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  • wraggster

    by Published on August 14th, 2006 06:33

    News from GP2X UK



    Vektar, the first GP2X commercial game is shipping! We have posted an all new hard as nails demo for you to try out. Get it here (and see some screen shots of the full game too). More commercial demos soon...

    More info at link above. ...
    by Published on August 13th, 2006 22:42



    Kojima has posted a new version of his 3D Engine for the PSP, heres whats new:

    Some of the new features/improvements include,

    -Infinitely faster animation system. Optimized to the absolute brink, the previous demo which ran at 21fps now runs at over 60fps (How much over is hard to tell, with the psp's 60fps hw limit)
    So now you can realistically use animated meshes within your app game.

    -Single Surface Particle system.
    What this is, is basically a particle system where each particle is part of a single surface that is generated each frame(In an optimized manner so it's fast) which means even if you have a 1000 particles, they are all rendered in one call to glDrawElements. All particles are automatically pointed towards the active camera, and can be textured.
    Usage is very simple.

    -3D Text
    The font renderer can now produced 3d text and return them as an entity usable just like any other mesh.
    i.e you can rotate/scale/position them anywere in your 3d world.
    Like the font renderer, it uses the active font as the texture for the text.

    -Material Blend modes.
    Now each material has a blend mode that specifies how it is blended in with the screen.
    Currently supported is Mask which treats transparant pixels as see through even on 3d meshes. perfect for fences/windows etc. Allowing you to use simple geo with complex shapes.
    Also supported is Solid and Add.

    -3D Credit system
    USing the 3d text engine, this allows you to create a rolling credit(I.e the ending of a movie/game not credit as in score) demo.

    The demo included within the code uses all of this to produce a star wars like intro. It looks for a music file called theme1. i use the actual star wars theme personally but for legal reasons I can't include it.

    Plus other bugfixes/improvements too numerous to mention.

    On the next episode of Arrested Development, Tobias invents linepicking, tform code and collision support.
    And gob returns a dead duck..

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 21:52

    bjoerngiesler has released a new version of his FTP app for the DS, heres whats new:

    o IP address now displayed upon startup
    o Screensaver with wake-on-log and lid-closing functions (press any key to wake up)
    o POWR command added to power the DS off (hi MaHe :-))
    o Bottom display disabled
    o Version display and other cosmetics
    o Some more bugs fixed

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 20:25



    StrmnNrmn has just released the newest version of Daedalus the Nintendo 64 Emulator for the PSP:

    Heres the Changes

    R7 - 13 August 2006
    -------------------

    [^] Avoid checking for interrupts in dynarec code in most situations.
    [^] Optimise dynarec Load/Store instructions to avoid checking for interrupts directly.
    [^] Implemented the remaining 32-bit integer instructions in the dynarec.
    [^] Implemented the remaining commong load/store instructions in the dynarec.
    [^] Implemented JAL/JR in dynarec.
    [^] Optimised various texture cache related features.
    [^] Added various known value optimisations to the dynarec engine.
    [^] Link together blocks even when they exit with branch likely instructions.
    [+] Added option to allow frequency of texture update checks to be reduced.
    [+] Added the ability to configure buttons
    [!] Fixed a couple of compatibility issues caused by the dynarec.
    [!] Fixed a couple of issues related to self-modifying code and the dynarec.
    [!] Fixed issues with the framerate counter flickering.

    Heres more news of this release


    The main emphasis has been on improving the framerate of as many roms as possible, but I've also made some significant fixes to the dynarec engine which should improve compatibility for a few roms where this was causing problems before.

    There are two settings you should be aware of if you're looking at getting the fastest possible framerate. The first is on the global settings page (that's the one you see on the main menu as soon as you boot up). You'll want to set 'Tesselate Large Triangles' to No here. The next option that helps boost the framerate is set 'Texture Update Check' to Disabled on the Rom Settings screen. A combination of these two options give a significant speedup in various roms.

    In R7 I've also added the ability to define your own custom controller configurations. You can define a new controller mapping by adding a new .ini file to the Daedalus/ControllerConfigs directory. There are a few examples in there already, and I'll look at posting a brief tutorial up here sometime soon. If you come up with a new mapping you think would be useful then email me (my address is in the readme.txt) and I'll post it up here and add it to a later release.

    I think R8 is going to continue to focus on improving the framerate. I still have a lot of optimisations I want to get in, and I think these will help improve the framerate even further. I also want to spend a little time improving the front end, as it's getting harder for me to add new settings and options in there. I also want to add an option for changing some of the settings while a rom is running (i.e. I think it's time we had an in-game menu.) Another thing I'll look at for R8 is saving settings between runs of the emulator - this way Daedalus will remember which controller setup you prefer for each rom. Finally I want to add an option to quit back to the main menu without having to restart Daedalus.

    Phew! That's quite a big list. I can't guarantee I'll be able to add all that for the next release, but that's what I'm currently aiming for. I think it's more important to try and release regularly (i.e. every 3-4 weeks) rather than try and cram everything into one go, so some of these features might move back to R9 if I slip behind.

    My first job though is to move my development environment over from my old PC to the new 'beast'. I've had to put this release together through a Remote Desktop Connection to the old PC and I can't bear to do that any longer. It'll probably take a few days to get everything set up on the new PC, but it should be a lot less painful in the long run

    -StrmnNrmn.

