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  • DCEmu Featured News Articles

    by Published on February 15th, 2007 18:36

    via ign

    Crush is a game that I want to play. Developed specifically for the PSP by Kuju Entertainment (Battalion Wars, Fire Warrior), it's one of the most original games yet created for the PlayStation Portable and a title with a ton of potential (it does have similarities to Super Paper Mario after all). What's most surprising thing about this project, though, is that it isn't a sandbox game or some kind of epic actioner -- it's just a clever puzzler.

    In it, you assume the role of Dan, a guy who has spent most of his life trying to work out various personal issues and a dude who can't shake his terrible insomnia. His life has gotten pretty bad to be honest, and in a last ditch effort to keep himself from going crazy, our young hero has succumbed to the miracle of hypnosis. As Dan is put under, he's charged with one mission: to solve the mysteries of his past, uncover his repressed memories, and save his sanity before it's too late.

    What really makes this concept interesting is that "the mysteries of Dan's past" are actually a series of reality-defying brainteasers. Set in four different environments (a city, the seaside, and two others), each puzzle challenges players to solve problems in multiple dimensions. Best described as an Escher painting come to life, each subconscious enigma begins as a 3D world with an exit that's seemingly impossible to reach. In truth, that's your only real goal (well that, and collecting marbles that actually unlock a gateway) and all you have to do to reach that goal is walk to the open door.

    The trick is that getting from your starting point to the door is easier said than done; there's never a straight line from point A to B, and users have to figure out how to overcome such challenging obstacles. Rooftops without access ladders, 20-foot jumps, and doorways upside down and underneath you are just some of the conundrums you can expect.

    So how do you solve this mystery? The only way to do it is to "Crush," which is to stomp your foot like Heihachi (with the Left Trigger) so that you can transform the environment into a 2D plane instead of a three-dimensional one. What angle the camera is pointed at and what kind of surface you're standing determines what happens following each crush as well -- so this can mean that, depending on your angle, you might create a platform ladder or activate some kind of machine to help you progress. Once you "Uncrush" back to the 3D world, you can travel to your next spot and repeat if necessary.

    As complicated as it might sound in the written word, it's pretty easy to get the hang of when you see it. All the stages I saw, for example, took place in a nighttime neon city that had all manner of bizarre puzzles to solve. But as I watched the producer crush and uncrush his way through the various areas to get to the next area, it quickly became evident how simple and addictive this sucker could be. Swapping between the 2D and 3D planes is an extremely cool concept and limiting users only to jumping and crouching puts an emphasis on choosing the right camera angle and one other simple goal: to get the hell out of there.

    Unfortunately SEGA hasn't given a solid release date for Crush yet (it's just "summer" for now), so it's still up in the air as to how long it will be before we can sit down and play it at length. Company reps did tell me, however, that there's still a lot of work to be done and that the final game will have somewhere between 40 and 50 stages (and possibly even downloadable content, but that decision hasn't been made yet). With an order that high, it could be several months before it's shown again.

    But personally, I'm willing to wait those months if it means we're getting a high-level puzzler out of it. Crush has a very compulsory feel to it, and the idea that there's actually a story to tell (told Memento style as you regress further and further into your memories) is a nice extra touch. The art style is pretty sweet too and the camera doesn't seem to have any noticeable problems. Hopefully, Crush can impress me this much again the next time it crosses our path. ...
    by Published on February 15th, 2007 18:34

    via ign

    Mayhem and motors have always gone hand in hand, and one franchise that attempted to capitalize on this concept is the Full Auto series. With a heavy emphasis on concepts like "Destruction Matters," Full Auto let drivers race through streets, trashing buildings and other environmental objects in their attempt to finish first. The sequel added to the mayhem with more cars, new environments and arena style combat. Well, the car combat is now spilling over to the portable track with Full Auto 2: Battlelines for the PSP.

    While the game may have the same name as the PS3 version, this isn't a scaled down port of that title. Instead, Deep Fried Entertainment, who's developing the PSP version, overhauled just about every single facet of the racer. For example, the career mode no longer takes place in Meridian City. Nor does it have an AI informing you of what you need to do or what races you have to enter to proceed. Instead, the battles now take place across the entire world, with races found in the USA, Europe and Asia. While there are various events that you'll enter, such as coming in first place or defeating specific rivals, there's also a lot more choice provided to drivers. Players now have the option to decide whether they want to complete every single event available to them, or if they'd rather blaze through the game and face off against the "boss" racers.

    The number of vehicles has changed as well for the PSP version. Battlelines now features 15 cars, nine of which are completely new to the series. While there are no licensed cars within the game, players will easily pick up on car bodies inspired by Mustangs, Vipers and other machines. Players will be able to customize these cars with a number of car skins and vinyls. While each car has five skins, over 200 vinyls are included in the game for every car. Players will also have the option to choose from 18 weapons (10 of which are new) to equip their machine, although there's a new twist to the arms placement. Weapons can now be mounted on the front, side or rear of the car, giving you additional flexibility in battle. For instance, if you place machine guns on the front and side of your car, you can fire three spreads of bullets instead of the customary two.

