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  • DCEmu Featured News Articles

    by Published on December 20th, 2006 21:11

    Team Xtreme have posted about their new project for the Nintendo Wii:

    SHOCKii is the latest product brand name by Xtreme Enterprise specifically targeted at the Nintendo Wii console case replacement casemod market. All products are made from the highest quality materials and affordably priced. Go to our webshop to make your Pre-Orders now!

    With our succecssful foray into the DSL casemod market, we were able to get customers excited about what SHOCK! can do in terms of functionality and quality standards. Product quality and affordability is of the utmost concern with Xtreme Enterprise and SHOCK! served to meet those needs and stringent standards that we have set for ourselves. As such, we are now ready to engage in the next Nintendo casemod product development, that is PROJECT SHOCKii. Here is the rundown on the product features that is to come with SHOCKii :

    Project SHOCKii - A console replacement case for Nintendo Wii

    Project SHOCKii is a full replacement Nintendo Wii console case project that aims to provide gamers with a high quality alternative to the original colors, as well as function as a repair part for damaged Wii cases. Made from extremely high quality and durable ABS plastic materials as well as Japanese patented acrylic paint, SHOCKii replaces all case parts for the Wii (at only the price of a Wii/DS game) and this includes:

    - Both side panels

    - All buttons (Power, Reset, Eject buttons) including battery case

    - Slot covers (Gamecube memory card slots, GC controller slot, SD card slot) & Faceplate

    Optional Purchases

    - Wii-mote controller replacement case (Color-matched)
    - Tri-wing screwdriver

    Colors Available

    SHOCKii replacement cases are available in 5 aesthetically pleasing colors as follows :

    - Astro Yellow
    - Dreamy Blue
    - Dynamic Red
    - Cool Black
    - Strat Clear ...
    by Published on December 20th, 2006 20:58



    Hey guys, I decided to create a program that randomly prints thick lines to your psp screen. The program is used to unstick stuck pixels from your screen without the need of downloading a 30 megabyte video that does the same exact thing.
    This way, people can actually fit it on thier memory card. Especially for those who only have a 32 megabyte card. The Eboot file is about 150kb.
    This works on 1.0 and 2.00+ psp's. It will also work on a 1.5 psp if you have custom firmware installed.

    Enjoy!

    Any questions? Comments? Requests?
    Please IM me on Aim. My sn is "thecrait" without the quotes.
    Or, you can visit a fast growing online community at http://z8.invisionfree.com/Systems_and_Sketches/

    Download and Give feedback Via Comments ...
    by Published on December 20th, 2006 20:52

    news via boomtown

    Several reports suggest that demand in the US for PlayStation 3 is not all Sony could hope for.

    A company which tracks the availability of items at online stores says it has noticed a drop in demand for PlayStation 3. Rather than selling out, many consoles are being left unsold.

    It seems that the outrageous bundles being forced on consumers by retailers have turned custom away. Ian Drake explained the difference his company had seen since the launch of Xbox 360.

    "Last year, at NotifyWire.com, we tracked several one thousand dollar Xbox 360 bundles which would sell out in less than two minutes after becoming available," Drake told PWWeb. "Just today, a one thousand dollar (£507) PS3 bundle was in stock at eToys.com for over 12 hours. This sort of thing didn't happen with the Xbox 360 until well after Christmas."

    A quick visit to Ebay also shows that PlayStation 3 consoles just aren't as in demand as you might expect. With many consoles going for just over retail price rather than the riches the sellers may have hoped for. In fact it's really easy to get hold of a PlayStation 3 via the auction site,

    "I think we're already at the point where many people won't pay a premium for the console or be forced into buying bundles," added Drake.

    It seems there are plenty of people who would like a PlayStation 3, they just aren't willing to get ripped off when doing so. ...
    by Published on December 20th, 2006 20:39

    news via playfuls

    Nintendo is making sure to keep those games rolling out by the lot all through the winter, and into the spring of 2007. The Japanese publisher has already promised to release another 26 Wii games and 66 DS games in the first quarter of 2007, complementing their already rich "launch period" line-up on the Wii and adding a staggering number of new DS titles. The overall quality may not look too high, but the sheer number of options gamers will have should be enough to keep Nintendo on par (at the very least) with their next-gen opposition.

    Among the Wii games set for release in Q1 2007 are titles such as Wario Ware: Smooth Moves (the only one set for a January release), Excite Truck (in February), and then from March onward SSX Blur, Dragon Ball Z: Budokai Tenkaichi 2, Sonic and the Secret Rings, Heatseaker, Mortal Kombat: Armageddon, Blazing Angels: Squadrons of (W)WII and many more.

    Over on the DS, the list is topped by Children of Mana (in January) and includes Castlevania: Portrait of Ruin (in February) and such oddities as Rayman Raving Rabbids, The Settlers or Theme Park. This is but a small fraction of what Nintendo has lined up for early 2007, and you can see both lists - for Wii and DS - complete with release dates for each game on N-Europe.

