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  • BrooksyX

    by Published on July 8th, 2007 17:53

    McZonk has updated his blog over at http://emergencyexit.untergrund.net/

    He also has released his second multiplayer beta for Quake 2:



    I am one of those geek who code for relaxing. My girl is in holidays and between the exams I really need some relaxing. So I am working on Quake 2 in the free time. When I decided to continue the work, I knew that exams will be soon. So I want to start after them and I said the first release will be in august. But as every semester I hate learning and instead I doing tons of other stuff like practice guitar playing or even tidy up and cleaning the desk.
    I fixed a lot of bugs and added some features in Quake 2. And now it is time to release the second multiplayer beta. I still focus on multiplayer, because I think this is the more capable type of gameplay for the psp.
    Here is another video from Stranno playing against his friend and me.

    .pak File Support

    Quake 2 has a simple archive format called pak. I have added support for pak files. This will decrease the copy to memory stick rapidly. It also increases loading time a little bit. I have rewritten the memory management for those archive and they use much less memory. So it is acceptable to use them.
    Sound

    I čave implemented sound in Quake 2 now. It is still very buggy and slow. Exspecially the sound during the id logo is pretty ugly because a lot of power is used for decoding the video data. But during the game it is very nice even if not all sound data is loaded so far.
    Clipping

    As I already explained in another post psp hardware clipping is implemented very badly. So you need to correct it in software. In the previous Quake 2 versions I did this with some flimsy tricks. So I never looked as bad as on the first screenshot, but this is the result of pure hardware clipping on the handheld.


    Quake 2 - Faulty Clipping


    Quake 2 - Fixed Clipping

    Now I finally fixed clipping. During my studies I learned that it is much more important to optimize the algorithm than the code. And so the algorithm is pretty fast, but the code is not. Even if clipping is not slow at the moment, there is a lot of potential to make it faster, by using the vfpu as example. Since I have an algorithm I am happy with, I can now start to optimize the speed.


    Quake 2 - Clipping Regions


    Quake 2 - Clipping Regions

    The screenshots show the different regions of clipping. The blur regions are sorted out early without even be clipped. I use a polygon prediction to decide that a surface does not need clipping at all. The green surfaces are tested, but not clipped and the yellow ones are clipped at the viewing frustum. The first screenshot uses no exact clipping, so the green regions never can reach the borders of the screen. The second image increases the size of the viewing volume. So more polygons are sorted out early. The threshold (ε) is still between the psp hardware clipping limits. When the tolerance is raised the chance of clipping errors is increased to, but the drawing is faster. You can set the clipping tolerance via console. The variable is called: gu_clippinge and a good ε is between 0 and 5, default is 0.
    There are still clipping errors in the sky and the inline models like doors and elevators. I will fix this with the next version.
    Flipscreen support

    You can set gu_flipscreen 1 in the console to turn around the psp viewing by π (180°). So you can hold the psp upside down. I implemented this because I want to make Quake 2 as configurable as possible, but it is not in the menu because I think that not much players will use it and when you enable to it accidentally, it may be very confusing.
    Master Server

    I am trying this with my beta testers, but it is still not stable enough to use. So it is disabled in this release.

    Please be sure you read Quake 2 Multiplayer Howto before you ask question. And again, if you have trouble, do not post in a random board, instead come to the chat irc.freenode.org #emergencyexit and ask my teammates or me. If you want to play a game, you are also welcome to challange me. I will accept if I have the time.

    Did you read the text or just scrolled down to the link?

    Download is too big to upload, link is at the bottom of http://emergencyexit.untergrund.net/...r-second-beta/ ...
    by Published on May 18th, 2007 01:05

    Microsoft started to ban Xbox 360s that have a modified dvd firmware that allows backups to run. Even 360s with the newest Xtreme firmware have been confirmed to be banned.

    Keeping Xbox live fair:
    http://gamerscoreblog.com/team/archi...17/545414.aspx
    One of the great things about LIVE and the unified community is that we work hard to create a level playing field for all gamers and have a no tolerance policy towards inappropriate behavior like hacking or cheating. As part of our commitment to our members, we do not allow people that we have detected to have modified their console to connect to LIVE. This is an important part of our efforts to try and maintain a fair gaming environment for the large majority of gamers that play by the rules. This topic is more important than ever given the recent release of the Halo 3 beta. As a result, some consumers that try to login to LIVE who we detect have illegally modified their console will get an error code (Status Code: Z: 8015 - 190D) when trying to connect to the service. These users will not have their account automatically banned from LIVE, but they will no longer be able to access the service from the console they modified.

