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  • DCEmu Featured News Articles

    by Published on September 18th, 2006 18:47

    PSPKOR has released a new version of his LUA clone of the classic Bruce Lee game.

    Hello there again, I'm back with an update to my first LUA game Bruce Lua.

    I have been working on this the last two weekends and this is the change log so far:
    -Actual game mode now playable.
    -Ryu(Enemy) with some Basic A.I.
    -Changing color health bar as your health gets lower.
    -side scrolling background, as you walk close to it.
    -A score board, to see how well you can do.
    -Block with square button.

    Thats what I've done and this is what I want to do to it:
    -Muiltiple enemys.
    -Better game background(if someone was willing to help with this bit I would be more than happy).
    -Levels.
    -Muiltiple characters to play as.
    -Improve A.i.
    and anything else people request if in reason.

    Well thats it for now hope every one enjoys this and here are some screens:
    P.S.- Comments welcome.
    Download, Screenshots and Feedback via Comments ...
    by Published on September 18th, 2006 16:36

    Sgstair posted this news/release:

    There are some major bugfixes in this release, but besides that, it’s not really changing functionality much.
    Many of you might thank me for the following changes:
    *Fixed major bug in arm7 (potentially causing arm9 to lose track of the buffer, and lock up I/O - odd that I hadn’t seen this happen, but someone else certainly had, and let me know about it)
    *Changed default behavior to use internal allocation system for memory (fixes interrupt allocation bug) (this was pretty stupid on my part, but it is fixed now. Now, for default behavior, the lib allocates a block of memory at startup and the default functions alloc/free from this small heap (you can still use your own, if you like, but you have to add an extra flag to the arm9’s init call, which is WIFIINIT_OPTION_USECUSTOMALLOC. The default heap size is 128k, but there are flags to specify 64k, 256k, and 512k as alternate heap sizes. 128k is probably more than most people will need, if you need lots of TCP connections (>7), then you will need to specify a larger heap size.)
    *Fixed bug that could cause _CANNOTCONNECT to come up incorrectly when associating (this was a “transient” problem, occurred due to 2 state changes that were offset by a bit, causing a condition I didn’t initially expect - it is fixed now and Wifi_AssocStatus() should return values consistent with what you’d expect)
    *Fixed blocking send() to actually be blocking. (odd that, I evidently didn’t set it up earlier. It is blocking-capable now though)

    I’m not re-releasing the examples package because they’re essentially the same; there is only one difference and that’s I’ve removed the sgIP_malloc and sgIP_free functions from the wifi_lib_test project.
    On a side note, if you do notice any bugs in the lib, please do contact me, via IRC (#dswifi on efnet or blitzed) or other means. I’m expecting to set up a bugtracker in the near future too, so there will be a more formal way to yell at me
    Ok, And for those of you who are unhappy cause your favorite feature got left out (be it probe requests, the WFC data alternate WEP key format, or native Nintendo USB key compatibility) - sorry, but this project has become stagnant, probably because I’m continually trying to refine it and just don’t feel like it anymore really; I’ve decided to put the whole lib on standby for the immediate future, and when I continue (probably mid-november) I’ll start with a complete rewrite of the 802.11 system and the TCP stack, for version 0.5 - at that point I’ll have the chance to actually do some of these things *right*, and I perhaps won’t be as frustrated with a codebase based on flawed assumptions and a general lack of understanding

    I’ll post again sometime soon with information about what projects I am presently going to be pursuing, and which ones are on the back burner.

    Download and Give Feedback Via Comments

    Thanks to GPF for the News. ...
    by Published on September 18th, 2006 15:47

    nes6502 just released a new version of his great SNES emulator for the Xbox.
    ZsnexBox 2.92

    What's New:

    -Fixed a bug in SRAM based cheat codes. This bug could potentially corrupt SRAM files and/or cause some codes not to work. It's fixed now.

    -Added two new Xbox hardware Audio filters. These are Ambience and Cathedral. I HIGHLY recommend people checking out the Cathedral filter. It's not a filter you'll want to use all the time, but it adds a great sense of 3D atmosphere to lots of games (especially if you are hooked up to a surround sound system). For example, go into any palace in Zelda 3. Turn on the Cathedral filter, and you'll see what I mean. There are also some games that sound great with it on all the time (like Donkey Kong Country) in my opinion.

    -Added Force Feedback support. Each game can have up to 10 different force feedback settings. Each of these 10 slots can be assigned to any of the 4 Xbox controllers.

    The values that can be changed are:

    -On/Off
    -Rumble on Value Change/Decrease/Increase
    -Address
    -Description
    -Motor One Strength
    -Motor Two Strength
    -Motor One time (in seconds)
    -Motor Two time (in seconds)
    -Rumbles to Skip (See Notes below)


    Each rumble can also be tested in the config. screen of that rumble slot. This way, you can play with the numbers, and immediately see what the Force Feedback will feel like.

