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  • wraggster

    by Published on November 6th, 2008 23:09

    MagicScreen from DumplingSoft provides shortcuts to your favorite applications and tasks that will be displayed on the standby screen so that could be instantly and easily launched. Shortcuts are available for the full range of applications, files and common tasks. All functions of the built-in standby screen are left intact. MagicScreen can be used on the P990, M600 and W950.

    http://my-symbian.com/uiq3/software/...Auto=263&faq=3 ...
    by Published on November 6th, 2008 23:09

    EasyDrawing by JTraxSoft is an easy-to-use raster graphics editor with a variety of features for UIQ 3.x smartphones with touch screen. With EasyDrawing you can easy create and edit images by using such tools as: pencil, line, polyline, curve, rectangle, ellipse, flood fill, spray paint, eraser, text and save them in any format (BMP, GIF, JPEG, PNG and others) provided by Symbian OS image converter library.

    http://my-symbian.com/uiq3/software/...uto=262&faq=16 ...
    by Published on November 6th, 2008 23:07

    File Associate from CellPhoneSoft lists and lets you change what applications are used to open various document files. You can select alternative viewers for all popular file types like DOC, PDF, JPG, MP3, etc. The newly assigned associations take effect when you open files from a file manager. The accompanied Generic viewer application supports viewing flash, ZIP, text and binary files. When clicking on a file, you will never again encounter the "Unrecognized file format" message.

    http://my-symbian.com/uiq3/software/...Auto=261&faq=3 ...
    by Published on November 6th, 2008 23:06

    Today, SanDisk unveiled an advanced flash file system for solid-state drives (SSDs) that yields dramatic improvement in performance and reliability for computing applications. This next generation of patented flash management is called ExtremeFFS, and has the potential to accelerate random write speeds by up to 100 times over existing systems.

    It has been discussed by reliable sources that the reason it takes so long to copy media to the iPhone is flash's slow write speeds. This is theorized because the relatively slow write speed of flash can have a bottleneck effect at certain times during certain applications and uses, although most of the time write operations are "fire and forget."

    Recently, flash has made improvements in write speeds, but NAND flash will always be somewhat challenged in this aspect, because the way that writes work with the technology. In order to write data to a nonempty flash sector, you have to first erase that sector and then write to the... [Read More]

    http://www.modmyi.com/forums/mac-new...te-speeds.html ...
    by Published on November 5th, 2008 23:52

    News from Alek

    Some odd news have reached my knowledge, about Datel's Action Replay, keep reading...


    Some of you might have noticed one of the newest stuff released by Datel, the "Action Replay" that allows you (on the PSP we'r talking about of course, i already know there is also a version for the Amiga for it, and of course this post isn't about that revision) to cheat and to use some "powersaves" within it's 64mb memory between other stuff, and all this for ~40USD.

    So, why would i or anyone care about this new release from Datel? Well, the point comes when you look onto how was it made.

    The following information it's confirmed and it has been studied, so let's hope this clears some doubts on this.

    * Datel' Action Replay does uses code that isn't from itself, code that isn't distributed to be used the way they use it anyway. The code involving this terms is, for first instance, the Pandora forged IPL block, and on second place but of course not less important, Booster's IPL SDK.

    Also,

    * It has been confirmed that Datel' Action replay does interfere on the Custom Firmware code

    And also, less important but indeed interesting,

    * They use a bigger memory footprint due to the graphics involved in it, and it's interesting also to mention that they had a pretty small database, that being compared it to cwcheat one, this first one isn't even a database tbh.

    So, what's your choice? A stealing-code small device, or a Fresh homebrew development with a huge happy users history?

    Thanks to VoidPointer and Dark_AleX himself for the tip and confirming this
    ...
    by Published on November 5th, 2008 23:52

    News from Alek

    Some odd news have reached my knowledge, about Datel's Action Replay, keep reading...


    Some of you might have noticed one of the newest stuff released by Datel, the "Action Replay" that allows you (on the PSP we'r talking about of course, i already know there is also a version for the Amiga for it, and of course this post isn't about that revision) to cheat and to use some "powersaves" within it's 64mb memory between other stuff, and all this for ~40USD.

    So, why would i or anyone care about this new release from Datel? Well, the point comes when you look onto how was it made.

    The following information it's confirmed and it has been studied, so let's hope this clears some doubts on this.

    * Datel' Action Replay does uses code that isn't from itself, code that isn't distributed to be used the way they use it anyway. The code involving this terms is, for first instance, the Pandora forged IPL block, and on second place but of course not less important, Booster's IPL SDK.

    Also,

    * It has been confirmed that Datel' Action replay does interfere on the Custom Firmware code

    And also, less important but indeed interesting,

    * They use a bigger memory footprint due to the graphics involved in it, and it's interesting also to mention that they had a pretty small database, that being compared it to cwcheat one, this first one isn't even a database tbh.

    So, what's your choice? A stealing-code small device, or a Fresh homebrew development with a huge happy users history?

    Thanks to VoidPointer and Dark_AleX himself for the tip and confirming this
    ...
    by Published on November 5th, 2008 23:50

    Art has updated his Laser Invadors game, heres the release info:

    Hi Guys,
    This is a laser control game based on the PSP laser control idea by califrag. Laser Invaders is coded from scratch, using the ps2dev.org Go!Cam demo
    as a template.



