• 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 February 22nd, 2009 18:23

    Mednafen is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with many advanced features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES, PC Engine(TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color), PC-FX, and WonderSwan (Color) are emulated. Mednafen has the ability to remap hotkey functions and virtual system inputs to a keyboard, a joystick, or both simultaneously. Save states are supported, as is real-time game rewinding. Screen snapshots may be taken at the press of a button, and are saved in the popular PNG file format.

    Fixed the rectangle calculation for screen rotation with Lynx and WonderSwan to use X scale and Y scale
    values appropriately(they were reversed before; also, assuming square pixels on your monitor ).
    Rotation still poses a problem in fullscreen with the default settings, however.

    Fixed an off-by-one error in the software SDL graphics rotation code(used for Lynx and WonderSwan).

    Fixed a race condition that could cause rapid oscillation between fullscreen and windowed when trying to
    toggle it.
    ...and fixed a race condition that could cause oscillations when rotating the screen with Lynx and WonderSwan
    emulation.

    SexyAL: The return values of ALSA functions are now treated as errors only if they're less than 0, rather
    than non-zero as before. Thanks to R.L. for pointing this out.

    The default "nethost" setting is now "fobby.net" instead of "mednafen.com". The latter was allowed to
    expire and lost to domain squatters some time ago. Domain squatters cause desires to commit grievous face-stabbing.
    However, the netplay server on "fobby.net" is not guaranteed to be up.

    PCE: Added the ability to load a custom colormap(palette) by setting "pce.colormap" to the path of the colormap
    file. The colormap consists of either 512 or 1024 RGB triplets, 8-bits per color component,
    in the order R,G,B,R,G,B,R,G,B,... .
    It is recommended that the colormap provide all 1024 entries(the first 512 entries are for normal mode,
    the second 512 entries are for grayscale/strip-colorburst mode). If it doesn't, Mednafen will calculate
    the grayscale colors using a formula similar to that used with the real VCE, but with more precision.
    The colormap may be disabled by setting the "pce.colormap" setting to an empty string, or 0. Command-line
    examples:
    mednafen -pce.colormap /path/to/blueblue.cmap /yarr/pirate/booty.pce [Enable]

    mednafen -pce.colormap 0 /some/where/over/the/rainbow/islands.cue [Disable]

    PCE: Added a hack to fix games that try to write to VRAM while VRAM DMA is in progress(fixes graphical
    glitches in "Crest of Wolf", maybe others too?).
    This could potentially cause regressions, so please post any on the forum.

    PCE: Having "pce.forcesgx" set to 1 with non-SuperGrafx games will no longer cause problems with display
    timing(and positioning). However, this doesn't fix the underlying issue, and any demos that set
    the horizontal and vertical timing registers differently on each VDC won't operate as they would on a real
    SuperGrafx. (This could affect commercial SuperGrafx games, but AFAIK they keep the VDC timings the same).
    NOTE: Setting "pce.forcesgx" to 1 is still not recommended, the preferred way of forcing a game/demo to
    enable SuperGrafx emulation is by giving it a file extension of "sgx".

    PCE: Arcade Card RAM is now initialized to 0 on allocation(it was erroneously being left uninitialized before).

    PCE: Added Arcade Card RAM to the memory editor in the debugger.

    PCE: Fixed the BRAM initialization(it was wrong, and generated from when Mednafen erroneously emulated 8KiB of BRAM).
    Fixes lockups in "Sorcerian".
    Note that if you have any existing save states or battery-backed RAM files for "Sorcerian" in "sav" or "mcs" under
    Mednafen's base directory from when you attempted to run "Sorcerian", you will need to delete them
    for this fix to have any effect.

    PCE: Reduced the mirroring address space range of the Arcade Card register mapping in HuC6280 banks 0x40-0x43.
    It was mirrored throughout 0x40-0x4F, now it's only mirrored at 0x40-0x47. It may not be mirrored at all with
    a real Arcade Card, tests need to be performed!
    Fixes a crashing bug in "Linda Cubed" early into gameplay.

