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  • wraggster

    by Published on October 28th, 2009 22:10

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13741.html

    RetroCopy is a SEGA Master System, Nintendo Entertainment System (NES) and Sega System E Arcade emulator for Windows.


    Quote:
    --WHATSNEW

    v0.400B - October 28th 2009
    -[EMU] Added Sega System E arcade emulation. The first cycle accurate Sega System E arcade emulator. It´s more accurate than MAME and sounds better!
    -[EMU] Added new YM2413 (SMS sound chip) emulator which sounds a lot better than old one
    -[EMU] Improved SMS/SEGAE VDP performance by 40%
    -[EMU] Improved Z80 emulator performance by 20%
    -[EMU] Changed the way the YM2413 and SMS-SN79489 were emulated in comparison to other components. They are now accurate to the cycle in line with the Z80/VDP rather than being slave devices, this comes at a small cost in performance but is less cluttered
    -[EMU] Fixed SN79489 bug where data byte wasn´t correctly setting noise channel low bits and a bug with noise channel using incorrect period when set to TONE2 mode
    -[EMU] Fixed various bugs relating to border emulation in the SMS VDP
    -[EMU] Added TMS9918 chaining to the SMSVDP
    -[EMU] Switched default NES buttons around to match real control pad (NIKOLA)
    -[EMU] Fixed a few bugs in the Z80 core relating to undocumented instructions that the SEGA E games used
    -[EMU] Refactored every emulator core and implemented versionized save states in preparation for disk loading/saving
    -[CORE] Added an emulator benchmark. Allows you to see how many millions of emulated cycles your system can push. The latest CPUs are getting close to 150 million emulated cycles in RetroCopy now!
    -[CORE] Implemented new GAME ROM format based on suggestions from users. Now each GAME file can have multiple ROMs inside it, each with their own settings. Works for every system whether console or arcade and achieves compression ratios 20:1 and over in some cases over plain ROM data. There are too many new GAME features added to list here so check my blog for more details.
    -[CORE] RetroCopy now automatically converts SMS/NES/ARCADE ROMs it detects to new GAME format on first load, no more trouble with conversion as it´s seamless
    -[CORE] Added graphics filters SCALE2x / SCALE4x / SCALE4x with scanlines, they run in a separate thread to maximize performance on multicore CPUs.
    -[CORE] Added pixel filter and made it the default when fullscreen. Can switch between this and linear filtering with all the filters
    -[CORE] Added ability for cores to specify video rotations if necessary for arcade games, like those in the sit down cocktail format
    -[CORE] Fixed bug that stopped fast forward working
    -[CORE] Fixed crash bug for people with old or non existant OpenGL based hardware. RetroCopy now works in the Microsoft "Software" renderer though hardware accelleration is a lot better.
    -[CORE] Stopped SDL from dynamically creating some text files (stderr.txt and stdout.txt)

    -[3D] Tweaked the pixel shaders a little bit to give a better lighting effect
    -[3D] Fixed an issue with mouse view movement giving variable results depending upon the framerate

    -[GUI] When clicking on PLAY GAMES the default is now looking at a game list with a 3D TV already selected, rather than having to first select a 3D TV to play on
    -[GUI] Changed around the "in game" menu buttons and mode a more distinct difference between the 3D world and playing games
    -[GUI] Added a different way to roam the virtual 3D game room using the mouse scroll buttons (Tommy)
    -[GUI} Added UNICODE (UTF-8 externally, UTF-16/32 internally) support to the GUI, though none of the current fonts support the more exotic languages.
    -[GUI] Changed GUI to accept resource image/cursor data as a per project setting
    -[GUI] Added more cursor modes to give some feedback to the user
    -[GUI] Added features to listview such as in place editing, indenting, etc
    -[GUI] Fixed some small bugs in the software renderer
    -[GUI] Added YEAR RELEASED and NUMBER OF PLAYERS to the game display list, taken from the GAME file.
    -[GUI] Now up to six 3D game covers can be loaded when you click on a game
    -[GUI] Increased size of 3D gamebox window to fit in more 3D boxes at once
    -[GUI] Added new Sega Master System 3D gamebox which is a lot more accurate and based on real world dimensions
    -[GUI] Added shader based lighting to the 3D Gameboxes (if capable) which makes them near photo-realistic now.
    -[GUI] Changed the way you select to play SMS games. Now you select the console you want (SMS2 PAL, JAPANESE SMS, MARK III, SMS1 NTSC, etc) instead of selecting the video/region settings manually. There are slight differences in each console and RetroCopy emulates them for accuracy
    -[GUI] Implemented keyboard navigation and searching within listview contents
    -[GUI] Improved the game select screen and added some icons

