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  • DCEmu Featured News Articles

    by Published on May 9th, 2006 19:15

    PepsiMan posted this News update:

    When using IRC clients in DSLinux, the bottom few lines of the screen are corrupted when the chat is scrolled up.

    I’ve looked into this problem, and it is a bug in the framebuffer console code - when scrolling the screen upwards in SCROLL_PAN_REDRAW mode with a limited scroll region set up, the wrong part of the screen is copied to the bottom few lines.

    Having discovered this, the fix is quite simple.

    This bug is present in the latest Linux kernel too, so I’ll be sending this fix upstream.

    More Info --> http://www.dslinux.org/blogs/pepsiman/ ...
    by Published on May 9th, 2006 19:13

    BigRedPimp posted this news:

    My good friend MrMr[iCE] has made a web-based editor for Lox which I’ve been tweaking. Also, WinterMute (of devkitPro fame) has made an editor for use on the NDS. It will save to any device (I hope) that uses Chishm’s FAT libraries (GBAMP, MK2/MK3, SC SD/CF, etc).

    More info --> http://dsdev.bigredpimp.com/ ...
    by Published on May 9th, 2006 19:12

    Sgstair posted this news:

    I thought I might mention that I’ve put some thought into the new DSTunnel protocol, and have written up some basic documentation on how I want the protocol to work, what kind of messages will be present, and how the system should behave. When I get some time I’ll be properly putting this into code, and hopefully getting a bug-free implementation going this time - some of the premises of the protocol have changed since last attempt, this one will act as a cross between a true p2p udp network and a server-client network, based on configuration and network ability… it will determine whether a p2p or client/server system is more effective based on connection speeds and lag times, and configure the network in an attempt to create the best performance for an arbitrary group of peers.

    Additionally, since I know a bit more about what I’m up against now, I’ve designed some mechanisms in the protocol that will make managing some aspects of timing a lot easier… no idea if they’ll work as well as I hope, but they should at least work better than last attempt (which uh, really screwed a lot of timing stuff up) - Also I’ve designed the interface between the transport protocol and the hardware interface to be a lot more streamlined, and I will probably introduce a simple plugin system so people can write their own custom servers easily.

    All this when I have time….

    More info --> http://blog.akkit.org/ ...
    by Published on May 9th, 2006 19:11

    Dynastab posted several updates of his Homebrew for the DS, heres what he posted:

    I've added new updates to my site. Just some little hacks, at least one or two of which someone might find useful (thats the goal.)

    MandelBrot Cube, a laZmike Cube Demo Hack. Pretty nifty if just showing how to modify texture memory real time and use transparency in 3d. Source included.

    Life Cube, a laZmike Cube Demo Hack. Flood fill of color cycling life exploding in perfect 3 dimensional symmetry about each face is a sight to be seen imo. Binary included.

    Sub Pixel Font Class, a Sylfurd SPFD hack. I've moved Sylfurd's Sub Pixel font renderer into a more easily useable class. Should be useful to someone! Source included.

    DynaStabs Template. I've created my own template that should come useful when I start new projects in the future. It's easier to remove includes and lines of code than copy headers, edit make files, and such each time for the same basic functions. Source included.

    Please leave a comment, good or bad. Also looking for advice on stopping tearing with massive amounts of texture updates. bLaStY's glTexImage2D hack?

    More info etc at his site here --> http://dynastab.drunkencoders.com/ ...
    by Published on May 9th, 2006 19:05

    Via Revfanboy

    Perhaps you heard a loud rumbling sound several moments after our friend, Krazy Kutaragi, took the stage at the Sony E3 press conference and revealed what was, according to him, a big "secret" regarding the new old and improved PS3 controller. The source of the noise was undoubtedly the countless gamers rolling their eyes in unison at a new "innovation" that, if you're at all interesting in gaming, is unlikely to have struck you as very innovative at all. It's arguable that Nintendo's Wii merely uses parts that have been around for ages and isn't particularly innovative in that sense, but it's difficult not to raise an eyebrow when a competing console manufacturer decides to implement a control interface that, until recently, was considered unorthodox. It was pretty shameless.

