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  • DCEmu Featured News Articles

    by Published on September 7th, 2006 17:56

    Dante is unsheathing his sword and heading for a PSP slash-em-up, Capcom reveals

    With the first Devil May Cry 4 info starting to trickle out of Capcom's Japanese fortress, Dante and his slash 'em-up action series are hot in our minds at the moment. But, thanks to a note on the company's Japanese website, it looks like the half-devil hero isn't just heading for the PS3, but Sony's slick PSP as well.

    Unfortunately, the only info the listing offers about Devil May Cry's PSP debut is that it will be of the "stylish action" genre, which presumably means it won't turn out to be a Metal Gear Acid-style Dante card game, but something a bit more familiar to the console slash-em-ups we're used to - maybe even a port of one of the PS2 version of the game, which we'd be happy to replay on the tube with the aid of our PSPs.

    Perhaps, with the official Devil May Cry 4 website due to open tomorrow, we'll get a bit more of a hard confirmation on the title, along with some gameplay info if we're really, really lucky. But with TGS only a few weeks away, it's likely that we won't have to wait long until we get our first glimpse of Dante hacking and slashing on the PSP. Stay tuned for more DMC love.

    News Via CVG ...
    by Published on September 7th, 2006 17:55

    PS3 exclusive gets support for controller tilt; plus we bring you new screens

    Developer Factor 5 has told Famitsu that its PS3-exclusive dragon-flying-and-fighting game Lair will use the motion-sensing capabilities of the PlayStation 3's controller.

    So, it seems that games which feature flight are particular well suited to the high-tech yet rumble-free gamepad, as the only other PS3 game with confirmed full support for the controller is WarHawk.

    If you're having trouble visualising what that might entail, fear not -- as we've also got some hot new Lair screens for you. Lair is hotly tipped to be a PS3 launch title in the US and Japan, and is almost certain to be a launch title when the PS3 finally pitches up at these shores. No doubt, we'll learn more when Sony makes its big splash at the Tokyo Games Show, so stay on the lookout for our TGS reports.

    Screens Here ...
    by Published on September 7th, 2006 17:53

    DoA creator Tomonobu Itagaki sort-of-confirms a Ninja' sequel heading for Xbox 360

    Dead or Alive's creator Tomonobu Itagaki has given hope to fans anticipating a next-gen Ninja Gaiden, with hints that an Xbox 360 instalment is already under construction.

    Speaking to IGN about the Xbox 360's multi-threaded architecture, Itagaki dropped a hint that the next-gen Ninja' sequel is on the way: "if you're working on a game like Ninja Gaiden 2, where it's really important that enemies are smart and challenging, then we might use up to two threads on AI," he said.

    When asked outright about Ninja Gaiden 2, Itagaki responded: "I won't upset anybody by denying your expectations. I like to see people's expectations fulfilled." So that's a yes then.

    Excellent news for 'Gaiden fans then, but gamers looking forward to Sony's next-gen console could also be in for some Tecmo loving. When asked if he would consider developing for the PS3, Itagaki responded by saying: "I think the most important thing is for people to have good games that they want to play on good hardware, so if there is a demand for it, we may follow that path some time in the future."

    "Obviously, we are big supporters of the Xbox platform," he added.

    Hopefully we'll get more of an idea on what Tecmo's up to after the Tokyo Game Show at the end of this month. Stay tuned for more Gaiden goodness. ...
    by Published on September 7th, 2006 17:51

    Yup you read that right, Microsoft are giving Live away for free for 10 days between the 20th and the 29th of September all across Europe!

    Sponsored by Windows Live Spaces, the offer allows full access to the Xbox Live Gold membership through a standard broadband cable, enabling the online gaming, demo downloading and multitude of other features on the service usually cut off from those cheapskate Silver membership holders.

    As part of the Xbox Community Network, a group of 150 enthusiast-run Xbox websites across Europe, 360Monster cites that "on 20th September at 00.01 local time, Xbox will flick the switch, giving gamers in Europe full access and the chance to see what everyone is talking about, until the free trial ends on 29th September at 23.59 local time."

