• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on May 26th, 2020 20:57
    1. Categories:
    2. Nes News

    Before the Legend of the Mystical Ninja, there was simply the Mystical Ninja.
    At last, Goemon’s adventures have received localized title screens, hitting the shores as Mystical Ninja. A title screen that would have been included in the Western release.
    Ganbare Goemon, Ganbare Goemon 2, and Ganbare Goemon Gaiden have all been updated to Mystical Ninja, Mystical Ninja 2, and Mystical Ninja Saga of the Golden Pipe.
    Enjoy the Westernized Goemon adventures.

    https://www.romhacking.net/translations/5530/ ...
    by Published on May 26th, 2020 16:59
    1. Categories:
    2. PC News

    Electronic Arts will soon make the source code for two classic strategy games available to all.
    The move was announced via a Reddit post from Jim Vessella, producer of the Command & Conquer Remastered Collection, in which he said the source code for both the original game and Red Alert will be released under a General Public Licence.
    The code will be made available alongside the Remastered Collection, which arrives on June 5.
    "We believe this will be one of the first major RTS franchises to open source their source code under the GPL," Vessella wrote. "Our goal was to deliver the source code in a way that would be truly beneficial for the community, and we hope this will enable amazing community projects for years to come."
    The decision has primarily been made to enable better modding opportunities for players, although Vessella later added: "Perhaps we'll even see some new RTS projects now made possible with source code under the GPL."

    https://www.gamesindustry.biz/articl...-and-red-alert ...
    by Published on May 26th, 2020 16:57

    A surge in console sales drove the US video games market to its best April to date.
    The NPD Group's latest figures show hardware sales more than doubled year-on-year, up 163% to $420 million.
    It's the highest April hardware spend since 2008's $427 million. Year-to-date spending on consoles has risen by 30% year-on-year to $1.2 billion.
    The main driver of this growth has been Nintendo Switch, no doubt buoyed by the ongoing success of Animal Crossing: New Horizons, plus the COVID-19 prevention measures which have seen much of the nation stay at home, in need of entertainment.
    Nintendo's console topped both the unit sales and dollar rankings in the US last month. Year-to-date dollar sales of Nintendo Switch are now the highest for any platform in US history, shattering the record set by the Wii in April 2009.
    But it's worth noting that Sony and Microsoft also fared well last month. As with the Switch, both PlayStation 4 and Xbox One saw hardware sales rise by more than 160% when compared to April 2019.
    Total spending on games hardware, software, accessories and game cards rose 73% year-on-year to $1.5 billion, setting a new record for an April month's reported spend. The previous bar was set by April 2008, when US gamers spent $1.2 billion.
    Year-to-date total spend stands at $4.5 billion, up 12% compared to this point last year.
    Software naturally generated the most dollar sales at $662 million -- also a record high for an April month. The previous record was $642 million, again in April 2008.
    The US has spent more than $2 billion on games software so far this year, 6% higher than the same period in 2019.

    https://www.gamesindustry.biz/articl...ent-to-usd420m ...
    by Published on May 26th, 2020 16:51

    It's actually surprising that Lego and Nintendo, two icons of family entertainment, have never worked together before.
    Warner Bros' various Lego video games are among a select group of third-party titles to have sold big on Nintendo consoles, whereas Nintendo's cast of characters have long proven themselves to be a licensing goldmine for toy companies. The two brands clearly match-up, which is why the news that Lego and Nintendo had collaborated on a Super Mario project was exciting.
    The project, however, isn't what anyone had expected. It would have been easy -- and probably quite lucrative -- for Lego to put together some branded sets: blister packs of figures and a giant Peach's castle to build. You could even foresee a Lego video game featuring Mario and chums.

    https://www.gamesindustry.biz/articl...go-super-mario ...
    by Published on May 12th, 2020 21:21
    1. Categories:
    2. Nintendo 64 News

    1964 - Carnivorous Edition (2020/05/12) is compiled. Unofficial fork of 1964. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.

    1964 - Carnivorous Edition Changelog
    Updated GLideN64 to WIP build
    Updated GLideN64 to WIP build
    Updated GLideN64 to WIP build
    Updated GLideN64 to WIP build
    Updated GLideN64 to WIP build
    Updated GLideN64 to WIP build
    Fixed GLideN64 mipmaps
    Updated GLideN64 to WIP build
    New GLideN64 texture pack for GoldenEye (HUD only)
    Updated GLideN64 to WIP build
    Added DirectInput plugin
    Updated readme FAQ and install guide
    Updated GLideN64 (Public Release 4.0)
    Updated GLideN64 to WIP build
    Recompiled RSP.dll
    Added beta crosshair to texture pack
    Updated GLideN64 to WIP build (split-screen supported)
    Updated readme FAQ
    Updated 1964.ini to use correct defaults for all ROMs
    Updated readme FAQ (thanks to Graslu00)
    Added 30fps cheat for GE\GF
    Replaced No Audio 1964.dll with No Audio.dll (more stable)
    Updated readme FAQ (thanks to DuskyLW and Pheonarx)
    Updated N-Rage plugin to 2.3d
    Added counter factor settings to 1964.ini for GE\PD
    Updated Glide64.ini to use new buffer swapping for Perfect Dark\GoldenEye: X
    Inserted Goldfinger 64 CRC to 1964.ini\Project64.rdb\Glide64.ini
    Cleaned up readme
    New Glide64 texture pack for GoldenEye (HUD only)
    Removed standalone Perfect Dark speed-hack (now included in 1964)
    Unpacked UPX compressed dlls msvcp60d.dll and msvcrtd.dll (caused antivirus false positives)
    Replaced ASPack'd zlib.dll with unmodified zlib.dll
    Replaced saves with more complete saves
    Updated readme guide and FAQ (thanks to Graslu00 and Oxygen)
    Fixed typo in readme (thanks to Rekrul)
    Updated GLideN64 (Public Release 2.0)
    Inserted GoldenEye: X 5e CRC to 1964.ini\Project64.rdb
    Inserted GoldenEye: X 5d CRC to 1964.ini\Project64.rdb
    Removed GE-MP (unfinished and source of false positive antivirus detection)

