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  • wraggster

    by Published on November 19th, 2007 20:49

    via pdroms

    Create screen dumps on your iPhone by tapping an always floating button on your screen. Now supports saving directly to your camera roll and iTunes sync!

    http://www.robota.nl/products/iPhone%20Screenshot.html ...

    iSnake 

    by Published on November 19th, 2007 20:48

    via pdroms

    This game makes nice use of the iPhone's accelerometer, collision and bounce detection. The game is worth playing alone to just see the "game over" screen and see the snake orbs interact individually with one another as you shift around your iPhone.
    http://www.iphoneskinning.com/2007/1...or-iphone.html ...
    by Published on November 19th, 2007 20:47

    via pdroms

    iSolitaire is a native version of Klondike Solitaire (same as XP Solitaire game) for the iPhone.

    It's in its early stages but the current features are:
    - plays Klondike version of Solitaire
    - double tap table for options screen where you can deal new cards or change the draw number (1 or 3)
    - nice surprise once you win (hint: see iSnake or Bounce for an idea what might happen)
    http://iphone.rustyredwagon.com/ ...
    by Published on November 19th, 2007 20:44

    Zodttd has released a new version of his GBA Emulator for the iPhone/iTouch:

    Whats new in v0.0.8:
    - Fixed up controls and L + R are working better now.
    - Improved dynarec performance
    - Improved compatibility of save states. Crashing when restoring save states is rare now.
    - Improved video renderer compatibility. I was merging the wrong video.c. Mario Kart and others now render great.

    Give Feedback Via Comments

    Sadly the coder has requested that you visit his site for the downloads so no hostiing here at the moment. ...
    by Published on November 19th, 2007 20:35

    Shash has posted more WIP news of his DS Emulator for Windows:

    Yesterday I was rather bored for a few hours (even if I've a lot of real life stuff to do...), so after checking some information from the DS cartridge header (for some unrelated work still to be done), I thought how hard it'd be to add an icon viewer to the "Game Info" dialog. Extracting it from the header wasn't that hard, as the format is quite simple: a 32x32 pixels icon, stored on a 8x8 tile basis, 4bits per pixel, which are used to lookup on a fixed 16 colour palette (per icon).

    In fact, converting the icon was easy, but I had major problems due to some recent changes, as I forgot I needed to use GDI+ to draw stuff on dialogs, rather than using plain GDI (that's what all desmume uses on the windows port). When I moved the drawing code of the icon to GDI+, it worked perfectly. I deleted all the MAP/OAM/etc viewers that relied on GDI code, as I plan to rewrite the GUI in the near future anyway, so there's no point in fixing that code.

    After that, I wanted to finally fix the last bits of Mario&Luigi to look perfect. A few weeks ago, I cared to make it run where it "freezed" in the past: in fact, it didn't freeze, just took ages to render a new frame, due to a rather important bug in the 3D core. The main problem after that, is that ALL textures looked wrong: for example, where Koopa should be, only textures of arrows were shown.

    When approaching the problem, I had only a stupid idea of what could be: due to the way the display lists are handled, there was a slight chance that the texture bind before drawing the polygons was done in wrong order. Well, to make a long story short, I was wrong: I tried changing a few bits, even hacking some stuff, and it didn't fix anything. In fact, the fix was easier and more logical.

    I've been coding on PC for quite a few years, and I'm quite used to some stuff working in a certain way. While emulating the 3D core of the DS, I've already fallen on that problem quite a few times: on the DS, setting attributes per polygon (without starting a "primitive block") isn't that rare, for example, transformations (scaling, for example :P). In this case, it was the texture changing while the primitive block was open. I guess that, if you want to draw all the stuff onscreen, and you only use one type of primitive (a quad, for example), then changing the texture within the primitive block isn't that rare.

    Anyway, adding the ability to change textures within a primitive block fixed "Mario&Luigi: Partners in time" and "Final Fantasy XII: Revenant Wings", so now both seem to be 100% playable and glitch free (and run rather fast). The usual screenshots:

    ...
    by Published on November 19th, 2007 20:18

    via elation comes more news of the upcoming Dreamcast Emulator for Windows:

    Okay, so most of SEGA Mega Drive (Genesis for you US folks) aren't that playable. Too many graphics bug for one - the emulator makes heavy use of PVR OIT capability. Sound will usually get ugly when heavy action starts even though it's fine in menus. And there are other nasty problems as well, like falling through floors in alternate Prince of Persia.

    But some games do work well enough (too bad Lotus 2 RECS is not one of them

    By the way, I can't shake that crazy idea of connecting a hard drive to Dreamcast off my mind. I'm pretty sure it can be done. Basically all that's needed is some hardware to translate SEGA Packet Interface commands into HDD reads, and that's exactly what Makaron's GD module is doing. Right now there is logical link on register level but I'm confident I can extend it to handle singal layer as well. I do have some experience with ATA/ATAPI hardware.
    At first I was thinking of FPGA to handle the ATA part, but perhaps a fast clocked ARM7 would suffice - I need research it some more and see what kind of latency I can expect. I really don't have time for this though... but if there's anyone out there with the money, skills and time and wants to try - contact me. I'll help

    I feel like I could...

