• 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 May 4th, 2010 00:18

    News via http://codetactics.com/



    Hey everyone. Glenn and I (the codetactics team) have just released v 1.1 of Mobile Assault (formally known as Apollonia).

    Features
    * Four new missions.
    * New guard tower, sam site and pillbox structures.
    * New tanks and truck vehicles.
    * Added a mission clock to the HUD.
    * New leaderboard views (Best Times and Per Platform).
    * Added an extra, 'closer' camera view.

    Improvements
    * The helicopter now rolls while turning (using iPhone virtual joystick or PSP triggers).
    * Completed missions are now indicated in the missions menu.
    * New virtual joystick look (iPhone).
    * Option to delete a player profile.
    * Increased the maximum number of player profiles on PSP.
    * All vehicles, road and structures are closer to scale.
    * The helicopter is textured.
    * Added an exit button to the main menu (PSP).
    * Better looking bullets.
    * Particles have distance attenuation (they get smaller when further away) (iPhone).

    Bug Fixes
    * Stopped a crash on exit when using the Home button during a mission (PSP).
    * If the active weapon is toggled while it is firing, then it will stop firing before being toggled.
    * Stopped objects from getting incorrect textures.

    Under The Hood
    * New shadow algorithm.
    * Performance improvements.
    * GUI rewrite. ...
    by Published on May 3rd, 2010 23:59

    In what is presumably the last of Kazunori Yamauchi’s round of interviews to emerge from his time at Snetterton, he’s made a comment regarding the development status of the big game:

    “Gran Turismo 5 is about 90 percent finished. There are currently around 140 people working on the project.”

    That arbitrary number doesn’t mean much, but some of you may recall that’s the same thing he told USA Today back in January at CES 2010. At the time, though, the game was set for a March release in Japan, and we all know how that turned out. While these numbers were most likely pulled out of thin air, the lack of progress could be due to a significant setback in development or features have been added or improved. Regardless, we do know that it still won’t have everything that Yamauchi wants (head over to Edmund’s Inside Line for the full interview):

    The developer claimed the driving simulator would not be released until it “satisfied everyone’s wishes and then exceeded them.” He admitted that not everything he had hoped for will be included in the game but wouldn’t elaborate on what was missing. Instead, he insisted that GT5 marked the most significant step forwards since the original game was launched in 1997 and that the introduction of online gaming had, “dramatically changed the way the game is designed.”

    So, what’s getting left out? Did head-tracking get the axe? Perhaps it’s the rumored track-editor? (Please, no!) While that’s a little worrisome, improvement in online functionality is probably the most anticipated aspect of GT5, so it will be interesting to see how it’s eventually incorporated. Thanks to Loren for the tip!

    http://www.gtplanet.net/gran-turismo...l-90-complete/ ...
    by Published on May 3rd, 2010 22:57

    News via http://www.planetvb.com/modules/news...hp?storyid=301

    It's finally done! With the help of our new member Kitaro, it was finally possible to build a good ROM of Bound High!

    After all, it was neither a bug in the ISX converter, nor one in the game's source, but a faulty code optimization routine of the VUCC compiler, which could be circumvented with a very small change to the source. Such a little thing, so much hassle!

    I'd like to say thank you to everybody who was involved in this and helped to work towards this release, you guys rock!

    And now, enjoy this fine release! ...
    by Published on May 3rd, 2010 22:56

    News via http://www.planetvb.com/modules/news...hp?storyid=300

    Only few days after the new coding competition started, we already saw the first entry. "PongInvaders" by our new member usch (have a look at the User ID ) combines Pong/Arkanoid and Space Invaders into a fun new game concept. You'll be able to follow further development of this project in the release thread. Welcome to the community, usch!

    In other news, a new Virtual Emulator has been released. It's called VBjin and is a merge of the PCEjin emulator with the Virtual Boy core from Mednafen 0.9, so it's basically Mednafen with a nice GUI. You can download and follow the project on its Google Code page.

    One thing that I've missed is that a new version of GoodVBoy has been released some weeks ago. Version 3.1415 adds most of the newer homebrew releases, but for some reason misses BLOX 2. ...

    Dicey 

    by Published on May 3rd, 2010 22:53

    Newly released for GP2x and Wiz



    A dice rolling app. that allows the user to choose from upto ten rolls of multi-sided dice (d4, d6, d8, d10, d12, d20 and d100) as well as adding bonuses.

    Now includes Fudge dice

    Contains Wiz, GP2X and PC executables.

    Download Here ...
    by Published on May 3rd, 2010 22:50

    Newly released for Wiz and GP2X



    Remake of the classic DOS game Rodent's Revenge. Push blocks to surround the cats to turn them into cheese.

