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  • DCEmu Featured News Articles

    by Published on October 1st, 2009 09:52



    The PSP Go isn't even out yet and Sony's already dishing out the feature updates -- PSP firmware 6.10, announced today, allows the slider handheld to tether to your cellphone over Bluetooth for remote internet access. That's actually a pretty handy feature for a system that relies on network game distribution, don't you think? That's not all, however: all PSPs will get a new XMB feature called SensMe which can generate playlists based on "moods," and the PC-based MediaGo software is being updated as well. Not a bad haul -- we'll let you know when it goes live.

    Source Engadget ...
    by Published on October 1st, 2009 09:47



    Is it us or has Ben Heck outdone himself with the minimal clean design of his latest gaming mod? This laptop sees Sony's PS3 Slim stuffed into a monochromatic chassis with 17-inch Gateway 1775w LCD throwing a 1280 x 720 pixel resolution. There's even space inside to tuck away the power cord when traveling. The pinstriped result is nothing short of elegant, sporty even, especially when compared to his PS3 laptop from 2008. Not much in the way of detail yet, but really, this one's meant to stimulate the heart, not the frontal cortex.
    Source Engadget. ...
    by Published on October 1st, 2009 02:32

    Ubisoft's sales numbers for the Nintendo DS platform are down this year compared to 2008, as part of the global slowdown following the economic collapse.

    According to the publisher's UK Games For Everyone boss, Mark Slaughter, Ubisoft's aim this year is to defend the market share established by the Imagine range of games for girls as the company builds up to another busy Christmas period.

    In an interview looking at the success of the Imagine range, and the challenges of bringing it to market, Slaughter explained that the company's big marketing spend, combined with strong retailer relationships, were two factors that helped the games to cut through a crowded DS marketplace last Christmas.

    "But I think we face similar challenges again this year, because of the way the DS market is declining - and things change over the period of a year," he explained to GamesIndustry.biz. "What we did last year was set out our stall quite early, we shared with retailers exactly what we were going to do and showed them our level of investment, and our plan.

    "They got behind it, and the momentum then - from advertising through to retail support - really delivered strong sales in the last five or six weeks of the year. I think we sold 300,000 units in the last four weeks of 2008, and I think that was the evolution of all of the different factors - strong selling, a strong retail team, strong backing and significant marketing spends with Fearne, Holly and the X-Factor.

    And when questioned further on his comments regarding the DS market's decline, Slaughter added some more details.

    "I mean the DS market from last year to this year, in terms of software sales," he said. "Overall, for everybody... there is a decline in the DS market in its entirety. So instead of that being a growing market, within Ubisoft we have to find out how much of that pie we can actually defend.

    "It's our objective this year to actually maintain market share," he continued, going on to explain some of the reason for the downturn. "Pricing is very important, and where people may have been buying two or three games last year, this year they may only be buying one. The average purchasing is going down.

    "There is still a massive installed base, so the market is still there - but I think you've got to be clever about what part of that market you're taking. We're still forecasting big numbers this year for Imagine.

    http://www.gamesindustry.biz/article...ined-this-year ...
    by Published on October 1st, 2009 02:18



    This is not a BREAK-OUT.

    Your yellow ball will be fired automatically.
    You must destroy blocks all with your yellow balls.
    You must dodge both yellow balls and red bullets.
    Push R(or X) button for more bullet storm !!!

    Enjoy.


    20090928 ver0.15
    Start at Tension Level 3.
    Tension Levels are 5 steps.
    Add time bonus +10sec at each stage end.

    Download Here ...
    by Published on September 30th, 2009 12:01

    The EmulateMii team have released what is for me the biggest release so far for the Wii and Gamecube Scenes, a Nintendo 64 Emulator for Wii and Gamecube running at a very decent speed.



    We’ve put a lot of hard work into this, and we hope you guys will have as much fun playing as we have developing it. If you’re feeling generous, we’re always accepting donations to keep this site running and to purchase any hardware we need for testing. You can donate here.