    WonderSwan: Fixed a bug that made it impossible to push a direction on one D-pad while the opposing direction
    was being pressed on the other D-pad.

    Download and Give Feedback Via Comments
    ...
    by Published on February 22nd, 2009 18:23

    Mednafen is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with many advanced features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES, PC Engine(TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color), PC-FX, and WonderSwan (Color) are emulated. Mednafen has the ability to remap hotkey functions and virtual system inputs to a keyboard, a joystick, or both simultaneously. Save states are supported, as is real-time game rewinding. Screen snapshots may be taken at the press of a button, and are saved in the popular PNG file format.

    Fixed the rectangle calculation for screen rotation with Lynx and WonderSwan to use X scale and Y scale
    values appropriately(they were reversed before; also, assuming square pixels on your monitor ).
    Rotation still poses a problem in fullscreen with the default settings, however.

    Fixed an off-by-one error in the software SDL graphics rotation code(used for Lynx and WonderSwan).

    Fixed a race condition that could cause rapid oscillation between fullscreen and windowed when trying to
    toggle it.
    ...and fixed a race condition that could cause oscillations when rotating the screen with Lynx and WonderSwan
    emulation.

    SexyAL: The return values of ALSA functions are now treated as errors only if they're less than 0, rather
    than non-zero as before. Thanks to R.L. for pointing this out.

    The default "nethost" setting is now "fobby.net" instead of "mednafen.com". The latter was allowed to
    expire and lost to domain squatters some time ago. Domain squatters cause desires to commit grievous face-stabbing.
    However, the netplay server on "fobby.net" is not guaranteed to be up.

    PCE: Added the ability to load a custom colormap(palette) by setting "pce.colormap" to the path of the colormap
    file. The colormap consists of either 512 or 1024 RGB triplets, 8-bits per color component,
    in the order R,G,B,R,G,B,R,G,B,... .
    It is recommended that the colormap provide all 1024 entries(the first 512 entries are for normal mode,
    the second 512 entries are for grayscale/strip-colorburst mode). If it doesn't, Mednafen will calculate
    the grayscale colors using a formula similar to that used with the real VCE, but with more precision.
    The colormap may be disabled by setting the "pce.colormap" setting to an empty string, or 0. Command-line
    examples:
    mednafen -pce.colormap /path/to/blueblue.cmap /yarr/pirate/booty.pce [Enable]

    mednafen -pce.colormap 0 /some/where/over/the/rainbow/islands.cue [Disable]

    PCE: Added a hack to fix games that try to write to VRAM while VRAM DMA is in progress(fixes graphical
    glitches in "Crest of Wolf", maybe others too?).
    This could potentially cause regressions, so please post any on the forum.

    PCE: Having "pce.forcesgx" set to 1 with non-SuperGrafx games will no longer cause problems with display
    timing(and positioning). However, this doesn't fix the underlying issue, and any demos that set
    the horizontal and vertical timing registers differently on each VDC won't operate as they would on a real
    SuperGrafx. (This could affect commercial SuperGrafx games, but AFAIK they keep the VDC timings the same).
    NOTE: Setting "pce.forcesgx" to 1 is still not recommended, the preferred way of forcing a game/demo to
    enable SuperGrafx emulation is by giving it a file extension of "sgx".

    PCE: Arcade Card RAM is now initialized to 0 on allocation(it was erroneously being left uninitialized before).

    PCE: Added Arcade Card RAM to the memory editor in the debugger.

    PCE: Fixed the BRAM initialization(it was wrong, and generated from when Mednafen erroneously emulated 8KiB of BRAM).
    Fixes lockups in "Sorcerian".
    Note that if you have any existing save states or battery-backed RAM files for "Sorcerian" in "sav" or "mcs" under
    Mednafen's base directory from when you attempted to run "Sorcerian", you will need to delete them
    for this fix to have any effect.

