• 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 July 27th, 2009 17:09

    News/release from junkfactory

    What the hell is it?

    It's a little CFW plugin for m33 that let's you assign key combinations to launch your favorite homebrews from the XMB

    What does it do?

    By configuring shortcuts.conf, you can assign virtually all (well depends on how many combinations you can make and your fingers can handle) your homebrew apps, ISO/CSO game or the UMD game or even pops games (not tested) to any combination of buttons you choose. Then from the XMB, you push those combinations and hopefully the assigned homebrew/game starts. No more XMB navigation.

    Installation?

    1. Download the package
    2. Extract them to your ms0:/seplugins folder
    3. Read the notes in shortcuts.conf file (this is very important otherwise you will not get it to work if not configured correctly) and configure/assign keys to your apps/games.
    4. Put this like in your vsh.txt ms0:/seplugins/homebrew_shortcuts.prx 1
    5. Push the buttons and watch your homebrew run

    Thank you to the pspsdk creators who opened up the PSP to some lowly nut like me.
    Special thanks to Dark_Alex for M33 modules

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 17:06

    News/release from Light Alex:

    although this is all he posts:

    Hey there,

    Minor, minor things not worth mentioning.


    Quote:
    Capabilities
    Backup your PSN license.
    Restore your PSN license.
    Delete the backup license on the memory stick.
    Toggle USB Mass Storage.
    Up to 30 PSP support.

    Licenses can only be used on ONE PSP so don't think this is a piracy helper.

    TESTED ON 5.00M33-6
    LEDA Installed.
    For PSP-100X and 200X, 1.50 kernel installation is fine too.

    Custom flashed themes may interfere with this program as it loads resources from flash. Please use CTF themes or uninstall your Flashed themes.

    Please read readme before installing and use at your own risk.
    Information of each function is not in the main program anymore so you MUST read the readme before using the program.

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:59

    The Jpcsp Team have released a new build of their PSP Emulator for Windows thats written in java, the emulator does play some commercial games too.



    Heres whats new:

    r1114 Fixed again Spot light cutoff .
    r1113 Fixed decoding of Vertex Info: this should fix a lot of 3D rendering problems
    r1112 Fixed IndexOutOfBoundsException introduced in r1111

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:48

    News via dsscene



    I have released an update to DS Game Maker. There has been much anticipation for this release and it is a major milestone in the development of the program.

    The most exciting developments in the release, which makes the most recent version 'DS Game Maker 3.0', are, global Copy and Paste, a Pack and Go tool, the fact that devkitPro is now the only system requirement and many many bug fixes. Overall, the entire user experience is enhanced and using the program is more productive.

    Whats New:

    Global Copy and Paste of Sprites, Backgrounds, Fonts, Sounds and even Rooms - with Actions, Sprites and Backgrounds intact (an exact copy).
    PAlib is now included with DS Game Maker and the PAPATH Envirionment Variable is not required. The only System Requirement now is the devkitPro toolchain.
    'Pack and Go' feature added. This gathers all the project's resources and the XDS into a ZIP file. It can be extracted anywhere and the XDS will open with the graphics etc. loading fine. This is great if you need help; Pack 'n' Go your project and upload it to the forum.
    Added a Right Click menu to the Actions list. Useful, you don't have to constantly move up to the tiny controls at the top right of the window. Items on the menu for an action/selection of actions: Duplicate, Delete, Copy to Room, Move to Room, Shift Up/Down, Move to Top/Bottom.
    The following features have come available in the Free Edition of DS Game Maker: Show scrollbars, Turn on/off transparency. Scroll bar area is now correctly sized so that sprites do not wrap (thanks PAlib wiki).
    Guitar Hero controller support in the Registered Edition.
    Saving support in the Registered Edition with Save Variable and Load Variable actions.
    Ability to download the latest copy of the Registered Actions without having to Re-enter a Registration Key.
    Alot of verification when renaming resources, for your protection. For instance characters like commas and brackets are now banned to prevent compile errors and the program does basic checks for programming terms in names too, for example "main" or "int".
    Fixed a minor bug where the includes folder was not cleared on compile when it should have been like efsroot. Fixed, and thanks, Eldude!
    Fixed a problem where users could get away with changing the 3 Description Texts by editing them outside DS Game Maker. This is now impossible.

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:37

    news via gp32x

    PicoDrive 1.35 for the Dingoo A320 ported by A600


    This is a port of the excellent Megadrive/SegaCD notaz's emu for Dingux.

    DEFAULT CONTROLS:

    Pad: Megadrive pad
    Y: A button
    B: B button
    A: C button
    X: Change video renderer
    L: Write savestate
    R: Load savestate
    Select: PicoDrive menu
    Start: Start button
    Power+Up: Volume up
    Power+Down: Volume Down

    NOTES:

    - 16 bit renderer is disabled.
    - Audio tracks for the SegaCD don't work. PicoDrive 1.35 only supports mp3 tracks and that would slow down thing too much on the Dingoo.
    - I only tested Sonic CD and it seems to work pretty well with frameskip 1 and the fast renderer.