    But there's no need to be pointing fingers and gyroscopic contraptions in an effort to blame one for stealing from the other. A better reaction would be to consider how the two devices compare, though the technical qualities are less important than the factors related to gaming. Consider that Nintendo's system has been built to utilize the more wobust wiimote right from the start, with every single game being created to take advantage of the primary controller in some way or another. The Sony press conference gave the impression that the opposite was true with the PS3, with Phil Harrison stating that Warhawk had been "adapted" to take advantage of the Dual Shake's newly announced abitlies. How late was the decision made to add the new functionality to the controller? My guess is that the idea can't have been implemented too long ago, as none of the other PS3 games at the conference seemed to make use of motion sensing. In which case it seems that, at least initially, the Wii wil simply have a greater quantity of games that boast integration with the unique controller. Given the increased development time, it's fair to expect Nintendo's first volley of games to be a good deal more intricate in those regards as well.

    Sony's strategy of combining a traditional controller with a weird one is valid (it's an added feature, after all), but it may end up being more limiting, almost to the same degree that Nintendo's controller is limiting when it comes to traditional controls. While Nintendo's controller allows for more aerobic activities such as swinging a sword and aiming a gun (note the examples my violent mind immediately conjures up), the Dual Shake's design makes that sort of thing somewhat less practical. This not only puts a confinement on what developers can do, essentially forcing a balance between traditional and non-traditional controls, but puts Sony in an unpleasant position of being put alongside a competitor that's likely to have a much cheaper product. If you want to play unique games built upon motion sensing concepts, it's clear which system is the better choice (hint: the cheaper one).

    On the other wand-waving hand, however, one could argue that those who prefer traditional games and have less interest in unusual mechanics would be far better off with a system that, in a sense, offers a glimpse of both worlds. As always, it boils down to the games and how well each system takes advantage of its specific capabilities. The Wii doesn't have much choice in that area, but the PS3 does run the danger of having a host of games that have tacked-on motion sensing functionality as opposed to more elaborate experiences. But then, the games on the PS3 don't depend on the controller nearly as much as Wii titles do. It'll be interesting to see which games will make the most out of the controllers they're given and we expect to be able to add more to this discussion after Nintendo's press conference . Nothing stopping you from adding to it right now, though. ...
    by Published on May 9th, 2006 19:00

    Via TeamXbox

    Our first query to Chris Satchell was to step outside of his competitive structure and simply provide thoughts on the briefing, purely as a gamer. ''I’d have to say that I came away a little disappointed.'', claimed Satchell. ''We really didn’t see anything that was innovative – it was the same experiences we’ve seen before.''

    When asked to comment on the briefing from a competitive standpoint, Shane Kim elaborated, ''I’ve said this before, but there was nothing from Sony’s briefing that would make us change anything regarding our plans. We are very confident in our approach, especially now. We have a much better online story and much better content. Finally, we feel that our superior price point provides us an advantage.''

    Two areas where Sony demonstrated forward thinking was in the EyeToy card demonstration and the 6-axis controller, but we still question how mainstream these will become. Does Microsoft feel in pressure in being the only next-generation system to not feature a motion-sensing controller?

    ''We actually had a very similar product on the market for the PC – the (Sidewinder) Freestyle Pro.'', Kim recollected. ''It was a great controller for a very specific set of games, but wasn’t accepted as an overall controller. We considered the technology when developing the Xbox 360, but felt it wasn’t the way to go.''

    Satchell mentioned, ''I view Sony’s motion-sensing controller more as an attempt to address what Nintendo is doing with the Wii. While I thought the EyeToy demo was cool, I do question if the masses will play a game that way.''

    As for Sony’s online focus, Microsoft appeared confused. ''They talked a lot about building an online community, which is something we’ve already established very well on Xbox Live. Surprisingly, they didn’t mention anything about their online gameplay structure.''

    When asked if they were surprised that Sony was now adopting many of the same principles that Microsoft has touched on in previous E3’s, such as giving the game creators the power to realize their visions, Kim stated, ''I think we found that Sony was touting much of the leadership thinking that we’ve previously shown.''

    So what can we expect from Microsoft’s own E3 press briefing tomorrow (Today)?

    ''I’d say you can expect a lot of leadership to be demonstrated tomorrow.”, proclaimed Kim. ''We are in a good position with our first-party lineup, not to mention the stellar support from our third-party partners.''

