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  • DCEmu Featured News Articles

    by Published on January 3rd, 2007 03:07

    via mattIGN

    If you want to know what the weather was like eight hours ago in your city, Nintendo's Wii Forecast Channel is amazing. But if you want up-to-date information on the weather, you're in trouble. I don't know if it's Nintendo's issue or if it's a shortcoming of the data provider, weathernews, but whatever the case, the Wii Forecast Channel is rarely, if ever adequately up-to-date.

    I hope someone gets their act together because if the data was current, Wii Forecast would be a great little extra. I actually check it out daily for a quick snapshot of the weather around the world. The Globe function is amazingly well done, but again, it's discouraging to look at the world map and see that it's sunny in Los Angeles but somehow the moon is out only a few miles away in Redondo Beach.

    Nintendo, if you're going to do this stuff, make sure it works. Whether that means ensuring WiiConnect24 is more timely or going with a different provider, do it. Otherwise, don't bother at all. ...
    by Published on January 3rd, 2007 03:07

    via mattIGN

    If you want to know what the weather was like eight hours ago in your city, Nintendo's Wii Forecast Channel is amazing. But if you want up-to-date information on the weather, you're in trouble. I don't know if it's Nintendo's issue or if it's a shortcoming of the data provider, weathernews, but whatever the case, the Wii Forecast Channel is rarely, if ever adequately up-to-date.

    I hope someone gets their act together because if the data was current, Wii Forecast would be a great little extra. I actually check it out daily for a quick snapshot of the weather around the world. The Globe function is amazingly well done, but again, it's discouraging to look at the world map and see that it's sunny in Los Angeles but somehow the moon is out only a few miles away in Redondo Beach.

    Nintendo, if you're going to do this stuff, make sure it works. Whether that means ensuring WiiConnect24 is more timely or going with a different provider, do it. Otherwise, don't bother at all. ...
    by Published on January 3rd, 2007 03:04

    Carl Kenner posted a new script for Glovepie that uses the Wiimote Speaker.

    Heres the details:

    Wiimote Speaker Script!!! Second attempt.
    Should work in any version of GlovePIE that isn't super old.

    Code:
    // Carl Kenner's Wiimote Speaker Test script! Version 2
    // A = start sound, B = stop sound
    // Minus = decrease sample frequency
    // Plus = increase sample frequency
    // It takes a short time to start (due to delays built into Poke)

    // Change the next line to set the rate at which sound data is sent
    // BUT it must be low enough for the wiimote to respond to the B button
    // it may depend on your PC speed. Must be at least 91 for freq 13.
    pie.FrameRate = 120 Hz

    if not var.initialized then
    var.freq = 13 // Set sample rate = 3640 Hz (so computer can keep up)
    var.volume = 0x40 // volume = 40 ??? Seems to be about max
    debug = var.freq
    var.initialized = true
    end if

    if var.On and (not Wiimote.One) and (not Wiimote.Two) then
    // Report 18, send 20 bytes, square wave, 1/4 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33, 0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33)
    else if var.On and Wiimote.One then
    // Report 18, send 20 bytes, square wave, 1/2 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3, 0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3)
    else if var.On and Wiimote.Two then
    // Report 18, send 20 bytes, square wave, 1/8 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xCC,0xCC,0x33,0x33,0xCC,0xCC,0x33,0x33,0xCC,0xCC, 0x33,0x33,0xCC,0xCC,0x33,0x33,0xCC,0xCC,0x33,0x33)
    end if


    if pressed(Wiimote.A) then
    // Enable Speaker
    Wiimote.Report14 = 0x04 | Int(Wiimote.Rumble)
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq)
    WiimotePoke(1, 0x04a20005, var.volume) // 40
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    var.On = true
    end if

    if pressed(Wiimote.B) then
    var.On = false
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble) // Mute Speaker
    Wiimote.Report14 = 0x00 | Int(Wiimote.Rumble) // Disable speaker
    end if

    if pressed(Wiimote.Plus) then
    var.freq--
    debug = var.freq
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq) // max volume?
    WiimotePoke(1, 0x04a20005, var.volume)
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    end if

    if pressed(Wiimote.Minus) then
    var.freq++
    debug = var.freq
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq) // max volume?
    WiimotePoke(1, 0x04a20005, var.volume)
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    end if
    ...
    by Published on January 3rd, 2007 03:04

    Carl Kenner posted a new script for Glovepie that uses the Wiimote Speaker.

    Heres the details:

    Wiimote Speaker Script!!! Second attempt.
    Should work in any version of GlovePIE that isn't super old.

