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  • DCEmu Featured News Articles

    by Published on October 16th, 2018 17:30
    1. Categories:
    2. Snes News

    Nearly 25 years ago, Donkey Kong Country was released to the world, and it quickly won over gamers with its pre-rendered CGI graphics, became one of the best-selling Super NES games of all time, and spawned numerous sequels. And while its graphics might not have the wow factor they had in 1994, Donkey Kong Country’s gameplay holds up to this day.
    While Donkey Kong Country is known for being difficult, many people have mastered it. Are you one of them? Donkey Kong Country - Expert Edition will put your platforming skills to the test. It removes the DK Barrels (which give you your characters back if you lose them) and Star Barrels (which act as checkpoints), so you can only take two hits in each stage before losing a life and being forced to start over from the beginning.
    Additionally, all the Warp Barrels have been removed. If you think you’re just going to skip over Mine Cart Carnage, Stop & Go Station, or any other stage in the game, think again.

    https://www.romhacking.net/hacks/4152/ ...
    by Published on October 15th, 2018 16:59
    1. Categories:
    2. Nintendo 3DS News

    • Nintendo Scene Developer @zoogie has done some amazing new DSiWare magic, by now designing 'Frogminer' removing the need to have an purchased 'DSiWare' title on your Nintendo handheld to do the 'mining' operation, read all about this new magic trick below:
      In the past, installing B9S using DSiWare always required buying a game: either on a second, already hacked 3DS which would install the hacked save, then do a system transfer to the console you wished to hack (buying the game was necessary or it wouldn't transfer to the other console). Or, through seedminer, where you would bruteforce your moveable.sed so that you could buy the game on the console you wished to hack, and be able to inject the hacked save without need of a second, already hacked console. Now, it is possible to inject a copy of the vulnerable Japanese version of Flipnote Studio into a DSiWare title that is already present on every console: DS Download Play. This means CFW can now be installed for free, even on the latest firmware!
      Click to expand...
      Why a 'frog', you are asking now, well that is because the logo of 'Flipnote Studio' is well basically a pixelated frog, and to learn how to use him follow this wonderful guide.

      NEWS SOURCE: Frogminer (Discussion & Support) (via) GBATemp

      via
      https://www.maxconsole.com/threads/f...irmware.48698/
    ...
    by Published on October 15th, 2018 16:47
    1. Categories:
    2. PS3 News
    Article Preview

    Those with hacked consoles keep away:


    • Even tho, PlayStation 3 console is basically 'end-of-line', Sony is still rolling out 'support' for it, and in this case, their new v4.83 firmware is well an 'stability patch' as usual which to us Scene Ponies it really means, watch out Sony is pulling us free horses back into the stables to be retrained to be good consumers and not greedy pirates or free-range homebrew'ers, in other words: DO NOT UPDATE!
      After a look at the update files & preliminary tests, I am afraid I am bearing some bad news for HAN users playing online.
      1. It would appear that s@ny patched one of the 2 webkit exploits we currently use to trigger ROP chains.
        It means that we need to replace this exploit in order to get any ps3xploit tool working on 4.83. Work is already under way, obviously no ETA at this stage. Please don't ask.
      2. The kernel is completely untouched. No changes to either lv1 or lv2 which means CFWs will be easier to make. That's also good news for devs with any promising kernel vulnerability under investigation.
      3. Changes were made to vsh as usual & they seem extensive enough to suspect that they may have patched the HAN vulnerability as well. We have not yet had time to look into the matter at all but if they did, HAN might be gone for good past 4.82, leaving only CFW2OFW conversions installable & runnable on 4.83 whenever the patched webkit exploit gets replaced.

      In conclusion, the changes brought by the 4.83 update mean that anyone updating will lose usage of HAN, and possibly permanently until a kernel exploit comes out. Cfw2ofw conversions will be the only installed games that will still be working after updating.

      The nature of this update is upsetting our 4.0 release plans somewhat
      Click to expand...
      The above notes are from the famous PS3XPLOIT team that was able to last 'xmas make softmod'ing our newer PS3's finally possible, but it looks like evil big crab is slowly catching up and now basically blocked all known loopholes, but never fear, they are hard at work digging around looking for new HAN entry points, in the meantime it can't be stressed enough: DO NOT UPDATE!

      NEWS SOURCE: PS3 4.83 OFW Now Live (via) PSX-Place

      via
      https://www.maxconsole.com/threads/p...ow-live.48777/
    ...
    by Published on October 15th, 2018 16:45
    1. Categories:
    2. Nintendo Switch

    Hackers have again been prodding at the Nintendo Switch:


    • Thanks to the hard work of scene developer @bodyXY you can now easy 'inject' whatever NES backup dumps of 'retro games' you want to play using the NES Online Classic Library interface that Nintendo so nicely added with v6.0.0 and make it so simple to mod, and now with v3.5 just released recently by @bodyXY it is even simpler and easier to get all the NES retro games you enjoy playing added.
      NES ONLINE Game Autoinjector
      • You need the NvnTexpkg.package (attached below)
      • Extract NvnTexpkg.package into the same folder like NES-Online-Game-Autoinjector (v3.5, attached below)
      • You have to create two TGA images in 32bit, once witch a size of 400x300 and another in the size of 355x512 (use Photoshop or whatever you want)
      • Also, you need your "lclassics.titlesdb" file

      Legend:

