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  • wraggster

    by Published on March 30th, 2011 19:11
    1. Categories:
    2. PSP News

    News via http://www.psp-ita.com/?module=news&id=49786

    The Coder xerpi presents a new creation, PSP XManager, a file browser, which has several functions, such as a media player, image viewer, ability to move, delete, copy, rename files of our Memory Stick, and to extract data archives (zip), all in one application.

    Author: xerpi.


    Controls:
    • Browser:
    • X: Enter a folder, play music file, open zip file or go back a directory.
    • Triangle: Open the menu of files. (The menu varies with the type of file it is)
    • O: Go to the previous directory.
    • Select: If you are the equalizer in the background, to return.
    • Start: Menu options.
      Player:
    • Square: Expand / collapse menu equalizer.
    • Triangle: Display / folding time and title, artist, album and genre.Or: Exit the player.
    • Select: Go to the browser with the equalizer in the background.
    • Analog Pad: Resize / move the equalizer.
    • X: Change color.
    • L trigger: Play a song before.
    • R Trigger: Play a song later.
      Image Viewer:
    • Digital Pad: Change the image size.
    • Analog Pad: Move image.Or: Exit from the display.
    • Start: Reset image.
    • L Trigger: Display the previous image.
    [Download] ...
    by Published on March 30th, 2011 19:08
    1. Categories:
    2. PSP News

    news via http://endlessparadigm.com/forum/sho....php?tid=26327

    umd4homebrew v1.0 has just been released by ardi for 6.20 TN-HEN and 6.35 PRO-A/B.

    This plugin enables the UMD dump access for homebrews like PSP Filer.

    Installation:
    Quote:copy umd4homebrew.prx to seplugins
    add this line "ms0:/seplugins/umd4homeprew.prx 1" to vsh.txt
    Restart VSH
    finished
    Download ...
    by Published on March 30th, 2011 18:36
    1. Categories:
    2. Android News

    News via http://0xff.akop.org/2011/03/28/spar...n-out-for-now/

    Latest version of Spark Trophies finally removes the ultra-crapulent US server as source of PSN data, and routes all requests through PSN EU, which is faster, and more accurate. Those of you who still use US server should notice a considerable speed boost, especially when refreshing friend list. If you’re already using PSN EU, you will notice that games are now sorted by play order, and not by title.
    I have, for the time being, removed Trophies Preview from Market, pending a proper fix of the free edition – it should be back up sometime this week.
    Download
    P.S. Look forward to a Spark 360 release near the end of the week, or during the weekend ...
    by Published on March 30th, 2011 18:28
    1. Categories:
    2. PC News

    News via AEP

    corsix-th is reimplementation of the game engine from Theme Hospital.


    Quote:
    Changelog
    Gameplay
    Feature: Staff speed!
    Added: All parts of research have been implemented, including machine strength improvements, drug improvements and the "concentrate research" button in the drug casebook.
    Added: Overdraft charges for having a negative balance.
    Fix: The length of a day was about half as long as it should be.
    Fix: A few occurrences of bone-idle patients have been resolved.
    Fix: Juniors were not correctly labeled as Doctors after promotion.
    Fix: Some crashes regarding receptionists.
    Fix: Never charge less than initial cost when reputation is below 500.
    Fix: Some repair animations were too short.
    Fix: Don´t check winning and losing conditions so often.
    Fix: Taking loans can now make the player avoid losing.
    Fix: Level 7 had an emergency with an unavailable disease.
    Fix: Doctors on their way back to the research room or training room will no longer answer to any calls.
    Fix: Don´t crash if a patient in a machine is sent home.
    Fix: Various tweaks to the operating theatre logic.
    Fix: Don´t crash if the staff window of a leaving staff member is open when he/she leaves the world.
    Fix: Persistant data (salary, built rooms etc) are no longer lost after restarting a level.
    User Interface
    Feature: The drug casebook now shows if you can treat a disease or not, and in the latter case the tooltip tells you what is missing. Actual price is shown after some time, instead of charge %.
    Feature: Press and hold on value buttons will now make the value continue to increase until the button is released again.
    Feature: The Theme Hospital installation path can be changed from the options menu.
    Added: The adviser will help out in a few more situations.
    Fix: Mouse position events such as moving staff around didn´t work when scrolling using the arrow keys.
    Fix: Tooltips are now updated more frequently, most evidently in the research pane.
    Translations
    Feature: CorsixTH now supports TrueType fonts via FreeType2!
    Feature: To assist translators a new diff file is now created when you choose the debug option "dump strings" (with languages other than English). It contains those strings which are either found in English but not in the given language, or found in the given language but not in English.
    New languages: Traditional Chinese, Simplified Chinese, Russian. ...
    by Published on March 30th, 2011 18:26
    1. Categories:
    2. PC News

