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  • DCEmu Featured News Articles

    by Published on March 6th, 2007 22:41

    Infantile Paralysiser has updated MoonShell to version 1.7 Final Beta. Moonshell is an awesome media player for the Nintendo DS:

    Ver1.7 doesn't change excluding the DPG decoding at all. Please copy the NDSROM file for adaptor onto media that have installed Version1.6 (or Ver1.7beta0/1/2).

    Version 1.7 Changelog 2007/03/06:

    The DPG video decoder do speed-up.

    OGG was supported with DPG audio. (Only very low bit rate.)

    'Touch panel GUI draw bug' in DPG playing was corrected.

    The bug that was not able to be ended with DPG/MP2 was corrected.

    The GUI drawing bug when starting was corrected.

    Start DPG playing from resume. The color bug was corrected.

    The NDSROM plug-in was enabled. (It disabled in Ver1.7b0/1.)

    The OGG option was added to DPGEnc.

    'Smooth frame blending' option was added to DPGEnc. (It was up to now always enabled.)

    The bug that was not able to do the pause while DPG was playing was corrected.

    When DPG was begun, the bug to which garbage was displayed was corrected.

    The channels of DPG information windows was changed to the format.

    The START button can be customized to soft reset.

    Download and Give feedback Via Comments ...
    by Published on March 6th, 2007 21:52

    A update to VSHPong:

    a_noob added a display show/hide feature.
    To show the game you have to press the start button and the left trigger if you want to hide it you press start and left trigger agen. He also updated the AI

    Download and Give Feedback Via Comments ...
    by Published on March 6th, 2007 21:39

    via dsfanboy

    The New Gamer might not have enjoyed their stay at Hotel Dusk: Room 215, but they appreciate the work put into creating its memorable characters. Adding onto the unique visual style, each individual has a rich set of expressions and postures to communicate with. When one of the hotel guests describes a mannerism of the game's protagonist, you know exactly what he means by "that serious look in [Kyle's] eyes."

    Sonic's toe-tapping idle animation and King Hippo's falling shorts were also cited as great examples of unforgettable character details. Simple idiosyncrasies like that stay with you long after you've finished playing a game. What unique traits have you seen give a collection of pixels an identity? Was it Midna's sigh? Or Dry Bones' skeletal chuckle as he passed you in Mario Kart DS? ...
    by Published on March 6th, 2007 21:34

    If you are in the US, then you may want to buy a 4GB Sandisk MS pro duo.

    It costs US$75.99, but if you use Google checkout, it will be $65.99 with free shipping.
    Buy here - http://www.buy.com/prod/sandisk-4gb-...202629242.html ...
    by Published on March 6th, 2007 21:28

    Massively important news from Zodttd for the GP2X Scene regarding the GBA Emulator for the GP2X:

    Hi everyone!

    Those small step taken to progress the dynarec for gpSP, the GBA emulator for the GP2X by Exophase and I, has paid off!

    I have successfully loaded the first commercial game using gpSP and my dynarec...Mario Kart Super Circuit loaded and went through the menu system! This is huge and progress is being made to get it into "in-game" as it crashes just before it loads a course.

    I'll give some reports on performance in either an hour or two, or about 12 hours from now. I have a lot of optimizing to do as it outputs very bloated code right now. So if it runs even a bit slowly now, it'll run really fast soon!

    YAY!

    Also this

    UPDATE:
    The dynarec is loading everything I throw at it! Only 2 more bugs to fix before release!

    Awesome news ...
    by Published on March 6th, 2007 21:16

    Amponzi has released a new build of the DS Emulator for windows called DeSmuME

    Heres whats new:

    Sprite Rotation for alternate sized sprites works now
    (Fixes Super Princess Peach and Megaman ZX crashes)

    Download and Give Feedback Via Comments ...
    by Published on March 6th, 2007 21:13

    StrmnNrmn posted some more news on his Nintendo 64 Emulator for the PSP:

    Before I went away on holiday I asked you what you thought I should look at working on for the next release of Daedalus. Over 200 of you replied, and I've greatly enjoyed reading what you've had to say. There were some brilliant suggestions, so many thanks for your contributions.

