• DCEmu Homebrew Emulation & Theme Park News

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  • wraggster

    by Published on September 24th, 2005 12:03

    Are you a fan of the Sims games, well the DS version is looking awesome judging by the screenshots out now, hit the comments below to see 4 new screenshots. ...
    by Published on September 24th, 2005 09:56





    Created by Capcom, Viewtiful Joe: Red Hot Rumble utilizes the presentation and settings from the first two action games and combines both with a new play style inspired by battle-centric fighting games, such as Super Smash Bros. Melee. The title pits players as popular characters from the series, including Joe, Captain Blue and Silvia, and challenges them to use special skills and their environments to take each other out in fight free-for-alls. During the matches, gamers can obtain specially crafted "VFX Orbs" that -- when the L or R buttons are pressed -- will enable them to unleash special VFX moves. The game boast a four-player ready "party battle mode," according to Capcom. The mode enables four recognizable VJ characters to duke it out, using special moves, in variously stylized stages.

    http://www.yesasia.com/?/info.php?pro...6&lsaid=219793 ...
    by Published on September 24th, 2005 09:53



    Protect your valuable GameBoy Micro console from dust, dirt or any damage during transport as well as storage

    http://www.yesasia.com/?/info.php?pro...2&lsaid=219793 ...
    by Published on September 24th, 2005 09:50

    So apparently this dude who works at Factor 5 (they’ve done some Star Wars games) who goes by Han Solo has some supposedly leaked specs of the Revolution, which if they’re real might give the box a bit more of a fighting chance than we’d originally anticipated. Keep in mind this is the same person, we understand, who leaked some nearly dead on specs of the Xbox 360 before it was announced. Now, we could do a whole long article giving a prospective in-depth analysis on whose specs trump whose between the Xbox 360, PlayStation 3, and these rumored Revolution specs, but we’ll just give you what Han Solo says it should feature: a multithreaded PowerPC 2.5 GHz with 256 KB L1 cache and 1 MB of L2 cache (diff from the dual-core 1.8GHz CPU with 512KB L2 cache we heard about before), a Physical Processing Chip (PPU) with 32MB of dedicated RAM, 512MB of system RAM (we heard it would have 256MB of main DRAM before), a custom ATI “RN520” 600MHz CPU with 256MB of RAM (that’s about what we’d heard, but 128MB of RAM). Apparently the device will support external resolutions up to 2048 x 1268 though HD support is still as yet undecided, and it will have 7.1 surround, too. Doesn’t sound too shabby, but as always get your grain of salt on. ...
    by Published on September 24th, 2005 01:14

    New version of Etool with flashcard users in mind (SuperCard users are welcome to use as well, a SC version with a correct/corresponding .sav is included). Now has multiple slots that you can name, 8 x 4k EEPROM saves and 6 x 64k EEPROM saves. This version is only slightly tested, but I think I have all the bugs out so that it should work right. (source included, as well as a “map” to the SRAM locations things are stored to.)

    http://nds.cmamod.com/ ...
    by Published on September 24th, 2005 01:03

    Theres a real exploit been found in V2.0 PSPs, the group who are behind it are unknown at this time and sites are claiming its there find when thats rubbish but anyway heres the full readme.txt:


    First Homebrew Code on 2.00
    -----------------------------

    1. Set wallpaper to frame_buffer.png (without overflow.tif present
    in the PHOTO directory, or it will crash).
    2. Add overflow.tif to the PHOTO directory, and open into the photo
    viewer. Custom code to paint the screen! Or to write a homebrew
    app! Not to run illegal games.

