• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on January 29th, 2011 00:47

    Are you a Mac owner, well hows about a new version of the PS2 Emulator just for you

    Work on 0.9.7 is in progress and with very promising results some of the changes are making it into the 0.9.6 build which is probably going to be the last for this version. You can download it here

    The main improvement is proper implementation of memory protection handling for pcsx2, which should give 25-50% performance boost depending on the game.

    This build is only for Snow Leopard 10.6.3 or newer and includes updated ZZOgl 0.21.213 and zerospu2 installed by default

    :: Homepage ...
    by Published on January 29th, 2011 00:44

    PCSP the PSP Emulator for Windows had a release a few days ago but the team behind it have posted an update about issues with the release

    It appears there is a bug with pcsp and single core cpus. It is very likely that pcsp will freeze from parallel threads that it tries to syncronize. There is already a fix for that for all you ppl that still using old machines with single core (who does anyway).

    A bug fix version will be release shortly among with a very interesting feature.

    Stay tuned

    --------------------

    Hlide here again,

    Ok I think I understand what it happens. The emulator has a state : normally it is RUNNING when interpreting a PSP game. Some events like Audio, Vsync, Clock may occur and try to set this state to an event state so the emulator thread is leaving the interpreter to handle the event. In a multi-core processor, each event has its time-critical thread running on one core whereas the emulator thread is running on another core. So a core tries to set a state to make the other core to suspend interpretation and handle event in the emulator thread. I made some changes in code prior the correction I did for 0.5.1 because I feared an event state might be set when the emulator was already set to another event set (a vsync event occuring when the emulator state is set to an audio event state) and might fix the freeze issue. It didn't but I left this code after fixing the real issue. However I never realized that code might not work properly for a mono-core as those threads will be executed in a sequential order and might create some hell slowness or worst responsiveness (because of an active polling added).

    :: Homepage ...
    by Published on January 29th, 2011 00:36



    [Lossfresnos65] must be planning to do a lot of travelling because he’s entombed his PlayStation 3 in a Pelican case. Inside you’ll find some diamond-plate bezel to cover the console itself and used to surround the 19-inch high-definition television that is mounted to the lid of the case. In the picture above you see the door that lifts to reveal foam cutouts for a TV remote and two six-axis controllers. There’s no battery and no wireless Internet, but connection for the power cord, Ethernet, component video, and HDMI have an external port on the base of the enclosure. There’s also two fans to keep everything cool, and on the front you’ll find two USB ports and a headphone jack. After the break he shows off the finished product but there’s no internal build photos to be found. We linked his forum post at the top as ask him and perhaps he’ll deliver the goods.

    http://hackaday.com/2011/01/28/take-...on-world-tour/ ...
    by Published on January 29th, 2011 00:28

    News via http://gbatemp.net/t276797-sony-send...kedown-notices

    Judge Illston has granted the TRO against George Hotz despite the venue issue still being contested by Hotz's attorney. And I'm out of town. Since CMU has a west coast campus in California and is therefore subject to her jurisdiction, I have disabled my mirror until I can get back to Pittsburgh and look more closely at the current state of things.

    Then early this morning DMCA takedowns started to get received by the various scene developers, first kmeaw, a good coder behind a working CFW, got one:


    Quote:
    << kmeaw > I have just received a DMCA takedown notice

    Next graf_chokolo, a now world-famous coder for his wonderful PS3 'decryption' skills, posted the following on Xorloser's Blog, that his GIT has been taken down by Sony:


    Quote:
    Originally Posted by Xorlosers blog
    graf_chokolo says:
    January 29, 2011 at 2:04 am

    SONY took down my GIT repo :-) Who still needs my source code just email me and i will upload it for you :-) Still working on ENCDEC reversing :-) It’s fun :-)

    And recently KaKaRoToKS has tweet'ed that he also has gotten a DMCA notice:


    Quote:
    Originally Posted by KaKaRoToKS
    Looks like github has received DMCA takedown and my repository are now unavailable Twitter

    source

    So are these people going to stand up for what they belive in or crawl under their beds and hide?

    The suenami is coming.
    ...
    by Published on January 29th, 2011 00:05

    Newly released from Divineo China



    After received many gamer requests to develop a converter for a G25/G27 racing steering wheel to be used on the Xbox 360 and Xbox 360 Slim console, we are glad to tell you that we have successfully made a converter. The converter is not only compatible with the G25/G27 racing steering wheel but also includes a built-in combo attack memory function for fighting games. You just simply press one button to execute the complicated combo attack with ease. Don't miss your chance to own one! ...
    by Published on January 29th, 2011 00:01

    News via http://boards.dingoonity.org/index.php?topic=3002.0

    Now this takes me back! Enjoy!

    Quote
    I merged my old ASCII Labyrinth game with a SDL tutorial I found on the internet(http://www.parallelrealities.co.uk/t.../tutorial2.php) and I ended up with this :

    P.S. The source code is extremely messy.

    labyrinth.rar
    Author/Porter: Poligrafowicz
    Download: http://www.mediafire.com/download.php?5po99djqq5b543s
    Download Source: http://www.mediafire.com/download.php?emzn98fk179cic4 ...
    by Published on January 28th, 2011 23:58

    A couple of new job listings on Apple's website are firming up rumors that Apple will be including so-called "e-wallet" capabilities using Near Field Communications (NFC) technology on upcoming iOS devices. The positions - for a Hardware Test Engineer and a Manager of Global Payment Platforms - indicate that development on both the technical and business aspects is near completion.