      • Sort Title = "Sort of the game"
      • Publisher = "Publisher of the game"
      • Game Code = "unique 5 letters combination between AAAAA and ZZZZZ (like "ABCDE")
      • Copyright = "Copyright holder of the game"
      • Game Title = "Title of the Game"
      • Overscan = "only 1 number between 0 and 9 per box"
      • Simultanus ="true or false"
      • Fade In = "only 1 number between 0 and 9 per box"
      • Volume = "a number between 0 and 99"

      Output folder: (NES-Online-Game-Autoinjector).path/NES_ONLINE_MOD
      Click to expand...
      OFFICIAL SITE: --> https://github.com/bodyXY/NES-ONLINE...ector/releases
      Update 3.5

      • Add PNG / JPG Support (auto-convert PNG/JPG to TGA)
      • Bug fixes

      Update 3.0


      Update 2.8.1

      • Bug fixes

      Update 2.8.0

      • Add Details-Picture to EU/US Version
      • Add false/true radio-button
      • Add new Game Code outset
      • Textbox jump is fixed
      • Input methods revised for error minimization
      • More background checks for error minimization
      • Bug fixes

      Update 2.5.0

      • Add FAMICOM-Support (NES ONLINE JP Version)

      Update 2.0.1

      • Bug fixes

      Update 2.0

      • Add ToolTip
      • Add Game code verification
      • Bug fixes
      • and more background stuff


      Click to expand...
      NEWS SOURCE: NES ONLINE Game Injector (via) GBATemp

      via
      https://www.maxconsole.com/threads/s...-bodyxy.48662/
    ...
    by Published on October 1st, 2018 20:50
    1. Categories:
    2. Nintendo 3DS News,
    3. GBA News

    endrift has updated the Game Boy Advance Emulator for the Nintendo 2DS/3DS:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/downloads.html

    via https://www.nintendomax.com/viewtopic.php?f=132&t=16823 ...
    by Published on October 1st, 2018 20:44
    1. Categories:
    2. GBA News,
    3. Nintendo Switch

    endrift has released a new version a new version of the Gameboy Advance Emulator for the Nintendo Switch:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...
    by Published on October 1st, 2018 20:38
    1. Categories:
    2. Nintendo Switch

    Doom 3 has been ported to the Nintendo Switch by fgsfdsfgs

    Initial Switch release. More of a PoC than an actual playable port.

    Default graphics settings in the supplied dhewm.cfg are: shadows disabled, detail level set to "Medium".
    Installation

    Unzip dhewm3nx_v010.zip to the root of your SD card.
    Copy over pak000.pk4 through pak008.pk4 from your PC Doom 3 installation's base folder to /switch/dhewm3/base/. Make sure the game is patched to the latest version (1.3.1). The Steam version is already patched. Doom 3 BFG files won't work.
    You can now run the game using the NSP version of Homebrew Menu. It will run in applet mode using the Album HBMenu, but loading any map except the test box will make it run out of memory and crash.

    download https://github.com/fgsfdsfgs/dhewm3

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...
    by Published on October 1st, 2018 20:28
    1. Categories:
    2. PS4

    Last week, Sony Interactive Entertainment finally enabled PlayStation 4 users to play multiplayer games with their friends on other consoles - specifically Fortnite, albeit in a test beta with the suggestion that more titles may follow.
    It's a feature consumers and developers alike have been demanding from Sony for a couple of years now and Shawn Layden, chairman of SIE Worldwide Studios, has discussed why it took the platform holder so long to comply.
    Speaking on the latest episode of PlayStation Blogcast, as spotted by Eurogamer, the exec attributed it to a myriad of technical, business and customer service issues.
    "We know this is a want, this is a desire, and we want to be able to deliver that in the best way possible," he said. "Now, enabling cross-play isn't just about flipping a switch and 'there you go'. It's a very multi-dimensional kind of attribute or feature.
    "So we had to look at it from a technical point of view, we have to work with our partners from a business point of view, we have to make sure that if we enabled this, do we have the right customer service support, do we have the right messaging out there, do we have all these different things that you have to get in line? It's rather ordinal - they have to go in a certain order to get them all set up."
    Layden's comments suggest a strong focus on quality, perhaps backed up by Sony's previous statement that it wasn't enabling cross-play because it wanted PlayStation 4 to be the best place to play.

    https://www.gamesindustry.biz/articl...y-took-so-long ...
    by Published on September 22nd, 2018 18:35

    Heres my top 10 rides at Universal Studios Orlando which is one of the very best Theme Parks in the world with world class theming and an experiance like no other.

    ...
    by Published on September 21st, 2018 21:51
    1. Categories:
    2. Nintendo Switch

    fgsfdsfgs has released a port of Quake 3 for the Nintendo Switch:

    Installation

    Extract ioquake3nx_v010.zip onto the root of your SD card.
    Copy the baseq3 folder from your Quake 3 installation to /switch/ioquake3/. DO NOT replace any files if prompted. Make sure the baseq3 folder contains files pak0.pk3 through pak8.pk3, i.e. you have installed the 1.32 Point Release patch onto your Quake 3 installation.
    Run ioquake3-nx from Homebrew Launcher. The NSP version of hbmenu is recommended, as some actions require additional memory (e.g. connecting to almost any online server).

    WARNING: This port is still very glitchy. Expect crashes and below average performance.

    If it crashes, check /switch/ioquake3/crashlog.txt for information.

    download https://github.com/fgsfdsfgs/ioq3

    via https://www.nintendomax.com/viewtopi...fc96bc9dd562b3 ...

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