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  • DCEmu Featured News Articles

    by Published on December 4th, 2008 20:18

    New from Mr Modchips



    The Smooth As Silk full shells for Xbox 360 wireless controller have been colored using a special process that makes the surface extra smooth and very pleasant to use for gaming. ...
    by Published on December 4th, 2008 20:16

    New from Mr Modchips



    The new Xbox360 Ghost Case is made of a new stronger and more durable plastic blend. It is more dense and doesn't have any issues with breakage during shipping or installation.
    The new case is designed to be compatible with the new HDMI generation of consoles as well as the original case style.
    The custom light kit has backwards compatible plugs to fit both the new and old style consoles so that nobody is left out when it comes to customizing without the hassle of having to order a generation specific case mod product.
    This is truly a universal solution for all Xbox360 fans. ...
    by Published on December 4th, 2008 20:08

    News/release from Snurty

    This game is loosely based on Asteroids. It is programmed in Fenix and the required runtime is included.
    Just unzip anywhere and run.

    I hope you enjoy playing it and please post any comments or suggestions.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,30,2709 ...
    by Published on December 4th, 2008 20:07

    News from Skeezix:

    Hey my friends ..

    We're all hungry for our release units, and we all know everyone is dieing for more info and news, and we all know the boys are too busy to fill our demands But there are a few of us devkit lads on board now, so likely some more info will get leaked.

    This is unofficial; I'm not speaking for the devs, and may make errors. I'm not intending to step on the toes of any of the very fine devs for any of the devices (disclosure, I've got dev units of all of them!). Craigs statement about saying something that is true for only 3 days being bandied about for 3 months is ever so true It is also tough to post performance numbers without people thinking its a diss to the non-topmost machine. I don't want to say that, since there are other factors (price, portability, screen preferences, add-ons, support, controls, weight, and so on.)

    You might recall my past thread http://www.gp32x.com/board/index.php...opic=44373&hl= comparing gp2x to GP2x Wiz. See that for some commentary on what is accurate or inaccurate for those tests (ie: optimized code on gp2 versus unoptimized code on the Wiz, including SDL versus framebuffer, meaning the Wiz numbers are artificially lower and the gp2x ones are pretty high, so the Wiz should actually perform higher in relation to the gp2x than I showed.) Defining a 'fair' benchmark is hard since everyone has a different idea (all running at their best or worst? the type of test.. be it math, graphics, bus intensive .. it is easy to have a test that hits a weakness in one but a strenght in another, and is that a fair thing (typical use) or a cheat (atypical use)? Hard questions.)

    Suffice to say my number is a _SINGLE_ (yet repeatable) test; a good benchmark is comprised of many benchmark tests so you can get a good picture from many perspectives.. not just a 'throwing this out there' number.

    Still, it is a pretty telling number sometimes as well!

    All that said..

    Given OutcaST (an emu for which many of you have seen and used for some 6+ years from me in various forms), in a emulated CPU-torture test. (ie: Atari ST sitting at the GEM desktop with a stock TOS image will be in a tight CPU grind loop.) Doesn't really hit the ST's graphic system hard or the like, but the ST wasn't really a complex machine for graphics anyway. So it tests the emulation pretty well, in a situation that makes the mu perform worse than average. (ie: If it normally woudl run 60fps for a game, it'd run this GEM situation at 40-45fps at a guess.) Its also easy to auto-boot into, so no keyboard or audio or the like making the test more situational.. its pure out emulation with the machine not even trying to play audio.

    GP2x stock F100, 200MHz IIRC. Highly optimized code.

    GP2x Wiz dev unit (not final hardware but pretty close); The code is on GPH slow software only SDL. (no acceleration.) 533MHz.

    Pandora Mk2 (version 1.1) devboard; 500MHz. Notaz quick SDL port using framebuffer. ie: Not optimized, but I think its prolly better than the GPH version on the Wiz. (GPH stuff tends to be slower for some reason, perhaps they don't compile with optimizatoins on in the compiler, or add debugging stuff, or the mouse support is in the way, or something.)

    Sony PSP original FAT version. Not optimized for multi-cpu core, not really using the separate GPU for anything in this test. (ie: alpha blendsing UIs and such are in the code, but not during this test.) Essentially the PSP is chugging along at 333MHz if memory serves.. I don't recall if I'm clocking down or not in this case .. didn't loo back at the code to see.

    Latest version of Outcast fro mthe gp2x, converted crappily to SDL on the non-F100 machines.

    GP2x 49fps

    GP2x Wiz 70fps

    Pandora dev board mk2 180fps

    Sony PSP 53fps

    During actual game emulation the numbers are all higher by about 20-25%, but thats out of scope for this.

    It is hard to explain the pandora being so far out in front of the others; my guess is the less congested bus, the processor being a multigenerational gap (the Pandora CPU is a far far newer design than in the GP2x), and the big cache on the CPU in the pandora.

    Note my comments above; the 70 versus 49 (Wiz to gp2x) may not seem so impressive in relation to the pandora, but going back to the origiunal post I was pretty impressed. The Wiz _IS_ a snappy beasty (and this is a bit of a torture test, not a typical emu gameplay test!), so it is a very exciting device.

