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  • Nes News

    by Published on October 20th, 2019 20:39
    1. Categories:
    2. Nes News

    The long awaited NES Ghostbusters hack is here! Version 1.0 was released on October 4th, 2019. After hearing a lot of user feedback, fixes and improvements have been made in version 1.1. Be sure to check it out!
    Most importantly, a cheat code has been added to allow the player to start with $10k in savings, to get accostumed with the new game design. The original game’s city map and ghost catching aspect was completely pointless and nearly impossible to get a gameover on. The only challenge was the staircase, with its terrible controls. Players would rely on a glitch to get 255 lives and beat the level, reaching the even more broken fight with Gozer.
    This hack fixes and rebalances everything to make a real game out of it. So, though it may look like it is the same, it does not play like the original game at all. Thinking so could be frustrating, so keep these points in mind while playing:

    • Your main and only goal is to enter the Zuul building before PKE reaches 9999. For this you need to regularly stop and catch roaming ghosts, as they greatly increase the PKE meter if they reach the building!


    • After you have enough money for a beam and the anti-ghost suit you can enter the Zuul building, but buying the ghost food and the sound generator is advisable.


    • The hyper beam doubles the amount of money acquired from catching ghosts on buildings! But depending on your strategy you may want to keep the regular capture beam.


    • Same goes for the ghost alarm and the super trap. They may or may not be worth it depending on the play style!

    http://www.romhacking.net/hacks/4703/ ...
    by Published on October 12th, 2019 17:53
    1. Categories:
    2. Nes News
    Article Preview



    Came across this on Deal Extreme Today , Obviously a clone of the Nintendo Retro Game Machines but also has 500 games onboard, heres more details:

    NES Retro Mini TV Handheld Family Recreation Video Game Console Built-in 500 Classic Games - Two Buttons Version
    Do you feel bored in your free time? Do you want to find something wonderful and meaningful to do? If so, this video game console would be your good choice. There are 500 different built-in classic games in it. Playing it, you would gain the fun of your childhood and the fun with your family, which is very suitable for amusement and recreation in family.
    Features:
    Support video output to TV with AC cable.
    Suitable for amusement and recreation in family.
    There are 500 built-in classic games, which cannot be changed.
    Classic and reminiscent games would remind you the childhood and bring the joy and fun at that time to you.
    There are A and B buttons on the machine, which improves the playability for it requires player's higher APM and operations.

    More Here
    ...
    by Published on September 23rd, 2019 19:13
    1. Categories:
    2. Nes News

    On September 17th, 2019 Filler, MrRichard999, Proveaux, Dr.Floppy, and Cccmar released an English language translation patch for Gunhed: The New Battle (a.k.a. Gunhed: Aratanaru Tatakai ガンヘッド 新たなる戦い) a game originally released for the Nintendo Famicom in 1990.
    Gunhed: The New Battle is a strategy game based on the manga by Kia Asamiya and the live-action film of the same name. The game is set on an island which has been taken over by a fully autonomous super-computer called “Kyron”. Lured by the prospect of an energy resource located on the island you race against competing forces to defeat the computer and secure this “super-energy”.
    A previous war zone, the island is littered with the wreckage of past battles. You’re able to search the island for parts to upgrade your forces, and usable items which can give you an advantage. According to the readme you “assemble about 30 mechs in order to be able to assault Kyron’s hideout” once you have a mech of a high enough level.
    The patch translates the game into English and is fully playable. Further details are available in the readme.

    https://projects.mattsmessyroom.com/

    http://www.romhacking.net/forum/index.php?topic=29285 ...
    by Published on July 9th, 2019 16:44
    1. Categories:
    2. Nes News

    Almost 12 years after the last update to SMB3 Workshop a new Editor emerged with the goal of rising from its ashes.
    With permission of the original Workshop creator, Hukka, a reimplementation project grew into a complete new Editor providing several quality of life improvements for Level creation.
    These include:

    • selecting and moving of multiple objects at once
    • cut/copy/pasting of objects
    • undo and redo of most manipulations
    • more intuitive level pointer manipulation
    • support for vertical levels
    • instant header editing

    and more…
    Although not all features of Workshop are implemented yet and some quirks have not yet been fixed, after 5 months of development a beta version of the 1.0 release is available for a wider audience.
    Download:
    There is a Windows and Linux standalone version available with Mac users having to go the slightly higher effort route of downloading Python and one dependency as described in the Readme of the source code.
    Contact:
    For enthusiasts who want to follow the releases more closely the GitHub page offers the source code, the newest versions and an issue tracker for bug reports and feature requests.
    For direct contact, reach out to Michael on the SMB3 Romhacking Discord
    Contributors are also welcome, as Python is easy to pick up, compared to other Programming Languages.

