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  • DCEmu Featured News Articles

    by Published on January 3rd, 2007 23:43

    via spong

    Usually news from International Solid State Circuits Conference would leave us a little cold, however, a snippet of news has caught our attention. This relates to a 1:30pm meeting on Tuesday February 13th entitled: “18.1 Implementation of the CELL Broadband Engine in a 65nm SOI Technology” – specifically that:

    ” The chip operates at 6GHz at 1.3V and is fabricated in a 65nm CMOS SOI technology.

    The CELL Broadband Engine is, of course, better known simply at ‘The Cell processor’ and is used in the PlayStation 3 (as well as IBM’s Blade servers and some HD TVs). The Cell currently powering the PS3 runs at 3.2GHz and is fabricated on 90-nano-metre (nm) Silicon On Insulator (SOI) tech.

    We read on:

    ”The 65nm CELL Broadband Engine design features a dual power supply, which enhances SRAM stability and performance using an elevated array-specific power supply, while reducing the logic power consumption. Hardware measurements demonstrate low-voltage operation and reduced scatter of the minimum operating voltage.”

    We were then drawn to the people attending the conference. Tucked in alongside IBM and Toshiba delegates, was an S. Tokito. We looked more closely to discover that S. Tokito was visiting from Austin, Texas – specifically from Sony Computer Entertainment in Austin, Texas.

    Could this be Shizuo Tokito? A man whose name is writ large on several papers regarding blue light emitting diodes (Blue Rays)? Quite possibly. Now, there’s only really one connection between the Cell processor and Blue Ray – although they don’t communicate directly with each other, they do co-exist within the confines of Sony’s enormous, hot and heavy PlayStation 3.

    Therefore, a knee-jerk reaction to this could be that Sony is readying the next-gen-Next-Gen PS3 with a buff new processor running at twice the speed of the current unit. The form-factor of such a new unit would also be smaller; the heat emissions would be less… all in all, you’d have a PS3 v.2 which would not require most of your sitting room to place it in. But, as we say, that’s knee-jerk.

    This strikes us as more than unlikely – with problems with current PS3 production, the idea of two PS3s on the market would be disastrous.

    More possible (notice that we are not saying, ‘likely’) would be for the new processor to be slotted into the existing PS3 and running at the current clock-speed. This would give a performance increase while cooling the system.

    Another reaction could be that the company will be placing the new 6Ghz cell in the AV-centric PS3 mooted by Ken Kutaragi last December – and poo-pooed by the rest of the world as the ramblings of the ‘father of PlayStation’.

    Final reactions could, of course, be that the conference organisers got Tokito-san’s company wrong – that this is not Shizuo at all, but some other Japanese uber-scientist who works with Sony’s HD-TV group instead; or even works with NHK. ...
    by Published on January 3rd, 2007 23:36

    Micket posted this news of a new release of his Music player for the GP2X:

    Well i made another update to OldPlay
    http://www.micket.com/oldplay.zip [2 MB]
    http://www.micket.com/oldplaysrc.zip [15 MB]

    This is what it looks like now, of course it's still possible to use the old default.cfg
    (the colors look very different on the gp2x)

    Big news are probably that uade is back in business, well at least as much as it was last time.. and. well i'll just paste the changelog

    * uade supported again (as far as v0.95 did)
    * Enabled underclocking by default
    * Fixed XM, FAR, MDL in libmodplug
    * Updated GME to v0.5.2 and used more of it's features:
    * Added support to vgz, hes, kss, ay, sap
    * Support for m3u files for all game music
    * Fake stereo for mono sound in game music
    * Seeking in all single tune game music files
    * Better effort at song lengths in game music (no more neverending tunes)
    * Automatic silence detection (ends tune)

    * Better handling of multitune songs in playlist
    * Scrolling text
    * Subtune name field
    * New colors in default.cfg
    * #FF00FF transparent in logo.bmp
    * Better handling at unplayable tunes
    * Added textual man page (supported in gmenu2x > v0.8)

