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  • wraggster

    Pspmp3 

    by Published on August 29th, 2006 10:53

    Sturatt has released a new MP3 Player for the PSP heres the release details:

    I started working on this when i wanted to learn to code for the psp. needless to say, it wasnt meant to be a lifechanging program, just a learning experience. I'm not done with it, there are still a lot of things i'd like to add, but i wanted to get some feedback before i went off to school.

    Feel free to email (sturatt [at] gmail [dot] com) me/post here if:

    * you find any bugs
    * you have suggestions
    * you think I(the program) suck(s) and think i should stop development immediatly and die

    there are some limitations for now, so ill list them. they're all fixable, but i just havent gotten around to it yet

    * only supports 500 files being read, with 200 char long paths
    * only supports 200 different albums, with 50 songs each
    * only supports 300 different artists, with 60 albums each
    * only supports 100 subdirectories in each directory
    * doesnt handle mp3's without ID3 tags very well, i cant really explain this one but im looking into it

    as you might have noticed, this works through ID3 tags, so if you're mp3s arent tagged (most likely they are) you can just download a free ID3 tagger (there are tons of them, www.google.com) and tag them easily.

    things i plan to add in the near future:
    *fast forward/rewind (80% done with this, just need to iron out a bug or two)
    *shuffle
    *sort of sleep mode while still playing mp3s
    *mp3 visualization

    This app is fully skinnable, so please if anyone actually uses this someone make a new skin (i suck horribly at graphics)

    controls:
    left trigger - switch between currently playing list and media library screen
    right trigger - bring up playlist menu
    x - play song (while on currently playing screen) or add artist/album/song to currently playing list (if on media library screen)
    square/circle - previous/next song
    triangle - pause song
    left/right - switch between artist/album/song categories while on media library screen
    select - exit

    Download and Give Feedback Via Comments
    via sturatt ...
    by Published on August 29th, 2006 10:48

    roOkie42 has updated his Snowball Wars Game that was posted on here yesterday, this version features much improved graphics and Gameplay.

    Download and Give Feedback Via Comments
    via rookie42 ...
    by Published on August 29th, 2006 10:35

    German publication Hartwire claims that Sony has only confirmed black PS3s at launch this fall, at least in Europe. This comes from last week's German Games Convention. The site also states that both white and silver editions will be available in the future, though Sony didn't specify when or if the same will be true for the console's November 17 US launch. It should be noted, however, that only black models are currently displayed at PS3's official North American site. ...
    by Published on August 29th, 2006 10:33

    The Sony PS3's GPU, previously running at 550MHz Core/700MHz memory, has been downgraded to 500MHz Core/650MHz memory. We don't mean to crap on Sony's cake all the time, but when their most powerful machine EVAR keeps losing its power, people start to notice.

    In any case, if decreasing the specs will help get more units out by Christmas and avoid yet another Xbox 360-like shortage story, we're all for it. ...
    by Published on August 29th, 2006 10:23

    Monster Hunter Freedom has been a strong seller for the Sony PSP in Japan, having moved almost 600,000 copies since its release earlier this year. It was also the recipient of the "Excellence Award" at the 2005 Famitsu Awards. Monster Hunter Portable, as it's known in Japan, will be getting a couple of new downloadable quests this month according to the game's official Web site.

    Gamers can download the new content via the PSP's wireless infrastructure mode starting August 30 at 2 p.m. The first quest, titled Kut Ku Festival, requires the player to bag two or more Yian Kut Ku within a given time limit. The other quest, Tenchi Kyouran, also sets a time limit within which the player must take down a Rathian and Rathalos. These quests join 16 others that have been made available to users in Japan since the game launched.

    Via Gamestop ...
    by Published on August 29th, 2006 10:18

    New Commercial DS Game released:



    Card Game 9 is a board game featuring 9 different ultra popular card games such as Poker, Black Jack or Solitaire. The game also includes a dog raising mini-game.

    More info --> http://www.yesasia.com/?/info.php?pro...4&lsaid=219793 ...
    by Published on August 29th, 2006 10:18

    New Commercial DS Game released:



    Card Game 9 is a board game featuring 9 different ultra popular card games such as Poker, Black Jack or Solitaire. The game also includes a dog raising mini-game.

    More info --> http://www.yesasia.com/?/info.php?pro...4&lsaid=219793 ...
    by Published on August 28th, 2006 22:35



    Exophase is a newcomer to the PSP scene and what an entrance, to release a Full Speed GameBoy Advance emulator on your first day is an accomplishment like no other and the response from all corners of the PSP Scene has been breathtaking. So what better way to get to know more is for the webmaster of DCEmu to come out of retirement to interview Exophase.

    So check out our Interview site to read one of my best interviews to date and a real insight into one of the new stars of the PSP Scene.

    Check out the Interview at DCEmu Interviews and give your feedback on the interview ...
    by Published on August 28th, 2006 22:34



    Introduction

    Exophase is a newcomer to the PSP scene and what an entrance, to release a Full Speed GameBoy Advance emulator on your first day is an accomplishment like no other and the response from all corners of the PSP Scene has been breathtaking. So what better way to get to know more is for the webmaster of DCEmu to come out of retirement to interview Exophase.

    Heres the latest DCEmu Interview:

    Wraggster: Can you tell us where were you born, where you live,etc.?

    Exophase: Born in Cleveland OH, USA. Right now I'm in Bloomington Indiana.

    Wraggster: What qualifications do you have?

    Exophase:Bachelors in computer science, going for a Masters at the moment.. no real work experience, although I've done a lot for the retro game creation system "MegaZeux."

    Wraggster: What made you get into computers/consoles?

