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  • DCEmu Featured News Articles

    by Published on May 7th, 2007 22:56

    JasonUK one of our members here at DCEmu and a great hacker in his own right posted news of the release of Potemkin over at ps2dev forums and a coder called Noxa has posted that he has been working on his own PSP Emulator for over a year:

    Firstly Heres some screens





    Although the emulator is pretty advanced, it is also in its early stages. This means that the screenshots you see here aren't that pretty yet.

    2007-05-07 - Trigonometry Wars
    Fixed textures up and now trigwars runs. In fact, it runs REALLY well, and is fully playable. Cool!

    2007-03-24 - PSPTris (game)
    Whoa! By some form of black magic, PSPTris now runs in game! Sometimes control input is missed, and there is a random flicker here or there but other than that the game runs PERFECTLY. I have two or three things to fix (the OSK doesn't work because it does something weird, and I need to implement clipping in the video driver), but after that I can say that it works! Well, classic and original modes do, anyway. The color mode runs really slow, and I'm not sure why.

    More info at the homepage, interesting news eh ...
    by Published on May 7th, 2007 22:56

    JasonUK one of our members here at DCEmu and a great hacker in his own right posted news of the release of Potemkin over at ps2dev forums and a coder called Noxa has posted that he has been working on his own PSP Emulator for over a year:

    Firstly Heres some screens





    Although the emulator is pretty advanced, it is also in its early stages. This means that the screenshots you see here aren't that pretty yet.

    2007-05-07 - Trigonometry Wars
    Fixed textures up and now trigwars runs. In fact, it runs REALLY well, and is fully playable. Cool!

    2007-03-24 - PSPTris (game)
    Whoa! By some form of black magic, PSPTris now runs in game! Sometimes control input is missed, and there is a random flicker here or there but other than that the game runs PERFECTLY. I have two or three things to fix (the OSK doesn't work because it does something weird, and I need to implement clipping in the video driver), but after that I can say that it works! Well, classic and original modes do, anyway. The color mode runs really slow, and I'm not sure why.

    More info at the homepage, interesting news eh ...
    by Published on May 7th, 2007 22:56

    JasonUK one of our members here at DCEmu and a great hacker in his own right posted news of the release of Potemkin over at ps2dev forums and a coder called Noxa has posted that he has been working on his own PSP Emulator for over a year:

    Firstly Heres some screens





    Although the emulator is pretty advanced, it is also in its early stages. This means that the screenshots you see here aren't that pretty yet.

    2007-05-07 - Trigonometry Wars
    Fixed textures up and now trigwars runs. In fact, it runs REALLY well, and is fully playable. Cool!

    2007-03-24 - PSPTris (game)
    Whoa! By some form of black magic, PSPTris now runs in game! Sometimes control input is missed, and there is a random flicker here or there but other than that the game runs PERFECTLY. I have two or three things to fix (the OSK doesn't work because it does something weird, and I need to implement clipping in the video driver), but after that I can say that it works! Well, classic and original modes do, anyway. The color mode runs really slow, and I'm not sure why.

    More info at the homepage, interesting news eh ...
    by Published on May 7th, 2007 22:29

    via ign

    Shigeru Miyamoto, the famed Nintendo game designer who was recently picked as one of Time's 100 most-influential people, says he could have made Halo, had he wanted to. In a recent interview with Entertainment Weekly, Miyamoto reveals that he is not interested in making the games people want -- he's trying to make the games people don't even know they want, yet.

    "I could make Halo," Miyamoto says. "It's not that I couldn't design that game. It's just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play."



    Shigeru MiyamotoThe designer also shares his unique approach to market research. Instead of focus groups and demographic analysis, he watches the expression on a gamer's face while his game is being played. "When I show a game to people I don't ask their opinion or give them a survey. I just watch their eyes and their face while they play. Do they smile? Do they look frustrated? So I guess I do test my games -- but it isn't very scientific."

