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    by Published on July 17th, 2010 19:12



    Hi All,

    Tombstone city is a game developped in 1981 by Texas Instrusment for the TI99/A4.
    (see http://www.videogamehouse.net/tombstone.html).

    My very good friend Buzz has developped his own version of this game for Linux, Windows and the Nintendo DS. Few days ago he has ported his game from Allegro to SDL.

    See http://buzz.computer.free.fr/ for details.

    I've done several small changes to fit the pandora screen size and keys.

    Sources are included, and this package is under the GNU public licence v2, read COPYING.txt file for more information about it.

    http://zx81.zx81.free.fr/

    Enjoy,

    Zx. ...
    by Published on July 11th, 2010 21:15

    News via http://www.psp-ita.com/?module=news&...5&view_reply=1

    After the recent release of CF 5:50 Prometheus Prometheus and 5.03 , the PSP hacking scene seemed to have moved permanently to the custom firmware branded GEN, excluding the historians of M33 Dark_Alex . Experience shows , however , that often carry a coder shift , most often driven by the desires of end users of the CF , that we users.
    So here he sees the light that can be defined as the CF 5.00m33 - Prometheus. Again this is not a CF in itself, as a patch applied to last CF 5.00 M33 -6 , making it the most complete available piazza .
    The combination of 5.00 M33 -6 with its high compatibility for homebrew and functionality of Prometheus to start out the latest headlines without having to apply any patches, it is stated as the definitive turning point in the field of Custom Firmware ...
    by Published on July 11th, 2010 21:13

    News via http://www.psp-ita.com/?module=news&...0&view_reply=1

    As is well known for some time , using CF on the Go ! Cam was limited to the old model PSP -300 also stands out for the silver. This version of Go ! Cam is now out of print , replaced by recent PSP -450 ( Black ) . Unfortunately, those who were found to buy was the bitter surprise of not being able to use PSP uprights CF ... until now .
    In fact, thanks to the efforts of the coder Torky , is now also possible to use CF on the infamous PSP -450 . All through the plugin m33_620 two modules and downloadable from the official firmware 6.20 through PSARDumper .

    Installation:

    Quote:

    Attention : Please note that the plugin m33_620 is only compatible with CF 5.00 M33

    Installation
    1. Download the official firmware 6.20 and place the EBOOT.PBP file in the main root of the Memory Stick
    2. Download PSARDumper to 6.30 and unzip the archive in order to have the path PSP/GAME/psardumper_630
    3. Create the main root folder of Memory Stick kd620
    4. Start PSARDumper Press , Wait for the end of the procedure and press to quit
    5. In the path F0/kd locate files usbcam.prx and usbmic.prx and copy them kd620
    6. Download the archive m33_620_go.rar and decompress it in the main root of the Memory Stick
    7. Within / seplugins / edit (or create if not present ) file GAME.txt adding the following string : ms0 : / seplugins/m33_620.prx
    8. Recovery From activate the plug-in .

    Fact remains that it does not start any game that exploits the Go! Cam and test for proper operation.
    ...
    by Published on July 11th, 2010 21:07

    News via http://www.nintendomax.com/viewtopic.php?t=12046&f=19

    Update to 2010.07 Wind Pro DSi, PC application including 3 multi- emulators for the Nintendo DS ( No $ gba / DeSmuME / iDeaS ) and 1 for the Game Boy Advance ( VBA - M) and tools ( customizable emulator / Zoom / etc ...).
    Reminder : Uninstall the previous installation before installing the new version.

    Wind Pro 2010.07 Changelog:
    - Updated SVN DeSmuME 3694 ( x86 and x64 )
    - Updated USRCHEAT.DAT (Temp) 06/20/2010
    - Updated VBA- M SVN 947
    - Updated iDeaS 1.0.3.6
    - Updated 15/09 to Open 7zip compressed ROMs
    - New options in the default emulator nds
    - Improved the default configuration of VBA Link
    - Improved the default configuration of VBA - M

    http://windspro.blogspot.com/ ...
    by Published on July 11th, 2010 21:04

    News via http://www.nintendomax.com/viewtopic.php?t=12044&f=19

    stravingo offers a first version of "Secret Hordes" Utility / gadgets designed to browser game Hordes ( Apocalyptic RPG Free Online Motion twin) that you will have some useful info on your town by simulating the use of cameras placed at different location .


