• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and for the first time Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Univers News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -
  • DCEmu Featured News Articles

    by Published on October 12th, 2019 17:26

    Join me as I head to Nottingham to check out this years famous Nottingham Goose Fair

    This incredible fair has been going for centuries making it one of the oldest and biggest fairs in the world, the amount of rides, games and food stalls is insane making it difficult to see everything in one day especially if it’s busy, a great fair that has some of the best traveling rides in the UK plus a great traditional fair atmosphere

    I met up with Darren “TripsWithDaz” plus I bumped into friend and fan of the channel Aaron making for a fun few hours at this world class fair

    ...
    by Published on October 12th, 2019 17:02
    1. Categories:
    2. Wii U News
    Article Preview

    • Yep, it's that time again - version 1.15.16b of Cemu, the popular Wii U emulator, is here and it's now available to the general public! This update is all about smaller bug fixes and quality of life improvements: the emulator should no longer freeze on shutdown (a rather well-known issue that would also lock access to the emulator's files and resources until its previous instance would get killed), swapping the TV & GamePad windows will only work when Cemu has focus, game updates' RPX filenames will now be read properly instead of being assumed from the base executable's filename (fixes an issue mainly affecting Wii Sports Club updates) and any previously created controller profiles should be listed again in the input settings window. The anticipated Vulkan renderer is still missing, yet again remaining exclusive to the patron-only v1.16.0 WIP builds for the time being.

      Other smaller fixes and improvements have also been included, like better performance when using Wiimotes. You can know more about them by reading the official changelog:
      Quoted from Official changelog:
      # Cemu detailed changelog for 1.15.16b
      # Patreon release date: 2019-10-04
      # Public release date: 2019-10-11

      # New in 1.15.16b:

      general: Fixed a bug where previously created controller profiles would not show up in input settings

      # New in 1.15.16:

      general: Tab and Ctrl+Tab for swapping TV/GamePad screen now only works if Cemu is in focus
      general: Fixed an issue where Cemu would freeze on shut down (#175)
      general: Improved robustness of Cemu auto-updater
      general: Fixed launching games in fullscreen when UI fullscreen option is enabled
      general: If a filter is set the graphic pack window will auto-unfold the top node and small subnodes

      debugger: If a game ships with debug symbols they should show up in assembly view again

      RPL: Retrieve name of update .rpx from cos.xml instead of using the name of the base rpx
      Fixes Wii Sports Club update not launching

      ErrEula: Fixed message boxes with long button text

      Input: Improved performance when using Wiimotes

      Note:
      (#xx) refers to bug tracker issues resolved by this change. See http://bugs.cemu.info/projects/cemu/
      Click to expand...
      Cemu 1.15.16b 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.

      Source

      https://gbatemp.net/threads/cemu-v1-...leased.549946/
    ...
    by Published on October 12th, 2019 16:55
    1. Categories:
    2. PC News

    "Animal sales was a profitable and prestigious business, since most real animals had died out after the Terran War; there were plenty of electric ones, though—" Oh, ahem, didn’t notice you there.
    ScummVM Team is thrilled to announce the release of ScummVM version 2.1.0. This release is the culmination of nearly two years worth of work, adding 16 new games based on 8 engines, a Nintendo Switch port and nearly 500 bug fixes. All this done by the hard work of 147 contributors across 8,493 commits.
    The newly supported games are:
    • Blade Runner
    • Duckman: The Graphic Adventures of a Private Dick
    • Hoyle Bridge
    • Hoyle Children's Collection
    • Hoyle Classic Games
    • Hoyle Solitaire
    • Hyperspace Delivery Boy!
    • Might and Magic IV - Clouds of Xeen
    • Might and Magic V - Darkside of Xeen
    • Might and Magic - World of Xeen
    • Might and Magic - Swords of Xeen
    • Mission Supernova Part 1
    • Mission Supernova Part 2
    • Quest for Glory: Shadows of Darkness
    • The Prince and the Coward
    • Versailles 1685

    In addition, we enhanced the Android and iOS ports considerably. You will also notice the new GUI facelift, improved Roland MT-32 sound emulation, a new pixel-perfect stretching mode, Text-to-Speech support on macOS and Linux, and last but not least, support for synchronizing saves and downloading game data from cloud-based file services (see the up-to-date list of the platforms in our user manual)
    As usual, we have improved many of the existing engines: added support for the 25th Myst Anniversary releases, fixed more than 100 original SCI script bugs that have plagued Sierra games for decades, added support for Amiga and FM-TOWNS versions of Eye of the Beholder, improved audio quality in Humongous Entertainment games and added lip sync to the newer LucasArts adventure titles, squashed tons of bugs in Starship Titanic and Bud Tucker. The list goes on and on, and you may see the comprehensive change log here.
    Have no more tears in rain and grab this electric release. Windows and macOS users may get the auto-update when starting ScummVM.