    PCE: Reduced the mirroring address space range of the Arcade Card register mapping in HuC6280 banks 0x40-0x43.
    It was mirrored throughout 0x40-0x4F, now it's only mirrored at 0x40-0x47. It may not be mirrored at all with
    a real Arcade Card, tests need to be performed!
    Fixes a crashing bug in "Linda Cubed" early into gameplay.

    WonderSwan: Fixed a bug that made it impossible to push a direction on one D-pad while the opposing direction
    was being pressed on the other D-pad.

    Download and Give Feedback Via Comments
    ...
    by Published on February 22nd, 2009 18:17

    Zodttd has posted a new emulator for the Apple Iphone, heres the details:

    Thanks to the amazing developer Exophase, temper4iphone is now available for jailbroken iPhone & iPod Touch users. You may know Exophase as the developer of gpSP, the Gameboy Advance emulator for the PSP & GP2X of which gpSPhone is based on. Exophase also made a Turbo Grafx-16 / Turbo-CD (PC-Engine / PC-CD) emulator for the GP2X from the ground up. temper4iphone is a port and frontend for Temper. There are many great games from the TG-16/TG-CD. These games include many shmups like Rtype Complete & Blazing Lazers, pinball games such as Devil’s Crush, and platformers such as Bonk. There is also the first Castlevania game on here called Dracula X. You can download temper4iphone v1.0.0 via Cydia in the Games section.

    There is no BIOS needed for TG-16 / PC-Engine games, but you will need syscards for CD based games. Syscards should be installed after installing temper4iphone as syscard1.bin syscard2.bin syscard3.bin at: /var/mobile/Media/ROMs/TEMPER/syscard

    The ./ROMs/TEMPER directories will be installed automatically upon installation of temper4iphone, in the fashion of most my emulator releases.

    For CD based games you will want ISO+OGG+CUE rips. The data is ripped as CUE+ISO and the music is in OGG format.For TG-16 / PC-Engine games, their filename extension is PCE. Both the CD and ROM game files go in: /var/mobile/Media/ROMs/TEMPER

    I hope you enjoy this release…Thanks!

    Download Here and Give Feedback Via Comments ...
    by Published on February 22nd, 2009 18:09

    There is no "i" in team. There is one in your new Nintendo handheld. (There's two in "Wii", but I digress.) GoNintendo asked Ninty straight up what's with the I, and got an answer.

    Nintendo insists it's not-follow-the-leader of Apple branding "i" on any must-haveable small gadget that exudes 2.0 coolness. Rather:


    • The "i" is symbolic of the subject "I" and its personal aspect.
    • Plus, the addition of two cameras gives the system its own "eye" on things.

    "Nintendo hope that the Nintendo DSi becomes more than a game system and more of a personal tool to enrich our daily lives."

    GoNintendo says that comes directly from a Nintendo rep.

    http://kotaku.com/5158140/nintendo-e...i-in-dsi-means ...
    by Published on February 22nd, 2009 18:08



    You can get most of the old NES games for the DS, but they just don’t feel the same. Sure your hands still cramp up, but its just not the same cramp we remember. What is the solution? Put an old Nintendo Entertainment System controller on your DS. [Parker] did exactly that. The method he used is fairly strait forward. He opened the DS, wired extensions onto the buttons he wanted to use to a controller. Instead of making it permanent though, he chose to wire it through the GBA slot. This allows him to plug the controller in whenever he wants to use it. This reminds us of the PSP with a SNES controller we covered back in October.

    You can see a video of it in action after the break. You’ll notice in the video, he has also modded his buttons to have LEDs behind them.

