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  • DCEmu Featured News Articles

    by Published on September 16th, 2010 23:46

    News / release from dan369

    The game is a zombie top-down shooter. It's a pretty basic kill X amount of zombies in a round, whilst trying to stay alive, and picking up ammo boxes to re-fill your ammo.

    Controls:
    Rotate the analog stick to rotate the cursor.
    Pressing the RTRIGGER will move you in the direction of the cursor.
    Press Triangle to swap through your guns.
    Press X to shoot.
    Press the LTRIGGER and RTRIGGER at the same time to run, though you can only run for a limited time (watch the red meter on the screen).


    Version 1.1
    --------------------------

    -Fixed running bug
    -Changed The reloading status to also having a bar, gives the player a better visual reference onto when reloading will be done.
    -Added in Background, it's just some nice blood effects but looks rather cool (IMO)
    -Added in 4 sounds, 3 are for the guns, the other sound is for when the bullet hits the zombie
    -Misc changes: Zombie are a tiny bit faster, death animation faster, how long dead zombies stay on screen has been reduced, limited the number of ammo boxes available at any time to 5 (So hopefully, no more constant spraying with the machine gun )
    -Probably forgot one or two other things .

    Known issues:
    -Does lag after round 6-7 if i remember correctly, due to the amount of zombies on-screen. I could limit this but i thought it would take away the challenge of the game.

    Btw, thanks to elite for help with the sounds . Saved me loads of time searching through the vast array of possibly useless sounds. ...
    by Published on September 16th, 2010 23:41

    News / release from Marach

    Hello, my first post.
    This is my PSP port of a game Meritous by Asceai.
    I hope you like it like I do. Please report bugs, comments, complains and love letters in this thread.

    Meritous PSP 1.4

    INFO:
    It's a dungeon-crawl-action game. You travel through thousands of rooms killing monsters, finding artifacts and dealing with bosses. Controls are explained in readme file. Plot and more game help is explained in the in-game help file opened by pressing Select. The game has 3 endings! Wuss mode is for less experienced, but I recomend playing always in normal mode. Game fits into PSP screen - all content is reordered to fit.

    Know issues:
    - HOME button not working
    - Attempting to quit freezes the game; the only way to quit the game is taking off the battery ...
    by Published on September 16th, 2010 23:36

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=1902

    Dream has released a port of destination PSGroove D2Prog programmer , originally scheduled for a chip Wii, D2Pro .

    It will be necessary to make physical changes on the programmer and reprogram the PIC before transforming into a clone of the PS free jailbreak . ...
    by Published on September 16th, 2010 23:35

    News via http://x360.gx-mod.com/modules/news/...p?storyid=3001

    COz released a new version of Launch Xbox 360 Dash ( JTAG ) . Currently , this version is only compatible with freeBOOT 9199 .

    To recall, Dash Launch allows you to boot your console on an application of your choice ( usually as an alternative dashboard Freestyle Dashboard ).

    New / fixed:

    - Plugins now use logical paths to the image of Quick Launch Buttons
    - Option on the Y button to exit the miniblade under NXE to launch the application directly related to the button / default .
    - Adding options common ( 9199 ) content and patch ping limit
    - Launch Dash works primarily with system processes , and running completely during animation boot
    - Change Total dash.xex , which should lessen the problem splits CD or a few seconds of NXE
    - Removal of persistence on paths and dependency 0/1/2 Caps for detection
    - Back to NXE Via miniblade for system settings and other functions without having to use RB
    - Addition of internal memory ( NAND big block ) as a possible peripheral
    - Added xell loader to set the patch and adding a . xex to run Xell
    - Removed reboot in case of fatal patches
    - Added parameters reboot / shutdown in case of fatal error
    - Upgrading aesthetic installation screen , the console does not go over at the end of the installation
    - Added file . ini install in the updater
    - Added the update patches to install

    http://www.xbins.org/nfo.php?file=xboxnfo1875.nfo ...
    by Published on September 16th, 2010 23:34

    DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash. The latest compiled rev of DaedalusX64 can be found below, and I will try my best to upload the latest rev when I'm aware of it's commit. Thank you DaedalusX64 Team, and keep up the hard work.


    What's changed in this revision:
    Revision 576
    [+] Using a dither to make 16bit mode look like 32bit mode (just like the old 3DFX voodoo days)

    http://forums.daedalusx64.com/viewto...t=2640&start=0 ...
    by Published on September 16th, 2010 23:31

    news via http://psx-scene.com/forums/showthread.php?t=66115

    The last part of the puzzle has finally been made public in "assembly" format now, for the original PSJailbreak design.

    The first part was done already, and that produced the USB hub, and plugging in and out, and the loading of the "payload". -- And the making of PSGroove. -- But now finally, the "payload" has been ripped apart, and make public in full assembly language, instead of just a bunch of HEXadecimal.


    Quote:
    1. It gets control at Exploit_Entry, which copies the rest of the payload to the fixed address 0x8000000000700000.

