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    by Published on May 7th, 2019 17:16
    1. Categories:
    2. PC News

    RetroArch v1.7.6 is released. RetroArch is a multi-system emulator for Linux, Windows, Mac OS X and *BSD. It is formerly known as SSNES. Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.

    Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).

    libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well.

    RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every single config option available in RetroArch.

    http://www.libretro.com/

    http://www.emucr.com/2019/05/retroarch-v177.html ...
    by Published on May 7th, 2019 17:05
    1. Categories:
    2. Playstation Vita News



    After announcing it via a PSA in late March of the current year, TheFloW has finally released Trinity, the third public jailbreak for the PS Vita. Trinity relies on a PSP emulator escape exploit (as well as a MIPS and ARM kernel exploit) in order to work. You can see it in action in the following video shared by the developer himself:

    If you've already followed the instructions written in the PSA back when it was originally posted then you can proceed to install the jailbreak right away. However, if you didn't, you will need to download any PSP game to your Vita first; a PSN account linked to your Vita is required to do so. Demos and minis are OK, while PS Classics and Vita games will not work. TheFloW recommends to download the following free demos based on your region: Ape Quest (EU or UK), LocoRoco Midnight Carnival (NA or SG), YS seven (JP). If you're on firmware 3.69, you will also need to either upgrade to 3.70 or set your connection's DNS to 212.47.229.76.

    Once you're ready, you can follow these instructions to install Trinity to your PS Vita:





    1.Download and install qcma and psvimgtools (check the releases section for the binaries).


    2.Start qcma and within the qcma settings set the option Use this version for updates to FW 0.00 (Always up-to-date) to spoof the System Software check.


    3.Launch Content Manager on your PS Vita and connect it to your computer, where you then need to select PS Vita System -> PC, and after that you select Applications. Finally select PSP™/Other and click on the game that you want to turn into the Trinity exploit. If you see an error message about System Software, you should simply reboot your device to solve it (if this doesn't solve, then put your device into airplane mode and reboot). If this does still not work, then alternatively set DNS to 212.47.229.76 to block updates.


    4.Transfer the game over to your computer by clicking on Copy on your PS Vita. After copying, you go to the folder /Documents/PS Vita/PGAME/xxxxxxxxxxxxxxxx/YYYYZZZZZ on your computer, where xxxxxxxxxxxxxxxx is some string corresponding to your account ID and YYYYZZZZZ is the title id of the game that you've just copied over. You can look at the image at YYYYZZZZZ/sce_sys/icon0.png to verify that it is indeed your chosen game. Furthermore, the YYYYZZZZZ folder should contain these folders: game, license and sce_sys.


    5.Before you attempt to modify the backup, you should make a copy of it. Just copy YYYYZZZZZ somewhere else, such that if you fail to follow the instructions, you can copy it back and retry.


    6.Insert the xxxxxxxxxxxxxxxx string here. If the AID is valid, it will yield a key that you can now use to decrypt/re-encrypt your game.


    7.Decrypt the game backup as follows (if you haven't installed psvimgtools yet, then just place them in the YYYYZZZZZfolder):

    psvimg-extract -K YOUR_KEY game/game.psvimg game_dec

    If done correctly, you should see an output like this:

    creating file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/EBOOT.PBP (x bytes)...
    creating file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/__sce_ebootpbp (x bytes)...
    all done.


    8.Download Trinity and copy the PBOOT.PBP file to game_dec/ux0_pspemu_temp_game_PSP_GAME_YYYYZZZZZ/PBOOT.PBP(the files EBOOT.PBP, __sce_ebootpbp and VITA_PATH.txt should exist in this folder). If PBOOT.PBP does already exist there, just overwrite it.


    9.Now re-encrypt the backup similar to above:

    psvimg-create -n game -K YOUR_KEY game_dec game

    If done correctly, you should see an output like this:

    adding files for ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/EBOOT.PBP (x bytes)...
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/PBOOT.PBP (x bytes)...
    packing file ux0: pspemu/temp/game/PSP/GAME/YYYYZZZZZ/__sce_ebootpbp (x bytes)...
    created game/game.psvimg (size: x, content size: x)
    created game/game.psvmd


    10.Remove the game_dec folder and select Refresh database in qcma settings.


    11.Now you need to copy back the modified backup to your PS Vita: Launch Content Manager on your PS Vita and connect it to your computer (if it's already open, just go back to the first menu), where you then need to select PC -> PS Vita System, and after that you select Applications. Finally select PSP™/Other and click on the modified game. Perform the copy operation and exit Content Manager.


    12.In the livearea, the game should now have a different icon and should now be called Trinity. If not, please re-read the instructions more carefully and begin from fresh.


    13.Turn on Wi-Fi, then reboot your device and straightly launch Trinity. Do not do anything else, otherwise the exploit will be less reliable. It is very important that you do not have any running downloads in background.


    14.Enjoy the exploitation process and wait until it launches the Construct. If the exploit fails, simply rerun Trinity.


    15.Within the Construct, select Download VitaShell, then Install HENkaku and finally Exit.


    16.Congratulations, your device is now able ...
    by Published on May 7th, 2019 17:03
    1. Categories:
    2. Nintendo Switch

    Port by @rsn8887.

    This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.

    Data files from the original game are required to play this game.

    Download: https://github.com/rsn8887/openrct2/releases/latest

    Note: I made a very minor update to v1.02. The mouse pointer did not change into the hand when hovering over hotspots in the park, such as the visitors or signs. I also slightly reduced the joystick pointer speed to make it easier to control with the stick.

    To update from 1.01 to 1.02, it is enough to just replace the .nro.

    # OpenRCT2 (RollerCoaster Tycoon 2) port for Switch

    https://gbatemp.net/threads/release-...switch.537952/ ...
    by Published on May 7th, 2019 16:53
    1. Categories:
    2. PS3 News
    Article Preview

    Never say its impossible, as now the dream of having homebrew and (cough) other goodies on the PlayStation 3 SuperSlim running the latest firmware is now possible as an 'anonymous' developer has now release PS3HEN v2.00 into the wild, to lay 'cracked' eggs for your Sony breakfast!
    CHANGELOG - v2.0.0

    • Fake flash is no longer used, in favor of on-the-fly patching
    • Fixed blackscreen crashes
    • Fixed random recovery kicks
    • ISO support added
    • PS3MAPI support can now read/set process mem using webman
    • KW stealth extensions added
    • Random lv2 panic fixed
    • Added check in html for hen success
    • Kernel plugins support
    • Photo gui opcode support for webman
    • Syscall 389/409 product mode check disabled
    • Opcode 1339 added, returns HEN version (0x0200)


    Click to expand...
    Please See the News Source Linked Below for all the latest Installation Info, Download Links, and Usage Warnings/Tips!

    NEWS SOURCE: PS3HEN v2.0.0 Official Update (via) PSX-Place

    via
    https://www.maxconsole.com/threads/p...eleased.52546/ ...
    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

    ...

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