    Internal changes
    * Changed lots of small bits and pieces
    * Reworked a bit of the structure in PlayerApp, Playlist and MusicPlayer
    * Made a library out of libzip (updated to latest version)

    I'm not sure what i'll do next.
    Possibilities are; gsf, sndh, ogg, flac, mikmod's supported formats (that modplug can't handle well or at all)
    Dunno about wma, could cause license issues? Reading licenses is boring

    If you come across xm, mod, mdl, med, okt, ult, it, far, ptm, s3m songs that doesn't work, or have messed up samples send them to me and i'll have a look at libmodplug
    (If possible, test with something using libmodplug on your computer and make sure libmodplug actually can handle them properly)
    ...
    by Published on January 3rd, 2007 23:24

    via IGN

    Naruto is making the transition to the DS. Today, Tomy and D3Publisher of America announced that Naruto: Ninja Council 3 would debut on Nintendo DS this spring. The previous Ninja Council games were available on GBA.

    Based on episodes of Viz's anime series, Naruto: Ninja Council 3 features more than 40 missions and 20 playable characters. Supporting four-player multiplayer and several game modes (Timed Mode, Scroll Collection Mode and Head-to-Head Versus Mode), Naruto challenges gamers to use strategy in their attacks. The interchangeable attack system allows players to combine attacks to increase success in combat.

    "The new interchangeable attack system and the ability to choose from over 20 playable characters are a first in hand-held Naruto games," said Careen Yapp, Vice President of Licensing and Business Development, D3PA. "We feel very strongly that this game will appeal to both the fans of Naruto and DS gamers that enjoy action games."

    Look for Naruto: Ninja Council 3 sometime this spring. ...
    by Published on January 3rd, 2007 23:21

    via dsfanboy

    We can't decide if this is surprising or not, but from the new page at the Success site, it looks like Mackenzie will be back (with her funny-shaped pal) for another round of quirky mysteries. Considering the mixed reviews, we can't say we expected another Touch Detective game immediately, but hey! What fun would it be if the industry didn't offer up a few surprises here and there, amirite?

    For now, we'll hope that they focus on the things they got right with the first installment -- like the humor, art style, and characters -- and work a little on the opaque mysteries that were, at times, somewhat like pounding one's face with a sledgehammer. ...
    by Published on January 3rd, 2007 23:18

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    What's new in version 0.29
    ==========================
    * Minimize to System Tray button
    * Recent Files menu
    * OutputToFile( ) function to write values to output.txt
    * Division by zero no longer crashes compiler
    * Automatically connect Wiimotes when you press 1+2
    (bluesoleil only, you need to do it manually with other stacks)
    Hold Power button to disconnect Wiimote.
    * Wiimote speaker supported (single notes only, no wave files)
    * Classic Controller support fixed and tested
    * Wiimote.SmoothPitch and Wiimote.SmoothRoll now calculate angles
    without seperating out the acceleration, for smooth (but
    inaccurate) angles when your hand wobbles.
    * "Press X" now works without brackets
    * "100Hz" now works without space
    * Numbers allowed after dot, "Wiimote.1" works like "Wiimote.One"
    * Infinity and NaN are now valid numbers.
    * Other compiler improvements
    * Improved documentation
    * More scripts! Play old Zelda, Mario, or Metroid games with the
    exact same controls as the modern Wii game.

