent reports and speculation, I want to reassure all of our 6 million Xbox Live members that we have looked into the situation and found no evidence of any compromise of the security of the Xbox Live Network or Bungie.net", Microsoft's Major Nelson has posted in his blog.

    "There have been a few isolated incidents where malicious users have been attempting to draw personal information from unsuspecting users and use it to gain access to their LIVE account", he continued, adding, "This is a good time to remind our members that they should never give out any of their personal information."

    "Hope that clears things up", Major Nelson concluded.

    via cvg ...
    by Published on March 22nd, 2007 11:54

    New update of the Game Boy Advance and Nintendo DS emulator for MS-DOS and Windows.

    - xboo: retested all xboo functions, re-fixed gba-bios dump, faster nds-download
    - nds/2d: fixed crash on empty/unallocated extended-obj-palette-slot (spiderman)
    - nds/3d/help: added various important notes in polygon light parameters chapter
    - nds/3d: recurses directional matrix (as on real nds, instead of gl_normalize)
    - nds/3d: skinning support (by soft_mul_vector, instead opengl modelview matrix)
    - nds/cart/help: added new info on first 2K of secure area (fixed bytes, crc16)
    - nds/gba/xboo: includes cmd/length in checksums (rather than raw data-checksum)
    - nds/xboo: get_info shows nds-backup type (chip-id and status-register bits)
    - nds/2d: fixed unrotated 512x256/512x512 bitmap sizes (thanks Kevin Keeling)
    - nds/dma: prevents dma from accessing tcm (for compatibility with downhill jam)
    - nds/xboo: added download NDS-cart from NDS-slot (slow 2 megabytes per minute)
    - nds/gba/xboo: splits downloads into small blocks (with block-retry on bad crc)
    - nds/cartloader: also accepts already-decrypted-and-destroyed secure-area-id's
    - gba/undoc/help: added newly discovered wram-disable bits (4000800h bits 0,5)
    - nds/cart: emulates correct nds chip-id size-field in respect to rom-image size
    - nds/cart/help: added note on nds-cart chip-id size field (nn+1 megabytes)
    - nds/screenshot: supports dual 256x192pix screens (as simple 256x384 bitmap)
    - nds/3d: supports keep-old-depth-setting for translucent-polygons (DepthMask)
    - nds/3d/rear: supports rear-plane rgba/depth bitmap (killer slow when/if used)
    - nds/3d/io: new 8bit write support, fixed 16bit write (accidently out_32_norm) ...
    by Published on March 22nd, 2007 11:54

    New update of the Game Boy Advance and Nintendo DS emulator for MS-DOS and Windows.

    - xboo: retested all xboo functions, re-fixed gba-bios dump, faster nds-download
    - nds/2d: fixed crash on empty/unallocated extended-obj-palette-slot (spiderman)
    - nds/3d/help: added various important notes in polygon light parameters chapter
    - nds/3d: recurses directional matrix (as on real nds, instead of gl_normalize)
    - nds/3d: skinning support (by soft_mul_vector, instead opengl modelview matrix)
    - nds/cart/help: added new info on first 2K of secure area (fixed bytes, crc16)
    - nds/gba/xboo: includes cmd/length in checksums (rather than raw data-checksum)
    - nds/xboo: get_info shows nds-backup type (chip-id and status-register bits)
    - nds/2d: fixed unrotated 512x256/512x512 bitmap sizes (thanks Kevin Keeling)
    - nds/dma: prevents dma from accessing tcm (for compatibility with downhill jam)
    - nds/xboo: added download NDS-cart from NDS-slot (slow 2 megabytes per minute)
    - nds/gba/xboo: splits downloads into small blocks (with block-retry on bad crc)
    - nds/cartloader: also accepts already-decrypted-and-destroyed secure-area-id's
    - gba/undoc/help: added newly discovered wram-disable bits (4000800h bits 0,5)
    - nds/cart: emulates correct nds chip-id size-field in respect to rom-image size
    - nds/cart/help: added note on nds-cart chip-id size field (nn+1 megabytes)
    - nds/screenshot: supports dual 256x192pix screens (as simple 256x384 bitmap)
    - nds/3d: supports keep-old-depth-setting for translucent-polygons (DepthMask)
    - nds/3d/rear: supports rear-plane rgba/depth bitmap (killer slow when/if used)
    - nds/3d/io: new 8bit write support, fixed 16bit write (accidently out_32_norm) ...
    by Published on March 22nd, 2007 08:45

    Over at The Pensive Gamer I've started a new series of articles doing a current evaluation of the launch strategies taken by the console makers, and what they will need to consider longer term.

    The first article discusses the Nintendo Wii. A snippet is below:


    Even with all I've stated above it is way too early to declare the Wii this generation's winner. While it has an impressive looking trajectory, I get the impression that Nintendo successfully fought for a great launch without having a strong post-launch battle plan.
    ...
    by Published on March 22nd, 2007 02:40

    SG57 has posted his entry into the Neoflash Coding Competition:

    Well, I wrote up a nicestoryline, controls, objective, etc. but the time i clicked 'submit' my internet was out, and i hadnt copied my entire post

    Ok, ill be quick about it.

    Screenshots are attachted.

    Download is attachted.

    Fire - X/R trigger
    Reload - []/L trigger
    Puase - Start
    Screenshot - Select while NOT paused
    Return to main menu - Select while paused

    highscores arent implemented 100% yet, as theres a bug in my method as of now. Ill update this in a couple of days with a fix.

