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  • DCEmu Featured News Articles

    by Published on November 20th, 2006 22:34

    Via PSPfanboy

    Those with homebrew on their PSPs have enjoyed a featured called "custom gameboots" for quite some time. These gameboots replace the PSP's default introductory sequence when launching a game. Players that were bored with seeing the PSP logo appear in front of a plain white background made cooler intros, usually involving anime characters, or ironically, gameboots from other machines.

    It's been revealed that custom gameboots now work on PSPs with firmware 2.80. However, the method used is somewhat complicated that those without strong technical skills will certainly brick their PSPs trying to use it. "There are absolutely no safeguards in place when you use this program, and it allows you to do anything to any of the files in flash0. On firmware 2.80, even replacing a single PRX module will nearly guarantee a brick. We feel it's important to keep you guys safe, so we're going to keep this relatively quiet until a safer method can be published."

    It appears that Sony's official firmware 2.80 has been cracked open like an egg. Expect the development community to continue to develop more and more interesting uses for the PSP as the weeks go by.
    ...
    by Published on November 20th, 2006 22:34

    news via slate

    I'll admit it—I was in love with the Nintendo Wii long before we'd ever met. And then, a few seconds after I touched those strange, new motion-sensing controllers, months of giddy anticipation vanished. I've played and won 14-hour-long Halo tournaments. I was a bird-slaughtering Duck Hunt master back when Times Square still had arcades. But the Wii, which is being marketed as the ideal system for newbies, made me feel like an incompetent novice. I don't blame myself. The ugly truth is that the Wii's already-legendary motion-detection system doesn't work very well.

    Everything about the console is designed to welcome casual gamers, from that unfortunate name to the remote-shaped controller (aka the Wii Remote) that translates movement into in-game action. Internal gyroscopes and accelerometers detect tilt, rotation, and acceleration as you pantomime steering a car or slashing a sword. The wireless controller also acts as a pointer, using an optical sensor and a TV-mounted sensor bar to let you sweep crosshairs or a cursor across the screen. For complex games you can use an additional controller, which doesn't work as a pointer but can sense motion and has a traditional thumbstick. This device is called a nunchuk, since that's kind of what it looks like when you connect the two wireless controllers with a cord. But if you think you'll be able to whip them around like Bruce Lee, you're in for the first of many disappointments.

    Nintendo wants you to believe that the Wii will tear kids off the couch and get them swinging virtual tennis rackets. There's also the suggestion that its intuitive game play could eliminate the steep learning curve that tends to repel both "casual gamers" and people who've never held a joystick before. When Time ran the first hands-on preview of the Wii, they included a photo of an ecstatic grandpa standing on his couch, controllers in hand.

    I like to hear from user's about what they think about this. Do you believe that the wii motion detection doesnt work very well, when its suppose to be user friendly but is confusing even the most experienced gamers? ...
    by Published on November 20th, 2006 22:34

    news via slate

    I'll admit it—I was in love with the Nintendo Wii long before we'd ever met. And then, a few seconds after I touched those strange, new motion-sensing controllers, months of giddy anticipation vanished. I've played and won 14-hour-long Halo tournaments. I was a bird-slaughtering Duck Hunt master back when Times Square still had arcades. But the Wii, which is being marketed as the ideal system for newbies, made me feel like an incompetent novice. I don't blame myself. The ugly truth is that the Wii's already-legendary motion-detection system doesn't work very well.

    Everything about the console is designed to welcome casual gamers, from that unfortunate name to the remote-shaped controller (aka the Wii Remote) that translates movement into in-game action. Internal gyroscopes and accelerometers detect tilt, rotation, and acceleration as you pantomime steering a car or slashing a sword. The wireless controller also acts as a pointer, using an optical sensor and a TV-mounted sensor bar to let you sweep crosshairs or a cursor across the screen. For complex games you can use an additional controller, which doesn't work as a pointer but can sense motion and has a traditional thumbstick. This device is called a nunchuk, since that's kind of what it looks like when you connect the two wireless controllers with a cord. But if you think you'll be able to whip them around like Bruce Lee, you're in for the first of many disappointments.

    Nintendo wants you to believe that the Wii will tear kids off the couch and get them swinging virtual tennis rackets. There's also the suggestion that its intuitive game play could eliminate the steep learning curve that tends to repel both "casual gamers" and people who've never held a joystick before. When Time ran the first hands-on preview of the Wii, they included a photo of an ecstatic grandpa standing on his couch, controllers in hand.

