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  • DanTheManMS

    by Published on January 17th, 2008 05:28

    New release from Dwedit:
    version 2008-01-16
    * Fixed double speed timers mode
    * Adds SGB borders to games which support both GBC and SGB mode
    * Fixed controller input in SGB mode

    The SGB borders thing appears to mean that more games will support the "SGB+GBC" mode. A few did before, but more will now (like Zelda: Link's Awakening). Don't forget to reset the game after changing this setting to see the changes.

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    by Published on October 9th, 2007 03:49

    Archeide returns with a new version of SNEmulDS:
    The preview-alpha version of SNEmulDS 0.6 is now available for all the brave testers around the world!

    The GUI artworks are not ready, so you have a "naked" and not very pretty GUI, but at least, you have the multi languages support!

    You can check if your language is correct.
    You can choose one of the language in the firmware or some language by editing the snemul.cfg :
    # Language of GUI
    # -1 -> Use firmware settings
    Firmware languages:
    # 0 -> Japanese (Katakana only)
    # 1 -> English
    # 2 -> French
    # 3 -> German
    # 4 -> Italian
    # 5 -> Spanish
    Non firmware languages:
    # 106 -> Portuguese
    # 107 -> Catalan
    # 108 -> Polish
    # 109 -> Dutch
    # 110 -> Danish

    Various External RAM packages can be used to improve large rom emulation, see snemul.cfg for more informations.

    Scaling support has three modes :
    - Full screen : nearly like snezzids
    - Half scaling : "smart" scaling, only reduce half the backgrounds, and doesn't squish sprites. It looks quite fine in games.
    - No scaling : no scaling at all, classic SNEmulDS mode, still default


    Here is the complete list of changes compated to 0.5 beta:

    - New GUI using framebuffer for sub screen
    - Better human interface, improved file selector (alphabetical sorted), buttons, check boxes, multi choose zones, etc.
    - New GUI supports joypad (joypad is not supported when emulator is running however).
    - Multi language support (more than 10 supported, including katakan japanese !)
    - Memory pak support (Opera RAM, Slot 2 card reader, etc. using libram) with paging or with large ROM mapping
    - Scaling with pseudo bi-linear filtering and sprites squishing : full screen scaling (like snezzids), half scaling (half scaled and without sprites squishing), and no scaling (classic snemulds mode)
    - Autiomatic SRAM saving when needed
    - Some other bugfixes and improvements in GUI

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    by Published on July 15th, 2007 21:12

    New release from Nutki:

    Here it comes. Not as many fixes as I expected to put in this release, but did not want to delay it any longer. There is no change to sound core so don’t expect any improvement there.

    Remember what I said about no hardware bilinear upscaling in NDS in the last note? Actually I was wrong - you can get it with some simple tricks. So now you can toggle between no scaling / nearest neighbour / bilinear with Y button.

    Lameboy DS 0.9

    Changelog:

    * fixed: joypad register emulation (fixes Wario Blast)
    * fixed: GBC hdma (fixes Pokemon Crystal graphics)
    * fixed: interrupt flags emulation (fixes Bouble Bobble)
    * fixed: V-blank interrupt timing (fixes Altered Space)
    * fixed: split window emulation (fixes Donkey Kong graphics)
    * fixed: GB timer initialization (fixes Pokemon Pinball)
    * added: fake serial interrupts (fixes many early games)
    * added: RTC emulation
    * added: pseudo bilinear upscaling mode

    RTC feature needs more explanation. I tested it with only one game - Pokemon Crystal, so it can be considered beta. The emulated time is always synchronized to NDS RTC and not affected by fast mode. It’s the same behaviour as in VBA and opposite to GNUBoy’s. Also save style is compatible to VBA, with one issue: I think there is no way to check time zone in NDS (as it is not set) so I fixed it to +2h. If your timezone is different you will get timeshift between Lameboy and VBA.

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    by Published on June 29th, 2007 21:21

    New release from Dwedit, proving that GBA development isn't quite as dead as it may appear:

    I'll release an extremely early build just to get feedback.
    Yes, this is extremely early. Does not support sending programs to emulator, or savestates. Only emulates a TI83.

