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    by Published on September 19th, 2010 22:34

    Pate has posted more news of his Dos Emulator for DS

    Last week was a very busy week at the office (first customer deployment of the software I have been working on), so I did not have much time (nor strength) to work on DS2x86 during the evenings. Yesterday I then worked on DS2x86 again, and in the end got it to compile and link. I had to comment out a lot of code, though, which I then need to write specifically for the DSTwo hardware environment.

    I have run into various problems while trying to make the code build, so progress has been rather slow. Here is a list of various annoyances and other obstacles I have had to overcome.

    One big annoyance is the fact that every test build needs to be tested on the actual hardware. The DS2 SDK is quite a lot bigger than libNDS, and DS2x86.plg is already over 1.5 megabytes in size (while the current DSx86.nds file is around 0.7MB). Transferring a new build to my DS Lite using FTP takes almost 5 minutes, and it is really annoying to wait for the transfer to finish. I could keep swapping SD card between the DSTwo and the PC USB adapter, but I don't want to kill the mechanical contacts with too much use.
    Another annoyance is the unaligned access exception. There is an exception handler in the DS2 SDK, but it does not seem to do anything useful, the code just hangs whenever there is an unaligned memory access. These are easy to avoid in my ASM code (as it assumes everything is unaligned), but I have seen several cases where the compiled C code causes an unaligned memory access and hang.
    My Makefile skills are pretty rusty, and the Makefile that comes with the SDK is very basic. Thanks to an idea by another SDK user I was able to enhance the Makefile to be able to include binary data (as there is quite a lot of included binary data in DSx86), but this also resulted in unaligned memory access whenever the bin file size was not divisible by four. Looks like the mipsel-linux-as puts the 32-bit size value immediately after the actual binary data, with no regard to alignment! I had to pad all my binary files because of this.
    The default Makefile also does not handle dependencies properly. When a header file changes it does not compile all the C or C++ files that include that header file. I changed the makefile to use Advanced Auto-Dependency Generation and that finally seemed to fix the compilation problems. Before that I fought many times with weird compilation or linking problems, as I had not realized it did not compile everything it should have.
    While working on making the code build, I have also tried to study the hardware more closely. If the processor in the DSTwo is not exactly Ingenic Jz4732, it is something very similar to that. I found a nice overview about coding for the Dingoo A-320, which among other things has a header file with all the processor I/O address definitions. I have found out that the processor in DSTwo only seems to have 6 timers instead of 8. The timers that the SDK makes available are timers 4 and 5, and timer 0 is in use for some internal stuff. That leaves timers 1..3 free for software use. DSx86 needs several timers, so that was a useful find.

    Anyways, I have now managed to output the boot strings (using the 6x8 pixel text font) onto the screen, but the screen update system in DSTwo SDK is still somewhat unclear to me. It uses double-buffering, but I don't need (nor want) to use double-buffering in text modes, so I am currently looking into ways to bypass the double-buffering scheme and be able to only update one buffer. The SDK does not include sources for the more hardware-specific stuff, so I have to look into the dump file to see what the internal routines do. All in all, quite slow progress, but at least I am getting forward.

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on September 19th, 2010 22:28

    News via http://www.ds-scene.net/?s=viewtopic&nid=9868

    Awesomisoft was creating a new Easy to use Homebrew developing program called DS App Studio
    DS App Studio uses a programming language he made called DSAL(DS Application Language) that makes making DS homebrew development easier for beginners. Here is a piece of code that shows that language:


    Code

    start2D(256, 256);
    say("Hello, World!");
    wait();
    endif();

    http://www.awsomisoft.co.cc/ ...
    by Published on September 19th, 2010 22:15

    News via http://www.dev-fr.org/index.php?topic=4812.0

    Here is a new version of the emulator MSX , MSX2 and MSX2 + for DS.


    This time, the update adds the following improvements :

    * Added scrolling of file names with the stylus .
    * Now , we must do a double - tap on the icon of instant backup .
    * Changing the routine collision of sprites for MSX1 Pitfall II.
    * Small interface improvements .
    * MSX2 mode by default ( because it's faster than the MSX2 + mode ) .
    * Fixed various bugs in the patch the ROM drive ( compatible with the DSK images improved . )
    * Emulation CSC + (for SD Snatcher , the Konami game collections , etc. ...).
    * Fixed the outline color of screen 12, which was managed as screen8 .
    * Removed some unnecessary display conditions . ( msxDS is still a bit faster ! )

    In short , once again , that 's good .

    Website :

    http://www.alternate-fmsxds.webs.com/index-fr.html ...
    by Published on September 19th, 2010 22:14

    Thatotherdev has posted a new release for the Wii, heres the details

    We Are Nowhere is a brief nonsense conversation with the deranged and disembodied.

    http://thatotherdev.wordpress.com/20...3-wii-windows/ ...
    by Published on September 19th, 2010 21:47

    New release from Wololo

    This new revision fixes many stability issues on the golf exploit (all versions), and improves compatibility on the Go, thanks to JJS’s “perfect syscall” patch for this model. Owners of the PSP 2000/3000 have once again less luck, but they will still benefit from this update which improves the loading stability of HBL. Although this revision shouldn’t change anything for Patapon2 owners, it is the recommended revision for everyone.