    There are still many notable absents from those Q1 2007 line-ups, some of which won't be coming out until the end of 2007. As CVG has learned from "reliable sources close to Nintendo", Super Mario Galaxy and Metroid Prime 3: Corruption on Wii, and Legend of Zelda: Phantom Hourglass on DS will not see light of day until Christmas 2007, which could mean anything from October to December.

    So 2007 is going to be yet another busy year for Nintendo, especially now that a new rumour also seems to indicate the arrival (or at least the announcement) of a new version of DS next year in Japan. The info originates from various Japanese blogs and boards (via JeuxFrance), and it tells about wider screens for the new DS (3.5-3.8 inches, instead of 3.0 in the current version). Also, Nintendo will supposedly release new colors for its Wii console during Spring 2007 in Japan. ...
    by Published on December 20th, 2006 20:35

    news via gameSpot

    Nintendo pushes minigame pack back to mid-February from previous date of mid-January.

    With its motion-sensing technology, the Wii Remote is a perfect match for titles packed with minigames. Wii Sports, Rayman Raving Rabbids, and Super Monkey Ball Banana Blitz are already out for the Wii, and WarioWare Smooth Moves is due out in a few weeks.

    Another collection of minigames, Wii Play, is apparently giving itself a little breathing room from the crowded genre. On the Nintendo press site, Wii Play is listed as releasing on February 12, 2007. The game was previously listed as releasing on January 15--the same day WarioWare hits shelves.

    Though the game is already available in Japan and Europe, Nintendo hasn't given any reason for pushing the game back in North America. One theory deals with the Wii Remote that is bundled with it. Hardware shortages aren't just limited to the Wii console, but also to accessories such as extra Wii Remotes. ...
    by Published on December 20th, 2006 19:23

    Art has once again updated his Xflash app for the PSP, heres whats new:

    New for X-Flash V17f:
    - Improved speed startup trick.
    - Fixed accept agreement sound.
    New for X-Flash V17e:
    - Replaced original menu sound effects.
    - Added 2x startup speed trick.
    - Improved sample player to play sounds at different speeds,
    and different sample rates.
    - Menu sounds are resampled and more memory efficient so
    the program package can be smaller.

    Download and Give Feedback Via Comments ...
    by Published on December 20th, 2006 19:17

    Via IGN

    Test Drive Unlimited launched this past September on the Xbox 360, and this coming February it's set to hit the PS2, PC and PSP. Offering up an inside look at the development of the PSP version of the game is Kevin Burfett of Melbourne House, the game's developer. Have a read.

    I'm back again to tell you some more about Test Drive Unlimited - this time I'm talking about the PSP version.

    It's pretty incredible when I first show people the Playstation 2 version of Test Drive Unlimited, they are usually amazed at what has been squeezed into that platform. But to see their faces when I pull out a PSP out of my pocket that's running the game, wow. The general reaction is that it is impossible to make this game for the PSP, which makes the achievement all the more satisfying for all of us at Melbourne House.

    We've spent a lot of time working out how to keep the core gameplay of Test Drive Unlimited on the PSP. We've managed to squeeze the entire island of Oahu into your hands, which is an incredible technical feat.

    Every piece of the 1000 miles of road is there in a fully streaming world. You can race around the entire island in a single session without seeing a loading screen.

    All of the cars have been remodeled specifically for the PSP, and they look fantastic on that beautiful PSP screen. That's a wonderful thing about working on a handheld console, the developer and the end user have exactly the same screen - no differences in size, shape or color. What you see is exactly what the developer intended you to see.


    We've also gone through the island and optimized the world, the trees, the buildings; pretty much everything is built for the PSP.

    The PSP version comes with the Auto-GPS that I talked about in the previous diary, with Master Points, Race series, and over 240 races all playable online.

    Online? Yes, Test Drive Unlimited PSP has online multiplayer!

    You can play in Infrastructure mode - connecting to the Internet and playing with people down the street or across the planet. High Scores are recorded for all races while online (single player and multiplayer) - so you can try to break the world record for a time trial race while sitting in a fast-food restaurant munching on a burger and using a wireless hotspot.

    Once you go online you'll be seeing other PSP players immediately in free-ride, no need to set up complicated sessions or looking for servers, we look after that for you. Even when you want to find a race session we've made that nice and easy as well with the ability to automatically find and join a race session.

    But that's not your only wireless networking option, you can also connect to your friends in ad-hoc mode and race against them while riding the bus, or just cruise around the island with them while sitting in the back of the classroom (no, I don't advocate this!) There's something very cool about sitting down on the sofa with a few friends and just going for a long cruise through the streets of Oahu.


    Cruising seems to be a phenomenon that is unique to the Test Drive Unlimited world and is catching on big time. It's not always about the racing, we've found that many people get a huge amount of enjoyment from just cruising around the island in their favorite car, looking for new and interesting places to drive (although the coastal roads are usually the most popular).

    Because the PSP is often used in short bursts, Quickrace will be a popular option for those times when you just want to get in there and have a race.