    https://www.scummvm.org/news/20191013/ ...
    by Published on October 12th, 2019 16:51

    The UK physical charts for September welcomed 12 new entries, but to no one's surprise FIFA 20 made it to No.1 -- despite having only been out for five days when GfK closed its report for the month.
    Physical sales for EA's football behemoth were down 7% compared to FIFA 19's sales during its first month, though most of that will be down to a digital shift. As GamesIndustry.biz noted on the title's launch week, FIFA 20's PS4 edition attracted fewer sales this year, with both the Xbox One and Switch versions enjoying a slight increase year-on-year.
    Debuting at No.2 was Borderlands 3. The title shifted 48.3% fewer copies during its first month on shelves than Borderlands 2 did back in September 2012. However, 2012 was a lifetime away in terms of consumer habits and physical game sales, and 2K has said that 70% of all Borderlands copies sold in its first five days were digital. It is also the fastest selling game in 2K's history.
    Entering the charts at No.3 was Nintendo's The Legend of Zelda: Link's Awakening which, as we mentioned back on its launch week, was developer Grezzo's biggest Zelda launch in the UK, surpassing the record set by Ocarina of Time 3D.
    Microsoft's Gears 5 debuted at No.4, with sales not quite matching its predecessor. Again, this can be attributed to a rise in digital sales, plus the title's inclusion with Game Pass.
    Closing this brand new top five was NBA 2K20, with its sales slightly decreasing 13% when compared to last year's release. The title mainly sold on PS4 -- 67% of the physical copies shifted -- followed by Xbox One -- 33% -- and Switch.
    Further down the charts, Bandai Namco's Man of Medan landed at No.7 for its first month in the listings. Other newcomers in the top ten included PES 2020 at No.9 and THQ Nordic's Wreckfest at No.10.
    Also debuting in the Top 50 this month were Nintendo's Astral Chain at No.12, 505 Games' Control at No.15, Focus' Greedfall at No.30, Square Enix's Dragon Quest XI S: Echoes of an Elusive Age at No.40, and Atlus' Catherine: Full Body at No.44.
    Amid this wealth of new titles, EA took the crown, topping the publishers' charts in both value and units for the month, followed by Nintendo and Take-Two.
    In terms of formats, PS4 was far ahead last month, with 48.4% of all physical games sold in September going to Sony's console, followed by Xbox One with 30.8% and Switch with 18.7% -- the lowest it's been since November 2018.

    https://www.gamesindustry.biz/articl...arts-in-the-uk ...
    by Published on October 10th, 2019 20:56
    1. Categories:
    2. PS3 News

    For many years, PlayStation 3 consoles whose minimum FW version was 3.60 or higher were totally unhackable even if one didn’t mind using a hardware flasher to downgrade the firmware.
    PS3HEN 2.4.0 brings numerous subtle additions that may prove useful to some.

    However, with the advent of PS3HAN, these consoles got limited hacks and then with PS3HEN’s release in April, more CFW-esque features became available.
    Earlier this week, PS3HEN 2.4.0 got released, which continues the trend of frequent updates, and this update brings along:

    • Support for VSH patches and the ability to disable RIF signature checks
    • RAP support for DLC and PS1 games was added
    • Hitching of PlayStation 1 titles on mismatched TV video systems (PAL on NTSC for example) was fixed
    • NPDRM Type 2 games are now loaded faster
    • An issue in which users got stuck downloading games from PSN has been fixed
    • Other minor updates, including the shrinking of Stage2, which can be viewed in the link below
    • If you’re thinking about running PS3HEN on FW 4.85 (with HFW 4.85.1), it’s good to note that PS3HEN was updated to support FW 4.85 with version 2.3.2

    To view PS3HEN 2.4.0’s changelog, follow this link & to get it on your system, you may use the online updater or follow the installation instructions found here. Esc0rtd3w’s Twitter can be follow for the latest developments about PS3HEN

    http://wololo.net/2019/10/10/news-ps...-in-user-mode/
    ...
    by Published on October 9th, 2019 20:38
    1. Categories:
    2. Xbox News

    • With the recent official acknowledgement of the next-gen PlayStation and its unsurprising, yet conventional name of PlayStation 5, we are left wondering what direction Microsoft will choose when it comes to naming their successor to the Xbox One.

      The Xbox brand has had a less than straight forward history when it comes to naming their hardware after the release of the original Xbox in 2001.

      With the upcoming release of the PlayStation 3 in 2005/06, Microsoft allegedly wanted to avoid calling their next console the Xbox 2 to avoid consumers splitting hairs between numbers and causing consumer confusion with possible assumptions that 2 is greater than 3, so instead they opted for the Xbox 360 name when it released ahead of the PS3 in '05. Though this decision only furthered complications when it came time for the next generation Xbox...

