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  • wraggster

    by Published on January 5th, 2009 18:25

    News/release from hedgehog:

    The original XNA Asteroids, updated to work with XNA 3.0 (windows and xbox360 solutions included).

    A 1-4 player space shooter, created by Giles Evans-Pritchard at Microsoft/Rare to demo/teach XNA.

    This updated version has a much smaller content size as it now uses a .mp3 for the music.

    http://www.gameprojects.com/project/?id=d46bbc12b8 ...
    by Published on January 5th, 2009 18:21

    StreetskaterFU the very well known PS3 Hacker posted this on his blog:

    As I didn't found a good Linux USB logger I coded a very very simple one myself. It logs the USB traffic of every port. To run the application you need atleast kernel version 2.6.11. To start the program go to the terminal, change to the folder the "usblogger" is in and enter: "sudo ./usblogger". It won't run without root privileges. Don't try to run this under Windows or Mac, its Linux-only!
    The idea behind was an easy way to log any USB actions of for example the gameos, or the PSP under Linux. To sniff gameos USB you will need a USB cable with 2 male sides. Plug it in PS3 and PC and start the logger on PC.

    Here a few ideas what to test:
    - PS3 USB at PS3 boot sequence
    - PS3 USB to PC fake external HDD
    - PSP USB at PSN Store downloads
    - etc.

    #UPDATE:
    ----------------------------------
    Changelog 0.5:
    - code clean up
    - less cpu power need

    Download Here and Give Feedback Via Comments ...
    by Published on January 5th, 2009 18:21

    StreetskaterFU the very well known PS3 Hacker posted this on his blog:

    As I didn't found a good Linux USB logger I coded a very very simple one myself. It logs the USB traffic of every port. To run the application you need atleast kernel version 2.6.11. To start the program go to the terminal, change to the folder the "usblogger" is in and enter: "sudo ./usblogger". It won't run without root privileges. Don't try to run this under Windows or Mac, its Linux-only!
    The idea behind was an easy way to log any USB actions of for example the gameos, or the PSP under Linux. To sniff gameos USB you will need a USB cable with 2 male sides. Plug it in PS3 and PC and start the logger on PC.

    Here a few ideas what to test:
    - PS3 USB at PS3 boot sequence
    - PS3 USB to PC fake external HDD
    - PSP USB at PSN Store downloads
    - etc.

    #UPDATE:
    ----------------------------------
    Changelog 0.5:
    - code clean up
    - less cpu power need

    Download Here and Give Feedback Via Comments ...
    by Published on January 5th, 2009 17:43

    Takka has been busy updating exophases GBA Emulator for the PSP, heres whats new in both a stable and alpha version release:

    Alpha Version whats new:

    -UnOfficial gpSP kai 3.3 test 2 build 132 svn.399
    -The separation of the other options for debugging and cheats C and C EMYU revive core ARM core ARM core ASM has to be switched to EMYU (available after restart)
    -ROM temporarily its 1MB cache revert was reduced, RAM a bit less cash when extracting ZIP file, PSP-1000 the extraction buffer 320KB generic BMP extension VRAM buffer take on 112.5KB save about PSP-1000 in memory of 16MB of ROM icon buffer / pochi add some images to change the font's (not the network update, ZIP files included)
    -Fixed a freeze on failure to initialize when interrupt IRQ fonts, IME register 0 fix was checked on the other bits (if there was a problem for this is unknown)
    - For debugging, add the option to run as an older (available after restart)
    -Add debug option (Note bones to write a note of the information in the system for testing)

    Stable Version whats new:

    -UnOfficial gpSP kai 3.3 test 1 build 172 svn rev.392
    R fix the sound gap happens when Rhodes added the state did not fix the build number is active roll CFW3.71 M33-3 or less at the PSP-2000 TV output / additional memory is not supported The new line of code video.cfg LF + CR CFW3.95GEN also to respond to the additional memory to manage on their own as before when extracting ZIP file, PSP-2000 is a decompression a buffer (up to) 16MB use (PSP-1000 has 256KB).

    Both files via comments

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2009 17:32

    A release for PSP developers only:

    [Updateinfo]
    Latest update from 05.01.08.