    Exophase:I didn't actually own a computer until I was around 12. It's difficult to explain why, but long before that point I had a strong desire to know how computers work and how I could work with them.
    As soon as I got my first (a Pentium 75MHz machine) I wanted to figure out how to program, by
    naively opening up random executables in notepad and staring at awe at the mess of characters
    that I thought someone must have hand inputed to make this thing. Anyway, I guess you could say
    I was always interested in computers in some way.

    As far as consoles go, that's pretty typical for all of us, although I didn't own an NES when everyone else did. First I had was the original Gameboy back in 1991 - someone let my mom play Tetris and after that she just had to have one. Eventually I got an NES and the other consoles (at budget prices) followed, like TG16 (good times..) and SNES at the very end of its lifetime.

    Wraggster: What projects/coding have you done previous to your GBA Emulator for the PSP?

    Exophase:Aside from projects for school (some of them kinda big and scary, like operating systems) I've mainly just worked on MegaZeux, as mentioned previously. gpSP is my first real emulator.

    Wraggster: What inspired you to code a GBA Emulator to the PSP and what difficulties did you have getting it to run properly ?

    Exophase:I wanted to do a GBA emulator because I figured it could be done, but that it'd take more than just a straight port of VBA. I've been interested in dynarec for a long time and from what I knew about ARM (GBA's CPU) I figured it'd be a great candidate for dynarec due to the large amount of decoding overhead necessary in interpreting it (at least in ARM mode, not so much in
    Thumb mode). MIPS (PSP's CPU) was also an attractive target for a RISC recompiler. I had a lot of
    other crazy ideas for GBA emulation involving the video code that mostly thinned out, I'm not sure
    how much any of them would have worked out. Anyway, GBA seemed like one of the more in demand platforms to be emulated on PSP, and it'd make PSP that more comparable to DS which has native GBA playing capabilities.

    Of course, there have been many difficulties, not much about this project was straightforward for
    me. I spent hours comparing my debugger to the debugger of one of three other emulators (depending on the game), trying to find where mine goes wrong. Of course, I would have had a much harder time without such mature emulators to compare against. This was all on the PC, long before an initial PSP build was even made. I was always pretty intimidated about moving to PSP because I knew it'd be that much more difficult to debug. I only got a dynarec running on it by doing it in a very systematic fashion, starting with a rather weak but more platform independant approach that wasn't too difficult to port to MIPS, then eventually tuning the MIPS code into what it is now. It's
    pretty similar to the approach StrmnNrmn took with Daedalus.

    Wraggster: Can the Dynarec be used in any other Emulators ?

    Exophase:It might be possible to use it for other platforms that use ARM7TDMI, although the memory interface would have to be revised, as well as the translation mapping functions. Moving to ARM9 would be a bit more work and anything with an MMU would be a headache as well. For other CPUs I don't think this would do much for anyone, even as a reference.

    This is all assuming that MIPS is a target. Other platforms can be targeted (as x86 and MIPS are
    now), but because of how the dynarec is designed it works best when the target platform has
    significantly more registers than the one you're trying to emulate.

    Wraggster: Can Full Speed and Full Compatability be accessed with your emulator in the future ?

    Exophase:Hm, I don't think any emulator really achieves full compatability. I know the compatability can probably be improved... right now I'm not handling self modifying code as robustly as I should be, changing that might help things, I don't really know yet. I'm also not handling some things like code executed from VRAM. I know for sure that there are a number of dynarec bugs; the interpreter
    has much better compatability (and is of course much slower). I'd say the interpreter has around
    85-90% compatability, so hopefully one day the dynarec will approach that.

    As for speed.. there are still things I can do to improve it. There are some techniques that I
    believe will decrease the size of emited code which can improve speed massively if it's enough
    (anything to improve icache performance). For games that use the BIOS heavily or games that use ...
    by Published on August 28th, 2006 21:37

    Alexisonfire posted this news/release:

    I was thinking one day about what I should make...so I thought back to my starcraft days. I remembered playing 'use map settings' and there were a bunch of user-made games that got dubbed the name 'Bounds'. These bounds were usually a series of obstacle courses, and you had to get through the different obstacles to get to the next level. They were very fun because you had to use a combination of quick thinking, and team work with your fellow players.

    So anyways, I decided to make my own little Bound.

    The initial plan was to have multiplayer, but for now I have a series of single player maps.

    The code at its current stage is completely user friendly because I figured this could be a community project. The code is based entirely on the variety of colours in a map. You can make maps very easily in mspaint(or any other image making program), and submit them to [email protected], I will do my best to include them in the game.

    Some restrictions for maps.
    - The image must be 480x272(It can be bigger if you need it to...just ask me first)
    - If you're going to make an obstacle, make sure it's a solid colour(or a series of solid colours), for example, if you want the RGB code (200, 200, 200) which is grey, to kill the player, just let me know :P.
    - By default, (0, 0, 0), which is black, will kill the player no matter what. Your boundaries should be black.
    - Send all maps to [email protected], include a vivid description of how you envision the map and I'll do my best to bring it to life. Also, please include a rating of 1-10 on how difficult you want your map to be.
    --
    ----------
    -Controls-
    ----------
    Menu -
    D-PAD/CROSS - Navigate throughout the menus

    Game -
    Analog - Move the mouse around
    Cross - Click where you want the player to move

    -------
    -Notes-
    -------
    - The level selection screen flickers
    - Some text positioning is a little off
    - The boss is a little messed up
    - Tons of optimizations to the game itself are to come
    - Multiplayer mode is on its way
    Download and Give Feedback Via Comments
    via slasher ...
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