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  • wraggster

    by Published on February 24th, 2010 18:31

    More news as finally the shipping of the console gets nearer:

    Chinese New Year holidays are over - work has begun at the factory!

    We are in daily contact with them, so here is a brief roadmap of what should happen when:

    At the moment, the machines are maintained, cleaned and prepared to go into normal production run again. Production will start during the next days, probably on Monday. Then lots of Pandora cases should be spit out each day
    While they do this, we try to make them another Silkscreen sample and send us a picture of it (not the whole sample) within this week. If it's fine, we'll use the silkscreen - if not, we'll just go with plain cases, to not waste anymore time.

    As for the OS, the devs are really working hard on it right now (despite not having time, as they have so much things to do in real life).
    It will surely not be the most polished OS ever released yet, but if you want a polished OS, go get an Apple (and miss all the fun we'll all have by enhancing the Pandora OS together!)

    So, what can you expect, what will not work, where are tweaks needed?

    What does work:

    The desktop fully works. It's like a normal PC desktop. You have your file manager, your windows, your apps, etc.
    PND system is working. You can simply copy games onto your SD Card, put it into your Pandora - and PLAY!
    Apps: Installed apps do work fine so far. That includes Midori, Abiword, Orage, Pidgin, XChat, etc.
    Audio Playing: XMMS working fine.
    Movie Playing: Working... but has some issues (see below)
    USB Devices: You can connect USB Sticks, harddisks, mice, keyboard, etc. Normal things run out of the box.
    TV Out: The TV Out cable works fine, SVHS only for the moment though (see below)
    Power Saving Mode: Yep, it's included and does work. At the moment, it should last for about 50 hours, not too long, but there might be a lot more components which could be switched off to save more power. Good enough to leave your Pandora lying around for a few hours without having to reboot it.
    LED Warning (Blinking) on low battery with automatic shutdown when the battery status becomes critical.
    Keyboard, us nub as mouse, touchscreen, everything working.
    What issues are there?

    The biggest issue: WiFi is still work in progress. The driver works, without using SDIO it was slow, DJWillis is working on it, but it's time consuming. It MIGHT be ready when the Pandora ships, but it might be WiFi will still take a bit longer. Maybe some devs want to help out here once they get a Pandora in their hands
    There's no software audio mixer yet. This means you can only use the volume wheel. No big deal if you're just listening to music or playing games, but multiple sounds at once will not work yet. Also, the equalizer isn't yet working.
    Some apps have to be optimized for the small screen: Fullscreen apps like Midori, Abiword, etc. do look fine. Some stuff however (XFCE4 Settings, etc.) are using windows bigger than 800x480. They are completely usable, but you have to move the windows around to access all buttons.
    Movieplayer: While basic movie playing works, it does not use any hardware accelerations yet. DVD Quality xvid videos do play fine, but H264 is too much without hardware acceleration. Also, in windowed mode the videos are playing before the menus. Watching movies in fullscreen mode works nicely. Things should be way better when hardware support is included
    There is a lot to tweak and optimize here and there. Bootup speed can be increased, more themes (fingerfriendly ones?) could be created, some minor issues like the normal logout of Ubuntu-Netbook-Launcher doesn't work (you need to use a menu entry), etc. Nothing serious that makes the unit not usable, but there are a lot of things that can be improved within the next months!
    So, except for WiFi, all things do work well so far but can be optimized a lot.
    Please don't expect to have perfectly working games and emulators on day 1 - adopting to a new system will take some time and except for some core OS developers, nobody has a Pandora yet. Once delivered, games should start to pop up and become optimized pretty fast!

    Some of that stuff might be fixed until first release - let's hope for WiFi!

    Another quick note on updating the system:

    When things work fine, we're going to setup our own repository server for firmware updates. You can then easily do a system update with the Pandora. The packages we use will be tested so that they shouldn't break anything
    In the beginning, the updates will be full flash updates, until the basic system will be completely stable. Then we'll setup the repository server (which basically means: when WiFi is working).

    Everyone who wants to help us can do so. There will be a bugtracker for reporting any issues. The complete system is already available via GIT to all devs, so patches and bugfixes can basically be sent to us by everyone
    The first few months with the new OS will be pretty exciting! I've seen how
    ...
    by Published on February 24th, 2010 18:25

    Newly released for Dingoo:



    Sokoban GP2X ported to dingux is a remake of the classic sokoban game.

    You as the player need to push boxes to specific locations

    in the level. Once all boxes are pushed to the correct spots

    the level is finished.



