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  • DCEmu Featured News Articles

    by Published on July 10th, 2008 23:43

    News/release from Dragula96

    Hello everyone,
    It’s been a while since I’ve updated Tetriabetes since I’ve been busy with work, and playing GTAIV and MGS4.
    I had a hard drive crash (good thing I backed up my hard work), and just never got around to re installing the psp SDK again.

    I think it is time to start working on Tetriabetes 1.50 again.
    The final version of 1.50 will be the last update unless bugs are found. After that is done, I will release the source code and hopefully other devs can keep working on it, to make it even better.

    In the mean time I will be releasing beta builds of 1.50.

    I’ve also decided to make v1.50 beta 2 public.
    You can download it here:

    Tetriabetes 1.50b2
    Changes are listed below.

    Thank you everyone for your support.
    next beta will focus on skin support/optimization.

    1.50b2 Changes - 7/10/2008 Public release
    ---------------------------------------------
    Decided to release 1.50b2 to public
    Thank you for your support!

    Download and Give Feedback Via Comments ...
    by Published on July 10th, 2008 23:33

    Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:

    Time for another update! Test 10 adds input mapping. There's nothing in the GUI for it at this time - you have to make them with a text editor and then copy them to the imaps directory in the B2 directory. Like the other directories, it'll create it if it doesn't exist when you run B2. Input maps are selected and loaded just like floppies and cdroms - press SELECT in the emulation and press right/left to switch between imaps, floppies, and cdroms. Press up/down to select the specific file. With imaps, pressing CROSS parses the button map file. I include a file that is the same as the defaults used when the program starts - that allows you to go back to them after using another imap.

    The format is deceptively simple - it's just one or more lines of four numbers. The first two are in hexadecimal and represent the buttons that should be pressed, and shouldn't be pressed, respectively. This is the same value as the defines from pspctrl.h:

    Code:
    UP = 0x0010
    RIGHT = 0x0020
    DOWN = 0x0040
    LEFT = 0x0080
    LTRIGGER = 0x0100
    RTRIGGER = 0x0200
    TRIANGLE = 0x1000
    CIRCLE = 0x2000
    CROSS = 0x4000
    SQUARE = 0x8000



    You can combine those to look for more than one button. For example, 0x6000 is both CROSS and CIRCLE at the same time. The reason for having a value for buttons that SHOULDN'T be pressed is to allow for one or more buttons to be used as a qualifer. For example,

    0xC000, 0x0000
    0x4000, 0x8000

    The first says to look for BOTH SQUARE and CROSS, while the second says to look for CROSS and NOT SQUARE. That makes SQUARE a qualifier that changes the meaning of CROSS depending on if it's pressed or not. This allows for more combinations of buttons than is useful, but I didn't want to limit people too much.

    The next two numbers on each line are in decimal and represent the key(s)/mouse button(s) to press. For Mac keycodes, look at the keycodes file in the unix directory of the source. The second column of numbers is the decimal value of the Mac key shown after the # symbol. There are also pictures floating around the net that show the value of the keys over top an image of the keyboard. Use 255 to represent nothing. 256 represents mouse button 1 and 257 mouse button 2. You get two codes, so you can do one or two keys, a key and a mouse button, or any such combination.

    So a line in the file of

    Code:
    0x4000 0x0000 256 255


    makes the X the mouse button. Remember to make that second code 255 when not being used! 0 is a valid keycode for the Mac, so 0 doesn't cut it. I use 255 for just that reason.

    You are currently limited to a maximum of 64 input mappings. I can change that if people want more, but it should be enough for nearly everyone.

    The default mapping is currently:
    d-pad = cursor keys
    ltrigger = mouse button 1
    rtrigger = mouse button 2 (although I'll probably change this to CTRL+MB1 for contextual menus)
    cross = enter
    square = tab
    circle = CMD+W (close window)
    triangle = CMD+Q (quit)

    I fixed a bug in the OSK where the Command key got stuck once you used it. It's why people reported that sometimes the OSK quit working - it was still working, but the CMD qualifier was stuck.

    I also added the ability to create blank floppies in the Create Hardfile sub-menu of the Volumes sub-menu. It makes a blank 1.44 MB file that you can then insert and format in the emulation from the Mac desktop.

    Download and give feedback and Compatability Reports via comments. ...
    by Published on July 10th, 2008 23:19

    Dragon Electronics released 2 new accessoiries for the Playstation3:

    * 2.4GHz Wireless Duo Shock 3 Controller 2
    A very complete wireless controller that is compatible with Playstation 3, Playstation 2 (adapter included) and PC. It is packed with features such as rumble, wireless DVD remote control, 2.4GHz operating mode and more!
    Specifications :
    - 3D mega vibrator
    - 2.4Ghz wireless mode
    - Operating range: up to 8 meters
    - Comes with analog/digital/dual shock/dual shock 2 function
    - Automatic detect and case up 2.4Ghz wireless channel function
    - Compatible with PS3, PS2, PSOne and PC action/shooting/ fighting/AVG/RPG/sport and any racing games
    - Built-in PS2 wireless dvd remote control function
    - 4 controllers can be used simultaneously