    The Pandora is freaking goddamned fast.

    jeff
    ...
    by Published on December 4th, 2008 20:07

    News from Skeezix:

    Hey my friends ..

    We're all hungry for our release units, and we all know everyone is dieing for more info and news, and we all know the boys are too busy to fill our demands But there are a few of us devkit lads on board now, so likely some more info will get leaked.

    This is unofficial; I'm not speaking for the devs, and may make errors. I'm not intending to step on the toes of any of the very fine devs for any of the devices (disclosure, I've got dev units of all of them!). Craigs statement about saying something that is true for only 3 days being bandied about for 3 months is ever so true It is also tough to post performance numbers without people thinking its a diss to the non-topmost machine. I don't want to say that, since there are other factors (price, portability, screen preferences, add-ons, support, controls, weight, and so on.)

    You might recall my past thread http://www.gp32x.com/board/index.php...opic=44373&hl= comparing gp2x to GP2x Wiz. See that for some commentary on what is accurate or inaccurate for those tests (ie: optimized code on gp2 versus unoptimized code on the Wiz, including SDL versus framebuffer, meaning the Wiz numbers are artificially lower and the gp2x ones are pretty high, so the Wiz should actually perform higher in relation to the gp2x than I showed.) Defining a 'fair' benchmark is hard since everyone has a different idea (all running at their best or worst? the type of test.. be it math, graphics, bus intensive .. it is easy to have a test that hits a weakness in one but a strenght in another, and is that a fair thing (typical use) or a cheat (atypical use)? Hard questions.)

    Suffice to say my number is a _SINGLE_ (yet repeatable) test; a good benchmark is comprised of many benchmark tests so you can get a good picture from many perspectives.. not just a 'throwing this out there' number.

    Still, it is a pretty telling number sometimes as well!

    All that said..

    Given OutcaST (an emu for which many of you have seen and used for some 6+ years from me in various forms), in a emulated CPU-torture test. (ie: Atari ST sitting at the GEM desktop with a stock TOS image will be in a tight CPU grind loop.) Doesn't really hit the ST's graphic system hard or the like, but the ST wasn't really a complex machine for graphics anyway. So it tests the emulation pretty well, in a situation that makes the mu perform worse than average. (ie: If it normally woudl run 60fps for a game, it'd run this GEM situation at 40-45fps at a guess.) Its also easy to auto-boot into, so no keyboard or audio or the like making the test more situational.. its pure out emulation with the machine not even trying to play audio.

    GP2x stock F100, 200MHz IIRC. Highly optimized code.

    GP2x Wiz dev unit (not final hardware but pretty close); The code is on GPH slow software only SDL. (no acceleration.) 533MHz.

    Pandora Mk2 (version 1.1) devboard; 500MHz. Notaz quick SDL port using framebuffer. ie: Not optimized, but I think its prolly better than the GPH version on the Wiz. (GPH stuff tends to be slower for some reason, perhaps they don't compile with optimizatoins on in the compiler, or add debugging stuff, or the mouse support is in the way, or something.)

    Sony PSP original FAT version. Not optimized for multi-cpu core, not really using the separate GPU for anything in this test. (ie: alpha blendsing UIs and such are in the code, but not during this test.) Essentially the PSP is chugging along at 333MHz if memory serves.. I don't recall if I'm clocking down or not in this case .. didn't loo back at the code to see.

    Latest version of Outcast fro mthe gp2x, converted crappily to SDL on the non-F100 machines.

    GP2x 49fps

    GP2x Wiz 70fps

    Pandora dev board mk2 180fps

    Sony PSP 53fps

    During actual game emulation the numbers are all higher by about 20-25%, but thats out of scope for this.

    It is hard to explain the pandora being so far out in front of the others; my guess is the less congested bus, the processor being a multigenerational gap (the Pandora CPU is a far far newer design than in the GP2x), and the big cache on the CPU in the pandora.

    Note my comments above; the 70 versus 49 (Wiz to gp2x) may not seem so impressive in relation to the pandora, but going back to the origiunal post I was pretty impressed. The Wiz _IS_ a snappy beasty (and this is a bit of a torture test, not a typical emu gameplay test!), so it is a very exciting device.

    The Pandora is freaking goddamned fast.

    jeff
    ...
    by Published on December 4th, 2008 19:59

    News/release from ArminTamzarian

    FreeTypeGX is a wrapper class for libFreeType which renders a compiled FreeType parsable font into a GX texture for Wii homebrew development. FreeTypeGX is written in C++ and makes use of a pre-buffered methodology to allow fast and efficient printing of text to the EFB.

    This library was developed in-full by Armin Tamzarian with the support of developers in #wiibrew on EFnet, Chaosteil of libwiisprite, and DrTwox of GRRLIB.

    Full Doxygen API documentation is included within the download archive for assistance with program integration.

