• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • JKKDARK

    by Published on March 2nd, 2008 22:17

    This is the last update that Spacy did to his Game Boy, Game Boy Color and Game Boy Advance emulator for Windows.

    Info:

    Nice.
    I set my build system up, so that I have the original mingw-compatible .a Qt-libs for release and msvc-compatible .lib libs for debug. I wouldn't have thought this would actually work without conflicts. I wrote a small cmd-line script to compile the release builds with a double-click on a desktop-icon, while I develop&debug with Visual C++ 2008 Express.

    I can really recommend this combination for Windows Qt developers ^^

    I just added ROM file selection, basic validation & loading code to the Qt build.


    EDIT
    I made changes to the rendering system.

    It will now use either OpenGL or QPainter, depending on what is available.

    The smart thing is that I can do everything with QPainter and Qt will translate it to OpenGL calls.

    One issue in Qt is the timing. Even though I create a 60Hz timer, I only achieve about 40fps. But with idle time processing (timer interval 0) I get over 1000fps, so it should be possible to build something on top of that.

    We'll also have to look into the Threading possibilities of our emulator.


    Download and give feedback via comments ...
    by Published on March 2nd, 2008 22:13

    It's a Game Boy, game Boy Color and Game Boy Advance emulator for Windows.

    The author Spacy said:

    Hi there. I just happened to have some free time, so I started to code on the Qt build. I start to really like Qt, because it is easy to code and I get to see results fast AND the build system kicks ass!

    Get the binary from http://vba-m.ngemu.com/vbam/vbaother.../vba_qt_358.7z

    bout this build:

    * Compiled with MSVC++ 2008 Express
    * Static Qt build
    * Static C/C++ runtimes
    * OpenGL enabled
    * German translation available (remove the "lang" folder in order to see the english interface)

    Of course translations will be optional and selectable later on. The Qt translation system is really great and flexible, so it won't take long until VBA-M got a bunch of translations.

    This build is just for demonstration purposes, no emulation at all yet.


    By the way, I would be glad about feedback on whether the .pro makefile compiles without changes on Linux with GCC. ...
    by Published on March 2nd, 2008 18:33

    Finally we get more progress on this upcoming Gamecube emulator for PC.

    From the official forum:

    Just doing a status update to the public forum. Here is a chat that went on last night on IRC

    3:00 <@Lightnin> so we are outperforming dolphin in the dynarec already in 32bit area
    23:15 <@Lightnin> dtm: do you know how much i've implemented?
    23:16 < dtm> how would i know that lol
    23:16 < dtm> trick question?
    23:16 < dtm> five!!
    23:16 < dtm> ..th..thousands!!
    23:17 <@Lightnin> how about this... i have not implemented branches, floating point, multiplcation, division, paired singles, or anything dealing with the compare register
    23:18 <@Lightnin> yet, with all of that missing, i'm still outperforming
    23:19 < DesktopMa> it's not really... doing much
    23:19 <@Lightnin> now do you see why i'm optimistic with our speed?
    23:19 < DesktopMa> of course it's faster Razz
    23:19 <@Lightnin> it's doing straight integer math and that is it
    23:19 <@Lightnin> and all memory load/store
    23:19 <@Lightnin> for the rest it has to dump it's data, flip back over to interpreter, run a command, flip back
    23:20 <@Lightnin> so every time i implement something new, i cut down on the flips
    23:21 < dtm> Surprised
    23:21 < dtm> neato
    23:26 <@Lightnin> to give you an idea of the flipping i'm doing between dynarec and int and still pulling my speed. remember, each flip requires me to dump all of my data
    23:26 < dtm> cool.
    23:26 < dtm> so you've got a dynamic/static hybrid emulator?
    23:29 <@Lightnin> the load paired single command was called 2,593,137 times just in getting the clouds barely visible in zelda windwaker for the title screen
    23:29 <@Lightnin> right after the two main logos
    23:29 < dtm> ok.
    23:29 <@Lightnin> that means that for that 1 command, i flipped between dynarec and interpreter 2,593,137, dumping all of my registers, etc
    23:30 < dtm> and what does such a command do?
    23:30 < dtm> it is what makes the clouds appear?
    23:32 <@Lightnin> now, expand that across all floating point math. The top 5 instructions resulted in 125,376,932 flips back and forth
    23:32 <@Lightnin> the psq_l command simply loads 2 floating point values into a register
    23:32 <@Lightnin> from memory
    23:32 < dtm> hm.
    23:32 <@Lightnin> and i hadnt even gotten any real info on the screen, i simply had 2 logos render and barely had the clouds start to render
    23:34 < dtm> k
    23:35 <@Lightnin> now you start to see why it is interesting that i'm outperforming dolphin yet havent finished?
    23:35 < dtm> yeah.
    23:35 < dtm> Lightnin: i can dig it, sir ...
    by Published on March 1st, 2008 23:24

    Soywiz has released a new PSP Emulator for Windows:

    This is a proof of concept I made of a PSP Emulator with a debugger using D programming language and DFL library. Currently, the emulator only emulates a few instructions and a few BIOS calls.