    * 40G Cooling System for PS3
    Built-in 5 high efficient and reliable mega power fans to speed up the air circulation and prevents the console from overheat thus prolongs its life span.
    Specifications :
    - Easy to set up
    - Power wind and without noise
    - All-in-one design
    - 2 compensate USB slots
    - No batteries required
    - Built-in led indicator
    - Built-in 5 mega power fans

    Buy Now: 2.4GHz Wireless Duo Shock 3 $23 | 40G Cooling System $13 ...
    by Published on July 10th, 2008 23:09

    via drunken coders

    _0xtob has made a major update to his awesome software. Here are the major new features:


    Loops

    Volume Envelopes

    Multi-Sample Instruments

    Channel Mute / Solo
    And some minor changes:
    wav saving

    free ram indicator

    sample preview

    the file browser remembers recent folders and files

    improved xm player

    volume column editing

    sample panning

    improved left handed mode


    Download Here and Give Feedback Via Comments ...
    by Published on July 10th, 2008 23:00

    via drunken coders

    devkitPro has made it to the finals in the SourceForge "Community Choice Awards" in several categories. Show your support for Dave's efforts and send a few votes his way.

    http://sourceforge.net/community/cca08-vote ...
    by Published on July 10th, 2008 22:52

    News from the great wii hacker Bushing:

    The past few weeks has seen increased interest in hacking IOS, the “firmware” of the Wii — I think many people are under the mistaken assumption that I disapprove of this. On the contrary — I think it’s an exciting direction, but I want to make sure people have realistic expectations.

    Limitations: IOS is responsible for most of the things you *don’t* see when using your Wii. It can’t do graphics and probably cannot do sound. We do not yet know if it’s possible to read the GameCube pads or the front buttons (power, reset). Currently, all we have is eight GPIO pins that the thing uses for bootup diagnostics. Marcan has done some great work in this area, including mounting an LCD to 6 of those pins, and most recently he was able to patch IOS to redirect its (sparse) debug output over USBGecko — if you don’t already have one, now would be a good time to go out and get one if you’re interested in participating.
    Capabilities: IOS currently manages all of the hardware that is unique to the Wii (as compared to the GameCube) — so, NAND Flash, SD card slot, WiFi, USB (at a low level — think libusb). It has a full-fledged virtual machine that is capable of running a simple, JavaScript-like language and carrying on HTTP, SSL and SMTP communications — this is WiiConnect24, and it’s barely used by Nintendo.
    Shared resources: Both the PPC and Starlet (ARM core) share both areas of memory; IOS could probably be used to patch PPC code (if someone sat down and wrote the code to make that happen). Both can control the EXI bus. They share the USB busses (IOS has drivers for USB HID devices and the USB Ethernet adapter; the PPC has the Bluetooth module driver).
    Requirements: IOS does a tremendous amount of poking at management registers to make the Wii work; replacing it entirely (while still playing games) is probably infeasible and not really worth the effort. Instead, we’ll probably be patching it, extending it, and occasionally writing special-purpose replacements for limited, specific purposes (like brick recovery)
    Piracy: We are not making a soft-mod or an isoloader. Most of the anti-DVDR protection on the Wii is done in hardware; assuming Nintendo designed it correctly, we will not be able to bypass this in software. Homebrew has always been our goal, and we have no intention of actively pursuing anything that would violate the DMCA. (That having been said, I no longer believe that Nintendo can tell the difference between what we do and what pirates can do; also, Nintendo and BroadOn have already made some pretty horrible mistakes which made VC piracy much easier to pull off.)
    Safety: This is a big, poorly-understood one. There are some very specific ways you can **** yourself over by hacking on IOS:
    Disrupt the boot path. If you modify 1-2, 1-30 or boot2, you can easily get into a situation that will prevent you from recovering without hardware access to the NAND flash.
    Corrupt support files needed by the system menu. When it starts up, it looks at the other titles installed in NAND to build the main Channel display; this has been responsible for several bricks as people have experimented with banners. These mishaps are sometimes easier to recover from than actual code bugs.
    Tamper with the unknown. We don’t fully understand BC; it many ways, it is similar to boot1. It loads boot2. It seems to be run by the System Menu when you run a GameCube game. I’m guessing that the System Menu runs BC which runs boot2 which runs MIOS which runs your GameCube game; if this is correct, then modifying boot2 could prevent BC from loading it. If BC is used elsewhere, this could have bad consequences. Be Careful, or better yet — figure it out kthx
    Corrupt the filesystem. IOS is the driver that maintains the NAND filesystem; if it discovers problems, its first reaction seems to be to completely wipe it and start over, and there’s no recovery from that.
    Redundancy: Now that I’m done scaring you, there is some good news. The Wii can hold about 200+ different versions of IOS, and it will only load a version of IOS when required to by a TMD or an explicit ES call from a homebrew app. This means that it is possible — and mostly safe! — to experiment with a nonexistant version of IOS — say, IOS5 or IOS16. You can even patch existing versions of IOS, as long as you make sure you have a way to execute code if that IOS breaks. This also produces a unique challenge — anything that requires fundamental changes to the way that state is kept on the system means that you will have to modify every single version of IOS to get it to work — the best example of this would be adding in support for bigger NAND flash chips. There is not yet a safe way to do this, because we do not yet have a way to recover from a mishap if you make a mistake in patching all versions of IOS.
    Expect to see more on this in the future; Marcan has already ...
    by Published on July 10th, 2008 22:48

    Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:

    DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program. Do not rename the folder as DragonMedia Player expects things to be in the correct order to function.

