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  • DCEmu Featured News Articles

    by Published on November 7th, 2019 20:37
    1. Categories:
    2. Nintendo Wii News

    Just Dance 2020 launched yesterday for the PS4, Xbox One, Nintendo Switch and, remarkably, Nintendo's two-generation-old console the Wii. And it marks the last time an Ubisoft game will do so.
    In a statement to GamesIndustry.biz, Ubisoft confirmed that it was done with the Wii:
    "We would like to clarify that Just Dance 2020 will be the last Ubisoft title to release on Wii. We can't speak on behalf of other publishers or for Nintendo."

    https://www.gamesindustry.biz/articl...tle-on-the-wii ...
    by Published on November 7th, 2019 20:17

    Thanks massively to our Server Admin Martin for coming to the rescue of us after a mysterious Mysql error that took out the server, normal service will be resumed from now on. ...
    by Published on October 29th, 2019 23:16
    1. Categories:
    2. Wii U News

    • Tick-tock, it's Cemu update o'clock! The popular Wii U emulator has now reached version 1.15.17c, and this time the changelog is going to be a bit more exciting than the last. In fact, alongside your usual dose of bugfixes and smaller improvements, there's also a couple of additions you may be interested in: better Amiibo handling and built-in Gamecube controller support! Regarding the former, the emulator can now both read and write Amiibo nickname/associated Mii and game-specific data, also, the Amiibo settings app is now working correctly, as some required yet previously missing API calls have been added. The latter, on the other hand, is self-explanatory - but keep in mind you will have to set your Gamecube controllers to run in Wii U mode (official Nintendo USB adapters are set to use it by default, while third-party devices usually have a switch to set their operating mode) and you will also need to install/replace its drivers with Zadig before using it.

      With that said, here's the full, official changelog for the curious:
      Quoted from official changelog:
      # Cemu detailed changelog for 1.15.17b
      # Patreon release date: 2019-10-18
      # Public release date: 2019-10-25

      # New in 1.15.17c:

      GX2: Reverted Intel transform feedback crash fix because it breaks TF on all vendors. Instead, disable TF on Intel for the time being

      # New in 1.15.17b:

      general: Fixed a rare crash related to enumerating GC controllers

      input: Fixed IR pointer regression introduced in 1.15.17

      GX2: Fixed crash on Intel GPUs when transform feedback is used
      GX2: Added workaround for a softlock bug on Intel GPUs

      # New in 1.15.17:

      general: If no mlc location is set, Cemu will allow to choose a location instead of forcing the default /mlc01
      general: Cemu will remember adjusted column widths in the game list (#147)
      general: Added context menu to game list columns to reset width or hide/show columns

      input: Added support for Gamecube controllers to input settings (the controllers must be running in 'Wii U mode' with zadig drivers)
      input: Improved accuracy of wiimote and nunchuck acceleration values
      input: Fixed wiimote performance when sending a lot of packets (e.g. rumble) or when using multiple wiimotes (#39)
      input: Fixed a bug where the input settings would stop detecting pressed keys or buttons

      nfp: Added support for reading and writing Amiibo register info (nickname and owner mii)
      nfp: Added support for reading and writing Amiibo game specific data
      nfp: Implemented missing API that prevented the Amiibo Settings app from booting

      (#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
      Click to expand...
      Cemu 1.15.17c can be downloaded by going to its official website (linked below) or, if you are already running version 1.15.10 or later, by using its included auto-updater. The Vulkan renderer is still only available on the Patreon-exclusive v1.16.0 WIP builds for the time being.

      NOTE: Users running the previously released v1.15.17b on PCs with Intel graphics chips are recommended to upgrade, as this version rolled back a fix for transport feedback on said GPUs that didn't end up working correctly.


    by Published on October 29th, 2019 23:01
    1. Categories:
    2. PC News
    Article Preview

    • A full month hasn't even passed since the last update of RetroArch, 1.7.9, which released earlier this October, and added new touchscreen gestures for those using the mobile version of the program. Now, with the newly released version 1.8.0, even more improvements have been made to the UI in general, for mobile users. Some new improvements and additions include a new method of scaling menu sizes for a variety of different resolutions and DPI, animated transitions between menus, a navigation bar which makes changing settings more effortless, and other visual optimizations.
      With version 1.7.9, we already improved the mobile UX significantly by adding touchscreen gestures and better touch responsiveness.

      This however pales in comparison to what has been done for version 1.8.0 in this department. We will quickly go over the major highlights, most of the text here has been written by jdgleaver (the author of these changes) with only minimal edits by myself –

      New menu scaling
      At present, Material UI is scaled according to screen resolution and hard-coded magic numbers. This ‘kinda-sorta’ works on some mobile devices, but in general (and specifically on desktop computers and tablets) the interface is too large, and scaling is highly inconsistent when resizing windows. To combat these inadequacies, there existed a ‘DPI override’ feature which allowed the user to set a specific scale – but this didn’t work in real-time (so adjustments were blind), and it’s not user friendly (since the average user can’t be expected to know the correct DPI setting for their screen).

