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  • DCEmu Featured News Articles

    by Published on December 2nd, 2006 01:37

    Via IGN

    Forget what they say about needing a Mario or a Zelda game at launch. It's not necessary, especially when you have Wario around. Just like with the Nintendo DS two years ago, the Nintendo Wii is launching with the latest iteration of the Made in Wario series, and similar to its portable predecessors, it aims to utilize every feature of the Wii. Luckily for you, I didn't have to wait in line for a system, because I was able to get my hands on the system a full day early to have super early impressions of the game for you.

    One of the first things we noticed about Wario was the jump in presentation quality. Sure, the games have always been a portable-centric lineup of games, but the amount of dedication put into the intro alone is remarkable. The intro has a humorous story about how the Wiimote was used in ancient times for entertainment and such, but had been long forgotten, until one day Wario stumbled upon the last remaining Wiimote. How did he do that, you ask? Simple, a little critter stole his sweets and whilst chasing said critter, he happened upon the temple housing the Wiimote. From there, we start our first level of the game. The first set of games simply introduces the gamers to one new addition to the series, and that's the various ways you are required to hold the Wiimote. The stance used in the first level is called Shoumen (Front) and requires you to simply hold the Wiimote in front of you like a regular controller. As you progress further into the game, you unlock other ways to hold the remote, such as Tsunahiki (grip the Wiimote as you would in tug-o-war), Tengu (pressed up against your nose) and Takinobori (Place the Wiimote vertically and facing towards you). Before each game, the stance changes, and you have to be quick because once the speed starts to ramp up, you don't have a lot of time to change between each stance.

    Speaking of the games, they're just as creative as ever, and there is some definite homage to past Wario games. The nose-picking game makes a sparkling return in full 3D, as does the cutting mini-game. Some of the newer stages are totally out there, but as always, are easy to pick up. Favorites so far include saving a girl from certain death by reaching for her hand as she falls, a game where you have to mimic an elephant's trunk and place apples in a basket, directing traffic between the boys and girls restrooms, and a mini-game involving curling. What can I say? I'm Canadian, and it's a national sport. By the way, if you're wondering, the Wiimote strap does play a vital part in at least one of the games, as you have to physically release it. Which hand you use is also important, so each profile you make in the game (there are slots for about 25 or so) will ask you if you're left or right-handed. Out of the five levels that were completed, only one character was completely new to the series, and that's Young Cricket (a kung-fu prodigy) and his master. The other stages that you'll find early in the game were hosted by Wario, Mona (now in a cheerleader's outfit), Cat and Ana and Jimmy. As in previous entries each character has their own storyline. The ninja girls have to defeat a bratty little monster, while Mona's sweetheart, a big time football player, competes to win her affection. Wario, well, he's just trying to avoid getting run over by a huge boulder.

    As mentioned before, the production values are definitely much higher on the Wii compared to the DS, and that's apparent from the intro and ending videos that are tacked on to each stage. All the videos feature very bright and high-res characters moving smoothly, and while some may question the quality of the animation - because fluid, it is not - it seems like it was more of a design decision rather than something that was influenced by the hardware. Having said that, the team's approach of having each game show off a unique art style pays off incredibly well in the Wii rev, where the graphics are sharper and 3D graphics are now possible without worrying about hardware limitations. Some of the new games really benefit from the use of 3D. For example, in one game you have to pass various grocery products over a scanner like in a supermarket; the graphics used here are all in 3D so that you can rotate the produce in full 3D to find the barcode scanner. Additionally, the visuals have this creepy early 90s CG look to it, making it stand out from the rest of the mini-games.

    Standalone mini-games can be unlocked by completing levels, and so far two balancing games plus a movie theatre have been unlocked. Unfortunately, it seems like the multiplayer mode needs to be unlocked, just like in the GC rev of Wario Ware. This is a real disappointment since this game is just begging for some multiplayer action, but players are going to be forced to jump through several hoops to get them, despite how fun those hoops may be.

    Aside from Zelda, Wario Ware seems to be the game that everyone is planning to purchase ...
    by Published on December 2nd, 2006 01:35

    Via IGN

    Today System 3 revealed information regarding one of its upcoming European Wii launch titles, Gottlieb Pinball Classics, which will ship to stores contemporaneously with the launch of the Wii on December 8.

    Titled Pinball Hall of Fame in North America, the game follows hot on the heels of the success of Gottlieb Pinball Classics on the PlayStation 2 and PlayStation Portable. This brand-new version showcases an original control scheme designed around the abilities of the Wii's motion sensing remote.

