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  • DCEmu Featured News Articles

    by Published on December 9th, 2005 21:39



    Samstag has released the worlds first Vectrex Emulator for the PSP, heres the info from the readme:

    This is a port of the Windows-based Vectrex emulator by Valavan Manohararajah known as VecX (http://www.eecg.toronto.edu/~manohv/vectrex.html). This version should run on any PSP with a firmware version of 1.0, 1.5, or 2.0.

    Version 1.01 - 8 December 2005

    *Added the Mine Storm rom.dat to the compiled code (to make the Eboot
    stand-alone like the original console).
    *Fixed the failure to display single-pixel and sub-pixel lines.

    Version 1.0 - 3 December 2005

    *Initial port from windows source.
    *Modified original windows source for more cross-platform portability.
    *Replaced Windows-specific interface code with PSP-specific code (file
    handling, control input, display output).

    Download Here --> http://psp-news.dcemu.co.uk/pspvecx.shtml ...
    by Published on December 9th, 2005 21:24

    Placasoft has updated PSPsetX for v2.0 PSP. Here is the info of this release:

    PSPsetX 0.2 out now?
    With the safest downgrade function ever!!!

    Just select downgrade, go to the PSP menu afterwards and start the 1.5 update!
    The pmf for the gameboot video should not be bigger than 1,2MB. If your PSP crashes it's not my fault. If you got any problems just send me an email to pspsetX[at]placasoft[dot]de.

    -- Change Gameboot
    - Change Gameboot = copies the Gameboot.pmf from ms0:/Gameboot.pmf?into the flash
    - Backup Gameboot = copies the Gameboot.pmf from the flash into ms0:/Gameboot.pmf
    - Restore original Gameboot = Restores the old gameboot.pmf

    -- Firmware Tweaks
    - Set Version 1.00 - 2.5 = Sets your PSP Version to 2.5. You can now also play games which require 2.5

    -- Change X-O-Buttons
    >>>>>> Before using this please restore factory settings <<<<<<
    - Set X as enter (US / EU) = now X = enter at the psp menu
    - Set = as Enter (jp) = now O = enter at the psp menu

    -- Stuck Pixel Cleaner
    - Start cleaning = takes about 20 minutes

    BIIIIGGGGG THX TO fanjita ... he is a really nice guy!!!!


    Download via comments ...
    by Published on December 9th, 2005 21:21

    Raf has released a new version of PSPRadio for the PSP.

    PSPRadio is an internet radio streaming client for the PSP. Heres whats new:

    BUGS FIXES:

    (raf) Core: Logging instantiated in the heap instead of the data segment.
    (raf) Core: Modifications to make it compatible with the latest pspsdk (r1542)
    (raf) Playback: Corrected bug that caused app to crash when a stream failed.
    (raf) TextUI: Made the title shorter so it fits no matter what font is used.
    (sandberg) Updated the 3D UI so all options are fitted to the screen.
    NEW FEATURES:

    (raf) TextUI: Now files defined in playlists are displayed without the path, and the extension is only shown if configured to in the config file.
    (raf) Compiled against latest pspsdk (r1542). There should be some speed improvements, as things like memcpy are now optimized.
    (raf) Core/TextUI: Added support to print text using pixel coordinates
    (raf) TexUI: Removed cleaning code that was unnecessary in the options screen renderer. This should speed it up a bit.
    (sandberg) Added support for showing the time and the battery level on the 3D UI.

    Download via Comments: ...
    by Published on December 9th, 2005 21:16

    PacManFan posted at PS2Dev this tidbit of news concerning his Playstation Emulator for the PSP:

    At this point, I don't really have anything else to show, however, I want people to know that I haven't given up. I've been working on PSPSOne yesterday and today, and I've made some real progress. I'm on my 3rd attempt at writing a recompiler, and I think the 3rd time is the charm. I've given up on the idea of being able to "filter" out the addressing scheme, and now I'm taken a more traditional approach to writing this recompiler.

