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  • wraggster

    by Published on March 6th, 2011 20:10
    1. Categories:
    2. PC News

    News via http://www.aep-emu.de/

    A second release candidate of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.


    Quote:

    1.1.0-RC2 (2011-03-04)
    • Fix: Following a vehicle with a very high VehicleID was impossible (r22181)
    • Fix: [NewGRF] Memory leak if an industry NewGRF had more than one prop A or 15, or a station NewGRF had more than one prop 09 (r22175, r22165)
    • Fix: [NewGRF] Disable a station NewGRF when it contains an unterminated spritelayout in action0 prop 08 instead of crashing (r22164)
    • Fix: Building a station part adjacent to both an existing station and a rail waypoint failed [FS#4541] (r22163)
    • Fix: No update of NewGRF window when unknown GRF name becomes available [FS#4533] (r22162)
    • Fix: [NewGRF] Industry prop 0x11 is 4-bytes long, not 3 bytes (r22157)
    • Fix: Stations/infrastructure were not properly sold on some clients during bankruptcy [FS#4529] (r22154)
    • Fix: The Greek translation did not work as it breached the 200.000 bytes ´limit´ for loading language files [FS#4536] (r22153)
    • Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149)
    • Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146)
    • Fix: Some valid keycodes were ignored along with the invalid ones (r22142)
    • Fix: When commands need to invalidate windows, process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command [FS#4523] (r22141, r22140, r22135, r22134)
    • Fix: [NewGRF] Skipping only the invalid part of an action14 failed, the rest of the action was skipped instead (r22138)
    • Fix: Spectators had crashes when closing buoy windows (r22131)
    • Fix: Build-station-window showed wrong selection when reopening [FS#4530] (r22128)
    • Fix: Canals would get drawn as land in the smallmap when using the owner window (r22127)
    • Fix: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125)
    • Fix: CommandQueue::Pop() did not update ´last´; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123)
    • Fix: When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122)
    • Fix: In case of high frame_freq one could get commands executed after a new network game was started (r22121)
    • Fix: [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over ´budget´ from the budget for the next ´tick´ (r22120)
    • Fix: The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118)
    • Fix: CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117)
    ...
    by Published on March 6th, 2011 20:07
    1. Categories:
    2. PC News
    Article Preview

    News via http://www.aep-emu.de/

    Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).