    Rumbles are based only off cheat codes found through searching (not AR or GG codes). However, the rumbles are not tied to the Cheat Search slots. For example, let's say the user searches for the life bar in Final Fight. Once they've found it they may assign the address to Cheat Search Slot 1. Then they can go and setup a rumble that monitors this address found in Cheat Search Slot 1. The rumble is then saved to a separate file. So the user can go erase the Cheat Code and it will not affect the rumble. So the user can have a "working" Cheat Search slot that they can use to find all their rumble addresses.

    Often, when you find a rumble address for a game and enable it, there will be a certain undesired result. What I mean is the SNES may set/reset/clear that address 10 times as soon as you start the game. So your controller would start rumbling for no apparent reason. The amount of times this happens is always constant on a case by case basis. For example, let's say you found the address that represents the life bar in Final Fight (which you can find in like 10 seconds of searching). You then assign it to Rumble Slot 1 and set it to rumble every time this address decreases value (i.e. you got hit in the game and lost energy).

    Now the next time you start Final Fight the controller may rumble a couple times. This is because the SNES is setting/clearing/etc... values in the address you specified for Rumble Slot 1. So how do you fix this? Easy. Just set the "Rumbles to Skip" option for that particular rumble. I usually create my rumble. Then I restart the game. I then play until I am actually on the first stage (i.e. where I could lose energy). All the while I am counting the number of "wrong" rumbles that happened from the time the game started. Let's say for this example, it rumbled twice before the first stage even started. So I go and set the "Skip Rumbles" value for this slot to "2". Now, every time I play this game I won't get any "fakeout" rumbles on boot up, during intros, intro movies, etc...

    Just to make things a little easier, I have included rumble files for the following games (in the "extras" folder):


    Actraiser (NSS)
    Actraiser
    Aladin
    Battletoads and Double Dragon
    Bazooka Blitzkreig
    BS F-Zero Grand Prix 2
    Castlevania: Dracula-X
    Choplifter 3
    Combatribes
    Demon's Crest
    F-Zero
    Final Fight
    Final Fight 2
    Final Fight 3
    Final Fight Guy
    Joe and Mac
    Joe and Mac 2
    Killer Instinct
    Legend of the Mystical Ninja
    Megaman 7
    Megaman X
    Megaman X2
    Megaman X3
    Metal Combat
    Mickey Mania
    Mortal Kombat
    Mortal Kombat II
    Mortal Kombat 3
    Ultimate Mortal Kombat
    Ninja Warriors
    Prehistorik man
    Maximum Carnage
    Star Fox
    Street Fighter 2
    Street Fighter 2 Turbo
    Super Castlevania IV
    Super Metroid
    Super Punchout
    Super Star Wars
    Super Street Fighter 2
    TMNT: Tournament Fighters
    TMNT 4
    X-Men Mutant Apocalypse
    Zelda 3


    All you have to do is make sure they match your ROM names and copy them to the ZsnexBox\rumble folder. They are already setup great and enabled. Definatly try the F-Zero one if nothing else. It'll give you a good idea how cool force feedback can be on SNES games. The above
    ...
    by Published on September 18th, 2006 08:19

    UPDATE: YouTube video

    I just released a game you may be interested in.

    Heres some info about the game:

    Extreme Onslaught is a homebrew multi-directional shooter for the Nintendo DS. It currently has 7 distinct enemy types.

    Controls:
    Use either the dpad or the ABXY buttons to control movement.
    Use the shoulder buttons to launch a bomb.
    Drag your stylus or finger on the touch screen to control the direction of your weapon fire.
    After a short period of game play, your weapon will start to spread out. For wider weapon fire, move the stylus far from the center of your touch screen. For more tight fire, keep the stylus centered.

    Inspiration:
    For more information on this genre of game, check out the SHMUPS entry in wikipedia. http://en.wikipedia.org/wiki/SHMUPS

    Todo:
    Splash Screen
    Better Sound
    Wifi High Scores
    Options
    More Enemies

    Download and Give Feedback Via Comments ...
    by Published on September 18th, 2006 02:28

    Yea I know it has been a while since the last release( becasue i am coding a star wars game and i am learning c/c++ and scholl and blah blah blah)

    But it has returned

    Ok i want to go over a issue about 1 thing

    The ingame music is a little messed up and i cant fix it so if anybody can fix it pm me and i will give u the original mp3 and wav. The easiest way to hear it good is plug in headphones

    Ok now then
    CHANGELOG
    Missles (square button)
    new intro (all about the ninja's)
    intro talking thingy
    music (thanks joeBro)

    IN VERSION 3.0
    collision
    A.I



    DOWNLOAD LINK
    http://www.box.net/public/so2ot6s33f

    Praise me via comments ...
    by Published on September 18th, 2006 02:06

    Via PSP3d

    Robert A. and Percival have just introduced Snakman, ported for 2.7-2.80 TIFF exploit users. The game, based off original code by Yeldarb, is somewhat of a split between Pacman and Snake: the perfect combination of retro gaming, in my opinion. The 2.7-2.80 TIFF homebrew scene is growing incredibly fast, good work!

