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  • wraggster

    by Published on November 14th, 2007 20:04

    Wistron is reported to have phased out of Xbox 360 production and has ended its six year cooperation with Microsoft, according to market sources.

    With Microsoft dropping its selling price of the Xbox 360 console earlier this year, it tried to push the profit pressure onto its three OEMs, Wistron (who accounted for 40% of shipments), Flextronics (40%) and Celestica (20%), by asking them to lower their OEM prices.
    Flextronics has taken over the majority of the Xbox 360 orders, increasing its OEM production to over 60% of total shipments, while Celestica still remains as a second OEM.

    Wistron declined the opportunity to comment on this report.

    http://www.digitimes.com/systems/a20071113PD219.html ...
    by Published on November 14th, 2007 16:47



    The JXD301 a new console with several Homebrew developers already working on it is now available for preorder at a decent store rather than the like of dodgy ebay traders.

    For those who need a reminder heres the specs:

    Heres a quick detail of the console:

    The JXD 301 has a LTPS TFT (Low Temperature Polysilicon Thin Film Transistor) screen, which allows for better screen performance than most other players. It can also play a large number of audio and video file types, most importantly RM/RMVB, which is growing in use due to is high compression/hi quality ratio, it also allows for FLV playback allowing users to download off sites like You Tube and watch the videos directly on this player. One of the nicest features is its ability to play NES, SNES, SMD, GBC, GBA and Neo Geo games.

    Preorder this new Homebrew Console (with emulators already working) at GP2XStore , price $119 ...
    by Published on November 14th, 2007 16:39

    Hawq let me know on IRC about Xport releasing new versions of all his emulators for the Xbox, heres the news from Xport:

    The following emulators have been updated with the most recent feature set
    (rewind, slowdown, rumble, better cheat code options, etc, etc)

    Note that some of these do not have rewind support enabled for a variety of
    reasons. Check the README.TXT files for information specific to each port.

    I know that I said that I was going to try and resolve bugs and update cores
    to more recent versions, but I don't have nearly as much free time as when
    I first started doing ports. I made it through most of them, but the last
    dozen or so were taking too long to finish and I really wanted to get these
    out the door.

    AdamX
    ArnoldX
    Atari7800X
    AtariXLBox
    BlissX
    BlueMSXBox
    Chip8X
    Classic99X
    DidntXSpectrum
    DOSXBox
    FCEUltraX
    KegsX
    MednafenX-Lynx
    MednafenX-NES
    MednafenX-PCE
    MekaX
    NeoGenesis
    NeoPopX
    OdysseyX
    PCSXBox
    PokemonMiniX
    SoftVMUX
    SuperVisionX
    Vice20X
    Vice64X
    VicePETX
    VirtualBoyX
    WinstonX
    WinUAEX
    WonderswanX
    X68000X
    XBoyAdvance
    Z26X

    ...and Snes9XBox

    I know, I know...but it's not really a finished product. It's something that I threw
    together about 3 years ago and have been updating with my current user interface along
    the way. Purists will still want to use ZSnexBox. Compatibility is better in ZSnesBox
    as well because it's based off of ZSNES and this is based off of Snes9X v1.43. There
    is no lightgun support, no mouse support, and rewind support is flaky. All the other
    features like save states, cheat code searching, etc, etc are working.


    The sources to everything are now up on xbins under emulators/xport_src_new along with
    a readme file for (brief) instructions on how to compile. I can't give instructions
    on how to make XBox programs in general (that's left as an exercise for the reader)
    but I can assure you that I've tested these packages to make sure they compile correctly
    under MSVC with the XDK installed. It's all the source - every last bit.

    My involvement in the XBox era is winding down. I guess it already has been winding down
    for a while. There will probably be a handful of updates in the future and perhaps a new
    project or two, but it's possible that this is it for me. I hope others will pick up these
    projects and improve them. There's still a lot that can be tweaked/improved.

    There's a very good chance that incorporating the new DOSBox core will result in a usable Dynamic
    CPU which would give it a very nice speed boost.

    Mednafen core might be worth updating, but note that as of v0.8 PCE CD emulation is supposed
    to be much more taxing on the CPU. However, it might be worth it to strip out the Wonderswan
    core into a separate project since that's supposed to be a better/tweaked version of oswan
    (which is the core of WonderswanX). It might make more sense to find the changes in the oswan
    portion of Mednafenx and implement them into WonderswanX though. There is also a PCFX core
    (probably too taxing for the XBox) and a NGPC core (but the ngpc core is based on neopop
    and I don't think much has changed in it - don't know if the emulation is improved at all.)