    Supported Formats
    Currently, this list is limited, as I have tried to set up the application framework before porting codecs. I am working on getting common formats such as flac and ogg integrated, and I am interested in supporting as many strange formats such as spc, sid, nsf, etc, so look forward to more support.

    it
    mod
    mp1
    mp2/mpa
    mp3
    s3m
    wav (8/16/24/32 mono/stereo)
    xm

    Supported File Sources
    Again, this list is very limited, nothing from DVD, USB, or Internet supported yet.

    Front SD

    Future Plans
    Things I would like to add when I get the time.

    Random play
    Playlists
    File source from Internet (and DVD/USB if documentation comes out)
    More interactive theme support
    Icons on file browser
    Video (?)

    Download Here and Give Feedback Via Comments ...
    by Published on July 10th, 2008 22:40

    Heres one to ponder



    Thoughts on this video ? ...
    by Published on July 10th, 2008 22:36

    One of the most requested features to come with In-Game XMB was Voice Chat. However when 2.40 arrived, many people were disappointed to hear that it wouldn’t be featured with the update. Sony will deliver this addition sometime later this year, however they also hope to go one step further: In-Game Video Chat. And we’re not just talking about video chatting while you have the game paused. According to an inside source, In-Game Video Chat will enable you to video chat with a friend while actually playing your game. It will work in a similar fashion to BD-Live where there is a PiP (Picture in Picture) window in the top right corner of the screen so you can see your friend(s) while you chat with them. It’s unclear when exactly this will arrive but it should come via firmware update by the end of this year.

    http://playstationlifestyle.net/2008...me-video-chat/ ...
    by Published on July 10th, 2008 22:33

    http://www.motorcycle-usa.com/Articl...ID=6742&Page=1

    TT Superbikes Real Road Racing Championship, the eagerly anticipated follow-up to the best-selling TT Superbikes game, is here!

    The new generation of the Sony PlayStation 2 game was officially released on Friday, July 4th 2008.

    The new generation is the result of years of development by Jester Interactive Publishing. Once again Duke Marketing, the world-leader in powersport entertainment, has been appointed the sole UK & Ireland distributor by Jester.

    Featuring more circuits, more riders, more teams and more machines, this is the ultimate in motorcycle racing games. It faithfully recreates the incredible challenge of road racing - blasting along public roads at up to 200mph with houses, hedges and walls just inches away.

    TT Superbikes Real Road Racing Championship takes the original game to a whole new level, offering gamers an even greater experience. Unparalleled bike physics deliver ultra-realistic handling for the ultimate adrenalin-fuelled racing experience. Jester Interactive, based in St. Asaph, Wales, has utilized its proprietary technology to deliver the most thrilling gameplay, truly capturing the excitement of the sport.

    TT Superbikes Real Road Racing Championship features seven of the most challenging circuits on Earth. Added to the world-famous Isle of Man TT course and Southern 100 circuit featured in the first game are the North West 200, Ulster Grand Prix, Macau, Oliver's Mount and Aberdare Park.

    Players can choose from a list of top riders and teams to race in third and first-person perspective, and can select one of 80 unique championship machines in six different classes to compete on.

    Dynamic motorcycle set-up options give complete control, while marshals, flags and changeable weather conditions help keep the experience ultra realistic.

    Burnouts, wheelies, stoppies and jumps can be performed throughout the racing, and the behavior of the bikes changes according to tire and bike wear and tear, along with fuel use.

    There's also a two-player option and five different game modes:

    - Race Now, simply hop on and go head-to-head and have a blast
    - Challenge, where the player unlocks circuits, bike classes and models along with other rewards
    - Championship, which allows players to race over all circuits on one bike class and score points
    - Weekend, where the player races different classes of bikes at one circuit to score points on each
    - Race School, which teaches bike control and circuit sections through a series of challenges and set pieces, again unlocking rewards, including the class championship and circuits.
    It all adds up to a very exciting proposition.

    Eight-times Isle of Man TT winner Ian Lougher said:
    `I can't wait for its release. I think the attention to detail on the game is fantastic - the effort that has gone in to ensure the realism of the tracks is astounding. The game offers a real challenge to hard core gamers, whilst also giving race competitors and fans a perfect opportunity to learn the circuits.'

    TT Superbikes Real Road Racing Championship was released on July 4th, 2008, on PlayStation 2, priced £24.99RRP. The game will be available from all leading outlets or direct from Duke by calling 01624 640000 or visiting www.dukevideo.com.
    ...
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