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    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 June 13th, 2019 20:24
    1. Categories:
    2. Wii U News

    Cemu v1.15.8 is released. Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.

    Cemu v1.15.8 Changelog:
    general: Updated language files

    overlay: Added an option to scale the text size
    overlay: Moved some options into a separate notification overlay
    Also added new notification options:
    - The amount of shaders compiled while playing (#40)
    - Friend list information (friend requests, online/offline notifications) (#72)

    debug: Added debug option to dump nlibcurl HTTP/HTTPS requests

    GX2: Improved accuracy of streamout cache
    This addresses the following known issues:
    BotW - Particles drifting/warping to wrong positions
    Tekken Tag 2 - Corrupted colors/textures on character models

    GX2: Resolved an issue where GX2SurfaceCopy() calculated the wrong destination mip level for GPU-side copies
    This fixes corrupted textures in:
    Lost Reavers, Devil's Third, Ninja Gaiden and Transformers RotDS

    nlibcurl: Fixed a potential crash in curl init methods
    nlibcurl: Improved accuracy and behavior of read callbacks
    This fixes a crash when uploading levels in Super Mario Maker (#68)

    coreinit: Implemented OSConsoleWrite(). Any console output will be printed to log.txt

    vpad: Fixed VPADControlMotor using the wrong pattern length (#60)
    vpad: Fixed a rare crash caused by rumble

    Note:
    (#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/

    http://cemu.info/

    http://www.emucr.com/2019/06/cemu-v1158.html ...
    by Published on June 13th, 2019 19:45
    1. Categories:
    2. Nes News

    My Nes v7.5.71 is released. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.

    My Nes Features:
    - Roms browser with bility to disblay additional information of each rom like snapshot and info.
    - Save/Load state in defferent 9 slots or in file using save/load state as feature.
    - Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
    - Developer console with full access emulation commands.
    - Support INES (*.nes) file format.
    - Can read from archive (*.zip, *.7z and *.rar)
    - Profiles for control mapping.
    - CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
    - PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
    - Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
    - Systems : PAL , NTSC
    - Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!

    My Nes v7.5.71 Changelog:
    - Added: enable filters in Audio option.
    - Improved: sound playback quality (both renderers) by configuring buffer size and latency (buffer options are removed).

    Core Version 7.5.7100.447; Built at 10, Jun, 2019 00:14.
    -------------
    - Fixed: Square sound channels sequencers (wrong counting through the look-up table).
    - Fixed: sound aliasing by implementing proper low-pass filter for down-sampling.
    - Improved: sound quality by adding the proper filters as described in nes wiki.


    http://sourceforge.net/projects/mynes/

    http://www.emucr.com/2019/06/my-nes-v7571.html ...
    by Published on June 13th, 2019 19:31
    1. Categories:
    2. Nintendo DS News

    melonDS 0.8.1 is out, and that fixes some of the issues that were discovered in 0.8 (mostly stupid oversights, heh), but also adds a few other features and fixes. Let's see.

    Input upgrade

    The input code has been reworked to be more pleasant to deal with, especially with regards to adding hotkeys. In less nerdy terms, what does this mean?

    It is now possible to map keys with modifiers, like Ctrl+Z or Shift+R or even combinations like Ctrl+Alt+Q. It is worth noting that during mapping, you should use left-hand Ctrl/Alt/Shift keys for these mappings. However, ingame, both sets of keys should work. This feature may not be too useful for DS input, but it should be more handy for hotkeys. It is also possible to delete a key mapping by pressing the Backspace key during the mapping process.

    I have also been upgrading joystick support. You can now choose which joystick to use, and can map axes to buttons/hotkeys.

    The twist to this is that I liked the old "axis maps to DS dpad" feature, and how it could be used alongside regular button/hat controls. I didn't want to lose the ability to use both, but I also wanted to make it, well, not a hardcoded mapping. So instead, you can map both a button/hat direction and an axis to each control. When mapping a joystick control, pressing a button/hat direction keeps the axis mapping intact, and vice-versa. You can delete both mappings by pressing Backspace during the mapping process.

    The aforementioned axis support should also be able to support analog triggers, which are typically exposed as axis controls.

    I also added support for multiple hat controls.


    OSD

    This new, optional feature shows some short, temporary status messages onscreen. For example, when loading or saving savestates, pausing, resuming...

    The idea is to give some visual feedback about these operations, rather than, say, have savestate loads just appear to do nothing because the slot is empty.

    You can disable the OSD if you find it to get in the way.


    New hotkeys

    You might remember that some early melonDS versions had a secret hardcoded fast-forward hotkey. This seems to have appeared in version 0.3, but eventually disappeared with the UI revamp in version 0.5.

    Well, now, with Ace4896's contribution, this feature is back with a proper hotkey mapping. There is also a 'toggle' hotkey that enables or disables the framerate limiter.

    I also added hotkeys for pausing and resetting emulation.


