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    by Published on May 7th, 2019 16:44
    1. Categories:
    2. PS4

    Electronic Arts' Access subscription service will be available on PlayStation 4 from July this year.
    EA Access was first announced in 2014, but it has only been available to users on Xbox One and PC. Speaking at the time, Sony stated that EA Access conflicted with its own subscription platform.
    "PlayStation Plus memberships are up more than 200% since the launch of PlayStation 4, which shows that gamers are looking for memberships that offer a multitude of services, across various devices, for one low price," Sony said.
    "We don't think asking our fans to pay an additional $5 a month for this EA-specific program represents good value to the PlayStation gamer."
    That position has evidently softened over time, and EA Access will now launch on PlayStation 4 in July this year. The service will cost $4.99 a month, with annual subscriptions available for $29.99.
    "As we continue to invest in digital and subscription services, bringing our games to even more people across both next generation consoles is an exciting opportunity for everyone," said Matt Bilbey, EA's executive vice president of strategic growth, in a statement.
    "Our goal is to give players more choice to try and play our games wherever and however they choose, and we're happy to bring the service to PlayStation 4."

    https://www.gamesindustry.biz/articl...tion-4-in-june ...
    by Published on May 1st, 2019 20:32
    1. Categories:
    2. Gameboy News

    A gameboy emulator written in Pure Lua. Approaching feature completeness, but still a work in progress. This is designed to be fairly cross platform, and currently consists of a platform-independent gameboy module which contains the emulator, and a Love2D interface, presently the only supported platform.

    Supported Features
    * Pure Lua! Gameboy module should work on any Lua 5.2+ environment with the "bit" library available.
    * Original Gameboy (DMG) and Gameboy Color (GBC)
    * Decently cycle-approximate graphics
    * Working 32KHz audio
    * Multiple Palettes for DMG Mode
    * SRAM and Save States
    * Debug Panels for VRAM, Audio, IO and Disassembly
    * Built-in filebrowser, drawn in software for easy porting

    Notable Missing Features
    * Super Gameboy support (planned)
    * Serial Transfer port
    * RTC Timer (Pokemon Gold / Crystal)
    * HDMA Transfers (Used by a very small handful of games, notably Shantae)

    LuaGB v0.1.1 Changelog:




    https://github.com/zeta0134/LuaGB/releases

    http://www.emulation64.com/view/2975...v011-released/ ...
    by Published on May 1st, 2019 20:28
    1. Categories:
    2. Sega Dreamcast News

    After last weeks teaser mini issue of the Official UK Dreamcast Magazine, this week, we are proud to present you with the very first full issue that was released at newsagents on September 30th, 1999.
    As for our preview articles, we begin with a large hardware feature called: Dreamcast has landed.
    Then we go into reviews for Sega's own Sega Rally 2 by AM#5, as well as Sonic Adventure by Sonic Team.
    We also look at the review for Climax Graphics weird and wonderful action survival horror game Blue Stinger.
    Enjoy!

    http://www.outofprintarchive.com/cat...dcm/ODCM0.html ...
    by Published on May 1st, 2019 20:26
    1. Categories:
    2. PS3 News

    Huge news for nonCFW compatible PS3 Models (SuperSlims and late Slim Models) as anonymous developer's have dropped a huge bombshell with the release of PS3HEN. Just recently we seen the release of HFW (Hybrid Firmware) for the PS3, proving once again that the development scene is still alive and kicking to bring a new window of exploration to 4.84 by bringing back a patched webkit (from 4.82) in a rather clever approach. Which restored the PS3Xploit Tools for 4.84 for both Custom Firmware Compatible Models (for CFW installs) and for nonCFW models that utilized the less powerful etHANel (aka HAN) exploit that with today's news will be an obsolete hack with the emergence of the PlayStation3 first HEN or otherwise known as a Homebrew ENabler. So, yes that means SuperSlim Console's and late Slims PS3 Models (aka nonCFW models) can now FINALLY enjoy PS3 Homebrew at last, but that is not all this PS3HEN release brings to the table. As there is a number of CFW patches / features that come along for the ride as well, while not on quite par with CFW functionality completely it does provide a number of functions that is very exciting and very close to a CFW experience (especially with homebrew support)..Some additional features include things like Boot-Plugin Support, BDISO Support, Cinavia patches are just a few of the features/patches you can see outlined in the release notes...

    http://www.eurasia.nu/modules.php?op...=7867&forum=87 ...
    by Published on May 1st, 2019 20:15
    1. Categories:
    2. PC News

