• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • wraggster

    by Published on September 16th, 2010 23:31

    news via http://psx-scene.com/forums/showthread.php?t=66115

    The last part of the puzzle has finally been made public in "assembly" format now, for the original PSJailbreak design.

    The first part was done already, and that produced the USB hub, and plugging in and out, and the loading of the "payload". -- And the making of PSGroove. -- But now finally, the "payload" has been ripped apart, and make public in full assembly language, instead of just a bunch of HEXadecimal.


    Quote:
    1. It gets control at Exploit_Entry, which copies the rest of the payload to the fixed address 0x8000000000700000.

    2. Exploit_Main copies a resident part of the payload to another location, creates virtual USB device driver called "MOD" with 3 functions, hooks some VSH functions via TOC entry and does some permanent in-ram patching. when the work is done it zeroes itself out.

    3. The resident part has basically 3 purposes: (a)It manages virtual USB device, (b)It does some on-the-fly patching and (c)It hooks all the game disk file accesses from the VSH.

    3a. The virtual USB device is needed to make sure the original PS3JB device in plugged in. Once the correct device is plugged (the one with the AAAAC0DE) device driver initializes the variable to 1 (see kmod_func1 - probably "identify device", and kmod_func2 - "initialize device"). If one pulls the device out, the function kmod_func3_call_panic "term device" is called which causes a kernel panic.

    3b. The on-the-fly patching part of the code is probably called on virtual memory page remapping and does additional patching in-place. It identifies if the pages requires patching byte calculating it's "hash" and comparing to the table entries. One of the patches enables developer menu/settings called "category_game_tool2.xml#root" which probably enables support of the pkgs and other dev stuff.

    3c. The hooks from the VSH are intended to redirect all on-BDVD file requests (or probably just "open") from VSH to the HDD saved backup. The launcher saves the base directory of the game started and after that all the file names are prepended with it. that's how the backup feature works. The LV1 still needs BDVD auth to launch the game, so the original disc in BDVD is still required.

    4. Adds a Syscall (Syscall 36) which will be called by Backup Loader to activate the virtual bluray drive with the correct backed-up disk.

    5. Patches the return value from Hypercall 99 so that we can launch unsigned apps.

    News Source: http://twitter.com/Mathieulh ...
    by Published on September 16th, 2010 23:29

    News via http://psx-scene.com/forums/showthread.php?t=66151

    A member over at PS3Hax ( stadicon ) has created a demo installer for all to use, the details are as follows:


    Quote:
    Originally Posted by stadicon
    PSN Demo Installer
    ==================
    by stadicon

    Features
    ——–
    - Create .pdb files
    - Upload files to your PS3 through FTP

    Requirements
    ————
    - .Net Framework 2.0
    - PS3 FTP Server

    Instructions
    ============
    You can use this tool in 2 ways:
    1) Create .pdb files and upload them with an external FTP Client (e.g. Filezilla)
    2) Let the tool create and upload everything directly to your PS3

    1) CREATE .PDBs
    —————
    1) Open PSN Demo Installer
    2) Press “Select PKG” button to complete the correct Content ID and Package File name (you can just type them manually but it is strongly recommended you get them from the PKG)
    3) Type Package Name (the name of the demo as shown on XMB before installation)
    4) Pick a Task Folder number (according to that, you should pick the final destination folder on your PS3)
    5) Press “Create .pdb” and pick a folder. There will be 3 files created: d0.pdb, d1.pdb, f0.pdb.
    6) Use an external FTP Client (e.g. Filezilla) to transfer those 3 files and the .pkg through PS3 FTP Server in /dev_hdd0/vsh/task/0000000x (x = the Task Folder property you picked before).
    7) When files are moved to PS3, simply restart your console (without PSJailbreak/PSGroove/PSFreedom) and there will be an option for your demo installation on the XMB.Go on and install it!

    2) CREATE AND UPLOAD FILES
    ————————–
    1) Open PSN Demo Installer
    2) Press “Select PKG” button to complete the correct Content ID and Package File name
    3) Type Package Name (the name of the demo as shown on XMB before installation)
    4) Pick a Task Folder number (you can leave it at 1 and the uploader will automatically adjust it)
    5) Press “Upload Files” and the FTP Dialog will show up
    6) Fill your PS3 IP Address. Before you go on, make sure your PS3 FTP Server is up and running
    7) Press the “Upload” button. Wait for the files to be transfered.
    8) When files are succesfully transfered (check the logs), restart your PS3 (without PSJailbreak/PSGroove/PSFreedom) and there will be an option for your demo installation on the XMB. Go on and install it!

    WARNING: The “Create and Upload Files” option is easier to use, but the FTP library implemented in the application is not as fast as a dedicated FTP Client, like Filezilla. You may experience long wait times or, even, failures on PKGs with large sizes (1GB+) -due to PS3 FTP Server being extremely buggy-.