    Officially licensed by world-class pinball table manufacturer, Gottlieb Pinball Classics features eleven of the company's tables, each of which showcases authentic pinball table mechanics, designs, and sounds. The game will make use of the WiiMote and Nunchuck to shoot balls as normal while tilting the table via the controllers' motion-sensing capabilities.

    There are six different angles of play, as well as a multiplayer tournament where up to four players can compete against each other. The game also features unlockable extras including hidden tables.

    Managing Director, Mark Cale, commented, "We have a reputation for great pinball games so it was important that we ensured that the Wii version was not another 'port'. We've further enhanced the control system to utilize the unique features of the Wii and I'm proud of the great job we've done with Gottlieb Pinball Classics."

    Gottlieb Pinball Classics on Nintendo Wii is expected to retail in the UK at a suggested price of £29.99. No official North American price or release date has been announced. ...
    by Published on December 2nd, 2006 01:30

    via Gamasutra

    Analyst Colin Sebastian from Lazard Capital Markets has sent out details of an 'upbeat' analyst meeting with Microsoft's Xbox executive team, during which he notes that the Xbox 360 is benefiting from PS3 and Wii shortages this holiday season.

    Sebastian particularly commented: "Management appeared to be upbeat regarding the current state of the business, particularly with progress made in establishing the Xbox 360 as the early leader among next generation consoles, and also with penetration and usage of Xbox Live services."
    The analyst continues: "We also believe the Xbox 360 may be benefiting at retail this holiday from short supplies of PS3 and Wii consoles. Recently, Microsoft executives reaffirmed the company's goal of reaching 10 million Xbox 360 units installed worldwide by the end 2006."

    He also notes that the company may be making better in-roads in Europe, after only a moderate start, though the Japanese problem still remains: "North America remains the strongest Xbox 360 market, however Microsoft appears to be making some strides in other geographies, most notably in the U.K. and northern Europe, while we believe sales are still weaker in Japan."
    ...
    by Published on December 2nd, 2006 01:21

    Via MCV

    A top law firm has told MCV that any profits made from importing PS3s could prove insignificant compared to the huge legal costs if Sony were to throw the book at unscrupulous importers.
    Mitra Pahlabod of Davenport Lyons has warned that without a legal leg to stand on, anyone selling US or Japanese PS3s over here is taking a huge risk in defying the might of Sony.

    “As far as importers of PS3s are concerned, they should bear in mind that any profit they may make from importing the consoles into Europe without Sony’s consent this Christmas may well be short lived,” Pahlabod stated. “They run the real risk of defending lengthy and costly trademark infringement proceedings.”

    She adds that anyone trying their luck won’t have any excuse as far as the law is concerned – and Sony should keep a close eye on importers. “It is up to the grey importer to prove that consent to resell the goods in Europe has been given by the trademark owner,” she said.

    “Brand owners should be aware of their rights with regard to grey importing, monitor closely the sale of their goods and where possible ensure that their trademark registrations are kept fully up to date.”

    Sony maintains that gamers should wait for the official European launch in March, but that hasn't stopped some unscrupulous traders from taking full advantage of the huge demand for Sony's next generation console. The platform holder recently got in touch with Trading Standards when it discovered a company named Mastercash ran a poster campaign promsing PS3s before Christmas, and told MCV:

    "SCEE has been made aware of this promotion, and we are investigating it further. We have forwarded the details onto Trading Standards."
    ...
    by Published on December 2nd, 2006 01:10

    via dsfanboy

    We love added content in our favorite old games -- so long as it's good. When it comes to new battles in Final Fantasy VI? It can't possibly be not-good. That's why today's featured video showcases two great tastes that make us drool together: FFVI and Gilgamesh.

    So how's the GBA port look and sound to you?

    Video Here --> http://www.youtube.com/watch?v=_bx8FeX_dCU ...
    by Published on December 2nd, 2006 00:51

    Freeware solitaire game by Someone. It's called UIQ Solitaire not only because of UIQ logo on the back side of the cards but also because of pictures of real UIQ people!

    Download and Give Feedback Via Comments ...
    by Published on December 2nd, 2006 00:47

    dwelch posted this news/release:

    It has been a long time...Some may remember me.

    I have been working on Asteroids again (static binary translation).

    A demo version is available here:
    http://www.gigasize.com/get.php/2064...s20061130a.zip

    Demo version hangs after about five minutes. (someone remind me what the relationship is between sysclk and the timer ticks).

    You will find the file iRoids.bin. THIS IS NOT A LINUX PROGRAM. This is a complete, standalone, embedded application. Think in terms of it is its own operating system.

