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  • wraggster

    by Published on June 17th, 2007 17:43

    New from Divineo China



    A true universal VGA box compatible with the new generation consoles on todays market (Xbox 360, Playstation 3, Wii) and also with Xbox.
    Compatible with both PAL and NTSC system, it is available with European or US power supply. A plug and play installation will give you Ypbpr input with all consoles, now with a 1080p resolution!
    3 cables are included, 2 of them shielded to transfer hi-resolution signal (1080p). ...
    by Published on June 17th, 2007 17:40

    New from Divineo China



    Experience games with high performance video and full stereo sound with Talismoon's Scart video cable.

    This high quality scart cable provides higher definition than s-video and the convenience of a single plug to carry all the signals. Scart ensures optimum pin sharp picture quality and can output RGB or S-Video depending on your input needs. Talismoon Scart Cable is the answer for those of you who want to improve their Wii experience without breaking the bank. ...
    by Published on June 17th, 2007 17:37

    New from Divineo China



    At long last it’s time for Xbox 360™ owners to feel the benefits of tilt sensation, something of which PS3™ owners have been privileged to since its inception. Moreover, the Nintendo Wii™ is a prime example of just how instrumental interactive controllers can be in providing a highly enjoyable gaming experience. Talismoon is delighted to the release the second generation of its Tiltboard controller, featuring a high quality design which is guaranteed to be even more user friendly than the PS3’s SIXAXIS™ controller.

    Talismoon’s Tiltboard sports a unique u-shaped board that puts the two Tiltboard control buttons within easy reach of gamers fingers, with one button conveniently located on either wide of the wireless controller battery pack. This gives gamers the ability to make on the fly tilt adjustments during a game without even stopping. This comes in particularly handy for instances in games when it is necessary to switch between both stick and tilt control.

    The Tiltboard is an intelligent piece of kit and comes pre-loaded with TiltTune ™ technology which is the most user friendly firmware available for such a device. Gamers have the option to adjust the tilt sensitivity, adjust the 0 degree in order to hold the controller at the most comfortable angle, invert the Y axis and turn the tilt function on and off. Everything required to enjoy the latest sensation in console gaming on Xbox 360™ comes in a convenient package and requires only seven wires to solder. ...
    by Published on June 17th, 2007 17:33

    New from Divineo China



    Welcome to the next level of puzzle games. Puzzle Scape is an action block busting game for the PSP system where players arrange blocks of different colors into chains that are exploded by 2x2 same colored blocks. Eliminating the blocks creates level-ups and the player can gather a variety of power-ups by creating long chains. Level-ups introduce new elements into visually amazing background landscapes. ...
    by Published on June 17th, 2007 17:01

    News/release from the darkside986:

    Hazed Mirror Productions presents:
    An Easy Accelerated Image lib v 0.1 (alpha)

    Link: http://www.mediafire.com/?f0mejxbd3xz

    The simple set of files (image.h/c, misc.h/c) is intended to be an alternative to graphics.h/c because it adds useful features such as faster rendering, image scaling, and rotation. I have tried to design it to be as simple as graphics.c/h and also have more features. Unfortunately, some features (such as blitting and image to another image) didn't make it into this release but it is released under the open source FreeBSD license so anyone can freely use it and re-release enhancements without permission.

    The download contains a simple demo program that shows how to use the functions to render a spinning object (windmill).

    Download Via Link Above
    via thedarkside986 ...
    by Published on June 16th, 2007 21:10

    Since the PSP Homebrew scene began (we were here a year before the scene) we have seen some excellent releases that number over 1000 by some of the very best coders in the Emulation, Homebrew and Hacking Communities.

    Does this mean that the PSP is over the hill and not as exciting as it once was, the answer to that is a big no, yes the homebrew releases have slowed down compared to the craziness of up to 15 releases daily (which believe me was damn hard keeping up with) but theres still so much to do on the PSP.

    Heres some items that would be great to see worked on or indeed released for the first time.

    PS1 Emulation

    The Custom firmware which has a hack of Sonys PS1 Emulator is all well and good but to have a fully legit and full speed PS1 emulator would be a killer release. (The release of PS1P and Yoshis PS1 emulator broke our members online records on those days.)

    Nintendo 64 Emulation

    StrmnNrmn continues to work on the N64 emulator for the PSP and is now the main emulator project on the PSP. Full speed and major compatability is a dream we are seeing unfolding before our eyes.

    Map This Supporting Tom Tom and Others

    This is something i dont know is possible but if Deniska`s excellent Map this program for the PSP`s GPS Receiver could support GPS apps such as Tom Tom then it could be awesome for the PSP Scene, unless Deniska himself releases an Homebrew version of Tom Tom/Co pilot ?