    Battlelines isn't just a single player experience; up to four players can engage in ad hoc battles in arenas or races. Every multiplayer option from the PS3 version of the game has been brought over to the PSP game, and the various events from the single player have also been carried over into multiplayer. This means that you aren't necessarily going to try to be first in a race, because you may need to eliminate a number of obstacles or defeat specific cars to win.

    Of course, the PS3 version of Battlelines used both analog sticks to help you control the car and target your opponents. Due to the lack of a second analog nub, the PSP provides limited auto targeting to help you take down other racers. It also gives you the opportunity to take advantage of Destruction Matters moments. Whenever the reticule flashes yellow, players can hit the triangle button and lock onto an object. If they fire once the reticule turns red, they can trigger the moment and spill the obstacles on the road, blocking or even destroying opponents. Bolstered by songs from Wolfmother, Sum 41 and Stone Sour, car combat fans should be ready to take first place when Full Auto 2: Battlelines hits shelves this march. ...
    by Published on February 15th, 2007 18:33

    via ign

    Tales of Destiny 2 hit the Japanese PSP on Thursday morning. That officially left us in an anomalous state -- no Tales game in the pipeline.

    Well, enjoy the silence while it lasts, cuz it's lasting exactly six days. Bandai Namco updated its Tales Channel website with news of a "surprising announcement," to take place on 2/21.

    There have been promises of "surprising announcements" at the Tales Channel site before, but they tended to result in something unsurprising, like a new Tales game. Sure enough, the announcement appears to be for a new game in the series. Bandai Namco promises a new entry in a popular sub-series of the franchise.

    Destiny? Eternia? World? Check back around 2/21 for the announcement. ...
    by Published on February 15th, 2007 18:29

    Ratx has released a new version of his rom trimmer:

    Heres a new version of the trim.exe which outputs the file as blah.trim.nds. No other changes made, windows and linux versions included. If you find an image that this prog over trims please contact me.

    Changes:


    v0.1 inital version

    v0.2 reworked to be faster and hopefully more accurate

    v0.22 fixed output filename to be blah.trim.nds

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2007 18:27

    Aurelio has released the first version of an Operating System for the Nintendo DS, its an early release but shows lots of potential

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2007 18:17

    News from Jontte:

    Hello,

    I'm a beginner to C++, but I managed to write a nice Tower Defence clone for Gp2x.

    Download
    The tar contains executables for linux and gp2x.


    Some features:
    -Fully customisable levels, turrets, enemies...
    -Cool sidebar drawn by teh greatestsz Atte Virtanen

    Controls:
    Y - Next round
    A - Select best turret available
    B - Place / Select turret
    X - Cancel
    R - Hide/Show sidebar

    Creating levels is easy, and the default level has lots of commented lines to help you getting started. It currently has only 1 level (I'm lazy!), so if you like this game and have created some levels, you can send some to my email, which is joonas[at]sipuli[dot]net, and I'll add them to the official tar.

    Thanks to GameDev.net for the tileset in the default level!

    Waiting for your suggestions, bug reports and comments!

    Joonas Haapala ...
    by Published on February 15th, 2007 18:13

    GPF has released another build of his awesome Commodore 64 emulator for the Nintendo DS,

    Heres whats new:

    OK this is just a test build with sound disabled wanted to see how the menu systems works for some of those troublesome cards.

    I tested this build on my m3sd with 81 D64 files, and for one of my test was with the game WorldGames and I was able to switch from disk1 to disk2 when it asked and they game worked

    I commented out the audio code from launching, maybe its faster? maybe the menu works now?

    Troy(GPF)

    Download at the release thread Here --> http://www.dcemu.co.uk/vbulletin/sho...677#post356677 ...
    by Published on February 15th, 2007 18:08

    via wiifanboy

    It sucks to be South African today, as distributor Futronic confirmed that it has ceased distribution for Nintendo in the region. Adding on to the horrible amounts of pain one must endure living in the region and just finding out this news, there are no plans for another distributor to pick up the slack and take over duties, with even Nintendo's South African domain not even offering relief.

    Even worse is that the only light at the end of tunnel for South African gamers is the rumor that Nintendo of Europe could pick up the duties, however the possibility of that happening is pretty slim. ...
    by Published on February 15th, 2007 18:05

    Action Replay DS is about to undergo a hack attack! With Trainer Toolkit, you can become your own hacker and create codes to use on your DS games with Action Replay!

    Trainer Toolkit is designed exclusively for serious DS gamers, amateur programmers and aspiring game hackers. It provides you with all the hardware and software necessary to create your own game-busting Action Replay codes.

    Trainer Toolkit is your induction into the underground world of game hacking. With straightforward instructions designed to help you create your first codes and detailed information about code hacking so you can create many more, Trainer Toolkit gives YOU the power to make things happen. Some codes are found easily, but others require perseverance, dedication and skill. But one thing’s for sure; with Trailer Toolkit in the right hands, nothing is impossible.

