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  • DCEmu Featured News Articles

    by Published on May 29th, 2019 15:56
    1. Categories:
    2. PS4

    Sony execs have elaborated on their priorities for the next PlayStation console, emphasising the importance of backwards compatibility and the need to offer discs, downloads and streaming.
    Initial details on its next generation device were revealed last month, and it became a key topic at the company's investor day last week.
    President and CEO Kenichiro Yoshida began with a breakdown of each area of the business, describing the Game & Network Services division as "the engine that enabled us to record historically high profit last fiscal year for the second consecutive year." He also expects PS4 to surpass 100 million sales worldwide by the end of 2019.
    Yoshida centred his comments on the future of PlayStation around two keywords: immersive and seamless, alluding to both the increased power of the next console and the expansion of thestreaming service PlayStation Now.
    Following the first details on the PlayStation 4's successor -- still only referred to as a 'next-generation console', rather than specifically named PlayStation 5 -- attendees were shown a video comparing load times for Marvel's Spider-Man. A transition that took eight seconds on PlayStation 4 Pro took 0.8 seconds on the next-gen console.

    https://www.gamesindustry.biz/articles/2019-05-28-sony-next-playstations-success-will-depend-on-backwards-compatibility-and-streaming ...
    by Published on May 22nd, 2019 18:40
    1. Categories:
    2. Nintendo Switch

    rsn8887 has released a new version of the port of Roller Coaster Tycoon to the Nintendo Switch:

    # OpenRCT2 (RollerCoaster Tycoon 2) port for Switch

    This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.

    Data files from the original game are required to play this game. _RollerCoaster Tycoon 2_ data files are required to launch the game. Additionally, _RollerCoaster Tycoon 1_ data files are also supported.

    Port by @rsn8887.

    Installation

    Download (see assets below), and unzip openrct2_switch.zip and copy the contents over to the /switch/ folder on your sd card, so that you have a folder /switch/openrct2 with many folders and files inside.

    Copy all files and folders from a working Windows RollerCoaster Tycoon 2 installation to /switch/openrct2/rct2/ so that you have a files and folders /switch/openrct2/rct2/rct2.exe, /switch/openrct2/rct2/Data/, /switch/openrct2/rct2/Landscapes/, /switch/openrct2/rct2/ObjData/ and many more files and folders there. For my testing, I used the files from the gog.com version.

    Optionally, you can also install the Windows RollerCoaster Tycoon 1 files. Just copy your complete rct1 files to /switch/openrct2/rct1/. Then you can select the RCT1 scenarios, and in options you can select to show the rct1 title sequence. For my testing, I used the files from the gog.com version.

    Note: This game takes quite long to load at first, because it generates a bunch of cache files. Subsequent boots are much faster.

    Controls

    Left analog stick = mouse pointer control
    Right analog stick = scroll the map
    R = left mouse click
    L = right mouse click
    ZR = hold to slow down analog joystick mouse, useful to precisely position the pointer
    ZL = hold to speed up analog joystick mouse
    A = right mouse click
    B = left mouse click
    Y = shift key, hold and move mouse up/down to build above the ground
    X = ctrl key, hold and move mouse to build multiple pieces at the same height above ground
    Dpad up = zoom out (page up key)
    Dpad down = zoom in (page down key)
    Dpad left = rotate construction object (z key)
    Dpad right = rotate camera (enter key)
    R3 (press right stick in) = open cheat menu (ctrl-alt-c)
    Hold ZL + dpad left = close topmost window (backspace key)
    Hold ZL + dpad right = exit construction mode (escape key)
    Minus = toggle between three touch control modes:
    Touchpad style drag pointer with finger and tap to click, default:
    Move a single finger to move the mouse pointer. Use short tap for left click. Hold a single finger while tapping a second finger for right click. Drag with two fingers to drag and drop.
    Jump to finger without click
    The pointer jumps to the finger, but the finger doesn't click. Use L/R or A/B to click
    Jump to finger with tap click
    The pointer jumps to the finger, and a short tap also generates a left click
    Plus = bring up on-screen keyboard, useful for entering names, etc.
    When pressing enter, it first erases existing text and replaces it with new text
    Physical USB keyboard and mouse are supported. Not all mice work. There's a mouse compatibility
    chart.