    In the comments, [tri-edge] points out that you can follow his build in the acidmods forum. There seem to be some other variations as well, including an SNES controller

    http://hackaday.com/2009/02/22/nes-controller-on-a-ds/ ...
    by Published on February 22nd, 2009 18:08



    You can get most of the old NES games for the DS, but they just don’t feel the same. Sure your hands still cramp up, but its just not the same cramp we remember. What is the solution? Put an old Nintendo Entertainment System controller on your DS. [Parker] did exactly that. The method he used is fairly strait forward. He opened the DS, wired extensions onto the buttons he wanted to use to a controller. Instead of making it permanent though, he chose to wire it through the GBA slot. This allows him to plug the controller in whenever he wants to use it. This reminds us of the PSP with a SNES controller we covered back in October.

    You can see a video of it in action after the break. You’ll notice in the video, he has also modded his buttons to have LEDs behind them.

    In the comments, [tri-edge] points out that you can follow his build in the acidmods forum. There seem to be some other variations as well, including an SNES controller

    http://hackaday.com/2009/02/22/nes-controller-on-a-ds/ ...
    by Published on February 22nd, 2009 18:04

    During the Activision Q4 2008 earnings conference call earlier this month, CEO Mike Griffith laid out the company's predictions for 2009 hardware sales. According to Griffith, Activision predicts that both the Xbox 360 and PS3 will increase their installed bases by 8 million units between North America and Europe. The company expects the Wii installed base for the same regions to increase by over 16 million units. Without specifying platforms, Griffith's stated that Activision expects handhelds to increase by more than 21 million units.

    Prepare the bunker. Grab the supplies. It's time to get underground. The day Nintendo turns on Skynet and Wii Balance Boards begin enslaving their masters is fast approaching. Unless the humans fight back, of course.

    http://www.joystiq.com/2009/02/22/ac...bined-in-2009/ ...
    by Published on February 22nd, 2009 18:02

    The economy has been a recurring theme at this year's D.I.C.E. Summit. Presentations from EA CEO John Riccitiello and NPD Group analyst Anita Frazier have both suggested that a spate of recent publisher layoffs are less bad omens than appropriate readjustments, but that optimistic point of view is by no means universal.


    Ironically enough, one of the presenters putting a dire spin on the state of the industry was Tom Prata, senior director of project development for the high-riding Nintendo of America. The honcho in charge of Nintendo's WiiWare and the upcoming DSiWare digital distribution services opened his Friday afternoon presentation with a simple observation.

    According to Prata, the first question in conversations at D.I.C.E. used to be "What game are you working on?" This year, he thinks the question has become "Are you going to make it?"

    To help answer that question in the affirmative, Prata pointed to digital distribution--WiiWare and DSiWare specifically--as a golden opportunity for small-scale games. However, he cautioned that it isn't a magic panacea, and he noted four significant hurdles digital distribution has yet to overcome: quality, reach, storage, and promotion.

    Digital distribution cannot make mediocre into great, Prata said. Nor can it reach those who don't have their systems connected to the Internet or who simply won't download games. Then there's the issue of systems with limited storage, which prompted Prata to stress that "we have not been deaf to the complaints." While the Wii lacks a hard drive, the company is working on a solution involving the system's SD card slot.

    Finally, there's the problem of promotion. It's not enough to make a great game if nobody notices it. Prata specifically said Nintendo will be devoting more resources to support the promotion and development of WiiWare games in the future.


    Moving Memo.
    Prata wrapped up his presentation with a quick video demo of an upcoming DSiWare product developed under the supervision of Donkey Kong and Mario creator Shigeru Miyamoto. Previously announced as Moving Notepad, the game has apparently had its North American name retitled Moving Memo.

    A translated and extended version of a Japanese promo clip shown in Japan last month, the video offered a look at a number of Moving Memo's utilities. Players can use the DSi touch screen to write messages, draw pictures, and attach memos to a calendar for personal reminders. The game will also allow users to make flip-book animations and spruce them up with audio recorded through the system's microphone or pictures captured with one of the system's cameras.

