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    by Published on February 27th, 2011 20:22
    1. Categories:
    2. Nintendo 3DS News
    Article Preview

    Nintendo arent going to be happy, the CycloDS Team have confirmed that their Flashcart is working on the 3DS in DSLite Mode. Heres a screen:



    Heres what else they posted:
    CycloDS iEvolution running on 3DS in DSL mode on stock bootstrap and 2.1 firmware, no changes necessary - it just works. Unfortunately DSi mode is unable to be tested at the current time due to the lack of a Japanese region bootstrap.
    This Confirms the story of the Video of Nintendo 3DS hacked by R4 Revolution DS Flash Cart. , looks like Nintendo are not going to be happy. ...
    by Published on February 27th, 2011 20:06
    1. Categories:
    2. PSP News,
    3. Nintendo Wii News,
    4. Sega Dreamcast News

    Lavalit have released a new SVN build of Openbor for the Dreamcast, Wii and PSP

    OpenBOR
    ----------------------
    OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
    created by the wonderful folks over at http://www.senileteam.com.

    History
    ----------------------
    In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
    by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
    Fighters series. The game spread only by word of mouth, but it nonetheless
    amassed popularity very quickly. Senile Team soon released an edit pack allowing
    anyone interested to create a mod for the BOR engine.
    In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
    agreed, and OpenBOR was born. Development on the engine was continued by the
    community, and still is to this day.


    Heres whats new:
    r3073 | sumolx | 2011-02-27 02:24:38 -0500 (Sun, 27 Feb 2011) | 1 line
    Changed paths:
    M /engine/source/utils.c
    va_list arglist; was not definied first, hence causing failure to build Dreamcast port.
    Download Here ...
    by Published on February 27th, 2011 19:55
    1. Categories:
    2. Sega Dreamcast News
    Article Preview

    JLF65 has released a new version of Doom for the Dreamcast, heres his post:
    Okay, here's v1.4 of Doom for Dreamcast. Doom for the Dreamcast is a port based on older Doom code. In that sense, it's more like Chocolate Doom. It does support variable resolution, allowing you to run at 320x240, or 640x480, for example. It plays the MUS format music in the WAD files by converting them to MIDI, then playing that via libWildMIDI. Doom for DC supports regular controllers, the mouse, and the keyboard. The primary stats from the HUD are shown on the VMU screen of the controller so that you can play with the screen size set to turn off the status bar.

    There are quick cheats, cheat selection, and of course all cheats via the keyboard. Read the readme file for details on that. The game starts in a GUI that allows you to set nearly every option, and save them to the VMU. All IWADs are supported and easily selected through the GUI. It also allows up to four patch WAD files, and four dehacked files, also all easily selected through the GUI. Note that patch WAD files or replacement IWAD files should be DOOM compliant, not BOOM compliant.

    Network support allows you to play against up to three other players across the internet. On the Dreamcast, you need the BBA to use networking. The readme describes how to setup the network options. It can be a bit involved, so please read it carefully.

    Since the last official release, preset files have been added. They are text files that go in the presets directory. There is a readme in the directory that explains how the files should be made, and includes a couple examples. This version also uses the store queue to improve the frame rate... you get an extra four FPS in 640x480. Remember that the music is also currently being played by the main CPU, so you can turn off the music for another one or two FPS. Every little bit helps in 640x480 mode.

    There are two files: one is the SelfBoot Inducer file; it's a zip file that is load by SBI to make a DC disc. Be sure to add any IWADs to the iwad directory (and other files to their respective directories) before actually making the disc in SBI. The second file is a 7zip arc of the source directory the way it is in my projects directory, suitable for making a self-boot disc via makefile (make selfboot). Again, add any needed files to the proper directories before doing so.