    It seems pretty clear to me that speed is the single biggest issue that most people want to see addressed. Many people also mentioned compatibility and savestate or save game support, but in nowhere near the same kind of numbers as those wanting speed improvements.

    Based on your feedback my current plan is to release Daedalus R10 at the end of March, focusing mostly on speed improvements. If I can fit in any easy compatibility fixes, I'll do this too*.

    Several people have asked what possibilities remain for optimisation. Here's a short list of things I know need more work:

    In many games, a lot of the time spent executing dynamically recompiled code is doing things which can potentially be emulated at a high level. For instance, over 5% of the time spent executing dynarec code in Mario64 is just converting matrices from floating point to fixed point format. Another 4-5% of the time is spent in a loop invalidating areas of the data cache (which is irrelevent in an emulator.)
    Some of the most expensive fragments are those which branch to themselves (i.e. those doing many loops). I can optimise for this to avoid loading and flushing cached registers on each iteration through the loop.

    I can implement a frameskip option (I had intended to implement this for R9, but forgot!)
    I can make use of the Media Engine (as Exophase suggested in conversation, as the ME can't access VRAM, it might make more sense to execute Audio and Display Lists on the main CPU, and run the N64 CPU emulation on the PSP ME)
    There are certain situations where I fail to create fragments in the dynamic recompiler - for instance if the code being recompiled writes to a hardware register, this triggers an interrupt and causes fragment generation to be aborted. I should be able to deal with situations such as this more gracefully.
    The fragment generator can do a lot more to improve register caching, and eliminating redundant 64-bit operations.
    There are many situations where N64 roms busy wait. I detect very simple occurances of this, but not all of them. If I manually identify more complex examples I can have the fragment generator optimise them away.

    Some roms are causing the dynarec fragment cache to be repeatedly dumped and recreated (I think Banjo Kazooie is one example of this). Fixing this may just involve tweaking a couple of magic numbers.
    I currently optimise memory accesses under the assumption that most accesses are in the range 0x80000000 - 0x80800000, which is incorrect in the case of roms that make heavy use of virtual memory, or access RAM through the mirrored range at 0xa0000000. I can improve the trace recorder to collect information on which range a memory access fell in, and generate code to speculatively optimise for this.
    Now that the dynarec engine is producing much better code, the cost of display list processing is becoming more significant, and may finally be worth profiling and optimising.
    That's quite a big list, so I doubt I'll be able to work on these things before the end of March, but I think it shows there's still a lot of scope for further optimisation.

    -StrmnNrmn

    *Just this morning, I figured out why the Expansion Pak support was broken, so Majora's Mask and a couple of other games relying on this are booting correctly now

    ...
    by Published on March 6th, 2007 21:07

    via bbc news

    Over the last 30 years home video games and consoles have evolved at a dizzying rate.
    As have the devices we use to play them - morphing from the humble paddle and joystick of the 1970s to the early game pads of the 1980s and beyond.

    There has been a bewildering array of new games with unorthodox games controllers in recent years, with everything from dance pads to plug-in guitars appearing on the market.

    One of the biggest hits to make use of non-standard controllers has been the Buzz! series of TV-style quiz games for PS2, which are sold with four buzzers - simple devices that let the players answer multiple choice questions.

    Ease of use

    David Amor, creative director of Relentless Software, the firm behind Buzz! believes the game owes much of its success to the simplicity of the controllers.

    Buzzers work because they form a really easy interface that allows four people to play together straight away, said Mr Amor.

    He believes there has been a swing away from complicated games and controllers in the home gaming market.

    "The NES [Nintendo Entertainment System] followed by the SNES [Super Nintendo Entertainment System] and N64 and GameCube controllers seem to have got progressively more complicated and progressively alienated more people along the way," says Mr Amor.

    "It's fine if you've grown up with them, but most people haven't, so to jump straight in with a controller with 13 buttons is scary."

    It is a trend that other games developers and hardware manufacturers are taking heed of.

    Nintendo's Wii console is designed to make game control simple and intuitive - the player only has to wave the controller like a wand to affect the onscreen action.

