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  • October 1st, 2018

    by Published on October 1st, 2018 20:50
    1. Categories:
    2. Nintendo 3DS News,
    3. GBA News

    endrift has updated the Game Boy Advance Emulator for the Nintendo 2DS/3DS:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/downloads.html

    via https://www.nintendomax.com/viewtopic.php?f=132&t=16823 ...
    by Published on October 1st, 2018 20:44
    1. Categories:
    2. GBA News,
    3. Nintendo Switch

    endrift has released a new version a new version of the Gameboy Advance Emulator for the Nintendo Switch:

    0.7.0: (Future)
    Features:
    - ELF support
    - Game Boy Camera support
    - Qt: Set default Game Boy colors
    - Game Boy Printer support
    - Super Game Boy support
    - Customizable autofire speed
    - Ability to set default Game Boy model
    - Map viewer
    - Automatic cheat loading and saving
    - GameShark and Action Replay button support
    - AGBPrint support
    - Debugger: Conditional breakpoints and watchpoints
    - Ability to select GB/GBC/SGB BIOS on console ports
    - Optional automatic state saving/loading
    - Access to ur0 and uma0 partitions on the Vita
    - Partial support for MBC6, MMM01, TAMA and HuC-1 GB mappers
    - GBA: ARMIPS/A22i-style and ELF symbol table support
    - Initial Switch port
    Bugfixes:
    - GB Audio: Make audio unsigned with bias (fixes mgba.io/i/749)
    - GB Serialize: Fix audio state loading
    - GB Video: Fix dot clock timing being slightly wrong
    - Qt: Fix GL display when loading a game from CLI (fixes mgba.io/i/843)
    - ARM: Fix MSR when T bit is set
    - GB Serialize: Fix game title check
    - GB: Revamp IRQ handling based on new information
    - GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
    - GB Video: Fix loading states while in mode 3
    - GBA DMA: Fix invalid DMA reads (fixes mgba.io/i/142)
    - GBA Video: Add delay when enabling BGs (fixes mgba.io/i/744, mgba.io/i/752)
    - GB Timer: Minor accuracy improvements
    - GB Audio: Clock frame events on DIV
    - GBA Timer: Fix timers sometimes being late (fixes mgba.io/i/1012)
    - GBA Hardware: Fix RTC overriding light sensor (fixes mgba.io/i/1069)
    - GBA Savedata: Fix savedata modified time updating when read-only
    - GB Video: Fix enabling window when LY > WY (fixes mgba.io/i/409)
    - GBA Video: Start timing mid-scanline when skipping BIOS
    - Core: Fix audio sync breaking when interrupted
    - Qt: Improve FPS timer stability
    - GBA Serialize: Fix loading channel 3 volume (fixes mgba.io/i/1107)
    - GBA SIO: Fix unconnected SIOCNT for multi mode (fixes mgba.io/i/1105)
    - GBA BIOS: Fix BitUnPack final byte
    - GB I/O: DMA register is R/W
    - GB Video: Fix SCX timing
    - GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1126)
    - GB, GBA Savedata: Fix savestate loading overwriting saves on reset
    - GBA Video: Make layer disabling work consistently
    - GB: Fix IRQ disabling on the same T-cycle as an assert
    - Core: Fix ordering events when scheduling during events
    - GBA: Reset WAITCNT properly
    - GBA Serialize: Fix loading states in Hblank
    - PSP2: Fix more issues causing poor audio
    - GBA Memory: Fix Vast Fame support (taizou) (fixes mgba.io/i/1170)
    - GB, GBA Savedata: Fix unmasking savedata crash
    - GBA DMA: Fix temporal sorting of DMAs of different priorities
    - FFmpeg: Fix encoding audio/video queue issues
    - GB Serialize: Fix IRQ pending/EI pending confusion
    - GB MBC: Improve multicart detection heuristic (fixes mgba.io/i/1177)
    - GB Audio: Fix channel 3 reset value
    - GB Audio: Fix channel 4 initial LFSR
    - GB, GBA Video: Don't call finishFrame twice in thread proxy
    - GB Audio: Fix channel 1, 2 and 4 reset timing
    - Util: Fix wrapping edge cases in RingFIFO
    Misc:
    - GBA Timer: Use global cycles for timers
    - GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
    - All: Make FIXED_ROM_BUFFER an option instead of 3DS-only
    - Qt: Redo GameController into multiple classes
    - Test: Restructure test suite into multiple executables
    - Python: Integrate tests from cinema test suite
    - Util: Don't build crc32 if the function already exists
    - GBA: Implement display start DMAs
    - Qt: Prevent window from being created off-screen
    - Qt: Add option to disable FPS display
    - GBA: Improve multiboot image detection
    - GB MBC: Remove erroneous bank 0 wrapping
    - GBA Cheats: Allow multiple ROM patches in the same slot
    - GB: Skip BIOS option now works
    - Libretro: Add frameskip option
    - GBA Memory: 64 MiB GBA Video cartridge support
    - PSP2: Use system enter key by default
    - 3DS: Remove deprecated CSND interface
    - Qt: Options to mess around with layer placement
    - GBA Savedata: Remove ability to disable realistic timing
    - Qt: Add load alternate save option
    - GB Audio: Improved audio quality
    - GB, GBA Audio: Increase max audio volume
    - GB: Fix VRAM/palette locking (fixes mgba.io/i/1109)
    - GB Video: Darken colors in GBA mode
    - FFmpeg: Support libswresample (fixes mgba.io/i/1120, mgba.io/b/123)
    - FFmpeg: Support lossless h.264 encoding
    - Feature: Added loading savestates from command line
    - Qt: Allow pausing game at load (fixes mgba.io/i/1129)
    - Wii: Move audio handling to callbacks (fixes mgba.io/i/803)
    - Qt: Clean up FPS target UI (fixes mgba.io/i/436)
    - Core: Remove broken option for whether rewinding restores save games
    - FFmpeg: Support lossless VP9 encoding
    - mGUI: Add fast forward toggle