    We have stated in the past that customers can only enjoy access to the Xbox LIVE community through the use of a genuine, unmodified, Xbox console and we will continue to enforce this rule to ensure the integrity of our service, the protection of our partners and the benefits of our users.
    ...
    by Published on March 4th, 2007 19:43

    Stealth Kill released the latest version of his Counter Strike clone for PSP, CS Combined Assault 0.4.

    Changelog:

    CS_italy map
    Dust2 map
    added M60E3
    added MP5 SD
    Pumpgun new SKin
    New Sounds
    New Menu
    New HUD
    Player is slower
    footsteps

    Spawn Bots:

    SELECT, SELECT, O,X

    Rapidshare link:
    http://rapidshare.com/files/19380187...ssault-0.4.rar ...
    by Published on March 2nd, 2007 16:54

    http://www.rockstargames.com/IV/ has a count down to the GTA IV trailer, which ends later this month. Finally we get some more info on this much awaited game. ...
    by Published on March 2nd, 2007 06:30

    Following Xbox360 Hypervisor Vulnerability released on Tuesday, Crawler360 just released the first Xbox 360 homebrew app (non XNA). It uses the shader hack found in King Kong and requires kernel 4532 or 4548. This will not work on newer kernel versions and downgrading is no longer possible due to the effuse being blown in the latest kernel update. The source file must be compiled before use, read the readme file for directions.

    The readme file

    Xbox 360 Hypervisor/King Kong Exploit
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thanks to Anonymous Hacker's great work, I' m now able to publish my own
    little implementation of the exploit.

    I've used the full version of the King Kong game, as it has been shown to
    work by these anonymous people at 22C3, and it was the first one I found
    with editable shaders. Most games have these - KK was just the first one
    I've checked.

    So you need a KK full (USA or PAL doesn't matter, they are the same) DVD
    image (including video partition), and obviously a hacked drive firmware.
    You could also try hotswapping from your (hopefully existing!) KK original
    to the modified copy. Then you could go with a stock firmware.

    Why not using the KK demo? It would work the same (though the shader file
    format is different), but requires a firmware hack too, as the possibility
    to run it from DVD-R was blacklisted in a very early kernel already, which
    doesn't have the vulnerability.

    So, how does the hack work? Basically, the bugtraq post
    (http://www.securityfocus.com/archive/1/461489 in case you haven't read it
    yet) explains it all. All I did was to convert the series of memory writes
    into a shader, and writing a small serial loader stub.

    You need to connect the serial port to use this hack. Ready Speedy22's
    fine "Xbox 360 Motherboards and Headers" documentation, it's on J2B1.

    NOTE: It's LVTTL. Do not even think about connecting to an RS232 port
    directly.
    RS232 is +-12V, LVTTL is 3V. Think about what's happening when you connect
    your 110V equipment to 220V. You don't want to happen that on your
    southbridge.

    For example, use a MAX3232, or just use any of these USB serial port
    adapters which already output 3.3V.

    Speed is hardcoded to 115200/8N1.

    To modify your existing game image, start the "patcher" tool. It will patch
    your game image to include the loader. It is a bit lame, but works. The
    tool will also remove the three startup videos for a faster boot.

    When you launch the modified game, it will directly go to the main screen.
    Press start on a controller. It should display "LOADING", and then freeze
    while displaying "Acessing Content". If it doesn't freeze, you don't have
    the correct kernel version (4532 or 4548, but only 4532 was tested). See
    below on how to update.

    Now, the serial loader gets active. You should see a "Xe>" on the serial
    port. Now, upload your binary code (just as a binary blob). To terminate
    your upload, send 16x 'x'. It will be loaded to 0x01300000, and executed.

    Be warned, only CPU #0 is trapped. The other threads/cores are still
    happily executing, so you need to catch them.