    Current Limitations

    No network support

    Changelog

    v1.04

    Fix right mouse click input
    Map object rotation to dpad left and camera rotation to dpad right
    Map backspace to zl+dpad left and escape to zl+dpad right to make room for new rotation mapping

    v1.03

    Map shift, ctrl, backspace, and escape keys, useful to build above ground and quickly close windows.
    Map cheat menu hotkey, now works by pressing the right stick in.
    Make joystick pointer speed truly independent of fps. It now moves at constant speed even if the frame rate is low.
    The filtering options now work as expected. In docked mode, linear gives a slightly blurry image, and sharp nearest neighbor gives perfectly sharp pixels.
    General image quality improvements in both docked and handheld mode. The internal rendering now dynamically switches resolution between 1080p and 720p instead of always rendering at 720p. Also, the mouse pointer looks a bit sharper now in handheld mode.
    The window scaling option now works and can be used to blow up or shrink down the whole game screen, including the user interface.
    Different game resolutions should also work in principle now. This involves editing the window_width and window_height entries in /switch/home/openrct2/config.ini. Only 16x9 ratios will work correctly. I think the default choice of 960x540 looks the best.

    v1.02

    Fix mouse cursor not turning into a hand when hovering over hotspots in the park
    Reduce joystick pointer speed slightly for easier control in-game.

    v1.01

    First release on Switch

    https://github.com/rsn8887/OpenRCT2

    https://www.nintendomax.com/viewtopi...837dd4d9bcdd35 ...
    by Published on May 22nd, 2019 18:38
    1. Categories:
    2. Nintendo Switch

    fgsfdfgs has released a new port of Doom to the Nintendo Switch:

    Features:

    most things work, including sound, music, multiplayer and the hardware renderer;
    launcher that lets you pick mods and start network games.

    To install, unzip gzdoom_nx_1.zip to the switch folder on your SD card, then place at least one supported IWAD (eg doom2.wad) into gzdoom/iwads/. For the complete list of what GZDoom supports, see the wiki.
    To run, start GZDoom Launcher from HBMenu. You can start GZDoom by itself, but it will default to the last played IWAD (or the one it finds in the folder).

    Known bugs (as of v1):

    When you exit the game via the Quit option in the menu, something doesn't deinitialize properly and the next homebrew you run will crash, unless you exit and reenter hbmenu.
    Joystick axis settings might reset after restart.
    Startup takes a while.

    Some notes:

    Launcher controls:
    D-PAD: navigation
    L/R: change tab
    A: activate option
    B: cancel/exit
    X: reset option
    PLUS: start game
    GZDoom (especially some more complex mods) may require more RAM than is available in applet mode, so better use another title instead of the Album for HBMenu override, or use NSP HBMenu;
    you can technically place the game into any folder, as long as the gzdoom folder is next to gzdoom_launcher.nro;
    mods are supported (yes, Brutal Doom as well) and should be placed in the gzdoom/pwads folder because the launcher only scans that folder;
    the launcher has predefined default profiles for most IWADs, you can add your own profiles by pressing Y on the main tab;
    multiplayer was only tested between a Switch and a PC, but Switch <=> Switch will probably work as well;
    you can start a netgame from the launcher; don't forget to change the player number from 1 and read the warning message;
    the IP that's placed in the address field by default is your Switch's local IP, others can use that to connect to it if they're on the same network;
    only the player that hosts the game needs to set gameplay settings, however everyone has to pick the same set of custom files as the host;
    you can exit via the HOME button, but in that case the game won't save its settings;
    if the game crashes, check for error.log in the gzdoom folder; if that doesn't help, turn on "Write log" in the launcher and run it again, then check gzdoom.log.

    Credits:

    ZDoom + GZDoom teams and other contributors for GZDoom;
    fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
    slash004, nabelo and other people from the ReiSwitched Discord and #switchdev for help and testing;
    id Software for Doom;
    mods/maps in screenshots: Alien Vendetta, abort_m, Hideous Destructor.

    https://github.com/fgsfdsfgs/gzdoom

    https://www.nintendomax.com/viewtopi...837dd4d9bcdd35 ...
    by Published on May 8th, 2019 16:30
    1. Categories:
    2. Nintendo Switch

    Exvat has released a new version of Theme Hospital for the Nintendo Switch:

    Usage instructions

    By default your Theme Hospital game should be located in /ThemeHospital
    If you're using an Origin installation copy the Theme Hospital/data/Game folder to the root of your sdcard and name it ThemeHospital
    If CorsixTH can't find your installation a dialog will appear that allows you to configure a new location
    Both analogue sticks and the touch screen can be used as a mouse, the right analogue stick allows for more precise movement
    ZL is mapped to the Right mouse button, ZR to the left mouse button and a press on the left stick to the middle mouse button, the other buttons are mapped to function keys opening various dialogues
    You can change the button mapping by editing the CorsixTH/Lua/key_mapping.txt file
    Whenever you need to enter information into a textbox simply left click on the textbox to open the software keyboard

    https://github.com/Exvat/CorsixTH/releases

    https://www.nintendomax.com/viewtopic.php?f=168&t=17006 ...
    by Published on May 8th, 2019 16:27
    1. Categories:
    2. Nintendo Switch

    Hydr8gon offers version 1.2 of NoiES , Nintendo NES emulator for the nintendo Switch.

