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  • Nintendo 64 News

    by Published on March 11th, 2011 22:21
    1. Categories:
    2. Nintendo 64 News

    News via http://www.neoflash.com/go/index.php...d=396&Itemid=1

    Neo N64 Myth menu v2.2 has been released!
    What's new: -Updated menu to latest libdragon revision
    -SD loading speeds improved for .N64(No intro)/.Z64(GoodN64) images

    Download links & more info : N64 Myth menu release thread ...
    by Published on March 11th, 2011 00:10
    1. Categories:
    2. Nintendo 64 News,
    3. Xbox News
    Article Preview

    News via http://www.emulation64.com/view/2005...elopment-news/

    weinerschnitzel posted an update about Surreal 64 CE at EmuTalk. Surreal 64 CE is a Nintendo 64 Emulator for the original Xbox.


    Hey guys, with all of the PM's asking about various projects, I think its necessary we properly introduce ourselves.

    The Xbox lamers have not given up with n64 emulation on the Xbox! Surreal 64 has been a landmark emulator (set of 3 actually) that has undergone many changes and has been in many different hands since its release in January 2004. The CE tag represents the "Community Edition" to recognize everyone that contributed.

    The phenomenal work that oDD and Lantus did would be nothing without the work from the developers that call EmuTalk their home.

    Over at xbox-scene.com, freakdave, Ez0n3, and myself have been working to improve the n64 experience on the xbox by porting more plugins, 1964 1.1, and improving the launcher that GogoAckman introduced in the XXX releases.

    Thanks Azimer, Schibo, Retroralph, Zilmar & the PJ64 crew for responding to our annoying messages and being kind to strangers.

    Big Thanks also to the Emu and Plugin developers: Schibo & Rice, Jabo & Zilmar, Epsilon & Realityman, Hacktarux, Azimer, JttL, richard42, death--droid & microdev, and anyone else I forgot.

    You can track our progress at: surreal64ce.wikispaces.com

    We are also in #surreal64ce on EFNET.


    Surreal 64 CE website ...
    by Published on March 7th, 2011 21:13
    1. Categories:
    2. Nintendo 64 News
    Article Preview


    If you head on over to the Modded By Bacteria message boards you'll find that forum member Hailrazer has put together a little somethin' that he likes to call the N64Boy Advance. And like all successful mods, not only does the thing look good, it also boasts tweaks suited to the builder's tastes: he uses a Gamecube joystick instead of one from a Nintendo 64 controller, he's decreased the smaller trigger buttons (which our man hardly ever uses), and done away with the d-pad altogether (ditto). The case itself is an old Game Boy Advance carrying case (with the N64 board cut down to fit) and speakers, a 4.3-inch display, and a couple camcorder batteries thrown in for good measure. Of all the modes we've seen fromHailrazer, this might be out favorite yet! See for yourself after the break.

    ...
    by Published on March 6th, 2011 00:02
    1. Categories:
    2. Nintendo 64 News

    News via http://retroactionmagazine.com/retro...lly-preserved/

    Coincidentaly tying in with Retro Gamer’s current coverage of Nintendo’s 64-bit console, N64 Magazine, which was Future Publishing’s spiritual successor to the popular Super Play, has had its third issue from June 1997 digitally preserved at Out-of-Print Archive. The N64 Magazine #3 page at Out-of-Print Archive has the issue’s editorial details, full contents list, links to online articles taken from the issue and, of course, a link to the full issue download itself. The online preview articles chosen for this issue include reviews of Killer Instinct Gold (which was covered in Retroaction #3 in a Killer App article), Star Fox 64, Doom 64 and a feature on Japan’s game industry in Land of the Rising Fun.
    Weblink: N64 Magazine issue 3 at Out-of-Print Archive ...
    by Published on March 6th, 2011 00:01
    1. Categories:
    2. Nintendo 64 News,
    3. Retro Consoles/Translation News