    THANKS:

    - notaz, of course, for this fine piece of software. If you like this emu, consider donating to him ( http://notaz.gp2x.de/ )
    - booboo for Dingux. Without him, this port wouldn't have been possible.
    - rlyeh for his minimal libs.


    -A600-

    Download here ...
    by Published on July 27th, 2009 16:32

    News via gp32x/gp32spain

    juanvvc has released a new version of Lemonboy for GP2X with all the improvements and some more of Pickle.

    Whats new:

    - New graphics modes: Notaz scaling in gpSP, Scale2x, Scale53x.
    - Fixed a bug in the function of changing palettes and menu watch
    - Massive changes in the interior to make it portable (Wiz / Pandora). Includes the code for the version of Pickle Wiz.
    - Advance the internal clock for games that support it (Pokemon Gold)
    - New default settings for the button A, as many have asked not to change by hand the configuration file
    - Support SuperGameboy preliminary. The edges work well, the blades are not included SGB border option to save and use it in normal mode.
    - Lots of bugs here and there.

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:22

    The god of the Wiz Pickle has ported the Mario game Super Mario War to the Wiz:



    Super Mario War is a Super Mario multiplayer game.
    The goal is to stomp as many other Marios as possible to win the game.
    It's a tribute to Nintendo and the game Mario War by Samuele Poletto.

    The game uses artwork and sounds from Nintendo games. We hope that this noncommercial fangame qualifies as fair use work. We just wanted to create this game to show how much we adore Nintendo's characters and games.

    Features bots for single player games.

    Download Here ...
    by Published on July 27th, 2009 16:17

    The global release of a movie store for Nintendo's Wii is on the cards, according to comments from Lionsgate's president of digital media Curt Mavis.

    "I imagine the Wii's movie store will launch worldwide soon" Mavis told Casualgaming.biz (thanks, Joystiq), before going on to outline the potential of such a service; "Our horror and action movies are ideal for the Xbox and PlayStation's hardcore audience," he said "while the broader audience of the Wii are likely to enjoy our more mass-market properties."

    A film streaming service is already available for the Wii in Japan, while rumours have been circulating that Netflix could facilitate such a service in the States.

    http://uk.wii.ign.com/articles/100/1007656p1.html ...
    by Published on July 27th, 2009 16:10

    The IberDC Team over at Dreamcast ES have yet again released a great looking game for the Dreamcast and this time its a Pool Game, heres the release notes:

    Another Pool is a billiard game in 2D with an acceptable physical behavior of the balls using the SDL library and graphical subsystem as SDL_gfx.

    The original version was MS-DOS (1995), but in 2002 was rewritten for Linux / Windows and released as open source.



    Author: Gerrit Jahn
    License: GNU GPL
    Website: http://planetjahn.de/apool/apool.php

    Although it works perfectly, this version suffers from slowdowns to run on the Dreamcast. In emuladores works much faster. You can play against the cpu or 2 player mode.

    We recommend reading the manual that incorporates the game.

    We recommend playing with the mouse or pad.

    Controls:
    Move cursor to the analog.

    B = left button -> throw
    A = middle button -> change effect
    Start = right button -> power switch

    D-Pad:
    Top -> statistics
    Down -> credits
    Left / Right -> variable angle block

    X -> Play the cpu at that time
    Y -> Undo draft
    R -> Start new game
    L -> Exit

    The download includes unscrambled binary and source code ready for compilation.

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:00

    Booboo posts yet another update of his work on linux for the Dingoo A320:

    There's one dual-boot bug that keeps me utterly baffled. I'm not sure if this is happening to others beside me because it involves the serial console connection. I'll describe it here with the dual purpose of confirming that it happens to others and requesting suggestions:

    1- Install dual boot.
    2- Plug the USB cable (either connected to a PC or just to the wall charger).
    3- Reset the device while holding SELECT pressed.

    The SPL dingux splash screen appears but it does not boot dingux, just hangs there. If you perform the same procedure but without the USB cable connected dual boot works file.

    So what's so baffling and why didn't I notice this before?

    It boots fine if the serial console cable is connected. And that's the cable one needs to see what's going on during the boot process. So if I connect it the problem dissapears, and if I don't connect it I can't see what's going on.

    Question is: does this happen too to those that haven't installed the serial console?.

    It may be that the SPL code fails to load u-boot, or that the u-boot code fails to load zImage. One could think that maybe the u-boot code is receiving some stray input from the unconnected serial console and stopping to wait for more input, but then, why does this happen only when the USB power is plugged?.

    Looks like the only way to investigate this is to modify the SPL and u-boot sources to output debug stuff to screen.

    UPDATE 1: just don't know why I didn't think of it before. I just connected the serial console AFTER the boot hangs and confirmed that u-boot has received some garbage input and is sitting there like a stupid waiting for further instructions. I'm not sure how the USB power applied is causing this garbage in the serial input when it's undriven, but that is definitely what's happening. The fix should be dead easy: modify u-boot to completely ignore any input.

    UPDATE 2: fixed, should go in the next dual-boot release. Unless people reports this is causing problems, I'll wait until I make some other pending changes into the dual boot to make the release.

    http://www.dingux.com/2009/07/baffli...-boot-bug.html ...
  • Search DCEmu

  • Advert 3