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  • wraggster

    by Published on December 27th, 2009 16:54

    Pate has posted more WIP news concerning his DOS emulator for the DS:

    Well, this last week has been somewhat slow progress with DSx86, with the Christmas and all. I have however managed to code some necessary enhancement that are needed for the release, like configuration file handling (with the possibility to have game-specific key mapping and screen update methods) and crash logging to a file on the SD card. I have also added a lot of opcodes needed by the 4DOS help system and the example btm file. This still needs some work, though.

    Solar Winds has been a real trouble maker recently. The first major problem was that it seemed to jump into a memory address that did not contain code (the area was full of zeroes) occasionally. When I later noticed that this happens every time I tried to fire the weapon, I began debugging this problem to see what was happening.

    Pretty soon I discovered that the problem is that one of the SoundBlaster driver jump addresses point to non-existing code, but what was strange was that it pointed there even at the very start of the game, and no code ever changed this address! I ran Solar Winds in a debugger inside DOSBox to see what is going on, and in there the jump address is the same invalid address at the start of the game, but then when I fire a cannon the address has magically changed into a valid address!

    It was pretty difficult (and took me two days) to find out what was really happening here, but I finally noticed (in DOSBox) that the jump address changes when a certain byte is written to the SoundBlaster DSP Command port! After some more studying I found out that Solar Winds uses a rather poorly documented SoundBlaster DSP command, that DOSBox sources call "Weird DMA identification write routine". As good a name as any, I suppose. This command uses the SB DMA channel to write one byte to the PC RAM, which is calculated in a complex way from the byte that is written to the DSP. Solar Winds SB driver uses this method to update the invalid jump address in it's jump table to a valid value! Why it does this, I have no idea. Perhaps just to make life hard for emulator coders!

    I managed to code a similar routine to DSx86, and now the jump table gets a correct address and firing the weapon works. But, it only took me a few minutes of testing further to find the next big problem. When firing at another ship, Solar Winds uses an ADPCM -packed sound file that it tries to send to SB for playing. The problem is, DSx86 does not support ADPCM sound files yet. This is yet another big new feature that I need to add for Solar Winds.

    I'm not yet sure when I get the first DSx86 alpha version released, but I still have a week of vacation time left, so we shall see whether that is enough time for me to finish the most important enhancements still remaining. There are also quite a few bugs still in the code, but I doubt I will be able to fix all the bugs in the next couple of days, so the first release will be buggy. Isn't this actually the way Alpha releases should be? :-)

    http://dsx86.patrickaalto.com/ ...
    by Published on December 27th, 2009 16:32

    TowerDefense 0.7 released by wplaat

    TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!

    Created by wplaat (www.plaatsoft.nl).

    http://wiibrew.org/wiki/TowerDefense

    27/12/2009 Version 0.70
    - Added “Easy, Medium, Hard” level (map) select screen.
    - Added six medium level and six hard level maps.
    - Adapted six easy maps to be more easy.
    - Added game version information in web service call.
    - Adapted weapon specifications (Weapons are more powerfull).
    - Adapted enemy specifications (enemies are less powerfull).
    - Increase enemy walk speed after each 20 waves.
    - BugFix: Highscore screens now show correct amount of entries!
    - Build game with devkitPPC r19 compiler.

    Download and Give Feedback Via Comments ...
    by Published on December 27th, 2009 16:24

    kranoldweinreich has released a new version of the Port of Vice the Commodore 64 emulator for the PS2

    Heres whats new

    Hi there,

    a new release. Includes a minor fix regarding settings read from configuration file (and not shown in menu) & save snapshot to disk or usb or memory card.

    Have fun!