    News via AEP

    The Zod Engine is an open-source remake of the game Z from the Bitmap Brothers.


    Quote:
    Welcome to the Zod Engine project. The Zod Engine is an open source remake of the 1996 game Z by the Bitmap Brothers written in C++ using the SDL library for Linux / Windows / Etc.
    The Story and Gameplay...
    In Z you were a commander under General Zod in his attempt to conquer the universe. Your team, Brad and Allan, went from site to site and planet to planet pushing back the Blue forces while getting bitched at by General Zod. In the Zod Engine the doors are opened up so that you can play all the levels and make new levels the way you´ve always wanted to. The Zod Engine is more then just a remake of Z however, it is a fully commercially supported online game that is perpetually running at all times. Players can connect and disconnect at any time.

    The Zod Engine is a MMORTS / RTS style game. In the game you command an army of robots and vehicles to take over neighboring territories in the ultimate goal of destroying all of your enemies. Unlike traditional RTS (Real Time Strategy) games the Zod Engine does not create units from collected resources but instead construction is constant from preset factories scattered throughout the level.

    What is New?
    The Zod Engine is a multiplayer oriented game where as Z is a single player oriented game. Here you will be able to for the first time do things such as play games against multiple bot players, or play the original levels with friends helping you on the same team. The Zod Engine is cross platform for Linux and Windows and can support any resolution. There are no limits on map size or players per game. The Zod Engine is also in a state of continual development so new features may come at any time with idea´s from the players.

    How to Play?
    To download and play please click the download link on the left side of the page. For any questions please visit the forums. ...
    by Published on March 30th, 2011 18:22
    1. Categories:
    2. PC News

    News via AEP

    D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.


    Quote:
    updates since last AEP reported release v1.15.153
    v1.15.162
    - Fixed: Many transparent 2D effects (explosions etc.) weren´t rendered anymore
    v1.15.161
    - Fixed: D2X-XL didn´t correctly enter netgames when begin executed with direct netgame launch parameters
    - Fixed: D2X-XL could hang after leaving a level
    - Fixed: Shockwave effect wasn´t render at the proper location in cockpit and widescreen views
    - Fixed: Lightning glow was too dark when general glow effect rendering was disabled
    - Fixed: The program wasn´t automatically closed after the player had left a game that had been automatically started
    v1.15.160
    - Fixed: The screen wasn´t updated when shockwave effects were present, but invisible to the player
    - Fixed: Many weapons that shouldn´t created shockwaves
    v1.15.159
    - Fixed: The HUD wasn´t properly displayed when the shockwave effect was rendered
    v1.15.158
    - Fixed: Depth testing in the shockwave shader often failed
    v1.15.157
    - Fixed: The effect menu´s explosion shockwave option lacked the qualifiers (none/basic/full)
    - Improved: The shockwave shader now does depth testing to avoid distorting geometry or objects in front of an explosion
    - Improved: Soft blending should be significantly faster now due to removal of duplicate depth buffer reads
    v1.15.156
    - Fixed: Helix energy consumption wasn´t doubled in multiplayer games
    - Fixed: D2X-XL game clients added themselves to trackers as server and replied to XML game info queries with partially corrupt responses
    - Fixed: Player ships and robots couldn´t rotate around any axis when colliding with 3D powerups
    - Fixed: 3D powerups stopped rotating when colliding with player ships or robots
    - Improved: Lightning effect looks better
    - New: Added frame post processing
    - New: Added shockwave effect for explosions etc.
    v1.15.155
    - Fixed: Players trying to join a server after having been a server themselves responded to XML game info requests for a short while
    v1.15.154
    - Fixed: Collision detection and visibility testing for objects didn´t work right
    - Full changelog availble: http://www.descent2.de/d2x-history.html ...
    by Published on March 30th, 2011 18:20
    1. Categories:
    2. PC News