    Today, Valve has revealed the details surrounding its upcoming venture into VR hardware, the Valve Index.
    The Index is planned for launch later this year with initial, limited availability in the US and the EU, though Valve intends to increase shipments later based on demand. Pre-orders will open in May.
    The full kit, which includes a base station, two Index controllers, and the headset itself, will cost $999. Individual pieces are compatible with HTC Vive headsets, controllers, and base stations. The headset alone will cost $499, the controllers alone are $279, and those who already own a base station can purchase the headset and controllers together for $749.
    At a reveal event last week, Valve representatives said the Index's high cost (it's one of the most expensive headsets on the market) is due to the philosophy behind its development The Index is intended both as a high-fidelity, high-end headset for experienced VR users, and to remove hardware barriers for developers working in VR and increase the library of content available, rather than focusing on an affordable or low-barrier piece of equipment for users.
    In terms of visual fidelity, the Valve index is a 120 Hz headset that's compatible both with 90 Hz and 144 Hz, though at the moment 144 Hz experiences are still experimental. The headset features dual 1440 by 1600 LCD panels, 0.330ms of persistence, and 50% visual fill factor - a feature that Valve claims will all but eliminate screen door effect - an improvement GamesIndustry.biz observed at the reveal event. And aside from just looking sharper, one major improvement brought by the Valve Index is text legibility - a perk also observable in demos at the reveal.

    https://www.gamesindustry.biz/articl...he-valve-index ...
    by Published on April 29th, 2019 20:37
    1. Categories:
    2. Nes News

    An update is now available for the Metroid: HD Custom Edition mod for the Mesen emulator (version 1.3).
    The first version of this pack was released in August 2018. While the initial release improved upon many aspects, limitations of an NES era game were still very apparent. Most notably, the running and jumping graphics of the pack were considered by some to be choppy and awkward. Thanks to contributions from kya and mkwong98, substantial improvements have now been made in these areas.
    For jumping, the graphic problem was rooted in the behavior of the original NES gameplay. The original game shared running graphics with jumping graphics. This proved to be problematic as the HD pack changed the proportions of the player sprite substantially. As a result, creative freedom was limited and finding a pose that was acceptable for both scenarios proved to be very challenging. Fortunately, mkwong98 proposed a solution that separated the linked graphics by using an advanced feature of Mesen called the “spriteNearby” condition. This strategy was very promising. However, the solution did involve writing manual lines of code for every relevant tile address used by the game for jumping. During development, there were fears that this approach may overwhelm Mesen. This was understandable as the proposal did involve over 16,000 lines of additional coding just for jumping.
    After the revised package was finished, initial boot time was impacted. However, once the game started, the emulator accommodated the new additions without crashing and at full speed. This is a testament to Mesen’s ability to handle substantial amounts of incoming information coming from custom HD packs.
    For running, the pack was initially limited by the small number of movement frames used by the original Metroid. Low frame counts are commonplace with retro games. In fact, some players would even say this characteristic fits well with the low-resolution nature of an 8-bit game. However, once the resolution was increased via the first release of Metroid: HD, players naturally expected enhancements to other areas as well (such as frame count). Improving one aspect without the other resulted in a gameplay experience that some may describe as jarring. Unfortunately, it is much more difficult to customize frame counts with the standard HD Pack creation method.
    Kya initially proposed a method to overcome this shortcoming using additional advanced features of Mesen called “frameRange” and “memoryCheckConstant” conditions. However, one problem in implementing the proposal from kya related to the fact that artwork could not extend beyond existing tiles. For an artist, this constraint could be thought of as a canvas that is not only small, but constantly changing shape.
    After experimenting with various approaches, an unusual solution to this issue was discovered. Kya froze the running animation entirely by hacking the ROM. Some may consider this strategy to be counterintuitive as the final goal was to add running frames rather than subtract. However, the new hack solved the issue of a constantly changing canvas size. In addition, the frame with the largest number of tiles available to edit was used in the solution. This allowed for maximum creative freedom and all running frames are now inserted and controlled entirely through the HD pack in the updated version using the “frameRange” and “memoryCheckConstant” conditions.
    New features of the latest pack include, but are not limited to, the following:

    • Enhanced running and jumping graphics
    • The download now includes pre-assembled zip files for alternate graphics (Megatroid, Fusiontroid, and 8BitTroid)
    • The minimap is now an automap
    • A new and secret area is now available in Brinstar

    Download the latest version here: http://www.romhacking.net/forum/index.php?topic=26811.0

    ...
    by Published on April 29th, 2019 20:33
    1. Categories:
    2. Nes News

    Dragon Ball Z: Super Butouden 2 (NES) is now playable in English! The game doesn’t have much text, it’s the menu, fighter select and fighter names. This game is a port of the SNES game of the same name.

    http://www.romhacking.net/translations/4434/ ...
    by Published on April 29th, 2019 20:31
    1. Categories:
    2. Nes News

    Here is an announcement for SD Gundam - Gachapon Senshi 3 - Eiyuu Senki. This is the 3rd installment of the SD Gundam series on the NES which is now fully playable in English! Now you can choose from the 4 different campaigns of the SD Gundam world without the language barriers to keep you from playing this game. Enjoy the translation! Also part 4 will be the next one released as the current progress is halfway done at the moment.