    Download and Give Feedback at the release thread Here --> http://www.dcemu.co.uk/vbulletin/sho...=181503&page=2 ...
    by Published on December 27th, 2009 16:22

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

    Sony PSP emulator has been updated. Changes:
    -Added CRT libs with release. That will fix problems with people that doesn’t have vc regist installed on their pc.
    -Fixed the issue with controller image doesn't appear in config dialog
    -A better way to handle fakesyscalls . For issue 14 : http://code.google.com/p/pcsp/issues/detail?id=14 . Enabling hle misc will give the unknown NID number. -Added dummy Kernel_Library module . Tested with Resistance game.
    Implemented the following scePower module functions:
    -scePowerGetCpuClockFrequency
    -scePowerGetCpuClockFrequencyInt
    -scePowerGetBatteryFullCapacity
    -scePowerIsLowBattery
    -scePowerGetBusClockFrequencyInt
    -scePowerGetLowBatteryCapacity
    -scePowerSetBusClockFrequency
    -scePowerGetBatteryChargingStatus
    -scePowerGetBatteryRemainCapacity
    -scePowerGetBatteryLifeTime
    -scePowerSetCpuClockFrequency
    -scePowerSetClockFrequency
    -scePowerGetBatteryVolt
    -scePowerGetBacklightMaximum
    -scePowerGetBatteryTemp

    News source: http://www.pcsp-emu.com

    History of PCSP
    PCSP is initially a mix of two projects - mine and Shadow's.

    JPCSP was a great experience for me to develop and improve the interpreter of the PSP processor called Allegrex. A lot of PSP emulators were written but none of them were able to emulate all the instruction set properly - especially the big set of VFPU instruction set which allows fast 2D and 3D computation in games. But JAVA is not the Graal for speed and optimisation and I was still hoping to make one able to run on the future gaming handheld Pandora I ordered.

    So the need of a C/C++ version of a PSP emulator became evident. Coincidently, Shadow was preparing one and asked for my help, so we decided to merge our works and to join our forces. After Shadow created a new website for PCSP, an unknown coder called Otenki came and offered his great assistance. Orphis and Gigaherz also joined us recently in the coding - they used to be coders from JPCSP and their addition in this project is a great help.

    I'm heading this project from the scratch with Shadow as a co-leader. But for several months I has been absent because of my flat moving and my work. Otenki improved GE (Graphics Engine - GPU part) a lot. Big thanks to him. There was also a big migration for wxWidgets to Qt thanks to Shadow. HLE like threading still needs some improvement to make the other games pass the loading stage. And I should also add VFPU implementation which is still missing here (I was waiting for JPCSP's to be running perfect). Hopefully, JPCSP's vfpu implementation seems to be correct now (most vfpu computation in 3D games seem right), so it may be time to implement into PCSP. All the devteam hope we can all achieve better than we did for JPCSP.

    Download and Give Feedback Via Comments ...
    by Published on December 27th, 2009 16:13

    New from Divineo China



    FRAGnStein is a PC/PS3 controller that is compatible with all PC and PS3 games. Use the mouse for targeting prey while moving with the left hand Grip. You get full 6 axis motion control.

    Between the Mouse and Grip, the FRAGnStein contains all the normal PS3 controller buttons making it ideal for that first person PC shooter game style you’re used to.

    Go Big:

    For PC use it does not get any better - you can use the Mouse just as any other normal mouse but with the high res adjustable 2000 CPI. Silky smooth no lag game play. Connect your PC to your big screen TV and go with BIG PC game play.

    Programmable, digital sniper buttons and upgradeable firmware provide unprecedented levels of accuracy. FRAGnStein is also a full featured wireless PC gaming WASD controller. ...
    by Published on December 27th, 2009 10:27

    StartPatch is a homebrew application that patches your System Menu v4.0, v4.1, or v4.2 in a similar fashion as Starfall. It is based upon Menu Patcher by Isaac356.

    Changelog
    v4.2.x
    v4.2.5x
    Added Region Free Wii Games.
    v4.2.4x
    Added IOS Selection.
    Removed IOS-Reload to 250.
    Removed IOS-Check code.

    http://wiibrew.org/wiki/StartPatch ...
    by Published on December 27th, 2009 10:19



    This is a port of OpenBOR [ http://lavalit.com ] for Dingoo-linux

    Installation
    ============
    - Copy the OpenBOR directory somewhere on your filesystem
    - Set your menu launcher to execute ./OpenBOR.dge
    - Copy yours paks files to the "Paks" directory
    - Have fun!