    Quote:
    WHAT´S CHANGED SINCE 2.2.4Edit
    Server / GeneralEdit
    Fix bug where a game saved while a civilization was in revolution would not save the target government correctly. GNA#17363
    Fix server crash with invalid arguments to "/show" command. GNA#17672
    Forbid meaningless negative values for the ´endturn´ option. GNA#17564
    Fix for building with IPv6 support on OpenBSD. GNA#16458
    Declare IPv6 support as no longer "work in progress". GNAPATCH#2282
    Make "maintainer-clean" build target cleaner. GNA#16380
    Apply latest lua-5.1.4 patches (7 and . GNAPATCH#2229
    Windows: display meaningful message for winsock error #10060. GNA#16788
    Stability improvements. GNA#17677 GNAPATCH#2541
    ClientsEdit
    Fix incomplete list of buildings in Spy sabotage dialog. GNA#17280
    Better handling of the situation where multiple Settlers are selected and the "Build city" order is issued. GNA#14702
    Do not save "gameseed" or "mapseed" settings in client config file (this would cause the user to get the same game/map every time they started the client). GNA#17122 GNA#17751
    (Gtk) In diplomacy dialog, remove current diplomatic status from list of allowed proposals. GNA#16557
    (Gtk) Allow type-to-search when picking a nation. GNAPATCH#2459
    (SDL) Avoid a crash when an attempt is made to use a missing sprite. GNA#17146
    Fix a few memory leaks. GNA#17716 GNA#17719
    Improve alignment of fixed-width tables in some character sets. GNA#17215
    Tilesets / ArtEdit
    Added "Electric Age" city graphics to the Trident-based rulesets. GNAPATCH#2444
    Gameplay / RulesEdit
    Supplied rulesets
    The effects of notradesize / fulltradesize are now calculated separately from the normal corruption calculation; this gives a more consistent effect, and prevents building Courthouses to circumvent those settings. GNA#17348
    Fix bug where civil war rebels never got a capital city. GNA#17201
    Remove misspelled Aztec ruler title. GNAPATCH#2549
    Other rulesets
    Allow non-military paradroppable units to drop into peaceful territory. GNA#17285
    Make the SaveSmallWonder flag actually have an effect; previously, all small wonders would be rebuilt if lost. This didn´t matter for the default ruleset (where the Palace is the only "small wonder" and this effect is desired), but it does affect the "rewonder" ruleset. GNA#17333
    gold_upkeep_style=2: when gold runs out, buildings and units are alternately sold (rather than selling all buildings before selling any units). GNA#16413
    Fix trouble with technologies with a "root_req" specification. GNA#16852
    AIEdit
    If the server setting ´citymindist´ was changed from its default, the AI was not taking this into account when planning its cities. GNA#17745
    Help / DocumentationEdit
    Minor improvements to in-game text. GNA#17198 GNA#17302 GNA#17161 GNAPATCH#2240 GNA#17510
    Minor improvements to comments in ruleset files. GNA#17428
    Fix contact details in man pages. GNA#16922
    Several invisible changes to assist with translation. GNAPATCH#2289 GNAPATCH#2300 GNA#17422 GNA#17507 GNA#17509
    TranslationsEdit
    Updated translations:
    Complete translations: Polish, Catalan, Spanish, Japanese, French, Italian.
    Incomplete translations: Danish (99.9%), Brazilian Portuguese (99.6%), Finnish (93%), Ukrainian (92%). ...
    by Published on March 6th, 2011 20:05
    1. Categories:
    2. Apple iPad

    One little-noticed upgrade to the AT&T iPad2's 3G radio will make a big difference to many users outside the US and international travelers: the refreshed tablet now supports quad-band UMTS, like the iPhone 4. The original iPad, as well as the iPhone 3G/3GS, only had tri-band UMTS, omitting support for the 900 MHz band common in Asia and parts of Europe. The Verizon model's CDMA radio, on the other hand, is compatible with very few carriers' networks worldwide, making it a poor choice for globetrotters.

    One of the complaints about the iPhone3G, and its successor the 3GS, was that it supported only AT&T's 850 and 1900 MHz UMTS bands, and the 2100 MHZ band used in Europe and Asia. Many carriers in Australasia, however, use the 900 MHz band, especially in rural areas, and since the... [Read More]

    http://modmyi.com/forums/ipad-news/7...orld-mode.html ...
    by Published on March 6th, 2011 19:58
    1. Categories:
    2. Sega Dreamcast News

    News via http://www.dreamcast.es/news.php?readmore=438#comments

    After a little while without bringing anything, I'm taking things I have on my list little by little.
    Today I bring a new zelda game, the first of a trilogy that will appear in DC gradually. This is a zelda style RPG SNES with support to save the game in the VMU. Made in C + + and SDL.

    Spanish version of the game.

    Controls:

    Cruceta: Move
    A: Action / Talk
    B: Running
    X: Sword
    Y: Map
    START: Menu / Skip action
    L: Record Menu
    A: Use Object

    VMU: 14 Memory Blocks

    GPL
    Web: ZELDA ROTH
    Download CDI .
    Download SOURCE .