    Hello everyone!

    It's been a long time since I had retouched the dev on DS, I missed Smiley
    I checked the other day , it was more than 2 years Shocked

    History of myself back a little, I developed a small utility unpretentious , designed for browser game Hordes . This game immerses you in a post -apocalyptic zombie infested where you must survive as long as possible in a city with 39 other players.

    My utility is more a gimmick than a real tool. This is a case control surveillance cameras that you arranged all over town to try to improve your survival : a camera to monitor the city gate , another for the edge of town , another to monitor the water level of wells, etc. . Everything is perfectly functional, as hordes of designers provide access to a wealth of info on the game via an XML file .

    I tried to give the whole look dirty, dilapidated , battered , like the sinking of this world in which we play. The basic idea of my application is that it is an old video material once used in a reality show , discovered in the rubble of a television studio in ruins because I find many similarities between Hordes and concepts of reality TV : a group play , players eliminated day after day, a winner at the end. Anyway.
    I note in passing that I just vomited reality TV , eh , I have not exploited this idea because I'm a fan of the genre.

    http://stravingo.over-blog.fr/articl...-53583310.html ...
    by Published on July 11th, 2010 21:02

    News via http://www.nintendomax.com/viewtopic.php?t=12042&f=19

    relminator we devised a new tech demo for the DS , "Bullet Rel DS"Library / physics engines simulate physical interaction between different shots and objects.


    Bullet Hell Engine Done!
    I Was a little busy with life for the past month Since My dad " Derwent "under the knife ".
    Goal I coded like crazy for the past 3 days ( Ave. of 4 hours a day ) and I recoded my bullet hell engine from scratch.
    Bullet Rel Download ( with source) ...

    features:
    1. All fixed- point engine
    2 . Data -driven interface
    3. Less memory usage
    4. Easier to use the PC version Than
    5 . Patterns are easy to make

    BTW , you Might want to lessen the " num_turrets " var to 1 just to see all the patterns so far . Those are the only ones I made this morning. LOL

    http://rel.betterwebber.com/junk.php?id=107 ...
    by Published on July 11th, 2010 20:56

    News from Pate concerning his Dos Emulator for DS

    AdLib emulation finished for now
    Last Monday I added the last missing features of the AdLib emulation, frequency modulation (vibrato) and amplitude modulation. I figured out a way to handle the vibrato without slowing down the code all that much. The sound frequency should change (using the 32kHz sound output frequency) after every 674 samples, but as I fill the buffers 64 samples at a time, I decided to change the frequency after every 640 samples, so I can move the calculations outside of the sample building loop. So the vibrato is slightly faster than it should be, but I don't think that is much of a problem. I did a similar change to the amplitude modulation, it should change the sound volume every 168 samples, but I change it every 192 samples, again to move the calculations outside of the 64-sample loops.

    I just need to comment the code better and create a test project that would use my AdLib emulation code and then I could release the sources, in case people are interested in those.

    Some compatibility improvements
    I have so far tested Adventures of Robin Hood, Silpheed and SimAnt. Adventures of Robin Hood crashed with an sunsupported opcode, and when I debugged it I noticed that it uses only a 32-byte(!) stack! That is so little space that when a timer interrupt happens when the code calls a subroutine (after receiving a keypress) it runs out of stack space. Actually, the stack pointer should wrap to the end of the stack segment (which has unused space in the game launcher program), but my DSx86 stack emulation implementation did not handle this properly and thus crashed. I changed my stack emulation to handle stack pointer wrap-arounds properly, so Adventures of Robin Hood started up fine.

    Silpheed progressed pretty far with the single-opcode internal refactoring I had already done, but then it ran into a problem with my string opcodes that still didn't handle writing to graphics memory with a segment address pointing to plain RAM properly. It did draw most of the enemy ships with the plain opcodes, but their removal from the screen was done using string opcodes, so after a while the screen was full of enemy ships. :-) It needed the refactored string opcodes before I could continue with it.