    download https://mgba.io/

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...
    by Published on October 1st, 2018 20:38
    1. Categories:
    2. Nintendo Switch

    Doom 3 has been ported to the Nintendo Switch by fgsfdsfgs

    Initial Switch release. More of a PoC than an actual playable port.

    Default graphics settings in the supplied dhewm.cfg are: shadows disabled, detail level set to "Medium".
    Installation

    Unzip dhewm3nx_v010.zip to the root of your SD card.
    Copy over pak000.pk4 through pak008.pk4 from your PC Doom 3 installation's base folder to /switch/dhewm3/base/. Make sure the game is patched to the latest version (1.3.1). The Steam version is already patched. Doom 3 BFG files won't work.
    You can now run the game using the NSP version of Homebrew Menu. It will run in applet mode using the Album HBMenu, but loading any map except the test box will make it run out of memory and crash.

    download https://github.com/fgsfdsfgs/dhewm3

    via https://www.nintendomax.com/viewtopi...611f1c921900ff ...
    by Published on October 1st, 2018 20:28
    1. Categories:
    2. PS4

    Last week, Sony Interactive Entertainment finally enabled PlayStation 4 users to play multiplayer games with their friends on other consoles - specifically Fortnite, albeit in a test beta with the suggestion that more titles may follow.
    It's a feature consumers and developers alike have been demanding from Sony for a couple of years now and Shawn Layden, chairman of SIE Worldwide Studios, has discussed why it took the platform holder so long to comply.
    Speaking on the latest episode of PlayStation Blogcast, as spotted by Eurogamer, the exec attributed it to a myriad of technical, business and customer service issues.
    "We know this is a want, this is a desire, and we want to be able to deliver that in the best way possible," he said. "Now, enabling cross-play isn't just about flipping a switch and 'there you go'. It's a very multi-dimensional kind of attribute or feature.
    "So we had to look at it from a technical point of view, we have to work with our partners from a business point of view, we have to make sure that if we enabled this, do we have the right customer service support, do we have the right messaging out there, do we have all these different things that you have to get in line? It's rather ordinal - they have to go in a certain order to get them all set up."
    Layden's comments suggest a strong focus on quality, perhaps backed up by Sony's previous statement that it wasn't enabling cross-play because it wanted PlayStation 4 to be the best place to play.

    https://www.gamesindustry.biz/articl...y-took-so-long ...