    ScummVM works now (except the newest 0.10 version which is known to have sound problems on the Dreamcast port). Thanks to it crashing frequently on T8 I managed to nail down a bug in the MT version of Makaron.

    Running emulator inside emulator is fun! Also, FreeSCI 0.3.5 port is actually performing better on Makaron than the native PC version...
    SEGA Genesis emu works as well. I'll update tomorrow with some pictures.

    More at the homepage here --> http://dknute.livejournal.com/ ...
    by Published on November 19th, 2007 20:15

    Gabest has released a new version of the Graphics Plugin for PCsx2:

    - Dragon Quest 8 ok (fixed).
    - Resident Evil 4 speedy again, but the fog is even bogus in sw mode, that's a weird problem.
    - More video fixes.

    Download here ...
    by Published on November 19th, 2007 19:58

    SeikoTheWiz a coder over at our friends Playeradvance forums posted a screen of a game coming soon from him/her.

    Heres the screen:



    Heres a description of what DOTA is from the Wiki:

    Defense of the Ancients (often referred to as DotA) is a custom map for Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for the Blizzard title Starcraft. It is a team strategy game focused on hero combat. The objective is to destroy the opponents' base using one's own Hero along with allied heroes and allied AI-controlled fighters called "creeps". Sharing concepts with role playing games, the player levels up their hero and uses gold to buy equipment in an effort to best the opposing team.

    Sounds very interesting to me, lets wish the coder a speedy release

    Digg this

    ...
    by Published on November 19th, 2007 19:48

    New from Senor Quack:

    The Ur-Quan Masters 0.6.3 (latest CVS) =-

    Ported to GP2X by Senor Quack (Dan Silsby)

    Available at: http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,29,2390

    PUBLIC BETA 1
    -----------------------------------------------------------
    Welcome to one of the greatest games ever made!

    I made this port becase I was fed up with the instability of the previous ports to the GP2X. I was getting crashes several times an hour and other users even had data corruption. I respect the author's efforts, UQM is a funky program based on ancient source code.

    I have downloaded the latest CVS source, patched it up a very tiny amount and altered the controls for the new post-0.6.0 control system. I would have used the 0.6.2 official release but they admit messing up the source release and it doesn't compile properly.

    This is a public beta, meaning I have tested it for a
    scant few hours and need your all's help testing it further. Let me know of any bugs, or successful game completions. I will continue to work on it if necessary.

    If you have saved games from the previous port, you can copy them into the save folder of this version, they seem to be compatible, but no promises.

    PROBLEMS FIXED:
    ---------------
    * Smaller memory footprint. Should help increase
    program stability.
    * Large amount of previously unused compiler
    optimizations have been applied.
    * Integration of ARM ASM memory handling routines.
    * Lowered default sound sample rate to 22050hz.
    * The above three additions enable smoother use of the planetary lander. I no longer overclock UQM, all I enable is the advanced RAM timings from GMenu2X and it is quite playable at 200mhz.
    * Fixed text scrolling when using 3DO voice package.
    * Added sync() on exit to avoid loss of save data.
    * No more crashes, hopefully! I haven't had my version crash yet, but it needs more testing.

    INSTALLATION:
    -------------
    Extract the .ZIP file into the root of your SD. You need to have "full pathnames" enabled because it will extract into \games\uqm\

    It is very important this happens, otherwise the game will not run properly. You should See "uqm.gpe" in \games\uqm along with several other files and a folder named "content"

    I have included the 3DO music files. If you want to have cool alien voice acting, you can download the file "uqm-0.6.0-voice.uqm" from this website:

    http://sc2.sourceforge.net/downloads.php

    Place the file into the \games\uqm\content\packages folder.

    If you already have the 0.5.0 version of this file from
    the old Foehammer port, copy it over and rename it, it hasn't changed since the last version.

    KNOWN PROBLEMS:
    ---------------

    * This is a public beta and the program has only been tested a matter of hours. Additionally, this is
    compiled from the latest unstable CVS snapshot, so
    that is an additional source of possible problems.
    I will continue to work to make this the stable,
    full-featured UQM port the GP2X deserves.

    * The RAM footprint of UQM is large for the GP2X -
    the program comes quite close to using the entire
    32MB available. Hopefully the changes I've made
    will be enough for successful game completion.
    If not, there's more I can do like loading
    samples and songs into upper memory, but it will
    take a lot of work.

    * Volume controls do not work, you must adjust volume using GMenu2X. It is not a trivial thing to add to Ur-Quan Masters but do plan to add support in the future.

    * Due to changes in control handling, the planetary
    lander is now most easily controlled using the joystick in combination with the R trigger for thrust. Another way to say this is that "they won't let me apply thrust when UPLEFT and UPRIGHT are pressed, like they used to, only UP.. use the R trigger!!" ...
    by Published on November 19th, 2007 19:39

    Updated release from Placo23:

    This is the version 0.2 of the plugin. Some bugs were fixed and some improvements done.

    The font used now is white and much better and there's no more annoying black background.

    There's some very cool stuff on the way. I just dropped this update so people would see that the project is not dead

    For those who don't know this plugin:

    Basically it displays the battery percentage at the top on the left hand side of the XMB, so it won't bother you at all.

    More info and changelog at the readme.

    Download and Give Feedback Via Comments
    via placo23 ...
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