    Atari7800 source is basically a stripped down MESS but all the MESS source files are included
    in the package. One should be able to copy the atari7800x source package into another dir
    and adjust the project settings to exclude A7800 files and include another machine's files
    to make a new port of something else in MESS.

    NeoGenesis could be patched to allow for >32MBit games - but this is surprisingly more
    work than one might expect because of the memory constraints of the XBox. It
    could be done more easily using virtual memory, but then general emulation performance
    would suffer. It's doable without VM, but requires more time than I feel like giving -
    especially because it's only useful for one or two games.

    Many other projects could use core updates like BlissX, BlueMSXBox, etc to improve
    compatibility.

    Then of course there could be all sorts of new projects using my core as a base.
    Potential projects include BBC, Bally Astrocade, Vectrex, Coco, Arcadia, and Sam Coupe
    which all have decent open source emulators available for them. They've been on my todo
    list for quite a while, but I just haven't found the time for them.

    Awesome stuff ...
    by Published on November 14th, 2007 16:34

    ChillyWilly has released a new version of his port of Doom for the PSP which also includes the shareware files so no need to buy your own copy if you dont own it already, full details follow:

    Here's my conversion of ADoomPPC, one of the better DOOM conversions (for the Amiga). It's got a simple, decent gui that runs before you start the game which allows you to set most of the major DOOM settings. On the Slim PSP, it supports TV out. This arc includes the source, two sets of MIDI instruments and the shareware WAD file.

    v1.4 - 2007/11/14 : Automatically switches on LCD after using TV. No need to tap the display button anymore. Now uses intraFonts from Ben Hur as
    long as the ltn8.pgf font can be loaded. Looks a LOT better. If it fails to load the font for some reason (you deleted it to make room in the
    flash or something), it falls back to the debug printing. Altered

    Download Here and Give Feedback Via Comments ...
    by Published on November 14th, 2007 16:27

    Mootoo has posted a new version of his Resistor Color Code app for the PSP:

    This App translate resistors 4 and 5 stripes color code.

    I make this little app for me ,but i want share it .
    Select colours and read all you need !!

    4strip version:

    http://rapidshare.com/files/69274864/REZI.rar.html
    Added 5strip resistors you can switch 4 or 5 stripes with SELECT button

    4&5strip version:

    http://rapidshare.com/files/69477818/REZI.rar.html

    Download Above and Give Feedback Via Comments ...
    by Published on November 14th, 2007 16:23

    via pspslimhacks

    I have created a easy installer since some users are having trouble installing Quake 1.0 that was recently released. This easy installer includes the Quake shareware demo ID folder and WAD file so your all ready to play Quake 1 on your Playstation Portable after installation.

    Download at link Above and Give Feedback Via Comments ...
    by Published on November 14th, 2007 16:21

    Updated release from Durka Durka Mahn now supporting 3.71 M33 firmware.

    Allow me to introduce my next cheat device! This time it is for my favorite game series, Megaman X!

    Allowing you to fly through levels, almost never die, and change weapons with the press of a button while playing as Vile, this Cheat Device is definitely worth a try!

    Version 1 Info:
    FlyMode - Allows you to easily fly around the level as X or Vile.
    Infinite Health: You will never die! (Unless you fall down a hole or land on spikes)
    Infinite Lives: You will always have 9 lives
    Infinite Ammo: Infinite ammo for all weapons!
    Always Charged Shots: All shots will be charged when the Square button is released!
    Display Coordinates: Allows you to see your Coordinates while going through each level.
    Vile's Weapon Changer: Allows you to go over budget and choose weapons you don't have. Even change them in the middle of a level!
    Triangle for Hadouken: Hit Triangle to shoot the famous Hadouken, killing everything in its path, even Bosses!

    Installation for OE and M33 Firmwares:
    Installation:
    Make a new folder named 'SEPlugins' on the root of your memory stick. In this new folder, drag
    the MMMHXCD.prx file and make a new .txt file called 'Game.txt'. In this new .txt file, add this line:
    ms0:/seplugins/MMMHXCD.prx

    Save the .txt file. Now hold the power switch up until your PSP powers off. Turn it back on, hold the
    Right Trigger down until you see the Recovery menu, then enable the PRX in the Plugins menu.

    Cheat Device installed!

    3.71 M33 or higher users:
    SWB: RS Cheat Device fix for 3.71+

    Download Here and Give Feedback Via Comments ...
    by Published on November 14th, 2007 06:46

    News from Ant512:

    Based on the fact that I don’t get much time to work on my homebrew projects, and that Woopsi is currently monopolising all of that time, I’ve decided to release what little of DefenderDS I managed to put together.