    Code:
    // Carl Kenner's Wiimote Speaker Test script! Version 2
    // A = start sound, B = stop sound
    // Minus = decrease sample frequency
    // Plus = increase sample frequency
    // It takes a short time to start (due to delays built into Poke)

    // Change the next line to set the rate at which sound data is sent
    // BUT it must be low enough for the wiimote to respond to the B button
    // it may depend on your PC speed. Must be at least 91 for freq 13.
    pie.FrameRate = 120 Hz

    if not var.initialized then
    var.freq = 13 // Set sample rate = 3640 Hz (so computer can keep up)
    var.volume = 0x40 // volume = 40 ??? Seems to be about max
    debug = var.freq
    var.initialized = true
    end if

    if var.On and (not Wiimote.One) and (not Wiimote.Two) then
    // Report 18, send 20 bytes, square wave, 1/4 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33, 0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33,0xCC,0x33)
    else if var.On and Wiimote.One then
    // Report 18, send 20 bytes, square wave, 1/2 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3, 0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3,0xC3)
    else if var.On and Wiimote.Two then
    // Report 18, send 20 bytes, square wave, 1/8 sample rate freq
    WiimoteSend(1, 0x18, 20 shl 3, 0xCC,0xCC,0x33,0x33,0xCC,0xCC,0x33,0x33,0xCC,0xCC, 0x33,0x33,0xCC,0xCC,0x33,0x33,0xCC,0xCC,0x33,0x33)
    end if


    if pressed(Wiimote.A) then
    // Enable Speaker
    Wiimote.Report14 = 0x04 | Int(Wiimote.Rumble)
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq)
    WiimotePoke(1, 0x04a20005, var.volume) // 40
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    var.On = true
    end if

    if pressed(Wiimote.B) then
    var.On = false
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble) // Mute Speaker
    Wiimote.Report14 = 0x00 | Int(Wiimote.Rumble) // Disable speaker
    end if

    if pressed(Wiimote.Plus) then
    var.freq--
    debug = var.freq
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq) // max volume?
    WiimotePoke(1, 0x04a20005, var.volume)
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    end if

    if pressed(Wiimote.Minus) then
    var.freq++
    debug = var.freq
    // Mute Speaker
    Wiimote.Report19 = 0x04 | Int(Wiimote.Rumble)
    // Write 0x01 to register 0xa20009
    WiimotePoke(1, 0x04a20009, 0x01)
    // Write 0x08 to register 0xa20001
    WiimotePoke(1, 0x04a20001, 0x08)
    // Write 7-byte configuration to registers 0xa20001-0xa20008
    WiimotePoke(1, 0x04a20001, 0x00)
    WiimotePoke(1, 0x04a20002, 0x00)
    WiimotePoke(1, 0x04a20003, 0x00)
    WiimotePoke(1, 0x04a20004, var.freq) // max volume?
    WiimotePoke(1, 0x04a20005, var.volume)
    WiimotePoke(1, 0x04a20006, 0x00)
    WiimotePoke(1, 0x04a20007, 0x00)
    // Write 0x01 to register 0xa20008
    WiimotePoke(1, 0x04a20008, 0x01)
    // Unmute speaker
    Wiimote.Report19 = 0x00 | Int(Wiimote.Rumble)
    end if
    ...
    by Published on January 3rd, 2007 03:00

    via quasimondo

    As you might know by now the Nintendo Wii is now able to run Flash 7 files. Unfortunately the Flash player that comes with the current beta is a somewhat stripped down version - and especially one very important feature is missing from the native functions: the ability to use the keys of the Wiimote controller. But as it turns out the controller keys are made available to Javascript. So Aral Balkan has already tried a lot of methods in order to pass the key information from Javascript into Flash - but it looks like that all the classic approaches either do not work at all or they come with too much delay in order to be usable in games.

    Well - I think that I have found yet another a method that works pretty okay. Especially the reaction time feels good to me - the only downside is an optical glitch which I still hope to get rid of. Check the demo here - ideally on a Wii: http://www.quasimondo.com/flashhwiimote.php
    BTW - you will not see anything on Firefox since I just use the OBJECT tag to embed the swf - I also tried to use SWFObject first for embedding, but somehow when using it the Wii scroll arrow started appearing above the Flash file - so it looks like the layer got a bit higher than the desired 500 pixels.

    Now how does this work? Since all direct Javascript to Flash communication is either impossible or too slow I'm using an indirect method: I use the Stage.onResize event of one Flash file as a trigger and communication device. When a keypress is received by the Opera browser I scale the layer which contains a sender swf to a width that is equal to the detected key code. This triggers a resize event inside the sender swf which reads out its new width and sends that number via LocalConnection to the main swf. There it is processed by a Wiimote class which can then be similary used like a Key object.

