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  • DCEmu Featured News Articles

    by Published on November 10th, 2019 22:36
    1. Categories:
    2. PSP News
    Article Preview

    • Scene dev Davee, known for their work in regards to creating various tools for the PlayStation Portable and PlayStation Vita, has graced the PSP scene with one final contribution. Released today is the 2.0 update to Infinity, a homebrew that lets you keep your custom firmware on your PSP, even after you've rebooted, meaning once you've installed a CFW, it'll be persistent. Infinity 2.0 supports PSP's on firmwares 6.60 and 6.61, for every hardware revision and model, even the notorious PSP Street. You can grab the official download on Davee's site, or through their GitHub, both of which are linked below. Instructions are fairly simple, requiring you to simply copy the provided EBOOT.PBP file to your PSP and install the application.


      Installation
      To install infinity you must be on either firmware 6.60 or 6.61. If you have an old version of infinity (< 2.0), then you must uninstall it first by using Chronoswitch 7 or higher.

      Download and extract the latest version of infinity. The extracted contents should be:
      • standard folder containing the tool for non-PSPgo models.
      • pspgo folder contain the tool for PSPgo models.
      • README.md this readme file.
      • LICENSE a copy of the MIT license covering this software.

      Instructions for PSP 1000, 2000, 3000 and Street
      Browse into the standard directory in the download and copy the file EBOOT.PBP to the PSP/GAME/UPDATE folder on your PSP. If this folder does not exist you may need to create it.

      Instructions for PSPgo
      Browse into the pspgo directory in the download and copy the file EBOOT.PBP to the PSP/GAME/UPDATE folder on your PSPgo. If this folder does not exist you may need to create it.

      Instructions for all PSP models
      Once the correct EBOOT.PBP file has been copied to your PSP, you can run the application to install infinity to your device. Re-running the application after installation will allow you to select which custom firmware you want enabled. You will need to run the installer for the custom firmware before enabling it within the infinity app.

      Infinity supports both PRO and ME custom firmwares. Consult the installation material for theses custom firmwares for further instructions.



      Source
      GitHub
      https://gbatemp.net/threads/infinity...d-6-61.551926/


    ...
    by Published on November 10th, 2019 22:30
    1. Categories:
    2. PC News

    When Blizzard president J. Allen Brack got up in front of a BlizzCon audience last week and took responsibility for a recent "tough Hearthstone esports moment," it would have been difficult for anyone not in tune with recent events to tell what he was taking responsibility for, given the lack of specifics in his statement.
    Overwatch director Jeff Kaplan, however, was not at all vague in his response when The Washington Post asked him his thoughts on the six-month suspension of Chung 'Blitzchung' Ng Wai from professional Hearthstone competitions over his vocal support of Hong Kong protests in a post-match interview last month.
    "I was relieved when they reduced his suspension," Kaplan said. "And I think the suspension should be reduced more or eliminated. But that's just me.
    "I'm obviously a huge supporter of free speech; it's something that's very important to me. It got to me personally. I think the punishment was too harsh and I was greatly relieved when they gave his money back. I think that was extremely important."
    Kaplan makes clear that this is his opinion as an individual, and that Blizzard employees across all levels and departments have their own thoughts. He added, though, that the Overwatch League's own process for determining a ban or suspension is not as hasty as what happened with Blitzchung.

    https://www.gamesindustry.biz/articl...-or-eliminated ...
    by Published on November 8th, 2019 21:03
    1. Categories:
    2. PS3 News

    As the PlayStation 3 is over a decade old, CFW releases are usually taking longer when Sony decides to push out a new firmware update due to less people working on them.

    However, some dedicated developers still remain and CFWs still keep being updated and last week, we had Rebug 4.85.1 LITE from Rebug Team. Now, another CFW has descended upon us and that?s FERROX 4.85 thanks to work by developer @Alexander which took a while to be release due to the developer being pretty busy lately.
    Together with the usual features of FERROX CFWs, FERROX 4.85 brings along:

    • An updated version of Cobra, now sporting version 8.20
    • 4.85 keys for games signed with them
    • The ability to install it from HFW 4.85.1 after running the NOR/NAND flasher
    • Other features which can be seen by following the link below. Obviously, you need a CFW-compatible PS3 [minver of 3.56 or lower] to install FERROX.

    To download the PUP file for FERROX 4.85, check out this link (direct MEGA link as the release thread hides links if you don?t have account). The MD5 of the PUP is ?ab1bd8c18b8b27af1a06fc2034b4463f​?. An English translation of the FERROX 4.85?s release thread (which is in Italian) can be found here on PSX-Place.

    http://wololo.net/2019/11/04/news-fe...e-ui-and-more/
    ...
    by Published on November 8th, 2019 20:56
    1. Categories:
    2. Nintendo 3DS News
    Article Preview

    • The Nintendo 3DS homebrew scene is still alive and kicking, with a new and very useful project by the simple name of custom-install. This tool allows you to take a .cia backup file, and install it to an SD card, removing the hassle of installing your games through the normally slow process on the 3DS itself. The process to get it up and running can be viewed below, straight from the project's GitHub page, along with the GBAtemp discussion topic.


