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  • DCEmu Featured News Articles

    by Published on April 22nd, 2007 00:15

    You're just an ordinary guy trying to survive." So says Dean Martinetti, producer at Sparks Unlimited, after demoing the opening scene in Turning Point: Fall of Liberty, in which a flat-capped builder becomes the unlikely hero of the US resistance. However, there's nothing ordinary about what we've just seen, because the streets of New York - its tower blocks and famous landmarks such as the Empire State Building and Statue of Liberty - are engulfed in flame and are being unceremoniously razed to the ground by an invading German force. Nationalist flag-waving this ain't - well, not unless you're a Nazi - and contrary to Call of Duty and Medal of Honor et al, there's no heroic leader to save the world and the US doesn't win.

    Enemy fighters scream between buildings as you make your descent.
    Turning Point: Fall of Liberty is a departure from the traditional war-torn first-person shooter because it takes a genre that's been milked of all creativity and breathes new life into it. Sure, you use guns to mow down Nazis and the action rarely shifts out of fifth gear, but there's a lot that's different about Turning Point. Take the story: In 1931 Winston Churchill is hit by a taxi, an event that actually happening all those years ago. Only, in the game, the accident was fatal, so there's no Churchill to deliver that speech and no leader to inspire the troops to victory. Instead the Nazi force overthrew the British, pushing our boys out of France and seizing control of Europe. Eight years later and the Germans have amounted a vast army which is sent across the Atlantic, ready to take over the US.

    Full article ...
    by Published on April 22nd, 2007 00:13

    If you were a child growing up in the '80s, you were aware of the cultural phenomenon known as the Transformers. The wildly popular cartoon that initially ran for almost 100 episodes spawned an animated movie, massive toy and merchandise line, and became a pop culture reference. Well, it's taken more than twenty years, but the Transformers will be returning to the silver screen this summer. Thanks to Activision and Traveller's Tales, the galaxy spanning battle between Autobots and Decepticons will rage in homes as well when Transformers: The Game is released this June.

    Tied very closely to the story of the movie, the plot of the game revolves around the discovery and retrieval of the Allspark, an item that provides the life giving soul for every Transformer. Hidden away on Earth during the massive war on Cybertron between Autobots and Decepticons, the Allspark could tip the balance of power to either side, making it a valuable tactical prize for both factions. Unfortunately for the unsuspecting humans on Earth, their world is about to become the latest battlefield between the robot warriors. Here's where players come in: as soon as the game starts, you're given your chance to decide which side you want to play. If you choose the Autobots, you attempt to protect Earth and its inhabitants from the ravaging forces of the Decepticons. This selection follows many of the events from the film rather closely. On the other hand, if you select the Decepticons, you'll follow a "what if" scenario where the evil machines smash their way through civilization.

    Full article ...
    by Published on April 22nd, 2007 00:12

    Hello everyone,

    I have just finished work on a new MSX emulator, fMSX-PSP. You will find it at the following URL:

    http://www.akop.org/psp/fmsx/

    Thanks

    Heres more details:

    fMSX-PSP is a port of the fMSX emulator to the PlayStation Portable platform. It is based on version 3.1 of fMSX and should run on any PSP with firmware 1.50 in user mode (if you have luck running it on another firmware revision [with or without a special tool], drop me a line).

    The emulator uses GU (Graphical Utility Toolkit) for rendering and runs at 100% speed for most games (with 0 frames skipped at 300Mhz clock speed, or with 1 frame skipped at 222Mhz).

    New features
    v3.1.1 (April 20, 2007; Current version):

    Three available rendering modes: normal size, 4:3 scaled, 16:9 scaled
    State loading/saving, with a thumbnail icon for each state (up to 10 states per game)
    Controls configurable for a particular game
    Frame limiter, frame skipping, vertical sync, PSP clock frequency adjustment
    Support for two cart slots and two disk drives
    On-screen virtual keyboard

    Download and Give Feedback Via Comments ...
    by Published on April 22nd, 2007 00:11

    If they wanted to, Disney Interactive Studios could probably put together a Flash-based game where players attempt to toss bottles of rum into the mouth of a poorly animated Johnny Depp and sell the thing to thousands of ravenous Pirates of the Caribbean fans. Thankfully, that's not the plan for Pirates of the Caribbean: At World's End.

    This week, the House of Mouse let IGN get its hands on the videogame that combines action from the movies Pirate of the Caribbean: Dead Man's Chest and unreleased Pirates of the Caribbean: At World's End. The first thing that jumps off the screen with At World's End is the detail developers have already put into this tale. Orlando Bloom's face is spot on, the drunk-like stagger of Captain Jack Sparrow is recreated with the push of the joystick and vocal doubles for the cast of characters are perfect.