    A PSP Unbricker

    The news of Sonys PSP Unbricker being released onto the internet has caused a major stir, the investigation on how to unbrick and maybe an hardware release of amateur unbricker kits could be a future release with software to accompany it.

    PSP Downgraders

    The last firmware to be easily downgradeable was v2.80 and if your lucky then v3.03 (with unpatched GTA LCS GAME) but a new downgrader for consoles up to the latest firmware without the need for a certain game would be awesome.

    Thats just a few of the things i would like to see anyone got their faves then answer via comments. ...
    by Published on June 16th, 2007 20:32

    Another new firmware release from the makers of CycloDS Evolution:

    CycloDS Evolution Firmware v1.12 has been released and is available for download from the support page. Changes include:

    Fixed a problem which prevented homebrew software from writing to the MicroSD card

    Improved the compatibility with Slot 2 devices

    Fixed a problem which made a few games hang with a white screen

    Pressing 'B' in the cheat code list now returns you to the game list

    Improved the speed of the "autoload" and "auto-boot to slot 2" features (now the CycloDS Evolution GUI is not displayed at all when either of these features is activated)

    Download Here ...
    by Published on June 16th, 2007 20:26

    New in are the sales details from Japan and as usual the DS/Wii Combo are ruling the waves:

    Heres the figures for you to digest:

    - DS Lite: 117,193
    - Wii: 64,529
    - PSP: 24,711
    - PS2: 11,097
    - PS3: 8,776
    - Xbox 360: 2,533
    - Game Boy Micro: 481
    - GBA SP: 302
    - Gamecube: 167
    - DS Phat: 35
    - GBA: 16

    One question that puzzles me is that how many people live in japan, surely everyone there owns a DS by now ? ...
    by Published on June 16th, 2007 12:50

    More from our good buddy StrmnNrmn concerning his Nintendo64 emulator for the PSP:

    In response to a recent post, Zeus asked an interesting question:

    I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? (ie, with one psp "hosting" the game and doing the emulation, while the other(s) just receive screen-captures and send back user-input) Or do you think that distributing the computational workload would be a better approach? (at the very minimum, the audio processor shouldn't be too horrible to move to the client psp(s) )

    DIGG THIS



    I have thought about multiplayer a great deal, but I've never made any plans to work on it - there didn't seem to be much point getting multiplayer working before there were a few multiplayer games running quickly and glitch free. Now that MarioKart and Super Smash Bros. are both working reasonably well, there's obviously going to be a lot more demand for multiplayer support. Before I raise expectations and get anyone's hopes up, I should mention that this isn't likely to happen any time soon.

    It would be possible to go down the route of having a host psp which performs emulation and broadcasts the screen to client psps. Sony's Remote Play between the PS3 and PSP shows that this kind of 'dumb terminal' approach can work in the right situations. That's with the PS3 doing the grunt work of compressing the framebuffer and sending it over to the PSP. For for a PSP running Daedalus as a host, I'm not quite sure there would be enough spare horsepower to compress the framebuffer and audio and then send it to 1 or more connected clients.

    Also, I don't think that it would be possible to decouple the audio processing from the main cpu thread so that this work could be distributed to one of the clients. Although the audio and graphics processing is notionally run in parallel on the RSP (the N64's coprocessor), access is still serialised between audio and graphics tasks so they have to be completed in order. Performing audio processing on a client PSP would just mean that graphics processing on the host would have to wait until the results of the audio processing were received.

    The approach that I'd been considering was running Daedalus in lockstep across 2 or more connected PSPs. As I mentioned previously Daedalus can run deterministically if external inputs such as pad input and timing sources are synchronised. What this would mean would be that every time the rom queried the pad status, each connected psp would have to synchronise its view of the pad input with the host. This would mean sending just 64 bytes across the network from the client to the host and back. This information would have to be sent over a TCP connection rather than UDP as we have to ensure that every PSP sees the exact same input (actually, client->host communication is a bit less critical so it may be possible to transmit this information over UDP if it helps improve lag.)

    One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen).

    As I said at the start of the post, this isn't something that's likely to happen any time soon, but if and when it does happen, it will be amazing

    -StrmnNrmn
    ...
    by Published on June 16th, 2007 12:43

    t4ils has updated his game PerilousWheels, heres whats new:

    15/06/07: Version 0.2 Additions:
    + System of skins (LR on the principal menu)
    + 2 versions of play: DLDI and not DLDI
    + the bottom ravels on the higher screen

    Download and Give Feedback Via Comments ...
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