    "Hello, world!"
    ===============

    Use the source, luke!

    compile with
    powerpc64-linux-gcc hello.S -o hello.o -Ttext=0x1300000 -nostdlib
    objcopy -O binary hello.o hello.bin

    HOWTO UPDATE (to the correct kernel)
    ============

    To clarify things again:

    If you have 4552, you are screwed. Sorry.
    If you have 4532 or 4548, it has to work. If it doesn' t work, something
    else is wrong, but please don't try to update.
    If you have pre-4532:

    Grab http://assets.xbox.com/en-us/hardwar...VD_10-2006.zip
    (check MD5SUM first: microsoft could have changed this file!
    the correct md5 is cd4db8e2c94266ab73513c361dd5b8f6)

    Burn it to a CD, and start it. It will update your console to 4532.

    - crawler360


    Source

    Download via comments ...
    by Published on January 9th, 2007 03:10

    Gears of War Update starting 9-Jan-2007

    Source:Epic forums

    A Gears of War update should start pushing through the system at some point tomorrow, Tuesday January 9, 2007 prior to the two new multiplayer maps being available on Xbox Live Marketplace on Wednesday January 10, 2007.

    The maps, plus an introductory video featuring Gears designer Cliff Bleszinski, are free thanks to the kind sponsorship by the Discovery Channel's Future Weapons series which launches next Monday January 15th, 2007. Be sure to check out the show to see some really cool firepower. I expect game designers all across the country will be watching the Future Weapons series very carefully looking for ideas for their future games

    Here is a list of what was addressed in this update:

    • Fixed aspect ratio distortion when using VGA cable with 4:3 displays at resolutions higher than 640x480
    • Fixed voice issue with new players joining Player Match games in progress
    • Players can now get the Achievement for "Dish Best Served Cold" when using Troika turret to kill RAAM
    • Fixed rare situation where host could loop countdown and never start match
    • Fixed rare situation where players could get stuck after chainsawing in multiplayer
    • Reduced Grenade Tag melee distance
    • Enabled “Strict” NAT check on host to prevent possible connection issues
    • Optimized server browser queries to return results more quickly and prevent scroll bars from hiding quality of service icons
    • Reduced number of possible revives in Execution to match Warzone
    • Removed host name from Ranked match server browser
    • Disabled security cameras in Ranked matches
    • Ranked matches now require balanced teams (3v3 or 4v4)
    • Increased penalty for quitting a Ranked match to -50 points
    • Added additional cheat detection code
    • Additional housekeeping updates

    BTW, click here to check out Discovery Channel's Future Weapons series. Be sure to check out the Weapons Zones and see some of the amazing things they showed last season. There was a huge email thread going around Epic about the Metalstorm (which they say is the "potentially the world's most powerful automatic weapon"). It is lacking a chainsaw for close-up combat but it is still pretty cool
    ...
    by Published on October 7th, 2006 19:23

    Dark_Alex is about to release a 2.71 custom firmware for non-TA-082 devices called 2.71 SE (SE stands for Special Edition)

    The revision A will feature:

    - 1.00/1.50 Eboot support (both kernel and user mode)

    - 2.71 Eboot support (both kernel and user mode)

    - run on 2.71 vsh

    - Ability to run devhook (both 1.50 and 2.71 versions are fully compatible)

    - Ability to run any 2.71 (and below UMDs)

    - 1.00/1.50 prx executable support

    - support both kxploited and unpatched eboots for 1.50 kernel

    - support any 2.71 homebrews codded for HEN C

    - Compatibility is 100% for 2.71 homebrews and approx 99% for 1.00/1.50 homebrews

    How does it work ?

    Both 1.50 and 2.71 kernel are flashed into flash0
    it uses 1.50 kernel to bootstrap patched 2.71 firmware

    How to flash it?

    You will need to use the helper that will be provided to get a complying dump into a DXAR format, once you get it done properly use the flasher to "update" to the 2.71 SE-A


    Pros and cons ? :

    Pros : - Full 2.71 homebrew support
    - Almost full 1.50 homebrews support (some homebrews like umdemu or xflash might not work properly with it, still so far all of the 1.50 homebrews I tried worked fine)
    - Recovery menu
    - Full Devhook support
    - Access to all 2.71 features
    - Native 2.71 UMD support
    - 1.50 decrypted prx executable support
    - Real no-kxploit embebed (thus 1.00 unpatched eboot support)
    - have access to all 2.71 kernel features using 2.71 homebrews, such as GPS support or wpa support.

