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  • DCEmu Featured News Articles

    by Published on February 11th, 2007 00:10

    via gamepolitics

    Rockstar’s annoucement that Manhunt 2 will appear on the Nintendo Wii raised a few eyebrows in the gaming world.

    After all, for sheer up close and personal violence, the orginal Manhunt had no equal. For that reason alone, the game seems out of synch with Nintendo’s longtime reputation as a family-friendly game company. And then there’s the highly interactive nature of the Wii controller. We can visualize the game manual:

    Slashing someone’s neck with a shard of glass? Simply move your Wiimote right to left in a sweeping motion while pressing the B button…

    Could it be that Nintendo hopes to move the Wii into the M-rated market? GamePolitics asked Nintendo about licensing Manhunt 2 on the Wii. Beth Llewelyn, Sr. Director of Corporate Communications responded:

    Manhunt 2 is not developed or published by Nintendo. It is one of many titles released by third party publishers for our system that appeal to people of all ages and interests. Just as with movies, television, and books, different video games appeal to - and are appropriate for - different audiences.

    Video game retailers and purchasers are strongly encouraged to follow the age-specific ESRB ratings when considering what software to sell or buy. If parents are concerned about kids having access to inappropriate Wii games, we encourage them to utilize the PIN-operated Parental Control features built into Wii. ...
    by Published on February 11th, 2007 00:07

    News from Undertaxxx:

    I now allot of people here asked for this sort of prx so here it is. It's made by TEAM280 and works realy good ( tested myself ). Normal it whas mean to launch recovery from the Network Update option burh i try with itshell, SnesTYL & copple of other homebrew and works perfect here . So in the package there is a update_plugin.prx that you must flash with the auto flasher included the package or flashing manualy. You must puth the eboot from homebrew you whant to launch in the GOTORECOV folder, you easy can change the pad inside the prx. Anyway thnx to TEAM280 and download below. Grtzz

    Movie here: http://www.youtube.com/watch?v=GW3zI6Wd-lc&eurl=

    Download here: http://www.sendspace.com/file/o8vbqc

    Icons, background & Waves here: http://www.sendspace.com/file/kzd09k

    CREDITS GO TO TEAM280

    Screenshot and Give Feedback Via Comments ...
    by Published on February 11th, 2007 00:03

    Nintendo are now using a new chip called the Matronix Chip in the game DS Air,

    Heres what was posted at an hacking site

    A possibly new protection method was implied to the latest NDS Game Jet Impulse/DS Air. Two of our suppliers have tried WRG DUMP 1.4/M3 and got the same dumping problems. This game is 1Gbit in size and uses the Macronix chip. A noticeable fact is that this is the first 1Gbit.

    Nintendo Fighting back at last ? ...
    by Published on February 10th, 2007 23:48

    via engadget

    The legal hammer strikes unpredictably: that's the lesson to be learnt from the case of "iPod Monday," a weekly event at The Lift in Des Moines, Iowa where patrons bring brought along their iPods to play 15 minute playlists based around different themes. Unfortunately, the event's host and creator, Clint Curtis, is bringing the event to a close on its second anniversary (tomorrow) after receiving a cease and desist email from Apple. As the dispute is limited to Clint's use of the trademarked word "iPod," Clint could presumably have kept the event running under a different name. However, a quick read of his email correspondance with Apple reveals the reasoning for closing the event. As Clint points out, he sent several emails to Apple before starting the website and specifically asked for permission to use the term "iPod Monday," he's had visits by Apple employees, a mention on Apple.com, and has praise heaped upon him everytime he visits the local Apple Store, and he is also a loyal Apple customer and claims to have generated a lot of publicity for the company despite receiving no compensation. Unfortunately, that means nothing to Apple, who are still requesting that he cease using the name despite his pleadings. This all begs the question: why now? Why, after two years, many emails, and much publicity, is Apple cranking it up a gear? As is often the case with these kind of David and Goliath legal scenarios, Clint has only two possible choices: resign to his fate and accept the demands, or start a lengthly legal battle against a company he likes, for an event that probably isn't worth the financial cost to defend. ...
    by Published on February 10th, 2007 17:38