    History / Changelog
    ===================

    v0.2.1 (23/12/2009)
    -------------------
    - Fixed the prolonged loading time issue from the latest release;
    - Based on OpenBOR v3.0 build 2559.

    v0.2 (21/12/2009)
    -----------------
    - Fixed 16bits colors issue, now mods like 'Ryuko no Ken Nekketsu' displays correct colors;
    - Fixed memory calculations issues;
    - Based on OpenBOR v3.0 build 2536.

    Note
    ====
    Only tested with latest Elta rootfs (20091208)


    Special Thanks
    ==============
    - Brazilian Dingoo Community
    - Dingoonity folks

    Download Here ...
    by Published on December 27th, 2009 10:17

    This past summer, we learned that Mass Effect 2 players could import save files from the previous entry in the franchise, bringing all of the decisions made in the first game into the sequel. But are decisions capable of decimating hordes of insidious, robotic invaders? No, boosted stats and abilities are -- and according to a recent forum post from BioWare Community Coordinator Chris Priestly, players who import their saves will get access to these as well.

    Of course, you won't be able to play as your super-high-level Shepard when you import -- however, the higher your character's level was when you finished Mass Effect, the better bonuses your Mass Effect 2 Shepard will receive. Some of the bonuses mentioned include extra money or crafting resources when you start the game. In addition, though BioWare has said that the game won't have a "New Game Plus" option, Priestly says that multiple playthroughs with the same Shepard will be possible.

    http://www.joystiq.com/2009/12/26/ma...res-explained/ ...
    by Published on December 27th, 2009 10:16

    To the shock of very few, the advertisement about a week ago listing a "PSP-4000" in addition to PSPs 1000 through 3000, and the Go, has been disowned by the advertiser, who calls it an error.

    http://kotaku.com/5434668/sooprise-s...ad-was-mistake ...
    by Published on December 27th, 2009 10:15

    The Apple tablet rumors are at a fever pitch, yet again. Depending on what you've read, it's all but confirmed that the company's got a January 26th event scheduled at Yerba Buena Center for the Arts (YBCA) in San Francisco, CA. All this, of course, with nary a word or comment from Cupertino HQ, and without the context that this trend has come and gone ad nauseam, both with the tablet and before with the years of lead-up to the iPhone. Here's the latest bit: MacRumors has dug up information about a Delaware-based company, Slate Computing, LLC, that was founded in November 2006 and owns the trademark "iSlate," the signatory of said trademark being Apple's Senior Trademark Specialist Regina Porter. Given that Apple owns "iSlate" trademark in Europe and that it's allegedly pulled similar stunts with a "fake" company and the iPhone trademark, sure, we could buy into this being just a dummy corporation... but does it really confirm an impending tablet that'll be called the "iSlate?" Not at all. We wouldn't be surprised if Apple has done this for numerous other trademarks, either to give itself more options or to prevent others from trying to manufacture products under those names. (Slate Computing, LLC also happens to own the "Magic Slate" trademark, just so you know.) Also bought up in 2006? The domain iSlate.com, which again according to MacRumors (with help form Mark Gurman of AppleRejectedMe.com) was apparently and briefly shown to be owned by Apple at some point during 2007. Food for thought, but trust us, you don't want to confuse hearsay for concrete fact.

    Which brings us to December 24th, where we see a statistically significant uptick in Apple's stock value. Seeing as the fiscals were released back in late October along with the last refresh of hardware (Mac Pro specs notwithstanding), it seems everyone decided to spend their holiday bonuses on some Apple shares. Now, we're not claiming to be professionals here by any stretch of the imagination, but it seems a lot of the activity here can be attributed to the recent flux of rumors. Jason Schwarz of The Street has an interesting take on it, which if you've got 15 minutes to kill should be worth your time to browse through.

    http://www.engadget.com/2009/12/26/a...ts-stock-a-ho/ ...
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