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  • DCEmu Featured News Articles

    by Published on November 4th, 2006 22:33

    Chrilith posted this news:

    Hi, Nicky Boum for Zodiac has been released today. Heres some information on the game:
    Nicky Boum is a classic platformer game initially designed for the Amiga. The game was published my Microids in 1992 and was also ported to the Atari ST and PC EGA platforms. This project aims to rewrite the original engine of the game and requires the original datafiles. This rewrite is based on the reversing of the Amiga and PC versions.
    Get it now : http://capers.free.fr/ ...
    by Published on November 4th, 2006 22:28

    One of the most charming GameCube titles is set to make a revival on the DS. Nintendo World was home to a playable demo of Chibi-Robo Park Patrol for the DS.

    The demo starts off with Chibi in his little house. The house is set up basically the same as in the GameCube version, with an outlet for recharging the tiny robot's batteries and a depository for the "happies" that you collect by making other living creatures happy.

    This time around, or in the Nintendo World demo at least, Chibi's house is in a park rather than in a house. My first job, according to the Nintendo rep who was guiding me (in English... what is it with Nintendo's Japanese reps and their English proficiency?) was to go around making the flowers in the area happy. This was simple enough. To make the flowers happy, you have to first water them using a water pump. You then have to play some music for them using Chibi's radio. The flowers dance along with Chibi for a few seconds, then release the cherished happies.

    The stylus changes the feel of the game somewhat. While you control Chibi directly with the D-pad, you use the stylus to select items via icons on the left side of the bottom screen, and interact with the items in various ways. To pump water, you slide the pump up and down. To play music, you spin a turntable. The flowers react differently depending on the speed of the resulting music, so it's important that you not play the music too quickly.

    After recharging Chibi, I decided to explore a bit further. The park has, in the distance, a road with moving traffic, and, further away, a gas station. I was able to get to the road, and it looked like I could cross to the gas station, although I was worried that being hit by a car would lead to Chibi's death and a return to the back of the line for me. Instead of crossing, I doubled back and crossed a river into a forest. Crossing a river isn't the best idea for Chibi, who doesn't get along well with water, but I was able to make it across with plenty of energy left.

    There, I came upon: vehicles! The demo had a bicycle and buggy, both featuring completely unique control schemes. The bicycle is steered with left and right on the D-pad. You pedal by rotating an on-screen pedal with the stylus, and can change speed accordingly.

    The buggy has the opposite control scheme. In order to use the buggy, you have to first plug Chibi into its outlet. Chibi's energy then drains as you move. To accelerate and break, you press up and down. The L button gives you a speedy boost. Steering is done via the stylus, by rotating a steering wheel.

    Controlling the vehicles is just as fun as controlling Chibi himself. Chibi Robo also looks great on the DS, even with full 3D visuals. All this will hopefully lead to an adventure to rival the GameCube original.

    Via IGN ...
    by Published on November 4th, 2006 22:27

    My two favorite games from Nintendo World weren't on the Wii! That's right, the DS took the honors with two absolute charmers, Kaitou Wario and Chibi Robo.

    I first sampled Wario's latest DS outing, his first side-scroller for the system. Kaitou Wario puts you in control of Mario's rival as you solve puzzles and collect treasure chests.

    This isn't strictly a platformer. You move Wario left and right and make him jump and duck all with the D-pad. Lefties can opt to use the A, B, X and Y buttons for this functionality. Everything else is done with the stylus. You open treasure chests by tapping on-screen icons. You attack enemies and perform special skills by pointing at your intended target.

    To get through a stage, you have to make use of Wario's transformation abilities. The demo included, in addition to the standard Thief Wario, Space Wario, Graffiti Wario and Dinosaur Wario. You change into these new forms by drawing a shape around your character. Dinosaur Wario is a caret, Thief Wario is a check, Space Wario is a circle, and so-forth.

    All Warios have different abilities. Thief Wario moves and jumps faster than the other Warios and he attacks by directly charging at enemies. Space Wario shoots lasers and has floaty jumps. Graffiti Wario can draw doors and crates, with the player being responsible for actually drawing the shape in the desired location. Dinosaur Wario breathes fire.

    Progressing through the demo stage required full use of the various Warios. Space Wario's lasers were used to blast platforms down from the ceiling and to take out pesky birds who didn't appear to be too fond of Wario. Graffiti Wario's drawing abilities were used to create new platforms in order to leap over tall obstacles.