    Some things to be noted:
    - in order to get the full 800 x 500 size for the main Flash file I put the sender swf and the receiver swf into two absolute positioned layers. Unfortunately the Opera browser uses the Wiimote's navigation keys also for navigating inside the html page and thus interferes with the flash file by highlighting the object with the keyboard focus with a black outline. And it looks like the browser does not respect the z-index of the layers here so the outline of the supposedly hidden sender swf gets visible. I have not yet found a way how to at least tint the outline in a less visible color or hide it completely via CSS - maybe someone else finds a solution for that.

    - The Wii browser includes a very nasty feature: Flash files that are not inside the visible screen area or are on a hidden layer do not work at all - they get deactivated. Which means it's not possible to simply put the sender swf on an invisible layer.

    - When you point the Wiimote to the screen and the mouse pointer gets visible the behaviour of the page changes: keypresses are not registered anymore and only the "A" button gets directed to the flash file, but in a very slow and unpredictable way. So if you want reliable control do not point the mouse to the screen. In games it would probably be a good idea to trigger a pause when the mouse appears.

    - I don't know if that is a problem with the LocalConnection or with the browser's internal key detection, but it looks like sometimes some key events get lost which means that a keyDown event is detected, but the keyUp for the same key doesn't fire. Of course that's not ideal.

    You can download the example files and the Wiimote class here: FlashWiiMote_v10.zip ...
    by Published on January 3rd, 2007 03:00

    via quasimondo

    As you might know by now the Nintendo Wii is now able to run Flash 7 files. Unfortunately the Flash player that comes with the current beta is a somewhat stripped down version - and especially one very important feature is missing from the native functions: the ability to use the keys of the Wiimote controller. But as it turns out the controller keys are made available to Javascript. So Aral Balkan has already tried a lot of methods in order to pass the key information from Javascript into Flash - but it looks like that all the classic approaches either do not work at all or they come with too much delay in order to be usable in games.

    Well - I think that I have found yet another a method that works pretty okay. Especially the reaction time feels good to me - the only downside is an optical glitch which I still hope to get rid of. Check the demo here - ideally on a Wii: http://www.quasimondo.com/flashhwiimote.php
    BTW - you will not see anything on Firefox since I just use the OBJECT tag to embed the swf - I also tried to use SWFObject first for embedding, but somehow when using it the Wii scroll arrow started appearing above the Flash file - so it looks like the layer got a bit higher than the desired 500 pixels.

    Now how does this work? Since all direct Javascript to Flash communication is either impossible or too slow I'm using an indirect method: I use the Stage.onResize event of one Flash file as a trigger and communication device. When a keypress is received by the Opera browser I scale the layer which contains a sender swf to a width that is equal to the detected key code. This triggers a resize event inside the sender swf which reads out its new width and sends that number via LocalConnection to the main swf. There it is processed by a Wiimote class which can then be similary used like a Key object.

    Some things to be noted:
    - in order to get the full 800 x 500 size for the main Flash file I put the sender swf and the receiver swf into two absolute positioned layers. Unfortunately the Opera browser uses the Wiimote's navigation keys also for navigating inside the html page and thus interferes with the flash file by highlighting the object with the keyboard focus with a black outline. And it looks like the browser does not respect the z-index of the layers here so the outline of the supposedly hidden sender swf gets visible. I have not yet found a way how to at least tint the outline in a less visible color or hide it completely via CSS - maybe someone else finds a solution for that.

    - The Wii browser includes a very nasty feature: Flash files that are not inside the visible screen area or are on a hidden layer do not work at all - they get deactivated. Which means it's not possible to simply put the sender swf on an invisible layer.

    - When you point the Wiimote to the screen and the mouse pointer gets visible the behaviour of the page changes: keypresses are not registered anymore and only the "A" button gets directed to the flash file, but in a very slow and unpredictable way. So if you want reliable control do not point the mouse to the screen. In games it would probably be a good idea to trigger a pause when the mouse appears.

    - I don't know if that is a problem with the LocalConnection or with the browser's internal key detection, but it looks like sometimes some key events get lost which means that a keyDown event is detected, but the keyUp for the same key doesn't fire. Of course that's not ideal.

    You can download the example files and the Wiimote class here: FlashWiiMote_v10.zip ...
    by Published on January 3rd, 2007 02:35

    This is my guide to streaming Emulators, Music and Video to the PSP from either the XBOX, PS2 or PS3 (untested)
    This may seem useless but I have an XBOX with 2 250GB HDD`s and a 10GB
    So it is my home entertainment heart
    You will need:
    1 PSP (capable of running IRShell)
    1 of either an XBOX, PS2 or PS3 running Linux
    (I mainly use my XBOX with XDSL which can be found here http://sourceforge.net/project/showf...kage_id=151661 )
    1 WIFI Router (to plug into the consoles)
    Nethosts for Linux (included)