    Once completed, flip-book animations can be shared with friends or posted on a Web site for download by other Moving Memo users. Those users can then edit and tweak the original animation and re-upload it for others.

    The economic climate is presenting game makers with a dilemma, Prata said. If publishers want to survive, then playing it safe with games seems like the best bet. On the other hand, without the innovation of developers, the industry has no future. Thankfully, Prata said, even in this economy, there's room for little developers with big ideas.

    http://uk.gamespot.com/news/6205029....s&subj=6205029 ...
    by Published on February 22nd, 2009 18:02

    The economy has been a recurring theme at this year's D.I.C.E. Summit. Presentations from EA CEO John Riccitiello and NPD Group analyst Anita Frazier have both suggested that a spate of recent publisher layoffs are less bad omens than appropriate readjustments, but that optimistic point of view is by no means universal.


    Ironically enough, one of the presenters putting a dire spin on the state of the industry was Tom Prata, senior director of project development for the high-riding Nintendo of America. The honcho in charge of Nintendo's WiiWare and the upcoming DSiWare digital distribution services opened his Friday afternoon presentation with a simple observation.

    According to Prata, the first question in conversations at D.I.C.E. used to be "What game are you working on?" This year, he thinks the question has become "Are you going to make it?"

    To help answer that question in the affirmative, Prata pointed to digital distribution--WiiWare and DSiWare specifically--as a golden opportunity for small-scale games. However, he cautioned that it isn't a magic panacea, and he noted four significant hurdles digital distribution has yet to overcome: quality, reach, storage, and promotion.

    Digital distribution cannot make mediocre into great, Prata said. Nor can it reach those who don't have their systems connected to the Internet or who simply won't download games. Then there's the issue of systems with limited storage, which prompted Prata to stress that "we have not been deaf to the complaints." While the Wii lacks a hard drive, the company is working on a solution involving the system's SD card slot.

    Finally, there's the problem of promotion. It's not enough to make a great game if nobody notices it. Prata specifically said Nintendo will be devoting more resources to support the promotion and development of WiiWare games in the future.


    Moving Memo.
    Prata wrapped up his presentation with a quick video demo of an upcoming DSiWare product developed under the supervision of Donkey Kong and Mario creator Shigeru Miyamoto. Previously announced as Moving Notepad, the game has apparently had its North American name retitled Moving Memo.

    A translated and extended version of a Japanese promo clip shown in Japan last month, the video offered a look at a number of Moving Memo's utilities. Players can use the DSi touch screen to write messages, draw pictures, and attach memos to a calendar for personal reminders. The game will also allow users to make flip-book animations and spruce them up with audio recorded through the system's microphone or pictures captured with one of the system's cameras.

    Once completed, flip-book animations can be shared with friends or posted on a Web site for download by other Moving Memo users. Those users can then edit and tweak the original animation and re-upload it for others.

    The economic climate is presenting game makers with a dilemma, Prata said. If publishers want to survive, then playing it safe with games seems like the best bet. On the other hand, without the innovation of developers, the industry has no future. Thankfully, Prata said, even in this economy, there's room for little developers with big ideas.

    http://uk.gamespot.com/news/6205029....s&subj=6205029 ...
    by Published on February 22nd, 2009 17:54

    Best Crypto from Smartphoneware protects your private photos, voice and sound files, videos, confidential documents - just any kind of files on your smartphone. It provides you with a user-friendly graphical interface for encrypting and decrypting your sensitive data. Behind easy to use interface, its powerful cryptography engine is using industry standard secure crypto algorithms (RC6 (ECB-Mode) ciphering with 256-bits keys and MD5 algorithm) to give you absolute, almost unbreakable security. This version is optimized for S60 5th Edition touchscreen phones, including the Nokia 5800 and the N97.

    http://my-symbian.com/s60v3/software...uto=653&faq=15 ...
  • Search DCEmu

  • Advert 3