    DCDoom-SW-CW-1.4.sbi
    DCDoom-1.4.7z

    If you make this yourself, be sure to remember to make libwildmidi (included in the source), and be sure to patch and update the KOS biosfont (also included). Here's an arc of just the biosfont diff file for anyone who just want to look at that (cough - BlueCrab - cough). Also remember that KOS thread functions changed a bit, so the Doom source won't compile on older versions of KOS. Please update your toolchain and KOS. There's a thread on how to update to the latest here. It's for Windows, but can easily be applied to linux as well. The only thing is to use gcc-4.5.2.tar.bz2 instead of gcc-core-4.5.2.tar.bz2 as the instructions say; the core version has a bug that causes it to fail when building gcc for ARM.

    biosfont-diff.zip
    ...
    by Published on February 27th, 2011 19:47
    1. Categories:
    2. PS3 News

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2640

    jjolano proposes a new version of its FTP server for PS3 which has the distinction of being completely Open Source.

    New / fixed:

    - Added additional return codes
    - New command parser (better than the last)
    - Moving the recovery function of the IP on its own thread (which avoids the problems of blockages, this method requires, however, still have access to internet)
    - Detects all now mount points dev_flash writable
    - Rewrite many functions
    - Added information more understandable to the display
    - Moving the passwd command and EXITAPP in the specific SITE commands (see SITE HELP)
    - Changing the format of LIST to look somewhat "ls-a-l"
    - Reduced code
    - Improved performance and stability
    - Fixed some bugs
    - Improved compatibility with FTP clients

    The archive also contains a version of the CFW Geohot and a version without a password for the connection.

    Use the IP of your PS3 to connect to your PS3, then use:

    Login: root
    Password: openbox

    Official site: https: / / github.com/jjolano/openps3ftp ...
    by Published on February 27th, 2011 19:44
    1. Categories:
    2. Pandora News

    Evil Dragon has posted yet more WIP news concerning the Pandora:

    Well, seems the cases are arriving very well in time.
    They are scheduled to arrive in UK on Monday.
    Give Craig a few days to handle customs and pick them up, but we should definately have more than enough cases needed for Batch 1 (and the beginning of Batch 2).

    http://boards.openpandora.org/index....uk-2011-02-25/ ...
    by Published on February 27th, 2011 19:38
    1. Categories:
    2. PSP News

    News via http://www.psp-hacks.com/2011/02/27/...ustom-6-37-me/

    neur0n’s got this… Based on Bubbletune’s Game Categories Light comes a slightly modified version for PSP firmware 6.35 Custom and 6.37 ME. Source code included.


    Game Categories Light Features
    • Adds a new option called ‘By Category’ to your ‘Group Content’ menu.
    • Adds the ‘By Category’ option in the Square-button cycling.
    • Defaults to the ‘By Category’ option when you load the menu.
    • Introduces a subtitle that shows the game type and firmware limits
    Download Here ...
    by Published on February 27th, 2011 19:29
    1. Categories:
    2. PSP News,
    3. Nintendo 64 News

    Awesome news, the newest version of the Nintendo 64 Emulator for the PSP has been released, heres whats new:



