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  • wraggster

    by Published on March 26th, 2008 15:39

    via pdroms

    GeoTerrestrial GPSToday offers a mind-boggling array of intuitively accessible features hidden behind a unique and clever interface.

    GPSToday installs as a today-screen plugin on your Windows Mobile internet-enabled device. At the most basic level, it keeps your GPS hardware primed whenever you need it. But that is only for starters. In general, it will significantly enhance the utility you derive from your device. Check the home page for a (nearly) full list.

    Changes:

    Now optionally set the device to autonomously wakeup before attempting a perioidic fix!
    Now optionally prevent the device from going to sleep when running the GPS in persistent mode.
    Tap the address area in the today screen to display geo-coordinates and time of last fix.
    Find an address on the map.
    Too many contacts? Now you can find a specific contact on the map.
    Now international users can conserve battery strength by disabling the street address display on the today screen, so as to always see geo-coordinates.
    Single tap from today screen to copy the geo-coordinates to the clipboard!
    Now you can set a map position as you current GPS position
    Configure GPS sensitivity vs. Accuracy
    Now configure the minimum battery strength below which GPSToday will automatically turn off periodic quick fixes.
    http://www.geoterrestrial.com/ ...
    by Published on March 26th, 2008 06:46

    Weltall has updated his Cheat app for the PSP:

    Here it is a new version of cwcheat: 0.2.2 REV.A
    I did this primarly because of the request of a new code type which was required for some new games like god of war.
    This new pointer code type allows you to go trough various levels of pointers till the interested area.
    This is it's format
    0x6aaaaaaa 0xvvvvvvvv
    0xqqqxnnnn 0xiiiiiiii
    0×Swwwwwww 0×Swwwwwww
    [...]
    0×Swwwwwww 0×Swwwwwww
    a = the starting pointer
    v = the value to store at the found point at the end
    q = the offset to add to a each loop(x4) most probably you want this to be zero in this case
    x = pointer type (check the normal pointers)
    i = offset to add/subtract (depending to x) from the last pointed area in the pointed chains to find were to put v
    n = number of times to point (you must start counting from one, so if the level of pointer you want to do is 2 you put here 2 if it's 3 you put
    3, the first pointer is considered first level, so if you put two offsets in the third line the value you need is 3)
    S = offset type to find next pointer (2 for normal offset(+w), 3 for inverse offset(-w))
    w = offset from the last pointed area to find the next pointer

    Additionally there were various optimizations which permitted to shrink prx size of about 1500bytes, a major bug fix in the difference search which
    in some circumstances could return refusing to search even if everytime was correct and the removal of allocation in the user ram by it to improve
    compatability with games. And finally the text reader now stores the latest file opened and opens it again when goin in the text reader (till reboot).

    Other enhacements include another major rework of the 3.x version of the db downloader which is now based on libhttp, allowing a greater compatability
    and various addons to it. No changes were done to the 1.x version.

    0.2.2 REV.A RELEASE
    =====================

    - [ALL] fixed a bug in the difference search which could lead to an evaluation error making the difference function unusable
    in the case that the game allocates more than entire user ram - 50kbs
    - [ALL] Removed allocation of user ram for the difference search. This should increase compatibility with never games and reduced the plugin size of about
    200bytes.
    - [ALL] Various optimizations in the controller management in the menus, additionally some menus now auto repeat just like most. This alloved to reduce
    the size of the plugin of 632bytes
    - [GAME] Added multilevel pointer codes. This will allow you to track a point in ram by going trough a series of pointer like those seen in god of war.
    this is the code type:
    0x6aaaaaaa 0xvvvvvvvv
    0xqqqxnnnn 0xiiiiiiii
    0×Swwwwwww 0×Swwwwwww
    [...]
    0×Swwwwwww 0×Swwwwwww
    a = the starting pointer
    v = the value to store at the found point at the end
    q = the offset to add to a each loop(x4) most probably you want this to be zero in this case
    x = pointer type (check the normal pointers)
    i = offset to add/subtract (depending to x) from the last pointed area in the pointed chains to find were to put v
    n = number of times to point (you must start counting from one, so if the level of pointer you want to do is 2 you put here 2 if it's 3 you put
    3, the first pointer is considered first level, so if you put two offsets in the third line the value you need is 3)
    S = offset type to find next pointer (2 for normal offset(+w), 3 for inverse offset(-w))
    w = offset from the last pointed area to find the next pointer
    - [GAME] some performance optimizations to avoid unnecessary repeated loops and assignments in the pointer codes
    - [ALL] reworked, yes again, the db downloader now the 3.x version is libhttp based so it should work better. Plus various enhacements were added and some
    additional checks and functions. No changes for the 1.x version.
    - [ALL] removed some repeated code this reduced the size of the plugin of 916bytes
    - [ALL] now last text file opened is reopened when you go to the text reader