    How to use:
    * First append a TI83 rom image to the end of the .gba file, using something like copy /b ti83emu.gba + ti83.rom ti83emu_rom.gba
    Keys:
    SELECT: Toggle keyboard overlay
    Keys (keyboard visible)
    * Arrows: Move cursor
    * (right now cursor is not displayed over arrow keys, just move it away a few times)
    * A: Press that key
    * B: Quick Keys
    * Start: ENTER
    * L: Alpha
    * R: 2nd
    Quick Keys: (Hold down B while keyboard visible)
    * A: ENTER
    * Arrow Keys: Arrow Keys
    * (other keys same as keyboard visible)
    Fullscreen Keys:
    * Arrows: Arrows
    * A: 2nd
    * B: Alpha

    New version...
    Has a Link Feature.
    Append the TI83 ROM, then append a single .83g file.
    Press L+R in fullscreen mode to send the attached 83g file. (uses silent linking, calc must be on and at homescreen)

    I have also attached a batch script I made for those who aren't familiar with the command-line. To use, rename your TI-83 rom file to ti83.rom and run the batch file to create "ti83emu_final.gba". If it finds any *.83G files in the directory, it will create compilations for those as well, one per 83G file.

    Dwedit is planning to port it to the DS as well.

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    by Published on June 29th, 2007 21:21

    New release from Dwedit, proving that GBA development isn't quite as dead as it may appear:

    I'll release an extremely early build just to get feedback.
    Yes, this is extremely early. Does not support sending programs to emulator, or savestates. Only emulates a TI83.

    How to use:
    * First append a TI83 rom image to the end of the .gba file, using something like copy /b ti83emu.gba + ti83.rom ti83emu_rom.gba
    Keys:
    SELECT: Toggle keyboard overlay
    Keys (keyboard visible)
    * Arrows: Move cursor
    * (right now cursor is not displayed over arrow keys, just move it away a few times)
    * A: Press that key
    * B: Quick Keys
    * Start: ENTER
    * L: Alpha
    * R: 2nd
    Quick Keys: (Hold down B while keyboard visible)
    * A: ENTER
    * Arrow Keys: Arrow Keys
    * (other keys same as keyboard visible)
    Fullscreen Keys:
    * Arrows: Arrows
    * A: 2nd
    * B: Alpha

    New version...
    Has a Link Feature.
    Append the TI83 ROM, then append a single .83g file.
    Press L+R in fullscreen mode to send the attached 83g file. (uses silent linking, calc must be on and at homescreen)

    I have also attached a batch script I made for those who aren't familiar with the command-line. To use, rename your TI-83 rom file to ti83.rom and run the batch file to create "ti83emu_final.gba". If it finds any *.83G files in the directory, it will create compilations for those as well, one per 83G file.

    Dwedit is planning to port it to the DS as well.

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    by Published on May 22nd, 2007 04:26

    New release from Abcd1234:

    Well, I've just released version 1.1 of savsender on my website. This version supports writing the EEPROM, in addition to the regular dumping functions. I've tested this with both MKDS, SM64, and Brain Age, and it seems to work properly.

    In addition, I've fixed the config file parsing so it'll deal with whitespace at the start and end of config lines. This should make Mac users happy, as it will now handle any line-ending style, as well as extra spaces, etc.

    Enjoy!

    Note that this program is the only way for slot-1 users to manage save files from official cartridges, so the addition of write support is of particular interest.

    A full Windows usage guide has been created by DanTheManMS and is available for viewing at http://www.scdev.info/forum/index.php?topic=9915.0

    Download and give feedback via the comments ...
    by Published on May 9th, 2007 03:24

    New release from FluBBa of the Master System emulator for the GBA and DS.

    Not much has changed since the last version, just wanted to get it out if Dwedit wants to update his version. Mostly SG1000 stuff.

    *Optimised tile rendering for mode 0 & 2.
    *Fixed a bug where GG games set the "lock-toprow" bit (Sonic Drift demo).
    *Added support for the SG1000 games Mahjong and Home Mahjong.
    *Added support RAM on some SG1000 games (The Castle, Othello...).
    *Fixed clearing of SMS VRAM when no bios used.