      Though many believed the next generation Xbox would be called the Xbox 720 after a supposed teaser was seen in the trailer for the 2011 film 'Reel Steel'. Instead, Microsoft chose to go back to the drawing board and turned heads when they revealed the Xbox One name during the Xbox Reveal 2013 event. The Xbox One released in 2013 up against the PlayStation 4.

      https://gbatemp.net/threads/what-wil...called.549799/
    ...
    by Published on October 9th, 2019 20:09
    1. Categories:
    2. PS4

    It's official. PlayStation 5 is coming. It will be here in just over a year. Sony revealed it just this week to the world's media, with leading game developers celebrating its many advantages.
    Well, not quite. It announced PS5 via a blog post and a placed article in Wired, just a few months after it first talked about the new console in a standalone Wired article.
    Sony's understated approach to PR in 2019 has been in direct contrast to Microsoft, which has done nothing but talk, talk, talk, talk all year long. Whether it's about new consoles, streaming platforms, subscription services, games... even family settings. Microsoft has been leading the conversation, it has attended all the big shows, and has been sharing its vision in a coherent way. Microsoft has a plan and is happy to tell us all about it.
    In a year where you'd expect Sony to be setting out its strategy for widening the gaming audience, it has acted conservatively. It is behaving more like a business worried about protecting its lead rather than extending it.
    Sony's PR strategy is perhaps understandable when you consider the criticism it has faced from certain media, particularly around cross-play. There are already commentators proclaiming the return of 'arrogant Sony,' yet the counter to accusations of over-confidence is humility, not avoiding the conversation.
    "The industry is looking at Sony to see what's next for the console business. At the moment, Xbox is the one providing all the answers"
    Of course, the ongoing company restructure at Sony isn't helping. PlayStation's old regional structure made it a complicated beast, but that made it popular in markets its competitors couldn't get near. The centralisation plan was to try and simplify things while maintaining the regional autonomy that has worked so well in the past. As of right now, it's not working.
    There is no centralised clarity of vision, and regional teams have become frustrated by US oversight and sign-off procedures. It's perhaps no wonder senior names -- whether that's Shawn Layden or regional leads -- are using this opportunity to move on.
    This uncertainty has reached the wider business. At the GamesIndustry.biz Investment Summit this year, one indie developer expressed fears that PlayStation "has stopped caring about indies." There's so much we don't know about what Sony is planning next. What are its third-party priorities? Is VR still a thing for it? Is PlayStation Now as significant to them as Game Pass is for Xbox?
    It might be PlayStation doesn't quite have all the answers yet and isn't ready for the media scrutiny. Even so, it's not quite the confident showing you'd expect from the dominant platform holder.
    I confess I was a bit reluctant to write this piece initially. None of this is especially new. From the moment Sony backed out of E3, it was clear the company was going into stealth mode ahead of PS5, and we're still over a year away from its launch. And restructures are almost always painful. The time to judge them is not in the middle of the transition, but at the end when the kinks have been worked out. Centralising PlayStation in a globalised games industry had to happen at some point.

    https://www.gamesindustry.biz/articl...tation-opinion ...
    by Published on October 9th, 2019 17:39
    Article Preview




    When we were playing video games as kids, we always wondered how the game was made in terms of the graphics, visual animation, and texture. It was so beautifully created and the games were so engaging. As we got older, some of us still cling to that idea of making a game of our own that can make people happy; the fundamentals of developing a game might be simple, but to be a professional one is a whole different story. We explore how you can become a professional game developer.

    Getting The Basics First

    Developing games need a certain set of skills first; you have to have advanced computer skills background, knowing all the programming languages, and coding that needs higher mathematical skills. The best developers have a Bachelor's degree in computer science or computer engineering. Once you've already learned the ways and you’re well-educated, then you are halfway there to becoming a decent game developer.

    Set Up Your Portfolio

    If you want people and professional companies to notice you, it's smart to let them see your work. You have to show people your design skills and demonstrate your programming prowess, and it should have multiple examples. Before the developers of Cleopatra on Kerching could make it big, they had to work hard on creating stunning graphics and great prizes to attract big gambling companies to support them. So, make small games that can get the attention of big gaming companies and studios, something that can get them interested in your work and offer you an opportunity to create things for them. Remember to post all the necessary source codes and crucial game scene screenshots so they can be evaluated.



    Start Small First It's okay to have humble beginnings in this line of business; it's actually good for you as you get more experiences and chances to hone your skills. Try getting internships first, then make your way to small gaming studios. You don't want to start big and overwhelm yourself. During those times, you could establish a network of people and important programmers; you can reach them through blogs, forums, and gaming websites. Senior developers are always on the lookout for fresh content, and if you find the entry-level position to be a little difficult, your contacts can be your ticket in.