    DaedalusX64 Beta 3 - 25 February 2011
    (Major changes since Beta 2 Update, See SVN log for full list)
    ----------------------
    Corn:
    Screen zoom (up to 150%) to get rid of black borders
    Show patch progress instead of black screen while patching (Corn/Salvy)
    Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
    Z-fighting Fixed
    Faster D-list processing for a speed-up
    Faster N64 Fixed Point Matrix loading and other optimizations in rendering
    Added option to use Cover-Flow or Classic GUI
    Added battery info in pause menu (Salvy/psppwner300/Corn)
    64 SaveState slots (psppwner300/Corn)
    New faster Double Display List processing
    16bit screen rendering (Using dithering for smoother colors)
    Missing HUD(heart) fixed in OoT/MM
    Faster texture check/hash
    Faster audio conversion code and optimizations, fixed left/right sound swap
    New DMA transfer mode using VFPU
    Frame-rate limiter no longer stalls CPU
    Added more patches in OSHLE GU function library using VFPU
    Added Auto Frame Skip 1 & 2
    Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
    Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
    Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
    When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
    Fixed Model-view matrices for Gex games to render properly
    Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
    Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
    Insert Matrix works -> Kirby enemies and SSB animation
    Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I - Racer
    Proper texture loading -> F-Zero, Flying dragon (menus)
    Salvy:
    New home button library (works on newer FW's 6XX + button wrapper for easy usage)
    New blender using a 16bit hash
    Generic blend-mode (handles over 70% of all inexact blends)
    Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
    Added support for uCode tables and uCode definitions
    Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashing)
    Reworked uCode detection (faster, and fixed several annoying bugs)
    Simplified greatly interrupts
    Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
    Updated Audio code base to latest Azimer's plug-in (Salvy/Corn)
    Implemented several custom uCodes (Conker, GE sky etc)
    Recursive deletion + Reset settings/oshle cache
    Deprecated RSP LLE emulation from PSP build
    Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
    Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
    Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
    Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
    Add compatibility for using gprof for profiling
    Kreationz:
    Update Screen only called once per frame (Fixes Flashing and Shaking)
    Updated clipping code to latest version from Irrlicht Engine
    Fix of IA4 textures (OoT's Trees for example)
    Fixed 4bpp texture padding
    Grazz:
    Implemented S2dex and Sprite2D
    Auto uCode detector (Grazz/Kreationz)
    Implement per game SaveState support
    Howard0su:
    Memory Access Optimization
    Move Video Memory and Graphics Context initialization into system.cpp
    Avoid strdup, use static array instead
    Other Devs and People that helped greatly:
    Added VFPU math (Zack/Corn)
    Several improvements in our makefile (Maxijac)
    Allows SaveState deletion (Maxijac)
    Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
    Cover-Flow Gui (Yamagushi)
    Recommended Settings (Yamagushi)
    Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
    Added ability to delete ROMs to GUI (psppwner300, Corn)
    :: Homepage

    Download Here ...
    by Published on February 27th, 2011 19:11
    1. Categories:
    2. Nintendo Wii News
    Article Preview

    News via http://thatotherdev.wordpress.com/20...3-wii-windows/


    Its not quite a sequel but I suppose it is in a way a successor to Tick Tock Car Race. It certainly borrows a lot from it.
    rather than racing from checkpoint to checkpoint you are instead tasked with destroying five tanks as quickly as possible.
    Use the nunchuck analog stick to move and the wiimote point and B button to aim and shoot.
    To be honest I’m not particularly happy with it. There where a lot of things wrong with Tick Tock Car race but most of it was behind the scenes and at the least I thought the gameplay was fun. But I’m not sure that I can say the same about Tank Fight…
    The music used in the game is Biosphere by Joshua Arámbula.

    Download Here ...
    by Published on February 27th, 2011 19:04
    1. Categories:
    2. PSP News

    News via http://wololo.net/wagic/2011/02/27/p...s-compo-entry/

    Kinow joins the PSP Genesis competition with a nice little application, that allows you to do pixel art directly from your PSP. This homebrew has been around for a little while, but this new version ships with a few updates, and now supports English.
    Features

    • French/English support
    • RGB Color selection
    • Keeps 2 pre-selected colors in memory, to allow easy switching
    • List of “Most used” colors to easily switch back to your recently used colors
    • Save/Load menu improved (allows to open and save any file in picture/pspixel)
    • Change pen size
    Download Here ...
    by Published on February 27th, 2011 18:51
    1. Categories:
    2. Nintendo Wii News

    Ctr-Gcs-DacoTaco-Edition 0.1 released by DacoTaco

    Ctr-Gcs : DacoTaco Edition is a tool built to create or restore full, raw memory card backups and GCI save files just like the GC application Ctr-gcs did. These dumps can be saved to restore later or be used in emulators like Dolphin-emu. Unlike ctr-gcs however, this utility can read or write to unofficial memory cards; no matter what its size is.
    The program will read & write the dump to the SD card (in the ctr-gcs folder) as card_dump.raw
    Also please note that if you restore a corrupt dump to a memory card, or if the program shows an error while creating or restoring a dump, you may end up with a corrupted memory card.
    Todo list

    • Fix CARD_Create error -6 (failure to create cause previous delete didn't free the allocations correctly) on GCI restore
    • Do another attempt to get nintendo cards working flawless (no need for GC game or SM to unlock card)
    • Make code nicer to look at
    Download here ...

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