    On top of the side-scrolling segments, Kaito Wario includes mini games, which you must clear in order to get the contents of treasure boxes. I was able to find just two in the demo, a simple picture puzzle game and a more action-oriented game where you tap with the stylus in order to exterminate incoming cockroaches.

    The Nintendo World demo left me wanting to get cozy with the clever stages Nintendo will undoubtedly come up with for the final version. The wait will be long, sadly, as Kaitou Wario isn't expected to hit Japan until February of 2007.

    Via IGN ...
    by Published on November 4th, 2006 22:26

    Heres an excerpt:

    For fans of Japanese publisher Square Enix, the Nintendo DS has turned into a gaming haven for this holiday season. Starting with Rocket Slime just a month back, and continuing with the delightful hack-n-slash adventure Children of Mana just days ago, the company is looking to ensure that any gamer looking for a role-playing or adventure experience is right at home on the Nintendo DS. Of course as we all know, Rocket Slime and Children of Mana - though they are superb titles - are just the warm-up for the RPG adventure everyone's been waiting for this year: Final Fantasy III. We've had a chance to play through (and beyond) the opening hours of the game, and are happy to bring our full impressions of just how strong this blend of old and new is turning out on DS.

    As with any conversation about the Final Fantasy universe, we first have to make sure everyone on the same page. Is FFIII the American FFIII, which is actually FFVI? Is it FFIII from Japan, or did we screw up and put III when it's really II, which is Japan IV? Confusing, huh? Final Fantasy III for Nintendo DS is a re-make of sorts from the Japanese III, a game that hasn't seen the light of day in America yet, and is now making a new debut for DS gamers in its current form. The game mixes traditional gameplay and the same overarching story as it did in Japan, now complete with superb 3D visuals and added side-quests for the hardcore crowd. What you'll find in FFIII for DS is a total mix of old and new, and though the game may look mainstream and familiar - at least as far as Final Fantasy games go - this game can be very difficult, and doesn't play by the rules that most gamers have adopted over the last few years.

    Full Article ...
    by Published on November 4th, 2006 20:54

    Another PSP Release from SuccessHK that has full Worldwide shipping



    FIFA Soccer 07 gives you the power to shape your club's destiny. Relish every scintillating victory over bitter rivals and fume through every gut-wrenching poor performance at home. Savor the spine-tingling stadium atmosphere, home and away, as your team battles their way up the league table. Listen as your supporters chant your players' names and bellow all the rousing club songs through rain and shine. From the first whistle of the season to heartbreak of cup failure, play your games according to the real-world schedule. Take to the Pitch for the glory of your club. ...
    by Published on November 4th, 2006 20:53

    Another PSP Release from SuccessHK that has full Worldwide shipping



    Power Stone Collection brings the great action of the Power Stone series together on one disc! Arcade mode allows a single character to put their skills to the test against a lineup of computer controlled opponents. Unlock a variety of bonus features, including weapons, characters, galleries, additional modes and more. As an added bonus, the four additional characters from Power Stone 2 have been made available for Power Stone, bringing the total to 15 playable characters! Upgraded camera system - Players get a wider view of the action, tailored for the PSP screen Toggle between wide, mid and close range views of the action at any time Unlockable bonuses including new weapons & items Ad hoc multiplayer ...
    by Published on November 4th, 2006 20:50

    Another PSP Release from SuccessHK that has full Worldwide shipping



    Dungeon Siege: Throne of Agony for the PSP system is an all-new adventure, created from the ground up specifically for the handheld system. It features all-new playable characters and a freshly designed, non-linear, single player campaign as well as support for Ad Hoc co-operative and competitive multiplayer games. 15 hours of gameplay with 2 different modes Mercenary and Elite Multiplayer Battle Arenas allow a concise, fun party experience for players who don't have time for a full campaign

    Price:USD 39.35 ...
    by Published on November 4th, 2006 19:33

    Finally, after 3 mounths, there is a new version of the Game Boy Advance/Nintendo DS emulator for Windows.