    Works just fine with Loader 2, you do not need to install linux to use this program. Only Loader 2, the .bin file and an ipodloader.conf file. An example ipodloader.conf file is also included.

    Press select (center of dial on 3rd gen) to start.
    Rewind Rotates left
    Menu Rotates right
    Play/Pause thrusts
    Fast Forward rotates right

    If you press/tap both rewind and select it will toggle the backlight, toggles until you release, so it may take a few tries to turn it off or on.

    Developed and tested on a 3rd generation iPod. It may or may not need tweaks for others.

    Full source code is also included in the above zip. Well, the roms are not, to build you will need to secure the rom files. Then trans.exe will translate the rom to game.c and rom2.h. From there you can build everything else.
    gmain.c wraps around game.c. The core game files are very easy to port to other platforms or operating systems.

    I used my own (win32) gcc cross compiler to build the above binary
    http://www.gigasize.com/get.php/206411/gccarm402.7z
    Working GBA, GP2X, and iPod examples are included (Hello World!).
    ...
    by Published on December 2nd, 2006 00:31

    Zodttd has updated his GBA Emulator for the GP2X to Release 3, heres whats new:

    - Release 3:
    - Fixed a bug having to do with a fix for the menu system made in release 2.
    - Fixed a few GP2X specific bugs. gpSP should now exit cleanly on the GP2X and be able to be loaded again.
    - Cleaned up some of the source.
    - Added an optimized "fast" version of gpSP which plays games much faster but at the cost of compatibility.
    IF A GAME DOESN'T RUN CORRECTLY WITH THE OPTIMIZED VERSION, USE THE NORMAL VERSION BEFORE REPORTING A BUG!
    - Release 2:
    - Fixed a potential memory leak each time the menu is accessed
    - Fixed the menu sensitivity of GP2X controls
    - Fixed the background image in the menu system
    - Changed the controls as specified in the button mappings below
    - Added a toggle for sound on/off

    Download and Give Feedback & Compatibility Reports Via Comments ...
    by Published on December 2nd, 2006 00:27

    New release from Wejp:

    I have released Gmu 0.3.2.

    New things in this version include:

    * Improved performance (scrolling, especially while playing mp3s, is much faster now)
    * UTF-16 support for ID3v2 tags
    * Multiple filter masks can be specified for the selection of the cover image, such as "cover.jpg;front.png;*.jpg"
    * Files can be deleted from the file browser and playlist browser (this is disabled by default you can enable it by removing the comment characters "#" from the corresponding lines in the keymap.conf file)
    * If the cover image would stay the same after a track change Gmu will not reload it anymore, but reuse the already loaded image

    Gmu is a music player for the GP2X. Gmu supports Ogg Vorbis, MP3 and various module formats (such as s3m, stm, it, etc.). It also includes a playlist and a file browser.
    Features
    Supports Ogg Vorbis, MP3 and some module formats (IT, S3M, STM, ...)
    m3u playlist import
    Random playback mode
    file browser
    playlist
    cover viewer
    hold function (turns of display backlight for power saving)
    Customizable key mappings and skin support

    Download and Give Feedback Via Comments ...
    by Published on December 2nd, 2006 00:21

    Cliff posted this news:

    I'm working on a virtual HID device driver that derives from IOHIDDevice, but at the moment it's a bit crashy due to L2CAP packets failing somewhat randomly. Here is a userland app that pairs with the device properly. You can look at the normal interrupt packets from the Wii Remote using Apple's Bluetooth PacketLogger.

    RVL Enabler (Just press Search in the Device Discovery window and it will find and pair any Wii Remotes that are discoverable)

    The secret sauce here is:

    [wiiDevice openConnection];
    [wiiDevice performSDPQuery:nil];
    IOBluetoothL2CAPChannel* cchan;
    if ([wiiDevice openL2CAPChannelSync:&cchan withPSM:17 delegate:self] == kIOReturnSuccess)
    printf("Control Channel opened.\n");
    IOBluetoothL2CAPChannel* ichan;
    if ([wiiDevice openL2CAPChannelSync:&ichan withPSM:19 delegate:self] == kIOReturnSuccess)
    printf("Interrupt Channel opened\n");

    Then you can write with [cchan writeSync:buffer:length]

    To read, implement - (void)l2capChannelDataIOBluetoothL2CAPChannel*)l2capChannel datavoid *)dataPointer lengthsize_t)dataLength;

    Basically, I'm implementing Bluetooth HID myself on top of the L2CAP stack.

    -Cliff

    Download Via Comments ...
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