    Now, there are some bugs ive just noticed. Theres a certain place you can look that makes the left 10 pixels of the screen or so not refresh properly. I cant do anything about this as its happened to me in C before as well, soim guessing the graphics library is the problem.

    Another is that the time may get f'd up. Im not sure why, as i havent lookd into it fully. Ill fix it in the next release.

    Screenshot / Download and Give Feedback Via Comments ...
    by Published on March 22nd, 2007 02:22

    Why anyone would buy a console to smash it up is beyond me, obviously more money than sense but a Youtube user has posted a load of videos of him and his mates doing that

    Videos Here

    Does anyone else think the word muppets comes to mind ? ...
    by Published on March 22nd, 2007 02:15

    via ign

    Mercury Meltdown started out as PlayStation Portable with the promise that the system would have some sort of "tilt" aspect to the system. But when none surfaced, the developers had to make due with the analog stick on the system. It wasn't a bad compromise as the game turned out to be a clever variation of the Marble Madness/Monkey Ball concept that had some wicked hard and challenging level designs. But it would have been far cooler (not to mention much more intuitive) if you could simply tip and sway the system to get that little blob of liquid metal to move. It just made sense.

    Last year, Ignition updated the Mercury Meltdown game with a sequel on the PlayStation 2. Same gameplay but with a much more animated appearance. The PlayStation 2's Dual Shock controller did a fine job of reproducing the PlayStation Portable's analog control, but that whole "tilt" thing wasn't even in the equation since the PS2 system doesn't even have that function.

    That's where the Wii's stepping in. The development team's taken the PlayStation 2 project with its hundreds of levels, five mini-games, and its updated toon-shaded visuals, and put it on the Nintendo console. In the move, however, we get what the original game was meant to have: motion control. Yes, not surprisingly, the game design takes full advantage of the Wii remote's tilt functionality, and the Mercury Meltdown product has come full-circle at last.

    The "rolling ball" style of gameplay isn't anything new to the Wii console. After all, two games in the genre, Super Monkey Ball and Kororinpa have been released on the system in just four months of the system's life, with more likely on the way. Mercury Meltdown Revolution has a huge difference that sets itself apart: instead of rolling a ball around, you're sliding a glob of mercury. So while you might have a similar sense of motion that you would with a round sphere, you have to deal with the fact that mercury is actually a liquid at room temperature. As a result, you can break the glob apart into multiples or combine multiples back into a singular glob. You can also accidentally get smaller if you lose droplets of mercury by sliding a bit off the edge. It's a lot more challenging than it looks.





    And the level designers really put this "liquid metal" property to use. In many challenges, it's not just about getting from the start of a level to the finish, it's triggering elements that will let you get there. You'll have to break your blob apart and turn them different colors via specific machines to activate same-color switches. Red blobs can trigger red switches and slide through red wall, for example. To add a bit more complexity into the mix, you'll literally have to blend your blob all sorts of colors to get certain hues, like purple. Luckily the game displays a color wheel at the top of the screen so you'll know which primary colors to blend in order to get the proper color. The are other challenges, like sloping angles that can drain your mercury if you get too close to the edge, as well as weighted teeter-totters, teleporters, warp zones, and, of course wandering hazards that can slow your progress. Try to get to the goal under the time limit and with as much mercury as you can. But if you don't hit the quota, don't worry -- as long as you make it with even a tiny globule of mercury you can move on.


    As you get through the different challenges, you'll slowly unlock extras, such as the mini-games. These games are for single player exclusively, but they're all solid designs that do a great job encouraging players to get through the main level progression. There's a game where you'll race around tracks a la F-Zero, challenging players to try and keep their blob on the roadways as the track skews and curves. There's a version of Curling where you'll ricochet your blob towards a target, trying to score as many points as you can by coming as close to the centerpoint as possible. And for puzzle fans, there's a unique design where you have to dollop three blobs in a certain fashion and arrange that grouping on a grid that'll form three like colors, which will then disappear.

    The Wii remote does an excellent job giving players control over the blob. Unlike Super Monkey Ball where you hold the remote vertically, in Mercury Meltdown Revolution you have to hold the remote in the much more intuitive, horizontal "classic" position. The game recognizes ever so subtle motions and translates them appropriately on-screen. It feels much nicer than trying to manipulate the world via a spring-loaded analog stick, no question.

    Mercury Meltdown Revolution is, essentially, a conversion of the PlayStation 2 game release from last year, but it has enough original elements to make the game its own version. Aside from the very welcome tilt controls, the game's visuals have more texture work than the PS2 version, and will support both 480p as well as the Wii's widescreen function. There are also ...
    by Published on March 22nd, 2007 02:08

    The Media player for the PS2 is updated once more, heres whats new:

    Changelog for Version 2.0 (Rev.3):

    - fixed "short freeze" issue during back scrolling;
    - fixed confusing GUI behavior during device hotplugging while in SMS menu;
    - fixed corrupted video in some .avi files (QPel+AC3);
    - presumably fixed freeze issue with .avi files while loading index;
    - new VU IDCT microprogram (smaller and faster, so all VU microprograms are
    squeezed now in 4KB VU0 micro memory, leaving VU1 free for possible future
    usage (high quality colorspace conversion, for example );
    - fixed crash due to incorrectly formatted subtitles (error message
    is displayed instead) (Thanks to 'gogydm' for the sample file);
    - fixed crash (in fact is "infinite loop") due to very long lines in
    subtitles (such lines are just truncated now). Thanks to 'rami1' for the
    research/note;

    Download and Give Feedback Via Comments ...
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