    Contains Wiz and GP2X executables.

    Download Here ...
    by Published on May 3rd, 2010 22:48

    Newly released for Wiz and GP2x



    In Nether Dimensional Runner you are tasked with collecting rare elements only found in the nether dimensions. Jump, warp, shoot and bounce your way through 26 action-packed levels while avoiding mining robots, spikes, auto-turrets and bosses that stand in your way. Also included is crazy graphics that a screenshot cannot do justice and music that makes you feel really awesome!

    The WIZ-version of Nether Dimensional Runner won second place in the Pandora Angst Coding Competition 2010!

    Download here ...
    by Published on May 3rd, 2010 22:44

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

    This is a fantastic release for those like me who arent interested in putting Linux on their Dingoo consoles,excellent work Alekmaul:

    Alekmaul ported the Arcade Emulator Mame4All to the native OS of the Dingoo Handheld.


    Quote:
    MAME4ALL Dingoo OS Native V0.9 *TEST* for Dingoo OS Native
    --------------------------------------------------------------------------------
    MAME4ALL Dingoo is a port of MAME 0.37b5 emulator (originally by Nicola Salmoria)
    for the A320 Dingoo OS Native. MAME4ALL is also available for the GP2X, Wiz, PSP
    Dingoo Linux and GP32. Please refer to the MAME license at the end of this document.
    Mame4ALL Os Native base on Slaanesh Dingux source code, which is based on source code
    from the GP2X port of MAME4ALL.
    The original MAME4ALL is based on MAME 0.37b5.
    This readme file is also based on Slaanesh readme.txt file.
    FAQ.txt file also based on Slaanesh FAQ.txt file.

    SOURCE CODE WILL BE AVAILABLE WITH NEXT VERSION, THIS ONE IS FOR TEST PURPOSE

    Features :
    ----------
    MAME4ALL Dingoo currently emulates lots of arcade games supported by original MAME 0.37b5
    plus some additional games from newer MAME versions. Some larger games currently do
    not work due to lack of system RAM.

    Missing :
    ---------
    Configuration saving
    Hi Score saving
    Adding all Mame4All games
    Return to menu when a game is quit

    Check updates on my web site :
    http://www.portabledev.com

    --------------------------------------------------------------------------------
    History :
    --------------------------------------------------------------------------------
    V0.9 : 03/05/2010
    Initiale release for *test* purpose

    --------------------------------------------------------------------------------
    How to use this emulator :
    --------------------------------------------------------------------------------
    Put all directories in your game directory and choose 3D game.
    Use "3D game" from Dingoo menu and choose your directory of the desire mame4all version
    .app file.

    Controls :

    Standard in-game MAME controls:

    - D-Pad: UP, DOWN, LEFT and RIGHT.
    - Buttons A,B,X,Y,L,R: MAME buttons 1,2,3,4,5,6.
    - Button SELECT+START: Insert credit.
    - Button START: Start game.


    Extended controls in game (to access menus and options)
    All use the SELECT button + an additional button.
    This is analagous to pressing "SHIFT" and another key on a regular keyboard.

    - Buttons SELECT+L: Show profiler.
    - Buttons SELECT+R: Show FPS.
    - Buttons SELECT+Y: Pause.
    - Buttons SELECT+B: Enter/Exit Volume menu.
    - Buttons SELECT+X: Enter/Exit MAME menu

    Also
    - Buttons START+L+R: Exit (to OS menu).


    The "MAME menu" (see above) can be used to:

    - Redefine DEFAULT keys for all games.
    - Redefine keys for the current game.
    - Display game information.
    - Set Auto-fire options.
    - Enable cheats.

    Controller Notes:

    - All keys can be redefined, including the "shifted" SELECT keys.
    In some cases this is essential. ie. Robotron.
    - To type OK when MAME requires it, press LEFT and then RIGHT.


    The Game Selector will search for MAME ROMs found in the ./roms directory.
    Games found will be displayed in the game list.

    - Use UP and DOWN to select a game.
    - Use LEFT and RIGHT to page up and page down.
    - Press A to select the game to play.
    - Press SELECT+L+R to exit.

    After selecting a game, configuration options are available:

    - Use UP and DOWN to select the option you want to change.
    - Use LEFT and RIGHT to change the option.
    - Press A to start the game (and save the configured options).
    - Press X to go back to the game list.

    --------------------------------------------------------------------------------
    Configuration options:
    --------------------------------------------------------------------------------
    -- Dingoo Clock --
    No overclocking actually!.