    Download and Give Feedback Via Comments ...
    by Published on March 26th, 2008 02:38

    Those users who are coming to our Dreamcast Site must wonder if DC News is affected by the goings off at DCEmulation, i can reassure that we are nothing to do with it and this site is fine, im sure all fans of the Dreamcast community are hoping that DCemulation sorts out its internal problems sooner rather than later. The last month or so in the DReamcast scene have been the best for a long while mainly thanks to our spanish friends at dciberia.

    remember to keep checking on http://dreamcast.dcemu.co.uk/ for the latest Dreamcast Community news ...
    by Published on March 25th, 2008 21:54

    New podcast released:

    The PSP Show #71 - Air Traffic Control Hero (MP3 8.11 mb 11 minutes 46 seconds)
    DOWNLOAD the podcast by right clicking on this link or press play and listen in your browser.

    Back from a stupidly long trip around the US and Europe, but comfy in the stash of games and news to go through. No immediate news today, blame jetlag, but I did want to touch on the bittorrent numbers PSP Fanboy linked to last week. After that, it’s on to another ‘crazy’ japanese arcade simulation - this time I get to be an Air Traffic Controller!

    http://psp.thepodcastnetwork.com/ ...
    by Published on March 25th, 2008 21:51

    News/release from dridri85

    The LibSdkUtilities allows you to use the utility official sdk following:

    Keys OSK
    SaveData
    Message Dialog (with choice "Yes \ No" possible)
    Error Dialog (it displays an error code)
    Net Dialog (maleureusement the connection is cut off at the end ...

    Voila functions as such:
    Code:
    SceSetBackgroundColorUtility (u32 color) / / Set the background color

    Void sceSetBackgroundImageUtility (u32 * data, int width, height int) / / Select the background image
    Data => array of pixels
    For the libpng or my libge is mon_image-> data
    SDL for it is surely mon_image-> pixels
    For OSlib no idea ...
    Width and height => width and height in pixels, image

    Void sceOsk (const char * msg, char * input) / / Keys osk
    Msg => message display (bottom right)
    Input => Text Input / output

    SceSaveData void (* sData save) / / loading system backup
    See structure sData lowest

    Int sceMessageDialog (const char * message, enableYesno int, int baseAwn)
    Message => Message Display
    enableYesno => activer le mode question (choix "Oui/Non")
    baseAwn => Valeur par défaut si question, 1 pour Oui, 0 pour Non

    Void sceErrorDialog (const unsigned int error)
    Error => hexadecimal value on 32bits will be shown as error

    Void sceNetDialog (int language, buttonSwap int)
    Language => Language (0 English, french 1)
    ButtonSwap => vice X and O, 1 normal, inverted 0

    / / Structure sData for savedata:
    Typedef struct (
    Int mode; / / Fashion save / load
    PSP_UTILITY_SAVEDATA_LISTSAVE or PSP_UTILITY_SAVEDATA_LISTLOAD
    Int language; / / 2 for french Language
    Int buttonSwap / / Reverse buttons
    PSP_UTILITY_ACCEPT_CROSS or PSP_UTILITY_ACCEPT_CIRCLE
    Char * title1, title2 * / / name of the game; name of the backup (eg "Community Profile")
    Char * gameName, saveName * / / Code name of the game; figures backup
    / / Both values are set as a result of naming the backup folder (eg "DEMO1030")
    Char * newSave / / display a text on a blank sauvergade
    Char * details; / / Things that will be posted as details (eg "% of the game done: 42%"), returns a line possible
    Void * buf; / / Buffer containing a register values (often text)
    Int bufSize / / size of the buffer
    Char * key; / / Key encryption (for PSP and 2.0 +)
    Void * icon, pic * / / For the moment is a waste of time ...
    SData);