    Sometimes his sense of what gamers want to play isn't 100% accurate, as the disappointing sales of The Legend of Zelda: Twilight Princess in Japan show. Miyamoto believes the audience for an epic, hardcore adventure game is shrinking, which could mean we can expect more casual games from Nintendo. The designer says Twilight Princess is selling "okay" in the U.S. ...
    by Published on May 7th, 2007 22:29

    via ign

    Shigeru Miyamoto, the famed Nintendo game designer who was recently picked as one of Time's 100 most-influential people, says he could have made Halo, had he wanted to. In a recent interview with Entertainment Weekly, Miyamoto reveals that he is not interested in making the games people want -- he's trying to make the games people don't even know they want, yet.

    "I could make Halo," Miyamoto says. "It's not that I couldn't design that game. It's just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play."



    Shigeru MiyamotoThe designer also shares his unique approach to market research. Instead of focus groups and demographic analysis, he watches the expression on a gamer's face while his game is being played. "When I show a game to people I don't ask their opinion or give them a survey. I just watch their eyes and their face while they play. Do they smile? Do they look frustrated? So I guess I do test my games -- but it isn't very scientific."

    Sometimes his sense of what gamers want to play isn't 100% accurate, as the disappointing sales of The Legend of Zelda: Twilight Princess in Japan show. Miyamoto believes the audience for an epic, hardcore adventure game is shrinking, which could mean we can expect more casual games from Nintendo. The designer says Twilight Princess is selling "okay" in the U.S. ...
    by Published on May 7th, 2007 22:27

    via ign

    It was a battle the little guy couldn't win. Outclassed, outmaneuvered and outplayed, the red team worms had been decimated by their blue team counterparts. The final reddy on screen knew he had no way to pull out a victory on the icy tundra that had been scarred by missiles and machinegun fire, so he donned his headband and kamikaze dove into one of his foes. He couldn't win, but lord help him, that tiny worm was taking down as many blue bad guys as he could.

    THQ and Team17 Software want you to share lil' red's moral victory this summer with Worms: Open Warfare 2. Back for its second tour of duty on the PSP, the turn-based strategy franchise is set to bring six landscapes, 24 weapons and more modes than you can wiggle a wet one at to Sony's handheld.

    Fire in the hole!Following the tried-and-true formula, gameplay revolves around two squadrons of worms duking it out on a destructible, 2D map, which is randomly generated in one of six wartime settings -- World War I, World War II, the Cold War, a pirate battle and two secret landscapes. As a Red Baron-esque plane flies in the background of the WWI brawl and a warship bobs in the pirate level, you might think the levels only differ on an aesthetic level, but THQ says each battleground will feature unique physics and gravitational elements. That might not sound like much, but when you're sliding down an icy slope while trying to bank a grenade into your opponents lap or watching the rising tide drown half your team, you'll begin to understand the importance of your surroundings.

    The worms and landscapes are simple and cartoony, but there's a beefy strategy element to the game. You can wriggle your worm up to the enemy and blast away with your bazooka, but that's just going to lead to your attacker getting obliterated by the enemy's backup. Why not hang back, set up an electromagnet to repel metal-weapon attacks and dispatch homing missiles to do your dirty work? Heck, set up a sentry gun next to your worm and focus on wiping the enemy off the face of the planet with airstrikes while the gun tears apart anyone foolish enough to advance on your position. With weapons such as the shotgun, stampeding sheep and bunker-busting bombs being used in randomly generated levels that can be multiple stories tall or one flat swatch of land, chances are you'll have to modify your strategy on an attack-by-attack basis.

    Even if you get to a point where you feel like you've seen all the AI has to offer -- guesstimates has the single-player campaign taking between eight and twelve hours -- THQ wants you to remember that Worms: Open Warfare 2 is all about multiplayer. The title will pack "Hot-Seat mode" so that you can pass one PSP back and forth with your in-house opponent, an ad-hoc mode to hurl your Holy Hand Grenades at your friends across two PSPs and an infrastructure mode to blow up foes across the pond. You can even create clans, text chat, track your online stats, share battlefields you've created in the level editor and download some of the classic maps from previous Worms games via the title's online capabilities.