    A few notes about this release
    Wii64 users (Wii build):
    The emulator can be controlled with any combination of GC controllers, Classic Controllers, and Wiimotes with Nunchuks (sorry, Wiimotes must have nunchuks). See the included readme for details on the controls. You can load ROMs and saves from a FAT formatted SD or USB (details on the folders required are in the readme).

    Cube64 users (Gamecube build):
    Due to memory limitations, there is no expansion pak support, it uses TLB cache, 2xSaI and FB Textures may break things and of course ROMs will run slower.

    Fellow Developers:
    We don’t want to discourage other people forking and working on the emulator; however, any unofficial builds must not be called “Wii64″ or “Cube64″ nor use the Wii64 or Cube64 logo in order to avoid confusion. For now, we’re just releasing a snapshot of the source used to build Beta 1, but we’re planning on updating the public repository with each commit we’ve made to our private repository so that everyone can see the progression of the code. This process will begin soon.


    Heres the details from the readme:

    QUICK USAGE:
    * ROMs can be z64 (big-endian) or v64 (little endian), or .n64, of any size
    * To install: Extract the contents of wii64-beta1.zip to the root of your SD card
    * For SD/USB: Put ROMs in the directory named /wii64/roms,
    All save types will automatically be placed in /wii64/saves
    * For DVD: ROMs may be anywhere on the disc
    * Load the executable from the HBC or in the loader of your choice
    Once loaded, select 'Load ROM' and choose the source and select the ROM to load
    (Note: to go up a directory select '..', B will exit the file browser)
    * Select 'Play Game' to play
    The game can be exited any time by pressing X and Y together on a GC pad or Classic Controller,
    1 and 2 together on a Wiimote (only with Nunchuck attached), or the reset button
    (Note: this must be done to save your game; it will not be done automatically)

    Controls:
    * Gamecube controllers are mapped 1:1 with N64 buttons
    * Classic controllers are mapped the same as on VC titles but Z is mapped to both
    ZL and ZR for ease of use
    * X+Y are used to exit to the menu on both classic controller and Gamecube controller
    * Wiimote+Nunchuck mappings are:
    * Left-stick: Nunchuk-stick
    * A: A
    * B: + or -
    * Z: Nunchuk Z
    * L: Nunchuk C
    * R: B
    * Start: Home
    * C-stick: D-pad
    * D-pad: 2 + D-pad
    * Return to menu: 1 + 2

    Settings:
    * General
    * Native Saves Device: Choose where to load and save native game saves
    * Save States Device: Choose where to load and save save states
    * Select CPU Core: Choose whether to play games with pure interpreter
    (better compatibility) or dynarec (better speed)
    * Save settings.cfg: Save all of these settings either SD or USB (to be loaded automatically next time)
    * Video
    * Show FPS: Display the framerate in the top-left corner of the screen
    * Screen Mode: Select the aspect ratio to display in (doesn't affect
    the aspect ratio games are rendered in)
    * CPU Framebuffer: Enable for games which only draw directly to the
    framebuffer (this will only need to be set for some homebrew demos)
    * 2xSaI Tex: Scale and Interpolate in-game textures (unstable on GC)
    * FB Textures: Enable framebuffer textures (necessary for some games to
    render everything correctly (e.g. Zelda Subscreen), but can impact performance, unstable on GC)
    * Input
    * Configure Input: Select controllers to use in game
    * Configure Paks: Select which controller paks to use in which controllers
    * Audio
    * Disable Audio: Select to mute the sound
    * Saves
    * Auto Save Native Saves: When enabled, the emulator will automatically load
    saves from the selected device and save when returning to the menu or
    turning off the console
    * Copy Saves: Not yet implemented
    * Delete Saves: Not yet implemented

    COMPATIBILITY LIST:
    Please visit http://emulatemii.com/wii64/compatList/ to see what runs
    Report any issues to http://code.google.com/p/mupen64gc/issues/list

