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  • DCEmu Featured News Articles

    by Published on September 16th, 2009 20:27

    After new price cuts announced last week, Apple's iPhone and iPod Touch are closer to taking down the likes of Nintendo's DS and Sony's PSP handhelds. But are the iPhone and iPod Touch really "DS killers"?

    Before Apple ( AAPL - news - people ) can join the videogame big leagues, it needs to deal with three major issues: the installed base, pricing model and consumer perception.

    First, some context. At Apple's "Rock n' Roll" conference last week, Steve Jobs and Phil Schiller basically called out Nintendo ( NTDOY.PK - news - people ) and Sony ( SNE - news - people ) over their respective handhelds, billing the iPhone line as the "next level fun" in portable gaming. Apple showed some overly simplistic charts demonstrating that the App Store had 21,178 games, while the DS had only 3,680 and the PSP 607.

    In an otherwise ho-hum conference, this smack talk sent the blogosphere into a tizzy, including a debate over whether Jobs "spun" The New York Times by explaining away the decision not to include a camera in the iPod Touch as a way to keep the cost down because Touch was a "game machine" and the "lowest-cost way to the App Store."

    Now, let's look at where things stand.

    Installed base: Schiller claims Apple has sold a total of 50 million iPhone and Touch units combined (30 million iPhones and 20 million Touches). Games are the most popular download on the App Store, with a recent comScore report noting that nearly one in three iPhone users have downloaded at least one game. IPhone users can access the App Store more regularly than iPod Touch users who are limited to a wi-fi connection. But if we do include iPod Touch users in the above figure, that means Apple has a videogame installed base of around 16.5 million.

    Meanwhile, Nintendo has sold over 100 million DS units, with each user purchasing at least one game, a significantly higher installed base than Apple's. Even Sony has sold over 50 million PSP units.

    To be sure, Apple has been doing extremely well with sales, reaching the 50 million mark in just two years since the launch of the first iPhone. The Nintendo DS took three years to reach that mark; Sony's PSP, around four years. Still, even if iPhones and Touches continue to sell well and the percentage of users downloading games from the App Store increases, Apple is still a few years off from having an installed base to rival that of its competitors here.

    Pricing model: To produce the caliber of game titles available for the DS and PSP, developers and publishers will want more profit than they can currently get from selling a game through the App Store.

    Jesse Divnich, director of analyst services at Electronic Entertainment Design and Research, says the average DS and PSP game that retails for $26 can bring in $13 in gross profits; the other $13 goes to markup, royalties and distribution. App Store games typically range from free to $10, with Apple taking a 30% cut of sales. Thus, even a high-end $10 title on the App Store will yield only $7 in gross profits to publishers, or a little more than half of what an average DS or PSP game would yield.

    Making the App Store even less attractive to developers is the touted abundance of titles. For example, a new skateboarding game on the DS would have few, if any, competitors, while on the App Store, it might share "shelf space" with over a dozen other skateboarding games, of varying levels of quality.

    Consumer perception: There is little debate over whether the DS and PSP are serious videogame platforms. There is a lot more debate over whether that is true of the iPhone and iPod Touch. And that consumer perception isn't something that will change overnight; rather, it often takes years for people to adjust their currently held views of a product.

    So, Apple still has a lot of catching up to do before game publishers and players will view the iPhone as a major player in the industry. But how much catching up?

    Divnich says that "a gaming platform needs to have an installed base greater than 20 million with an average gross profit of at least $9 per unit before any major publisher or developer can take it seriously."

    On the other hand, there are areas where the iPhone and Touch are positioned to take the lead. Simon Jeffery, chief publishing officer for iPhone games developer Ngmoco, sees the iPhone as a platform on which social games will flourish, taking advantage of the device's connectivity and mobility. "Games like 'Farmville' and 'Mafia Wars' in the social gaming world are attracting hardcore gamers," Jeffrey says. "They're becoming engaged and find that while these games are more simplistic, they're actually pretty fun."

    Thus, we might be seeing the start of disruption in the games industry, but for the disruption to really get going, both game publishers and consumers will have to adjust their expectations of the market. Yes, Apple's on the radar, but a serious contender? Maybe in a few years if the company is able to overcome ...
    by Published on September 16th, 2009 20:27

    After new price cuts announced last week, Apple's iPhone and iPod Touch are closer to taking down the likes of Nintendo's DS and Sony's PSP handhelds. But are the iPhone and iPod Touch really "DS killers"?