    -- Video Depth --
    Sets MAME´s internal video depth (NOT the Dingoo´s video depth).
    8-bit is generally faster though some games require 16-bit.
    Some games may be faster in 16-bit mode - it´s dependant on the game driver!
    Auto: The emulator uses the most suitable video depth.
    8 bit: MAME uses 8 bit color (DEFAULT).
    16 bit: MAME uses 16 bit color.

    -- Video Scale/Aspect --
    The video aspect is configured with the following combination of options:

    Normal:
    Nominal video resolution (320x240). Games with a resolution less than this
    have a black border. Games with a resolution higher are cropped.

    Scale Half Size:
    Useful for high resolution games like Rampage and Tapper, etc. 8-bit video
    mode is quickest as extra pixels are just truncated. 16-bit mode does pixel
    mixing resulting in a nicer, but slightly slower display. Should still be
    quick enough for most games.

    Scale Horizontal:
    Useful for games like R-Type and Final Fight, etc. Other smaller resolution
    games will stretch out to fill the screen. Take from MAME4ALL Wiz version
    (code originally from Notaz & Franxis).

    Scale Best:
    This is a generic rescale that can resize any screen to fit the Dingoo´s native
    320x240 resolution. It produces the best quality scaled display as pixels are
    merged both horizontally and vertically. The downside is that it may be slow.

    Scale Fast:
    his is a generic rescale that can resize any screen to fit the Dingoo´s native 320x240
    resolution. It produces a good scaled display as pixels are merged horizontally.
    Speed should be somewhat quicker than "Scale Best".

    Rotate:
    The display is rotated from landscape to portrait orientation. All the above scale
    options are present for screen rotation.

    -- Video Sync --
    Normal: Single buffer and dirty buffer is used (DEFAULT).
    VSync: VSync activated (Unlikely to be ever implemented due to lack of hardware support).
    DblBuf: Double buffer
    ...
    by Published on May 3rd, 2010 22:35

    News via http://ideasemu.biz/

    Actarus has released a new version of the DS Emulator for Windows

    Final version 1.0.3.5, here's the changelog :


    Fixed a bug in debug window.
    Fixed a bug in dmas latency.
    Fixed a bug in cpu emulation.
    Fixed a bug in OAM rendering.
    Fixed a bug in Mode0 rendering.
    Added Use DMAs latency option. ...
    by Published on May 3rd, 2010 22:17



    The ScummVM Team have released a new version of ScummVM for many consoles such as Wii,PSP, Gamecube, GP2x, Nintendo 64, Dreamcast, Iphone and Playstation 2.

    ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

    Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.

    Only four weeks since our last release and already ScummVM 1.1.1 is available on our downloads page.

    This release concentrates primarily on fixing bugs, bugs, and even more bugs. As such, we strongly recommend all and every ScummVM user to update to this latest and greatest version. In particular, just as promised we fixed the issues affecting Nippon Safes Inc and Pajama Sam 1 in 1.1.0.

    or a more comprehensive changelog for the latest experimental SVN code, see:
    http://scummvm.svn.sourceforge.net/v...mmvm/?view=log

    1.1.1 (2010-05-02)
    New Ports:
    - Added Nintendo 64 Port. (Actually added in 1.1.0, but forgot to mention it. oops)

    General:
    - Fixed several minor bugs here and there.

    Drascula:
    - Fixed regression that caused some texts to always be in English, even when
    using another language. (#2970211 - DRASCULA: missing german translation)

    KYRA:
    - Fixed a bug which caused the DOS versions to crash before the credits when
    AdLib music is selected.

    LURE:
    - Fixed several memory leaks.
    - Corrected problems in the handling of followers when blocked from performing
    actions by closed doors between rooms.
    - Solved issues with Goewin not always correctly following the player out of the caves

    Tinsel:
    - Fix video playback regression in Discworld 2.

    Parallaction:
    - Fix several crashes and other regressions in Nippon Safes, including
    bugs 2969211, 2969232, 2969234, 2969257, 2970141.

    Wii/GameCube port: (Also forgot to mention in 1.1.0)
    - Added support for games using 16bit graphics.
    - Complete GFX overhaul (new video modes, better performance,
    picture smoothing, fine grained overscan settings).
    - Added a new options dialog for Wii/Gamecube specific settings.
    - Fixed a GFX glitch on savegame thumbnails.
    - Added support for SMB mountpoints (Samba/Windows shares).
    - Added an on-screen console, which is shown when ScummVM exits abnormally.
    - Fixed a couple of crashes when using Ogg/Vorbis encoded sound files.
    See the bundled READMII.txt file for more information.

    PSP port: (Also forgot to mention in 1.1.0)
    - Added plugin support which allows the PSP Phat to run every game.
    - Added a new virtual keyboard optimized for rapid D-Pad input. ...
  • Search DCEmu

  • Advert 3