    OpenGL fixes

    Several of the crashes and rendering errors that appeared in 0.8, stemming from the new OpenGL support, have been fixed in this version.

    I also added a little hack to support line triangles in OpenGL, and a preliminary implementation of edge marking, which you can see demonstrated in one of the screenshots above.


    There's also a bunch of little fixes and optimizations, as usual. Enjoy!


    melonDS 0.8.1, Windows 64-bit
    melonDS 0.8.1, Linux 64-bit

    If you're feeling generous, if you want to help us take this OpenGL renderer further: here's our Patreon

    http://melonds.kuribo64.net/comments.php?id=93 ...
    by Published on June 13th, 2019 19:26
    1. Categories:
    2. Nintendo 3DS News

    Nintendo has pledged to continue its support for the 3DS, despite having no new games to announce for the platform at E3.
    Speaking with Time, Nintendo of America president Doug Bowser responded to a direct question about "the fate" of the 3DS, which was conspicuously absent from the E3 Nintendo Direct.
    Bowser admitted that Nintendo had "no games to announce on 3DS at this show," but he claimed that the absence of 3DS titles was down to a calculated decision to focus on the Switch.
    "But our 3DS business continues to do quite well. Retailers continue to support both the hardware and the software," he said. "And as long as there's consumer demand for 3DS, we'll continue to support it.
    "In fact, we believe it's a great entry point for young gamers. A 2DS at $79 with a game included is a great value proposition for a young gamer coming into the Nintendo ecosystem."
    This pledge of support comes at a time when many believe that the 3DS is close to redundant. Our own Chris Dring recently looked back on the legacy of the handheld, due to Nintendo indicating that no first-party 3DS software was due before the end of this fiscal year -- despite forecasting 100,000 unit sales of the device, and 500,000 software sales.

    https://www.gamesindustry.biz/articl...rt-for-the-3ds ...
    by Published on June 12th, 2019 20:42
    1. Categories:
    2. Retro Consoles/Translation News

    Konami has announced a mini version of the TurboGrafx-16, more than 30 years after the console first launched in Japan.
    The TurboGrafx-16 Mini follows on from similar hardware released by Nintendo and Sony, though in this case the original hardware is unquestionably more niche.
    Konami did not offer a release date, or even a release window, but the Japanese company said that the new version will, "fit in the palm of your hand and feature a full-sized controller."


    Six games have been announced for the TurboGrafx-16 Mini: R-Type, New Adventure Island, Ninja Spirit, Ys Book I & II, Dungeon Explorer, and Alien Crush. More will be announced in the near future.
    Konami intends to launch the hardware in North America, Japan, and "certain regions of Europe," and it will have a different design and name in each territory; TurboGrafx-16 Mini in North America, PC Engine Core Grafx Mini in Europe, and PC Engine Mini in Japan.
    The TurboGrafx-16 console first launched in Japan in 1987, before rolling out to North America and Europe from 1989.



    https://www.gamesindustry.biz/articl...6-mini-console ...
    by Published on June 12th, 2019 20:27

    Think of the most personally exciting things you've seen from this year's E3 so far. I'm going to go out on a limb and guess that "on-demand game streaming" is not among them.
    Despite that, when the E3 show recaps are written this Friday, the push for streaming services will doubtless be among the top stories, right up there with Keanu Reeves and that sequel/remake of that classic game you loved. And when we look back on E3 2019 in years to come, Stadia, Project xCloud, and Orion may be the most industry-shaping things shown here.
    It's certainly understandable. The biggest industry shifts aren't always the sexiest ones. I recall no chants of "digital distribution" during the Microsoft press briefing of E3 2005.
    "In many ways E3 is about building hype, but streaming is a difficult thing to build hype for"
    Of course, streaming is in a different position than digital distribution was back then. It has the potential to be just as disruptive, but it also has deep-pocketed backers, powerful companies putting plenty of money behind their own attempts to disrupt the status quo to their own advantage.
    When it came to digital distribution, the big players were comparatively timid. They were publicly ambivalent about how customers would get their games, perhaps in deference to the concerns of retail partners. They tinkered with it as a side business, rolling out Xbox Live Arcade, PlayStation Network, and WiiWare not as alternative ways to buy retail games but as entirely separate catalogs of smaller original experiences.
    On the other hand, it looks like the streaming companies are going to push more aggressively to have streaming as a direct competitor/alternative to non-streaming purchases for customers. When Stadia launches, it will feature new games like Doom Eternal, Ghost Recon: Break Point, and Borderlands 3. Microsoft hasn't said much about the particulars of Project xCloud, but it's widely expected to integrate with the Xbox Game Pass in some way, which already gives subscribers Microsoft's biggest AAA blockbusters and a selection of indie titles on day one.

    https://www.gamesindustry.biz/articl...as-not-arrived ...
    by Published on June 11th, 2019 20:54
    1. Categories:
    2. PS3 News

    Thanks to the concerted efforts of numerous PS3 developers, PS3HEN has been receiving numerous updates which are making noCFW PS3s (Late Slim/Super Slim) closer to CFW-compatible PS3s functionality-wise. This time, PS3HEN got another update bringing it up to version 2.2.1 which comes with PSP ISO Launcher support, improved compatibility with multiMAN and a lot of other things!