    Rob Saunders, spokesman for Nintendo UK, is convinced that the Wii's ease of use has been behind its popular appeal.

    "We realised that when people saw a traditional, modern day joypad they said, 'Where do I start? I have no idea!'," said Mr Saunders.

    With 4m Wii units shipped in its first year, it is clear that the simplification of gameplay and game controllers has struck a chord with gamers, and perhaps attracted a new demographic to gaming.

    Both Sony and Microsoft have elected to keep the standard design of the controllers for the PS3 and Xbox 360 consoles but have added wireless, and in the case of the PS3, replaced the vibration system with motion sensors, giving the controller six axes of manoeuvrability.

    Enhanced gaming

    But while some manufacturers have been simplifying their products and games to attract new people to gaming, hardcore gamers are being offered ever more peripherals to enhance the gaming experience.


    The Novit Falcon feeds in-game gun recoil back to the player

    So if you have a deep commitment to gaming and even deeper pockets, there are some interesting "gameware" gadgets emerging on the market.

    The Novint Falcon for PC, which goes on sale later this year, touts itself as the first controller to make 3D touch possible for home computer applications.

    The Falcon's arms allow the user to move the handle, or grip, in three dimensions, translating into movement on screen.

    But the Falcon also pushes back.

    Its motorised arms react to events and actions in the game, feeding that force back to the user so that gunfire makes the grip recoil, lifting objects makes the grip feel heavy, and taking fire batters the handle in the corresponding direction.

    Xpad's Bodypad for PS1, PS2 and Xbox consoles is designed for "exer-gaming", giving games players a full workout while playing fighting, sport and dance games.

    The Bodypad consists of four strap-on body sensors for the arms and legs combined with button controls held in the fists.

    The sensors and controllers communicate wirelessly with the Bodypad's receiver which is connected to the console.

    The player's movements are replicated by the onscreen character, allowing kicks, punches and combination moves to be made.

    Virtual reality

    Another device which bridges the gap between physical reality and the in-game world is eMagin's Z800 3DVisor.

    The 3DVisor is a virtual reality headset with two microdisplay screens that combine with a headtracking system to give the player a 360-degree view of the game world simply by moving their head.

    The simplicity of the Buzz! controllers helped the games sell

    Although the Z800 3DVisor is ideal for first-person shooter games on PC, its $1000 (£500) price tag probably puts it out of reach of all but the most dedicated gamer.

    Gamers with an interest in virtual reality, but who cannot afford the Z800, may find what they are looking for with the next generation of games that make use of the Eye Toy for PS3 and the Live Vision Camera for Xbox 360.

    "In the next couple of years we are going to see some really interesting applications using Eye Toy technology," said Brian Crecente, editor of Kotaku gaming website.

    The Eye of Judgement board game, unveiled ...
    by Published on March 6th, 2007 21:05

    During that same Media Arts Festival Yoot Saito demonstrated Odama with Wii controls at, the fellow responsible for directing Okami, Hideki Kamiya, talked a bit about Twilight Princess. His words, however, were not as one expects when someone is talking about Link's latest adventure; words strung together in such phrases as "it was phenominal" and "my life has been profoundly changed" were not used. Instead, Kamiya could only muster an apathetic response when asked how he felt about the game.

    Kamiya said "To be frank, I was disappointed when I saw [Twilight Princess'] visuals. I'm a Zelda freak -- it's no overstatement to say that I created Okami because of Zelda. I really wanted [Twilight Princess] to have that regal aura, because Zelda was what we were aspiring to. I wanted it to show me things that were surprising, but..." Wow, we thought the visuals were downright impeccable at times, such as riding Epona across Hyrule Field during the day.

    What do you guys think?

    via wiifanboy ...
    by Published on March 6th, 2007 21:04

    via wiifanboy

    According to AMN, the latest issue of EGM confirms that Mario Party 8 has been pushed back from its release date of this month to the vague release date of Summer 2007. Color us sad as we were really looking forward to this title (as most of you undoubtedly were), and now with the vague release date, we could honestly be receiving this title as late as the end of August, which is just criminal.

    Guess the next Nintendo game we all have to look forward to is Super Paper Mario, eh? ...
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