    Only known con: takes about 1-2 second(s) more to load the firmware at startup

    UPDATE : A new con: Traditional Chinese, Simplified Chinese and Korean are going to be removed from this firmware and wont be able to be selected. ...
    by Published on September 29th, 2006 14:55

    Dark Alex has released a new version of his Homebrew Enabler/launcher for the PSP Firmware 2.71. Heres the release details:

    - Revision A (22 september):

    * Initial release

    - Revision B (24 september):

    * Some kernel prx's didn't load because the kernel tried to load them to user partition. This problem affected devhook.prx and some other kernel prx's.
    This problem has been fixed.

    - Revision B with better binary loader in the tiff (25 september)

    * Changed the binary loader to use the one from tiffsdk 1.1 that has better stability.
    No changes on the core.

    - Revision C (29 september):

    * User mode static ELF's are now starting to work.
    Tested with SNES TYL 0.3 (user mode version), PSPMaster and CPS2PSP 1.0 (user mode version).
    Kernel mode static elf's are still not supported, they are a very odd case in 1.XX of kernel code loaded to user memory.
    Kernel Homebrew for 2.71 has to be written with a user main elf/prx that load kernel prx's.
    Note that the homebrew must be in a true pbp, not kxploited!.

    * User mode prx's could load other user mode prx's, but kernel mode prx's couldn't load user mode prx's. This is fixed.

    * Patched the firmware to allow it to understand the old SFO format.
    (avoiding the error of data is corrupted)

    * Added a small win32 binary that will give you a hint about if a homebrew can work or not in the current release. Note that this is only a hint.

    Download and Give Feedback Via Comments ...
    by Published on August 26th, 2006 00:23



    Strmnnrmn posted this news:

    "I got back from my trip yesterday and I've spent a few hours today putting together the final changes for Daedalus PSP R8.

    Here's the changelist:

    [^] Replaced all uses of sceCtrlReadBufferPositive with sceCtrlPeekBufferPositive.
    [^] Various known value optimisations for the dynamic recompilation engine.
    [^] Various texture cache optimisations and rendering optimisations.
    [+] Implemented a new clipping method which is more efficient and gives better results.
    [-] Removed 'tesselate large triangles' setting.
    [+] Added option to reset emulator to the main menu.
    [^] No longer use index buffers for rendering.
    [^] Implement matrix multiplication using VFPU.
    [^] Implement vertex transform and lighting code using VFPU.
    [^] Implement clipping code using VFPU.
    [^] Minor AddTri optimisations.
    [^] Free background and font textures while emulator is running to free VRAM.
    [!] Fixed bug in default controller config (c-down and dpad-down were broken)

    It should be pretty obvious that most of the changes in R8 are optimisations. This build is significantly faster than R7, which is a significant achievement considering how much R7 had achieved in this area. Here's an updated view of the framerate table I introduced a couple of months ago and updated recently:

    Scene R4 fps R5 fps R7-beta fps R8 fps
    Mario Head 3 6 8 8
    Mario Main Menu 14 25 30 38
    Mario Peach Letter 6-7 11 13 18
    Mario Flyby (under bridge) 6 10 12 17
    Mario In Game 5-6 9 11 15
    Mario Kart Nintendo logo 10 23 24 35
    Mario Kart Flag 6 11 13 16
    Mario Kart Menu 7 11 13 14
    Zelda Nintendo Logo 20 23 ? 70
    Zelda Start Menu 2-3 4 ? 8
    Zelda Main Menu 10 13 ? 40

    I think the numbers speak for themselves. What's particularly impressive is that the R8 results are so high, despite having the new clipping code enabled by default. By implementing the triangle clipping code and the transform and lighting code using the PSP's VFPU I've managed to keep the additional cost to a minimum.

    With the previous release, I also mentioned a list of things I had planned for R8. I decided to put them on hold while I pursued the various optimisations in R8, so I'll be looking at working on them for the next release.

    Have fun - I'm going to wade through the past couple of weeks worth of emails that have built up while I've been putting this build together "

    Download and Give Feedback Via Comments

    Check out and Help keep up to date our Daedalus Compatibility List

    Finally remember to check out Kaisers Interview With Strmnnrmn ...
    by Published on August 2nd, 2006 07:43

    Here is the second release of my LUA game:Sonic Adventure 2D.

    It is still kind of a proof of concept but the next release will be very playable.

    If you have any suggestions or find any bugs please let me know.

    Download and Give Feedback Via Comments ...
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