    I then tested SimAnt, and noticed that it used the EMS memory in a way that also was incompatible with my segment-based memory access mode handling. It got the wrong data from the EMS memory using my old string opcodes, and thus filled the screen with garbage data instead of the Maxis logo at the start, for example. So, I decided to start working on the string opcode refactoring next.


    Internal refactoring
    I have now refactored many of the simple opcodes, like all OR operation variants and most of the MOV opcodes. What was interesting when I did this refactoring was that after every build the resulting DSx86.nds file got smaller. This was due to the new memory access handling using more common code for both the normal RAM and graphics opcodes, as only after the effective memory adress is calculated the code will branch to different handlers. Originally I had completely different opcode handlers, depending on where the effective segment poinst to. Thus, the new code has a lot more branches (which makes the code slower), but on the other hand there is much more common code which will help with the cache hit percentage. So perhaps the total slowdown is not quite as drastic. I also have a couple of speedup tricks I can still use, but those I can not do until all of the code is changed to use the new memory access strategy. So, looks like the next version will be quite a bit slower than the current version, but after I have refactored all the opcodes I can make the code slightly faster again.

    I am currently working on the string opcode refactoring, and now I am pretty happy with the way the code looks. I am splitting the memory moves, for example, so that they are done in blocks that fit within the same 16K memory page, both for the source and target address, and also possible SI and DI segment wrap is taken into account. So all EMS memory and graphics memory access with the string opcodes should now always handle the correct data, so I can look elsewhere for erractic behaviour in games. I have already coded most of the string opcodes for main RAM and EGA graphics memory, but Mode-X handling is still completely missing. I still have a week before the next release, so I should have enough time to handle those as well.

    After I coded the main RAM and EGA string operations, both Silpheed and SimAnt looked to be playable. Silpheed still hangs after intro if Enter is not pressed, and it also hangs when going to the debugger and trying to continue, so there are still some issues. SimAnt I haven't tested any further than by going to the main menu. It uses 640x480 graphics mode so it is a bit awkward to play in any case.

    The heat wave continues here in Finland
    ...
    by Published on July 11th, 2010 20:52

    http://www.youtube.com/watch?v=vnMoNh81rGo


    Here's something for the oldschool console fans out there (like myself); marshallh over at retroactive.be is working on an impressive flash cart project for the Nintendo 64 (N64) currently named 64drive which supports loading of ROM's from a CompactFlash (CF) card with FAT32 file system, and he also coded a native N64 software loader system/menu to interface with the hardware. To get a taste of his N64 coding skills, check the collection of top notch homebrew games/demos here. For an introduction to the project you can watch this video over at YouTube from January 2010 where marshallh got the design working for the first time on his FPGA dev board after spending lots of time translating his idea into Verilog code. Below is a recent photo of the final PCB fitting nicely into a N64 cart.

    http://www.eurasia.nu/modules.php?na...ticle&sid=2588 ...
    by Published on July 11th, 2010 20:51

    News via http://www.wii-addict.fr/forum/UFO-R...03-t20540.html

    ThatOtherPerson no more stops , he starts up again in one of his former projects .
    UFO Racer is a racing game in which control flying saucer like Mario Kart or Excite Truck ( the accelerometer)
    This starts to resemble a racing game ! ^ ^


    QUOTE
    Here ya une update to UFO Racer . Actually Its Beginning to resemble a racing game now.

    There Is now a track selection screen. Its simple and ugly goal ITS has really only placeholder for the moment . There Are Two tracks included . There Are Two Other UFOs That race around the track with you. There Is A progress bar shows how That Much of your current lap and bellow You Have Completed It Is What text displaying lap you are number one . After Completing Three period you are feeling back to the track selection screen .

    Before You Have the two use to Accelerate button and you steer by tilting the Wii remote ( just like in Mario Kart or Excite Truck ). ...
    by Published on July 11th, 2010 20:45

    News via http://www.wii-addict.fr/forum/DeSmu...90-t20530.html

    DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania

    The R185 is the last official release !
    The emulation is quite slow !

    To see if your games work , see Compatibility List

    You must put your ROMS in. kts in x : / DS / ROMS
    The backups are going in x: / DS / SAVES /
    If you want to use a BIOS put it in x : / DS / BIOS / appointed and biosnds9.rom biosnds7.rom ...

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