    I want to thank the people who donated over the past weeks. The money was used mostly to buy UMD versions of the hot shots golf, to help with debugging on firmware 6.31. This greatly helped with fixing some bugs with HBL on the latest firmwares. ...
    by Published on September 19th, 2010 21:20

    News via http://www.jpcsp.org/

    At last, a new official release. A lot of improvements have been done in both emulation speed and accuracy.

    JPCSP is a Playstation Portable emulator written in Java for the PC. The reasons for this choice rely on the portability and flexibility of this programming language, which makes it much easier to test and apply changes whenever needed.

    JPCSP v0.6 (September 18, 2010):

    -> Included compilation of several "Allegrex" instructions in dynarec for a
    much better performance;

    -> Performed major code cleanups and reorganization;

    -> Fixed and improved module loading:
    - Corrected import and export's mapping;
    - Implemented newly discovered loading methods.

    -> Updated all modules with the most recent findings;

    -> Added all new save/load (savedata) modes;

    -> Reviewed and improved all kernel object managers:
    - Implemented each kernel object manager's attributes;
    - Added full LwMutex support in a dedicated kernel object manager
    - Provided corrections for mutex, semaphore and event flag managers;
    - Properly implemented VPL and FPL handling.

    -> Improved graphics' handling:
    - Splitted rendering into a new RE (rendering engine);
    - Cleaned up and optimized VideoEngine;
    - Fully implemented, corrected and organized main GE commands;
    - Improved shaders' usage and stability;
    - Introduced a geometry shader for increased speed in rendering;
    - Fixed display list processing;
    - Improved the performance of several GE commands.
    - Implemented the VideoEngine processing in a parallel thread,
    to take advantage of dual-core processors and
    match the PSP dual-core architecture.

    -> Implemented a MediaEngine for video and audio playback (based on FFMPEG):
    - Added video playback support in sceMpeg and scePsmfPlayer;
    - Added ATRAC3 audio playback support in sceAtrac3plus;
    - Improved "UMD Browser" to display images, load videos and play sounds
    from the UMD data.

    -> Improved main GUI and debug tools:
    - Added a "Cheats" menu with CWCheat support;
    - Provided a cleaner organization and display of settings;
    - Removed "Emulation" menu;
    - Improved the "Logger" tool;
    - Added a new "Image Viewer" tool. ...
    by Published on September 19th, 2010 21:12

    One for Coders only:

    News via http://forums.ps2dev.org/viewtopic.php?t=12992

    I've updated ps3toolchain to the latest versions:

    binutils-2.20
    gcc-4.5.0 (with gmp-5.0.1, mpc-0.8.2 and mpfr-2.4.2)
    newlib-1.18.0

    As always, it can be reached on the subversion repository:

    svn://svn.ps2dev.org/ps3/trunk/ps3toolchain

    Enjoy! ...
    by Published on September 19th, 2010 21:10

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=1923

    stoker25 releases version 0.4 of its excellent xRegistryEditor . Reminder xRegistryEditor allows editing of xRegistry.sys your PS3.

    This file contains information such as switches debug mode , the region bluray / dvd but also information about your PSN account (not encrypted) . It is therefore Imperativ for the security of your PSN account , never share this file system with a third party .

    Note that the sources c # are provided in the archive download link. ...
    by Published on September 19th, 2010 21:06

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9353

    Following the progress of the PS3 hack , including the updating of PSFreedom (1.1 ) , Waninkoko a new version of its console port Dingoo to include new features PEEK and POKE to have access to L2 memory .

    Use:

    1. Place the file PSFreedom_zImage for the version of your LCD screen on the microSD and rename it " zImage ".

    If you do not know the version of your screen:
    - Enter the menu " System Setup "
    - Click on "About " at the top
    - Then do ↑ → ↓ ↑ → ↓ (Top, Right , Down , Up, Right , Down )
    - Watch Online MODULE LCD to see your screen version : ILI9325 or ILI9331 .

    2 . Start Dingux and wait to start the kernel completely.

    3. It 'll just connect your PS3 to your Dingoo and follow the usual procedure : Turn off your PS3 (switch back to OFF ), connect your Dingoo on it , restart your PS3 (switch back to ON ) , press "Power " button and quickly " Eject ". Now let the magic play .

    Note: the patch for the kernel is present in the archive to the " kernel - patch " . This patch was created to be applied at the beginning of the branch opendingux 2.6.35 kernel . ...
    by Published on September 19th, 2010 21:06

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9353

    Following the progress of the PS3 hack , including the updating of PSFreedom (1.1 ) , Waninkoko a new version of its console port Dingoo to include new features PEEK and POKE to have access to L2 memory .

    Use:

    1. Place the file PSFreedom_zImage for the version of your LCD screen on the microSD and rename it " zImage ".

    If you do not know the version of your screen:
    - Enter the menu " System Setup "
    - Click on "About " at the top
    - Then do ↑ → ↓ ↑ → ↓ (Top, Right , Down , Up, Right , Down )
    - Watch Online MODULE LCD to see your screen version : ILI9325 or ILI9331 .

    2 . Start Dingux and wait to start the kernel completely.

    3. It 'll just connect your PS3 to your Dingoo and follow the usual procedure : Turn off your PS3 (switch back to OFF ), connect your Dingoo on it , restart your PS3 (switch back to ON ) , press "Power " button and quickly " Eject ". Now let the magic play .

    Note: the patch for the kernel is present in the archive to the " kernel - patch " . This patch was created to be applied at the beginning of the branch opendingux 2.6.35 kernel . ...

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