    As Nick reported on Tuesday, there's growing evidence that Apple is working on a PayPal-like service that would use radio-frequency identifier (RFID) chips built into iOS devices to allow them to act as electronic wallets: you would just wave your iPhone at a reader, and money would be immediately transferred out of...

    http://modmyi.com/forums/iphone-news...phone-5-a.html ...
    by Published on January 28th, 2011 23:58

    A couple of new job listings on Apple's website are firming up rumors that Apple will be including so-called "e-wallet" capabilities using Near Field Communications (NFC) technology on upcoming iOS devices. The positions - for a Hardware Test Engineer and a Manager of Global Payment Platforms - indicate that development on both the technical and business aspects is near completion.

    As Nick reported on Tuesday, there's growing evidence that Apple is working on a PayPal-like service that would use radio-frequency identifier (RFID) chips built into iOS devices to allow them to act as electronic wallets: you would just wave your iPhone at a reader, and money would be immediately transferred out of...

    http://modmyi.com/forums/iphone-news...phone-5-a.html ...
    by Published on January 28th, 2011 23:56

    News via AEP

    After about two years GIGO finally released a new (beta) version of its SNES emulator SNESGT.


    Quote:
    English release info

    What´s new:

    Fixed ROM detection algorithms.

    Fixed SA-1 CHR conversion (2) bugs.

    Fixed a bug in hi-resolution mode.

    Fixed a bug in sound envelope emulation.

    Fixed SPC7110 RTC bugs.

    Added a direct color mode of mode 3/4.

    Changed compiler to Visual Studio 2010.


    :: Homepage ...
    by Published on January 28th, 2011 23:35

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16290.html

    Rockbot is a free (GNU-GPL) remake of the game Megaman / Rockman. The game is made with the SDL library, and ported to Linux, Windows, Dingoo and Playstation 2.


    Quote:
    After more than two months, we finnaly bring to you a new version.

    Go to our downloads section to get binaries for Linux, Ubuntu 10.04, Windows, Playstation 2 and Dingoo (Dingux).

    The changelog from beta7 is:

    corrigir problema de botões no menu (corrigir esquema de read_input e game_mode)
    array de teclas deve ser INT e não CHAR
    estrelas maiores devem ser cinza
    melhorar “pisca” do player quando invulnerável (está muito rápido)
    inimigos tem que ter um hit-timer para ficarem invencíveis por um segundo, como os players
    direcionar debug para arquivo stdout.txt
    spiked chain não deve ser destruída no hit
    chefes tem que ter um hit-timer para ficarem invencíveis por um segundo, como os players
    EDITOR: implementar fator de zoom
    direcionar debug para arquivo stdout.txt
    ajustar sensibilidade do análogo para PS2 e PC independentemente
    implementar direcional digital no PS2
    corrigir problema em que player muda tipo de animação no meio do pulo
    refinar velocidade e gravidade do pulo
    corrigir problema em “got weapon” onde não anda para o meio se passou dele
    teleporte voltado para esquerda não está aparecendo
    corrigir problema de pulo+espinhos depois de barreira
    descobrir porque player fica invulnerável após morte (hit == 1?)
    melhorar dano de espinhos
    plataformas que se movimentam “derrubam” jogador para dentro das paredes
    itens colocados via editor não estão funcionando corretamente
    pílula só deve ser barulho se HP OK – pular sobre escadas ainda está dando problema
    corrigir pequena discrepância na posição vertical da tela (área cinza)
    implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que está vivo – não pode ter 2 mortos simultâneos)
    (URGENT) corrigir scroll para 2 player mode
    (SERIOUS) em 2 player mode, ESC não sai do jogo (PC)
    criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto – ajuda com alguns ifdefs
    tecla de quit deve funcionar apenas em PC e Dingux
    (URGENT) objetos só testam player 1
    (SERIOUS) na água, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player/terrain apenas)
    menu deve ser chamado indepententemente para betabot e rockbot
    (FEATURE) betabot must shot two projectiles at once
    colorcycle deve ser aplicado também sobre nível 3 de tiles
    implementar sistema de checkpoints (no loadMap, se a posição do mapa for < RES_W, é checkpoint) – na versão 0.2 isso será uma lista em stage
    congelamento de tempo só pode parar um único chefe (magebot)
    animação de hit deve seguir o player/npc
    animações de hit devem sumir quando o player morrer ou trocar de tela OK – new gravity system more similar to megaman games
    (SERIOUS) quando atingido, se está segurando o botão de pulo, está pulando automaticamente
    add a animation state for transition between stand and moving called OK – add a “scroll lock” terrain type, similar to boss door, but without doors animation/sound
    (URGENT) blocks are falling
    to not block top and botton in colision. if player leaves by bottom, dies (holes).
    fix door/scroll-lock right to left (infinite loop) OK – show 3rd level on “ready”
    dying makes the music reset to apebot’s OK – (SERIOUS) stage intro dialog is showing again when player dies
    must show player and NPC on boss dialog OK – (SERIOUS) moving left/right platform not working
    (URGENT) crashing when loading a stage after beating a boss OK – teleporter is returning to the first used one always
    implement teleporters return (for 8 bosses room in skull castle) OK – (URGENT) create a new type of terrain that is meant to be checkpoint
    (URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.
    (URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)
    (see checkpoint terrain) – boss door 1 must save checkpoint – novos npcs: c) DONE – morcegos d) DONE – shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais
    allow user to define NPC direction in editor
    different damages according to weapon type for bosses OK – (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship
    (URGENT) fix jump on stairs
    (URGENT) items placed with editor are not being shown in game (do not allow dot in the name)
    (URGENT) player is heatting the head too soon
    colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)
    user key reading in intro is too slow, so keypresses are being lost (had a bug with new/load screen not showing)
    (SERIOUS) item colision check is bad (falling from ...

  • Search DCEmu

  • Advert 3