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  • August 19th, 2019

    by Published on August 19th, 2019 21:43
    1. Categories:
    2. Apple News,
    3. Apple iPad,
    4. Apple iPhone

    Around 3 hours ago, pwn20wnd who is one of unc0ver’s authors (together with Sam Bingner) took the community by surprise and tweeted out that unc0ver 3.5.0 got released with support for iOS 12.4 which is the latest version of iOS meaning that it’s obviously signed and ready to be installed.
    Unlike other times when a new version of iOS got jailbroken, this time it wasn’t because a new exploit, making use of a previously disclosed vulnerability, got released but because sock_port (the exploit by Jake James used to jailbreak iOS 12.1.3-12.2) got unpatched on iOS 12.4 (released on 22 July) after it was patched on iOS 12.3.
    Apparently, this security blunder was discovered by Ahmed Aldeab 2 days ago and after it was verified by leading jailbreak developers, pwn20wnd got to work by updating and testing a new release of unc0ver presumably before Apple becomes aware of what happened and pushes a new version of iOS to patch the issue.

    http://wololo.net/2019/08/18/jailbre...d-in-ios-12-3/ ...
    by Published on August 19th, 2019 21:32
    1. Categories:
    2. Wii U News

    Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.

    # Cemu detailed changelog for 1.15.12
    # Patreon release date: 2019-08-09
    # Public release date: 2019-08-16

    general:




    http://cemu.info/
    http://www.emulation64.com/view/3005...512b-released/ ...
    by Published on August 19th, 2019 21:31
    1. Categories:
    2. Genesis News

    Shadowrun by Sega Genesis, is an action and RPG game based on the popular PnP role-playing game Shadowrun. This series combines the classic fantastic elements of role-playing games with cyberpunk element, mixing magic with the matrix, achieving a unique gameplay.
    There are two versions of Shadowrun in the 16 bit generation, which as it is easy to deduce, are the 1993 Nintendo version and the 1994 SEGA version. The main difference between both productions, is that the SEGA version delves more into the Shadowrun universe, allowing a nonlinear free-style gameplay with a narrative more typical of a role-playing game. Also, it offers the opportunity to test some the characteristics features of the franchise such as forming a team with different archetypes, buying and accessorize firearms, make a powerful spell book, installing cybernetic improvements called cyberwear on your characters, hacking the matrix with a fully upgrade cyberdeck, and above all, the great opportunity to realize a Shadowrun!
    There is nothing wrong with the Nintendo version, but if you are a fan of RPGs you probably want to try the SEGA version.
    Some flaws that some people mention in the original version of Sega are that some missions can be somewhat repetitive, and the punishing difficulty for the reason that it is not easy to progress in the game, since the money and experience points rewards are low; also the combat can be sometimes difficult since, although there is a very decent arsenal, in practice it is reduced to one or two useful weapons.
    The main objective of this new hack, Shadowrun 2058, is to eliminate these drawbacks and at the same time get closer to the original rules of Shadowrun second edition, which is the generation on which this game is based. Some of the improvements offered by this new installment are: better rewards for fulfilled missions, total review of weapons and armor allowing more fluid and less frustrating combats, cheaper and more accessible objects and improvements, and many other improvements detailed in the project page.
    If you ever played Shadowrun and you didn’t like it because of the aforementioned flaws, or maybe you really liked but you expected some things to improve, the hack developer hope you give it a second chance and now you enjoy a more complete experience this time you run in the shadows!

    https://www.romhacking.net/hacks/4116/ ...
    by Published on August 19th, 2019 21:29
    1. Categories:
    2. Snes News

