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  • wraggster

    by Published on July 8th, 2008 20:43

    TromUS (member here) has updated his shell for the PSP which comes with games and a wake up clock and in some ways resembles Windows XP

    Download

    WinShell (system) http://www.megaupload.com/es/?d=7ZJTQSQ8

    WinShell update de 5.03 a v80705 (HOT!) http://www.megaupload.com/es/?d=FA1Q22QY

    Screens and more info --> http://audio.ya.com/trom_us/ ...
    by Published on July 8th, 2008 20:36

    News/release from MadMax11



    Hello to all again. Here is the next build of Maelstrom:

    The main updates with this build is the ability to jump to a new system using a jump portal and a jump map, 7 new ships, and 1 new upgrade. I'm still requesting feedback and bug reports, which is more detailed in the readme.

    Enjoy!

    Download Here and Give Feedback Via Comments ...
    by Published on July 8th, 2008 19:49

    News from the Wii Hacker Bushing

    Last week, I bought two brand-new Wiis (the first new ones I’ve ever owned!) and dumped their NAND Flash filesystems before powering them on for the first time. I was able to recover some interesting info (although nothing earth-shattering).

    The two Wiis:

    LU5757004xx (id 0×047854xx): This unit was purchased Jun 27th from a major “big box” electronics retailer (Best Buy) here in California. The PCB has a datecode of “1208″, meaning the 12th week of 2008 — I bought it in the 26th week, so it’s taking them 14 weeks to get the units from the factory to the store shelf, which seems rather slow to me. (Wiis are still very hard to find here; all stores sell out of Wiis on the same day they receive the shipment.) The drive PCB has a datecode of “1008″, and is presumably a D2C2.

    LU3477336xx (id 0×046d2b5a): This unit was purchased July 1st from a specialty game retailer (GameStop). The PCB has a datecode of 0808, as does the drive PCB — so it’s taking them even longer to ship units to the smaller retailers. I’m guessing that these two consoles came from different factories (hence LU5x vs LU3x).

    Both devices contained new silicon revs — “Broadway B” and “Hollywood AA”. The LU3x Wii uses a strange, foil-shielded DI cable that I have never seen before.

    http://hackmii.com/2008/07/factory2/#more-58 ...
    by Published on July 8th, 2008 19:47

    Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:

    DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program. Do not rename the folder as DragonMedia Player expects things to be in the correct order to function.

    Supported Formats
    Currently, this list is limited, as I have tried to set up the application framework before porting codecs. I am working on getting common formats such as flac and ogg integrated, and I am interested in supporting as many strange formats such as spc, sid, nsf, etc, so look forward to more support.

    it
    mod
    mp1
    mp2/mpa
    mp3
    s3m
    wav (8/16/24/32 mono/stereo)
    xm

    Supported File Sources
    Again, this list is very limited, nothing from DVD, USB, or Internet supported yet.

    Front SD

    Future Plans
    Things I would like to add when I get the time.

    Random play
    Playlists
    File source from Internet (and DVD/USB if documentation comes out)
    More interactive theme support
    Icons on file browser
    Video (?)

    Download Here and Give Feedback Via Comments ...
    by Published on July 8th, 2008 19:43

    Just spotted this at wiibrew so im hoping its legit, anyway seems that SpindleyQ has released a single game emulator for the NES that supports Bongos and only for the game Mike Tyson's Punch-Out, sounds weird eh.

    Download Here and Give Feedback Via Comments ...
    by Published on July 8th, 2008 19:30

    Updated release from Beardface

    WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.

    Physics Tools Overview
    Tools Overview:

    Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
    Draw Circle - Draw Circle
    Draw Box - Draw Box
    Joints

    Rope Joint - Connect two objects by a rope
    Click on two Objects to connect them
    Rotate Joint - Create a rotation joint using 2 objects
    Click on two objects to set up a rotation relationship
    Pulley Joint = Click on three objects to set up a pulley system
    2nd object is the pulley anchor
    Object Control

    Mobile Objects - Keep this selected to allow these objects to move
    Frozen Objects - Keep this selected to freeze objects you create
    Sim Control

    Run - Run the simulation
    Stop - Freeze/pause the simulation (Good for building)
    2008.07.08 - v1.3.0