    Download and Give Feedback Via Comments

    Hehe we are that fast we even beat the author to posting news and easily beat the competition

    Check out our Daedalus Compatibility List and add your findings. ...
    by Published on August 13th, 2006 20:14

    David Rudie has released a new version of his program thats lets you use the PSP as a controller on a PC.

    WHAT THIS IS AND WHAT THIS DOES
    This basically turns your PSP into a controller for your PC (running Windows). How it works is that PPJoy provides a way to create a virtual joystick. We can then communicate with this virtual joystick as though it were a real joystick. This is accomplished by running a server in Microsoft Windows. The server just runs in the background waiting for a connection. When you start the WiFiController program on your Sony PSP it will establish a network connection over wireless using infrastructure mode. Once it establishes a connection and obtains an IP address it will connect to the server running on your PC. Once it has connected to your PC it will act just like a regular joystick.

    Heres whats new:

    v0.4.2)
    * Rewrote some functions to clean up code more.
    * Shortened all message displays by 1 second.

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 20:10

    danny_kay1710 has released PSPLink for the PSP which is not the same as TyRaNiD’s PSPLINK, this is a graphical interface for both USBHOSTFS & NETHOSTFS.

    This program adds the option to enable or disable the server modes (WiFi/USB) easily, as well as allowing them to run at startup and change the folder that USBHOSTFS or NETHOSTFS shares to your PSP. It no longer has to be in the same folder as the applicaton.

    Heres whats new etc

    PSPLink v1.2:

    Fully fixed the autostart problem - sorry it took two versions, had to re-arrange code and forgot to move one line!
    README file has been changed around a bit, in hopes to prevent PS2NFO from distributing non-working copies of PSPLink.

    PSP Link 1.1:

    Fixed WiFi directory bug.
    Fixed the autostart problem which would only share the default installation path upon application restart.

    danny_kay1710, author of , has released another Windows tool for simplicity purposes - PSPLink v1.0,

    PSPLink v1.0

    Driver is included in the installation path (default = “C:\Program Files\PSPLink\Driver”)
    Release Version
    GUI for usbhostfs and nethostfs (System Tray based)
    Startup with Windows
    Choose what server to run when program starts
    The folder to share doesn’t have to be in the same location as the exe.

    Download and Give Feedback Via Comments ...
    by Published on August 13th, 2006 15:47



    I ordered my Supercard DS Lite a few weeks ago from Linkers4u.com and finally it arrived, im no tech head so thats not the sort of review i do i just do a plain does it work or not review, going into tech details might interest some but i would be talking out of my arse if i posted such stuff.

    Anyway check out my review of the Supercard DS Lite and also Passcard 3 ...
    by Published on August 13th, 2006 15:47



    I ordered my Supercard DS Lite a few weeks ago from Linkers4u.com and finally it arrived, im no tech head so thats not the sort of review i do i just do a plain does it work or not review, going into tech details might interest some but i would be talking out of my arse if i posted such stuff.

    Anyway check out my review of the Supercard DS Lite and also Passcard 3 ...
    by Published on August 13th, 2006 02:05



    SuccessHK amongst the many online stores i check seem to be the cheapest at the moment with the Ceramic White PSP selling for $189.99 which is £100.

    Ill keep looking for even cheaper new consoles. ...
    by Published on August 13th, 2006 01:14

    chatterbug89 has posted this release in the Neoflash Comp:

    Super Snake DS
    It's snake like you've never seen it before! Play though 60 sublevels that utilize both of the Nintendo DS's screens to rack up your points and gain a new high score while avoiding stationary and moving obstacles, using special power-ups, and keeping up your speed to gain time bonus points! Not only that, but when your not playing as a snake, you'll be trying to gain bonus points in one of the five different addictive mini games.
    The fun doesn't end there however! Relive your days of playing classic snake, in Classic mode! Select one of three difficulty modes, and compete with your friends for places on the high score list!

    Feature Overview
    11 Different Levels in Adventure Mode
    60 sublevels (5 sublevels per level, plus 5 extra sublevels for the final level)
    Original graphics (with the exception of a couple modified screenshots)
    Stationary and Moving Obstacles
    Classic Mode
    5 Addictive Mini Games
    3 Special power Ups (God Mode, Slow Mode, and Speed Mode)
    Top 10 High Score List for Adventure and Classic Mode
    Auto-Saving after all levels and sublevels.
    Hours of Gameplay in Adventure Mode
    Excellent Replay Value!
    Features new music every level by Delorean and Heartbeat (Music under Creative Commons License)

    How to Play
    Super snake DS has the same general game play as your traditional snake game. The object of the game is to eat as many good things as possible without crashing into an obstacle, yourself, or the wall. Each time you eat a good thing, you will become longer. In adventure mode, at the beginning of every level, there will be a level objectives screen which tells you how many good things you need to get to pass a sublevel, what is bad and good, and some random nonsense. Many times, this information will not be said directly, but sort of in a riddle. It's up to you to figure out what it all means. If you have not gotten the proper amount of good things before dieing, you will lose a life and or get a game over screen. Otherwise, when you die, you will see the sublevel clear screen and will advance to the next sublevel. Each sublevel usually is a little more difficult than the one before it. After each level, you will get to play a mini game (the last level is a tad different) and will then be presented with a level clear details screen.
    Pretty much everything else is self-explainable. Pressing A is always used when advancing menus and what not. During game play, if you press start or select, the game will be paused. If you have any questions, feel free to contact me.

    Download and Give Feedback Via Comments ...
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