      This new version modifies the scaling of Material UI such that it uses the hardware-reported DPI value of the display, with empirical adjustments to accommodate very large and very small screen sizes (where normal DPI scaling fails). This should ensure an appropriate default interface size regardless of hardware. Moreover, it removes the ‘DPI override’ and replaces it with a generic Menu Scale Factor under User Interface > Appearance, which is a simple fractional multiplier (much easier for the user to understand!). This Menu Scale Factor is now also used by XMB (instead of the previous XMB-specific scale factor) – it is intended that Ozone and menu widgets will obey this setting in the future.
      • DPI Override Removed – Menu Scale Factor comes in its place – starts out at 1.00x and can be made smaller or higher than the default value
      • Material UI now correctly readjusts its layout when screen orientation changes on mobile devices
      • Material UI now resizes in real-time when the user manually sets the Menu Scale Factor (this never worked properly with the old DPI override)
      • Material UI no longer leaks memory on ‘context reset’

      Menu animations
      A new ‘Menu Transition Animation’ option has been added under User Interface > Appearance. When this is enabled, menu transition events are animated.

      All sorts of animations have been added – fade-in effects, slide effects, etc. If you dislike any of these, you can always turn the setting off completely to go back to the previous behavior.

      System bar
      A new Android-style ‘system bar’ has been added. This shows current core name, clock and battery level.

      Navigation bar

      The navigation bar is now shown at all times – i.e. it is an actual navigation tool, rather than a ‘top-level-menu’ curiosity.

      Two new context-sensitive buttons have been added:

      On the bottom left we have a ‘back’ button. This performs the same function as tapping the menu bar, but the button is in a more ergonomic/standard position. This should address most of the complaints Android users have about RetroArch ignoring the hardware back button.

      On the bottom right we have a ‘resume content’ button. This means we can easily change/test runtime settings without performing finger gymnastics. e.g. we can change a core option or apply a shader and immediately toggle the menu off without having to hit back to get to the quick menu, and scroll up to the resume content entry.

      A new ‘Auto-Rotate Navigation Bar’ option has been added under User Interface > Appearance. When enabled (this is the default setting), the navigation bar is moved to the right hand side of the screen when using landscape screen orientations. It looks something like this:

      If you don’t like this and you want it to always appear at the bottom of the screen, turn this option off.

      Title bar
      The title bar now uses a larger font, and the sublabel font has also been enlarged a little, to more closely align with Material Design standards.

      Optimize Landscape Layout
      A new Optimize Landscape Layout option has been added under User Interface > Appearance. This is intended to address the rather uncomfortable appearance of Materail UI in landscape orientation on wide displays (particularly on the desktop). The option is disabled by default on mobile platforms (like iOS/Android), and enabled by default everywhere else. When enabled, it looks something like this:
      Click to expand...
      PC and Linux users also get some nice new features, with two bounty requests having been fulfilled. Rinnegatamante has added "graceful switching" for video drivers, meaning that RetroArch has an easier time swapping cores with different
    by Published on October 29th, 2019 22:28
    1. Categories:
    2. Gameboy News,
    3. Nes News

    As of today, all of the NES and Game Boy Mega Man games have received a patch that makes weapon energy refill upon losing a life.
    The goal of these patches are to make the game less frustrating (especially during final stages, where some weapons are required to pass the level), but also to create consistency with the later Mega Man/X games for Playstation 1 and PSP.
    If you got sick of running out of Magnet Beam in Mega Man 1, or Rush Jet in Mega Man 3, or even the Carrier from Wily’s Revenge, be sure to try out these patches! They may save your sanity during these heinous final stages!
    Get the patches here:

    https://www.romhacking.net/community/5312/ ...
    by Published on October 29th, 2019 22:26
    1. Categories:
    2. GBA News

    At last, the long-awaited English translation for Rockman EXE 4.5: Real Operation, also known as Mega Man Battle Network 4.5, is finished!
    Released in mid 2004, Rockman EXE 4.5 is a quirky spin-off of the Mega Man Battle Network series, made to tie in with the real-life BattleChip Gate peripheral for the GBA. Instead of the player controlling MegaMan directly, he moves and attacks by himself, while the player sends commands and chips for him to use. A large number of other Navis from the series are also playable.
    A few attempts to translate the game had been made before, with the first project starting all the way back in 2006. However, the vast amount of text in the game and lack of available translators marred efforts. It wasn’t until a few years ago that one project led by fan community The Rockman EXE Zone truly got off the ground, and produced the English patch that has been released now.
    The translation for Rockman EXE 4.5 translates 100% of all text and images in the game, while also fixing bugs in the game and adding some new features to reduce the game’s reliance on the BattleChip Gate. The team has also translated the game’s manual and an interview with the game’s developers, which can be downloaded from the translators’ website.


    https://www.romhacking.net/translations/5114/ ...
    by Published on October 29th, 2019 22:03
    1. Categories:
    2. Xbox News