    Here's a list of what's changed in Beta 6:

    - Support for 2.x+ firmwares, that means WPA connections will now work. Note that only the "Automatic" (DHCP) connections work with the 2.x version. Tested on 3.03 OE-A.
    - This means there are 2 versions to choose from when downloading: FW15 and FW2x. If you must have a manually configured connection, use FW15 (that means no WPA). If you're experiencing crashes on FW2x, try to reproduce them with FW15 version since it's able to produce more debug info (crash.log).
    - Analog stick navigation now disabled by default. Can be enabled from the Input tab in the Settings window.
    - Fixed a bug in the network connection detection that meant the app wouldn't start because it incorrectly thought no network connections were present.
    - A crash.log is now created when the FW15 version crashes with a blue screen. If reporting crashes when running the FW15 version, please attach the crash.log file.

    General notes:
    - Thanks to Giovanni for helping me debug the settings problem.
    - If users are still experiencing crashes opening the settings window, please contact [email protected].

    Install/Upgrade Notes:
    - FW15: Unzip PSPoste_Beta6_FW15.zip into your PSP/GAME (PSP/GAME150 for OE users) directory. Existing settings, contacts and mail will be preserved.
    - FW2x: Unzip PSPoste_Beta6_FW2x.zip into your PSP/GAME303.
    - Upgrading from FW15 to FW2x: Rename your existing __SCE__PSPoste to PSPoste, move it to PSP/GAME303, then unzip PSPoste_Beta6_FW2x.zip into PSP/GAME303. You can delete %__SCE__PSPoste.

    Notes on mirroring: we would appreciate if sites did not mirror our releases, but instead link to the "Files" section (or "PSPoste" package) on our sourceforge project page. Thank you in advance for your co-operation.

    Download link: http://sourceforge.net/project/showf...kage_id=181627

    The PSPoste Team.
    http://www.psposte.org
    [email protected] ...
    by Published on February 10th, 2007 15:08

    StrmnNrmn posted this news on the latest of his work on the Nintendo 64 emulator for the PSP

    In my long-overdue update on Thursday I explained how some of the work I've been doing on the dynarec engine has produced a significant speedup. This post will give a few numbers to give an idea of what you can expect in R9.

    The table below shows the framerate for various scenes in R8 with a column showing the framerate for the build I'm currently testing effectively R9). The final column shows the relative speedup:

    http://strmnnrmn.blogspot.com/
    check out the the screenshots comparing r8 and r9 to certain games visit the website there is also another update before this.

    Clearly there's a significant improvement in framerate. On average, games are running about 40% faster, but in many cases the framerate has almost doubled. Subjectively, the difference means that many games are feeling a lot more responsive and playable now. Anything over 20fps 'feels' pretty good, but my long-term goal is to get this up to 30fps for as many titles as possible.

    I noticed a couple of interesting differences between the two builds when running the tests, and you can see some of these in the new screenshots. Firstly, notice that the shadows in Super Mario 64 are all nice and round. This is due to the 'mirrored texture support' that I mentioned in Thursday's update (this also fixes the star that opens over Mario's head in the title sequence).

    Secondly, the jerky/shaky screen that was affecting Mario Kart 64 now seems to be fixed. I'm not quite sure what was causing this, but I'm glad it's fixed

    Next, notice that the text is Quest 64 is now fixed. In R8 this was horribly corrupted. This is due to the fixing a few texture conversion bugs as I was introducing proper support for 16 bit textures.

    Finally, the texture on the floor in Quest 64 is now fixed. Again, I'm not totally sure what change is responsible for this, but it's nice to see it working correctly.

    One final thing to note is that these figures were obtained by running the emulator with 'optimal' settings. For the current build, this includes disabling audio output. I'll talk a bit about audio support soon, including a bit about its impact on performance.
    -
    http://strmnnrmn.blogspot.com/
    check out the the screenshots comparing r8 and r9 to certain games visit the website there is also another update before this.
    ...
    by Published on February 10th, 2007 12:10

    Winnydows has released a new version of his Video Converter for the PSP, heres the info and whats new:

    Info:

    Easy use and high quality program for converting videos for PSP, iPOD and PC.