    So for those of you looking to try out the latest demos, this package basically helps you install them to your PS3 via FTP once they've been downloaded to your PC. ...
    by Published on September 16th, 2010 23:27

    News via http://www.nintendomax.com/portal.php

    Awesomisoft offers version 0.4 of "DS App Studio" FDI to facilitate the development of homebrew on Nintendo DS.

    Was Awesomisoft Creating a New Easy to use DS Homebrew App Developing programs Called Studio
    DS App Studio uses a programming language made ET Called DSAL ( DS Application Language ) That Makes DS homebrew development making cutting easier for beginners. Here Is a piece of code That Shows That language :


    Code : Select All
    start2D ( 256 , 256 ) ;
    say (" Hello , World ! ") ;
    wait () ;
    endif ();

    http://www.awsomisoft.co.cc/ ...
    by Published on September 16th, 2010 23:25

    News via http://www.nintendomax.com/portal.php

    maRk2512 provides the final version of his puzzle game for the Nintendo DS "Sokoban Touch & Go!.

    http://www.palib-dev.com/forum/index.php?topic=648.0 ...
    by Published on September 16th, 2010 23:24

    News via http://forum.gbadev.org/viewtopic.ph...779c40f1a47f42

    Woopsi 0.99.5 is now out. It is available from the Woopsi website:

    http://woopsi.org

    The big change this time around is the rendering system. Instead of each gadget needing to redraw itself when its appearance changes, gadgets now push their damaged rectangles to a queue that is redrawn every VBL.

    In short - redrawing the screen is faster and the code is simpler.

    The FreeType library and associated classes are no longer being distributed as part of Woopsi. Instead, Lakedaemon has put together a distribution of Woopsi that includes ported libraries and extra classes. These provide Woopsi with a wealth of extra functionality. His distribution can be found here:

    http://bitbucket.org/Lakedaemon/ndstoolkit/overview

    On top of the FreeType library, Woopsi font classes and an "XmlBox" gadget, it includes DS ports of:

    - libjpeg
    - libmxml
    - libpng
    - libsqlite3
    - libz

    The full changelog is below.

    Fixes:
    - Removed freetype classes, library and example (Lakedaemon's distro will provide this functionality).
    - Examples build script uses for loop instead of explicitly named folders.
    - Gadget::checkCollision(Gadget) works correctly.
    - Tests build script uses for loop instead of explicitly named folders.
    - Fixed memory leaks in Text::getLineTrimmedLength().
    - Rewrote RectCache::splitRectangles() for speed and clarity.
    - Increased delays for SDL double click and key repeat times.
    - Fixed memory leak in demo.
    - Fixed memory leak in PackedFontBase::getStringWidth().
    - Fixed memory leak in MultiLineTextBox::moveCursorToPosition().
    - ScrollingPanel::scroll() redraws correctly on top screen.
    - Renamed Text class to Document.
    - Document class contains a WoopsiString instead of inheriting from it.
    - Removed DimmedScreen class (not compatible with new rendering system).
    - Removed erased flag from Gadget.
    - Removed Gadget::erase().
    - Removed Gadget::eraseGadget().
    - Removed Gadget::redraw().
    - Removed Gadget::redrawDirty().
    - Removed Gadget::drawChildren().
    - Removed Gadget::redrawDirtyChildren().
    - ListData destructor does not fire list changed events.
    - Removed AmigaWindow::redrawBorder().
    - Removed Woopsi::eraseRect().
    - Gadget::getChild() no longer returns a const gadget.
    - Removed visibleRegionCacheInvalid flag from gadget.
    - Removed Gadget::enableDrawing().
    - Removed Gadget::disableDrawing().
    - Removed drawingEnabled flag from Gadget.
    - Gadget::remove() and removeChild() will trigger a redraw of the gadget's visible regions (ie. erase it) automatically.
    - Pong uses a SuperBitmap as its display.
    - WoopsiArray doubles in size each time it needs to grow instead of increasing by 100.
    - ScrollingPanel::scroll() uses the new rendering system.
    - Fixed FileRequester border.
    - FileListBox re-raises ListBox value changed events.
    - ListBox no longer raises events when deselecting options when double-clicked (correctly raised when selecting the correct option).
    - Fixed horizontal position of text in left-aligned text box.
    - ScrollingTextBox scrolls line-by-line when scrollbar is dragged instead of smooth-scrolling (easier to read).
    - Added virtual destructor to ListBoxBase.
    - Moved border size defines from window.h to amigawindow.h and made them consts.
    - Changed DYNAMIC_ARRAY_SIZE define in woopsiarray.h to a const.
    - Changed GLYPH_MAP_SIZE define in fontbase.h to a const.
    - Changed defines in glyphs.h to consts.
    - Moved SCREEN_WIDTH and SCREEN_HEIGHT defines into sdl/nds.h.
    - Changed defines in defines.h to consts.
    - Woopsi::handleKey() expects an s32 instead of a u32 as the heldTime argument.
    - PadHeldTime struct stores values as s32 instead of u32.
    - Gadget::getCloseType() is const.
    - ScrollingTextBox and ScrollingListBox scrollbars move in steps instead of smoothly as their lists are scrolled.
    - Rewritten slider logic again.
    - ScrollingListBox scrollbar updates correctly as list changes or gadget is resized.
    - ScrollingTextBox scrollbar updates correctly if gadget is resized.