    Changelog:

    General:
    -Fixed incorrect cycle timings on CPU instructions
    -Implemented mappers 7 and 15
    -Implemented all-illegal CPU instructions
    -Added crop overscan setting
    -Added 3DS build (too slow to be worth releasing)

    Switch:
    -Improved the UI do
    -Added new UI selector, UI
    -Added complete UI touch control, including scrolling and button presses when touching the labels in the corner
    -Added support for multiple-key mapping controls, and more clearing mappings
    -Added support for player 2 input using a second controller
    -Added aspect ratio setting

    https://github.com/Hydr8gon/NoiES/

    https://www.nintendomax.com/viewtopic.php?f=168&t=17007 ...
    by Published on May 8th, 2019 16:24
    1. Categories:
    2. Nintendo 3DS News,
    3. Nintendo Wii News,
    4. Nintendo Gamecube News,
    5. Nintendo Switch

    team Libretro have released a new version of Retroarch for the 3DS, Nintendo Switch, Gamecube and Wii:

    – 3DS: Add unique IDs to prevent cores overwriting each other.
    – 3DS: Fix screen tearing when running 50Hz content.
    – ANDROID: We now target API level 26 (minimum is still API level 9).
    – ANDROID: Add option to vibrate on touch (works in menu or overlay).
    – ANDROID: Add device vibration option for cores that support rumble.
    – ANDROID: Add gamepad vibration support for cores that support rumble.
    – ANDROID: Allow stylus/pen to move mouse without pressing down.
    – AUDIO: Avoid deadlocks in certain audio drivers when toggling menu sounds on.
    – BLISS-BOX: Support PSX Jogcon (requires firmware 3.0).
    – CHEEVOS: Fix crash when reading memory that is out of range.
    – CHEEVOS: New Cheevos implementation enabled by default.
    – CHEEVOS: Pop-up badges when an achievement is triggered.
    – CRT: Dynamic super resolution support.
    – DISCORD: Fix potential crash when username is empty and discord is disabled.
    – DISCORD: Ask to join support for Linux.
    – INPUT/ANDROID: Add “Input Block Timeout” option.
    – COMMON: For platforms without HAVE_THREADS, don’t automatically resume content when saving/loading states
    – COMMON: Make playlist sorting optional and consistent.
    – COMMON: Fix sorting of playlists with blank labels.
    – COMMON: Fix content scanner creating false positive playlist entries that also have wrong label and crc32.
    – COMMON: Add some MMX-optimized pixel conversion routines.
    – COMMON: Fix typo preventing some SSE2-optimized pixel conversions from being used.
    – COMMON: Add option to track how long content has been running over time.
    – COMMON: Fix buffer overflows in system information.
    – COMMON: Add option to change screen orientation via the windowing system (Android, Windows, X11).
    – COMMON: Show CPU model name in log.
    – COMMON: Add “Help -> Send Debug Info” option (and F10 hotkey) to send diagnostic info to the RetroArch team for help with problems.
    – COMMON: Show GPU device name/version in log.
    – COMMON: Add menu option to write log info to a file.
    – COMMON: Add subsystem support for playlists. Subsystem info is automatically saved to the history playlist for easy relaunching.
    – GL: Add new “gl1” OpenGL 1.1 compliant video driver for legacy GPUs and software renderers
    – GL: Add a new “glcore” driver with slang support (requires GL 3.2+ or GLES3).
    – GL: Draw OSD on top of overlay.
    – GONG: Add savestate support.
    – GONG: Add video refresh rate core options.
    – GONG: Two player support via core option.
    – GUI: Fix text alignment when using stb_unicode.
    – GUI: Fix text display issues when using Japanese (and other unicode-dependent language) text with stb_unicode.
    – GUI: Set language on first startup to the user’s preferred OS language (Windows, *nix and Android).
    – INPUT: Add (scaled radial) analog deadzone and sensitivity options.
    – LIBRETRO: Add Turkish language support.
    – LIBRETRO: Allow non-accelerated video to rotate the display.
    – LOCALIZATION: Update Chinese (Simplified) translation.
    – LOCALIZATION: Update Chinese (Traditional) translation.
    – LOCALIZATION: Update Dutch translation.
    – LOCALIZATION: Update French translation.
    – LOCALIZATION: Update German translation.
    – LOCALIZATION: Update Japanese translation.
    – LOCALIZATION: Update Polish translation.
    – LOCALIZATION: Update Russian translation.
    – LOCALIZATION: Update Spanish translation.
    – LOCALIZATION: Add new Turkish translation.
    – MIDI: Fix startup crash in midi driver.
    – MENU: Bugfix – you can no longer get stuck in Online Updater -> Update Core screen when toggling between ingame and menu.
    – MENU: Selectively hide ‘Take Screenshot’ for video drivers that don’t support taking screenshots.
    – MENU: Framerate independent menu rendering. MaterialUI/Ozone/XMB/RGUI can now run at higher framerates.
    – MENU: Thumbnails work in history list.
    – MENU: Menu widgets.
    – MENU: Add memory statistics support to more context drivers.
    – MENU: Enable ozone driver for UWP builds.
    – MENU: Add optional “looping” menu text ticker with configurable speed.
    – MENU: Fix core video rendering when using ozone with GL cores that implement the scissor test.
    – MENU: Add optional playlist sublabels (associated core + play time, where available).
    – MENU: Dropdown list settings now apply immediately.
    – MENU: Add setting to require pressing the “Exit RetroArch” hotkey twice to confirm.
    – MENU: Now able to run at higher refresh rates than 60Hz.
    – MENU: Enable “Add to Favorites” without loading a core.
    – MENU: Allow core name to be hidden on history/favorites playlists.
    – MENU: Populate crc32 and db_name fields when adding history/favourites playlist entries.
    – MENU: Fix TTF files not showing in OSD/menu font selection screen.
    – MENU: Fix audio/video filters not showing in file browser.
    – MENU/MaterialUI: Add subsystem support.
    – MENU/MaterialUI: Add currently selected entry in dropdown menus.
    – MENU/OZONE: Add mouse support on entries (no sidebar yet).
    – MENU/OZONE: Allow collapsing the sidebar.
    – MENU/OZONE: Add thumbnail support.
    – MENU/OZONE: Battery notifications.
    – MENU/OZONE: Add wifi icon for network entries.
    – MENU/QT/WIMP: Add git version and build date to Help->About window.
    – MENU/QT/WIMP: Fix content loading via the file browser.
    – MENU/QT/WIMP: Add new settings window to control all RetroArch settings.
    – MENU/RGUI: ...
    by Published on May 8th, 2019 16:05
    1. Categories:
    2. Gameboy News