    DOWNLOAD VERSION ESPAÑOL ...
    by Published on March 6th, 2011 19:51
    1. Categories:
    2. Nintendo DS News

    Pate has today released a new version of his Dos emulator for the Nintendo DS which is a version of DSx86 for the SuperCard DSTwo flash cart:
    Changes in DS2x86 0.05
    The major improvements and fixes in this version are the following:
    Preliminary support for high resolution EGA/VGA modes 640x200, 640x350 and 640x480 added. NOTE! Scaling does not work properly in these modes yet.
    Implemented preliminary support for Mode-X mode 360x240 (for the Settlers game).
    Implemented a lot of missing opcode variations, now a majority of the most common opcodes have been implemented, but many rare opcodes are still missing.
    Increased the EMS memory size to 4MB, which allows Elder Scrolls: Arena to start up.
    You can now switch between the configuration sections in the INI file on-the-fly, by clicking on the current configuration name.
    Fixed a stack alignment problem in overlay loading, which caused an "Exception 5" error in some programs.
    Fixed a bug in SETZ opcode, which caused Warcraft to hang when giving a command to dig gold. NOTE! It is recommended that you play Warcraft with "no sound", as the SoundBlaster emulation in DS2x86 seems to cause intermittent freezes and crashes.
    Fixed a bug in division-by-zero interrupt handling, which caused Formula One: Grand Prix to fail.
    Please send me the debug logs from this version again, they are very helpful when I improve DS2x86!
    DSx86 progress
    During the past week I also started working on the 286 protected mode features for the original DSx86, specifically when running in DSi mode. Since Windows 3.0 needs HIMEM.SYS to be installed when running in Standard Mode (meaning the 286 protected mode), I started by implementing the HIMEM.SYS features. The next (rather big) step is to change the memory access methods to support accessing memory beyond the first megabyte of RAM. This will sadly make the code slightly slower, as I can not keep all the needed variables in registers any more. This difference should not be anything major, though. I plan to release the next DSx86 version only after I have made this change, so no new DSx86 version today, sorry.
    I had partly forgotten how easy and fast it is to work with devkitARM and libnds, after working for over half a year with the DSTwo SDK. You can build the software straight from the Programmer's Notepad, and after that you can test the build using No$GBA. The whole thing takes a few seconds. With DS2x86 it takes nowadays a bit over 8 minutes to FTP-transfer a new build to the DSTwo cart, which is the only place where the new build can be tested. So, I'm very much looking forward to moving my main development focus back to DSx86. I still need to work on improving DS2x86 also for quite a while, though.

    Download Here
    ...
    by Published on March 6th, 2011 19:37
    1. Categories:
    2. Nintendo DS News

    news via gbatemp

    Sandbox Engine DS-DSi is a work in progress 3D engine homebrew for the DS made by t377y000. While it's not required to play, it was made with the Sudoku exploit and Cyclo iEvo DSi mode in mind. Join the discussion linked below for more information about this project.

    Sandbox Engine DS-DSi Beta 10%
    For now its just the basic walk around & scenery. There are basic physics, there's fog, & you can change the scenery texture. There's also a H2 hummer randomly driving around the game, lol. The controls are simple & displayed on the top screen (the controls were on the bottom screen, I'm working on a new code to put them back).

    Download Here ...
    by Published on March 6th, 2011 19:25
    1. Categories:
    2. PS3 News

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2655

    Squarepusher proposes a new version of FBANext, after FB Alpha (Final Burn Alpha). As a reminder, this is a multi arcade emulator based on the source code for Final Burn.

    Changelog focusing on changes for developers, we provide it untranslated. The amendments mainly improve the overall operating speed.