    2008/03/01:

    - Partial (and buggy) lighting support.
    - Some cleanups.
    - Starting gui for breakpoints and gpu (not working yet).
    - Corrected callstack.
    - Some fixes; more homebrew demos supported.
    - Temporally skinning broken.
    - Temporally shaders disabled.
    - Updated binaries.
    - Reduced size of the font used in dissasembler and memory viewer.
    - Allowing reduce dissasembler window size; now imports won't overlap).
    - Initial support of opening files (not working fine yet).
    - Threading support currently disabled (I have to fix some issues).
    - mstick and reflection demos not supported yet

    2008/02/24:

    - Buggy skinning support.
    - Implemented guLogic

    2008/02/23:

    - Now using shaders (opengl >= 2.0).
    - Very fast clut.
    - Now I will be able to emulate sprite behaviour (sprite.pbp) with vertex shaders.
    - And probably hardware morphing and skining.

    2008/02/22:

    - cleanups
    - clut support
    - y-axis correction.

    2008/02/21:

    - more 3d support and more fpu instructions supported
    - texture mapping

    2008/02/20:

    - Now can run a lot of integer instruction and some of the FP ones.
    - Also emulates a little of the GPU with new opengl support and support more library imports.
    - Fixed some bugs.
    - I found mips specs so it will be more easy to implement cpu (except for allegrex-specific instructions).

    2008/02/14:

    - First Attempt (Buggy)

    Download and Give Feeedback Via Comments ...
    by Published on March 1st, 2008 13:37

    More news on the upcoming homebrew game for Dreamcast.

    From the official site:

    The organizer and the coder were catching a flu the past week. Both are almost recovered, but now the coder has gone on vacation for around one month.

    In the meantime he fixed minor problems, basically details.

    Something else which just came to our attention is this:

    http://www.amazon.de/Giana-Sisters-u...4372120&sr=8-1

    Seems someone gained the permission for an official Giana’s Sister PC sequel,
    which brings up the question if the word of the trademark owner is still vaild
    and we can still release Giana’s Return. In worst case, we just rename the 2 girls
    and change the titlescreen musix remix.

    Anyone got more info on that sequel/remake? ...
    by Published on March 1st, 2008 04:01

    via IGN

    KOEI Entertainment Singapore Pte Ltd today announced that its inaugural production, Romance of the Three Kingdoms Online (English working title), has been launched in Japan on 29th February 2008. This is an all-new Massively Multiplayer Online Role Playing Game (MMORPG) offering players a chance to experience life during the historic 2nd and 3rd centuries of China's Han Dynasty.

    KOEI was one of the first major global game developers to begin game development operations in Singapore. The epic adventure, Romance of the Three Kingdoms Online is KOEI Entertainment Singapore's debut title, and promises to be Singapore's first blockbuster in the interactive digital media industry.

    "Singapore is a dynamic and vibrant city with a talented, highly-motivated and diverse workforce," said Mrs. Keiko Erikawa, the Founder & Chairman Emeritus of KOEI. "Singapore's positioning as a global media hub is coherent with our vision to provide exciting online content for the global markets."

    "Romance of the Three Kingdoms Online is the first Massively Multiplayer Online Role Playing Game (MMORPG) which is developed in Singapore. Koei is a recognised leader in games and we are proud that Koei's Singapore team has contributed to the company's pioneering game development reputation. This is a landmark development which underscores Singapore's reputation as an Interactive & Digital Media capital, where creations are made for global consumption," said Mr Manohar Khiatani, Assistant Managing Director, Singapore Economic Development Board.

    Since its inception KOEI Entertainment Singapore Pte Ltd has invested heavily into training the local workforce. It has also ignited the dreams of creative talent with a passion for developing games and created new types of job opportunities in the new digital media industry.

    The highly-anticipated launch of Romance of the Three Kingdoms Online comes after successful customer trials in Japan. The game will be available initially in Japan, followed by localized launches in select territories around the world.

    "KOEI's Romance of the Three Kingdoms series is a phenomenon that has captured the imaginations of gamers around the globe," said Mr. Kenji Matsubara, President and Chief Operating Officer of KOEI. "With Romance of the Three Kingdoms Online, KOEI Entertainment Singapore has created a new way to explore this rich episode in Chinese history. Gamers will not only find new ways to interact with this legendary world, but also new ways to interact with each other." ...
    by Published on February 29th, 2008 20:07

    From the official site:

    Yuki swamped me with GDs again This time I'm going to take it slow and test just a few games a day - it takes way too much time otherwise.

    http://pics.livejournal.com/dknute/pic/0009ywt9

    There's a BGM player in Super Robot Wars. And guess what, I found tunes from Gundam W and Evangelion on the list

    And this little bugger is known as Soukou no Kihei - Space Griffon. Gave me some trouble, trying to execute a write past end of VRAM. That kept crashing Makaron and I had hard time figuring out the cause.