    Sokoban GP2X is basically a sokoban engine, it contains all the

    game rules and has the ability to use level packs. It's possible

    to create the level packs directly on the GP2X using the built in

    Level editor. Each level pack can also have customized graphics and

    menu colors. The game engine also has an undo system up to 1000 moves,

    and have custom 25 mod or ogg music files loaded up.

    Download Here ...
    by Published on February 24th, 2010 18:23

    Newly released for Dingoo:



    Blockdude DINGUX 23/02/2010

    ---------------------------



    What's new since GP2X Version

    -----------------------------

    - Fixed the level 19 bug, which wasn't finishable

    - Made an option to redefine the *keys* in dingux

    - Small changes to make it work in dingux



    What is it

    ----------

    Blockdude is a puzzle game where you need to be able to reach the exit by moving boxes, it's as simple as that. It is a remake

    of the Blockman Game from Soleau Software and the TI 83 Blockdude game by brandon sterner. There are 23 levels included.

    21 Levels from the orginal blockman game and 2 levels created by me. The game has a built in level editor so you can create new

    levels on your own and release them as levelpacks. You can also play upto 25 of your own ogg/mod music files.And lastly there is skin

    support.

    Download Here ...
    by Published on February 24th, 2010 18:22

    Newly released for Wiz:

    Unofficial Wiz SDL library (With diagonal tearing fix)

    It's same as old Wiz SDL Libraries(http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,23,138).
    But now it contains new version of SDL(1.2.13) with better performance.

    See readme.txt file for more information.

    Usage : Copy "libSDL-1.2.so.0" to the folder of the game.

    http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,23,271 ...
    by Published on February 24th, 2010 18:01

    Newly released for Wiz:

    INImaker is a GP2X Wiz application that creates INI files for programs that don't have shortcuts in the Wiz Games menu. It can also find and delete INI files that link to deleted programs, and find missing icons. Please read readme.txt for instructions.

    Update 1.0:
    - better interface
    - option to generate INIs for programs outside the 'game' dir
    - option to delete INIs that link to deleted programs
    - Safety mode: try INImaker without actually writing or deleting files



    Download Here ...
    by Published on February 24th, 2010 17:56

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14656.html

    DaedalusX64 is a N64 Emulator for the Sony PSP.


    Quote:
    Changelog

    Revision 467

    [~] Minor code clean-up (Excess white space, comments and declarations)
    [!] Fixed DLParser_GBI1_LoadUCode (Prevents some uCode detection related crashes.)
    [-] Removed M_BADTASK (Unneeded handled by default. Messages supressed on public build)
    [+] Updated roms.ini to include more compatibility and settings info
    [!] Complete refresh of previews with High Res previews for new GUI

    Note: Full download is now ~32MB

    http://forums.daedalusx64.com/viewtopic.php?f=52&t=1199

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2010 17:54

    News via http://emu-russia.net/en/

    NES emulator has been updated recently. Changes:
    - Fixed bitmap clearing again, when switching blitters.
    - More optimizations and cosmetic changes.

    http://rocknes.net/ ...
    by Published on February 24th, 2010 17:50

    News via http://emu-russia.net/en/

    NAOMI based arcade machines emulator has been updated. Changes:
    - "Toy Fighter" off-by-one bug fixed
    - "Giant Gram 2000" will now load (but won't work due to missing M1 data)
    - "Virtua NBA" added (though the "virnbao" version will not work, this one seems protected?)
    - "Samba De Amigo" added (I'm not saying it's playable mind you)
    - "Guilty Gear X" _would_ work if not for a truncated protection file (but here's a hint, unpack ggx.zip, add zeros to the file to match required length and pack it again and it will work now)
    - "Dead or Alive 2 Millenium" will now properly load parent ROM (same goes for other games with variants)
    - "18 Wheeler" added (not tested)
    - "Crazy Taxi" added (not tested)
    - "Death Crimson OX" added.

    http://dknute.livejournal.com/ ...
    by Published on February 24th, 2010 17:48

    News via http://dcemulation.org/./phpBB/viewt...p?f=72&t=99916

    GyroVorbis posted the long awaited update on Elysian Shadow in our forums:


    Quote:
    So it has been 8 long months since any of you have either seen or heard from us on Youtube. Despite popular belief, this is not due to the fact that we have given up on Elysian Shadows or were ceasing development. The truth is that we have been working our asses off for 8 months, rewriting an entire engine, and doing more work in the time period than the entire Adventures in Game Development Series combined.

    Elysian Shadows Revolution 1 was our experiment at trying to introduce more than just the software aspect of the game development process to the videos. In episode 2, we try to build on this idea and incorporate the entire development process. At the same time, though, we have made a conscious effort to return to our roots established in the Adventures in Game Development Series. ESRev2 has been in the making for 8 months, and tries to appeal to all audiences. Please watch with an open mind.