    I like to hear from user's about what they think about this. Do you believe that the wii motion detection doesnt work very well, when its suppose to be user friendly but is confusing even the most experienced gamers? ...
    by Published on November 20th, 2006 22:34

    news via slate

    I'll admit it—I was in love with the Nintendo Wii long before we'd ever met. And then, a few seconds after I touched those strange, new motion-sensing controllers, months of giddy anticipation vanished. I've played and won 14-hour-long Halo tournaments. I was a bird-slaughtering Duck Hunt master back when Times Square still had arcades. But the Wii, which is being marketed as the ideal system for newbies, made me feel like an incompetent novice. I don't blame myself. The ugly truth is that the Wii's already-legendary motion-detection system doesn't work very well.

    Everything about the console is designed to welcome casual gamers, from that unfortunate name to the remote-shaped controller (aka the Wii Remote) that translates movement into in-game action. Internal gyroscopes and accelerometers detect tilt, rotation, and acceleration as you pantomime steering a car or slashing a sword. The wireless controller also acts as a pointer, using an optical sensor and a TV-mounted sensor bar to let you sweep crosshairs or a cursor across the screen. For complex games you can use an additional controller, which doesn't work as a pointer but can sense motion and has a traditional thumbstick. This device is called a nunchuk, since that's kind of what it looks like when you connect the two wireless controllers with a cord. But if you think you'll be able to whip them around like Bruce Lee, you're in for the first of many disappointments.

    Nintendo wants you to believe that the Wii will tear kids off the couch and get them swinging virtual tennis rackets. There's also the suggestion that its intuitive game play could eliminate the steep learning curve that tends to repel both "casual gamers" and people who've never held a joystick before. When Time ran the first hands-on preview of the Wii, they included a photo of an ecstatic grandpa standing on his couch, controllers in hand.

    I like to hear from user's about what they think about this. Do you believe that the wii motion detection doesnt work very well, when its suppose to be user friendly but is confusing even the most experienced gamers? ...
    by Published on November 20th, 2006 22:03

    Hi everyone,

    Sixtyforce has been going around for a while ever since Apple brought out OSX for the PowerPC.

    I am quite proud of this emulator as it is probably one of the best emulators for computers that anyone could ever use legally on ANY system.

    Anyway

    sixtyforce 0.8.0 is the current version.

    New since 0.7.5 --

    - Added emulation of memory packs to handle game saving!
    - Added support for Immersion based force feedback controllers. (Mac OS X 10.2.3 or later.)
    - Added axis dead zones for analog controllers to fix over-sensitivity.

    Bug fixes since 0.7.5 --

    - Fixed a bug that made F-Zero X unplayable. (The graphics are no longer completely distorted.)
    - Fixed a bug that could cause crashes after loading a freeze state.
    - Fixed a number of crashes related to controller and keyboard support.
    - Fixed a problem that could cause sixtyforce to not launch on older systems.


    Download from www.sixtyforce.com ...
    by Published on November 20th, 2006 21:47

    heres a new release of LuaAirForce by yoyomacy

    Yes, its finally here, LuaAirForce V.3, this update is mainly GFX upgrades, i think most of us can agree these are better gfx than the last version and instead of the old fart bullet, now its a missile, and another thing added was a tanker, more code effiency making game run faster
    here is a screen, more screens to come, sorry for bad quality it is windows lua player

    ENJOY

    if you find any bugs please tell me

    download, screenshot, and give feed back via comment
    via yoyomacy ...
    by Published on November 20th, 2006 21:47

    heres a new release of LuaAirForce by yoyomacy

    Yes, its finally here, LuaAirForce V.3, this update is mainly GFX upgrades, i think most of us can agree these are better gfx than the last version and instead of the old fart bullet, now its a missile, and another thing added was a tanker, more code effiency making game run faster
    here is a screen, more screens to come, sorry for bad quality it is windows lua player

    ENJOY

    if you find any bugs please tell me

    download, screenshot, and give feed back via comment
    via yoyomacy ...
    by Published on November 20th, 2006 21:32

    news via ign

    November 20, 2006 - Today Sony unveiled several new marketing campaigns designed to extend the momentum of its handheld system, the PlayStation Portable, into 2007. Among these new efforts is a television ad campaign titled "Find Me," an online marketing campaign, and the presence new PSP Spot Download Stations at select retailers.