    Now there's frankly no excuse not to nuke your friends and loved ones over the internet. ...
    by Published on September 7th, 2006 17:39

    NDS 3D World Toolset



    After having a bash at creating a 2D game for the NDS (Finger Monkey and Inverto Goose) I decided to have a try at a 3D game.
    I had a look at "NDS World Studio" which is a very good program, but as I like to program games in C++ and use OOP it didn’t meet my needs.

    I decided to create my own model exporter. The exporter features:

    - Exports each model as a c++ class for easy implementation into a game
    - Supports multiple textures
    - Bounding Box data for collisions




    After getting this initial exporter running and creating a 3D game engine to load them I found it was a pain to place objects to create a good looking 3D world.
    I developed the exporter further into a Map Creation tool, which features:

    - Load in X-Files
    - Displays models in both free and top down views
    - Create large worlds quickly and easily
    - Setup collision costs and object types
    - AABB data generated
    - All code needed to create a 3d world is exported, just a bit of copy and pasting into the NDS 3d engine.
    - creates bat files for use with Delfares texture exporter, which works really well


    The features of the 3D engine are:

    - 3D Models created as C++ Classes for easy OOP implementation
    - 3D object instancing – less NDS memory used
    - AABB (axis aligned bounding box) collisions
    - Collision costs – different cost result in different actions
    - Simple Car Physics
    - Billboards
    - Follow and Overhead camera


    Anyway after creating this toolset and 3D engine I started work on my game,
    But recently I got a job programming computer games so no longer have the time to continue this.

    I hadn't initially planned to release any of this apart from the final game, but then decided that someone else might find it useful,
    So below you will find a user guide, game source code and 3D engine source code.
    Read the User Guide for information on how to setup, run and use.

    My Webpage

    Download and Give Feedback Via Comments ...
    by Published on September 7th, 2006 17:39

    NDS 3D World Toolset



    After having a bash at creating a 2D game for the NDS (Finger Monkey and Inverto Goose) I decided to have a try at a 3D game.
    I had a look at "NDS World Studio" which is a very good program, but as I like to program games in C++ and use OOP it didn’t meet my needs.

    I decided to create my own model exporter. The exporter features:

    - Exports each model as a c++ class for easy implementation into a game
    - Supports multiple textures
    - Bounding Box data for collisions




    After getting this initial exporter running and creating a 3D game engine to load them I found it was a pain to place objects to create a good looking 3D world.
    I developed the exporter further into a Map Creation tool, which features:

    - Load in X-Files
    - Displays models in both free and top down views
    - Create large worlds quickly and easily
    - Setup collision costs and object types
    - AABB data generated
    - All code needed to create a 3d world is exported, just a bit of copy and pasting into the NDS 3d engine.
    - creates bat files for use with Delfares texture exporter, which works really well


    The features of the 3D engine are:

    - 3D Models created as C++ Classes for easy OOP implementation
    - 3D object instancing – less NDS memory used
    - AABB (axis aligned bounding box) collisions
    - Collision costs – different cost result in different actions
    - Simple Car Physics
    - Billboards
    - Follow and Overhead camera


    Anyway after creating this toolset and 3D engine I started work on my game,
    But recently I got a job programming computer games so no longer have the time to continue this.

    I hadn't initially planned to release any of this apart from the final game, but then decided that someone else might find it useful,
    So below you will find a user guide, game source code and 3D engine source code.
    Read the User Guide for information on how to setup, run and use.

    My Webpage

    Download and Give Feedback Via Comments ...
    by Published on September 7th, 2006 17:00

    Play.com have confirmed that the highly anticipated Grand Theft Auto: Vice City Stories will be delayed until the 3rd of November (3/11/06), following the delay in other PAL territories.

    The new Rockstar title is top of the PSP Pre-Order charts in the United Kingdom.

    Sony arent doing a great job of pleasing its fans at the moment ...

    Rekka 

    by Published on September 7th, 2006 16:25

    Christuserloeser found this sometime ago, but it was never news posted.