    At this point, Microsoft has no announcements regarding a price drop on the Xbox 360 to combat the PS3 launch, nor did they mention eliminating the Xbox 360 Core package. ...
    by Published on May 9th, 2006 18:58

    Coverage of the Live Nintendo Wii Event via Gamespot

    9:38: Red Steel is on now. Another player makes slashing motions with his controller. Miyamoto goes back to conducting to electronic orchestral music. Reggie welcomes the crowd with If you're looking for the next genereation, you're in the wrong place. We're not just next, we're new. It's no longer confined to the few. It's about everyone. What you see is now always what you get. Playing is believing.

    9:42: Video demo running now. Begins with Pixar rip-off Wii ad, with the bouncing lights. Hip kids and others use the controller to play drums, tennis, golf, play maestro, race cars, MARIO! Speaker in controller confirmed.

    9:43: Mario fights a giant Octoboss in a pit of lava. A kid flies a biplane with the Wiimote. Metroid FPS shown.

    9:43:: Table Tennis with wiimote - take that rockstar.
    [email protected] (9:43:37 AM): Now they're showing wacky Japanese party games include paper sredding, key unlocking, squats???

    9:43: Two-player ping-pong, a track meet game, a range of mini-games incorporating the controller (hula hoop, broom balancing), baseball, more Red Steel...

    9:44: ...and here's Link!

    9:45: Link is fishing with nunchuku. Player nearly falls out of his chair as the crowd goes ballistic. Zelda is confirmed for 2006. Reggie back on stage.

    9:46:Today you will see, and tomorrow you will start to feel. He says that Nintendo will offer up inspiration rather than information this week.

    9:47: Now Reggie is talking about the fact that many gamers know people who have ever played a video game. He says his has to change.

    9:47: Reggie notes there are some questions that people probably want to ask: pricing/availability, why the name, why so different? Reggie pooh-poohs incremental improvements. That strategy works, but ultimately it's fatal.

    9:49: In the same way that Mario 64 changed everything, we ask, how can we make games feel new again? Reggie says there won't be a price announced today.

    9:50: As for date and price, we think its best to keep those details quiet a little longer. You will play Wii in the fourth quarter of 2006. That was met with tepid applause; the crowd wanted more details.

    9:50: About the name: We want to thank all the people that wrote good things about it the first time they heard it...both of you. Audience laughs. Name chosen to stress inclusiveness--all of us, all gamers, around the world. Promises more news on third-party partners later in this event and on the E3 show floor.

    9:51: A video is shown: Metroid again, then Dragon Ball, Dragon Quest (Sword game announced ysterday by Square Enix), Fire Emblem, here's Mario again in a platformer. A Tony Hawk game, Sengoku Action from Koei.

    9:54: Disaster Day of Crisis. SongeBob. Cars. Super Mario Galaxy. SD Gundam Breaker. Tony Hawk Downhill Jam. Excite Truck (RC Pro Am look-alike) Red Steel. Rayman 4. Super Swing Golf Pangya. Sonic Wild Fire. Project Hammer. One Piece Limited Adventure. Madden. Just Madden. No 07. FF Crystal Chronicles.

    9:56: Twilight Princess--It is by far the best Zelda game we have ever made, also the most beautiful. Zelda will launch alongside Wii. First look coming right now. Nate and Bill from NOA going to play Zelda on the Wii. Movement on Nunchuk. Weapons, items are mapped to d-pad on remote.

    9:57: When you shoot an arrow, you'll hear the bowstring twang at your ear from the speaker in the remote. Other developers also have a lot of ideas for how to use this speaker. There's a built-in rumble feature. Sony gave this up for their six-axis motion detection.

    9:59: Link's iron boots return too, this time used in combination with magnets. They show Link using the iron boots and a magnetic ceiling to travel around a room.

    10:02: Reggie back on stage on elevated platform. Nintendo will launch two different versions of Zelda - one for Wii, one for GC. The game will come out for both GC and Wii on the same day: the Wii launch day.

    10:03:Metroid Prime 3: Corruption clip shown, it's dubbed the most intuitive FPS ever. Then it's more Super Mario Galaxy.