    Before Apple ( AAPL - news - people ) can join the videogame big leagues, it needs to deal with three major issues: the installed base, pricing model and consumer perception.

    First, some context. At Apple's "Rock n' Roll" conference last week, Steve Jobs and Phil Schiller basically called out Nintendo ( NTDOY.PK - news - people ) and Sony ( SNE - news - people ) over their respective handhelds, billing the iPhone line as the "next level fun" in portable gaming. Apple showed some overly simplistic charts demonstrating that the App Store had 21,178 games, while the DS had only 3,680 and the PSP 607.

    In an otherwise ho-hum conference, this smack talk sent the blogosphere into a tizzy, including a debate over whether Jobs "spun" The New York Times by explaining away the decision not to include a camera in the iPod Touch as a way to keep the cost down because Touch was a "game machine" and the "lowest-cost way to the App Store."

    Now, let's look at where things stand.

    Installed base: Schiller claims Apple has sold a total of 50 million iPhone and Touch units combined (30 million iPhones and 20 million Touches). Games are the most popular download on the App Store, with a recent comScore report noting that nearly one in three iPhone users have downloaded at least one game. IPhone users can access the App Store more regularly than iPod Touch users who are limited to a wi-fi connection. But if we do include iPod Touch users in the above figure, that means Apple has a videogame installed base of around 16.5 million.

    Meanwhile, Nintendo has sold over 100 million DS units, with each user purchasing at least one game, a significantly higher installed base than Apple's. Even Sony has sold over 50 million PSP units.

    To be sure, Apple has been doing extremely well with sales, reaching the 50 million mark in just two years since the launch of the first iPhone. The Nintendo DS took three years to reach that mark; Sony's PSP, around four years. Still, even if iPhones and Touches continue to sell well and the percentage of users downloading games from the App Store increases, Apple is still a few years off from having an installed base to rival that of its competitors here.

    Pricing model: To produce the caliber of game titles available for the DS and PSP, developers and publishers will want more profit than they can currently get from selling a game through the App Store.

    Jesse Divnich, director of analyst services at Electronic Entertainment Design and Research, says the average DS and PSP game that retails for $26 can bring in $13 in gross profits; the other $13 goes to markup, royalties and distribution. App Store games typically range from free to $10, with Apple taking a 30% cut of sales. Thus, even a high-end $10 title on the App Store will yield only $7 in gross profits to publishers, or a little more than half of what an average DS or PSP game would yield.

    Making the App Store even less attractive to developers is the touted abundance of titles. For example, a new skateboarding game on the DS would have few, if any, competitors, while on the App Store, it might share "shelf space" with over a dozen other skateboarding games, of varying levels of quality.

    Consumer perception: There is little debate over whether the DS and PSP are serious videogame platforms. There is a lot more debate over whether that is true of the iPhone and iPod Touch. And that consumer perception isn't something that will change overnight; rather, it often takes years for people to adjust their currently held views of a product.

    So, Apple still has a lot of catching up to do before game publishers and players will view the iPhone as a major player in the industry. But how much catching up?

    Divnich says that "a gaming platform needs to have an installed base greater than 20 million with an average gross profit of at least $9 per unit before any major publisher or developer can take it seriously."

    On the other hand, there are areas where the iPhone and Touch are positioned to take the lead. Simon Jeffery, chief publishing officer for iPhone games developer Ngmoco, sees the iPhone as a platform on which social games will flourish, taking advantage of the device's connectivity and mobility. "Games like 'Farmville' and 'Mafia Wars' in the social gaming world are attracting hardcore gamers," Jeffrey says. "They're becoming engaged and find that while these games are more simplistic, they're actually pretty fun."

    Thus, we might be seeing the start of disruption in the games industry, but for the disruption to really get going, both game publishers and consumers will have to adjust their expectations of the market. Yes, Apple's on the radar, but a serious contender? Maybe in a few years if the company is able to overcome ...
    by Published on September 16th, 2009 20:23

    Tantric has released a new version of the GBA Emulator for Gamecube and Nintendo Wii:

    Visual Boy Advance GX is a modified port of VBA-M.
    With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.