    Microsoft's smartphone-style subscription service will return, and this time will be available in the UK, US and Australia.
    The way the service works is that gamers can pay a monthly fee for 24 months (prices start from $19.99/Ł17.99), receive Xbox One hardware (either an X, S or S All-Digital) and a subscription to Ultimate Game Pass - which includes Xbox Live Gold, plus a large selection of games for Xbox One and PC.
    The offering was already trialled in the US and will now be coming to the US and Australia. It is available through Amazon in the US, GAME and Smyths Toys in the UK and Telstra in Australia. Microsoft says that more territories will follow.
    For those that subscribe to All-Access this year, these customers will be given the opportunity to upgrade their subscription and receive Microsoft's next Xbox, currently named Project Scarlett, when it launches next year. More details and rules around the offer can be found on the Xbox blog.
    All-Access is an attempt by Microsoft to offer a smartphone-style offering whereby customers can purchase the latest hardware without the upfront cost. Over this generation, both PlayStation and Xbox delivered upgrades to its hardware in the form of PlayStation 4 Pro and Xbox One X. This has drawn comparisons to how the smartphone market operates, which delivers regular improvements to hardware on an almost annual basis.

    https://www.gamesindustry.biz/articl...upgrade-option ...
    by Published on October 25th, 2019 22:27
    1. Categories:
    2. PSP News,
    3. Playstation Vita News

    Other than the Diablo I port, the PSVita and PSP have received an update to their only Nintendo 64 emulator which is DaedalusX64.
    This emulator has been around for a pretty long time and it only exists because the PSP shares the same architecture as the Nintendo 64 (MIPS) and some developers had a tad too much on their hands. Up till mid-2018, the latest release was r1909 and it was thought that it would be the final version of the emulator but then z2442, with the help of others including TheMrIron2, decided to keep on updating and improving the emulator releasing multiple updated versions as a result.
    Now, version 1.1.8 has been released and this brings along:

    • Updates to the Asynchronous Audio function so that it now uses the PSP’s Media Engine to provide a more stable experience
    • Performance improvements through a new speed hack and updates to the PSP’s Media Engine PRX
    • Working PSVita detection
    • The code now conforms to the C++ 11 standard
    • Many other changes accumulated over the last 7 months which can be viewed in the commit history

    by Published on October 25th, 2019 22:25
    1. Categories:
    2. Playstation Vita News
    Article Preview

    As many of us know, the PSVita didn’t get an entry in many major game series and the Diablo series is one of these. Up till now, the only way to play a Diablo game on the console was by emulating the PlayStation 1 port via Adrenaline but that’s just changed thanks to the work of developer ‘gokuhs‘ and his port of DevilutionX
    Diablo I can now be played natively on the PSVita provided you can live with kinda awkward controls (Image Source)

    DevilutionX is a open-source port of the Diablo I game engine that supports a wide variety of platforms including Windows, Linux, macOS and the Switch while also having some added features of its own such as upscaling and modding support.
    The PSVita port is still in beta stage and from user reports on Reddit + its changelog, it’s at the current state:

    • Overall, performance is pretty decent with the game hovering around the 40FPS mark in the city and the 20FPS mark in dungeons
    • Controlling the game is a tad awkward because it uses the rear touchpad and most buttons are unassigned
      • Hopefully, gokuhs can take some cues in the controls department from Diablo NX which is a DevilutionX port for the Switch by MVG

    • There are a few minor issues such as tapping on the rear touchpad not working all the time and the mouse in menus being mapped incorrectly

    To play some Diablo I natively on your PSVita, check out this link to grab DevilutionX’s VPK; viewing the README is also important to get the game running. You must provide Diablo I’s game files [diabdat.mpq] in ux0:/data/DVLX00001/data so you must own the game to play it legally; it can be bought for a few bucks off GOG (not affiliated).
    by Published on October 25th, 2019 22:15
    1. Categories:
    2. DCEmu

    60% of European gamers surveyed in a recent study say they're unlikely to buy a games console that does not play physical discs.
    The data comes from the latest research conducted by ISFE and Ipsos MORI's GameTrack survey, on behalf of GamesIndustry.biz. The data covers UK, France, Germany, Spain and Italy.
    Gamers have been increasingly downloading major releases over buying them in boxes. In June, digital games data tracker GSD revealed to us that (during Q1 this year) some markets are now more than 50% digital for AAA releases such as Assassin's Creed, Battlefield, Star Wars, Call of Duty, Tom Clancy and Red Dead Redemption.
    The UK was 56% digital for these titles, France was 47% digital, Germany (including Switzerland and Austria) was 50% digital, Spain (plus Portugal) was 35% and Italy was 33%.
    Interestingly, the data loosely matches up with the interest in a digital-only games console. According to Ipsos MORI's survey results, 17% of UK gamers would be likely to buy a digital-only machine, French players are 12% likely, German fans are 11% likely, while Spain and Italy are both 6% likely to buy a device like Microsoft's Xbox One S All-Digital.

    https://www.gamesindustry.biz/articl...games-consoles ...

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