    Improvements:
    Now you can step through the process.
    Only problem is that you now can not use pspsh while running PSPDebug because the breakpointlistener uses a timer to connect and check for updates.
    Added a menu.
    "Projectfiles" improved for faster loading.
    Some visual improvements inside the assemblerwindow.
    Some bugfixes ...
    New feature called "Debug project" added that allows you to check the processflow(by displaying your source) of your program.
    You can set breakpoints, step over lines and check every change on your psp.
    It also outputs some errorinformation.
    Variables can't be watched for now.
    http://img98.imageshack.us/img98/9775/pspdbgoz9.jpg
    Check Makefile of the example, if you want to debug your own project.
    (debugging settings need to be set with "CFLAGS = -g -O0", thx to "jbit" for helping me to find that out)


    I decided to develop a little graphical userinterface for the tool called "PSPLink".
    PSPLink was created by TyRaNiD,Julian T,Rasmus B and John_K and allows you to view memory and processinformation.
    Because of the fact that this tool is useful, but not very userfriendly without any interface i will create this little program wich should help some people out there.
    (for reversing parts of programs,creating trainers,plugins or other things ...)
    At the moment you can't really debug things ... just analyse.
    You can set breakpoints, but at the moment the program does not stop at that location.
    (Only the PSP stops at those locations and your PSP may stop, so be careful with testing this ... but you can still use pspssh as usual)

    I added some additional files that are not done by me.
    This includes:
    -syscalls.txt
    -usbhostfs_pc.exe
    -pspsh.exe
    -psp-objdump.exe
    -driver folder
    -ScintillaNet.dll
    -sprite-example was from pspsdk and was slightly modified(mainly the Makefile)

    Just added them incase somebody does not want to compile the whole toolchain.
    The source can ofcourse be requested.
    At the moment its only build for windows systems.

    Quick info:
    Use "Break" in threadwindow to stop the selected thread (will stop on address in debugwindow).
    Use F2 to set breakpoints in debugwindow.
    Use F9 for continue a process in the debugwindow.
    Use F8 to step over commands in the debugwindow.
    Use F7 to stop into commands in the debugwindow.
    Doubleclick a line that has an offset to jump to that offset.

    Screenshoot: http://img155.imageshack.us/my.php?i...pdebug2ri6.jpg

    Download base-version:
    http://www.mediafire.com/download.php?jztnolhmw2k
    Newest update:
    http://www.mediafire.com/download.php?lintvihm5ig



    You may also need to install:
    http://ps2dev.org/psp/Tools/PspLink/PSPLINK_2.0
    On your PSP, incase you do not already have it installed.
    Seplugin-files only: http://www.mediafire.com/?lzgtyk2j0yt

    http://forums.ps2dev.org/viewtopic.php?t=11483 ...
    by Published on January 5th, 2009 16:37

    Updated release from AntonioND

    Hello!

    This is a 3D engine, which aim is to make easier the procces of making a 3D game for the DS

    Characteristics:
    -Loader of models and textures from FAT.
    -Dual 3D, as easy as normal 3D.
    -Can load BMPs of 8, 16, and 24 bits and convert them into textures.
    -Hardware-accelerated effects like fog and toon shading.
    -You can take screenshots of both screens in dual 3D mode or the 3D screen in normal 3D mode.
    -Animated model support.
    -2D over 3D system.
    -Very basic physics engine.
    -API functions.
    -2D text in 3D mode, any character size allowed.
    -More things...

    TODO:
    -Improve physics engine.
    -You can ask me for the things you would like to see.

    Download Here and Give Feedback Via Comments ...
    by Published on January 5th, 2009 16:32

    Sverx posted this today:

    IMPORTANT UPDATE!
    There were errors that were blocking the program after failures in loading a module. Now you're able to resume and choose another tune.
    No other changes. Download at the same link.


    Heres the initial newspost with all the details in:

    Hi! I've spent some hours these days to build this little tool (...forgive the UI...) that plays XMs directly from your FAT device. It's twice useful:

    - it gives you a chance to listen to your XMs on the DS before you incorporate them in your project
    - it gives me a chance to have some feedback (so please let me know if some modules doesn't load / doesn't play correctly)

    Up, down, left and right keys navigate the directory, A enter directory / load the XM file, B to stop it.