    / / Small detail for the buffer, we must do a malloc and ex memset:
    Code:
    SData save;
    Int len = strlen (score = 25 ") +1; / / Calculating the size of the text
    Save.bufSize len = 4 * / / Gives the size sData
    Save.buf = malloc (sizeof (char) * len); Setting memory buffer (text)
    Memset (save.buf, 0, len); / / Fill in the memory area of 0
    Strcpy (save.buf, "score = 25 ");// Written text in the buffer


    If you are load mode:
    - Responsible values will be returned in the structure sData!
    It must have previously made an on sData.buffer malloc (and therefore give the value bufSize)!

    To use include:
    Sdkutilities.h
    And add it to the line of LIBS makefile:
    - LSdkUtilities

    Download v0.2: http://www.zshare.net/download/927633305eb25f/
    The files are arranged in the order of pspdev
    Eboot an example (from v0.2): http://www.zshare.net/download/92762651e5fe0e/
    A place in ms0: / PSP / GAME / comme_vous_voulez ^ ^ /
    Add a side of an image 480 * 272 named image.png
    ...
    by Published on March 25th, 2008 21:45

    DIR-to-XML Tool enables PSP users to make their MP3 collections into an RSS/XML feed so they can stream their whole collections from their PC to their console.

    http://bravekn1ght.blinkedph.com/

    Download and Give Feedback Via Comments ...
    by Published on March 25th, 2008 21:41

    Game Informer: What’s going on with the PSP now that it’s hitting the three-year mark?

    John Koller: We’re entering the third year of the platform, and we talked about it really being the biggest year, and it turned out to be so. Ever since we launched in 2005, we’ve been talking about the multifunctional aspects of the PSP, but really centering on gaming. I think what a lot of the consumers found last year to their liking was really an expansion in gaming, unique genres, unique games, but the price drop certainly helped us target a whole new demographic, going after that teen consumer group with a little bit less discretionary income than maybe the 20-something consumer. They were able to get into the market and really adopted the PSP as their own. The PSP hardware SKU we launched in September, the PSP-2000 made the PSP more portable, and a lot of consumers started adopting the PSP for music and for video and for some of their portable travel use of Internet browsing. I think what we saw was the price drop really assisting, but that the new hardware SKU pushed sales over the top. Our sales for the holiday season were spectacular—we actually couldn’t keep it in stock. We were in a really in a very good position; from a demand perspective it was very, very strong, and as we go into this year it’s remaining very strong. We’ve seen a real uptick year over year, a significant uptick—we’re up 85 percent in sales since the price drop last April. It’s a platform that’s got a ton of momentum, a lot of wind on our back. I think as we embark on our usual trip to talk to publishers and other people about the platform, I think it’s a lot easier conversation when you’ve got the strength of a very solid install base at this point. This year, I think is going to be another very good year, and we’re looking at a number of key launches—both software and peripheral—to really aid the momentum that we’re seeing now.



    GI: The PSP really does seem to have a dual personality. It’s part device and part game machine—it’s in a pretty unique position in the marketplace. How had that been, positioning it in the marketplace, the fact that it can be used for so many different things?

    Koller: You’re bringing up exactly what we wrestled with when we first launched the PSP. What it’s centered in, and how we positioned it in the market, is that it’s a multifunctional device with a gaming heart. It’ll always be a gaming system. We have such a solid lineup of games and will continue to do so, highlighted most recently by God of War. It’s primarily centered as a gaming machine. That said, the multifunctional aspects really round our what the PSP is and differentiates it from any competitive platform—and that’s including the DS and the iPod, the Zune and the Zen and all the other handheld products that are available in the market, inclusive of mobile phones.