    News via http://retroactionmagazine.com/retro...amer-issue-87/

    Issue 87 of Retro Gamer should be hitting those store shelves right about now. It’s a Nintendo 64 special issue, with the 64-bit console gracing the front cover and featuring in The Collector’s Guide to the N64 article. Other highlights in the issue include Hail to the Duke (article on the Duke series past and present with Scott Miller and Randy Pitchford), The Making of Jet Set Willy II, The History of Shadow of the Beast (with creator Martin Edmondson), In the Chair with Al Lowe, The Making of the Lotus trilogy, all the usual regulars and lots more. There’s also a video preview of the issue at Darran Jones’ YouTube page. Retro Gamer is a UK dedicated retrogaming magazine, but with all the available ways to purchase the magazine (newsagents, online at the Imagine eShop or digital versions from iTunes), there’s no excuse to pick it up from anywhere around the world.
    Weblink: Retro Gamer at Imagine eShop ...
    by Published on March 5th, 2011 22:02
    1. Categories:
    2. Nintendo 64 News,
    3. Android News
    Article Preview


    There's not exactly a shortage of video game emulators for Android devices, but there has been one notable, 64-bit exception. That's finally been rectified with the just-released N64oid application, however, which finally brings emulation of Nintendo 64 games to the platform -- and, like the other emulators from developer Yongzh, it's conveniently available right in the Android Market (for $5.99). As you might expect, there are a few glitches and hiccups to be found even on high-end phones like the Nexus S, but it does seem to run remarkably well for an initial release and, as Download Squad points out, you can also use a separate, freely-available app to add some Wiimote controls to the proceedings. Also, it means you can play Goldeneye on your phone.

    ...
    by Published on March 4th, 2011 00:37
    1. Categories:
    2. PSP News,
    3. Nintendo 64 News,
    4. PS3 News,
    5. PS2 News,
    6. Nintendo DS News,
    7. Nintendo 3DS News,
    8. Nintendo Wii News,
    9. Snes News,
    10. GBA News,
    11. PS1 News,
    12. PC News,
    13. Xbox 360 News,
    14. Xbox News,
    15. Sega Dreamcast News,
    16. Genesis News,
    17. Sega Saturn News,
    18. Nintendo Gamecube News,
    19. Apple iPhone
    Article Preview


    Before the Super Turbo Hyper BBQ HD Ultra Mega Remixes there was just plain ol' Street Fighter 2, which celebrates its 20th anniversary this month. Capcom posted a birthday reminder for its classic fighter, which was born two decades ago in the arcades (remember those?).

    Since 1991, Street Fighter 2 has seen six arcade iterations and near countless ports across consoles, PCs and handhelds (Tiger even!). Chances are you've played the game a time or two ... and had your pixelated butt unceremoniously handed to you.

    http://www.joystiq.com/2011/03/03/st...er-2-turns-20/
    ...
    by Published on March 3rd, 2011 00:02
    1. Categories:
    2. Nintendo 64 News

    News via AEP
    The 1964 derivate 1964mod has been updated.