    Import formats:
    AVI DIVX ASF MPG MPE MPEG VOB TS M2P D2V MOV QT 3GP HDMOV RM RAM RMVB RPX SMI SMIL MKV OGM WMV DVR-MS PMP FLV.

    Export formats:
    PMP AVC, MP4 PSP 2.80, MP4 PSP 480, MP4 iPod, MP4 iPod 640, MP4 PS3, MP4, AVI, AVI DV PAL, AVI DV NTSC, MPEG-2 PAL, MPEG-2 NTSC.

    Whats new:

    4.102 changes:
    Fixed aspect calculation.
    Ffdshow now installed with selected language.
    Ffdshow icons removed from tray by default.
    Add new SBC prest - Ghost Buster. Help remove red ghosting on PSP.
    Removed format MP4 PSP (MP4 PSP 2.80 and MP4 PSP 480 full replace it).
    Removed Fix gray flicks option.
    For AVI format audio now encode in video path - doesn`t need muxing.
    For AVI format now possible create files with PCM sound.
    Added two new formats - AVI DV PAL and AVI DV NTSC. DV files created progressive (no interlacement = HQ)!
    Removed encoding VirtualDub - mencoder full replace it.
    For AVI format added two new LossLess (без потерь) codecs - FFV1 and FFVHuff.
    From framerate list removed non-standart framerates (15.000). All non-standart inut files will be converted to near framerate. This fix sync on some RM and MOV files.
    Removed Engine DropDown.
    Removed PMP 2.01 - PMP AVC much better in all cases.
    Removed Base64 encoder-decoder tool.
    Removed VirtualDubMod.
    Default aspect correction now - Black.
    Mencoder updated to r22178.
    Finished CLI for x264.
    Reorganzed tabs.
    Fixed small bugs.
    Now always used mencoder MT.

    Download Here ...
    by Published on February 10th, 2007 12:07

    via siliconera

    Nihon Falcom has always been known for its intricate storylines and deep character relationships in their respective RPGs. I remember playing Legend of Heroes: A Tear of Vermillion back when it was released and noticed just how deep each character’s relation to each other was, and even the ending sequence to the game was something deep and profound, something not many RPGs have today. The focus on friendship is omnipresent throughout each of the Legend of Heroes games, and A Song of the Ocean is no different.

    Full article at link above ...
    by Published on February 10th, 2007 12:02

    via ign

    As far as I'm concerned there are only two major rules when dealing with my childhood memories; don't screw with the Ninja Turtles, and don't screw with Transformers. As luck would have it, both franchises are getting rebirths this year on the big screen, and in true Hollywood fashion they're being screwed with in a huge, huge way. TMNT now looks like a shell (pun definitely intended) of its previous design, and Transformers is getting zapped with the Bay-ray, as the franchise is now true-to-life, has a ton of explosions, and is - quite frankly - pissing off the loyal fan base left and right.

    Whether you're a fan of the movie or a hardcore loyalist, it really shouldn't matter too much when you jump into the official Transformers game though, as everything that's being added into the franchise remake - lots of explosions, mindless destruction, and robots kicking the ever-loving tar out of each other - are all fundamental elements for an entertaining videogame. Bumblebee may not be an 80's VW Bug, and Optimus has flames, but when it comes to busting some good ole' deceptichops Activision's movie-game still works to get the Transformers feel down.


    From our first official eyes-on with the game today at Activision HQ, it was pretty easy to tell where the design inspiration for Transformers came from. Take one part Hulk: Ultimate Destruction, one part Grand Theft Auto, and one part Transformers remake, throw it in a pot and let it simmer on high for 20-25 minutes. Players can kick off the game by selecting either Autobot or Deceppicon affiliation, and from there work through missions that run somewhat parallel to the main movie. We'll avoid any spoilers for die-hard fans out there (the 12 of you that haven't already read the script, that is), but basically the game builds off the key pops of the movie, recreating the battles, areas, and characters you'll be seeing on the big screen. On the Autobot side, the game is pretty much a comparable to the movie, since the Autobots are the focus in the main story. With the Decepticons, however, you're getting more of a "what if" scenario, as you try to topple the Autobot warriors and take over earth for yourself.