    News via AEP

    A new version of the Doom, Heretic and Hexen source port Doomsday Engine has been released. You can download the testbuildhere.
    You can find some shareware versions of Doom and other ID games at Q-Marines DOOM WADs Dat project page.


    Quote:
    updates since last AEP reported release build66
    - Win32: Fixed the two remaining build warnings
    - More coherent distribution package naming
    All distribution packages are now named doomsday_(version)_(build).
    - Win32: Fixed most compiler warnings
    - Client: Fixing mobj/clmobj flags
    Trying to make sense of when flags are set and unset. Added assertions for the solid and remote flags. The - client is now able to move after respawning.
    The logic is still that the real mobj is solid and not remote, and handled by the client´s game logic, - while the clmobj is not solid and remote, and updated by the server when necessary.
    - Fixing player respawning in a netgame
    Previously the server completely failed to respawn a dead player. Now the respawning occurs successfully, and the client reappears and telefrags at the correct place. However, the client currently is unable to move after respawning, probably due to some mixup with the player mobj/clmobj.
    - Docs: Updated for revised Amethyst filters
    - Docs: Small tweak to readme.ame
    - Fixed more compiler warnings
    - Win32: Fixed warnings about deprecated string functions
    - Removing use of deprecated libpng APIs
    - Fixing compiler warnings
    - Client: Fixed status bar (was not being drawn)
    - Client: Fixed sending of coordinate updates
    The server needs to be informed of the client´s momentum as well.
    - Client: Weapons changed via a request to the server
    Instead of letting the client change weapons on its own, it will now send a request to the server, who will actually carry out the weapon change.
    - Server: Fixed handling of NULL mobj states in deltas
    The server was trying to generate deltas out of mobjs with a NULL pointer for state, causing the delta to be invalid.
    Next big question: why aren´t the mobjs visible on clientside?
    - Docs: Some tweaks in the old .ame files
    The old .ame files should be quite a useful starting point for the new readme/manual page.
    - Removed some obsolete documentation
    - More up-to-date versions exist in the wiki.
    - Copyright update
    - Use DMU in client world sim to move planes
    Plane movement is now occurring again on clientside. Tic smoothing is not working properly yet, though.
    - Split DMU from the monolithic doomsday.h
    The public DMU API is also needed internally in the engine. There is a conflict in map data structure declarations if the entire doomsday.h is included.
    - Investigating frame deltas
    It seems that some deltas (especially mobjs) become malformed... At least the client successfully attempts to move planes, and manages to change some sector lights (even though it shouldn´t be bypassing DMU to make the changes).
    - Client´s updatecount is useless
    The updatecount was intended to detect if a client misbehaves by not sending any ticcmds, but there are better ways to detect when a client goes zombie.
    - Clients are only allowed to spawn playerstarts
    - RSS: Fixed error counting
    - CMake: Fixed jDoom64 build configuration
    - RSS: Remove single periods from the commit subject
    - Work progresses in fixing network client behavior
    The client is now using the same logic for player behavior as single-player. The clmobj is affixed to the real player mobj, and the two are to be kept in sync.
    - Removing obsolete things from the exports
    - Removed the "Host Game" menu item
    The ability to run non-dedicated servers will be dropped. It is currently still possible to start the host via console commands.
    - Discarded ticcmds altogether
    The actions and movement of players is not intended to be shared via ticcmds any more. Thus they are completely obsolete.
    - Improved 64-bit assertion macro
    - "class" is a C++ keyword, so renamed all to "class_"
    - Fixing warnings
    - memcpy() was used with libc headers
    - CMake: jDoom64 is built by default. Also included more headers
    - Tweaked the version ID a bit more
    Moved time of build to the end.
    - Fixes that allow a client to join a network game
    Started work on debugging the network client. This commit fixes the most glaring problems with client connect: data message sending and player spawning. Work continues on clientside player controls, which need to be integrated to the binding/control system.
    - Saner 64-bit compile-time checks
    __64BIT__ is now defined if the build is a 64-bit one. The 32/64-bitness is included in the executable description (version ID).
    - Fixed a number of compiler warnings
    Mostly about type conversions, discarding const.
    - RSS: Added a summary for each entry ...
    by Published on March 30th, 2011 18:15
    1. Categories:
    2. Nes News