    Its really strong Al Quida / PLO / Osama Bin Laden / Taleban fan game, an afterburner clone. We don't know the story behind this game, just the source site



    Warning, this game is very very anti american, and also contains some disturbing images

    the game source is available, if any coders want to remove/replace offensive graphics, and release there own version

    You can download it from our download page

    digg it ...
    by Published on September 7th, 2006 09:20

    Just in case 1.5 PSP pwners feel at home with all the power in their hands, this one may make you
    rethink!

    The firmware 2.81 is launched officially on the Sony
    PSP site in Japan and the main change it has in it is
    that the 4 GB limit on memory stick is OFF.

    This is a individual choice if once needs that above 4GB space or not (well , me not even afford it). But this one is going to bring in a new challenge to 1.5 owners who need that space. Figuring out how to read 4 GB+ sticks on 1.5

    It was devhook till now, looks like diskhook or something is called for?

    By the way has the TIFF exploit been patched in this one? Well i have not updated yet, maybe in a few hours i will. Will update the post

    Breaking Info from b8a (Dcemu Translator) of the other new items:

    2) With "ATRAC" files which have been protected in SonicStage and then saved to Memory Stick PRO Duo, the protection management data becomes corrupted, and become unable to be played back

    3) Memory Stick PRO Duo media which have been formatted from either the PSP or a Memory Stick formatter are recognized as unformatted media when connecting the PSP to a PC with the USB cable

    2.81 URL
    http://www.jp.playstation.com/info/s...060907_ms.html

    Discuss Via Comments ...
    by Published on September 7th, 2006 02:44

    Via http://strmnnrmn.blogspot.com/

    It's been a fairly slow week for progress on Daedalus. I've had a few busy days with work, and I was away over the weekend so I've not had much time to work on Daedalus since my last update.

    One thing I have managed to implement is viewport scaling however. After the previous release I received an email from Chris Meyer-Rassow which had a couple of interesting points. He suggested that I should have a look at providing a setting to allow the emulator to run with an aspect ratio of 4:3, rather than strecthing everything to fit the PSP's 16:9 (or 15.88236:9 to be accurate

    I had been meaning to add this option for some time, and as it was only a small change I decided to implement this feature for the next release. I've added 3 different modes, as shown the in screenshots below. The first mode simply scales the graphics up to fit the PSP's screen (this is no different from the current release of the emulator):


    This renders at 480x272. Notice how the vertial lines for the 't' and 'f' characters look slightly too heavy. This is as a result of scaling the graphics up to fit the PSP's screen. (As an aside, this screenshot clearly shows another issue that I need to address - the zfighting which is clearly visible in the carpet. I have a couple of ideas for fixing this.)

    The next shot shows the same scene with the new unscaled 4:3 viewport setting:


    This renders at 320x240, and so avoids scaling up any of the graphics. You can see that the problems with the 'f' and 't characters has gone. On the downside, there's a lot of 'wasted' space around the screen.

    The final settings shows the new scaled 4:3 viewport setting:



    This maintains a 4:3 ratio (so we maintain the correct aspect ratio), but scales things up to 362x272 to make full use of the screen's height. We waste a little less space with this mode, but some of the original problems with the text are still visible.

    In the end all three options are a trade off between making full use of the screen and quality. In the next release it will be possible to adjust this setting as the emulator is running so you can pick whichever one looks best for the rom you're currently running.

    As a result of doing this work with the viewport, I also fixed a couple of bugs related to how I was emulating the N64's viewport. When I originally wrote the graphics code for the PSP version of Daedalus, I forgot to handle the N64's viewport scaling/translation, which causes problems rendering certain scenes, as demonstrated in Aerogauge below:





    Notice how the car is being rendered off-centre (it should be in the top right hand corner). After my viewport fixes, the same scene now looks like this:


    The same change also fixes various minor glitches in a number of other roms (including Mariokart and Waverace), so it's a nice bugfix to get in for the next release.

    -StrmnNrmn
    ...
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