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  • wraggster

    by Published on September 24th, 2007 22:31

    News of a new release of the Windows system for the DS from Ant512

    And again:

    http://ant.simianzombie.com/files/bi...s/woopsi16.zip

    New this time around:

    - EventArgs and EventHandler system implemented.
    - Added key and VBL events.
    - Added drawFilledRect() function for drawing to gadgets.
    - Added SuperBitmap gadget.
    - Converted from 8-bit display to 16-bit.

    If anyone's reading, I'd like to hear your thoughts on the last change. I initially went for an 8-bit display because it uses less memory and should be twice as fast as 16-bit. However, it's become painfully apparent that the complexities of moving 8-bit data around at speed are slowing down the development process and making things much more difficult than the need to be.

    I switched everything around to use a 16-bit display instead, and it looks like any speed difference is negligible, but re-implementing some of the more complicated features took next to no time. Can anyone think of any real disadvantages in working in 16-bits? The advantages are faster, easier development, and I can support things like loading image data onto the screen without having to write complex palette remapping functions. As far as I can tell, there aren't any disadvantages.

    Any opinions?

    I've also added a couple more demos to the second screen. There's a very simple Pong demo that shows the new key events (click the window and use up/down to control the left-hand bat), new rectangle drawing functions, and the VBL event system.

    There's also a demo of the SuperBitmap gadget. At the moment, the demo is very simple - it just shows a rectangle that can be dragged around with the stylus. However, the SuperBitmap gadget is actually a window into a much larger bitmap stored elsewhere in RAM - it enables windows to contain much more content than their dimensions allow, and that content can be scrolled around smoothly by dragging the stylus in the window. (This was the real reason for the 16-bit switch - it's impossible to scroll smoothly in the horizontal axis using the DMA hardware when working with 8-bit data, as we can't copy an odd pixel into an even pixel since the data is treated as a single 16-bit value).

    Download Above and Give Feedback Via Comments ...
    by Published on September 24th, 2007 22:27

    News/release from Puck2099

    After a long time, it is available the second version of this interpreter to play Rise Of The Triad on GP2X.



    Changes:
    Fixed sound problems.
    Added game music.
    Added TVOut autodetection so now it isn't necessary to have 2 programs for each version.
    Increased clock speed from 133 to 166 Mhz. It isn't too bad at 133 Mhz, but in maximum difficulty level it could slow down a bit when the screen is full of enemies.

    For more information (especially how to configure music) read the text files included.

    You can download it here.
    ...
    by Published on September 24th, 2007 22:25

    News/release from Namco

    You can thank Taperic (or whomever his handle is on here) for this particular update, which I will post on here.

    Changelog
    - Music is now working.
    - I have added a loading screen (it is not in a file, it is in the
    code so there's no delay to load the data).
    - As I told you before, fonts are working right now.
    - I have added an icon
    - I have removed the menu entry 'fullscreen', there is no sense in
    having this in the GP2X.
    - I have increased the version number.
    - I have added the code to avoid the black screen bug

    I've decided not to continue with this and I don't want any association with zombiepox anymore

    Sorry.

    Download Here ...
    by Published on September 24th, 2007 22:21

    Nervegas has released a new version of his Nes Emulator for the iPhone:

    NES.app uses the popular InfoNES emulation core to mimic the 6502 processor in a Nintendo Entertainment System, allowing you to play ROM dumps of games designed for the NES console. ROM dumps are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM dump of any game that you presently own. ROM images for NES are widely available online, or with the appropriate hardware, you can dump them yourself directly from the cartridge.

    NES.app started as a fork based on the same original code as iPhoneNES, but has been completely rewritten to run very fast, and with many additional features such as sound, game genie, saved games, and full screen support.

    1.4.2 [nervegas] Added Jordan's Sprite Y code to nonproduction work copy
    Backed up "stable" production code to NESCoreProduction.c
    Force four-screen mirroring when detected (Rad Racer 2)
    Scanline fix by incrementing before rendering
    This might be a hack, but appears to have something to do
    with the junk scanline before rendering; winds up fixing
    Rad Racer, Rad Racer 2, and Asterix' palette.
    Tweaked right directional pad hot sot in landscape/full

    Download Here ...
    by Published on September 24th, 2007 22:12

    Archilolo has posted a new version of his pong game for the PSP, heres whats new:

    version 0.3

    * one cannot change the size of the ball any more, which made plant the application. Thus it is semi low register.
    * addition of a pause (while supporting simply on Start)
    * better management of the collisions: now, there should not any more be the shade of a problem!
    * automatic adjustment of the size of the rackets. When the diférence of score increases, the size of the racket of the player losing lengthens… what gives him more chance to gain!
    * addition of pretty the spash screen OSlib
    * an image of at home like background!

    Download and Give Feedback Via Comments ...
    by Published on September 24th, 2007 22:08

    News/release from Becus25:

    Released the new version of rGameboot .
    Read the instructions 'note.txt' and 'readme.txt'.