    http://www.romhacking.net/translations/4457/ ...
    by Published on April 29th, 2019 20:25
    1. Categories:
    2. Gameboy News

    Happy 30th Anniversary, Princess Daisy!
    Super Mario Land gets a full colorization hack by toruzz called Super Mario Land DX which changes the original Super Mario Land into a Game Boy Color game. Celebrating Daisy’s 30th Anniversary of her gaming career on Easter Sunday in 2019, a colorized remake of Super Mario Land was made to celebrate the occasion.
    The full colorization of this game remakes the 8-bit original with updated graphics for enemies and characters to resemble the modern Mario games.

    https://www.romhacking.net/hacks/4477/ ...
    by Published on April 29th, 2019 20:15
    1. Categories:
    2. PS3 News
    Article Preview

    1. Never say its impossible, as now the impossible dream of having latest homebrew and (cough) other goodies on the PlayStation 3 SuperSlim console running the latest v4.84 firmware is now possible as an 'anonymous' developer has release PS3HEN v1.00 into the wild, to lay 'cracked' eggs for your Sony gaming breakfast!
      What is HEN?:
      • HEN stands for Homebrew ENabler. it also consists of many more new functions relatively close to a Custom Firmware (CFW)

      How does it work?:

      • Use HAN Installer. Copy PS3HEN.BIN, HENTAI.pkg and stackframe.bin to /dev_usb000 and run the HTML.
      • Once done, go to Package Manager (on XMB) and install the HENTAI.pkg and reboot console
      • From now on to enable HEN simply use usb000 stackframe.bin and PS3HEN.BIN and run html...HEN ENABLED!


      Click to expand...
      FEATURES (as of v1.00):

      • ManaGunz backup manager works best for jb rips(ISO not supported)!
      • MULTIMAN works too but compatibility is not the same.
      • PSXISO Support is there!!!!
      • BD/DVD Region patches
      • BDISO support(stutter with xmb, use showtime)
      • BOOT-PLUGINS WORK location "/dev_usb000/boot_plugins_nocobra.txt"(Use webman original one and not the mod one. also disable content scan on boot in settings)
      • Discless games work with disc icon!
      • Syscall 6 added
      • Syscall 7 added (address>0x8000000000352230) and disabled overwriting syscall 0->15
      • Syscall 15 added
      • Syscall 8 opcodes added for detection HEN and for advanced lv2 poke(read DEVELOPER SECTION (next tab))
      • Whole kernel memory RWX (execute kernel payload like this at high locations or hook syscalls etc)
      • PS3MAPI support for modding
      • Debug PKG install
      • Homebrew resigned for 3.55 and less support!
      • Homebrew Root Flags enabled!
      • HAN PKG insall support
      • PSN Connectivity
      • All process executed after HEN have rwx permissions!
      • HAN Enabled by default!

      CFW PATCHES RUNNING ON PS3HEN:

      • CFW settings
      • Retail/DEBUG pkg installation
      • Unlink to Delete
      • Remote play with PC
      • Download debug pkg on retail
      • Remote play ignores SFO check
      • Cinavia protection
      • videoplayer_plugin
      • DVD region check (not cracking RCE)
      • REBUG themed RCO & XML
      • AIO copy

      NOTES:

      • if you get error 80010017 launching homebrew that simply means HEN failure, restart console and try again!(restart is important!)
      • also try deleting cache, browsing data, cookies and the likes from browser, make the exploit page the home page

      DEVELOPERS:

      • #define SYSCALL8_OPCODE_IS_HEN 0x1337
      • using this if return 0x1337 its hen
      • ADVANCED POKE:syscall8(0x7003, addr, value);
      • this allows poking any location in lv2 memory BUT you have to restore original value before exiting to another application or exiting to xmb.USE WISELY OTHERWISE PS3 SHUTS DOWN
      • BDMIRROR:Managunz FTW!(please use Cobra payload because by default its MULTIMAN)
      • NOTE:mounting dev_blind will actually mount dev_flash. change files directly from dev_flash instead or hdd0/plugins/CFW/
      • Kernel Mode returns 0x53434500 on success to user webkit 0x8a000000. its good to measure HEN success. right now hen is already close to or is 100%


      Click to expand...
      WARNINGS:

      • DO NOT UNDER ANY CIRCUMSTANCES ENABLE FSM (Factory Service Mode) ON A PS3 WITH PS3HEN! - Source

      Download: PS3HEN v1.0 (mediafire mirror)
      MD-5: D8FB9B490BC4EE9AA01FEC1BECECFD7A
      Other Mirrors SendSpace & @mirrored.to via twitter.com/notzecoxao

      NEWS SOURCE: PS3HEN: A Homebrew ENabler (& more) for SuperSlim & all nonCFW PS3 Consoles !!! (via) PSX-Place

    https://www.maxconsole.com/threads/p...perslim.52546/ ...

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