    Packed with a handful of modes -- campaign, deathmatch, a swinging ninja rope race, defend-a-fortress and puzzle, which puts one worm up against five enemies in a kill or be killed test -- Worms: Open Warfare 2 is shooting for an August deployment.

    Keep your browser trained on IGN for the latest news from the frontline, grunts. ...
    by Published on May 7th, 2007 22:12

    Nutki has released a new version of his Gameboy / Gameboy Colour Emulator for Nintendo DS:

    Hello,

    New lameboy release again. Still no sound and some games may run worse than before (I know of Montezumas Revange, reports on other broken comtibalibility comparing with 0.4 welcome). Some games may run too fast now (Bomb Jack runs up to 120 fps).
    Sound is somehow tricky as I would have to deal with arm7 programming and there was no sound support in the original PC version of Lameboy.

    Changelog follows:

    0.5
    - changed: new faster display method (with triple buffering), may cause visual
    glitches with games using pallette based effects
    - added: fps display
    - fixed(?): video modes emulation, helps for some games but messes with others
    - added: rom selection menu sorting, key repeat and position history
    - fixed: inverted GBC sprite priorities

    Download and Give Feedback Via Comments ...
    by Published on May 7th, 2007 22:06

    Smealum has posted a new release of his Game for the DS:

    Well well well… After having made a large hunting for the bug during all the afternoon, I succeeded in compiling drinkable a Alpha version of the play, and considering that made a long time since the last release (one month and half it seems me…), I decided to make this version public. This version requires a compatible chart DLDI, to install it, follow the instructions being in the readme. It is a version alpha, therefore very far from being complete; moreover it is very buggée (do not make me ANY remark on the menu, I am well-informed perfectly, do not make any you…: p), but finally… Then, as usual, keys: - D-PAD: to move. (To jump High) (to change object in the menu of equipment) - Stylet: to aim or open the menu of equipment. - R: Only: Kick; With stylet: to draw (it is necessary to be aiming to the stylet and thus to have a weapon equipped) Note: High + Right or left = long jump. High only: high jump. The play turns much more quickly than front, but some decelerations can intervene at the time of “battles of mass”: p Do not make any you, it will be règlé. I believe that I said all… If you have any question or any bug to be deferred (except on the menu…), do not hesitate, post here. Note: It is possible that the play plants by chance when you die or finish a level. (it remains on a black screen)

    Download and Give Feedback Via Comments ...
    by Published on May 7th, 2007 22:00

    Payk has released NDS-MD2Loader, heres the release info:

    I have seen many projects for NDS which are using MD2 in a VERY UNEFFICIENT WAY. Loaders like that one from Ethos which render a mesh directly from a binary stream and do not care that float is very lame for NDS. I decided to release my MD2 loader. It was seperated from my WolveSlayer engine by Smealum. I added normalmapping support and cleaned it a bit up. Smealum provided some sample stuff (example code, texture and md2) and i modified it slighty. You can download it and use it as you like, but do not remove credits.

    Download and Give Feedback Via Comments ...
    by Published on May 7th, 2007 21:52

    Alex06 has released a collection of games but the project has no name :

    This project is a partial port of the Simon Tatham's Portable Puzzle Collection on Nintendo DS.
    6 puzzles are ported now: Bridges, Dominosa, Light Up, Mines, Patterns and Tents.

    Controls on each game:
    - Press A to start a new game.
    - Press X to undo your last move.
    - Press Y to display help on rules or controls, or to display game status.
    - Press Start to play another game.
    - Press Select to restart current game.
    - Press left/right button to switch between left/right click mode.

    Levels are generated on the fly, so you can't play twice the same game !
    It can take time to generate puzzle (about 5 seconds), so please be patient.

    Download and Give Feedback Via Comments ...
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