    Just look at all these powerful features!

    - Dev-board’ card which inserts into the GBA port on the DS - including a high-speed USB 2.0 port for rapid dumping of memory (a full 4Mb dump takes around 20 seconds, subsequent searches can take only a couple of seconds).
    - ‘Game Trainer’ PC software CD.
    - Action Replay DS ‘Trainer Card’ which inserts into the DS cartridge.
    - Intelligent search with all standard expressions (equal to, not equal to, greater than, less than, inside range, outside range, incremented by etc) against previous values or a defined value.
    - Limit search to specified memory range.
    - Multiple search types (8, 16, 32, 64bit and floating point).
    Search history window with full ‘rollback’ to any search result.
    - Text search, find & replace.
    - Add and save search areas.
    - Whole projects can be saved and reloaded.
    - Add codes to the ‘Run-list’ - a built in Action Replay engine so that you can test your codes real-time.
    ‘Poke’ values ‘one time’ to addresses in RAM.
    - All code types (16, 32bit etc.) can be run simultaneously in the Run-list.
    - ‘Watch locations’ window.
    Disassembly view.
    - Hex view (with real time auto-refresh).
    - Upload and download binaries.
    - Update trainer firmware.
    - Wizard based ‘Beginner Mode’ for people new to the scene.

    But how hard is it to crack your own codes? Well, as Einstein once said, “Everything should be made as simple as possible, but not simpler”. Trainer Toolkit is as straightforward as it can be, but the beginner has lots to learn. Even someone who’s never hacked a code in his life should be able to produce straightforward codes such as Infinite Lives or No Timer within an hour of taking Trainer Toolkit out of the box, but more complicated codes and enhancements may take a little practice. There’s lots to learn, but that’s what makes it exciting… ...
    by Published on February 15th, 2007 18:04

    Via guardian

    An anonymous UK developer, writing in the comments section of, this Gamesblog post has provided a scathing assesment of the PSP's future. "There are virtually no PSP games being developed in the UK," he claims, citing comparatively high development costs and small userbase as key explanations.

    "At a GDC conference in Brighton last year, everyone walked away from the PSP. Developers had to budget for PS2 content on a handheld with a tiny userbase. Its not cost effective, (especially when the alternative DS has a massive userbase and is cheap to develop for).

    At the same time, Nintendo had sent Wiimotes that plug into Gamecube devkits to all registered developers. Instead of forking out thousands of quid to Sony for devkits that they still weren't releasing, studios were coming up with innovative Wii ideas. Instead of training coders to program the world's most complicated Cell processor, the Gamecube team just switched to the Wii."

    A quick look at the PSP release schedule shows a flurry of activity heading into mid-March (just in time for Easter), but things thin out afterwards. Stalwarts like SOCOM and Metal Gear Solid should prop things up, but in terms of true Triple A titles coming from British developers, there's really only Manhunt 2, plus Sumo Digital's conversions of Virtua Tennis and Driver 76.

    It could be argued, of course, that major UK-developed DS titles are just as rare. Diddy Kong Racing DS, perhaps. What else? Britain has never really been a major force in the handheld market, with publishers usually outsourcing portable conversions to smaller third-party studios, which are often given just six months to port console code across to handheld platforms.

    Look at Metacritic's review scores for Nintendo DS games. As far as I can tell, only two of the top 20 - Metroid Prime Hunters and Tony Hawk's American Sk8land - were developed outside of Japan. This is in stark contrast to the console development market where the West has a growing share of the Triple A segment. Interestingly, at least 12 of the PSP top 20 are Western releases (although only a couple of them originated in the UK).

    In Japan, there are loads of cool little developers like Tose, HAL Laboratories and AlphaDream, bashing out colourful imaginative handheld titles. The UK has the excellent Sumo Digital, of course, but considering the fact that the DS is cheap to code for - why aren't there many, many more? Britain is stuffed with small studios - Scotland might well have more mobile game developers than any other country outside of the Far East. What's preventing them from embracing handheld?

    This isn't about opportunity, it's about psychology. There is no Western equivalent of kawaii - studios just don't get cute. I've been in dozens of them and the cultural references are always similar: Blade Runner, Lord of the Rings, Aliens, Frank Miller, William Gibson, Buffy, Star Wars - this is not the stuff of cute, effective handheld gaming.

    PSP panders to a peculiar Western vision of portable gaming - a 'proper' console, playing 'proper' console games on a smaller screen. Thing is, I don't know about you, but I don't want to feel cool and edgy on the bus, I like the warmth of cute, iconic graphics. I don't know why.

    No PSP development in the UK? Sony's embattled platform has masses of potential - it's a beautiful piece of kit. But it is being failed. There must be a combination out there of Japanese aesthetics and the Western vision of cool. Until then, the handheld development coma continues, only the faintest blips of awareness puncturing the darkness. ...
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