    Download and Give Feedback Via Comments ...
    by Published on December 4th, 2008 19:55

    Hell Hibou has released a new version of his Homebrew Launcher for the Wii:

    Wii Homebrew Launcher is an interface similar to that of the Wii menu. It allows you to start homebrew stored on your SD card in the Wii front SD slot. Each program is represented by its own customizable "channel".

    Wii Homebrew Launcher 0.11 is available, here is the list of changes:

    Using the Power button works properly.
    Fixed a bug in the string 'Free Wii' when using a theme.
    Various changes of images of the main theme by Cashman.
    Added display of error messages.
    Added ColorMessageBox parameter to determine the color of the text of error messages.
    Add file MsgBox.png / bmp and Dir.png / bmp in the themes.
    Adding variables Press, InvalidExe, ReceptInProgress, ConnexionError and NoFilesFound in the translation file (LANG.INI).
    Add support for wiiload (DOL send a file or ELF TCP / IP).
    Opportunity to extinguish Wii with the power button of the Wiimote.
    Fixed a bug displaying some channels several times when we move to the next screen.
    Trie Wii Channel (Wiiwaire strings and VC appear first, the chain in several versions are displayed side by side).
    Adding a 'Lite mode using the ISO9 and accessible from DVD' autoboot ', certain features are disabled in this mode.
    Acceleration readings from SD cards.
    Improved access time of the DVD by using buffers.
    The use of USB-flash works.
    Various changes in the management of front-SD, SD-gecko and USB-flash.
    Can be sub-folders to sort the homebrew and Roma (max. 8 nested subfolders).
    Ability to assign icons to sub-directories by putting a file title.png or title.bmp (132x95 pixels).
    Accented characters appear correctly in the channels using names of folders and files.
    Use of icons with a lower size 132x95 and icons' slideshoot 'in the chain Emulators.
    Some changes in the passage of parameters homberews.
    No need to press (1) or (Z) for the homebrew from a DVD (it is possible to select a channel in the 1st screen even if the load is not finished).
    Various internal changes.
    As stated above if, one of the main novelty is the ability to sort by category homebrew. Know any time some homebrew will not work if you put them in a subdirectory or folder in a folder other than APPS (Wiidom, Quake eg.)

    It also noted the presence of a Lite, a kind of safe mode. To start this mode, you need a chip and a Wii version of Zelda changed to autoboot. Simply copy the file boot.ELF on the SD card and start the Wii with the game changed. This method uses IOS9 and does not use DVDx, which is expected to use in case of semi-brick (if you get a start Zelda).

    As a reminder following are the main functions of the loader:

    Launch homebrew stored on SD card, USB-Flash, SD-Gecko, DVD (using DVDx) or sharing Samba / Windows
    Possibility of placing in a homebrew or Homebrew APPS directory at the root of the media (compatible with the Homebrew Browser)
    Opportunity to load a theme
    Interface for emulators that can be ROM with an emulator (the emulator must be provided for this purpose, a modified version of the emulator is included RIN)
    Possibility of launching channels from another region as your Wii
    Passage of arguments (for developers)

    Download here and Give Feedback Via Comments ...
    by Published on December 4th, 2008 19:49

    New puzzle game for the Gamecube from Scognito released:



    Wiicross is a picture logic puzzles in which cells in a grid have to be colored or left blank according to numbers given at the side of the grid to reveal a hidden picture.
    In this puzzle type, the numbers measure how many unbroken lines of filled-in squares there are in any given row or column.
    For example, a clue of "4 8 3" would mean there are sets of four, eight, and three filled squares, in that order, with at least one blank square between successive groups.
    It's easier playing with game directly than understand the rules at first

    Features:


    More than 50 levels, all drawn by users!
    Two game modes: Normal mode, Free mode
    Themed game: 6 themes available
    Custom themes! You can create your own themes!
    Custom music! You can add your own custom music (only wii version)
    Different controll types

    Download and Give Feedback Via Comments ...
    by Published on December 4th, 2008 19:39

    New puzzle game for the Wii from Scognito released:

    [/IMG]

    Wiicross is a picture logic puzzles in which cells in a grid have to be colored or left blank according to numbers given at the side of the grid to reveal a hidden picture.
    In this puzzle type, the numbers measure how many unbroken lines of filled-in squares there are in any given row or column.
    For example, a clue of "4 8 3" would mean there are sets of four, eight, and three filled squares, in that order, with at least one blank square between successive groups.
    It's easier playing with game directly than understand the rules at first

    Features:


    More than 50 levels, all drawn by users!
    Two game modes: Normal mode, Free mode
    Themed game: 6 themes available
    Custom themes! You can create your own themes!
    Custom music! You can add your own custom music (only wii version)
    Different controll types

    Download and Give Feedback Via Comments ...
    by Published on December 4th, 2008 19:33

    Wplaat has updated red square, heres the release info:

    RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly!

    02/12/2008 Version 0.2

    Improve http (new version check) thread
    Remove some minor reported bugs
    Complete redesign of gameboard graphics
    Add background music
    Add some sound effects
    Remove some typo(s)

    Download and Give Feedback Via Comments ...
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