    CREDITS:
    * Core Coder: tehpola
    * Graphics Coder: sepp256
    * General Coder: emu_kidid
    * Original mupen64: Hactarux
    * Artwork: drmr
    * Wii64 Demo ROM: marshallh
    * Compiled using devKitPro r18 and libOGC
    ( http://sourceforge.net/projects/devkitpro )
    * Visit us on www.emulatemii.com and http://code.google.com/p/mupen64gc

    CHANGE LOG:
    Beta 1:
    + Dynamic Recompiler
    + Expansion Pak Support (Wii only)
    + New menu system
    + Classic Controller support
    + Wiimote & nunchuck support
    + Settings saving
    + Auto load/save option for saves
    + rsp_hle RSP Plugin Port
    - rsp_hle-ppc
    ...
    by Published on September 30th, 2009 12:01

    The EmulateMii team have released what is for me the biggest release so far for the Wii and Gamecube Scenes, a Nintendo 64 Emulator for Wii and Gamecube running at a very decent speed.



    We’ve put a lot of hard work into this, and we hope you guys will have as much fun playing as we have developing it. If you’re feeling generous, we’re always accepting donations to keep this site running and to purchase any hardware we need for testing. You can donate here.

    A few notes about this release
    Wii64 users (Wii build):
    The emulator can be controlled with any combination of GC controllers, Classic Controllers, and Wiimotes with Nunchuks (sorry, Wiimotes must have nunchuks). See the included readme for details on the controls. You can load ROMs and saves from a FAT formatted SD or USB (details on the folders required are in the readme).

    Cube64 users (Gamecube build):
    Due to memory limitations, there is no expansion pak support, it uses TLB cache, 2xSaI and FB Textures may break things and of course ROMs will run slower.

    Fellow Developers:
    We don’t want to discourage other people forking and working on the emulator; however, any unofficial builds must not be called “Wii64″ or “Cube64″ nor use the Wii64 or Cube64 logo in order to avoid confusion. For now, we’re just releasing a snapshot of the source used to build Beta 1, but we’re planning on updating the public repository with each commit we’ve made to our private repository so that everyone can see the progression of the code. This process will begin soon.


    Heres the details from the readme:

    QUICK USAGE:
    * ROMs can be z64 (big-endian) or v64 (little endian), or .n64, of any size
    * To install: Extract the contents of wii64-beta1.zip to the root of your SD card
    * For SD/USB: Put ROMs in the directory named /wii64/roms,
    All save types will automatically be placed in /wii64/saves
    * For DVD: ROMs may be anywhere on the disc
    * Load the executable from the HBC or in the loader of your choice
    Once loaded, select 'Load ROM' and choose the source and select the ROM to load
    (Note: to go up a directory select '..', B will exit the file browser)
    * Select 'Play Game' to play
    The game can be exited any time by pressing X and Y together on a GC pad or Classic Controller,
    1 and 2 together on a Wiimote (only with Nunchuck attached), or the reset button
    (Note: this must be done to save your game; it will not be done automatically)

    Controls:
    * Gamecube controllers are mapped 1:1 with N64 buttons
    * Classic controllers are mapped the same as on VC titles but Z is mapped to both
    ZL and ZR for ease of use
    * X+Y are used to exit to the menu on both classic controller and Gamecube controller
    * Wiimote+Nunchuck mappings are:
    * Left-stick: Nunchuk-stick
    * A: A
    * B: + or -
    * Z: Nunchuk Z
    * L: Nunchuk C
    * R: B
    * Start: Home
    * C-stick: D-pad
    * D-pad: 2 + D-pad
    * Return to menu: 1 + 2