    How It Works?
    ---------------

    1. The PNG contains a small amount of code in a known, fixed place
    (the VRAM). If to look closely at the wallpaper, sees small
    coloured pixels in the right down. The pixels are Allegrex
    opcodes, with the highest byte all zero for the ALPHA. These
    pixels do:

    syscall 0x20C7 ; sceKernelDcacheWritebackInvalidateAll
    slt a0, zero, sp ; put 1 into a0
    sll a0, a0, 6 ; put 64 into a0
    addiu a0, sp, a0 ; get screen painter address over SP
    jr a0 ; jump to the screen painter
    nop ; branch delay slot

    2. The TIFF contains also some code and a buffer to trigger the
    known BitsPerSample overflow in libtiff in the photo viewer.
    The buffer makes a jump to the VRAM which has the PNG colours
    by overwriting the safed ra (return address) on the stack.
    The VRAM code uses SP and calculates the address of the buffer
    then runs it. Then it jumps there. The screen is yellow as
    the colour was 0x12345678 in Hex.

    PSP Users:

    We didn't do this so you could steal from Sony and game companies.
    We believe in OSS. There are plenty of amazing programs that have
    been written for the PSP. Use this as a gift and not as an excuse
    to steal.

    Sony:

    If you wanted to find us i know you could. This release wasn't
    intended as a way to run pirated software on the PSP. We believe
    that everyone should be able to compile their own code and run it.
    Nothing is kept secret forever and i'm sure you know this.
    In the end, if it wasn't us. It would be some one else.
    Fighting it would be like skating up a hill. You did create the
    PSP and did an amazing job.

    Toc2rta:
    To the people of the Toc2rta development network. You're our phone
    a friend. With out your friendship this would never of happened.
    I hope this brings you as much happiness as it brings us.
    Join us on irc.toc2rta.com.

    Most importantly... Have fun!

    There you have it, the files can be downloaded below (via the comments) ...
    by Published on September 24th, 2005 01:03

    Theres a real exploit been found in V2.0 PSPs, the group who are behind it are unknown at this time and sites are claiming its there find when thats rubbish but anyway heres the full readme.txt:


    First Homebrew Code on 2.00
    -----------------------------

    1. Set wallpaper to frame_buffer.png (without overflow.tif present
    in the PHOTO directory, or it will crash).
    2. Add overflow.tif to the PHOTO directory, and open into the photo
    viewer. Custom code to paint the screen! Or to write a homebrew
    app! Not to run illegal games.

    How It Works?
    ---------------

    1. The PNG contains a small amount of code in a known, fixed place
    (the VRAM). If to look closely at the wallpaper, sees small
    coloured pixels in the right down. The pixels are Allegrex
    opcodes, with the highest byte all zero for the ALPHA. These
    pixels do:

    syscall 0x20C7 ; sceKernelDcacheWritebackInvalidateAll
    slt a0, zero, sp ; put 1 into a0
    sll a0, a0, 6 ; put 64 into a0
    addiu a0, sp, a0 ; get screen painter address over SP
    jr a0 ; jump to the screen painter
    nop ; branch delay slot

    2. The TIFF contains also some code and a buffer to trigger the
    known BitsPerSample overflow in libtiff in the photo viewer.
    The buffer makes a jump to the VRAM which has the PNG colours
    by overwriting the safed ra (return address) on the stack.
    The VRAM code uses SP and calculates the address of the buffer
    then runs it. Then it jumps there. The screen is yellow as
    the colour was 0x12345678 in Hex.

    PSP Users:

    We didn't do this so you could steal from Sony and game companies.
    We believe in OSS. There are plenty of amazing programs that have
    been written for the PSP. Use this as a gift and not as an excuse
    to steal.

    Sony:

    If you wanted to find us i know you could. This release wasn't
    intended as a way to run pirated software on the PSP. We believe
    that everyone should be able to compile their own code and run it.
    Nothing is kept secret forever and i'm sure you know this.
    In the end, if it wasn't us. It would be some one else.
    Fighting it would be like skating up a hill. You did create the
    PSP and did an amazing job.

    Toc2rta:
    To the people of the Toc2rta development network. You're our phone
    a friend. With out your friendship this would never of happened.
    I hope this brings you as much happiness as it brings us.
    Join us on irc.toc2rta.com.

    Most importantly... Have fun!

