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  • wraggster

    by Published on October 13th, 2009 03:43



    We were fairly impressed by Blaze's knack for impressive but questionably useful gadgets when it introduced a three-cart contraption for the DSi last month, but it looks like it's truly outdone itself with its latest peripheral. While it's possible that it's the result of some miscommunication or a bet taken to its limits, it does appear that the company is indeed set to release a controller that can only be described as a Wiimote for the PlayStation 3. Of course, it's still a bit light on specifics, but Blaze says its so-called Motion Freedom 3D Controller will open up "unthinkable gaming possibilities," and let you "become one" with games like Sega Tennis and Tiger Woods Golf. It's even been "ergonomically designed from the ground up." How can you possibly go wrong?

    http://www.engadget.com/2009/10/12/b...oller-for-ps3/ ...
    by Published on October 13th, 2009 03:37

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13623.html

    DaedalusX64 is a N64 Emulator for the Sony PSP.


    Quote:
    Changelog Revision 432 ==> Revision 434

    Revision 434

    [!] Clean Scene will be enabled per game basis on roms.ini
    [!] Enabled Clean Scene for around 20 games, and enabled Double Display for two more games.


    Revision 433

    [+] Implemented Clean Scene (Takes care various rendering glitches)
    [+] Added a hack for Tooie to skip fillrect
    [!] Removed South Park Rally hack (our mtx logic is wrong anyways, and Clean Scene takes care of the ghosting)
    [!] Removed Dynamic Loop Opt from menu (will be enabled per rom basis on roms.ini)
    [~] A couple of changes on UpdateFrame function

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

    Download and Give Feedback and Compatability Reports Via Comments ...
    by Published on October 13th, 2009 03:33

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13622.html

    PSPKVM is a Java 2 Micro Edition (J2ME) CLDC/MIDP Emulator for the Sony PSP.


    Quote:



    Multilingual support demonstration captures:
    http://sourceforge.net/apps/trac/psp...lDemonstration

    PSPKVM Running Opera Mini:
    http://sourceforge.net/apps/trac/psp...ScreenCaptures



    Versions:

    0.5.4 Test 8 (Uploaded Oct. 12, 2009) ¶

    The binary packages available for this release are:

    * CFW build, full package (15 MB--build for consoles running custom firmware)
    * CFW build, package without fonts (5.5 MB--as above, but without the fonts--see note below)
    * FW 1.5 build, full package (15 MB--build for consoles running OFW 1.5)
    * FW 1.5 build, package without fonts (5.5 MB--same as above, but without the fonts--see note below)

    Note re ´fontless´ packages ¶

    Please use the packages without fonts if you´re just upgrading from a previous test package, and/or don´t want or need Deja Vu or Firefly Sung included with your KVM. These packages are proving extremely popular, and the traffic is giving the server a workout. And note especially that if you´re just installing the new package over a recent test build, you´ll still get everything you had before if you use the smaller packages to update your install. This just saves you and us moving some 10 Mb you already have (or don´t want or don´t need).
    New in this release ¶

    This release is identical to test build 7, but adds the following:

    * The Danzeff and semichordal boards now implement ´smart display´ in which they move out of the way of input in large text fields as you type.

    * Icons have been added to the configuration and network setup screens in an attempt to make this a little easier to use for non-English users, until we can get some translation going for these screens.

    * Network setup has been overhauled, in an attempt to address occasional issues with lost connections that cannot be reestablished without a VM restart. In case of a lost connection, you should now be able to reconnect from the Wifi manager midlet, without restarting the VM. Please report whether this works for you in the shoutbox at http://pspkvm.org.

    * The Danzeff display has been made slightly more compact as compared with the previous build.

    * The readme has been updated and is now included with the binary packages.

    Notes on upgrading from these packages ¶

    If you´re upgrading from a recent test build, and wish to preserve your settings (set in the .ini and the in-GUI config system), do not overwrite the pspkvm.ini and vmsettings.cfg files in your pspkvm directory with those from the package. Your system should run fine, and this will preserve your previous settings.

    Download --> http://sourceforge.net/apps/trac/pspkvm/wiki/TestBuilds ...
    by Published on October 13th, 2009 03:29

    News via http://www.xboxscene.com/

    The last couple of weeks have been very turbulent for all Xbox360 lovers. We have seen some very good developments towards homebrew and better linux.

    We had fought with delays caused by the manufacturing and sourcing process which we finally solved. Now, Cygnos360 V2 is on stock at several shops and on the way to others. Production is still slow but ramping up and we are shortening delivery times.