    As a popular game whose localization for the SNES was highly memorable, the script writing for Final Fantasy VI is a topic frequently discussed in fan circles. But the sheer number of translation errors in its original English release, compounded by the alterations and inaccuracies found in later versions, have had the result of obscuring and distorting many of the details of the story.
    In response to this, user hairy_hen decided that it would be appropriate to rewrite the script for Final Fantasy VI, in order to create a version for the SNES that faithfully presents all of the story and character details found in the Japanese original. Drawing upon his experience as a story editor, and closely following the live translation featured on Legends of Localization, hairy_hen went through the entire game and rewrote the dialog line by line, in order to restore all of the missing and distorted information. With the details presented in a correctly translated form, the internal logic of the story becomes much clearer. The focus of the plot is more unified and comprehensible, and the flow of each conversation becomes consistent in tone and coherence.
    The overriding goal was to be as accurate to the intent of the original script as possible, but to keep the text in a form that would read naturally in English, rather than trying to replicate the quirks of Japanese grammar. With debates about the wording of specific lines often overshadowing discussions about the story, hairy_hen found it necessary to take an objective approach to the merits and shortcomings of previous releases. Consequently, while he did retain some of the memorable “flavor text” from earlier versions, he eliminated any changes in the dialog that interfered with the meaning of the story, and generally preferred to rewrite rather than hang on to the earlier phrasing.
    The character of Cyan, whose speech had been somewhat mangled in previous releases by incorrect application of archaic grammar, was rewritten most extensively of all. Researching works dating from the time of Early Modern English allowed Cyan’s dialog to be written in a way that convincingly reflects the usage from this period, while remaining clearly understandable to a modern audience. Additional documentation about the specifics of the style is also provided.
    The project’s aims also included the translation of non-story text; and therefore the game’s enemies, items, spells, and other abilities were renamed for the sake of accuracy. Most of these used the official names from Square Enix, but some were changed as needed in order to more closely reflect the Japanese originals. Mistakes in their accompanying descriptions were also corrected. To streamline the experience of the player, bug fixes were applied to eliminate potentially game-breaking glitches in the original code, and a few small enhancements such as B-button dashing were included for convenience. The Japanese title screen and uncensored graphics are also present in this version.
    Since the Legends of Localization video series made it plainly obvious just how many previously undocumented translation mistakes the game actually contained, the necessity of creating a version that would rectify all of the issues became clear. This release, therefore, is aimed at anyone who prefers to play the game in its original form for the SNES, but without any of the associated textual problems. With its focus on story, Final Fantasy VI: Retranslated is designed particularly to appeal to those who wish to immerse themselves in the world of the game, and to experience a version that adheres as closely as possible to the intentions of the game’s writers.

    https://legendsoflocalization.com/final-fantasy-vi/

    http://www.romhacking.net/forum/index.php?topic=29094 ...
    by Published on August 19th, 2019 21:27
    1. Categories:
    2. Playstation Vita News

    A few months ago, a contact reached out to me with an irresistible offer. I would be given the opportunity to experiment with an insanely rare, prototype development kit PlayStation Vita. The only ask from my source is that I somehow dump the boot code. I’ve spent the last seven years hacking every last bit of the Vita from exploiting the kernel to extracting hardware keys with AES fault injections. In that long journey, I’ve gotten intimate with every model and revision of the Vita so it seems inevitable that I would find myself with the very first prototype. The DEM-3000L is actually more rare than the DEM-3000H that recently made headlines having been sold for $20,000. Although I cannot confirm this independently, my source claims that the DEM-3000H units were distributed to early game developers while the DEM-3000L was used internally at Sony to develop the system firmware. The history of this particular DEM-3000L was that two of these were originally found side by side at a Chinese landfill. They had extensive water damage (I was told they were “at the bottom of a lake”) and was carefully repaired. One of the two (the one with the broken display) eventually made it to me.

    If you want to learn more about hardware glitching, the ChipWhisperer Wiki is a great place to start. If you get a ChipWhisperer Lite hardware, you can follow the tutorials there to learn more. Our work was all done on a ChipWhisperer Lite along with some molecule mods that enables features such as eMMC packet triggering, multiple glitch units, edge triggering with extra GPIO inputs, extra clock divider options, and more. You can also find some Vita-specific scripts for the ChipWhisperer for glitching and for DFA. Finally, if you want to learn more about the Vita, the HENkaku wiki is the place to go.
    The DEM prototype glitching summarized in this article was done live on Twitch over exactly two weeks. If you want to see the whole process from inception to completion, they are all recorded in vods. Be warned though, more time was wasted going down wrong paths and making mistakes than actual progress–but that is how real hacking works. Thanks to everyone who tuned in and provided help and moral support, and to xyz for providing the exploit to trigger the reset handshake.

    full article here https://yifan.lu/2019/08/16/glitchin...ce-of-history/ ...
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