    Quote:
    For 1964mod release details, please read the posts below
    Subscribe to posts
    1964mod v1.4.1(beta) Release
    posted Mar 1, 2011 5:16 AM by Pokefan 999 [ updated an hour ago ]
    Core Changes & Fixes
    1. emulator UI display status cleanup (enh/bugfix)
    * fix menu option status
    * improve statusbar display status
    * fix icon button display status
    * fix thin horizontal line on romlist window when 1st entry is visible
    * remove useless statusbar display codes
    2. obsolete & duplicate codes cleanup & refactor codes (enh)
    * improve 1964Core.ini codes
    * improve TimerProc codes
    * improve CloseROM codes
    * remove useless emu title bar status display codes
    3. capture CIC ChipID when rom is loaded (enh)
    * map Alt+I to RomInfo
    4. update texture caching (bugfix)
    * fix failure to cache/readback hires texture after 1st game run in the same emu session
    5. frame limiter speedup (experimental) (enh/bugfix)
    * reduce delay between frames change & improve game speed
    * fix Banjo-Kazooie jerky display during speedup
    6. random flashram / sram missing saved game (bugfix)
    7. cleanup “runaway” audio thread (bugfix)
    * fix “high pitch” sound during emu pause, screenshot, toggle between window/fullscreen mode
    * fix "high pitch" sound when rom is closed
    Plugin Changes & Fixes
    1. upgrade lpng to v1.5.1 & zlib to v1.2.5 for MyGlide64 (enh)
    2. MyGlide64 improvement over official Glide64 r215 (enh/bugfix/hack)
    * fix NewTetris, Bomberman Hero & Tetrisphere horizontal lines
    * improve "Mega Man 64" & "Army Men - Air Combat" horizontal lines
    * fix missing background for "Read every frame" in Ogre Battle 64
    * fix corrupted fade-out game menu in Gauntlet Legends
    * fix corrupted alpha in ISS2000 intro cutscene
    * fix extra blue square layer over ExtremeG logo in intro cutscene
    * fix border corruption in Top Gear Overdrive
    * fix spillover texture in MIA
    * fix "broken stadium roof" portrait in Pokemon Stadium intro
    * fix pokemon transparent eyeball in Pokemon Stadium 2
    * fix sound distortion due to speed slowdown in Shadows of the Empire, Star Wars Episode 1 – Racer & Road Rash 64(U)
    * fix screenshot image truncation for mis-match resolution ratio
    * bypass Command&Conquer sprite truncation when screen resolution mis-match aspect ratio
    * remove duplicate “Full Screen” resolution entries from dropdown combo box
    * revamp Change_Size function codes (enh)
    * obsolete pal230 & adjust_aspect ini option
    * fix games with 1st screen corruption e.g. Virtual Chess
    * fix over-sized texture image e.g. New Tetris, XG2(E), DK(E), TWINE
    * fix shrunk texture image e.g. Bottom of the 9th, Centre Court Tennis etc
    * fix jumping frame in TGO & MIA transition effect
    * fix screen transition effect garbage e.g. TGO, MegaMan
    * fix New Tetris missing image tile on the bottom line
    * partial fix of Pokemon Stadium 2 corrupted pokemon portrait in Stadium battle
    * remove RE2 video hack & PPL hack
    * new custom effect for MIA e.g. goal replay
    3. minor gameplay improvement for Mario Tennis (enh)
    4. implement quick hotkey for "Read every frame" & “LOD” (enh)
    5. update texture caching (enh)
    * remove non-hires texture caching/readback dependency on "Rice" format being checked
    1964mod v1.4.0(beta) Release
    posted Mar 1, 2011 5:14 AM by Pokefan 999 [ updated an hour ago ]
    Core Changes & Fixes
    1. compiler warnings (bugfix)
    2. obsolete & duplicate codes cleanup & refactor codes (enh/ bugfix)
    * improve message handling & remove unnecessary sleep time
    * improve emulator window re-sizing & maximizing function
    * improve state saving & loading
    * remove Kaillera / Netplay codes & menu option
    * remove 1964 v0.8.5 save format codes & menu option
    * remove XPTheme codes
    * remove most of the trace & debug codes
    3. update romlist window layout (enh)
    * re-size default romlist column width
    * set “GAMESAVE” as default column display
    4. wrong mapping of F1 hotkey to “Online Help” (bugfix)
    5. re-map the savestate & loadstate slots hotkey (enh)
    6. wrong savestate slot is selected for savestate/loadstate if emu is paused (bugfix)
    7. update screenshot capture codes (bugfix)
    * fix missing screenshot when taken during emu pause
    * fix invalid screenshot path for certain 1st screen screenshot e.g. DK64
    8. update crc calculation e.g. DK64, Body Harvest (bugfix)
    9. incomplete "bananaport" fade-out & game menu freeze e.g. DK64 (bugfix)
    10. losing voice audio if same rom is started again after closing e.g. TWINE (bugfix)
    11. upgrade zlib from v1.1.4 to v1.2.5 (enh)
    12. convert registry ini to 1964Core.ini (enh)
    13. replace use of expansion pak size as memory address mask with real rdram size (bugfix)
    Plugin Changes & Fixes
    1. change 1964Audio default to "nosync"
    :: Homepage ...
    by Published on March 2nd, 2011 01:01
    1. Categories:
    2. Nintendo 64 News