    Once you select your allegiance you're dropped right into the action. The game is laid out in the oh-so-familiar sandbox atmosphere of titles like GTA, Crackdown, or True Crime, where you've got a top-view map with destination blips, red dots for enemies, and green areas for objective sections. Along with the familiar map system is a integrated "good/evil" meter that works along the lines of Star Wars: Nights of the Old Republic. Just because you're an Autobot doesn't mean you can rampage through the city without the cops, military, and CIA noticing, and if you select Starscream and start helping little old ladies across the street instead of trying to become the Decepticon's "New LEADER!" you'll be sure to lose some alliance points as well. It's a pretty cool feeling to see Optimus rampage through the city knocking over police stations and Burger King buildings (it's like the old 80's episode where he turned evil, minus the red eyes), and while it's a bit out of character for the Autobots to be destroying everything, there's something to be said for taking into account the amount of collateral damage you cause during battles.

    To add to the formula, nearly everything in Transformers can be smashed, picked up, and used as a weapon. Trees were torn from their roots, light posts were used to knock Decepticon cronies (that looked a bit like the 80's Shockwave, by the way) into busses, and buildings would crack and crumble as Bumblebee scaled them to reach a higher vantage point. If you want to knock a Decepticon on his ass and use him as a projectile, it's all fair game. Likewise, if the local police are getting in your way you can lift them sky-high, scout out a target, and give them a little airborne encouragement to fight the real enemy. It should be noted though, that players can't actually fight physical humans, so rather than having hundreds of puny earthlings nipping at your heals you'll be getting a lot of squad cars, tanks, and helicopters instead. We would have loved to stop over buildings, ending thousands of lives just to take a short-cut, but it just wasn't in the cards.


    Since the game is still in development we weren't able to enjoy any of the more vehicle-specific missions, such as air combat with Starscream and Megatron (who, by the way, is a stealth bomber if you aren't up to speed in the new Transformers) or rampage driving missions with Optimus, utilizing real transform and roll out action. Still we had a chance to see the transformations in action, and though they don't have the classic noise from the original 80's show they're still really cool to watch. Switching from robot to vehicle is as easy as hitting a button, and a transformation can occur at any time. That means you can leap off buildings and go into jet mode with Starscream, transform from car to robot ...
    by Published on February 10th, 2007 12:00

    via ign

    Yoichi Wada is one of the most outspoken industry figures in Japan, often sharing his thoughts as one of his two identities: chairman of the Computer Entertainment Supplier's Association or president of Square Enix. In a recent interview with Japan's Nikkei BP, Wada assumed the latter form as he discussed Dragon Quest and the future of the PS3.

    With Dragon Quest IX coming out for the DS, Wada fielded a question about this meaning a shift in Square Enix's development strategy towards the platform. This isn't necessarily the case. "Following portable machines, we see the market for the PlayStation 3 and other next generation consoles taking off, so we will develop for that."

    In fact, nothing has apparently been decided for the next Dragon Quest. "Aside from the Dragon Quest titles that have been announced, nothing has been decided. We're not thinking about fixing [the series] on the DS."

    The Square Enix president seems to have a lot of faith in the PS3. "We have expectations from the PS3. However, it's still early. For us to do business [on the platform], it will take a bit more time."

    Wada expects a shift to the PS3 to begin first with a more pronounced shift to high definition television sets. "Once the television environment is in place, at last the true game business will form. I see the PS3 market taking off starting around 2008."

    "Some journalists don't understand that there's a difference in the amount of time hardware takes to spread and have taken the tone of 'the world of high vision, high quality gaming has come to an end.' However, once you see the world of high vision, there's no going back."

    Closing up, Wada offered his vision for how gamers will split across all the various systems out there. "I believe casual gamers will go to the Wii, DS, or even PSP while those who want to have a fuller experience will go to the PS3 and Xbox 360." ...
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