      Summary
      1. Dump boot9.bin and movable.sed from a 3DS system.
      2. Install pycryptodomex:


      • Windows: py -3 -m pip install --user --upgrade pycryptodomex
      • macOS/Linux: python3 -m pip install --user --upgrade pycryptodomex


      1. Download the repo (zip link or git clone)
      2. Run custom-install.py with boot9.bin, movable.sed, path to the SD root, and CIA files to install (see Usage section).
      3. Download and use custom-install-finalize on the 3DS system to finish the install.

      Setup
      Linux users must build wwylele/save3ds and place save3ds_fuse in bin/linux.

      movable.sed is required and can be provided with -m or --movable.

      boot9 is needed:


      • -b or --boot9 argument (if set)
      • BOOT9_PATH environment variable (if set)
      • %APPDATA%\3ds\boot9.bin (Windows-specific)
      • ~/Library/Application Support/3ds/boot9.bin (macOS-specific)
      • ~/.3ds/boot9.bin
      • ~/3ds/boot9.bin

      A SeedDB is needed for newer games (2015+) that use seeds.
      SeedDB is checked in order of:


      • --seeddb argument (if set)
      • SEEDDB_PATH environment variable (if set)
      • %APPDATA%\3ds\seeddb.bin (Windows-specific)
      • ~/Library/Application Support/3ds/seeddb.bin (macOS-specific)
      • ~/.3ds/seeddb.bin
      • ~/3ds/seeddb.bin

      Usage
      Use -h to view arguments.

      Examples:

      py -3 custom-install.py -b boot9.bin -m movable.sed --sd E:\ file.cia file2.cia
      python3 custom-install.py -b boot9.bin -m movable.sed --sd /Volumes/GM9SD file.cia file2.cia
      python3 custom-install.py -b boot9.bin -m movable.sed --sd /media/GM9SD file.cia file2.cia



      Source

      https://gbatemp.net/threads/custom-i...t-a-pc.551500/


    ...
    by Published on November 8th, 2019 20:46
    1. Categories:
    2. DCEmu

    Luigi's Mansion 3 failed to unseat Call of Duty: Modern Warfare in the EMEAA charts, which remained the No.1 game in terms of retail, digital and combined sales.
    Modern Warfare stormed to the top last week, though it could be argued that The Outer Worlds, MediEvil and the notoriously buggy WWE 2K20 didn't amount to serious competition.
    Luigi's Mansion 3 is another matter. It is one of the most significant Switch exclusives of the year, behind the clear favourite Pok?mon Sword and Shield. However, despite the pedigree and the captive audience on Nintendo's console, it only finished second in the combined physical and digital sales chart.
    Call of Duty remained top of every single chart provided by ISFE GSD: physical, digital and combined, in terms of both units sold and money earned.
    The only other new entry in the combined EMEAA chart was Nighthawk Interactive's Disney Classic Games: Aladdin + The Lion King, which made it to 14th place.

    https://www.gamesindustry.biz/articl...he-emeaa-chart ...
    by Published on November 7th, 2019 20:56
    1. Categories:
    2. Nintendo Switch

    Nintendo's latest financial results show growth across the board, boosted in part by the launch of the Switch Lite.
    For the six months ended September 30, 2019, the company reported net sales of ?443.97 billion ($4.1 billion), a year-on-year increase of 14.2%.
    Profits saw bigger boosts with operating profit rising by 53.4% to ?94.2 billion ($869.1 million), and ordinary profit up 32.1% to ?91.9 billion ($847.8 million).
    Total hardware sales reached 6.93 million units during the six-month period, up 36.7% when compared to the year before. Naturally the bulk of this was driven by the regular model of the Switch, which sold 4.98 million units, but the new Switch lite managed to shift 1.95 million units -- despite only launching 11 days before the end of the fiscal half.
    This brings the lifetime sales for Switch up to 41.67 million units, with 246.01 million games sold.
    Software sales for H1 reached 58.49 million units (up 38.8% year-on-year), with all three of Nintendo's major new releases selling more than two million units apiece.
    Super Mario Maker 2 was the leader with 3.93 million units, but Link's Awakening wasn't too far behind with 3.13 million -- all the more impressive given the former was released in June and the latter was released on September 20.
    Fire Emblem: Three Houses also performed well at 2.29 million units, although this was less than the 2.32 million that evergreen hit Mario Kart 8 Deluxe managed.
    Nintendo reports the number of Switch titles to pass one million sales during the financial year, including third-party games, is now up to 11.
    The platform holder also reports digital sales of ?71.6 billion ($660.6 million), up 83% year-on-year. This was attributed to the "steady growth in sales" for downloadable games, plus Nintendo Online Subscriptions.
    There was a rare insight into the company's mobile business, with revenues from its smartphone titles reported as ?19.9 billion ($183.6 million) for the six moths -- an increase of 6.4% year-on-year. Nintendo did not detail how this was split between previously released titles and new releases Mario Kart Tour and Dr Mario World.

    https://www.gamesindustry.biz/articl...-first-11-days ...
    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

      Note:
      (#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.

      http://cemu.info/changelog/cemu_1_15_17.txt

      https://gbatemp.net/threads/cemu-v1-...leased.550897/
    ...
    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.

      Auto-Rotation
      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
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