    I've got the recompiler executing the bios at this point, and I'm tracking down some issues with my branch and COP functions. I think I'll have something to show soon. ...
    by Published on December 9th, 2005 21:14

    Ema has updated his text editor written in Lua:

    New in Version 1.3:

    added png/jpg view
    optimized speed (always 60FPS)
    current directory came to be restored after 'Exec LUA'
    fixed some bugs
    modified 'Function jump' more friendly
    fixed 'Jump to...' command bug
    added plugin handling
    added sample plugin using WLAN service
    moved some functions to plugin (search dialog etc.)

    Download via comments ...
    by Published on December 9th, 2005 21:08

    Groquick has created a version of Rush Hour for the DS with PAlib, heres what he said:

    Hi all,

    I adapted a puzzle game called Rush Hour using PAlib. I wrote the code and my girlfriend drew the graphics.

    It runs on hardware and dualis (without sound, fade or save on the emulator though) and I tested it through the 160 levels.

    I hope you'll enjoy it.

    Screens and downloads via comments ...
    by Published on December 9th, 2005 21:03

    birslip has ported Spout (Game) to the DS

    Screenshot and download via comments: ...
    by Published on December 9th, 2005 20:42

    Source C&VG

    Today's the day that Championship Manager PSP hits store shelves, and, if you're a-clamouring for some handheld footie management thrills, you might want to check out the diminutive version of the long-running series.
    We recently sat down with Gusto Games CEO Simon Phillips and talked all things Championship Manager PSP. From our brief hands-on with the game, it's looking like being on par with its console siblings - only this version's perfect for filling those few snatched moments of freedom from the family this Christmas.

    What's different between the 'bigger' versions and the PSP version of Championship Manager?

    Simon Phillips: The first thing to point out is that this is real Championship Manager - because it's on PSP a lot of people assume that it's cut down or watered down but this is full-on Championship Manager. One of the key development mantras was that if we couldn't make the game properly we weren't going to do it. It had to have all of the stats, all of the gameplay features, it had to have a proper match engine in there, all the AI in there and stuff like that.
    And what's new in this version?

    Simon Phillips: Basically, what we've done is we've taken the solid game from Championship Manager PS2, we've listened to the fan feedback, read the reviews, built on that and then started work on the PSP version of Champ Man based on the good features from the PS2 version. Rather than taking a PC game and trying to cut it down and slap it on to the PSP, we've started with a nice new bit of code and moved it to PSP, and that's allowed us to use the hardware properly because we haven't got to change mouse drivers into d-pad controls.

    We've got decent controls, we've had a match engine that wasn't brilliant but now we've improved on that based on the player feedback - basically it's a big PSP version of the game. We've got over 30,000 players from 52 different nations, there's 12 playable nations in the full game with another six to eight in the challenge modes. Player profiles are a new addition as well - alongside the usual stats you can make your own player pictures by downloading them from fan sites or creating them yourself.

    What else can you tell us about how you've changed the game to accommodate the handheld platform?

    Simon Phillips: What we did at the end of the console version was read all of the reviews, be very critical of ourselves and find out all of the things that were annoying people. Things like not knowing where you're going when you're navigating, so on the player profile screen you can instantly put players on the transfer list, you can change what squad they're in - whereas before you'd have to go through menus to set their transfer status. It's all still there, so a hardcore Championship Manager fan will be familiar with it, but it's kind of softened up a bit with the extra options for new users.

    We've also introduced help menus, because the thing about Championship Manager was that if you know it, you know it and if you don't, tough luck. Now on every page you can access help, get a list of controls and get specific help for each screen which shows you what you can do and how it all works. It can all be turned off if you find it annoying, but for new user it's vital. The control system is admittedly tricky at first, but after about 15 minutes of play it becomes second nature. You've got the quick nav button on triangle which jumps around certain menu aspects of the screen, you've got square which is secondary action - like right click on a mouse, and the start button goes to the continue button.

    What kind of gamer is the PSP version of Championship Manager for?

    Simon Phillips: With the PSP version we've got the Championship Manager player who wants the full-on hardcore Championship Manager mode that goes on for years and years, then you've got the kind of people who are only on the train for an hour so - they want a quick bite-sized chunk of Champ Man so we've also introduced challenge mode. Basically, Challenge mode gives you four kinds of categories like 'avoid relegation', and within that you chose a team. The challenges run anything from 6 months to a year, so if you haven't got time to get immersed in the full game this mode is useful for a quick game.