    The Game Boy version of Donkey Kong, also known as Donkey Kong ‘94, was a huge expansion to the original arcade game, featuring many new levels, enemies, and mechanics. It even got a spiritual successor in the form of the first Mario vs. Donkey Kong game. Although these games have their fans, neither title has received a level hack until now. This is a simple hack, featuring only four levels with little else changed, but it should be enough to give those who’ve beaten the game an extra challenge (and perhaps give level designers encouragement to make their own level hacks of this game).

    http://www.romhacking.net/forum/index.php?topic=17726.0 ...
    by Published on May 7th, 2019 17:21
    1. Categories:
    2. PC News

    Pantheon v8.444 is released. Pantheon is Windows desktop application with collection of games for video consoles and home computers from the past. The games are not the part of the application, instead they will be downloaded (with the game manual or review - if available) from the internet, after you activate the game. Downloaded files are stored on the local file system and will be available offline the next time you wish to play the game. Finally, the program file is loaded into the memory and executed inside the emulator. Current version has emulator of Atari 2600 with collection of 170 games, emulator of Atari 5200 with collection of 50 games and emulator of Atari 8-bit computers with collection of 26 games.

    Pantheon is still in development, new features and games are added almost every day. But you may experience occasional artifacts or crashes during the gameplay, and game snapshots may not be available in the following releases.

    http://bostjan-grandovec.si/Content/News.htm


    http://www.emucr.com/2019/05/pantheon-v8444.html ...
    by Published on May 7th, 2019 17:16
    1. Categories:
    2. PC News

    RetroArch v1.7.6 is released. RetroArch is a multi-system emulator for Linux, Windows, Mac OS X and *BSD. It is formerly known as SSNES. Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.

    Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).

    libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well.

    RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every single config option available in RetroArch.

    http://www.libretro.com/

    http://www.emucr.com/2019/05/retroarch-v177.html ...
    by Published on May 7th, 2019 17:05
    1. Categories:
    2. Playstation Vita News



    After announcing it via a PSA in late March of the current year, TheFloW has finally released Trinity, the third public jailbreak for the PS Vita. Trinity relies on a PSP emulator escape exploit (as well as a MIPS and ARM kernel exploit) in order to work. You can see it in action in the following video shared by the developer himself:

    If you've already followed the instructions written in the PSA back when it was originally posted then you can proceed to install the jailbreak right away. However, if you didn't, you will need to download any PSP game to your Vita first; a PSN account linked to your Vita is required to do so. Demos and minis are OK, while PS Classics and Vita games will not work. TheFloW recommends to download the following free demos based on your region: Ape Quest (EU or UK), LocoRoco Midnight Carnival (NA or SG), YS seven (JP). If you're on firmware 3.69, you will also need to either upgrade to 3.70 or set your connection's DNS to 212.47.229.76.

    Once you're ready, you can follow these instructions to install Trinity to your PS Vita:





    1.Download and install qcma and psvimgtools (check the releases section for the binaries).


    2.Start qcma and within the qcma settings set the option Use this version for updates to FW 0.00 (Always up-to-date) to spoof the System Software check.


    3.Launch Content Manager on your PS Vita and connect it to your computer, where you then need to select PS Vita System -> PC, and after that you select Applications. Finally select PSP™/Other and click on the game that you want to turn into the Trinity exploit. If you see an error message about System Software, you should simply reboot your device to solve it (if this doesn't solve, then put your device into airplane mode and reboot). If this does still not work, then alternatively set DNS to 212.47.229.76 to block updates.


    4.Transfer the game over to your computer by clicking on Copy on your PS Vita. After copying, you go to the folder /Documents/PS Vita/PGAME/xxxxxxxxxxxxxxxx/YYYYZZZZZ on your computer, where xxxxxxxxxxxxxxxx is some string corresponding to your account ID and YYYYZZZZZ is the title id of the game that you've just copied over. You can look at the image at YYYYZZZZZ/sce_sys/icon0.png to verify that it is indeed your chosen game. Furthermore, the YYYYZZZZZ folder should contain these folders: game, license and sce_sys.


    5.Before you attempt to modify the backup, you should make a copy of it. Just copy YYYYZZZZZ somewhere else, such that if you fail to follow the instructions, you can copy it back and retry.


    6.Insert the xxxxxxxxxxxxxxxx string here. If the AID is valid, it will yield a key that you can now use to decrypt/re-encrypt your game.


    7.Decrypt the game backup as follows (if you haven't installed psvimgtools yet, then just place them in the YYYYZZZZZfolder):

    psvimg-extract -K YOUR_KEY game/game.psvimg game_dec

    If done correctly, you should see an output like this:

    creating file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/EBOOT.PBP (x bytes)...
    creating file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/__sce_ebootpbp (x bytes)...
    all done.


    8.Download Trinity and copy the PBOOT.PBP file to game_dec/ux0_pspemu_temp_game_PSP_GAME_YYYYZZZZZ/PBOOT.PBP(the files EBOOT.PBP, __sce_ebootpbp and VITA_PATH.txt should exist in this folder). If PBOOT.PBP does already exist there, just overwrite it.


    9.Now re-encrypt the backup similar to above:

    psvimg-create -n game -K YOUR_KEY game_dec game

    If done correctly, you should see an output like this:

    adding files for ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/EBOOT.PBP (x bytes)...
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/PBOOT.PBP (x bytes)...
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/__sce_ebootpbp (x bytes)...
    created game/game.psvimg (size: x, content size: x)
    created game/game.psvmd


    10.Remove the game_dec folder and select Refresh database in qcma settings.


    11.Now you need to copy back the modified backup to your PS Vita: Launch Content Manager on your PS Vita and connect it to your computer (if it's already open, just go back to the first menu), where you then need to select PC -> PS Vita System, and after that you select Applications. Finally select PSP™/Other and click on the modified game. Perform the copy operation and exit Content Manager.


    12.In the livearea, the game should now have a different icon and should now be called Trinity. If not, please re-read the instructions more carefully and begin from fresh.


    13.Turn on Wi-Fi, then reboot your device and straightly launch Trinity. Do not do anything else, otherwise the exploit will be less reliable. It is very important that you do not have any running downloads in background.


    14.Enjoy the exploitation process and wait until it launches the Construct. If the exploit fails, simply rerun Trinity.


    15.Within the Construct, select Download VitaShell, then Install HENkaku and finally Exit.


    16.Congratulations, your device is now able ...

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