    The way that we market the product is to continue to promote the gaming portion, but add ancillary messaging about the multifunctional area—the addition of Skype and Internet radio. You can play your music and your movies on the PSP. It makes for an all-in-one device. I think as consumers start to find that there’s this integration of functionality between their various mobile devices, they want one or two screens to bring with them. We’re finding in a lot of our research that the consumer’s using the PSP because of its gaming but then also because it has these other elements as some of the other devices they own, but they don’t want to bring four or five devices with them in their pocket. The PSP solves all of those multifunctional demands in one product.

    GI: The PSP seems to be getting better and better with each firmware update. How much of the recently added functionality—like Skype and Internet radio—was actually on the radar while the PSP was being designed? Were those always planned to be a part of the system eventually, or were they added because they seemed suitable for the platform?

    Koller: That’s a really good question, and it’s actually pretty insightful. The way that we planned the product, to have these firmware updates and to be able to unleash new aspects on the consumer set—we didn’t always plan some of these since March ’05. Some of these are the result of consumer demand, quite honestly. Skype’s one of those. We had a real groundswell of reaction in a lot of our quantitative research and a lot of consumers asking for VOIP or a way for them to communicate with the PSP. As they brought it around and found that more and more wireless hotspots were available and becoming a little more ubiquitous, I think a lot of consumers were saying, “Let’s be able to communicate with this so I can talk with someone while I play SOCOM or while I play Madden or whatnot, and I can meet them online.” When we saw that interest, we took it back to Tokyo and met with the product-planning group, and Skype ...
    by Published on March 25th, 2008 21:37

    Hi, everyone. When you turn on your PS3 today, you’ll be greeted with the newest system software update, v2.20. We gave you the heads up last week on what the new firmware would deliver, and, as promised, we have Eric Lempel back on camera to walk through a demo of some the new features. Also, to set the record straight, Blu-ray Portable Copy was never a part of this firmware update, and the feature isn’t related to BD-LIVE. We know a lot of you are excited about the ability to take a copy of a BD movie with you on the go on your PSP, so we’ll keep you posted on any developments with this cool feature in the future.

    http://blog.us.playstation.com/2008/...firmware-v220/ ...
    by Published on March 25th, 2008 21:30

    News/release from Dark_Momo

    Dark_Momo offers its program, Mario Kart PSP v1.0.
    Attention you will be burned tires and eat asphalt.

    Here is a Mario Kart on your console préférè ...
    The goal is to cross the line to get to do this without touching the little monsters.

    Features of the game:

    -- Improved graphics of the first 3 levels.
    -- 4 new levels playable.
    -- 3 different characters available.
    -- New main menu.

    Encoder: Dark_Momo
    Web designer: Dark_Momo
    Who indeed create on their team: DarK_Team

    Installation:
    Fetching in PSP / GAME

    Download and Give Feedback Via Comments ...
    by Published on March 25th, 2008 21:22

    News/release from animefreak345:

    PS-Coverflow is back with its v2 release with lots of new features and new graphics. and of course bug fixes.

    IT IS IMPORTANT TO READ THE README FILE ON HOW TO GET COVERFLOW COMPATIBLE IMAGES.

    ok lets skip the boring talk and get to the new features.

    NEW FEATURES:


    - a cool side menu feature which will contain some nice features(disabled in some menus)
    - improved coverflow control and design.
    - when i release v3 i will have a really nice coverflow feature surprise for all of you
    - really nice and sleek transparent graphics( will be still improved)
    - music selection, browses music folder if you dont want to use coverflow (v3 allows you to browse the whole memory stick.)
    - my own coverflow design and code.
    - theme selection temporarily removed and replaced with system info for now.
    - delete album are and/or song within coverflow and player.
    - in the music player it can load png,jpg, AND the mp3's id3 albumart. (thanks yongobongo)
    - will integrate albumart from id3 into coverflow.
    - added a clock for the fun of it
    - displays how many covers found.
    - next release i will add directory support for the music selection
    - added mp3 play timer with cool fade effect.

    - and many more i forgot to list at the moment
    (will add ad hoc music and file transfer support soon in maybe v4 thanks to
    Homemister)

    Download and Give Feedback Via Comments

    via animefreak345: ...
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