    Rewrote PD speed-hack (thanks to Ryan Dwyer)
    Added option to auto hide cursor on launch
    Will ask user which video plugin to use on first launch
    Fixed borderless fullscreen bug on ROM close
    Added borderless fullscreen mode
    Always disable autoload cheats on start up
    Fixed Memory Pak corruption for players 2\3\4
    Added 60fps firing rate fix to GE
    Added region checks for GE\PD hacks
    Adjusted filename for loading RSP.dll
    Only update Project64.rdb if using Jabo
    Status bar shows correct CF on launch
    Default rdram\counter factor set to - 1 & 8mb
    Opening cheats will now restore mouse cursor
    Fixed show\hide cursor bug when returning from dialog window
    Cheat settings will load from 1964.cfg
    Combat boost now works at 60fps
    No longer reset counter factor settings for GE\PD
    Tweaked the default window size
    Improved timing stability for GE\PD
    Fixed GoldenEye TLB gamehack that caused issues with 24MB ROM hacks
    Removed maximize button
    Added option to increase PD speed-hack frequency
    Reduced PD speed-hack inject rate (less aggressive)
    Fixed bug that caused game to soft lock when unpaused
    Fixed Memory Pak corruption on first write
    Improved GE\PD ROM detection for loading default settings (supports Perfect Dark +)
    Added PD speed-hack from Mouse Injector (more stable)
    Will ask user for ROM folder on first launch
    Profiling stats disabled by default
    Changing states will display the new slot # in the Status Bar
    Reverted relative filepath for saves\plugins as it caused issues with Windows 10
    Removed CTRL+R hotkey for RSP plugin settings
    Fixed bug with ROM properties window not displaying the correct defaults for GE\PD
    Lock counter factor to 1 while Overclocking
    Default counter factor set to 2
    Extended overclock to 18 times (requires powerful CPU)
    Removed overclock profiles (combined all in one exe)
    Integrated overclocking into menu
    Fixed save issue with uncommon characters in filepath
    Removed registry functionality (uses 1964.cfg instead)
    New icon provided by deuxsonic
    Maximum Kernel Frequency on by default
    New option - Set Maximum Kernel Frequency (thanks to deuxsonic)
    New option - Disable Status Bar
    Cursor is unhidden when opening plugin configuration windows
    Backported 1964 1.1 cheat engine (better compatibility)
    TAB now hides status bar (thanks to deuxsonic)
    On first load, set input plugin to Mouse Injector in registry
    Unpause only when entering fullscreen
    Fixed cursor hiding while changing plugin settings
    Fixed show\hide cursor bug (TAB now toggles cursor)
    Changed filenames - caused emu detect issues in W10 (thanks to Stunning Cactus)
    Auto enable\disable RSP emulation for GoldenEye 007\Perfect Dark (ROM name detection)
    Adds ROM CRC to Project64.rdb when running new ROM (for Jabo compatibility)
    Default plugins set to Jabo - Mouse Injector - Azimer
    Romlist shows filename by default
    Set Perfect Dark\GoldenEye: X to EEPROM 16KB (ROM name detection)
    Two overclock profiles - six\nine times
    Compiled non-overclocked 1964 version - for slow cpus\novelty

    Mouse Injector
    Version 2.0 Released
    Adjusted Discord Rich Presence text and descriptions
    Adjusted UI
    Rewrote BONDDATA scanning
    Lowered FOV range for speedrun build
    Adjust weapon position for override FOV
    Compensate for override FOV while in aim mode
    Limit SetCursorPos execution
    Updated Copyright
    Sanity check pickup threshold before overwriting
    Created speedrun build (removes FOV advantage and pickup threshold adjustment)
    Version 1.9 Released
    Lock crosshair X axis when driving the tank while tank equipped as weapon
    Override camera y axis pickup threshold (from -45 to -60)
    Added enum ...
    by Published on May 11th, 2020 21:48
    1. Categories:
    2. PC News
    Article Preview