    -[GAMEDB] Wrote a completely new GAME database editor in the RetroCopy GUI code. If you want to help with becoming a GAME ROM database maintainer for ...
    by Published on October 28th, 2009 22:07

    The Symbian has released the kernel as open source! The development environment consists of:

    Open source kernel and other complementary packages
    RVCT 4.0 compiler: free for developers and companies of less than 20 employees
    Open source simulation environment based on QEMU
    Open source base support package for the low cost Beagle Board
    The kit has everything required for Symbian kernel development. I’m planning on testing the new kit and investigating if it would be possible to make my own memory driver to flush the cache for executing code without creating a special memory chunk for the code and using the IMB_Range deal.

    Why the this kind of driver is required, if the there’s already exist an API for self modifying code? Well, it would solve the memory mapping issue, which I explained on the post: Why Symbian is so slow compared to Linux.

    The driver would give significant boost for all applications relying on dynamic recompilation, or self modifying code. This would give a big performance boost for emulators such as gpsp and psx4all. I think that the psx4all would probably be playable with the special memory driver.

    Developing a driver:

    The first phase would be to implement a test software, and the driver with the QEMU. If I’ll get this far, then I could think about purchasing the BeagleBoard, which could be used for verifying the driver functionality with the actual hardware. If the driver works on the HW, then it would probably work on the actual phone too. However, the Symbian platform security will be a big problem preventing the installation of the driver into an actual phone.

    http://www.summeli.fi/?p=1364 ...
    by Published on October 28th, 2009 22:03

    News via http://dingoo-scene.blogspot.com/



    Ascii portal Release#4 is here:


    Changelog:
    Release #4 27/10/2009
    * recompiled with ASCIIpOrtal v1.1. Check the readme.txt for details

    Download: http://codiak.net/dingoo/asciiportal-dingoo-r4.tar.bz2 ...
    by Published on October 28th, 2009 21:57

    New from Superufo.com



    Journey to the heart of Africa where you control the wild kingdom! Interact with exotic animals in the wild including lions, elephants, gorillas and more as you explore the jungles and savannas of Africa. Discover the animals?secret abilities. Solve challenges to earn new items, animals, and levels. Collect unique items to receive badges. Get in touch with your wild side and discover the ultimate secret of the kingdom with SimAnimals Africa! ...
    by Published on October 28th, 2009 21:55

    New from Superufo.com




    All the excitement of a prime-time TV game show in your very own living room! With MR. POTATO HEAD as your host, you are guaranteed to have a thrilling night of familyfriendly fun. HASBRO FAMILY GAME NIGHT 2 lets up to four players become contestants with a wide variety of fun and engaging party games. Win and collect parts for the coveted Golden Potato to become the ultimate game show champion! ...
    by Published on October 28th, 2009 21:54

    New from Superufo.com



    Journey to the heart of Africa where you control the wild kingdom! Interact with exotic animals in the wild including lions, elephants, gorillas and more as you explore the jungles and savannas of Africa. Discover the animals?secret abilities. Solve challenges to earn new items, animals, and levels. Collect unique items to receive badges. Get in touch with your wild side and discover the ultimate secret of the kingdom with SimAnimals Africa! ...
    by Published on October 28th, 2009 21:53

    New from Superufo.com



    All the excitement of a prime-time TV game show in your very own living room! With MR. POTATO HEAD as your host, you are guaranteed to have a thrilling night of familyfriendly fun. HASBRO FAMILY GAME NIGHT lets up to four players become contestants with a wide variety of fun and engaging party games. Win and collect parts for the coveted Golden Potato to become the ultimate game show champion! ...
    by Published on October 28th, 2009 21:51

    We have the PSPgo already, but Japan doesn’t. The download-only handheld launches this Sunday and Sony Computer Entertainment Japan prepared a lineup of games to launch with it.

    Some of them like Metal Gear Solid Portable Ops are UMD legacy titles. Others such as Persona 3: Portable, Echochrono, and Disgaea Infinite are brand new.

