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  • wraggster

    by Published on February 26th, 2011 01:05
    1. Categories:
    2. Gameboy News,
    3. GBA News

    News via AEP
    A new SVN build of the Nintendo GBA and GB/GBC emulator VisualBoyAdvance-M has been released.

    Quote:
    r946
    -
    r947
    Removes NO_OAL from the project file to restore compiling to its full form. Specifying such an option should be done per user and should not be set by default.
    r948
    patch from billiard to attempt a fix for the broken DI8 enumeration.
    r949
    Directinput fixed.
    r950
    -
    r951
    -
    r952
    -
    r953
    -
    r953
    and this ends a bunch of updates including msvc10 project files, billiards directinput patches, and changing of the project name to visualboyadvance-m in the project files.
    nasm seems to bitch when there are spaces in the folder path, and i haven´t yet worked out how to fix this in nasm.target so if anyone has an idea yeah
    thanks for the patchs billiard
    r954
    -

    r955
    enable SSE optimisations in VCProj, intrinsics update nasm and revert shuffles changes to gb_apu_state.cpp.
    i prefer warnings during compilation rather then a lack of function in the emulator, we can look at correcting the warnings in a less broken manner later.
    r956
    by popular demand, the layers menu is back.
    r957
    filters was named wrong for some reason O.o
    r958
    -
    r959
    killed off 22 warnings by removing a command line override for zc:forscope.
    r960
    applied patches by jlaukkanen Import Pro Action Replay Snapshots Compilation error when no_xaudio2 Focus Lost in cheat dialogue MFC
    r961
    more patches, save type detection now only available when a rom is loaded.
    r962
    another patch, this time for GSV snapshots.
    r963
    gdbconnection patch - fixes remote debugging
    r964
    gdbconnect patch, fixes remote debug
    r965
    stupid log told me it wasn´t patched but it was
    r966
    streamlined vcc directories some.
    r967
    applied gtk_rtc.patch by unmacaque
    r968
    LZMA2 support for file_extractor by Kode54
    r969
    r970
    linux build fix, pushed to svn.
    r971
    debian build fix
    r972
    lets try this one more time
    r973
    applied kode54´s sdl/gtk joypad patch
    r974
    missing ; after break on line 263
    r975
    SVN: Applied proper properties to all files, mainly to get native end of lines.
    r976
    GTK: Fix the joypad config dialog using 100% CPU
    r977
    GTK: Convert the remaining parts of the UI from Glade to GtkBuilder. Thanks to Rafał Mużyło for the patch.
    r978
    GTK: Rename the main GtkBuilder file for consistency
    r979
    GTK: Change the OpenGL texture size when changing scaler size. Thanks to fernandotcl for the patch.
    r980
    SDL: Allow vbam to run on systems without an audio device. Thanks to jcranmer for the patch.
    r981
    GTK: Don´t disable rendering when using the menus. Thanks to fernandotcl for the patch.
    r982
    GTK: Don´t reset the renderer when entering the display config dialog
    r983
    CMAKE: Allow building without SFML
    r984
    CMAKE: Use built in support for ASM compilers. Bump required version to 2.6.0
    r985
    DEBIAN: Build one package for SDL, and one package for GTK+. Thanks to fernandotcl for the patch.
    r986
    GTK: Added GBA cheats support. Thanks to unmacaque for the patch.
    r987
    GTK: Cleanup includes. Don´t instanciate global objects.
    r988
    GTK: Turned the last menu based settings into a dialog
    r989
    SVN: Set more properties
    r990
    GTK: Remove the StringTokenizer class and move the functionality to tools.cpp
    r991
    GTK: Mark more strings as translatable
    r992
    FEX: Make fex crap properly convert filenames from 7z archives to utf8 under Linux
    r993
    GTK: Add support for 7z archives
    r994
    CMAKE: Clarify CMakeLists.txt a bit
    r995
    GTK: NLS support WIP
    r996
    GTK: More NLS WIP
    r997
    GTK: More NLS WIP
    r998
    GTK: Cleanup
    r999
    GTK: Add vba-over.ini support
    r1000
    GTK: Fix NLS for the directories config dialog
    r1001
    GTK: Update translations
    widgets
    :: Homepage ...
    by Published on February 26th, 2011 01:01
    1. Categories:
    2. Snes News

    News via AEP
    byuu has released a new version of his SNES emulator bsnes.