    • As many expected, Nintendo is likely going after the recently released fanmade Super Mario 64 PC port. After gaining notoriety and popularity throughout the internet, certain YouTube videos and Reddit posts featuring gameplay recordings of the port have been copyright claimed. It appears that Wildwood Law Group LLC, a group that has previously assisted Nintendo in these matters, is responsible for going after the uploads of the game. Not only that, but TorrentFreak is also reporting that they got ahold of a complaint that Nintendo filed with Google, in regards to a Google Drive download link of the game, with the statement, "The copyrighted work is Nintendo's Super Mario 64 video game, including the audio-visual work, software, and fictional character depictions covered by U.S. Copyright Reg No. PA[REDACED]." Links containing a download to an .XCI Nintendo Switch port of the game also appear to have begun making the rounds as well. Seeing that the group behind the Super Mario 64 PC port uploaded the complete game online all at once, many users have probably already backed it up to a variety of sources.


    by Published on May 11th, 2020 21:46
    1. Categories:
    2. PS2 News

    Huge thanks to everyone that helped get this release ready, over 4 years in the making.

    The PCSX2 Dev Team wishes everyone happy emulation with the new release.

    The below is a list of highlights, see each respective progress report.

    At present we only have the new Windows Installer and Binary available however Linux users can compile from source by following this guide.



    via http://www.emulation64.com/view/3064...v160-released/ ...
    by Published on May 11th, 2020 15:28

    There has arguably never been a more perfect moment for virtual reality. Not only has VR just received its first truly bona-fide exclusive blockbuster in the form of Half-Life: Alyx, it also stumbled into a moment in history when literally billions of people are truly feeling the core appeal of "going to exotic places without leaving your home" more deeply than ever.
    Almost a million new people registered with SteamVR, Valve's storefront for VR games, in April. To put that in context, the 950,000 people who signed up in April bring the all-time total to around 2.7 million, meaning that a third of all SteamVR users registered in the past month alone.
    There's another piece of context that's important, of course, which is that 2.7 million isn't actually a whole lot of users for an entire market segment served by competing hardware offerings from some of the world's biggest gaming companies. It is still somewhere in the region of 2% of Steam's overall user base, suggesting that the uptake of VR headsets by PC gamers is actually somewhat lower, proportionally, than the uptake by PS4 gamers.

    https://www.gamesindustry.biz/articl...perate-opinion ...
    by Published on May 11th, 2020 15:27

    Animal Crossing: New Horizons is back at No.1 in the UK after sales surged 135% week-on-week.
    The increase follows an influx of physical stock into the market last week. The previous week's No.1, FIFA 20, slips to No.3.
    Nintendo's big new Switch game has far exceeded expectations globally, with the game already surpassing Nintendo's lifetime expectations in just six weeks.
    Outside of Animal Crossing, it's a pretty quiet week for new boxed game releases, with no new titles in the Top 40. The second best-selling game of the week is the unstoppable Grand Theft Auto V, which saw a sales bump of 47% week-on-week.

    https://www.gamesindustry.biz/articl...ge-135-percent ...
    by Published on May 5th, 2020 21:19
    1. Categories:
    2. Wii U News

    Cemu v1.18.2c is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.

    Cemu Changelog:
    # New in 1.18.2c:

    Vulkan: Fixed a bug in the new cache which could lead to Cemu freezing or crashing randomly

    # New in 1.18.2b:

    Vulkan: The SPIR-V optimization pass is now always enabled (no longer considered experimental)

    Vulkan: Added SPIR-V cache to speed up shader loading screen on subsequent runs

    Vulkan: Fixed an issue where the wrong image layout (LAYOUT_UNDEFINED) would be provided for operations on 3D textures
    On strict or optimized drivers this could lead to texture data being thrown away (as far as we know, only Nvidia 445.75+ drivers are affected)

    # New in 1.18.2:

    general: When updating graphic packs Cemu will let the user know if previously enabled graphic packs were removed or renamed
    general: Improved robustness of account.dat parser (invalid files could crash Cemu on launch)
    general: Updated language files

    coreinit: Added API MEMFreeToFrmHeap (#322)
    Used by Marvel Avengers: Battle for Earth (but other issues still prevent it from running)

    nn_nfp: Changed behavior of GetNfpRegisterInfo for unregistered Amiibos
    Games that expect Amiibos with a registered owner no longer should display an empty ErrEula message box
    nn_nfp: Implemented API GetErrorCode and NFCGetTagInfo

    Vulkan: Correctly emulate depth clamping
    This fixes the overly bright backgrounds in some stages of Super Smash Bros for Wii U

    Vulkan: Added an overlay notification for when a Vulkan graphics pipeline has to be compiled

    Vulkan: Added experimental SPIR-V optimization pass which is applied to all shaders that are compiled during the shader loading screen
    This should reduce pipeline compilation stutter if a shader cache is present. It may also reduce GPU load slightly
    The downside is that the shader loading screen is much slower. But we plan to address this in a future Cemu update
    By default this option is disabled. It can be enabled under Debug -> Experimental
    Also note that this option results in different shaders being generated and consequently triggers new pipeline compilation

    input: Remember ip and port for DSU client


    http://www.emucr.com/2020/05/cemu-v1182c.html ...

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