    We did however not spend the time waiting doing nothing. We have used the time to significantly improve the functionality and usability of Cygnos360 V2.

    * Most interesting new features are:
    -Integration of the JTAG hack into our firmware so that we can play the role of the microcontroller doing the JTAG inject. This is running and tested on xenon and falcon mainboards. The other versions will follow via software updates. No taking apart or re-wiring needed. (please note that we cannot (yet) read and program the 256 & 512 Mb jaspers, 16Mb Jaspers are fine)
    -The Cygnos360 V2 USB board now has a vertical USB connector. That way it is much easier and cleaner to install in your Xbox360.


    This is a photo of the production version of Cygnos360 V2
    -We have added the possibility to communicate from "Xell" to Cygnos360 V2, for example to switch kernel via software command. (hotswap)
    -We have added the functionality to enable switching between kernels having different SMC versions. It is not necessary to unplug the console for kernel switching, which is the case on current homebrew nand switchers and XD card solutions.
    -We have added a back-channel to the Cygnos360 V2 that enables developers to talk back from applications running on the 360 to Cygnos. This way it is possible for example to send data from within the 360 to the PC via Cygnos360 V2. (e.g. temperatures, CPU/DVD key, or other nice stuff)

    * Firmware and Toolbox
    A flaw in our firmware has been fixed that caused the JTAG hack to work only once every power cycle. The JTAG hack has so far been tested on Xenon and Falcon. Opus is very likely to work as well. We appreciate, if anyone could test this on a Zephyr. Please report any errors!
    The new toolbox in conjunction with the firmware will display serial output from XeLL, Linux, etc. in the console window. Here is a screenshot of the new toolbox:


    Output coming from the Xbox 360 is colored yellow in order to distinguish it from toolbox messages (green). Since XeLL outputs the fuse settings via serial port, there's now a very convenient way to save these to a file.
    Download the new firmware and toolbox from here

    * XeLL
    Since our microcontroller cannot handle serial communication at 115200 baud, we had to make a minor modification to XeLL. The modification will set the baud rate register of the Xbox 360 to 38400 baud, 8 data bits, no parity and one stop bit. This implies that you have to build a custom JTAG hack image for Cygnos360 V2 with our modified XeLL. You can download the XeLL binaries and sources from here.

    * imgbuild
    The free60 imgbuild tool does by default not generate a full image as required by our toolbox. We therefore modified the build script accordingly. You can download the whole package from here.
    Building your own image under Windows requires the installation of a Python interpreter. The simplest way is to download and install the Cygwin base system along with the "python" and "python-crypto" packages from here[cygwin.com].
    Our modified imgbuild tool does not require a full binutils/gcc toolchain to generate an image. We included a precompiled payload binary instead. The SMC config block is taken from a dump of your Xbox 360. A typical command to generate and image would look like this:
    python build.py dump.bin CBxxxx.bin CDxxxx.bin xboxupd.bin smc_hacked.bin xell-1f.bin
    CBxxxx.bin and CDxxxx.bin are console (Xenon, Zephyr, Falcon, Opus, Jasper) specific, as well as smc_hacked.bin. Please use the xell-1f.bin from our XeLL package.

    * Manual
    For all interested for more info, check out the installation manual it contains a lot of info:

    Happy Hacking!
    Team Cygnos ...
    by Published on October 13th, 2009 03:27



    Just when we were sure Dreamcast games managed to dodge the trend of more expensive premium versions, redspotgames announces the Deluxe edition of it upcoming Dreamcast title, Rush Rush Rally Racing.

    http://kotaku.com/5379666/new-dreamc...deluxe-version ...
    by Published on October 13th, 2009 03:24



    Due out at the end of the month, it looks like the iPhone and iPod Touch version of Command & Conquer Red Alert is going to be a pretty robust title.

    http://kotaku.com/5379565/images-of-...phone/gallery/ ...
    by Published on October 13th, 2009 03:21

    A story Friday discussed the development costs of an indie game for the PSP versus the iPhone. While getting an ESRB rating does cost money, the board reminds that a different rate structure will likely apply to PSP Minis titles.