    Now Im guessing you have Linux installed on your console (not sure if a livecd will work?)
    If not here is a guide for setting up XDSL on the XBOX
    http://forums.xbox-scene.com/index.php?showtopic=395867
    (I have a loopback install that works good.. a native install will turn your XBOX into a Linux pc with no XBOX functionability)
    Once that is completed you need to boot up Linux and mount your original XBOX partitions
    1 - Open an X Terminal
    2 - Become root by typing in su. You will then need to enter the root password for Linux (XDSL- User: root PWD: xbox or User: dsl PWD: dsl)
    3 - Make a directory for where you want to mount the Xbox partition using mkdir /mnt/F
    4 - Type mount -t fatx /dev/hda55 /mnt/F to mount the F partition on /mnt/F
    You should now be able view your XBOX partitions from within Linux
    The next step is to make it so your XBOX partitions are mounted automatically
    open an X Terminal, type su to become root followed by nano /etc/fstab
    then enter this
    /dev/hda55 /mnt/F fatx umask=000,auto 0 0

    That is the hard part out of the way
    From here you need to be able to FTP to your console (or manage another way to transfer the nethosts file)

    Go to the root of your partition that has your Emulators/Music or Movies (eg: F:/)
    And simply transfer your nethosts file to that destination
    Now you need to transfer your eboot.pbp (and any other files) from your PSP emulator into the corresponding XBOX emulator folder if you want to use the roms from your XBOX Emulator
    eg: copy files out of SNES9x TYL to the SNES Emulator folder on your XBOX
    that way your XBOX SNES emulator can still run the roms on that and your PSP can use the same roms
    Finally go back to Linux and navigate to your nethosts file and click on it
    Now you can stream to IRShell (If you have IRShell you already have a guide to setting up nethosts on the PSP side so read the readme) exactly as you would from a PC running Windows/Linux

    Please note that this is untested on a PS3 but I figure if it can run Linux it can do the rest
    Also a MASSIVE thankyou must go to Ahman for creating IRShell
    Please forgive me but Im not sure if Dark Alex created nethosts or Ahman
    Either way they both deserve ALOT of praise for all their efforts in the scene
    (sorry for my grammar Im lazy) ...
    by Published on January 3rd, 2007 02:27

    Play Asia are doing one of their Weekly Specials and today its a PSP Game, heres the info:



    From the publisher: On the "Neverland" continent, from ancient times, the human, god, devil and other races who inhabit this land has been warring over and over again. And on this continent, there once existed a "super civilization" that was destroyed a long time ago. And the "great power" born from this civilization has left legends at places all over the continent. "Earth Shrine", where angels who fell to earth lived, is partly where this "great power" is sealed, and countless people used to attempt to get this legendary power. But nobody knows that this power was sealed due to the fact that it is too dangerous...

    In Spectral vs. Generation, the characters from Idea Factory's Big 2 series, "Spectral Force" and "Generation of Chaos" gather in fierce fights. Unlike the RPG games of the past, this is a horizontal scrolling 2D fighting game, where the killer moves of the respective characters can be executed to defeat the enemy. Using PSP®'s wireless communication function, the versus fighting battles are easier to carry out as well as lively and loud.

    Idea Factory's 2D fighter Spectral vs. Generation for Sony PSP™ is now available at discounted US$ 14.90 only.

    As usually, this weekly special is valid for exactly 1 week (if not sold out earlier) and this time limited to a maximum purchase of 5 units per customer. As a small restriction, please also notice that you cannot use any further discount coupons along with this special offer.

    More Info --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html ...
    by Published on January 3rd, 2007 02:23

    via joystiq

    Hudson's Dungeon Explorer missed its target launch date yesterday, leaving Urban Champion (NES) and Baseball (NES) to represent Wii Virtual Console's New Years releases. The muff doesn't sit well with TurboGrafx-16 fans who have already suffered through two Hudson VC blunders: a broken Military Madness and a pricey R-Type.

    Speaking on Dungeon Explorer's tardiness, Hudson's John Master Lee cited "funky things" (bugs) appearing during last-minute tests. Lee wisely avoided suggesting a new release date, saying only that an update on the game's condition would be "coming soon." ...
    by Published on January 3rd, 2007 02:23

    via joystiq

    Hudson's Dungeon Explorer missed its target launch date yesterday, leaving Urban Champion (NES) and Baseball (NES) to represent Wii Virtual Console's New Years releases. The muff doesn't sit well with TurboGrafx-16 fans who have already suffered through two Hudson VC blunders: a broken Military Madness and a pricey R-Type.

    Speaking on Dungeon Explorer's tardiness, Hudson's John Master Lee cited "funky things" (bugs) appearing during last-minute tests. Lee wisely avoided suggesting a new release date, saying only that an update on the game's condition would be "coming soon." ...
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