    Changelog:
    +In Game Help
    +Pen Drawing added
    +Reset Button Added
    +Added BG Music
    +Bug fixes
    +Initial action sounds (Using Sndlib)
    +Intro Screen while wiiphysics constructs
    +Main Menu
    +Added Prismatic (Slider) Joint
    +Added Settings Menu
    +Added configurable Color
    +Added configurable Density
    +Added Show/Hide Menu Button
    +Increased world size (no longer hit the bottom with too many objects)
    +Fixed layout
    +Reset velocity to 0 if you grab an object
    +Fixed Freeze Unfreeze (Hit B while you have object selected to swap)
    +Dynamic Gravity Setting GUI
    +Dynamic Restitution GUI (Change individual object bouncieness)
    +Dynamic Friction GUI

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2008 19:16

    PeterM a resident coder here at DCEmu has posted some great new for PS3 Homebrewers:

    Oh well, that’s graduation all done and I’m now back at work full time. Surprisingly though, because I’m not both studying and working, I’ve got a little more free time in the evenings!

    After working so much with Quake, I felt quite fed up of looking at its code. I needed to work on something else.

    So I’ve been beavering away on a PS3 Linux version of Cave Story and I’m happy to say it’s nearly done. This is a fresh port based on Pixel’s source code, instead of the earlier SDL/GP2X/x86 Linux port by Simon Parzer and I. There were a few things which I wanted to do a little differently in the code to make it more portable to systems which didn’t have SDL, such as the iPhone or WiiWare.

    Those ports sadly fell through, but because Pixel gave Simon and I permission to port to Linux, I thought it would be a nice idea to port to this particular flavour of Linux that a few folks may have in their living rooms.

    But anyway, I still need to do a few things before I can release it:

    Get my wireless controller working in Linux.
    Make a configuration file which maps the controls suitably.
    Some memory usage optimisation.
    Write up some documentation.
    Work out how to make an .RPM.
    Cave Story looks great on the big screen, so I’m quite excited that it’s nearly finished. I just hope I’ve found all the byte order bugs!

    http://aaiiee.wordpress.com/2008/07/...s-nearly-done/

    Sounds awesome although i wish there was a real homebrew for PS3 rather than PS3 Linux ...
    by Published on July 8th, 2008 18:27

    Notaz has today posted a new version of Picodrive for the GP2X but also let it slip that a new PSP Version is on its way too, now we may not get all the features the GP2X Version gets but heres a looky at the new features for the release:

    Yep, yet another release of my Genesis/MegaDrive/SegaCD emu.

    So what's new this time?
    I've added some support for Sega Pico, which was not-so-famous Sega toy, based on MegaDrive hardware. I think PicoDrive is the first emu (remember SVP) to have some kind of support for that system. I've done this just because of the emu name (hey fDave, why have you named it like this?).

    I've managed to improve performance again, after some more talks with Lordus (jEnesis/jEnesisDS author) and Exophase. Many games, which needed some push to run fullspeed (full 50/60fps) with accuracy settings enabled (like Comix Zone), should do that fine @ 200MHz now. SegaCD games should perform a bit better too.

    I've also removed "accurate*" settings, as disabling them no longer gave any significant improvement with the new code. Now all games should just work, without any messing with options, and "bug" reports, which were configuration issues really, should go away, I hope. Unfortunately this is not yet true for SegaCD, but I hope to improve that in the future.

    Another new thing is the bin_to_cso_mp3 tool, which converts cue/bin rips to cue/iso/mp3, made from Exophase's bin_to_iso_ogg. This is the tool I recommend using to get best rips for this emu.

    Complete changelog:
    Added some basic support for Sega Pico, a MegaDrive-based toy.
    Added proper support for cue/bin images, including cdda playback. .cue sheets with iso/cso/mp3/wav files listed in them are now supported too (but 44kHz restriction still applies).
    Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
    Greatly improved Sega CD load times.
    Changed how scheduling between 68k and z80 is handled. Improves performance for some games. Credits to Lordus for the idea.
    YM2612 state was not 100% saved, this should be better now.
    Improved renderer performance for shadow/hilight mode.
    Added a hack for YM2612 frequency overflow issue (bleep noises in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.). Credits to Nemesis @ spritesmind forum. Works only sound rate is set to 44kHz.
    Implemented some sprite rendering improvements, as suggested by Exophase. Games with lots of sprites now perform better.
    Added better idle loop detection, based on Lordus' idea again.
    "accurate timing" option removed, as disabling it no longer improves performance.
    "accurate sprites" was removed too, the new sprite code can properly handle sprite priorities in all cases.
    Timers adjusted again.
    Improved .smd detection code.
    ARM: fixed a bug in DrZ80 core, which could cause problems in some rare cases.
    ARM: fixed a problem of occasional clicks on MP3 music start.
    Minor general optimizations and menu improvements.
    Fixed a bug in Sega CD savestate loader, where the game would sometimes crash after load.
    Fixed a crash of games using eeprom (introduced in 1.40b).
    download here

    PS: PSP fanboys (I see quite a few of them at these boards lately) will get their release in a few days too.
    PS2: somebody was reporting that Silpheed was crashing for them, can you retest? I couldn't myself as it's very difficult to reproduce.

