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  • DCEmu Featured News Articles

    by Published on August 14th, 2006 06:33

    News from GP2X UK



    Vektar, the first GP2X commercial game is shipping! We have posted an all new hard as nails demo for you to try out. Get it here (and see some screen shots of the full game too). More commercial demos soon...

    More info at link above. ...
    by Published on August 14th, 2006 02:12

    From what I can understand, these are videos of an early PSXP alpha version, running two different PD (Public Domain) roms. Between the two videos PSXP runs from 29-59FPS. Also, it is not optimised quite yet to take full advantage of the PSP. I'm not sure what he's saying in the videos, so if someone can speak french could you please translate this for us.

    Video 1
    Video 2 ...
    by Published on August 13th, 2006 22:42



    You guys asked for it and we are here to deliver. Its StrmnNrmn.

    Check out the full interview with the coder behind the Nintendo 64 Emulator for the PSP here
    ...
    by Published on August 13th, 2006 22:42



    Kojima has posted a new version of his 3D Engine for the PSP, heres whats new:

    Some of the new features/improvements include,

    -Infinitely faster animation system. Optimized to the absolute brink, the previous demo which ran at 21fps now runs at over 60fps (How much over is hard to tell, with the psp's 60fps hw limit)
    So now you can realistically use animated meshes within your app game.

    -Single Surface Particle system.
    What this is, is basically a particle system where each particle is part of a single surface that is generated each frame(In an optimized manner so it's fast) which means even if you have a 1000 particles, they are all rendered in one call to glDrawElements. All particles are automatically pointed towards the active camera, and can be textured.
    Usage is very simple.

    -3D Text
    The font renderer can now produced 3d text and return them as an entity usable just like any other mesh.
    i.e you can rotate/scale/position them anywere in your 3d world.
    Like the font renderer, it uses the active font as the texture for the text.

    -Material Blend modes.
    Now each material has a blend mode that specifies how it is blended in with the screen.
    Currently supported is Mask which treats transparant pixels as see through even on 3d meshes. perfect for fences/windows etc. Allowing you to use simple geo with complex shapes.
    Also supported is Solid and Add.

    -3D Credit system
    USing the 3d text engine, this allows you to create a rolling credit(I.e the ending of a movie/game not credit as in score) demo.

    The demo included within the code uses all of this to produce a star wars like intro. It looks for a music file called theme1. i use the actual star wars theme personally but for legal reasons I can't include it.

    Plus other bugfixes/improvements too numerous to mention.

    On the next episode of Arrested Development, Tobias invents linepicking, tform code and collision support.
    And gob returns a dead duck..

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 22:39



    You guys asked for it and we are here to deliver. Its StrmnNrmn.


    Kaiser: I feel truly privileged to interview you StrmnNrmn. Thanks for giving us some of your time. I'd like to start this off by asking you to tell us a little a bit yourself.

    StrmnNrmn: I'm a 27 year old guy living in London, UK. I currently work as a quantitative developer for a large investment bank in the city, but this is a recent career change for me. Before changing jobs I had spent 5 years as a console programmer at a well known UK games company. I've found since changing jobs I tend to have more free time in the evenings, which is why I've been able to put so much effort into improving Daedalus recently. Besides work and programming, I enjoy running and try to play football regularly. I also play a lot of games

    K: What education and or qualifications to you currently have?

    StrmnNrmn: I have A-Levels in Maths, Chemistry, Biology and Physics and a BSc in Computer Science from York University. Since graduating I have 5 years of console (mostly Xbox) and PC development experience (but sadly just one
    released game )

    K: What got you into video games? and what was your first experiance with them?

    StrmnNrmn: My dad used to teach computing at a local school and used to bring home computers some weekends and holidays. They had all sorts of computers like the RML 480Z (http://vt100.net/rm/), the Dragon (http://www.6809.org.uk/dragon/gallery.shtml) and of course BBC Micros and so on. I used to play all sorts of games on them, but they were mostly just simple educational titles. A few years later one of my friends got a ZX Spectrum and I knew I just had
    to get one of my own. When I was around 10 I got a ZX Spectrum +3 and have fond memories of playing classics such as the Dizzy series, Rainbow Islands, Operation Wolf etc. I suppose this was when I first started to program. At the time it was mostly just copying in listings from the back of 'Your
    Sinclair' but as I got older I began to write my own simple games and programs. I think I've always preferred writing games to playing them.