    - (PS3) Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg,
    waterpaint-highcontrast-scanline.cg shaders
    - (PS3) Optimized crt.cg shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also added crt-highgamma.cg.
    - (PS3) Texture references used - far faster graphics code as a result. Also adapted refreshwithalpha so that it
    looks the same as it did before without texture references.
    - (PS3) Added all the shaders added inbetween r423 and the custom versions
    - (PS3) Replaced inlineASM in burnint.h with intrinsic so that it can be compiled with SNC. Also commented out
    little endian functions in blargg_endian.h to get SNC to work
    - (PS3) Commented out all exceptions and try - catch blocks in files such as ticpp.cpp and others - SNC by default
    works with exception support disabled - also exceptions have performance overhead - commenting out the exceptions
    and the try-catch blocks for both GCC and SNC increased performance.
    - (PS3) Got rid of virtual function call overhead in classes that inherited from a base class with virtual function
    definitions - such as the Cellframework Audio driver, and FBA's aud_audio.h itself. Led to measurable performance
    increases and lag reduction.
    - (PS3) Better button responsiveness - in PS3/run.cpp, for some reason button input was only being registered one
    out of every three frames - commented that out. There were tons of other branches in the interface code that are
    unnecessary - checking for bDrivOkay for instance in video_interface and vid_psgl - that were commented out for
    PS3. This could similary be applied to FBA 360 for some performance gains - same with the elimination of virtual
    function call overhead.
    - (PS3) Menu scrolling with the D-pad/analog stick in the ROM browser/settings menu/ingame menu by pressing and
    holding directional keys.
    - (PS3) Shaders now receive three additional input params for the main vertex program (main_vertex). This
    allows us to offload some more calculations from the fragment shader which leads to increased performance.
    - (PS3) Added back ability to go to Service menu by pressing R3 button.
    - (Core) - Rygar driver colors are restored again to normal colors - during the update to FBA beta, a swapword
    statement was left out.
    - (PS3) Makefile works now for either SNC or GCC. Change CELL_BUILD_TOOLS to set either of the two. The best
    speed I currently get with GCC for some odd reason.
    - (PS3) Makefile and preprocessor statements in the code now let you compile the source and have it detect
    your SDK version automatically.
    - (PS3) There is a special debug mode you can activate (CELL_DEBUG_CONSOLE = 1) where a Telnet server will
    be running in the background which you can telnet into - in this mode, you can track variables and/or dump
    screenshots on the HDD.
    - (PS3) Better speed, far less lag as a result of all of the above.
    PS. Every change above only affects the PS3 version.

    Site officiel: https: / / code.google.com/p/fba360 / ...
    by Published on March 6th, 2011 19:18
    1. Categories:
    2. PSP News

    News via psphacks

    Warning: 3D is awesome. So if you experience discomfort (such as eye strain, eye fatigue or nausea) then we feel for ya … and you should probably disable this plugin. Bummer. Otherwise, if you can handle it, and you own one (or more) of the following games then download, install and activate PSPWizard’s PSP 3D Plugin.

    It’s anaglyph 3D using red/cyan glasses. Press L-Trigger and R-Trigger to change 3D settings while in game.

    Supported Games
    • Ridge Racer 2 (new)
    • Vulcanus – Seek&Destroy (new)
    • Ape Escape(new)
    • Monster Hunter Freedom Unit
    • Monster Hunter Freedom Unite
    • Metal Gear Solid – Opps
    • Metal Gear Solid – Opps+
    • Star Wars Battle Front 2
    • Death Jr.
    • Tomb Raider Legends (same flicker – I’m unable to get rid off)
    • Prince of persia – Revelations
    • Prince of persia -Rival Swords
    • Gripshift
    • Ratchet & Clank
    Download Here ...
    by Published on March 6th, 2011 18:57
    1. Categories:
    2. PSP News

    news via psphacks

    Bubbletune and Game Categories Light v1.3! It’s for all you 6.20, up to and including 6.37 users. Categorize your homebrew your way. It’s as easy as creating directories (categories) under PSP/GAME and moving your homebrew into those directories.


    v1.3 CHANGELOG
    • Added support for the 6.3X kernels.
    Download Here ...
    by Published on March 6th, 2011 18:50
    1. Categories:
    2. PS3 News

    News via http://psx-scene.com/forums/f6/new-p...t-found-82682/

    Well-known hacker Mathieu Hervais has reportedly found a bug that allows exploiting metldr, the bootloader and firmware version 3.56. Unfortunately, he refuses to release it.

    Interestingly, it was recently rumored that Sony was soon going to be releasing new "unhackable" PS3 models to the market.


    Quote:
    Originally Posted by Mathieulh
    I hesitated a lot before tweeting about it, but a bug allows exploiting metldr, the bootloader and 3.56+. I don't intent to ever unveil it.

    So much for "unhackable" ps3s though....

    News Source: Twitter ...
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