    Quote:
    bsnes v076 released2011-02-25
    Most notable in this release is that sound support has been added to my own Super Game Boy emulation. The GUI toolkit, phoenix, has also received a complete rewrite; with the most visible change there being that windows are now resizable.
    Changelog:
    * added sound emulation to Game Boy core
    * fixed Super Game Boy save state support
    * added HexEdit widget to Windows and Qt targets; debugger can now be compiled on all platforms
    * entering fullscreen now auto-hides mouse; and mouse capture is toggled otherwise by F12 key
    * fullscreen command and geometry caching works much better on GTK+ and Qt targets
    * phoenix rewritten from scratch; now supports resizable layout containers
    * phoenix/Windows no longer relies on buggy SetParent API to reparent widgets
    :: Homepage ...
    by Published on February 26th, 2011 00:57
    1. Categories:
    2. Joypad News

    News via AEP

    With JoyToKey it is possible to map keypresses and mouse movements to a gamepad. ...
    by Published on February 26th, 2011 00:52
    1. Categories:
    2. PSP News

    News via http://www.psp-ita.com/?module=news&...4&view_reply=1

    Almost a month since the last release, the developer of a Liquidzigong resumed its work, the version of signata ChickHEN 5:03 (originally developed by the coder with the team Davee Typhoon) and released today a new update. The update today introduces an improvement in the code, thus reducing the loading time.
    More to follow.

    ChangeLog v7:
    Quote:
    - Code optimization: are reduced load times
    Download Here ...
    by Published on February 26th, 2011 00:47
    1. Categories:
    2. Nintendo Wii News

    News via http://www.nintendomax.com/viewtopic.php?t=13007&f=54

    Hokutoy directed " puZSion "excellent puzzle game in the style of Jewel Quest coded Bennu on Nintendo Wii.

    After finding the cause to the FNT load bug, today I'm pleased to finally release Puzsion RC1 for Wii.
    I'm calling this RC1 because the game still needs some testing and might undergo some minor tweaking to further adapt it to the Wii but to my knowledge there are no bugs and it's perfectly playable.

    Please let me know in the comments section if you find any issue with the game so that I can fix it.

    Hope you like it!
    http://bennugd-wii.blogspot.com/2011...r-wii-rc1.html

    Download Here ...
    by Published on February 26th, 2011 00:30
    1. Categories:
    2. PS3 News,
    3. Nintendo Wii News

    Saucy PS3 and Wii party game We Dare will not be available in America, publisher Ubisoft has confirmed.
    A spokesperson for the publisher told IGN that the party game, which sees you spanking your chums, snogging the controller and stripping down to your undies, will "absolutely not see release in the United States".
    No further explanation was offered, though a glimpse at the rather extraordinary trailer, which has now been region-restricted to Europe on YouTube, might offer a few clues.
    Ubisoft is taking an unusual approach with this one. No formal press release has been issued announcing the game's arrival, and so far our interview requests have fallen on deaf ears.
    However, an Amazon product description throws up a little more information.
    "Use the Wii-mote and PS3 Move controller in unbelievable ways, as you've never imagined before... wave it around to the beat of your favourite tunes, old and new... put it in your pocket and act-out flirtatious actions..." reads the listing.
    "Sometimes co-operative hugging helps, and it certainly doesn't hurt.
    "And there's more! You can also use your Wii Balance Board for additional gameplay based on pure body mass... are you the lightest one in the group? Perhaps shedding some clothes will even the playing field... it'll definitely make the party more interesting!"
    It's probably worth noting at this point that the game has a 12 and over PEGI rating.
    35 "fun and flirtatious" mini-games are promised, for up to four players on Wii or two on PlayStation 3.
    According to the Amazon listing, you'll be able to pick it up on 11th March.
    http://www.eurogamer.net/articles/20...hy-for-america
    ...
    by Published on February 26th, 2011 00:28
    1. Categories:
    2. PS3 News,
    3. PC News,
    4. Xbox 360 News

    The FPS genre needs more developers willing to take risks and break new ground, so says Homefront developer Kaos Studios.
    Speaking in an interview with CVG, lead level designer Rex Dickson explained that gamers don't need any more Modern Warfare or Halo look-alikes.
    "As a game designer and someone who plays games I really want some people to start pushing boundaries," he said. "Kaos could have made another modern combat game in the Middle East, or an armoured fighter in space versus aliens but does the market really need any more of that?
    Dickson went on to explain that if big publishers weren't willing to take these risks, responsibility falls on smaller teams to step up.
    "If you want to break the mould of what everyone else is doing there is going to be a certain amount of risk involved. Maybe that's not okay for people like Bungie, Microsoft and Sony but for us, the little guy - and THQ as the third publisher - we have to take these risks and break out.
    "If the big guys aren't going to take the risks they're going to just keep making the same game over and over with each iteration then it's up to the little guys to make these games and try and break the mould."
    "There's no fear really," he added, addressing the pressure of launching a new IP. "I think I'd be more afraid if we making another Halo game or another desert combat game. The fact that we're offering something unique and different removes the fear, that's what we should be doing."
    Homefront, which sees you defending America from an invading Korean army, launches on PC, PlayStation 3 and Xbox 360 on 18th March.
    ...
    by Published on February 26th, 2011 00:27
    1. Categories:
    2. PS3 News