    Another option for those time-limited moments is to jump in head off down some unexplored roads, or do some shopping for a new car. I've even simply jumped in to check whether I'd lost my top spot in the world rankings for a speed challenge (yes, I had.)

    Well, time for me to get back to the PSP and try to gain back some self-esteem by taking that world record again... A colleague once said to me that "Producers always have to get the high score, it's like it's in their job description or something". It's not in our job description; it's in our blood.
    ...
    by Published on December 20th, 2006 19:15

    Via IGN

    It seems that with each platform Megaman makes an appearance on, the story shifts further and further into the future. The Megaman X series were placed after the original series of games, and then the Zero and Battle Network games are supposedly after the X series have finished. Now we have the latest Megaman title, called Ryuusei No Rockman (Megaman Star Force), which happens a while after the events of the last Battle Network game on the GBA.

    Instead of starring featuring Lan and his Netnavi, we have a new lead role in Subaru, and this time he's not equipped with a Netnavi at all. Instead, his companion is an FM called Warlock. What's an FM? Basically think of a sentient being that lives in the radio waves. Any way, when Subaru and Warlock merge, they transform into the lovable, cuddly Megaman that everyone knows and loves. Netnavis, FMs, they're pretty much all the same when you look at it, really. Three years after the disappearance of his father, Subaru has turned into quite the anti-socialite, and even his companions from school can't convince him to come out of his shell. One night, while looking at the stars, Subaru decides to use his father's Visualizer, and comes into contact with Warlock for the first time.

    The basic foundation of the game has changed greatly compared to Battle Network, however. Similar to BN, Star Force's combat is played out on a grid, only this time it's presented in full 3D from a 3rd person perspective. Additionally, Megaman cannot move back and forth anymore, only from left to right. I don't know why this was done, but perhaps it was to make things easier to manage while in battle. Moving on, instead of the Battlechips that Megaman could use, he now has Battle Cards, which can be selected with the touch screen during each battle. The card system is actually quite easy to figure out; there's a gauge on the right side of the screen that goes up while you're fighting enemies. Once it's full, you can press the L or R buttons to bring up the card menu screen to select more cards. You can choose from six cards at a time initially, but the maximum you can carry at once depends on the type of cards that you choose. Despite the changes, the game plays fairly similar to the Battle Network games. Since you can't move around a lot, attacks are sometimes more difficult to avoid, so you can always use the handy Shield option to weather an assault. The downside is that Shield is only active for a limited time, so you can't turtle in one spot for too long.

    Star Force uses a mixture of 2D and 3D graphics; 2D for the overworld and 3D for battles and it does a good job for the most part. Personally, I think the 2D graphics look a hell of a lot better than the visuals during battle. The sprites are just the right size, and the animation is plentiful, so Subaru and the rest of the cast can convey a range of emotions throughout the game. The 3D graphics are average at best, but it seems that there isn't enough detail added to the models to give them a clean look, especially with the enemies. The Little Macs look like rectangles most of the time. Not everything looks bad though; the special abilities you acquire in the game look really good and are wouldn't look out of place in a Final Fantasy game.

    The best addition to the game is the Wi-Fi and wireless play, which allows you to trade Brother Band (a cute name for Broadband, I suppose) information between players. Wireless play allows you to trade Battle Cards and actually do battle with each other, but with Wi-Fi you're limited to only trading Brother Band information and sending e-mails. Since the game is aimed towards kids, you can create your very own avatar as well as filter out any information that you don't want seen.

    Although the game initially seems very similar to the Battle Network games, there are enough changes to make the gameplay a totally different experience from the GBA games. The 3D graphics aren't going to blow your minds, but the underlying gameplay is solid and really addictive, especially if you were a fan of the Battle Network series. As a bonus, those with the BN games lying around can unlock secret items by booting Star Force with a BN cartridge in the NDS' GBA slot. Look for a more detailed hands-on review soon!... ...
    by Published on December 20th, 2006 19:13

    via ign

    A mysterious game has appeared on the latest release list from Japan's biggest games magazine, Famitsu. According to the list, the PlayStation 3 will be getting a game called Gundam Musou from Bandai Namco Games. The game is set with a TBA 2007 date.

    Unfortunately, that's all we know, as the magazine's editorial sections make no mention of the game.

    The "Musou" name (complete with the same two kanji characters) is used elsewhere in the Japanese game market. Koei's Dynasty Warriors series is known in Japan as "Shin Sangoku Musou." Coincidence? Possibly, but we'll have to wait for Bandai Namco to give out some actual details. ...
    by Published on December 20th, 2006 19:10

    Screw the Wiimote! If you want a really radical controller, check out the EdgeFX which is now available for the PS2 and "will be available soon" for the PS3.

    "The EdgeFX has a right hand optical mouse controller and gaming pad with a detachable left hand controller. During game play, the left hand controller is used to move while the right rumble-mouse is used to shoot, look left, right, up and down. The EdgeFX allows you to move at maximum speeds and then instantly slow down for precision targeted shooting when the focus button is pressed."

    Yeah, awesome.

    Screen Via Comments
    via ps3fanboy ...
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