    K: Can you go into detail about your previous forrays into homebrew and emulation previous to the PSP?


    StrmnNrmn:
    I've not really done much in the way of homebrew before the PSP. I did convert Daedalus to run on the Xbox a few years ago, but never felt confident about releasing it. I've been working on Daedalus for many years now. I started developing it at my second year at university (probably around 1998) with the encouragement of my housemate (hello cms108 Progress has been pretty inconsistent over the years. I go through phases of getting quite involved with the project and make many improvements over a few weeks before my attention turns elsewhere. Since releasing the PSP port I've had no problem maintaining my interest though - I think this is in part due to changing to a job where I work more regular hours.

    So I've not really done much else in the way of homebrew. I have release a number of other programs in the past though. Without giving away too many details, if you've installed Winamp over the past few years, you may have seen some of my other work without realising it

    K: What/who got you into the PSP and in-turn developing for it?

    StrmnNrmn: One of my good friends 71M (http://easy-monkey.co.uk/) is behind most of my dealings with the PSP. It was after playing around with Lumines and Ridge Racer on his import PSP one day that I decided to order one. A few months later 71M started playing around with the pspdev toolchain and he persuaded me to check it out. I actually got Daedalus ported around September or October last year, but it was 71M that finally persuaded me to release it publically earlier this year. So thanks 71M!

    I want to take this opportunity to thank the guys at ps2dev.org for all their hard work on the pspdev toolchain. It's fantastically well made and maintained.

    K: What was been your favorite homebrew app or game to date?

    StrmnNrmn: I actually don't get to use that much homebrew as my unpatched v1.0 psp is almost always hooked up to my PC for development. I don't tend to run any homebrew on my other psp as that's usually patched up to whatever version of the firmware Sony have decided to distribute with their latest releases.

    That said I do use Raf's PSPRadio quite often as it's awesome to be able to listen to Shoutcast streams anywhere in the house. I couldn't end this bit
    without plugging some of 71M's projects - namely FileAssistant++ (http://psp-news.dcemu.co.uk/fileasistant++.shtml) and his newly released Trigonometry Wars (http://www.easy-monkey.co.uk/TrigWars/)

    K: we all know and love Daedalus but do you have any plans to create/port other emulators or homebrew for the PSP or any other platform for that matter?

    StrmnNrmn: Daedalus PSP is taking up pretty much all of my spare time/energy at the moment. I think there's a long way to go yet with Daedalus before it comes close to achieving its potential. I want to do the best possible job of it that I can which means giving the project my full attention. Maybe you
    ...
    by Published on August 13th, 2006 21:52

    bjoerngiesler has released a new version of his FTP app for the DS, heres whats new:

    o IP address now displayed upon startup
    o Screensaver with wake-on-log and lid-closing functions (press any key to wake up)
    o POWR command added to power the DS off (hi MaHe :-))
    o Bottom display disabled
    o Version display and other cosmetics
    o Some more bugs fixed

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 20:25



    StrmnNrmn has just released the newest version of Daedalus the Nintendo 64 Emulator for the PSP:

    Heres the Changes

    R7 - 13 August 2006
    -------------------

    [^] Avoid checking for interrupts in dynarec code in most situations.
    [^] Optimise dynarec Load/Store instructions to avoid checking for interrupts directly.
    [^] Implemented the remaining 32-bit integer instructions in the dynarec.
    [^] Implemented the remaining commong load/store instructions in the dynarec.
    [^] Implemented JAL/JR in dynarec.
    [^] Optimised various texture cache related features.
    [^] Added various known value optimisations to the dynarec engine.
    [^] Link together blocks even when they exit with branch likely instructions.
    [+] Added option to allow frequency of texture update checks to be reduced.
    [+] Added the ability to configure buttons
    [!] Fixed a couple of compatibility issues caused by the dynarec.
    [!] Fixed a couple of issues related to self-modifying code and the dynarec.
    [!] Fixed issues with the framerate counter flickering.

    Heres more news of this release


    The main emphasis has been on improving the framerate of as many roms as possible, but I've also made some significant fixes to the dynarec engine which should improve compatibility for a few roms where this was causing problems before.