    News via AEP
    The NES emulator HalfNES has been updated. HalfNES download

    Quote:
    0.030 (3/27/2011)
    Rewrote the audio system to eliminate more unnecessary method calls
    Added Mapper 24 and 26 (Japanese Castlevania III) including the expansion sound chips!
    Added a full screen mode (still a bit buggy; fast forward doesn´t work when in fullscreen for some reason.)
    added ability to drag and drop ROM files into the window to load them
    rearranged a couple of the keyboard shortcuts
    added a frame advance key.
    Also, I´m running the JAR file through an optimizer now - let me know if this causes problems.
    :: Homepage ...
    by Published on March 30th, 2011 17:59
    1. Categories:
    2. Gameboy News,
    3. Nes News

    News via AEP

    A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.


    Quote:
    What´s New!!! DSP Emulator

    DSP 0.11b2 WIP 03/27/11
    **************
    -General
    + M680X CPU: Fixed a bug when initialized [leniad]
    + MCS51 CPU [leniad]
    + Fixed many bugs
    + Added many opcodes
    + Added timers
    + HD6309 [leniad]
    + Added some specific addressing modes
    + Added specific opcodes
    + Chip Pandora: Added external definition. [leniad]
    + Konami K007121: Added external definition. Fixed some bugs. [leniad]
    -Contra [leniad]
    + ENHANCE: Changed CPU to HD6309
    + ENHANCE: Fixed CPU clocks
    + ENHANCE: Added IRQ control
    -Snow Bros [leniad]
    + ENHANCE: Fixed communication with the chip ´Pandora´
    + ENHANCE: Simplified, more speed.
    -Combat School [leniad]
    + NEW: Added driver with partial sound, uPD7759 missing.
    -Heavy Unit [leniad]
    + NEW: Added driver with sound

    :: Homepage ...
    by Published on March 30th, 2011 15:35
    1. Categories:
    2. Gameboy News

    News via AEP
    SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using SlimDX. Download SharpBoy.

    Quote:
    Nintendo Game Boy Emulator in C# using SlimDX, written in 2011 by xdaniel
    Downloads: SharpBoy v0.1 (32-bit binary)
    Default controls:
    B: A
    A: S
    Start: Return
    Select: Space
    D-Pad: Cursor keys
    Notes and bugs:
    Emulation is still incomplete and has bugs, especially with GBC games
    No sound, serial link, SGB, etc. for now
    No documentation yet either; controls cannot be changed from within the program (edit config.xml manually after first run)
    GUI has some quirks (ex. window resizing), FPS limit and counter aren´t accurate
    Debugger slows down emulation speed considerably, needs some serious optimization
    Probably more...
    ...and despite this, there´s a bunch of playable games:
    :: Homepage ...
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