    PS3HEN 2.2.1, which was released a few hours ago, is a pretty significant update and it brings about a lot of new features including:

    • PSP ISO Launcher support which means that you can play games by just copying them over rather than having to rely on PKGs (Remasters/Minis)
      Now, you can play PSP games like “Adventures Of Gurumin” on your PS3HEN-ed PS3 by simply copying over the ISO. Make sure to check the compatibility list first though!

    • Compatibility with programs such as multiMAN, and others which replace syscall 6-10, has been improved
    • The stackframe and PS3HEN bin files have been merged into one file named PS3HEN.BIN
    • The in-game screenshot feature has now been enabled
    • You now get a notification with the PS3HEN version currently installed when you boot up your PS3
    • On-the-fly PS2 Classics Launcher activation
    • Self Threading support which fixes issues with some games like Splinter Cell Trilogy
    • A HEN installer feature has been added and some appearance changes
    • Numerous fixes and improvements relating to memory management, kernel plugins larger than 64KB are now supported and some technical improvements like a fail-safe for stage0 if stage2 isn’t found among other things detailed in the link below

    In order to install this updated version of PS3HEN and make use of the new features, you can update through the HEN Updater found in Network->Hybrid Firmware Tools->PS3HEN Updater->Update PS3HEN which takes care of the updating for you as long as you’re connected to the internet. If you don’t have PS3HEN installed, you have to follow the installation instructions found in the link below

    For more information, you can check out the links below:
    PS3HEN 2.2.1 release thread (+ Download Link/Changelog): https://www.psx-place.com/threads/up...-models.23955/

    http://wololo.net/2019/06/08/ps3hen-...ment-and-more/ ...
    by Published on June 11th, 2019 20:43
    1. Categories:
    2. PS1 News

    PSn00bSDK is an open-source PS1 SDK project that aims to be as close to the official SDK as possible.
    PSn00bSDK is a 100% free and open source SDK for developing homebrew games and applications for the original Sony PlayStation. The SDK consists mainly of libraries and some tools for converting and building resources to be used on the console.
    While PSn00bSDK is currently a work in progress the project aims to develop an SDK that is as close to the official Sony SDK as possiblein in terms of supported hardware features which include GPU, GTE, SPU, CD, MDEC and controller/memory card peripherals and a library API written to follow the official SDK’s API syntax. With extensive low-level technical documentation of the PSX readily available (such as nocash’s PSX specs) there should be no excuse to not have full support of the aforementioned hardware features.
    The PSn00bSDK libraries are written mostly in MIPS assembly language with compiler generated code limited to small and moderately sized support functions for best possible performance and to keep the runtime library footprint as small as possible. Many of the library functions avoid using BIOS calls such as C string and memory manipulation functions and use pure assembly equivalents for improved performance for memory and string manipulation operations.

    https://pdroms.de/sony-playstation-p...00bsdk-psx-sdk ...
    by Published on June 11th, 2019 20:31
    1. Categories:
    2. Sega Dreamcast News

    JoshProd are hardly sleeping and came up with a beta test of their 3D racing game “Arcade Racing Legend” for the Sega Dreamcast. A Kickstarter should appear sometime soon.



    https://pdroms.de/sega-dreamcast/arc...dreamcast-game ...
    by Published on June 11th, 2019 20:22
    1. Categories:
    2. PS4
    Article Preview

    • You may have already heard of a PS4 emulator called Orbital making a fair amount of progress recently but, in the last few days, another one has appeared seemingly out of nowhere and grabbed everyone's attention by being the first publicly available PS4 emulator able to play commercial games. Spine was first unveiled by its developer (spinedev) on the /r/emulation subreddit with a video showing it running Mega Man Legacy Collection flawlessly. It was thought to be fake at first, partly for the limited amount of information surrounding it and also due to the developer's lack of reputation, however, an early build was released shortly after that proved the sceptics wrong.


      Spine takes a different approach from the already mentioned Orbital. The latter is a Low-Level Emulator (LLE) focused on mimicking the hardware's behaviour as accurately as possible to run software designed for the platform on another machine, while the former is a High-Level Emulator (HLE) which instead tries to recreate the original platform's functions to run the software on the host, thus trading off accuracy for performance in the process. Aside from the previously mentioned Mega Man title, Spine is also reportedly able to play another game with great results: We Are Doomed.

      The emulator is still in early development and is available for Linux only at the time of writing. It's distributed as a standalone Flatpak package, with the only dependencies being GL and SDL2. No source code has been released yet.

      Source

    https://gbatemp.net/threads/spine-a-...-games.540640/ ...

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