    Let me know how well it works or doesn't work.
    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2007 23:18

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    What's new in version 0.29
    ==========================
    * Minimize to System Tray button
    * Recent Files menu
    * OutputToFile( ) function to write values to output.txt
    * Division by zero no longer crashes compiler
    * Automatically connect Wiimotes when you press 1+2
    (bluesoleil only, you need to do it manually with other stacks)
    Hold Power button to disconnect Wiimote.
    * Wiimote speaker supported (single notes only, no wave files)
    * Classic Controller support fixed and tested
    * Wiimote.SmoothPitch and Wiimote.SmoothRoll now calculate angles
    without seperating out the acceleration, for smooth (but
    inaccurate) angles when your hand wobbles.
    * "Press X" now works without brackets
    * "100Hz" now works without space
    * Numbers allowed after dot, "Wiimote.1" works like "Wiimote.One"
    * Infinity and NaN are now valid numbers.
    * Other compiler improvements
    * Improved documentation
    * More scripts! Play old Zelda, Mario, or Metroid games with the
    exact same controls as the modern Wii game.

    Let me know how well it works or doesn't work.
    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2007 23:13

    via wiifanboy

    Who needs dongles when you have an entire series of tubes at your fingers? Finetune, a social streaming service, has created a Wii-friendly interface complete with big search boxes that can easily be seen from across the room. A few clicks and we were happily streaming tunage in the living room. It took nearly as long just to load the internet channel as it did to get in and start listening. We do, however, crave some sort of "Wiiboard," because this onscreen typing is about as much fun as tearing off our fingernails and eating them.

    Also, we're a little disturbed when Disturbed rolls in as some of the "best rock" of 2006. Perhaps we need to finetune our definitions a little more ... and all apologies to Disturbed fans. We got much better mileage out of entering tags on the "radio" side and rocked out for a while to the Wii. Check it out if you're so inclined.

    More Info ...
    by Published on January 3rd, 2007 23:13

    via wiifanboy

    Who needs dongles when you have an entire series of tubes at your fingers? Finetune, a social streaming service, has created a Wii-friendly interface complete with big search boxes that can easily be seen from across the room. A few clicks and we were happily streaming tunage in the living room. It took nearly as long just to load the internet channel as it did to get in and start listening. We do, however, crave some sort of "Wiiboard," because this onscreen typing is about as much fun as tearing off our fingernails and eating them.

    Also, we're a little disturbed when Disturbed rolls in as some of the "best rock" of 2006. Perhaps we need to finetune our definitions a little more ... and all apologies to Disturbed fans. We got much better mileage out of entering tags on the "radio" side and rocked out for a while to the Wii. Check it out if you're so inclined.

    More Info ...
    by Published on January 3rd, 2007 23:11

    via wiifanboy

    There's a new trailer for Sonic and the Secret Rings tucked away on Sega's American site, and though this may strike you as a surprise, it's filled with Sonic himself speedily racing through levels and -- wait for it -- collecting rings. Bombshell, right?

    Okay, so not really. But it's a fast-paced little bit of blurry blue action and definitely worth a watch. And maybe it's just because this particular blogger has been grinding it out with the Wii's Downhill Jam and similarly speedy fun, but this really looks like it could be a blast. We know the pantheon of Sonic titles are a bone that gamers like to gnaw in friendly brawls arguments, so we gotta ask: how's this one strike you?

    And we apologize, but there's no embedded video, so you'll have to head over to Sega's site for the trailer. While we hate to do that to you, we can at least promise that this one is child-free.

    Trailer Here ...
    by Published on January 3rd, 2007 23:11

    via wiifanboy

    There's a new trailer for Sonic and the Secret Rings tucked away on Sega's American site, and though this may strike you as a surprise, it's filled with Sonic himself speedily racing through levels and -- wait for it -- collecting rings. Bombshell, right?

    Okay, so not really. But it's a fast-paced little bit of blurry blue action and definitely worth a watch. And maybe it's just because this particular blogger has been grinding it out with the Wii's Downhill Jam and similarly speedy fun, but this really looks like it could be a blast. We know the pantheon of Sonic titles are a bone that gamers like to gnaw in friendly brawls arguments, so we gotta ask: how's this one strike you?

    And we apologize, but there's no embedded video, so you'll have to head over to Sega's site for the trailer. While we hate to do that to you, we can at least promise that this one is child-free.

    Trailer Here ...
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