    Nice hats.With the theater release of Pirates of the Caribbean: At World's End about a month away, it's about time for the marketing machine to kick into high gear and bring "Yo-ho" back as a household word, and videogames are going to be a big part of that - seven incarnations of the film are being released simultaneously. The PS3 and Xbox 360 versions are identical, the DS is its own entity, and the Wii, PS2, PSP and PC all share the same version with some slight variations when it comes to control. While the 360 and PS3 focus on recreating the look and feel of the movies, the other models focus on unique gameplay.

    There are three basic attacks for a pirate - a light sword attack, a heavy sword attack and an item attack. Although the swordplay will be the meat and potatoes of this high-sea adventure, plucky pirates can pick up guns and knives along the way. A HUD in the upper-left corner of the screen keeps track of how many bullets, throwing knives and chickens - that's health for these sea-lovers - remain as well as how many "Black Pearls" are left. Rather than just let you be a yellowbelly and hold down the block button for the duration of an attack, developers instituted the Black Pearl system to keep you honest. Each time an opponent lands a hit on your block, a quarter of one of your pearls disappears. If you exhaust the pearls, your blocking is disabled until it has time to recharge.

    Although the scurvy dogs showing At World's End wouldn't say how the movie will end end, they were happy to showcase select levels from the game, which feature key battles and extended stories from the films. One level - Isla de Pelegostos - put players into the swashbuckling sneakers of Will Turner as he teamed with Jack to escape the savages holding the duo captive. The setting drew heavily from Dead Man's Chest as Will freed trapped pirates and jogged across bridges, but wasn't limited to what happened in the flick. As the savages attacked young Mr. Turner, he had multiple choices as far as how he could dispatch them. Will could hack at them with his sword, shoot them, grab them or perform the special move called "Ole" - when enemies rush at a the main character, the player can hold the correct button and move the joystick to one side to perform a sidestep maneuver that, in this case, sends bad guys past Will and over the cliff.

    Can't we settle this in a dance contest?The game even made use of interactive cinemas as Will and Jack battled a trio of natives on a rickety bridge. Once the bad guys met the duo on the walkway, the game cut to a movie where buttons would pop on screen. If a player hit the right buttons quickly enough, the cinema progressed with Will and Jack laying the smackdown on some natives, but if a button was missed, the scene started from the beginning.

    At World's End won't drop anchor on consoles for another month, but it's clear Disney is on the right track and keeping with the humor and character of the movies -- and if that doesn't excite fans, the pirate's booty of unlockable characters to plays as, pirate rankings and more should have them eager to set sail and pick up this title.

    via IGN ...
    by Published on April 21st, 2007 23:59

    via ps3fanboy

    We say confirmed with a question mark because the debate is still up in the air, but apparently there was a little scuffle between a group of message board visitors and a Gran Turismo development staff member regaring the issue of damage to the licensed cars. The staff member worked on Gran Turismo HD and is hard at work on Gran Turismo 5, which is awesome. But here are a few quotes from the guy worth scratching our chins over:


    "...We're not ready to implement damage until they can be shown in a truly authentic way (which is extremely hard work if you think about it)."
    Damage in Gran Turismo would make the franchise unstoppable, don't you think? He responds: "No I mean, really, really, really hard work... to the extent of creating another game, almost. From our standards, what other games are doing is "simplified damage". You know how [anal] we are when making our games... we would want to simulate every single dent differently."

    Not sure why they bleeped out anal -- it's a perfectly appropriate word, because Polyphony Digital really does get down to the most painstaking detail when crafting these games. So what's this sound like to you? The staff member who said this checks out. He's completely legit (but we can't reveal the obvious). We're saying there won't be damage this time. Maybe for GT5 A-Spec or something. I dunno. I won't mind. Besides, you're not supposed to crash in the driving sim games. ...
    by Published on April 21st, 2007 23:53

    Via Slashdot

    4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
    If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?

    Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.

    I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.
    ...
    by Published on April 21st, 2007 23:53

    Via Slashdot

    4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
    If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?

    Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.

    I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.
    ...
    by Published on April 21st, 2007 23:50

    Dragoon has updated his game Panic Ball, heres whats new:

    Version 1.20

    Font change of writing

    Possibility of making pause

    Download and Give Feedback Via Comments ...
    by Published on April 21st, 2007 23:50

    Dragoon has updated his game Panic Ball, heres whats new:

    Version 1.20

    Font change of writing

    Possibility of making pause

    Download and Give Feedback Via Comments ...
    by Published on April 21st, 2007 23:50

    Dragoon has updated his game Panic Ball, heres whats new:

    Version 1.20

    Font change of writing

    Possibility of making pause

    Download and Give Feedback Via Comments ...
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