    -=[ Features ]=-

    * Wiimote, Nunchuk, Classic, Gamecube controller, Keyboard and Mouse support
    * Rotation sensors, Solar sensors, and Rumble support
    * Optional special Wii controls built-in for some games
    * SRAM and State saving
    * IPS/UPS/PPF patch support
    * Custom controller configurations
    * SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
    * Compatiblity based on VBA-M r847
    * MEM2 ROM Storage for fast access
    * Auto frame skip for those core heavy games
    * Turbo speed, video zooming, widescreen, and unfiltered video options

    ×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*—⠀“*—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
    |0O×øo· UPDATE HISTORY ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'

    [2.0.7 - September 16, 2009]

    * Text rendering corrections
    * SMB improvements
    * Built with latest libraries
    * Video mode switching now works properly
    * Other minor bugfixes and cleanup

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:20

    Tantric has released a new version of the Snes Emulator for Gamecube and Nintendo Wii:

    Snes9x GX is a Super Nintendoâ„¢ / Super Famicom emulator for the Nintendo Wii.
    Snes9x GX is a port of Snes9x 1.51 (http://snes9x.ipherswipsite.com). It was
    originally ported by SoftDev for the GameCube, and has been worked on by
    various authors. Development has since moved to the Wii, and the project is
    currently being maintained by Tantric and michniewski.

    Snes9x GX is a "homebrew application" which means you will need a way to run
    unsigned code on your Nintendo Wii. The best website for getting started with
    Wii homebrew is WiiBrew (www.wiibrew.org).

    •˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
    | FEATURES |
    •˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•

    * Based on Snes9x 1.51 - superior ROM compatibility
    * Wiimote, Nunchuk, Classic, and Gamecube controller support
    * SNES Superscope, Mouse, Justifier support
    * Cheat support
    * Auto Load/Save Game Snapshots and SRAM
    * Custom controller configurations
    * SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
    * Autodetect PAL/NTSC, 16:9 widescreen support
    * Original/filtered/unfiltered video modes
    * Turbo Mode - up to 2x the normal speed
    * Zoom option to zoom in/out
    * Open Source!

    •˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
    | UPDATE HISTORY |
    •˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•

    [4.1.0 - September 16, 2009]

    * Text rendering corrections
    * SMB improvements
    * Built with latest libraries
    * Video mode switching now works properly
    * Other minor bugfixes and cleanup

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:16

    Tantric has released a new version of the Nes Emulator for Gamecube and Nintendo Wii

    FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
    system for x86 (Windows/Linux) PC's. With it you can play NES games on your
    Wii/GameCube.

    -=[ Features ]=-

    * Wiimote, Nunchuk, Classic, and Gamecube controller support
    * iNES, FDS, VS, UNIF, and NSF ROM support
    * 1-4 Player Support
    * Zapper support
    * Auto Load/Save Game States and RAM
    * Custom controller configurations
    * SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support
    * Custom controller configurations
    * 16:9 widescreen support
    * Original/filtered/unfiltered video modes
    * Turbo Mode - up to 2x the normal speed
    * Cheat support (.CHT files and Game Genie)
    * IPS/UPS/PPF automatic patching support
    * NES Compatibility Based on FCEUX 2.1.0a
    * Open Source!

    ×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*—? ??*—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
    |0O×øo· UPDATE HISTORY ·oø×O0|
    `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'

    [3.0.9 - September 16, 2009]

    * Text rendering corrections
    * SMB improvements
    * Updated to latest FCEUX SVN
    * Built with latest libraries
    * Video mode switching now works properly
    * Other minor bugfixes and cleanup

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:09

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13421.html

    A new version of the input plugin for PS2 emulators LilyPad has been released.


