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  • Malksta

    by Published on March 4th, 2007 21:40

    Via StrmnNrmn's Blog

    Back!

    Just a quick post to say that I'm back safe and well from skiing. It was awesome! As an added bonus I made it through the week without breaking any bones

    Lots of people posted with their thoughts on what I should work on for R10 - many thanks for all your feedback. I'll post an update with my plans shortly (probably sometime tomorrow, after I've recovered from the travelling.)

    -StrmnNrmn ...
    by Published on January 10th, 2007 21:33

    new release via Dark_alex

    Read Me

    This is the update to 3.03 OE-B

    Execute this only from 3.03 OE-A or 3.03 OE-A'

    changes in OE:

    - Patched the firmware to allow decrypted mp4-AVC videos to play at 480x272 resolution.
    - pic0.png was not shown in psp isos. Fixed.
    - The speed functions were not dummied after setting the speed. This could cause the few games
    that set the cpu speed not to run at the selected speed in the recovery menu.
    - Changed the structure of the program to have more free ram in game mode.
    sysmemp.prx removed, systemctrl.prx splitted into systemctrl.prx and vshctrl.prx.

    Note: due to the inclusion of pic0.png, the iso cache has changed slightly; as a consequence you
    will notice a slowdown the first time you access game menu after this update, just as if you have
    modified the iso folder.

    Changes in docmaker:

    - A flag that lets increase the limit of 100 png's to 1000 was found. (this is the real maximum
    number of images that support the emulator document.dat reader).
    The document.dat's created with this version, can have any number of images between 1 and 1000,
    and they will work in whatever 3.03 OE version.

    Instructions:

    - Just copy the files/directories inside MS_ROOT to the root of your psp.

    About AVC 480x272
    Note that what is patched refers to mp4 avc (which are the ones with best quality).
    Standard mp4 cannot play at resolutions higher than the multiplication of 320x240 because the
    firmware is not really prepared for that.

    To create a 480x272 avc, you can simply download 3gpconverter, choose the psp profile.
    And then adding to transcoidng.ini something like this examples: (note: XX is a number not used by
    other items).

    Example 1: For a 1-pass 768 kbps bitrate:

    [ItemXX]
    Title=AVC 480x272 768 kbps 1-pass
    TitleE=AVC 480x272 768 kbps 1-pass
    Command0=""<%AppPath%>\cores\ffmpeg" -y -i "<%InputFile%>" -title "<%Title%>" -timestamp "<%TimeStamp%>" -bitexact -vcodec h264 -coder 1 -bufsize 128 -g 250 -s 480x272 -r 29.97 -b 768 -acodec aac -ac 2 -ar 48000 -ab 64 -f psp "<%OutputPath%>MAQ<%RandomNumber5%>.MP4""
    Command1=""<%AppPath%>\cores\ffmpeg" -y -i "<%InputFile%>" -f image2 -ss 5 -vframes 1 -s 160x120 -an "<%OutputPath%>MAQ<%RandomNumber5%>.THM""

    Example 2: For a 2-pass 512 kbps bitrate

    [ItemXX]
    Title=AVC 480x272 512 kbps 2-pass
    TitleE=AVC 480x272 512 kbps 2-pass
    Command0=""<%AppPath%>\cores\ffmpeg" -y -i "<%InputFile%>" -title "<%Title%>" -timestamp "<%TimeStamp%>" -bitexact -vcodec h264 -coder 1 -bufsize 128 -g 250 -s 480x272 -r 29.97 -b 512 -passlogfile "<%OutputFile%>" -pass 1 -acodec aac -ac 2 -ar 48000 -ab 64 -f psp "<%OutputPath%>MAQ<%RandomNumber5%>.MP4""
    Command1=""<%AppPath%>\cores\ffmpeg" -y -i "<%InputFile%>" -title "<%Title%>" -timestamp "<%TimeStamp%>" -bitexact -vcodec h264 -coder 1 -bufsize 128 -g 250 -s 480x272 -r 29.97 -b 512 -passlogfile "<%OutputFile%>" -pass 2 -acodec aac -ac 2 -ar 48000 -ab 64 -f psp "<%OutputPath%>MAQ<%RandomNumber5%>.MP4""
    Command2="rm "<%OutputFile%>-0.log""
    Command3=""<%AppPath%>\cores\ffmpeg" -y -i "<%InputFile%>" -f image2 -ss 5 -vframes 1 -s 160x120 -an "<%OutputPath%>MAQ<%RandomNumber5%>.THM""

    You can customize the examples to your likes, or wait for someone to create a gui.
    ______________________________

    Download and give Comments below ...
    by Published on December 21st, 2006 00:50

    News from Team C+D

    First C+D Release 2.80 Kernel Mode Exploit, soon to be others !