    Be Determined and Hone Your Craft

    Over the years, you will gain a lot of experience and skills. Try not to get discouraged if the environment is very competitive; the gaming world has plenty of opportunities. So work hard on catching them to make it big. Your games might fail, but those are stepping stones and lessons to make you create better ones. In time, you will advance to higher positions to make the best games that people will enjoy countless hours playing.Anyone can develop a game if they put their mind to it, but it's challenging to produce a great game professionally. Creating a game that people would want to pay money for can be challenging; with the right mindset, determination, and skills, you can make it happy and have millions of people enjoy your great creation. ...
    by Published on October 7th, 2019 18:23
    1. Categories:
    2. PSP News,
    3. PC News,
    4. Android News

    PPSSPP v1.9.3 is released. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

    PPSSPP v1.9.3 Changelog:
    * Flicker fixed in God of War that appeared with newer drivers for Mali GPUs (#12224)
    * Improve performance of God of War on Vulkan (#12242), implement built-in GPU profiler (#12262, #12266)
    * Vertex range culling fixed on ARM Mali (#12227)
    * Started to improve VFPU precision, resulting so far in a fix for the long standing Tekken 6 leg shaking problem (#12217)
    * Fixed a VFPU precision snafu on ARM64, fixing disappearing officers in Warriors Orochi (#11299) and some problems in Tomb Raider (#11179).
    * Vulkan is the default again on Android versions newer than Pie
    * Fix various homebrew store issues
    * GPU pause signal handling fixed, fixing some hangs in Bleach and Armored Core games (#12160)
    * Audio sample rate conversion handling fixes (#12147)
    * Some Vulkan optimizations (pre-rotation (#12216), perf fix in Metal Gear Acid, etc)
    * Multiple fixes for the UWP build (#12036, others)
    * MP3 playback fixes (#12005)
    * Audio in Motorstorm: Arctic Edge fixed by returning errors correctly (#12121)
    * Audio glitches in Final Fantasy Tactics fixed (#9956)
    * Camera display in Invizimals fixed (#12278, #8521)
    * Added hotkeys for texture dump and replace (#11938)
    * Added Visual Studio 2019 support. Windows XP is no longer supported (#11995, others)
    * Fixes for video capture (#12069)
    * Added a separate sound volume for alternative speed (#12124)
    * Improved mouse control (Windows only) (#12173, #12176)
    * Support for installing texture packs and ISOs from zips (#12175)
    * Right analog support for touch controls (only used by patched games and some HD remasters) (#12182)
    * Android: Fix OpenSL initialization, possibly helps audio crackle a little. (#12333).
    * Fix graphics on Amazon Fire TV Stick 4K
    * Fixed strange vehicle behavior in MGS:PW (somehow) (#12342)
    * Ported to the Nintendo Switch by m4xw! Builds available on m4xw's Patreon.
    http://www.emucr.com/2019/10/ppsspp-v193.html

    http://www.ppsspp.org/index.html ...
    by Published on October 7th, 2019 18:14
    1. Categories:
    2. Snes News

    bsnes v111.3 is released. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.

    bsnes v111.3 Changelog:
    Update 1: there was a minor issue with the Super Game Boy audio fix when using save states, so I posted v111.1 to address this.
    Update 2: and another fix for the accurate PPU renderer, a slight sprite flickering issue in Star Ocean, so v111.2 is up.
    Update 3: and one final fix, save state stability improvements when using rewind. It really only affected Tales of Phantasia and Star Ocean, but they're such great games that it was worth the effort. v111.3 is up as a result.

    In celebration of reaching zero issues and zero pull requests on GitHub, I'm releasing bsnes v111 today.
    Changelog:
    fixed audio crackling in Super Game Boy emulation
    fixed NTSC region detection in Hanguk Pro Yagu
    fixed boot hnaging issue in Kishin Douji Zenki - Tenchi Meidou
    fixed slowdown issue in Mega Man X2 & X3
    added mute hotkey
    added HD mode 7 adjustment hotkeys
    added 18 pixel shaders including AANN, CRT-Royale, XBRz, and more
    added hotfix for The Hurricanes tile glitch during intro (happens on real hardware)
    added hotfix for Magical Drop which can hang after game over in Tokoton mode (happens on real hardware)
    added scanline override for NHL '94
    added fix for enterig folder names into the BrowserDialog filename box
    shrunk the fast PPU's Pixel struct, which gives a 3% performance boost [Alcaro]
    allow SRAM sizes of 2 megabits (for SA-1 homebrew developers)
    improved HDMA timing to fix a slight flickering issue in Full Throttle - All-American Racing
    fixed an issue with bsnes not remembering the user audio frequency setting across runs
    many libretro build improvements [rtretiakov, orbea]

    http://byuu.org/
    http://www.emucr.com/2019/10/bsnes-v1113.html ...

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