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2009 16:14

    News via aep

    VisualBoyAdvance-M is a Nintendo GBA and GB/GBC emulator for Windows (based on VisualBoyAdvance).

    - ADDED "change backdrop color" button to palette view and added corresponding hack to the core rendering engine for all graphic modes.
    - Enable/disable refresh button in MapViewer when automatic refresh is enabled.
    improved code beauty.
    - ADDED video layer reset "OptionsVideoLayersReset" function to commands list, CTRL+0.
    - ADDED information messages when enabling/disabling layers.
    - MOVED rewind interval to Tools menu.
    - Added default "screenshots" directory.
    - Set default directories "battery" and "savestates".
    - Code cleanup.
    - Automatically & silently create directories in a relative path.
    - FIXED building with GCC/MinGW.
    - FIXED: Added PNG include dir.
    - corrected typo.
    - When time permits I'll add a resource checksum instead.
    - Include change to work with in-project msvc dependencies.
    - Added info about "file_extractor" dependencies.
    - Standardised the output paths, dropped "file-extractor" from the solution and added the dependancies\msvc files into the project.
    - Used the latest names for the zlib and libpng dlls and libs ... change if yours are different and linking fails.
    - Branch for MFC changes.
    - REMOVED gbafilter.cpp/h because it was not used anywhere.
    - small resource file fix.
    - ADDED support for .ips .ups .ppf files to the GUI.
    - ADDED patch files to Win32/MFC project.
    - ADDED Microsoft compatible replacements for fseeko64, ftello64 and __off64_t.

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2009 16:14

    News via aep

    VisualBoyAdvance-M is a Nintendo GBA and GB/GBC emulator for Windows (based on VisualBoyAdvance).

    - ADDED "change backdrop color" button to palette view and added corresponding hack to the core rendering engine for all graphic modes.
    - Enable/disable refresh button in MapViewer when automatic refresh is enabled.
    improved code beauty.
    - ADDED video layer reset "OptionsVideoLayersReset" function to commands list, CTRL+0.
    - ADDED information messages when enabling/disabling layers.
    - MOVED rewind interval to Tools menu.
    - Added default "screenshots" directory.
    - Set default directories "battery" and "savestates".
    - Code cleanup.
    - Automatically & silently create directories in a relative path.
    - FIXED building with GCC/MinGW.
    - FIXED: Added PNG include dir.
    - corrected typo.
    - When time permits I'll add a resource checksum instead.
    - Include change to work with in-project msvc dependencies.
    - Added info about "file_extractor" dependencies.
    - Standardised the output paths, dropped "file-extractor" from the solution and added the dependancies\msvc files into the project.
    - Used the latest names for the zlib and libpng dlls and libs ... change if yours are different and linking fails.
    - Branch for MFC changes.
    - REMOVED gbafilter.cpp/h because it was not used anywhere.
    - small resource file fix.
    - ADDED support for .ips .ups .ppf files to the GUI.
    - ADDED patch files to Win32/MFC project.
    - ADDED Microsoft compatible replacements for fseeko64, ftello64 and __off64_t.

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2009 16:12

    Runik posted some new news about his Sega Saturn emu for Windows:

    May 2009 be a great year to everyone

    There's not a lot of news regarding Saturnin, as last month and a half corresponded to a peak of work into my real job. So my free time was drastically reduced during this period, and I couldn't work on Saturnin as much as I wanted ...

    But that didn't mean that I didn't do anything : I created a local subversion server and put the source code on it, as I never gave up the idea to move the project to open source (don't expect anything soon though )
    I also started using a task manager to handle all the notes lying around and the todo list (it's Task Coach for those interested), with the hope to have everything a bit more formalized.

    On the code itself, I did some rearrangement to clean everything up, to put all the related functions into the same files, etc. ...
    And now I'm back on adding the bitmaps to the rendering engine, but there are some difficulties that can't be solved right now, forcing me to create a more advanced VDP2 texture debugger.
    So I'm 100% on that right now.

    http://runik.free.fr/comments/display.php?id=23 ...
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