    Last week Valve's brain-bending first-person puzzler Portal 2 had PlayStation Move support. It was a story that set the internet alight – Valve superstar writer Chet Faliszek had told the German PlayStation Blog Portal 2 would have "complete PlayStation Move support", although the feature "isn't fully integrated yet".
    But it wasn't true. It wasn't even remotely true. The truth, in fact, was the complete opposite. Valve notified Eurogamer soon after publication to tell us so. Portal 2: no support for Move. "This quote was 'lost in translation'," Valve said.
    We checked. We double checked. Eurogamer's translation of Chet's words on the German PlayStation Blog was sound. And the quotes were so specific. So what happened?
    This afternoon, speaking to Eurogamer, Faliszek said it was a case of "mistranslation" not of German to English, but of English to German.
    "Their translation from me to them, they may have not spoken that well," he said. "I don't speak that well of English to begin with! Who knows!"
    So why doesn't Portal 2 support PlayStation Move?
    "On the PC version we have the Hydra controller," Faliszek explained. "Those guys actually sit in our office. They've been working in our office for nine months, a year. So it's not something we'd trivialise and say, 'oh well, let's just toss this in, it doesn't need any thought or anything special.' They've been working in that way for that. We think it deserves that kind of respect if we're going to do it.
    "We've always looked at Portal 2 as being the controllers we have going in and then the Hyrda. We designed for those things."
    But what of the future? After Portal 2 launches in April, will Valve patch in Move support?
    "Who knows?" Faliszek replied.
    "I'm not sure it would make the game better. Obviously there are a bunch of games the Kinect and the Move absolutely made better and are for. But for this, where we had started from day one not thinking about that, it would not.
    "The Hydra stuff, those guys have invented new puzzles to make their thing make sense. They've done the work to make it fit in and not be just this light touch on the top."
    http://www.eurogamer.net/articles/20...upport-ps-move
    ...
    by Published on February 26th, 2011 00:25
    1. Categories:
    2. Nintendo 3DS News,
    3. Nintendo Wii News

    Nintendo talisman Shigeru Miyamoto has big plans for the company's Mii avatars, according to comments made during a new interview.
    Not only does he want them to set a "world standard for avatars" but it seems he's also hoping they will one transcend the videogame medium entirely.
    Speaking in the latest Iwata Asks chinwag published on Nintendo's official site, Miyamoto, possibly with tongue implanted in cheek, expressed his desire to see the avatar system used as a formal means of government ID.
    "Simply put, I want to spread Mii characters all around the world," he insisted, forcing a chuckle from Nintendo CEO Satoru Iwata.
    "Exchanging it with people close to you is a given. Whether you use StreetPass or through the network, I want to implement Mii characters in all sorts of ways. Ultimately, I want Mii characters to be the world standard for avatars," he continued, before laying out his full grandiose masterplan.
    "I hope that in the future, when you have to go to the city hall for some formality, they'll ask you to submit your Mii character too."
    "What an ambition that is!" replied Iwata, amid more giggles.
    "If it becomes a worldwide format, it'll be fun. Purely and simply, I just want everyone to use it in a variety of ways," added Miyamoto.
    However, before going on to explain the various new features his team has added to the Mii creation program for the 3DS, he tempered his lofty goals a little.
    "Well, that ambition about the city hall thing might be a bit extreme, but I do want Mii to be more widely used."
    You can see what the great man has been up to when the 3DS launches on 25th March.
    http://www.eurogamer.net/articles/20...bal-domination
    ...
    by Published on February 26th, 2011 00:22
    1. Categories:
    2. PS3 News,
    3. PC News,
    4. Xbox 360 News

    A new website has emerged that suggests Activision will reveal a new Modern Warfare game next week.
    According to That Videogame Blog, press have been sent dog tags with a link to the websitefindmakarov.com. The bloody tags include the message "end the war" along with the details of Sheperd, one of the villains from Modern Warfare 2.
    On the website is a countdown timer. There is just under five days left – putting a reveal slap bang in the middle of the Game Developers Conference.
    Will we enjoy a Modern Warfare 3 reveal next week? Remember Activision showed the first Modern Warfare 2 teaser at GDC in 2009, complete with release date.
    Last month reports suggested Infinity Ward's first game since the headline grabbing sackings of early 2010 would be a prequel to the first Modern Warfare.

    Sources claimed the game would be set immediately before the events of Infinity Ward's 2007 shooter, and delve into the backstory of the Ghost character and explain how he was recruited into Task Force 141.
    Could Sledgehammer Games be involved in development? Singularity developer Raven is also rumoured to be working on Activision's FPS juggernaut.
    http://www.eurogamer.net/articles/20...reveal-for-gdc
    ...
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