    https://github.com/mchlnix/SMB3-Foundry

    http://www.romhacking.net/forum/index.php?topic=28826 ...
    by Published on June 26th, 2019 20:36
    1. Categories:
    2. Nes News

    Final Fantasy III is a game for the Famicom/NES that never saw release outside of Japan in it’s original form. In 2006, Square Enix remade the game for the Nintendo DS, which was the first time players worldwide were able to experience some form of this game.
    This specific translation is actually a ‘do-over’ from a previous attempt in 2016.
    Although previous fan-translations of this game exist, they were made before Square’s DS remake. As such, in 2016 Chaos Rush wanted to make a new translation-hack of the original Final Fantasy III for Famicom/NES that aimed to port the script used in the DS remake (when applicable, because the remake alters certain story elements) while retranslating from scratch any parts that were altered in the remake, with the end goal being an English-language version of the original Final Fantasy III with the canon names for characters, spells, items and such. While this initial project was completed, it had its issues: In order to fit the script, Chaos Rush expanded the ROM to 1mb while using a patch that converted the game to use the MMC5 mapper, thinking that there wouldn’t be any issues that stem from it by doing so. Several users pointed out that the RAM configuration used in Final Fantasy III would not have been compatible with the MMC5 mapper to begin with. In addition to that, there were several bugs and crashes that stemmed from the MMC5 mapper conversion, and certain emulators did not support the hack at all. Several users requested that the project be redone in order to keep the 512kb ROM size of the original game and look into ways to compress the script, so that users can finally have a hardware-compatible version of the original Final Fantasy III in English that uses the canon terminology.
    With that said, in 2019 Chaos Rush produced a new version of the translation that keeps the game’s original ROM size and mapper configuration. In order to fit the script into the game’s limited space for text, the script had to be redone from the 2016 version, thus a new script was produced that words things as minimally as possible while implementing DTE compression into the game in order to fit as much text as possible within the original ROM size. The new script was produced by comparing the Japanese text from the original Famicom version with the English text from the 2016 translation (which about 75% of was a script port of the DS version), and then coming up with a new line that words things as minimally as possible while getting across the main points expressed in the Japanese script while keeping the “spirit” of the DS script. Thus, it is more or less an abridged version of the script from the 2016 version, but the Japanese text was looked at in both cases. The compressed script takes up 99.97% of the space used by the Japanese version of the game for the text.
    Whether you want to call this a translation or an “abridged script port”, either way the end result is an English-language version of Final Fantasy III for the NES that uses the terminology from Square Enix’s remake on the Nintendo DS (and subsequent ports), with a script that provides a similar atmosphere to the remake while also staying true to the original text, all while keeping the same ROM size and mapper configuration as the original game.

    https://www.romhacking.net/translations/4760/ ...
    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 April 29th, 2019 20:37
    1. Categories:
    2. Nes News

    An update is now available for the Metroid: HD Custom Edition mod for the Mesen emulator (version 1.3).
    The first version of this pack was released in August 2018. While the initial release improved upon many aspects, limitations of an NES era game were still very apparent. Most notably, the running and jumping graphics of the pack were considered by some to be choppy and awkward. Thanks to contributions from kya and mkwong98, substantial improvements have now been made in these areas.
    For jumping, the graphic problem was rooted in the behavior of the original NES gameplay. The original game shared running graphics with jumping graphics. This proved to be problematic as the HD pack changed the proportions of the player sprite substantially. As a result, creative freedom was limited and finding a pose that was acceptable for both scenarios proved to be very challenging. Fortunately, mkwong98 proposed a solution that separated the linked graphics by using an advanced feature of Mesen called the “spriteNearby” condition. This strategy was very promising. However, the solution did involve writing manual lines of code for every relevant tile address used by the game for jumping. During development, there were fears that this approach may overwhelm Mesen. This was understandable as the proposal did involve over 16,000 lines of additional coding just for jumping.
    After the revised package was finished, initial boot time was impacted. However, once the game started, the emulator accommodated the new additions without crashing and at full speed. This is a testament to Mesen’s ability to handle substantial amounts of incoming information coming from custom HD packs.
    For running, the pack was initially limited by the small number of movement frames used by the original Metroid. Low frame counts are commonplace with retro games. In fact, some players would even say this characteristic fits well with the low-resolution nature of an 8-bit game. However, once the resolution was increased via the first release of Metroid: HD, players naturally expected enhancements to other areas as well (such as frame count). Improving one aspect without the other resulted in a gameplay experience that some may describe as jarring. Unfortunately, it is much more difficult to customize frame counts with the standard HD Pack creation method.
    Kya initially proposed a method to overcome this shortcoming using additional advanced features of Mesen called “frameRange” and “memoryCheckConstant” conditions. However, one problem in implementing the proposal from kya related to the fact that artwork could not extend beyond existing tiles. For an artist, this constraint could be thought of as a canvas that is not only small, but constantly changing shape.
    After experimenting with various approaches, an unusual solution to this issue was discovered. Kya froze the running animation entirely by hacking the ROM. Some may consider this strategy to be counterintuitive as the final goal was to add running frames rather than subtract. However, the new hack solved the issue of a constantly changing canvas size. In addition, the frame with the largest number of tiles available to edit was used in the solution. This allowed for maximum creative freedom and all running frames are now inserted and controlled entirely through the HD pack in the updated version using the “frameRange” and “memoryCheckConstant” conditions.
    New features of the latest pack include, but are not limited to, the following:

    • Enhanced running and jumping graphics
    • The download now includes pre-assembled zip files for alternate graphics (Megatroid, Fusiontroid, and 8BitTroid)
    • The minimap is now an automap
    • A new and secret area is now available in Brinstar

    Download the latest version here: http://www.romhacking.net/forum/index.php?topic=26811.0

    ...
    by Published on April 29th, 2019 20:33
    1. Categories:
    2. Nes News

    Dragon Ball Z: Super Butouden 2 (NES) is now playable in English! The game doesn’t have much text, it’s the menu, fighter select and fighter names. This game is a port of the SNES game of the same name.

    http://www.romhacking.net/translations/4434/ ...
    by Published on April 29th, 2019 20:31
    1. Categories:
    2. Nes News

    Here is an announcement for SD Gundam - Gachapon Senshi 3 - Eiyuu Senki. This is the 3rd installment of the SD Gundam series on the NES which is now fully playable in English! Now you can choose from the 4 different campaigns of the SD Gundam world without the language barriers to keep you from playing this game. Enjoy the translation! Also part 4 will be the next one released as the current progress is halfway done at the moment.

    http://www.romhacking.net/translations/4457/ ...
    by Published on April 12th, 2019 17:04
    1. Categories:
    2. Snes News,
    3. Gameboy News,
    4. Nes News

    higan v106r132 is released. higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
    - Famicom
    - Super Famicom
    - Game Boy
    - Game Boy Color
    - Game Boy Advance

    higan also supports the following subsystems:
    - Super Game Boy
    - BS-X Satellaview
    - Sufami Turbo

    higan Changelog:
    * Update to v106r132 release.

    byuu says:

    - improved waveOut DRC handling to match bsnes v107.1
    - removed Famicom::APU::setSample() and replaced with Emulator::Stream
    objects
    - updated genius, map-analyzer, board-editor to new version of hiro
    - updated genius, map-analyzer, board-editor to use nall::Instance
    hiro objects
    - removed Emulator::Game (failed experiment at code reuse which was
    never used consistently)
    - resynced Super Famicom/boards.bml to include 1CB5B-01 and 1K1X-10
    PCBs
    - Super Famicom: hard-forked bsnes; removed ppu-fast and speed hacks
    from higan
    - UI: removed "Show Hacks" from the settings menu
    - Super Famicom: minor cleanups on PPU variable types (nothing
    important)
    - fix carry flag calculation bug in uPD7725/uPD96050 core
    - don't render the screen during overscan area if overscan is
    disabled; fixes Top Gear 3000 sprites
    - note: I don't know if overscan can be enabled mid-scanline, but
    it's somewhat likely ...
    - added code to validate all peripheral locations on system load to
    remove renamed/deleted peripherals from the tree
    - remove FDS disk slot on cartridge disconnect rather than cartridge
    unload
    - all cores: scheduler.reset() called inside load() rather than
    power(); as peripherals often create threads prior to power()
    - removed binary=library rules from Makefile; since higan doesn't have
    any use for it (it remains an option in bsnes)
    - added icarus support for MSX2 and MSX2+
    - added higan stubs for future MSX2 and MSX2+ support
    - added MSX keyboard skeleton class (need to decide how to name the
    keys before implementing the actual key bindings)

    https://gitlab.com/higan/higan

    http://www.emucr.com/2019/04/higan-v106r132.html ...
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