    There are two settings you should be aware of if you're looking at getting the fastest possible framerate. The first is on the global settings page (that's the one you see on the main menu as soon as you boot up). You'll want to set 'Tesselate Large Triangles' to No here. The next option that helps boost the framerate is set 'Texture Update Check' to Disabled on the Rom Settings screen. A combination of these two options give a significant speedup in various roms.

    In R7 I've also added the ability to define your own custom controller configurations. You can define a new controller mapping by adding a new .ini file to the Daedalus/ControllerConfigs directory. There are a few examples in there already, and I'll look at posting a brief tutorial up here sometime soon. If you come up with a new mapping you think would be useful then email me (my address is in the readme.txt) and I'll post it up here and add it to a later release.

    I think R8 is going to continue to focus on improving the framerate. I still have a lot of optimisations I want to get in, and I think these will help improve the framerate even further. I also want to spend a little time improving the front end, as it's getting harder for me to add new settings and options in there. I also want to add an option for changing some of the settings while a rom is running (i.e. I think it's time we had an in-game menu.) Another thing I'll look at for R8 is saving settings between runs of the emulator - this way Daedalus will remember which controller setup you prefer for each rom. Finally I want to add an option to quit back to the main menu without having to restart Daedalus.

    Phew! That's quite a big list. I can't guarantee I'll be able to add all that for the next release, but that's what I'm currently aiming for. I think it's more important to try and release regularly (i.e. every 3-4 weeks) rather than try and cram everything into one go, so some of these features might move back to R9 if I slip behind.

    My first job though is to move my development environment over from my old PC to the new 'beast'. I've had to put this release together through a Remote Desktop Connection to the old PC and I can't bear to do that any longer. It'll probably take a few days to get everything set up on the new PC, but it should be a lot less painful in the long run

    -StrmnNrmn.

    Download and Give Feedback Via Comments

    Hehe we are that fast we even beat the author to posting news and easily beat the competition

    Check out our Daedalus Compatibility List and add your findings. ...
    by Published on August 13th, 2006 20:14

    David Rudie has released a new version of his program thats lets you use the PSP as a controller on a PC.

    WHAT THIS IS AND WHAT THIS DOES
    This basically turns your PSP into a controller for your PC (running Windows). How it works is that PPJoy provides a way to create a virtual joystick. We can then communicate with this virtual joystick as though it were a real joystick. This is accomplished by running a server in Microsoft Windows. The server just runs in the background waiting for a connection. When you start the WiFiController program on your Sony PSP it will establish a network connection over wireless using infrastructure mode. Once it establishes a connection and obtains an IP address it will connect to the server running on your PC. Once it has connected to your PC it will act just like a regular joystick.

    Heres whats new:

    v0.4.2)
    * Rewrote some functions to clean up code more.
    * Shortened all message displays by 1 second.

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 20:10

    danny_kay1710 has released PSPLink for the PSP which is not the same as TyRaNiD’s PSPLINK, this is a graphical interface for both USBHOSTFS & NETHOSTFS.

    This program adds the option to enable or disable the server modes (WiFi/USB) easily, as well as allowing them to run at startup and change the folder that USBHOSTFS or NETHOSTFS shares to your PSP. It no longer has to be in the same folder as the applicaton.

    Heres whats new etc

    PSPLink v1.2:

    Fully fixed the autostart problem - sorry it took two versions, had to re-arrange code and forgot to move one line!
    README file has been changed around a bit, in hopes to prevent PS2NFO from distributing non-working copies of PSPLink.

    PSP Link 1.1:

    Fixed WiFi directory bug.
    Fixed the autostart problem which would only share the default installation path upon application restart.

    danny_kay1710, author of , has released another Windows tool for simplicity purposes - PSPLink v1.0,

    PSPLink v1.0

    Driver is included in the installation path (default = “C:\Program Files\PSPLink\Driver”)
    Release Version
    GUI for usbhostfs and nethostfs (System Tray based)
    Startup with Windows
    Choose what server to run when program starts
    The folder to share doesn’t have to be in the same location as the exe.

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 15:47



    I ordered my Supercard DS Lite a few weeks ago from Linkers4u.com and finally it arrived, im no tech head so thats not the sort of review i do i just do a plain does it work or not review, going into tech details might interest some but i would be talking out of my arse if i posted such stuff.

    Anyway check out my review of the Supercard DS Lite and also Passcard 3 ...
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