    The engine has been rebuilt from scratch. It has officially reached the point of functionality that the previous one had and then much more. New features displayed in the video include more powerful Lua scripting possibilities and rigid body dynamics. Hopefully future episodes will be focusing more on game design aspects of programming such as the battle system.

    LibGyro--our multiplatform back-end--is effectively complete. Elysian Shadows runs on the PC, Dreamcast, and PSP and will continue to do so until its release. LibGyro offers higher level C/++ engine programmers (Kendall) and Lua scripters (Peter) a complete layer of abstraction from the hardware, so that the Elysian Shadows engine may be developed independent of platform.

    Yes, Marcel is back on the team. Due to the fact that he seriously rejoined about a week before this video was produced, he has nothing really to show off. He is going to be designing his own Elysian Shadows "toolkit" that will be demoed in videos to come.

    Pritam and Kendall both have been contributing greatly to the artistic area. Pritam has been designing and pixeling our starting area and working on various characters. Kendall has been busy concepting and pixeling enemies.

    Cypher--our previous sound composer--has rejoined the team. His talent was truly missed, and we have decided to join forces once again. He has since composed several of his finest tracks to date.

    The Elysian Shadows team is looking to recruit new blood. We are particularly interested in the areas of pixel art and web development. If you are interested in joining our team, please contact me (or another team member) on Youtube for the forums.

    We would like to sincerely thank everybody much for the continued support and faith in our project even though you haven't seen us for all these long months. We are going to be working harder to ensure that the next video will not take this long.

    Part 1 - http://www.youtube.com/watch?v=fODMgH31z-E
    Part 2 - http://www.youtube.com/watch?v=jLQQ8GcCrxE
    Part 3 - http://www.youtube.com/watch?v=begPhY9jLW0
    Part 4 - http://www.youtube.com/watch?v=Li0M8XI0lm0
    Part 5 - http://www.youtube.com/watch?v=24cUpRVKt2Y
    Part 6 - http://www.youtube.com/watch?v=GozStv5WcCc
    Part 7 - http://www.youtube.com/watch?v=wHqtUgEKoPg
    ...
    by Published on February 24th, 2010 17:45

    The Openbor Team over at Lavalit have released a new version of Openbor the Beats of Rage Game and Engine for PSP, Dreamcast, Dingoo, Wii and GP2x and Wiz,

    Heres whats new:

    ------------------------------------------------------------------------
    r2716 | sumolx | 2010-02-23 13:32:05 -0500 (Tue, 23 Feb 2010) | 3 lines
    Changed paths:
    M /Makefile
    M /tools/win-sdk/MinGW.7z

    Updated MinGW DirectX to version 8.
    Recompiled SDL library using the newer DirectX.
    Fixed Windows Sound Delay.
    ------------------------------------------------------------------------
    r2715 | sumolx | 2010-02-21 11:26:51 -0500 (Sun, 21 Feb 2010) | 2 lines
    Changed paths:
    M /sdl/sblaster.c

    Restored buffer size back to 4096 as it was causing issues.

    ------------------------------------------------------------------------
    r2714 | sumolx | 2010-02-20 23:11:24 -0500 (Sat, 20 Feb 2010) | 2 lines
    Changed paths:
    M /sdl/sblaster.c

    Decreased sampling from 4096 to 512. Hopefully this fixes sound lag.

    ------------------------------------------------------------------------
    r2713 | sumolx | 2010-02-19 23:35:18 -0500 (Fri, 19 Feb 2010) | 2 lines
    Changed paths:
    M /resources/meta.xml
    M /version.h
    A /xcode
    A /xcode/mac
    A /xcode/mac/OpenBOR.xcodeproj
    A /xcode/mac/OpenBOR.xcodeproj/project.pbxproj

    Xcode IDE for mac now supported.

    ------------------------------------------------------------------------
    r2712 | plombo | 2010-02-19 17:53:46 -0500 (Fri, 19 Feb 2010) | 1 line
    Changed paths:
    M /source/gamelib/endian.h

    A 16-bit integer byte-swapping function had an 8-bit integer as its return type. Fixed.
    ------------------------------------------------------------------------
    r2711 | sumolx | 2010-02-18 17:11:55 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    Fixed dereferencing 'void *' pointer.
    ------------------------------------------------------------------------
    r2710 | sumolx | 2010-02-18 16:39:14 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    GCC complaining about defined but not used. Fixed.
    ------------------------------------------------------------------------
    r2709 | sumolx | 2010-02-18 16:33:00 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    GCC complaining about defined but not used. Fixed.

    Download and Give Feedback Via Comments ...
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