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  • DCEmu Featured News Articles

    by Published on December 19th, 2006 22:40

    Via IGN

    The last time that we saw SNK and Capcom together in the same game was SNK's take on the SNK vs. Capcom fighting game, which was trash. Sorry, I don't want to mince words on this subject. I can't even use the catchphrase "unadulterated fun", because it wasn't anywhere close to the fun of adultery. The game sucked and whoever was involved in the project should hang their head in shame. Having said that, the franchise known as SNK vs. Capcom has once again resurfaced, but as a follow-up to the massively popular Card Fighter's Clash game that appeared on the Neo Geo Pocket platform several years ago. This time around, the title is on a system that's perfectly suited to the style of gameplay that it offers, namely the Nintendo DS.

    Like the first two titles, Card Fighters pits two players against each other in a heated card battle game featuring characters from the Capcom and SNK universe. However, everything about the old titles has been changed in the DS rev. For instance, you can now have up to eight character battle cards on the field at the same time, and each of them have HP (Defense) and BP (Offense) points. Secondly, there are force orbs that are used when bringing out your characters. At the beginning of each game, you start with 3 colorless orbs, so you initially your weakest characters will be summoned first. Once you have these characters out, every turn that they're on the field, they'll generate more force orbs, which means that players will generally stick with a few colors instead of all five that can be selected from. This also prevents people from bringing out their most powerful cards from the get-go. You can, however, discard cards to generate more force orbs or let them generate it actively or passively. The different force orbs in the game don't seem to have any inherent weakness or strengths towards each other, so the only time these force elements come into play is when you have to build your card deck. Along with the force elements are the individual abilities that many cards possess. Unlike the NGPC versions of the game, these abilities need to be fed more force orbs in order to become active, which balances out some of the more powerful cards very well. As an example, Trish's card comes with a Roundtrip ability, which can lower or raise her attacking power, but you have to feed that ability two more force orbs if you want to use it. If you don't, then it won't activate. Later on in the game, you'll receive an Evil Ryu and Akuma card, both of which have a ridiculously high attacking power, which can be boosted even more if you feed it enough orbs, but the cost of the ability itself is so high that it may not be worth it.

    During the player's turn, you can choose to attack or wait, which brings up several strategies that will be necessary to win during the later stages of the game. You see, attacks force characters to become inactive during the opponent's turn, which means you can't defend at all. So, if you have two character cards going up against two other cards, if you attack with both of them, you'll be left completely defenseless during the opponent's turn. This actually turns out to be one of the game's most glaring flaws, and one that I hope is fixed if the game is ever localized for America. Basically, whoever chooses to go first is allowed a free hit on their opponent provided that they can get their characters out with the initial 3 force orb granted. If you're able to get enough characters out, you can easily knock off 50% of an opponent's lifebar in a single turn before they can do anything! Sure, the player who goes last starts off with 4 force orbs instead of 3, but the bonus is so small that only an idiot would choose to go second in the game.

    We spent most of our time in the story mode, where you control a young boy as he climbs up the Card Battle Towers. There are actually two of them in the game; one for Capcom and one for SNK, and you actually have a lot of traveling between the two. The initial floors are easy and battles are for the most part a matter of who can get the most cards out first, but later on, as you get better cards and as your opponent plays smarter, it's not uncommon to see full 8 on 8 card battles going on. One downside to story mode is that you have to do quite a lot of fetch quests in order to progress. For instance, you'll have to find a specific character card from one of the NPCs roaming around the tower in order to get by another character, or you may have to get several different cards at once. The problem is that this isn't Pokemon, with its varied environments, it's just a freaking tower that looks the same floor, after floor, after floor. Probably the biggest strike against the game is the lack of Wi-Fi play, which this game is begging for. You have local multiplayer against another player, but there's no shared gaming, and good luck finding someone to play with.

    With all the stuff Card Fighters does right there's an ...
    by Published on December 19th, 2006 22:04

    via elation

    Ipher has released a new test build of the PS2 emulator for windows called PCSX2:

    Heres whats new:

    Syphon Filter Filling Write fixes [zerofrog]

    Change to pcsx2/Elfheader.c (No commit message) [zerofrog]

    added more ffx crcs and frame limiting stuff [zerofrog]

    Download and Give feedback via comments ...
    by Published on December 19th, 2006 21:53

    Onakasuita has updated his app for the Wii to20,.

    Video Here --> http://www.youtube.com/v/VcqkQ3YxTd4

    --what's WiinRemote
    a program for moving cursor using Wii Remote on Windows PC.
    (reading 3-axis linear accelerometer's value)

    --how to use
    1.connect Wii Remote to PC via bluetooth (how to connect)
    2.launch WiinRemote.exe

    New in this release

    Double click assignment, use motion when lost IR added

    Download and Give Feedback Via Comments ...
    by Published on December 19th, 2006 21:46

    Via wiifanboy

    When someone records an EP called We Wiish You a Merry Christmas, we tend to pay attention (emphasis ours). We are, y'know, Wii Fanboys, after all. And we'd like to tell you that it's filled with great songs and that they'll make your holidays brighter, whatever they may be, and will ensure peace on earth and yea, even goodwill toward men.

    But we just can't get past the Wiisabers. Wii. Sabers. Oh yes, it just rolls off the tongue. We need those Wiisabers.

