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  • DCEmu Homebrew Emulation & Theme Park News

    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 -
  • wraggster

    by Published on June 21st, 2019 10:10
    1. Categories:
    2. PC News

    Our ScummVM team is looking for Blade Runners who will help find, chase, and retire bugs which escaped from the off-world data colonies. These bugs are not dangerous and they won't stop you from discovering more secrets and choosing your fate. Your spinner, gun, ESPER machine and Voight - Kampff machine will be at your disposal.
    We are announcing that Blade Runner is ready for testing. The following languages are supported - English (both CD and DVD releases), German, Italian, French, Spanish, and the unofficial Russian version by Fargus Multimedia.
    Find your copy of Blade Runner, grab the latest development build of ScummVM (NOT the latest stable build) and copy the necessary files.
    Now you can play the game with subtitles! Just download subtitles.mix and place it among the rest of the Blade Runner files. So far we have only English subtitles, however, if you want to help us transcribe other languages from audio, please contact peterkohaut & praetorian.
    Note that when you add your game directory in ScummVM you'll be presented with two choices for the game. The first option is for the original game and will simply be named "Blade Runner"; we're mainly interested for your feedback for this version of the game, since it is considered feature complete. The other option is for importing the game with restored content and is named "Blade Runner with restored content"; this version is still work-in-progress and not yet complete. If you're testing this version please specify it explicitly in your feedback and bug reports.
    If your version of the game is not supported, please create a feedback report with MD5 so that we can add support for it.

    https://www.scummvm.org/news/20190616/ ...
    by Published on June 21st, 2019 10:09
    1. Categories:
    2. Virtual Boy News

    Jorge and I have released both the playable ROM and source code of our first VUEngine multiplayer demo on our Patreon page. The ROM is almost identical to that released last year, but it has slightly different physics and updated credits.

    For those of you who weren't able to see the original, Patron-only release post for "SPONG", it is a multiplayer top-down Pong variant for the Virtual Boy that supports the link cable. It's meant as a rather simple demo project for the engine's multiplayer capabilities.

    We have moved away from further developing this game due to people's interests in other projects, so we think that it is time to release the sources to give developers some solid sample code at hand that shows how to implement multiplayer game logic using VUEngine's CommunicationManager class. Please, find the sources in the link below:

    https://bitbucket.org/vuengine/spong

    more here https://www.planetvb.com/modules/new...hp?storyid=461 ...
    by Published on June 20th, 2019 16:06
    1. Categories:
    2. DCEmu

    A new study has found that a majority of gamers are interested in using streaming services like Stadia or Xbox's Project xCloud -- but some will be unable to use them.
    The news comes from a study conducted by Broadband Genie and our sister site Eurogamer, which found 83% of 3,142 people were keen on playing games via streaming.
    Of these Eurogamer readers, only 21% were "absolutely" interested, while another 17% would "probably" use such a service. A further 17% expressed no interest, leaving 45% potentially interested depending on a number of factors.
    Looking into those factors, the most common (71%) was concern that performance or visual quality might be compromised by the reliance on a solid internet connection. 34% said they prefer a tangible product, while 26% doubted their broadband would be able to handle such a service.
    Just shy of half the people surveyed reported they were on fibre optic connections, with a further 22% specifically on Virgin Media fibre. However, 20% of people were still on ADSL broadband, with a further 2% reliant on 4G.
    Google has previously said players will be best served on Stadia with a 35 Mbps connection, which will deliver 4K streaming at 60 frames per second. The minimum requirement is 10 Mbps for 1080p resolution, with Google warning this will be scaled down to 720p on slower connections.
    ADSL broadband averages at around 10 MBps, although they can often fall below this, depending on how many devices and users are using yur connection at the time. This means players would be unable to experience Stadia as its minimum setting unless they upgrade to fibre optic.

    https://www.gamesindustry.biz/articl...aming-services ...
    by Published on June 20th, 2019 16:04
    1. Categories:
    2. DCEmu

    Following E3 2019's annual deluge of game announcements, NPD analyst Mat Piscatella has outlined his predictions for game sales in 2019, including Call of Duty: Modern Warfare as the year's top seller and Nintendo as best-selling publisher.
    In a blog post, Piscatella outlined his takeaways from the show's major exhibitors. Despite E3's seemingly heavy focus on streaming and subscription services, he feels the audience was left with more questions than answers, and doesn't see Stadia or Project xCloud making a significant market impact in 2019. However, he predicts xCloud will have an impact on ongoing Xbox hardware sales and Game Pass subscriptions.
    "Nintendo Switch is the most important piece of video game hardware in the market right now," he says of Nintendo's presentation, saying he expects its hardware sales to continue in strength and for Nintendo to wrap up the year as the best-selling publisher, with sales driven largely by Pokemon Sword & Shield (which launch in November).
    Overall, Piscatella sees a stronger-than-usual line-up for the "transition year" between console generations, though with no major end-of-year release akin to 2018's Red Dead Redemption 2, a number of other titles could slip into the top 10 unexpectedly.

    https://www.gamesindustry.biz/articl...ling-publisher ...
    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 ...