    BTW - if you haven't noticed, there's VMU LCD display support now. See, that's the reason why you should wait patienly rather then press me into releasing stuff. Now you'll have to wait for T10 to get that
    I need to finish GDMT (it's really breaking games now), re-structure AICA a bit to allow for DSP in future, make render to texture work and perhaps add vibration/force feedback. Not to mention DMA engine still has some issues... ...
    by Published on February 29th, 2008 15:01

    via BusinessWeek

    t's been nearly four years since Japanese video game maker Konami (KNM) first established its mobile division, re-releasing Frogger as its maiden cell-phone-compatible title. Oh, how far things have come since. The company has just taken the wraps off Metal Gear Solid Mobile, in effect proving that mobile gaming need not be a dumping ground for long-forgotten arcade games from the '80s, with their crude graphics intact.

    Instead, Metal Gear Solid Mobile is a graphically rich stealth-action game that manages to more or less recreate the experience of the popular console franchise—yes, even on a phone. It's an impressive technical feat that shows how quickly mobile titles are becoming more sophisticated. Konami took a year to develop this game. By comparison, the team behind the company's mobile version of Contra 4, another so-called triple-A title, took about half the time.

    The goal, of course, is to entice wireless users to spend more than a few bucks for mobile games. Indeed, Metal Gear Solid Mobile will cost either $3.99 a month or $9.99 to buy outright through Verizon Wireless, which will have exclusive rights to the title for three months before it becomes available through other networks. Konami says the game is compatible with about 30 handset models in Verizon's lineup.
    Secret Agent Snake

    Players take on the role of Snake, a secret agent adept at world-saving espionage. Whereas other first-person shooters place an emphasis on "run and gun" game play that highlights twitchy hair-trigger action, both the console and mobile versions of Metal Gear focus on sneaking around to quietly kill or knock out enemies.

    Ironically, this kind of stealth play is much better suited to cell phones, which lack the multidirectional joysticks used with console and PC games to maneuver an avatar at a rapid pace. In other words, the slow, drawn-out movements of the main character in this game are easily controlled with a phone's keypad, which, depending on the model you're using, may not always be ergonomically accommodating.

    The graphics, meanwhile, are impressive. In fact, the visuals are probably the most innovative element of the game, producing 3D images that come startlingly close to PlayStation 2 quality. I played the game on LG's (LGERF) VX9400 phone, which has a screen that rotates 90 degrees to reorient as a wide-screen view. This game is so good-looking, I wouldn't be surprised if it becomes an advertising vehicle for handset-makers later this year.
    Great Design, Weak Story

    A bevy of smartly designed features make this feel much more like a full-blown console title than the typical games that come either preloaded on a phone or that you can download for a few bucks. For instance there's an automatic targeting lock and an optional first-person perspective that allows you to see through a character's eyes. Nice touches like these make playing on a phone surprisingly enjoyable. It's even possible to use a phone's built-in camera (on supported models) to snap pictures of colors around you and use them as camouflage. It's a gimmick, yes, but a fun one that nicely dovetails with the whole "mysterious secret agent with lots of gadgets" theme.

    Longtime Metal Gear fans, however, will find the game's narrative its weakest point. Metal Gear creator Hideo Kojima has earned demigod status among hard-core gamers for the high-polish, cinematic storytelling in his titles. He's well-known for spinning complex yarns, usually via longish scenes that manage to work in everything from existential philosophy to post-structural semiotic analysis.

    But on the phone, the intellectual landscape isn't quite so fertile. To accommodate shorter play sessions—on the bus or subway for instance—the game's story unfolds at an accelerated clip, largely through short dialogue sequences between the main character and the supporting characters.

    Yet despite the simpler missions with fewer objectives, Metal Gear Solid Mobile manages to maintain the mood and aesthetic of the series even with abbreviated content. While it certainly won't replace the console experience or match its depth, all in all, the end product is an impressive—and fun—new benchmark for mobile gaming. ...
    by Published on February 29th, 2008 14:58

    via Pocket-lint

    So the Wii Fit is on its way but for all of you who still want to sweat it out in the gym, here's a device promising to increase the effectiveness of your workouts.

    Sega Toys has released the Body Trainer, which uses a monitor that detects your heart rate and adjusts the pace of the music to optimise your training.

    You simply enter your age and other vital stats, select your workout (jogging, walking or aerobics) and the Body Trainer will take care of the rest.

    It's expected to be available in April for around $54 or £27. ...
    by Published on February 29th, 2008 14:56

    via Eurogamer

    SEGA has confirmed that SEGA Superstars Tennis will arrive a week earlier than expected on 20th March.

    Its unpredictable surge to the retail net leaves us flat-footed but happy because we quite liked what we saw of it in January.

    Superstars Tennis has all the familiar characters in it from the SEGA catalogue, then, like Sonic, and, er, the others.

    You get to smash balls at your opponents on themed courts, embark on mini-games, and generally do all sorts of things Virtua Tennis has done so well for the publisher for years and years. ...
  • Search DCEmu

  • Advert 3