    ESRB spokesman Eliot Mizrachi contacted Kotaku to remind that the ratings authority has a different rate schedule for smaller games. "The ESRB has a reduced fee of $800 for games that have development costs under $250,000," Mizrachi said, "which would likely apply to virtually all PSP Minis."

    http://kotaku.com/5380097/esrb-clari...s-rating-costs ...
    by Published on October 13th, 2009 03:17

    There are few things we hate bearing more than bad news, but, well, it's kind of our job. So, here we go: Hey Champ. Remember how excited you got when you heard the UK Xbox site had listed a release date for the 360 Fall Dashboard Update, which will bring Facebook, Twitter and a whole slew of other services to the platform? Yeah, November 17 -- that's the one! Well, it looks like Microsoft has decided to strip the site of its specificity. Now, it simply reads "service launches Autumn 2009," just like all the other regional Xbox sites.

    Aww, come on, Sport. Dry those tear-flooded eyes. The update may still come on Nov. 17, but now it'll be a big surprise. Don't you love surprises? Well, here's one: You're adopted. Makes that whole "disappearing release date" thing seem pretty trivial, doesn't it?

    Oh, man, you're really crying now. Fine, we'll contact Microsoft to see what's going on. Just ... just don't tell your mother about the whole "adopted" thing.

    http://www.joystiq.com/2009/10/12/xb...ook-from-uk-s/ ...
    by Published on October 13th, 2009 02:29

    Tehpola has posted some wip info of the N64 emulator for Wii/Gamecube:

    It was probably around two years ago that I first got a recompiler working that could actually recompile something. I had written some MIPS assembly code in a computer architecture course which would compute factorials. I fed my MIPS code into my recompiler and it computed factorials on the Wii. At the time, that was really exciting for me, but the recompiler was very far from doing much useful. Over the two years, a lot of the original recompiler was overhauled, and I made a couple attempts at rewriting the recompiler more or less from scratch; however, in the end, I came back to the once-reworked original code, and continued to improve on it. After a while I was starting to run more than carefully crafted demos, and after a lot of blood, sweat, and tears, we have a dynamic recompiler which will stably run several games at full speed. This is the first release with a working dynarec. It generates native code for almost all of the N64 instructions; it has, as far as I’ve seen, an accurate cycle count (as relative as mupen64, anyways); and already several optimizations have gone into it. Its still not perfect, several games won’t run at all, and not all games that do run are full speed, but we’re working on improving on that for subsequent releases. For more technical details on the dynarec, see Wii64 Dynarec Part 1 and Part 2 (I’m still planning on continuing the series when I have a chance).
    Also, due to sound quality issues with the RSP plugin we were using (rsp_hle-ppc), we’ve begun fixing mupen64’s rsp_hle to be endian agnostic. I believe that rsp_hle-ppc was derived from an early version of the RSP plugin which would later become the rsp_hle in mupen64. Unfortunately, whoever had done all the significant improvements to it since had neglected to maintain endian-neutrality. So, we had to either use the dated, but working, rsp_hle-ppc or work to fix rsp_hle, with all its improvements, so that it would work on the big-endian systems. Up until this release we’ve been using rsp_hle-ppc which has resulted in some sound quality issues, and some games’ sound just didn’t work (StarFox 64, for example). With Beta 1, we’ve fixed up many rsp_hle endian issues and hope to get those changes upstream to other projects so that people can enjoy better sound on other big endian systems. There are still issues, but overall, the sound quality has improved, and certain games which previously had garbled sound (Starfox 64) now sound excellent.
    Working on this emulator has been a huge learning experience for me, and I hope everyone is excited about the Beta 1 release as I am.
    Since the release we’ve started updating the google code SVN with all the commits we had made to our private repository. We made sure to include a source archive with the binary, but felt that having the whole source history publicly accessible would give more insight into our code and motivations and allow others to see the progression in our work. It will take some time before all the code has been migrated because we’re checking to make sure we don’t have any conflicts, but hopefully it will be appreciated.
    In the not-too-distant future, we’re planning on releasing a Beta 1.1 version which will improve some minor changes which were brought to our attention after the Beta 1 release. Hopefully, although these will only be small changes, they will address some of the larger annoyances people have reported.

    http://emulatemii.com/wordpress/?p=127 ...
    by Published on October 13th, 2009 02:22

    News via http://www.pdroms.de/news/20215/

    genecyst has updated his game "Holy Hell" and let us know about this via the PDRoms webboard.

    Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.

    You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything...

    Brown blocks cannot be destroyed and must be dodged...

    Changes:

    - 37 levels
    - speed increase every 5 levels

    http://pdroms.de/phpbb/viewtopic.php?f=6&t=6574 ...
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