    10:04: But can the system truly be new if all the names are the same? That's why we're working on new franchises, he says. ExciteTruck, Project H.A.M.M.E.R. (a beat-'em up), and Disaster, which looks like an action game.

    10:05 Now Reggie seques into 3rd-party efforts, saying he'll introduce just a few of the games in development for Wii. Sonic! Gameplay footage of the hedgehog's Wii game. Final Fantasy: Crystal Chronicles, as announced by Square Enix yesterday, is coming to Wii.

    10:06: And Madden 07 is coming to Wii, as is Tony Hawk's Downhill Jam from Activision. And Rayman from Ubisoft. A Wii SpongeBob game is coming from THQ. 27 Wii games are playable on the show floor. Of course, that doesn't include the games available for Virtual Console. Reggie introduces two Ubisoft executives, who will talk about Red Steel.

    10:08 They are Xavier Poix and Roman Campos. The stage has now taken a nice red color. Player is doing something on screen, but we can't see the game footage. Ah there it is finally. They describe Red Steel as a first-person action game set in both the US and Japan. It takes full advantage of the Wii controller.

    10:10: They're showing ...
    by Published on May 9th, 2006 18:54

    Another GBA emulator updated, heres whats new:

    - nds/tcm: reset during emulation does reinit memaccess_list (and rebuild_tcm)
    - gba/video: selectable GBA (dark), GBA-SP (med), DS-in-GBA-mode (bright) colors
    - nds/video: emulates backlight on/off/dimming (rgb_xlat per screen / machine)
    - nds/setup: optionally allocates debug-ver 8MB main memory (with reset/remount)
    - nds/help: described wifiwaitcnt (port 4000206h), and displayed it in f10-iomap
    - nds/help: spi 16bit mode bugged (only each 2nd byte appears in 8bit-spidata)
    - nds/iomap: added 32bit auxspi register in iomap (formerly 8bit whatever 1a1h)
    - nds/aux: emulates auxspi port (that still without any backup-memory emulated)
    - nds/help: added cartridge backup chapter, and auxspi in cart ports and iomaps
    - nds/realtime: raised from 50% to 100% speed (delays only on arm9, not on arm7)
    - nds/video: emulates alpha-flag (0=transparent) for direct color BG bitmaps
    - nds/iomap: expanded bg#cnt charbase value to bit2-5 (unlike GBA-style bit2-3)
    - nds/help: added debug_exception_vectors in irq chapter (27FFD9Ch and 380FFDCh)
    - nds/reset: stable multiple_ready initialization (libnds crashed each-2nd-boot)
    - nds/debug: allows stackinfo at non-3000000h region (ie. var nds9 dtcm region)
    - nds/metroid: metroid demo intro-movie is now working (bg bitmap & bitmap obj)
    - nds/iomap: fixed displayed sqrt_result register value (addr 2B4h instead 2A4h)
    - nds/iomap: fixed soundcnt and soundbias registers (addr 50Xh instead ecx+50Xh)
    - nds/video: fixed bitmap obj emulation (also displayed in vram viewer oam page)
    - nds/help: corrected 2D Bitmap OBJ description (boundary=8x8, not boundary=32)
    - nds/video: emulates vram-display-mode (used for metroid intro / upper screen)
    - nds/irq/bios: nds-irq-handlers working without copy of real nds-bios-image
    - profiler: goto function always applied to CODE window (not data/stack window)
    - nds/profiler: treats FFFF0018h as nds9-irq (unlike 00000018h for gba/nds7)
    - nds/emudetail: higher emulation accuracy for read/write-able POSTFLG bits
    - nds/bugfix: fixed SWP opcode (metroid) (ecx was destroyed by anytcm handler)


    Download and Give Feedback Via Comments ...
    by Published on May 9th, 2006 18:51

    Critical has updated the Snes emulator for the Gizmondo, heres whats new:

    This update adds widescreen and frameskip cfg
    NEW STUFF: option to use widescreen stretched display. Frameskip configurable from 1 to 4.

    Download and Give Feedback Via Comments ...
    by Published on May 9th, 2006 18:46

    Any members of Gizmondo Forums.com please virus check your Hard drive and do not open any links in emails from them.

    Some retard hacked their forums and luckily my anti virus caught it but be careful.

    The situation i think is resolved but best to check anyway. ...
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