    News via http://www.romhacking.net/forum/inde...pic,12267.html


    This is the third official, full-point release, of GoldenEye: X, a project that ports GoldenEye’s stages, weapons, and characters to Perfect Dark. Over the last few months, we’ve been busy adding in new content, as well as addressing certain issues that cropped up in the most recent versions of the game. We’ve not only been focusing our efforts on the multiplayer ‘Virtual Reality’ aspect of the game, but have also made advances with the mission campaign. However, we’re still not quite at the point where those are good enough to be made public. In the meantime, you can play solo (or co-op) against up to eight Simulants in any of the VR levels available. Here is a summary of the edits and updates in this version…
    • There is a lot more available to the player from the very start of a new file. From Virtual Reality, you should have access to every weapon, weapon set, music track, scenario, game option, and Simulant type (with the ability to use up to eight).
    • Two new levels are available in VR… Bunker ii and Archives. They are (mostly) complete with glass, doors, metal crates, and all the weapons you can handle. The Simulants perform very well, and are able to fully traverse the stages. The only hiccup lies in the metal crates. They’ll eventually drop through the floor after being destroyed and disappear for the remainder of the match. It may take a few cycles for it to happen, however.
    • There’s a very special treat in this release. Expertly ported from The World Is Not Enough on the N64, the “Labyrinth” multiplayer map by Zoinkity. He’s brought this fun level over to GoldenEye, which was then converted for Perfect Dark and updated to have more spawns, additional ammo crates, Capture the Flag bases, and even five Hills. It’s a brand new experience for those not familiar with TWINE, and a great bit of nostalgia for those who are.
    • Get your hands on some new hardware! Take out your opponents in stealth by using the silenced variations of the PP7 Special Issue and D5K Deutsche. The destructive Shotgun is also now at your disposal. Like some of the other weapon ports, the muzzle flashes and bullet origins aren’t perfect, but the weapons themselves and their positioning matches the originals. Once we learn more about how the weapons in PD are setup, these issues will be taken care of.
    • An additional eight bodies and five heads have been added to the character roster. Choose from the Russian Soldier, Jungle Commando, Siberian Guard (Black) [which also completes Mishkin], or Siberian Special Forces. Feeling invincible? Than select Boris as your on-screen persona. Want to use some voodoo magic against your foes? Baron Samedi is just waiting to put on a hex. And whether you’re tall or short, there’s somebody for you. Jaws and Oddjob, the polar-opposites in GE, are ready to duke it out again… whether you want your friends to use them or not is up to you.
    • From the first patch, the Moonraker Elite has been using a customized arm/hand model. Since then, the other characters have been matched up with more appropriate models. Most of those have also been customized, since PD only offered so many styles. There’s a couple that still require better textures, but the majority of characters are complete.
    • Simulants are now fully supported in the Caves map. Thanks to a base AI Path Network created by Octan Baron for his custom mission in GoldenEye, Sims are capable of navigating all areas of the stage. Hopefully this will breath new life into a level that most would consider to be the least appealing multiplayer choice in GoldenEye.
    • Egyptian has seen some architectural modification since the last release. There are three chutes that normally contain ceiling-mounted drone guns in the mission. They have been edited and changed into ramps. It was a decision made to better performance, for both humans and Sims. Before, people were capable of falling through the lower edge of the chute and dying. As a ramp, this occurance is eliminated. Simulants now use these ramps without any issues.
    • The left-handed Phantom and Sniper Rifle now draw correctly, and not inside-out. Their bullet origins are still inaccurate, but the Phantom does have a slightly improved muzzle flare. It also uses the appropriate sound effect, and has been adjusted to better replicate the original. The Sniper Rifle has also been slightly modified, and now deals the same amount of damage as in GoldenEye.
    • The AR33 Assault Rifle and RC-P90 are now capable of penetrating through objects and characters. I’m not sure why they weren’t setup by Rare to do this in the first place, but it has since been fixed.
    • Certain doors in various levels weren’t using the proper flag to prevent them from being seen through walls. Those that appeared in Temple, Facility and Egyptian are now all taken care of. Others also close portals when shut, which may help slightly with the framerate in certain areas.
    • The
    ...
    by Published on March 1st, 2011 22:37
    1. Categories:
    2. Nintendo 64 News

    News via http://www.emulation64.com/view/1966...7-is-released/

    Pokemaniacs let us know that 1964mod v1.4.1(beta) quickfix v7 is released.


    1964mod v1.4.1(beta) quickfix v7 is released

    * consolidate quickfix 1-5 changes
    * cleanup runaway audio thread
    * change "Announcements" section layout & include "MyGlide64" changelog
    * users are advised to download the latest quickfix v7 & MyGlide64(ini) rarfile



    1964mod v1.4.1(beta) quickfix v7 ...
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