    Be sure to read the included readme.txt in order to properly utilize this piece of homebrew. Also, TIFF Snakman v0.2 does not properly exit yet, a patch may be released soon to fix this.

    Download and Give Feedback Via Comments ...
    by Published on September 18th, 2006 01:56

    Jester (monaug5) has released the first DS Entry into our Dream Coding Grand Prix Coding Competition, heres whats new in this release:

    a mini update is that i have added the dream coding ds splash screen and i am currently working on sprite movements

    Download at release thread Here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=35978 ...
    by Published on September 17th, 2006 23:24

    Winnydows has released a new version of his video converter for the PSP.

    Heres whats new:

    Changed installer to NSIS, program updates are now much simpler.
    Changed logic for Bitrate-Size boxes.
    XviD is now the default codec.
    Fixed AVS script to not open audio decoder twice.
    Fixed names generation for MP4 PSP.
    Fixed FrameRate reset after job editing.
    Fixed the mp4box process, now it doesn't cause crashes and lost sync.
    Conversion from 23.976 fps to 29.970 fps no longer causes lost sync for MP4 PSP.
    Framerate for MP4 PSP format is locked at 29.970 fps.
    Added "Don't show again" check box for startup warning window.
    Fixed time parsing, the time no longer resets if you change the first or last frame values.
    Added PMP files import.
    Added input aspect ratio information to info line.
    Job info doesn't reset when editing a job.
    Fixed program to work with UK regional settings.
    Improved the information and layout in the info line.
    Added process priority selection box.
    Fixed encoding to PMP with audio bitrate less than 112.
    Fixed 3d channel bug. Happened if ffdshow installed with mixer 2.0 LFE option checked.
    Brasilian localisation updated.
    Fixed progress for mp4box process.
    Now "x264 + AviSynth" default engine for PMP AVC.
    FFT3dGPU updated to 0.8.2.
    AviSynth MT 2.5.6a now installed with XviD4PSP Full. Now you don't need to install AviSynth and manually replace the avisynth.dll file.
    XviD installation moved to main installer.
    x264 vfw codec for PMP now included in main installer.
    Lets you transcode from PMP format and watch PMP encoded files on your PC.


    Download Here
    ...
    by Published on September 17th, 2006 22:42

    from http://strmnnrmn.blogspot.com/

    I'm still alive

    I just wanted to apologise for the lack of updates recently. In between commitments at work and at home I've not had much time to work on Daedalus over the past couple of weeks. Fortunately things are quietening down again so I should have some free time to work on the next release of the emulator this week. Rest assured I'll keep you up to date with all the new developments.

    -StrmnNrmn ...
    by Published on September 17th, 2006 21:56



    Hi All,

    Here is a new version of PSPBEEB the BBC Micro Emulator for PSP.

    For those who haven't seen previous versions, BeebEm is a famous
    emulator of the BBC Micro computer series running on both windows and unix.
    (see http://www.mikebuk.dsl.pipex.com/beebem)

    Originally developed for UNIX systems in 1994 by David Alan Gilbert, it was then
    ported to windows by Richard Gellman and Mike Wyatt in 1997.

    At the start of October 2005, David Eggleston started porting
    the current Windows version of BeebEm (version 2.3) to FreeBSD.

    *** Many thanks to Mr Nick666 for the beautiful icons and background images ***

    What's new in version 1.0.6 :

    - Icons and background images designed by Mr Nick666
    - Emulator menus reorganisation (new menu for settings)
    - New feature to save and load a distinct setting file for each games
    - Delete files option (in the file selector)
    - Add keyboard change skin option
    - The percent of battery left is now displayed in the emulator window
    - Add a watchdog to automatically return to the emulator menu
    - when the battery is very low (< 5%)
    (you can add your own virtual keyboard images in the graphics directory).
    - Bug fix and code cleaning

    How to use it ? Everything is in the README.txt file.

    Sources are included, and this package is under "Beebem" licence,
    read COPYING.txt file for more information about it.


    Enjoy,

    Zx.

    Download and Give Feedback Via Comments ...
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