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    by Published on May 9th, 2007 03:24

    New release from FluBBa of the Master System emulator for the GBA and DS.

    Not much has changed since the last version, just wanted to get it out if Dwedit wants to update his version. Mostly SG1000 stuff.

    *Optimised tile rendering for mode 0 & 2.
    *Fixed a bug where GG games set the "lock-toprow" bit (Sonic Drift demo).
    *Added support for the SG1000 games Mahjong and Home Mahjong.
    *Added support RAM on some SG1000 games (The Castle, Othello...).
    *Fixed clearing of SMS VRAM when no bios used.

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    by Published on May 7th, 2007 21:28

    New release from Archeide:

    This version aims to improve in sound and graphics. As the emulation becomes more and more complex, it is more and more difficult to add new features without breaking the emulation overall, so some new feature will not be enabled by default for all games. The configuration file select which features are enabled or not, and becomes very important (so don’t forget to put it in the root directory!).

    I tried very hard to improve sound, and i succeeded to get much better musics in some games, but there may still some “pops” or “cracks” sometimes, and the sound can slowdown or goes mad in some rare circumtances (the ARM7 seems not powerful enough).

    A new menu has been added : the GFX config menu, this menu offer a simple way to change the GFX behaviour in real time. The emulation is not stopped like in the options menu, you can enable/disable several features and see which ones are better for the game. (See README for more informations)
    Here is the list of changes

    * Changed the Sound timers, now the timers should be a bit more accurate and removed the timers hacks
    * Moved back the Sound RAM in the fast ARM7 RAM, removed unused code from ARM7 codes
    * Now support sprite address change during frame (limited to two addresses by frame), this makes Ogre Battle much more playable
    * Left handed people can now enjoy the SNES mouse option (right buttons can be used like left joypad).
    * Options can now be saved in configuration file
    * New SNES config menu
    * Fixed some bugs

    Optionnal feature (enabled by configuration file):

    * Added sound synchronisation fixes, this is a set of flags that make ARM9 slowdown or make ARM9 wait for the ARM7. Those options make Square games (and other games) sound much better, but also break sound in other games. So this option is available through the configuration file. I only changed for the configuraiton file for Chrono Trigger, SOM1 and FFVI. You will have to modify the configuration and test the options for other games.
    * Added priority per tile for BG3, by detecting if there are more low or high priority per tile at each line (see README)
    * Added priority per tile for BG1 and BG2, by using the fourth DS layer. Low priority tiles go to fourth layer, and high priority per tiles (this idea was taken from SNESAdvance). This option is useful for SOM1 and FFVI (set it to BG2).
    * Sprites priorities can now be changed. See configuraiton file for more informations. The default is 1123 but 1223 makes some games look better (like Castlevania IV first level for instance)

    Be sure to patch it with DLDI and place the SNEmul.cfg file on the root of your card. A prepatched version for the M3 Simply and R4 is available here, but for other devices DLDI must be applied.

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    by Published on May 2nd, 2007 03:15

    Brand new GB/GBC emulator named Lameboy released for the DS by Nutki.

    From the DS-Scene forum thread:
    Hi all at DS Scene

    About 5 years ago I have wrote partial gameboy emulator in C purely for fun, so it never gone public. To try some NDS programming I have just ported it NDS. As there is no DLDI emu realesed for NDS I decided to add support for it and release here. Rom selection menu is based on work done for StellaDS by spathi-wa from r4ds forums.

    Some emulator (mis)features:
    - no sound emulation
    - no or incorrect serial/ir/dma/cpu emulation
    - no realtime sync, game will go as fast as it can
    - full speed for games that use less than about 50% of GB CPU
    However some games are playable anyway.

    How to use:
    - copy rom files to /lameboy/ dir on your flash card
    - run lameboy.nds and select rom
    - in game keys:
    -- L+R - back to rom select
    -- Y - switch fullscreen upscaling on/off
    -- X - save persistant ram to .sav file

    Note that this is compatible with DLDI, and that the download below is prepatched with just the R4 DLDI file. Patch it for your specific device before loading it onto your card.

    Download and give feedback via comments. ...
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