    2. Exploit_Main copies a resident part of the payload to another location, creates virtual USB device driver called "MOD" with 3 functions, hooks some VSH functions via TOC entry and does some permanent in-ram patching. when the work is done it zeroes itself out.

    3. The resident part has basically 3 purposes: (a)It manages virtual USB device, (b)It does some on-the-fly patching and (c)It hooks all the game disk file accesses from the VSH.

    3a. The virtual USB device is needed to make sure the original PS3JB device in plugged in. Once the correct device is plugged (the one with the AAAAC0DE) device driver initializes the variable to 1 (see kmod_func1 - probably "identify device", and kmod_func2 - "initialize device"). If one pulls the device out, the function kmod_func3_call_panic "term device" is called which causes a kernel panic.

    3b. The on-the-fly patching part of the code is probably called on virtual memory page remapping and does additional patching in-place. It identifies if the pages requires patching byte calculating it's "hash" and comparing to the table entries. One of the patches enables developer menu/settings called "category_game_tool2.xml#root" which probably enables support of the pkgs and other dev stuff.

    3c. The hooks from the VSH are intended to redirect all on-BDVD file requests (or probably just "open") from VSH to the HDD saved backup. The launcher saves the base directory of the game started and after that all the file names are prepended with it. that's how the backup feature works. The LV1 still needs BDVD auth to launch the game, so the original disc in BDVD is still required.

    4. Adds a Syscall (Syscall 36) which will be called by Backup Loader to activate the virtual bluray drive with the correct backed-up disk.

    5. Patches the return value from Hypercall 99 so that we can launch unsigned apps.

    News Source: http://twitter.com/Mathieulh ...
    by Published on September 16th, 2010 23:29

    News via http://psx-scene.com/forums/showthread.php?t=66151

    A member over at PS3Hax ( stadicon ) has created a demo installer for all to use, the details are as follows:


    Quote:
    Originally Posted by stadicon
    PSN Demo Installer
    ==================
    by stadicon

    Features
    ——–
    - Create .pdb files
    - Upload files to your PS3 through FTP

    Requirements
    ————
    - .Net Framework 2.0
    - PS3 FTP Server

    Instructions
    ============
    You can use this tool in 2 ways:
    1) Create .pdb files and upload them with an external FTP Client (e.g. Filezilla)
    2) Let the tool create and upload everything directly to your PS3

    1) CREATE .PDBs
    —————
    1) Open PSN Demo Installer
    2) Press “Select PKG” button to complete the correct Content ID and Package File name (you can just type them manually but it is strongly recommended you get them from the PKG)
    3) Type Package Name (the name of the demo as shown on XMB before installation)
    4) Pick a Task Folder number (according to that, you should pick the final destination folder on your PS3)
    5) Press “Create .pdb” and pick a folder. There will be 3 files created: d0.pdb, d1.pdb, f0.pdb.
    6) Use an external FTP Client (e.g. Filezilla) to transfer those 3 files and the .pkg through PS3 FTP Server in /dev_hdd0/vsh/task/0000000x (x = the Task Folder property you picked before).
    7) When files are moved to PS3, simply restart your console (without PSJailbreak/PSGroove/PSFreedom) and there will be an option for your demo installation on the XMB.Go on and install it!

    2) CREATE AND UPLOAD FILES
    ————————–
    1) Open PSN Demo Installer
    2) Press “Select PKG” button to complete the correct Content ID and Package File name
    3) Type Package Name (the name of the demo as shown on XMB before installation)
    4) Pick a Task Folder number (you can leave it at 1 and the uploader will automatically adjust it)
    5) Press “Upload Files” and the FTP Dialog will show up
    6) Fill your PS3 IP Address. Before you go on, make sure your PS3 FTP Server is up and running
    7) Press the “Upload” button. Wait for the files to be transfered.
    8) When files are succesfully transfered (check the logs), restart your PS3 (without PSJailbreak/PSGroove/PSFreedom) and there will be an option for your demo installation on the XMB. Go on and install it!

    WARNING: The “Create and Upload Files” option is easier to use, but the FTP library implemented in the application is not as fast as a dedicated FTP Client, like Filezilla. You may experience long wait times or, even, failures on PKGs with large sizes (1GB+) -due to PS3 FTP Server being extremely buggy-.

    So for those of you looking to try out the latest demos, this package basically helps you install them to your PS3 via FTP once they've been downloaded to your PC. ...
    by Published on September 16th, 2010 23:27

    News via http://www.nintendomax.com/portal.php

    Awesomisoft offers version 0.4 of "DS App Studio" FDI to facilitate the development of homebrew on Nintendo DS.