    This version have a utility for Windows called rGameboot utility.
    It serve for generate a new opening_plugin.prx. With the utility you'll select the root for load the gameboots.
    Download : http://www.sendspace.com/file/b0q4jh

    Download Above and Give Feedback Via Comments ...
    by Published on September 24th, 2007 22:05

    News/release from pspfreak101:



    Easy 3.71 M33 installer version 2.2
    ---------------------------------------------------
    I know its really easy to install but for lazy people and n00bs here you go

    All that has changed is its a 3.71 installer (Duh)

    Download: http://www.megaupload.com/?d=ROBLSKN5

    Download Above and Give Feedback Via Comments ...
    by Published on September 24th, 2007 22:01

    News/release from CoolJ:



    Well,no screenshot plugin works on the new 3.71 M33,so ketchup and i made one.

    Copy&paste Screen.prx and vsh.txt to seplugins and enable in recovery.

    Use this one,by ketchup and coolj.
    http://www.sendspace.com/file/8udci9
    take a screenshot with HOLD button.

    Download Above and Give Feedback Via Comments
    via coolj ...
    by Published on September 24th, 2007 21:58

    News/release from Test30

    FastPower v0.4.1

    I updated my plugin for shut down the PSP in the XMB

    NEW FEATURES:

    *Support the CFW 3.71 M33

    INSTRUCTION

    Copy the folder seplugins in the root of you MS
    and activate in the recovery

    Shut Down: L+R

    Reboot your PSP: START+L


    work in the CFW 3.71 M33 in the PSP Normal and Slim


    Enjoy!!

    Download and Give Feedback Via Comments ...
    by Published on September 24th, 2007 21:53

    Via Xbox scene

    Robinsod already released the schematics and documentation to perform the 'Timing Attack' that will allow you to downgrade any Xbox360 kernel to an exploitable kernel (which will allow you to already run Linux and also Homebrew application when they come out) earlier this week. Today he released a package of software tools that together with the Infectus modchip and his PIC interface (if you can't make this yourself, Team Infectus is working on a prebuild daughterboard) will allow you to perform this hack yourself.

    From Robinsod on XBH:
    [QUOTE]
    * 360 Flash Tool 0.85 [note: Flash Tool included in package below is 0.5, 0.85 will be released monday]
    -Added:
    Patch CB LDV if CPU keys are known
    Additional recognition string for new flash images
    -Bodged:
    Disabled extraction of Kernel images when CD version is 1920 (extracting
    files will cause a crash)

    * DGTool
    First release.
    -To do:
    Improve timing filters, still need to find the cause of the jitter. Byte 6 can of the hash seems problematic occasionally.
    Improve logging

    * Degraded
    -Fixed:
    Handling of bad blocks in Cx area Now you will see the bad blocks (and the replacements) listed as "notes". if you are very unlucky the block at 0x8400 (where the CB header is located) will be bad. In this case the tools will fail and the image is unusable today.
    Handling of bad blocks in FS area (not 100% yet). Currently I test for bad blocks as I insert files into the flash image. If a bad block is detected it is simply skipped over. I had a look at a dump that contains bad blocks in the File System area and it appears the file system is unaware that some of the blocks it is using are marked as bad. I guess the flash driver silently does the remapping of bad blocks for the file system. I will fix this soon since it crashes the flash tool Wink
    -Handling of replacement blocks at end of flash image
    Now you will see the bad blocks (and the replacements) listed as "notes". if you are very unlucky the block at 0x8400 (where the CB header is located) will be bad. In this case the tools will fail and the image is unusable today - sorry.
    -To be done:
    Handling of bad block at 0x8400, start of CB
    Using one of the spare blocks at the end of flash when guessing the hash

    Please use the latest Degraded tool and create a new image (especially if you are French and have Bad Blocks) before downgrading

    When you have downgraded to 1888 I would suggest you do the following:

    If you have a LDV < 6 (Degraded will tell you this) or you don't care about being stealthy then just apply the 4532 update. Another fuse will be blown but now you will have your CPU key and you can increment the LDV in the CF sections of your original image.

    If you have a LDV = 6 then you might want to consider:
    1) Disabling the eFuses before applying the 4532 update then put the resistor back. No need to patch your original image
    2) Sit out the next update
    3) Accept that you will have an unusual number of blown fuses and see above

    Now you have the possibility to
    -Boot a vulnerable Kernel and run Linux
    -Boot the latest Kernel and play on Live
    -Change the region of your console for any Kernel (be careful on Live with hacked region codes, not recommended)

    Its very likely that this hack will be fixed in future versions of CB (although we have found that CB version 1920 is still vulnerable). MS can also use eFuses to lockdown the CB version in a way we can't defeat even if we know the CPU key. I have no idea if MS will update the CB section in existing boxes or if it will be limited to new boxes.

    MS may even take our new toy away completely making it impossible to boot vulnerable Kernels.

    If the homebrew scene is of interest to you, then start saving for a new box, get its CPU keys and use one for homebrew and one for the latest games.

    There's no reason not to go for a native XBMC360 now
    ...
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