    The screenshot doesn't really convey the idea, so here's the videos:
    PSP and laser area view:
    http://au.youtube.com/watch?v=AA9kmoSB73c
    PSP screen closeup:
    http://au.youtube.com/watch?v=j97p1ePJyh8

    The idea is to shoot all invaders in as short time as possible.
    Shooting the UFO will win you a time bonuses which are
    deducted from the time before the skill level report is calculated.
    The time is displayed at the end of the game, and then any earned
    time bonus is subtracted before determining the player skill level.

    Quote:
    PITIFUL
    DISGRACEFUL
    PATHETIC!
    HOPELESS!
    NOT BAD
    EXCELLENT
    LEGENDARY
    TOP GUN

    Quote:
    Update for V2:
    - screen glitch fix
    - added another invader type
    - up to three invaders on screen

    Laser Invaders requires a Go!Cam if that wasn't already obvious.
    Cheers, Art.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 23:50

    Art has updated his Laser Invadors game, heres the release info:

    Hi Guys,
    This is a laser control game based on the PSP laser control idea by califrag. Laser Invaders is coded from scratch, using the ps2dev.org Go!Cam demo
    as a template.



    The screenshot doesn't really convey the idea, so here's the videos:
    PSP and laser area view:
    http://au.youtube.com/watch?v=AA9kmoSB73c
    PSP screen closeup:
    http://au.youtube.com/watch?v=j97p1ePJyh8

    The idea is to shoot all invaders in as short time as possible.
    Shooting the UFO will win you a time bonuses which are
    deducted from the time before the skill level report is calculated.
    The time is displayed at the end of the game, and then any earned
    time bonus is subtracted before determining the player skill level.

    Quote:
    PITIFUL
    DISGRACEFUL
    PATHETIC!
    HOPELESS!
    NOT BAD
    EXCELLENT
    LEGENDARY
    TOP GUN

    Quote:
    Update for V2:
    - screen glitch fix
    - added another invader type
    - up to three invaders on screen

    Laser Invaders requires a Go!Cam if that wasn't already obvious.
    Cheers, Art.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 23:47

    Seems that the N64 emulator for the PSP is now being worked on via different coders, heres the news from Kreationz

    Well, I'm not the only dev working on this and this update concerns me and two other devs.

    1. My progress
    I looked into the cache last night and found that the instruction list for the dynarec was being invalidated when it wasn't necessary. This eats up a small chunk of CPU cycles. So a bit more speed from better cache handling there. Also some new code I put in for GoldenEye had an adverse effect speed wise on other games so I'm going to look into making it game specific. (It only helps Golden and Army Men that I know of, but I can turn it on for other games that exhibit the same shaking they do.)

    2. Wally's progress
    Wally has been hard at work fixing some micro code issues which should help compatibility. At least one more game now runs with his new code.(Space Station Silicon Valley) I don't have it yet, but when I get it I'll test it for speed and see if I can further improve it.

    3. Chilly Willy's progress
    Chilly Willy has been working on something Strmn left off on that wasn't quite in the R14 betas that circulated around. He has just given me code to move audio processing to the ME. What this means is that with audio on it won't bog down the CPU quite as much(there's still a hit from it, but not as much.)

    Side Note to #3: Audio code is currently based on Azimer's 0.55 plugin, but he has offered me a later version of the code which is now feasible to use thx to Chilly's new code.

    With all three of these updates we now have better speed and compatibility than any prior version of Daedalus(R12-R14 included). There will be another Alpha in 2-3 days max. After this is tested(in bout a week), the SVN will go online. All the developers will have access. Then in December everyone will have read-only access with the developers having write capability. The first public beta will come out about that time. (Read: Early December.. 1st-5th time frame.)
    ...
    by Published on November 5th, 2008 23:47

    Seems that the N64 emulator for the PSP is now being worked on via different coders, heres the news from Kreationz

    Well, I'm not the only dev working on this and this update concerns me and two other devs.

    1. My progress
    I looked into the cache last night and found that the instruction list for the dynarec was being invalidated when it wasn't necessary. This eats up a small chunk of CPU cycles. So a bit more speed from better cache handling there. Also some new code I put in for GoldenEye had an adverse effect speed wise on other games so I'm going to look into making it game specific. (It only helps Golden and Army Men that I know of, but I can turn it on for other games that exhibit the same shaking they do.)

    2. Wally's progress
    Wally has been hard at work fixing some micro code issues which should help compatibility. At least one more game now runs with his new code.(Space Station Silicon Valley) I don't have it yet, but when I get it I'll test it for speed and see if I can further improve it.

    3. Chilly Willy's progress
    Chilly Willy has been working on something Strmn left off on that wasn't quite in the R14 betas that circulated around. He has just given me code to move audio processing to the ME. What this means is that with audio on it won't bog down the CPU quite as much(there's still a hit from it, but not as much.)

    Side Note to #3: Audio code is currently based on Azimer's 0.55 plugin, but he has offered me a later version of the code which is now feasible to use thx to Chilly's new code.

    With all three of these updates we now have better speed and compatibility than any prior version of Daedalus(R12-R14 included). There will be another Alpha in 2-3 days max. After this is tested(in bout a week), the SVN will go online. All the developers will have access. Then in December everyone will have read-only access with the developers having write capability. The first public beta will come out about that time. (Read: Early December.. 1st-5th time frame.)
    ...
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