    Settings:
    * General
    * Native Saves Device: Choose where to load and save native game saves
    * Save States Device: Choose where to load and save save states
    * Select CPU Core: Choose whether to play games with pure interpreter
    (better compatibility) or dynarec (better speed)
    * Save settings.cfg: Save all of these settings either SD or USB (to be loaded automatically next time)
    * Video
    * Show FPS: Display the framerate in the top-left corner of the screen
    * Screen Mode: Select the aspect ratio to display in (doesn't affect
    the aspect ratio games are rendered in)
    * CPU Framebuffer: Enable for games which only draw directly to the
    framebuffer (this will only need to be set for some homebrew demos)
    * 2xSaI Tex: Scale and Interpolate in-game textures (unstable on GC)
    * FB Textures: Enable framebuffer textures (necessary for some games to
    render everything correctly (e.g. Zelda Subscreen), but can impact performance, unstable on GC)
    * Input
    * Configure Input: Select controllers to use in game
    * Configure Paks: Select which controller paks to use in which controllers
    * Audio
    * Disable Audio: Select to mute the sound
    * Saves
    * Auto Save Native Saves: When enabled, the emulator will automatically load
    saves from the selected device and save when returning to the menu or
    turning off the console
    * Copy Saves: Not yet implemented
    * Delete Saves: Not yet implemented

    COMPATIBILITY LIST:
    Please visit http://emulatemii.com/wii64/compatList/ to see what runs
    Report any issues to http://code.google.com/p/mupen64gc/issues/list

    CREDITS:
    * Core Coder: tehpola
    * Graphics Coder: sepp256
    * General Coder: emu_kidid
    * Original mupen64: Hactarux
    * Artwork: drmr
    * Wii64 Demo ROM: marshallh
    * Compiled using devKitPro r18 and libOGC
    ( http://sourceforge.net/projects/devkitpro )
    * Visit us on www.emulatemii.com and http://code.google.com/p/mupen64gc

    CHANGE LOG:
    Beta 1:
    + Dynamic Recompiler
    + Expansion Pak Support (Wii only)
    + New menu system
    + Classic Controller support
    + Wiimote & nunchuck support
    + Settings saving
    + Auto load/save option for saves
    + rsp_hle RSP Plugin Port
    - rsp_hle-ppc
    ...
    by Published on September 30th, 2009 11:46



    The odd compatibility hiccup aside, when you buy a Rock Band guitar or a Guitar Hero drum kit, you expect it'll work on multiple games. Not so for the upcoming DJ Hero's peripheral.

    "DJ Hero is DJ Hero", FreeStyleGames's Jamie Jackson told Destructoid. "If someone needed to use our controller, then they would basically have to rip our game off."

    Funny, I bet Konami said the same thing over ten years ago.

    Source kotauku. ...
    by Published on September 30th, 2009 11:43

    News via Nintendomax

    zogna provides an update of his calculator for the DS, "zognc".

    Download and Give Feedback Via Comments ...
    by Published on September 30th, 2009 11:41

    News via Nintendomax

    BALROG updated to version 1.9 the "Pong like" Lua-coded for the DS "PingPong". You will need the interpreter Nano Lua to execute.

    Quote:
    Version 1.9:
    Major news for users:
    -Change the font (probably permanent) for displaying the score.
    -Added a menu appears at the beginning of the game and between each party, which allows you to customize certain settings in the game
    What could be improved in priority:
    -Fix the bug that makes the sound stops working after a game (it should not be too difficult).
    Improve-collisions!
    -Fix the bug that makes the DS freeze when you quit the game

    Download and Give Feedback Via Comments ...
    by Published on September 30th, 2009 11:38

    News via Nintendomax

    thermo_nono produces a new version "TankDS"The beta 5.

    It is a game of Tank only 2 players where you can battle with each controlling a tank on both screens of the DS. The game is coded in LUA, you need interpreter Micro LUA DS or Nano Lua

    Quote:
    And now ... TankDS of the beta5:
    I redid a map with
    - Bodies of water (the tank does not cross, but the bullets pass through)
    - Areas of regeneration (life back when we pass over)
    - Shell holes (which slow the tanks)
    I also revised the formula for slowing tanks and affected the timing of the explosions.

    Download and Give Feedback Via Comments ...
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