    Changelog:

    nds/help: nds-bitmaps can be wrapped (that unlike gba-bitmaps) (thanks remi)
    nds/video: emulates optional wrap-around (area overflow) for nds bitmap-modes
    nds/video: emulates read-only 2d-engine-b ports as read-only (thanks remi)
    nds/3d: texture transformation mode 1 supports negative m[8,9,12,13] values
    nds/3d/boxtest: fast onscreen pre_check on any of all 8 coordinates of box
    nds/3d/boxtest: fast offscreen pre_check on all 8 coordinates of whole-box
    nds/3d/boxtest: fast offscreen pre_check on all 4 coordinates of box-face
    video/speedup: faster bg drawing when special effects disabled (blend/bright)
    reg/home: moved all users to usa, avoids paypal-german-language-service (remi)
    reg/full: new parity and decrypt.jpg encryption by headless marching soldiers
    reg/full: discontinued free nds-updates for older (than 12 months) gba-users
    reg/full: registration tool auto-generates invoices for commercial users
    reg/home: new file-ext .key (some servers now declare .bin as potential virus)

    sync: forces machine_switch on retrace, forces to be 1st machine after retrace
    gui/f1_key: HELP_FORCEFILE instead HELP_CONTENTS (preserves current chapter)
    webpage: added donate buttons on gba,msx,cpc,nes,2k6,zx8,c64 freeware pages
    email: new email address - please do NOT put it online - due to spam problems
    nds/3d: bug-fixed GX "nop" command (to have 0 parameters, instead 1 parameter)
    emu/help: described + emulated gba/nds7 dummy cp14-icebreaker (prefetch data)
    nds/cpu: emulates cp15 ctrl bit15 (pre-v5 ldr/ldm/pop pc.bit0=thumb disabled)
    cpu: emulates/ignores misaligned r15 in LDM [Rb],r15 (with optional warning)
    nds/help: added some basic specs on DS Memory Timings (in DS Various chapter)
    nds/3d: bugfixed texture transform (imul_op=64bit, instead imul_eax,op=32bit)
    cpu: emulates empty rlist (load/store r15 on ARMv4, Rb=Rb+/-40h on ARMv4/v5)
    cpu: emulates writeback-base-included-in-rlist (for all stm/ldm/v4/v5/tmb/arm)
    cpu/help: added info on invalid rlist's for ARMv4/v5 THUMB/ARM LDM/STM opcodes
    cpu: bugfixed arm9 q(d)add/sub (xor 7fffffffh instead 7ffffffh, one more f)
    nds/sound: emulates sound output speaker routing and speaker stereo panning
    nds/sound: emulates sound-hold (freezes output until hold=0 or next re-start)
    nds/sound: optionally mono output, optionally disabled, on machine 1 only
    nds/sound: allows "dumb loops" when reading non-irq-timed sound status regs
    nds/sound/help: described hold flag (can't hold on restart, apparently bugged)
    nds/sound/help: described the two different ch(a)+ch(b) addition outputs
    nds/sound/help: described capture errors (both negative and overflow bugs)
    nds/sound: emulates minmax clipping, fully emulates all sound capture errors
    gba/sound: fixed small ch4 glitch (occured when only one stereo side was on)
    gba/sound: bugfix: recurses channel 3 wave ram bank number/bank size changes
    gba/sound: emulates minmax clipping, corrected channel-volume vs bias-volume
    gba/nds/sound/help: rev-engineered Max Output Levels (psg/pcmfifo/bias/clip)
    nds/sound: emulates capture (routing, adding, mixing, rounding, clipping, etc)
    nds/sound: emulates sound loop+length and high accuracy frequency timings
    nds/gba-slot/bugfix: memadr_sram (instead nnn=0Eh) (thanks Chow Kim Foong)
    nds/sound/help: corrected sample frequency, explained length/loop registers
    nds/sound: emulates channel volume, channel volume shift, master volume, bias
    nds/sound: emulates pcm8, pcm16, adpcm, psg wave/duty, psg noise formats
    nds/sound: emulates all write-only sound ports as such (reads as 00000000h)
    nds/sound/no$fmw/emu: initializes bias=200h (as done by original firmware)
    nds/sound: nds_sb_generate_sample invoked by NDS7 (not NDS9) as sound master
    nds/bugfix: fixed arm9 halfmul opcodes (accidently exchanged opcode lsbs/msbs)
    debug/disass: fixed smulxy opcode (showed up as "smmuxy" instead of "smulxy")
    nds/sound/help: described SOUNDCNT bits 8-11 (final audio output selection)
    Download and Give Feedback Via Comments ...
    by Published on November 4th, 2006 19:22

    Ookm has posted news of a new Hardware variation for the the PSP.



    Nothing else is known whats new at this time but with Sony being unable to crush the homebrew scene via firmware updates this may be their latest weopen.

    Discussion Via Comments ...
    by Published on November 4th, 2006 18:32

    I've released IRCDS 0.3b.
    Now it supports blowfish and skins.
    Check readme.txt inside the archive or visit my homepage for more info.

    Download and Give Feedback Via Comments ...
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