    Video Here --> http://www.youtube.com/watch?v=rmnGFJ1eyCg ...
    by Published on December 19th, 2006 21:30

    While it hasn't been officially announced from the heavens, it looks like the minigame collection Wii Sports II Wii Play will be delayed in the U.S. until February. What have we done to displease you, Nintendo? We need Wiimotes with pack-in games! Nintendo's official online media outlet had Wii Play listed for January ... and now suddenly the game has been moved to February 12, a full month after Wario Ware. Coincidence?

    via wiifanboy ...
    by Published on December 19th, 2006 21:23

    via gamasutra

    Officials from inXile Entertainment (The Bard’s Tale) have announced that the company has acquired the console development rights for the popular Flash game Line Rider, and that versions for both the Nintendo DS and Wii are expected to ship in Spring 2007.

    Described by inXile's chief executive officer Brian Fargo as “a fully animated Etch-A-Sketch”, Line Rider was first launched on the internet on September 23, 2006, and has since gone on to attract over 15 million viewers and become the source of over 11,000 video posts on popular video community site YouTube.

    "I have been around the interactive entertainment industry long enough to have seen similar phenomenon like Tetris and Bejeweled become massive international hits, and Line Rider has all the elements to do the same," noted Fargo, who added that the game “will be perfect for the Nintendo DS and Wii.”

    According to the title's original creator Bostjan Cadez, Line Rider is a "toy" that allows players to construct their own track filled with as many ramps, hills, and jumps as they can imagine utilizing a pencil tool. Once the player is done creating their course, they can send a virtual sledder down the route until he wipes out.

    "Line Rider began its life as a project I did for illustration class," commented Bostjan Cadez, who created Line Rider in his native Slovenia. "As much as people see it as a game I think of it as a toy because there is no score and no one wins or loses while playing Line Rider. I'm looking forward to working with inXile entertainment on the new Nintendo DS and Nintendo Wii versions as they will bring added gameplay and features." ...
    by Published on December 19th, 2006 21:23

    via gamasutra

    Officials from inXile Entertainment (The Bard’s Tale) have announced that the company has acquired the console development rights for the popular Flash game Line Rider, and that versions for both the Nintendo DS and Wii are expected to ship in Spring 2007.

    Described by inXile's chief executive officer Brian Fargo as “a fully animated Etch-A-Sketch”, Line Rider was first launched on the internet on September 23, 2006, and has since gone on to attract over 15 million viewers and become the source of over 11,000 video posts on popular video community site YouTube.

    "I have been around the interactive entertainment industry long enough to have seen similar phenomenon like Tetris and Bejeweled become massive international hits, and Line Rider has all the elements to do the same," noted Fargo, who added that the game “will be perfect for the Nintendo DS and Wii.”

    According to the title's original creator Bostjan Cadez, Line Rider is a "toy" that allows players to construct their own track filled with as many ramps, hills, and jumps as they can imagine utilizing a pencil tool. Once the player is done creating their course, they can send a virtual sledder down the route until he wipes out.

    "Line Rider began its life as a project I did for illustration class," commented Bostjan Cadez, who created Line Rider in his native Slovenia. "As much as people see it as a game I think of it as a toy because there is no score and no one wins or loses while playing Line Rider. I'm looking forward to working with inXile entertainment on the new Nintendo DS and Nintendo Wii versions as they will bring added gameplay and features." ...
    by Published on December 19th, 2006 20:50

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    Heres whats new in this release

    Ok, GlovePIE 0.27 is now uploaded. It has full nunchuk support, except it has no calibration.

    Hopefully it works on Wiimotes and Nunchuks other than my own, because the Nunchuk data was in a rather weird format with lots of bits needing to be reversed. I'm hoping that is consistant behaviour, not just my device.

    See the modified TestWiimote.PIE file which is included.

    NOTE: There is NO classic controller support yet! I don't own a classic controller, and there was nothing on the Wiki about it. BUT you may be able to work out how to access Classic Controller buttons based on the values in Wiimote.Nunchuk.Byte0 to Wiimote.Nunchuk.Byte15. Note that some of the bits are probably backwards for classic controller too.

    Also remember that since version 0.26 other adapters should now work if you access the TroubleShooter > Bluetooth Fix menu...


    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Hardware Supported
    Nintendo Wii Remote (Wiimote)

    Download and Give Feedback Via Comments ...
    by Published on December 19th, 2006 20:42

    Some dude has posted a video of a Wiimote controlling an RC racing Car, check out the video here --> http://video.google.com/videoplay?do...ocidfeed&hl=de ...
    by Published on December 19th, 2006 20:33

    Via liquidice

    Cadex has documented his findings on the nunchuk in the wiili wiki. He is able to get some of the status from the controller expansion device . He writes:

    I found the first piece of the expansion port communication puzzle, I'm able to get at least parts of the status of an attached Nunchuk controller. This is really just a first step, but by telling you what I found out, probably other people will soon find out more
    The data at 0x04A4000A-0x04A4000C seems to be acceleration data (values "85 D9 61" in the hexdump above). These values seem to be similar, but still a bit different from the acceleration values provided by the Wiimote (values seem to jump when certain boundaries are reached)
    Bit 0 of the byte at 0x04A4000D shows the state of the "Z"-button; the state of the "C"-button does not seem to be contained in that byte though.
    The byte at 0x04A40008 seems to contain the X value of the Nunchuks joystick, 0x04A40009 the Y value
    Data seems to get repeated every 0x100 bytes (see example), so probably bits 8-15 of the address (= the third byte) is ignored when reading from the Nunchuk, only addresses 0x04A40000-0x04A400FF are relevant (see example)
    It seems to make a difference at which address one starts to read the data. Reading 0x10 bytes starting at 0x04A40000 will contain the interesting values, whereas reading 0x10 (or 0x0F) bytes starting at 0x04A40001 will return completely different data.
    Writing an other value than 0x01 or writing to a different address in the 0x04A4004- region changes the middle part of the data being returned.

    More Info ...
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