    There you have it, the files can be downloaded below (via the comments) ...
    by Published on September 24th, 2005 01:03

    Theres a real exploit been found in V2.0 PSPs, the group who are behind it are unknown at this time and sites are claiming its there find when thats rubbish but anyway heres the full readme.txt:


    First Homebrew Code on 2.00
    -----------------------------

    1. Set wallpaper to frame_buffer.png (without overflow.tif present
    in the PHOTO directory, or it will crash).
    2. Add overflow.tif to the PHOTO directory, and open into the photo
    viewer. Custom code to paint the screen! Or to write a homebrew
    app! Not to run illegal games.

    How It Works?
    ---------------

    1. The PNG contains a small amount of code in a known, fixed place
    (the VRAM). If to look closely at the wallpaper, sees small
    coloured pixels in the right down. The pixels are Allegrex
    opcodes, with the highest byte all zero for the ALPHA. These
    pixels do:

    syscall 0x20C7 ; sceKernelDcacheWritebackInvalidateAll
    slt a0, zero, sp ; put 1 into a0
    sll a0, a0, 6 ; put 64 into a0
    addiu a0, sp, a0 ; get screen painter address over SP
    jr a0 ; jump to the screen painter
    nop ; branch delay slot

    2. The TIFF contains also some code and a buffer to trigger the
    known BitsPerSample overflow in libtiff in the photo viewer.
    The buffer makes a jump to the VRAM which has the PNG colours
    by overwriting the safed ra (return address) on the stack.
    The VRAM code uses SP and calculates the address of the buffer
    then runs it. Then it jumps there. The screen is yellow as
    the colour was 0x12345678 in Hex.

    PSP Users:

    We didn't do this so you could steal from Sony and game companies.
    We believe in OSS. There are plenty of amazing programs that have
    been written for the PSP. Use this as a gift and not as an excuse
    to steal.

    Sony:

    If you wanted to find us i know you could. This release wasn't
    intended as a way to run pirated software on the PSP. We believe
    that everyone should be able to compile their own code and run it.
    Nothing is kept secret forever and i'm sure you know this.
    In the end, if it wasn't us. It would be some one else.
    Fighting it would be like skating up a hill. You did create the
    PSP and did an amazing job.

    Toc2rta:
    To the people of the Toc2rta development network. You're our phone
    a friend. With out your friendship this would never of happened.
    I hope this brings you as much happiness as it brings us.
    Join us on irc.toc2rta.com.

    Most importantly... Have fun!

    There you have it, the files can be downloaded below (via the comments) ...
    by Published on September 23rd, 2005 20:31

    Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):

    Okay, version 6: Binary and Source . I' ve done some real world testing, and I hope I' ve worked out all the kinks with this version. Like I said in the beginning, old state saves won' T work. Drank hopefully, yew future poured of pocketnes adopt the vrombase independent vram_map, then more versions will compatible Be with each other.

    Also, the compressor has been changed slightly, to No to skirt favor innately the compression of Prg-rom gold Chr-rom drank instead to compress both and yew there' S only enough room to compress one, see which means the most savings. Some tests with LZ77 show that LZO1x_999 compress better. If/when we get apack working, I' D coils to see the results for it.

    So, please C some testing with this. I' D consider it has beta version. I' ll likely make separately packages tomorrow, assuming I don' T cuts any further problems.

    Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml ...
    by Published on September 23rd, 2005 20:30

    Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):

    Okay, version 6: Binary and Source . I' ve done some real world testing, and I hope I' ve worked out all the kinks with this version. Like I said in the beginning, old state saves won' T work. Drank hopefully, yew future poured of pocketnes adopt the vrombase independent vram_map, then more versions will compatible Be with each other.

    Also, the compressor has been changed slightly, to No to skirt favor innately the compression of Prg-rom gold Chr-rom drank instead to compress both and yew there' S only enough room to compress one, see which means the most savings. Some tests with LZ77 show that LZO1x_999 compress better. If/when we get apack working, I' D coils to see the results for it.

    So, please C some testing with this. I' D consider it has beta version. I' ll likely make separately packages tomorrow, assuming I don' T cuts any further problems.

    Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml ...
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