    2.80 kmode xploitz!
    * From Team C+D.. *
    (Create+Destroy)

    $ony lost a battle and will loose the war !
    Here is the 2.80 kernel exploit you have been looking for !
    Thanks for C&D your future best psp hacking resource !

    WiseFellow - He ain't no fool
    bockscar - Bombing you into surrender
    FullerMonty - Going all the way
    CosmicOverSoul - A spiritual guy
    Malyot - Getting power from the hell

    The exploit currently works on 2.80 through tiff exploit. Probably this will work in 3.03 also when an user exploit is available.

    Awesome news, the future looks bright if this exploit can be utilised in time for a downgrader.

    Download and Give feedback Via Comments ...
    by Published on September 17th, 2006 22:42

    from http://strmnnrmn.blogspot.com/

    I'm still alive

    I just wanted to apologise for the lack of updates recently. In between commitments at work and at home I've not had much time to work on Daedalus over the past couple of weeks. Fortunately things are quietening down again so I should have some free time to work on the next release of the emulator this week. Rest assured I'll keep you up to date with all the new developments.

    -StrmnNrmn ...
    by Published on September 7th, 2006 02:44

    Via http://strmnnrmn.blogspot.com/

    It's been a fairly slow week for progress on Daedalus. I've had a few busy days with work, and I was away over the weekend so I've not had much time to work on Daedalus since my last update.

    One thing I have managed to implement is viewport scaling however. After the previous release I received an email from Chris Meyer-Rassow which had a couple of interesting points. He suggested that I should have a look at providing a setting to allow the emulator to run with an aspect ratio of 4:3, rather than strecthing everything to fit the PSP's 16:9 (or 15.88236:9 to be accurate

    I had been meaning to add this option for some time, and as it was only a small change I decided to implement this feature for the next release. I've added 3 different modes, as shown the in screenshots below. The first mode simply scales the graphics up to fit the PSP's screen (this is no different from the current release of the emulator):


    This renders at 480x272. Notice how the vertial lines for the 't' and 'f' characters look slightly too heavy. This is as a result of scaling the graphics up to fit the PSP's screen. (As an aside, this screenshot clearly shows another issue that I need to address - the zfighting which is clearly visible in the carpet. I have a couple of ideas for fixing this.)

    The next shot shows the same scene with the new unscaled 4:3 viewport setting:


    This renders at 320x240, and so avoids scaling up any of the graphics. You can see that the problems with the 'f' and 't characters has gone. On the downside, there's a lot of 'wasted' space around the screen.

    The final settings shows the new scaled 4:3 viewport setting:



    This maintains a 4:3 ratio (so we maintain the correct aspect ratio), but scales things up to 362x272 to make full use of the screen's height. We waste a little less space with this mode, but some of the original problems with the text are still visible.

    In the end all three options are a trade off between making full use of the screen and quality. In the next release it will be possible to adjust this setting as the emulator is running so you can pick whichever one looks best for the rom you're currently running.

    As a result of doing this work with the viewport, I also fixed a couple of bugs related to how I was emulating the N64's viewport. When I originally wrote the graphics code for the PSP version of Daedalus, I forgot to handle the N64's viewport scaling/translation, which causes problems rendering certain scenes, as demonstrated in Aerogauge below:





    Notice how the car is being rendered off-centre (it should be in the top right hand corner). After my viewport fixes, the same scene now looks like this:


    The same change also fixes various minor glitches in a number of other roms (including Mariokart and Waverace), so it's a nice bugfix to get in for the next release.

    -StrmnNrmn
    ...
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