    Was Awesomisoft Creating a New Easy to use DS Homebrew App Developing programs Called Studio
    DS App Studio uses a programming language made ET Called DSAL ( DS Application Language ) That Makes DS homebrew development making cutting easier for beginners. Here Is a piece of code That Shows That language :


    Code : Select All
    start2D ( 256 , 256 ) ;
    say (" Hello , World ! ") ;
    wait () ;
    endif ();

    http://www.awsomisoft.co.cc/ ...
    by Published on September 16th, 2010 23:25

    News via http://www.nintendomax.com/portal.php

    maRk2512 provides the final version of his puzzle game for the Nintendo DS "Sokoban Touch & Go!.

    http://www.palib-dev.com/forum/index.php?topic=648.0 ...
    by Published on September 16th, 2010 23:24

    News via http://forum.gbadev.org/viewtopic.ph...779c40f1a47f42

    Woopsi 0.99.5 is now out. It is available from the Woopsi website:

    http://woopsi.org

    The big change this time around is the rendering system. Instead of each gadget needing to redraw itself when its appearance changes, gadgets now push their damaged rectangles to a queue that is redrawn every VBL.

    In short - redrawing the screen is faster and the code is simpler.

    The FreeType library and associated classes are no longer being distributed as part of Woopsi. Instead, Lakedaemon has put together a distribution of Woopsi that includes ported libraries and extra classes. These provide Woopsi with a wealth of extra functionality. His distribution can be found here:

    http://bitbucket.org/Lakedaemon/ndstoolkit/overview

    On top of the FreeType library, Woopsi font classes and an "XmlBox" gadget, it includes DS ports of:

    - libjpeg
    - libmxml
    - libpng
    - libsqlite3
    - libz

    The full changelog is below.

    Fixes:
    - Removed freetype classes, library and example (Lakedaemon's distro will provide this functionality).
    - Examples build script uses for loop instead of explicitly named folders.
    - Gadget::checkCollision(Gadget) works correctly.
    - Tests build script uses for loop instead of explicitly named folders.
    - Fixed memory leaks in Text::getLineTrimmedLength().
    - Rewrote RectCache::splitRectangles() for speed and clarity.
    - Increased delays for SDL double click and key repeat times.
    - Fixed memory leak in demo.
    - Fixed memory leak in PackedFontBase::getStringWidth().
    - Fixed memory leak in MultiLineTextBox::moveCursorToPosition().
    - ScrollingPanel::scroll() redraws correctly on top screen.
    - Renamed Text class to Document.
    - Document class contains a WoopsiString instead of inheriting from it.
    - Removed DimmedScreen class (not compatible with new rendering system).
    - Removed erased flag from Gadget.
    - Removed Gadget::erase().
    - Removed Gadget::eraseGadget().
    - Removed Gadget::redraw().
    - Removed Gadget::redrawDirty().
    - Removed Gadget::drawChildren().
    - Removed Gadget::redrawDirtyChildren().
    - ListData destructor does not fire list changed events.
    - Removed AmigaWindow::redrawBorder().
    - Removed Woopsi::eraseRect().
    - Gadget::getChild() no longer returns a const gadget.
    - Removed visibleRegionCacheInvalid flag from gadget.
    - Removed Gadget::enableDrawing().
    - Removed Gadget::disableDrawing().
    - Removed drawingEnabled flag from Gadget.
    - Gadget::remove() and removeChild() will trigger a redraw of the gadget's visible regions (ie. erase it) automatically.
    - Pong uses a SuperBitmap as its display.
    - WoopsiArray doubles in size each time it needs to grow instead of increasing by 100.
    - ScrollingPanel::scroll() uses the new rendering system.
    - Fixed FileRequester border.
    - FileListBox re-raises ListBox value changed events.
    - ListBox no longer raises events when deselecting options when double-clicked (correctly raised when selecting the correct option).
    - Fixed horizontal position of text in left-aligned text box.
    - ScrollingTextBox scrolls line-by-line when scrollbar is dragged instead of smooth-scrolling (easier to read).
    - Added virtual destructor to ListBoxBase.
    - Moved border size defines from window.h to amigawindow.h and made them consts.
    - Changed DYNAMIC_ARRAY_SIZE define in woopsiarray.h to a const.
    - Changed GLYPH_MAP_SIZE define in fontbase.h to a const.
    - Changed defines in glyphs.h to consts.
    - Moved SCREEN_WIDTH and SCREEN_HEIGHT defines into sdl/nds.h.
    - Changed defines in defines.h to consts.
    - Woopsi::handleKey() expects an s32 instead of a u32 as the heldTime argument.
    - PadHeldTime struct stores values as s32 instead of u32.
    - Gadget::getCloseType() is const.
    - ScrollingTextBox and ScrollingListBox scrollbars move in steps instead of smoothly as their lists are scrolled.
    - Rewritten slider logic again.
    - ScrollingListBox scrollbar updates correctly as list changes or gadget is resized.
    - ScrollingTextBox scrollbar updates correctly if gadget is resized.

    New Features:
    - Added makefile for demo - can now be built from command line.
    - Added Rect::splitIntersection().
    - Gadget rendering re-written to use damaged rects.
    - Added equality and inequality operator overloads to Rect class.
    - WoopsiArray accepts an initial reserved size parameter in its constructor.
    - FileRequester includes filename textbox.
    - Added FileRequester::getTextBoxFileName().
    - Added Range class. ...

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