    New Features:
    - Added makefile for demo - can now be built from command line.
    - Added Rect::splitIntersection().
    - Gadget rendering re-written to use damaged rects.
    - Added equality and inequality operator overloads to Rect class.
    - WoopsiArray accepts an initial reserved size parameter in its constructor.
    - FileRequester includes filename textbox.
    - Added FileRequester::getTextBoxFileName().
    - Added Range class. ...
    by Published on September 16th, 2010 23:16

    News via http://www.wii-addict.fr/forum/DiiLC-121-t21320.html

    DiiLC is a homebrew developed by Conanac that allows downloading and \ install the DLC and HDLC ( Hacked DLC) Animal Crossing City Folk.
    The DLC are additional downloadable content not supplied with the game




    QUOTE
    Version 1.2.1
    - Fix a bug for non- built -in trigger item
    - Allow non- Nintendo DLC sender name in letter

    Version 1.2
    - Allow only letter with DLC and build - in item attachment
    - Allow setting IP address for DLC in dlcsetting.xml ( new version number = 2 ) When you run this the first time DiiLC v1.2 Will it overwrite the old dlcsetting.xml

    V1.1
    - Fix a bug for KR region pattern name ( from " blank "to real name )

    1.0
    - Official site with many new additions ...
    by Published on September 16th, 2010 22:23

    News via http://retroactionmagazine.com/retro...ume-4-issue-8/

    The September 2010 issue of NintendoAGE, Volume 4 Issue 8, is available to download. NintendoAGE is a monthly ezine covering all things Nintendo. This month, content includes ‘Passing the Batton. Another generation dies’, a look at Super Mario Bros 2, ‘A Buyer’s Gudie to Negotiating’, and, of course, the NA ‘Price Guide’.

    Weblink: http://www.nintendoage.com/ ...
    by Published on September 16th, 2010 22:12

    Talk about a buzz kill.

    Effectively squeezing all the air out of Apple's mobile marketing lungs, Yahoo Chief Executive Carol Bartz doesn't have high hopes for Apple - at least not in terms of the iAd platform. What's the reason for her belief that it will eventually fail miserably?

    It's all about the control say's the Yahoo chief. And Apple's relentless desire for "control" will prove a big turn-off to advertisers. In other words, Bartz says Apple will bring down iAds itself. In an interview covered by Reuters, she reportedly said of iAds: "That's going to fall apart for them. Advertisers are not going to have that type of control over them. Apple wants total control over those ads."

    Bartz concurs with the complaints that have surfaced elsewhere from advertisers who have worked with Apple on mobile advertising.

    http://modmyi.com/forums/iphone-news...ion-apple.html ...
    by Published on September 16th, 2010 22:04



    We've seen our share of downright silly controllers for the Wii (we're looking at you, CTA), and we were expecting more of the same, but we'll be darned if no less an authority than self-avowed Wii Sports Table Tennis addict Paul Govan (from Gamepeople.co.uk) hasn't given the Wii Sports Table Tennis Bat high marks all around: it's weighted like proper paddle, the build quality is decent, comes with a battery and a charger and, most importantly, it "replicates all the features of [the] Wiimote and MotionPlus perfectly." Unfortunately, the reviewer states that this is a prototype from an as yet unnamed Chinese manufacturer. Way to harsh our buzz, man.

    http://www.engadget.com/2010/09/16/w...-for-purchase/ ...
    by Published on September 16th, 2010 20:41

    Newly released today



    The card duels continues with Tag Force 5. You will take part in the adventures in the WRGP arc as an original character. Make friends, and duel with Yusei, Jack and new characters such as Prashid and Sherry. The game is compatible with the Yugioh Official Card Game and carries original cards that nobody has seen before. Collect all 4700 cards and form the strongest deck.

    The battles are fully voiced and all in 3D, popular modes such as the Dark Synchro and the original Accel Synchro will be added to the games, making your card fights even more exciting. You can install the data into your memory stick to speed up your fights.

    http://www.play-asia.com/SOap-23-83-...j-70-3yij.html ...
  • Search DCEmu

  • Advert 3