    The archive is here:

    DefenderDS

    As usual, it’s a VC++ project. The whole lot is under the BSD licence, so pinch any bits that you want for your own projects (remembering to abide by the few restrictions imposed by the licence).


    From what I remember, the interesting parts of the code are the animated sprite class, palette cycler class and the sprite number management system (which would need to be stripped out of the Game class and inserted into a new class to be useful). The sprite class simulates a fixed-point single decimal place for sub-pixel movements, by internally multiplying all its values by 10 (though it doesn’t do sub-pixel rendering, natch). The wrap-around functions are specific to Defender, though, and probably won’t be much use elsewhere.

    The code is getting on for 8 months old, so I’d probably do things in a different way now. Looking through it, I can’t see any obvious problems, though, aside from it not drawing an explicit distinction between class members and other variables in the naming convention.

    So far, it has the following features:

    Background mountains
    Humans
    Landers that scout for humans, tracking the mountain terrain
    Lander warp-in
    Lander explosions
    Lander mutation
    Scrolling
    Palette cycling
    Scanner
    My homebrewing plans for the future mainly involve Woopsi - getting the library finished, possibly porting it to the GP2X-F200, and then maybe even writing some applications with it (as that was the whole point of the exercise). Unfortunately, that means DefenderDS is probably a dead project. Shame, really, as this whole blog exists solely because I wanted to keep a development diary for the game. Funny how things turn out, innit? Still, DefenderDS served its purpose - it was an introduction into DS homebrewing, let me dust off my Blitz BASIC skills, and expanded my C++ knowledge.

    http://ant.simianzombie.com/blog/?p=177 ...
    by Published on November 14th, 2007 06:44

    News/release from MorganDS:

    This is the first release of my version of Sudoku for the DS.

    Features:
    -Two generation options: random or seeded
    -Quick puzzle generation (about a tenth of a second)
    -Checker
    -Corrector (can be turned on or off)
    -Timer (can be turned on or off)
    -Scoring system (can be turned on or off)
    -Shows possibilities for current cell based on numbers you have already input in the puzzle (can be turned on or off)
    -Select the number of givens
    -Can use freebies if needed
    -Choose from several backgrounds
    -Choose from different music
    -Nice touch-screen support

    Known issues:
    -On occasion, the program will freeze while trying to generate a puzzle. This happens, however, very rarely. Seeded puzzle #10 cause the program to freeze.
    -The sound file for "Crossbones" is a little fuzzy due to several files conversions and compression. I'm planning on rerecording this file to improve sound quality.

    Let me know what you think or if there are any bugs or improvements I could make.

    Download and Give Feedback Via Comments ...
    by Published on November 14th, 2007 06:42

    News/release from bigjoe2000

    I've been working on this on and off for the past couple of weeks and I think it's ready for release. Please be gentle as this is my first crack at any handheld development.

    BackupBuddy is a simple utility that finds all the new .sav files on your card and uploads them to an FTP server. The idea here is that you run this utility when you plug your DS in to charge at night. A few minutes later, you can rest assured that all your day's hard play will be backed up.

    This assumes you can connect to a wireless network and have access to an FTP server.

    So, the first time you run it, it will write a config file in your /DATA/SETTINGS directory (the directory will be created automatically if it doesn't exist). Then launch your favorite editor *cough*DSOrganize*cough* and enter in your FTP server settings. Now go back and launch BackupBuddy again and watch it send all your .savs to backupeddy goodness.

    Turn your sound up and you'll hear a reassuring sound whenever a file is successfully transmitted (and a bad sound, which you'll hopefully never hear, on error). When this program is done, it will turn off your DS automatically.

    I've only tested this using a CycloDS, but I think it will work with any slot 1 and slot 2 cards (although you may have to do some patching for DLDI and whatnot.. don't really know cause Cyclo is me-proof)

    You can peruse the source and/or build yourself if you're so inclined. Feel free to use and abuse any code snippets you find. I only ask that you let me know if you found the program useful and please let me know if you [had trouble|weren't able to] actually getting it working

    README

    BackupBuddy.nds
    BackupBuddy.ds.gba

    source


    Although I don't see how it could possibly corrupt your memory card, I highly recommend you backup your save files with your tried and true method before running this for the first time. I'd hate to see someone lose their sav files because of this utility.

    Of course, I make no warranties, expressed or implied. If your DS implodes, transporting you and the entire eastern seaboard through a wormhole back to the big bang, I cannot be held responsible.

    Please leave some feedback and/or bug reports here if you try it


    If there's any interest generated here, I'll probably work on adding an actual GUI and making it pretty. But really it's just something I know I'll use every day and if someone else finds it useful, that would be cool.

    Download Above and Give Feedback Via Comments ...
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