    There's another mode in there called 'quick play' mode which is a no-holds barred Champ Man but for three seasons only. That way, if you've got a limited time to play it but you want an end to your game you can just jump straight in, play for three seasons, get a high score at the end of it and then start again.

    So it was developed from the top down for PSP...

    Simon Phillips: Yes, we've taken the core elements from the console version, but the actual code is PSP-specific from the ground up. It kind of shows from things like the loading times which use streaming technology. The controls as well have been totally specified for the PSP; the continue button for example has been tied to the Start button, so instead of constantly having to navigate ...
    by Published on December 9th, 2005 20:39

    Nintendo America has shown the first running Revolution software at an exclusive event in New York yesterday, revealing various demonstrations of the controller and a surprise Metroid Prime offering.

    Held in Manhattan and hosted by NOA head of sales and marketing Reggie Fils-Aime, Nintendo developers from the US and Japan presented the first running Revolution software. You excited yet?

    Eight demos were on offer. The first was a pointing game, highlighting the pinpoint accuracy of the remote control-inspired unit used to operate the Revolution. Simply, the controller was pointed at the screen and blocks emerged. A crosshair represented the target and the blocks were destroyed by firing using the underside button on the pad.

    Next was another pointing demo, again aimed at showing off the controller’s ease of use and pixel-perfect accuracy. However - and you’ll probably like this - a Revolution version of the Game Boy Advance launch classic Kuru Kuru Kururin was shown, seemingly at an advanced stage of development.

    “What I’d want to challenge both current gamers as well as new gamers with is, 'What do you want in your experience?'" Fils-Aime stated. "Do you really want to see beads of sweat on the player? Or do you want to play games in a whole new way?” New way, please!

    Then a surprise – Delfino Island from Super Mario Sunshine, was booted up. After some tinkering around, which involved panning in and out of the well-known isle (not least its square, immortalised in Mario Kart DS of late) a biplane was shown. The craft was controlled by tilting the controller as you might a paper airplane. This was confirmed as one of the demos that was shown behind closed doors at the Tokyo Game Show, although now it had the addition of a lovely Mario setting. When the controller was tilted side to side, the plane banked; when the end of the controller was tilted, the plane dived nose downwards. You get the idea...

    Then came a fishing demo, aimed at catching carp using a pole. Although presented in graphical form that would have shamed the N64, the concept was perfectly delivered. The pole was positioned in a promising spot via a cast-flick, then the player simply waited. The thus-far unexplored rumble feature signalled something was afoot, the pole was lifted to reveal a fish. Imagine Animal Crossing in the first-person and you’ll get the gist.

    Finally the main event – a showing of a Metroid Prime demo by the team from Retro Studios. The Nunchuck peripheral was attached to the base of the Revolution controller and a modified version of Prime 2: Echoes was booted. Samus was controlled by movements on the Nunchuck, complete with one hand-strafing, with the main controller used to aim her weapon. It works. And it works very well indeed. ...
    by Published on December 9th, 2005 20:35

    As you’ll be aware, statements made by developers claiming that the Revolution is underpowered caused outcry in gaming circles recently, lumbering the emerging machine with the unwelcome moniker GameCube 2.

    When contacted on the issue, Nintendo Europe was coy, unwilling to comment and wrote off the reports as ‘nothing more than speculation.’ Nintendo America seems to have been forced to comment however, issuing the following statement.


    "Our competitors would have you believe that the next generation of gaming will be solely defined by high definition graphics,” it said. "High definition graphics look fantastic, but come at a price. Revolution will look brilliant whether played on a standard television or on a high definition television. However, is that all there is to next-generation gaming? We feel that sharper graphics should be combined with a new way to interface with the game itself. Our controller is a sharp departure from the current standard, to be sure, but it will provide a level of interactivity you can't get currently."

    These sentiments were echoed by all in attendance at yesterday’s public showing of Revolution games. ...
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