    Nice to hear another toy is coming for Picodrive fans ...
    by Published on July 8th, 2008 18:24

    Notaz just posted this new version of Picodrive:

    Yep, yet another release of my Genesis/MegaDrive/SegaCD emu.

    So what's new this time?
    I've added some support for Sega Pico, which was not-so-famous Sega toy, based on MegaDrive hardware. I think PicoDrive is the first emu (remember SVP) to have some kind of support for that system. I've done this just because of the emu name (hey fDave, why have you named it like this?).

    I've managed to improve performance again, after some more talks with Lordus (jEnesis/jEnesisDS author) and Exophase. Many games, which needed some push to run fullspeed (full 50/60fps) with accuracy settings enabled (like Comix Zone), should do that fine @ 200MHz now. SegaCD games should perform a bit better too.

    I've also removed "accurate*" settings, as disabling them no longer gave any significant improvement with the new code. Now all games should just work, without any messing with options, and "bug" reports, which were configuration issues really, should go away, I hope. Unfortunately this is not yet true for SegaCD, but I hope to improve that in the future.

    Another new thing is the bin_to_cso_mp3 tool, which converts cue/bin rips to cue/iso/mp3, made from Exophase's bin_to_iso_ogg. This is the tool I recommend using to get best rips for this emu.

    Complete changelog:
    Added some basic support for Sega Pico, a MegaDrive-based toy.
    Added proper support for cue/bin images, including cdda playback. .cue sheets with iso/cso/mp3/wav files listed in them are now supported too (but 44kHz restriction still applies).
    Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
    Greatly improved Sega CD load times.
    Changed how scheduling between 68k and z80 is handled. Improves performance for some games. Credits to Lordus for the idea.
    YM2612 state was not 100% saved, this should be better now.
    Improved renderer performance for shadow/hilight mode.
    Added a hack for YM2612 frequency overflow issue (bleep noises in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.). Credits to Nemesis @ spritesmind forum. Works only sound rate is set to 44kHz.
    Implemented some sprite rendering improvements, as suggested by Exophase. Games with lots of sprites now perform better.
    Added better idle loop detection, based on Lordus' idea again.
    "accurate timing" option removed, as disabling it no longer improves performance.
    "accurate sprites" was removed too, the new sprite code can properly handle sprite priorities in all cases.
    Timers adjusted again.
    Improved .smd detection code.
    ARM: fixed a bug in DrZ80 core, which could cause problems in some rare cases.
    ARM: fixed a problem of occasional clicks on MP3 music start.
    Minor general optimizations and menu improvements.
    Fixed a bug in Sega CD savestate loader, where the game would sometimes crash after load.
    Fixed a crash of games using eeprom (introduced in 1.40b).
    download here

    PS: PSP fanboys (I see quite a few of them at these boards lately) will get their release in a few days too.
    PS2: somebody was reporting that Silpheed was crashing for them, can you retest? I couldn't myself as it's very difficult to reproduce.

    Download and Give Feedback and Compatability Reports Via Comments ...
    by Published on July 8th, 2008 18:09

    via aep emulation

    DEMUL is a new Sega Dreamcast and Sega Naomi Emulator for Windows and was released in a new beta version today.

    Quote:

    Sound now almost perfect.
    Emulation speed much slower in this build especially on slow machines.

    Yesterday was corrected sound, now all semply and music should be on the ground wherever they were not. FREE advise you to use integrated pomoschnee because the kernel in the current build slowed on weaker machines may stall before stuttering sound. We want to hear about those games in which not Heard (Heard bad) any sounds that were at drime or other emulsion, as well as those in which music plays incorrectly - set incoherence sounds. Stuttering and infinite loop of sound may be, if you have a machine with a weaker Core2Duo.
    The error in opkode NEGC rekompilyatora. Ready2Rumble Round 2 shows a normal screen copyright. This may be correct errors in other games.

    Download and Give Feedback Via Comments ...
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