    "The PSP system has already been established as a popular gaming handheld, but it was designed to do so much more -- from playing music and videos to sharing photos and accessing the Internet," said Peter Dille of SCEA. "These marketing initiatives deliver the broader PSP brand message and offer PSP owners the entertainment experience they're thirsting for from a content perspective. We're excited that these new efforts place a spotlight on the PSP system by delivering value to existing PSP owners and reaching new audiences at a time when gift-givers are looking for what's hot in entertainment."

    Of particular interest are the PSP Spot Download Stations. Beginning this month, consumers can take their PSP system to participating retailers, and download gaming and entertainment content directly to their PSP system. The list of retailers participating in this campaign includes Circuit City, GameStop, Target, and Toys "R" Us. These interactive kiosks will offer game demos, movie trailers, music clips, mini-strategy guides, wallpapers and more.

    Currently the available demos include Outrun, Worms, Dungeon Seige, MLB 2006, Ultimate Ghosts and Goblins, Lumines 2, Every Extend Extra, RAce Driver 2006, and Daxter with more coming in the future months. By January 2007, PSP Spot Download Stations will be available at more than 6,000 retail locations across North America. ...
    by Published on November 20th, 2006 21:32

    news via ign

    November 20, 2006 - Today Sony unveiled several new marketing campaigns designed to extend the momentum of its handheld system, the PlayStation Portable, into 2007. Among these new efforts is a television ad campaign titled "Find Me," an online marketing campaign, and the presence new PSP Spot Download Stations at select retailers.

    "The PSP system has already been established as a popular gaming handheld, but it was designed to do so much more -- from playing music and videos to sharing photos and accessing the Internet," said Peter Dille of SCEA. "These marketing initiatives deliver the broader PSP brand message and offer PSP owners the entertainment experience they're thirsting for from a content perspective. We're excited that these new efforts place a spotlight on the PSP system by delivering value to existing PSP owners and reaching new audiences at a time when gift-givers are looking for what's hot in entertainment."

    Of particular interest are the PSP Spot Download Stations. Beginning this month, consumers can take their PSP system to participating retailers, and download gaming and entertainment content directly to their PSP system. The list of retailers participating in this campaign includes Circuit City, GameStop, Target, and Toys "R" Us. These interactive kiosks will offer game demos, movie trailers, music clips, mini-strategy guides, wallpapers and more.

    Currently the available demos include Outrun, Worms, Dungeon Seige, MLB 2006, Ultimate Ghosts and Goblins, Lumines 2, Every Extend Extra, RAce Driver 2006, and Daxter with more coming in the future months. By January 2007, PSP Spot Download Stations will be available at more than 6,000 retail locations across North America. ...
    by Published on November 20th, 2006 21:32

    News/release from Campanile

    My previous post is unaccessible, here's another one...

    I didn't work on it for a while, but here are the small updates.

    ToDo list :

    - [DONE][NEEDS IMPROVEMENT] Evolution system
    XP system
    - [IN PROGRESS] In game Menu
    Better fish informations
    - [DONE] Class Objects (polymorphism is soooo great)
    [ToDo] Bubbles
    [DONE] Sparks (level-up / evolution system related)
    [DONE] Coins
    [DONE] Wave effect (may need some adjustments)
    - [ToDo] Class Menu
    - [IN PROGRESS] Sounds
    - [ToDo] Speed system improvements / slow turns / Water consistency
    - [Question] Keep drop pellet at top of the tank, or make it appear at stylus Y ?

    Last updates :
    [DONE] Added carnivorous fish, which will eat any fish for now (maybe only smaller fishes later, even if a small fish eating a big one sounds funny to me)
    [DONE] Added blip fish, dunno what to do with it yet...
    [NEEDS IMPROVEMENT] Money System, everything has a price now, but shopping system is not done yet (needs in game menu). Fishes drop money, money used to buy other fishes.
    [NEEDS IMPROVEMENT] Added BGM, not a great mod, but the only non-techno one I found
    [NEEDS IMPROVEMENT] Fishes now have different speeds, from swimming slowly to rush to food (see ToDo about speed system)
    [IN PROGRESS] Fishes meeting and having a baby-fish debut
    [IN PROGRESS] Preliminary gameplay, some dirty stuffs to clean, or fishes are getting hungry faster.

    EDIT : Rough version added, you start with 100 money (you can buy one orange fish with "A"), food cost 10 and coins worth 25. You can drop one food at a time and buy blip fish with B and the most expensive carnivorous fish with X (or Y). Each fish drop quarters for now, the version is not really enjoyable yet, I was posting the news mainly to show the project is still alive....

    Download and Give Feedback Via Comments ...
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