    Quote:
    Recent Changelog
    0.10.0
    * DualShock 3 direct connection support added. Supports several tilt axes and analog input from all buttons that support it. Probably won´t work with six-axis controllers, as I don´t have one to test on. No idea about bluetooth support.
    * Multi-tap support added. Requires relatively recent versions of Pcsx2 (SVN 893 or higher recommended). Note that this doesn´t work with the latest betas with wxWidgets, as the option is going to be added to Pcsx2´s interface, to allow use of memorycards on the emulated multi-tap as well.
    * Pad save state stuff should be a little more robust. As a result, should wait until pad is initialized before loading savestates made with 0.9.11, just as one should have done every time with 0.9.10 or earlier, so shouldn´t really cause any issues.
    * Miscellaneous binding improvements.
    * Pressure sensitivity stuff may work better, now based on DS3 behavior.
    * Messed up list of bindings when mouse API enabled and "Start without mouse focus" is set, and enter config screen after running PCSX2 fixed.
    * Multi-threading vibrating while plugging in/unplugging a device bug fixed. Sure a whole lot of people ran into this one. Smile
    * Logging bug fixed.
    * Poll devices at most only once every 15 milliseconds. This will make the pad plugin less likely to cause slowdowns while fast forwarding games, though it will may make turbo behave less than perfectly in the same situations. As most people cant press and release a button even a mere 5 times in a single second, shouldn´t cause issues unless a game is running at least 10 times faster than it would on a PS2.
    * Defaults for new force feedback bindings should work for most devices.
    * Modified force feedback axis sorting.
    * Improved keyboard queue handling slightly.
    * Minor config screen fixes.

    http://forums.pcsx2.net/thread-2388.html ...
    by Published on September 16th, 2009 20:08

    News via http://emu-russia.net/en/

    Sony Playstation emulator has been updated. Changes:
    - Added support for CDDA sound when running a CD image.
    - Added cheat code support for the Windows port.
    - Incorporated various fixes from P.E.Op.S SPU 1.0.9 into dfsound.
    - Various psxbios/core fixes. Final Fantasy 7 no longer crashes with Internal HLE BIOS (Thanks pcc).
    - Minor bugfixes/tweaks.

    http://pcsxr.codeplex.com/ ...
    by Published on September 16th, 2009 20:06

    News from Summeli:

    Symbian phones are really slow compared to Linux based devices like gp2x etc. You really don’t get even near to the same performance (in frames per second) with Symbian phone compared to an open Linux device with similar ARM processor.

    Here’s couple of reason’s affecting my emulator ports.

    1. No direct access to the frame buffer
    Symbian doesn’t provide direct access to the frame buffer. The CDirectScreenAccess API is far from direct. All data goes through window server, so there’s cycles consumed in the sceduling (few context changes etc) and in the memcopy operations made by the Window Server. I’m assuming that the Window Server makes a transformation of the data passed to it via CDirectScreenAccess. This all makes the basic blit operation really slow in Symbian.

    I’m hoping that the Qt will provide faster access to the the frame buffer, which could provide significant speed increase to my emulators.

    2. Memory mapping and dynarec
    The memory mapping affects only gpsp-emulator, but it affects to it heavily. I have to use the memory trampoline pattern to get the dynamic recompilation working in Symbian. This affects all the dynarec emulators a lot. I’m quite sure that psx4symbian would be possible with OMAP3 based devices, if Symbian memory mapping could be modified.

    I don’t think that Symbian is going to change their memory mapping just to get dynarec emulator to run faster. However I’m quite sure that this also slows down all self-modifiyingcode which is being run in the Symbian OS, so there might be a little hope. At least I could add an idea about modifying the memory mapping into the Symbian Foundation’s idea database.

    http://www.summeli.fi/?p=1143 ...
    by Published on September 16th, 2009 20:04

    Best BatterySaver for S60 3rd Edition by Smartphoneware allows setting different profiles for battery. Active profile can be chosen automatically or manually. The automatic profile switching can be set according to schedule or when the charger is plugged in or unplugged. Each profile has a number of options allowing to save battery level when set correctly.

    http://my-symbian.com/s60v3/software...Auto=752&faq=1 ...
    by Published on September 16th, 2009 20:04

    Best Expense for S60 5th Edition from Smartphoneware helps organize accounting for various types of expenses. You can export your expense data from this application to convenient file formats such as CSV or QIF (for later importing them into such desktop applications as MsMoney, Quicken, Excel etc).

    http://my-symbian.com/s60v3/software...Auto=751&faq=6 ...
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