    Here’s the list of games you can digitally import on Japan’s PlayStation Store this Sunday:

    LocoRoco: Midnight Carnival (2,800 yen)
    Echochrono (2,800 yen)
    Motorstorm: Arctic Storm (3,800 yen)
    Dissidia: Final Fantasy Universal Tuning (4,000 yen)
    Persona 3 Portable (5,040 yen)
    Disgaea Infinite (2,500 yen)
    PixelJunk Monsters Deluxe (2,000 yen)
    Castlevania: The Dracula X Chronicles (2,300 yen)
    Shadow of Memories (3,200 yen)
    Metal Gear Solid: Portable Ops (1,500 yen)
    Metal Gear Solid: Portable Ops+ (1,000 yen)
    Metal Gear Solid: Bande Dessinee (1,000 yen)
    Armored Core Formula Front International (2,300 yen)
    Tenchu: Time of the Assassins (2,300 yen)
    King’s Field Additional I (1,200 yen)
    King’s Field Additional II (1,200 yen)
    Soulcalibur: Broken Destiny (6,280 yen)
    Tekken 5: Dark Resurrection (2,800 yen)
    Namco Museum (2,800 yen)
    Mojipittan (2,800 yen)
    Ridge Racers (2,800 yen)
    Nunpla & Oekaki Puzzle (980 yen)
    Kiniro no Corda (1,200 yen)
    Dynasty Warriors Mahjong (1,200 yen)
    Uncharted Waters IV: Rota Nova (1,200 yen)
    Zero Shiki Kanjou Sentouki Ni (3,150 yen)
    Carnage Heart Portable (3,800 yen)

    http://www.siliconera.com/2009/10/28...launch-lineup/ ...
    by Published on October 28th, 2009 21:50

    Newly released today:



    features
    An original new adventure and story that answers many of fans’ most-asked questions and wraps up the story arc that started in Ratchet & Clank® Future: Tools of Destruction and Ratchet & Clank® Future: Quest For Booty
    Non-linear levels with plenty of hidden areas to explore, and new gadgets like the Hoverboots that let Ratchet soar to new heights
    All-new Clank gameplay and special “Time” abilities that bring new meaning to “past selves”
    The series’ renowned arsenal gets even larger with brand new weapons, as well as weapons that players can customize with various modifications
    New space gameplay that gives players the opportunity to engage in space battles, explore the surrounding star system, and discover hidden items and collectables

    description
    After discovering that Clank’s disappearance was engineered by Dr. Nefarious, Ratchet races to rescue his best friend. Unfortunately, he discovers that Clank’s capture is just the beginning of Nefarious’s latest diabolical plot. In this follow-up to the best-selling series, Ratchet & Clank® Future: A Crack in Time puts players into the role of both Ratchet and Clank as they attempt to reunite and save the universe. Along the way, both will finally uncover the hidden truth behind their origins, and discover their ultimate destinies. As the duo come closer to reuniting, they’ll have to ask themselves the biggest question of all: Do Ratchet and Clank’s destinies lie with each other? Or is it finally time for the universe’s greatest duo to separate for good?

    http://www.play-asia.com/SOap-23-83-...j-70-3epj.html ...
    by Published on October 28th, 2009 21:47

    Newly released today:



    One of the coolest jobs in the world is the DJ! Feel the rhythm in your blood and the sway to your music as you swipe at the discs in DJ Hero. You have another mission, you have to save your best friend in the family action game Ratchet & Clank Future.

    From the publisher: Expanding upon the revolutionary easy to pick up/challenging to master gameplay mechanics developed and refined in Guitar Hero®, DJ Hero™ delivers an all-new interactive music experience that allows players to rule the party and not only experience, but to hear music in an all-new way.

    With over 100 individual songs, including hip-hop, R&B, pop, rock and electronica, DJ Hero delivers the most diverse and international collection of music ever assembled in a music game.

    Created exclusively for DJ Hero, the turntable controller immerses fans into the authenticity of DJ culture and a sea of music as they utilise and master various DJ techniques including scratching, blending, cross fading and sampling.

    It leaves room for creative expression with a variety of effects and player chosen samples and scratches, transforming a face in the crowd into the life of the party.

    The realistic DJ game is available for your home consoles today:

    Xbox360™
    DJ Hero (w/ Turn Table Bundle) ASIA US$ 139.90
    DJ Hero (w/ Turn Table Bundle) US N/A

    PlayStation3™
    DJ Hero (w/ Turn Table Bundle) US N/A
    DJ Hero (w/ Turn Table Bundle) ASIA US$ 139.90

    Nintendo™ Wii
    DJ Hero (w/ Turn Table Bundle) US US$ 129.90

    PlayStation2™
    DJ Hero (w/ Turn Table Bundle) US N/A

    http://www.play-asia.com/SOap-23-83-...-27c-84-n.html ...
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