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  • JKKDARK

    by Published on December 22nd, 2007 22:37

    More news about the upcoming release of the Nintendo DS emulator for PC.

    From the official site:

    The next release will include the support for Linux andsome bugs fixed smile
    Here a screenshot:

    Ahhh, I forgot, Merry Christmas and Happy New Year to everybody. ...
    by Published on December 22nd, 2007 14:43

    New update of the PlayStation emulator for iPhone and iTouch.

    Changelog:

    v0.1.0 -
    - Public release
    v0.0.9 -
    - Added save state support!
    - Fixed graphic bugs introduced in v0.0.8.
    - Fixed a dynarec bug related to the graphics bug.
    - Fixed memory card in-game saving.
    - Fixed delete rom bug. Should delete .table files as well now.
    - Default settings have autosave enabled, interlace disabled, frameskip disabled. Adjust as needed.
    - Changed icon to kmacleod's icon. Thanks! smile.gif
    v0.0.8 -
    - Changed the PSX CYCLE to 4.0 for a balance of performance and compatibility.
    - Improved the dynarec code (better optimising for the MIPS zero register). Better performance.
    - Changed default settings to mute sound and turn interlacing off.
    - Included new icons and controller design by those at ipodtouchfans.com. Thanks everyone!
    - Fixed memory card in-game saves. Better testing needed to confirm though.
    v0.0.7 -
    - Fixed a lot of compatibility issues due to an ISO caching bug. Games such as FF7 now work!
    - Changed the default PSX CYCLE increment back to 2.5 for compatibility reasons (FF Tactics now works).
    - Improved performance slightly.
    - Added new icon donated by a friendly beta tester. (Author: Please contact ZodTTD if you would like to be in the readme credits).
    v0.0.6 -
    - A quick but important bug fix that should improve compatibility even further.
    v0.0.5 -
    - Added support for BIOS for compatibility. BIOS support on by default.
    - Added support for ZNX compression.
    - Fixed various dynarec bugs to improve compatibility.
    - Switched to portrait mode for reasons of performance increase.
    - Added fixed icon by rokrboy and toomuchcaffiene
    v0.0.1 - Initial version

    Download Here and Give Feedback Via Comments ...
    by Published on December 22nd, 2007 00:53

    New version of the Nintendo 64 emulator for Mac.

    Changelog:

    - sixtyforce now supports QuickLook thumbnails for game freezes.
    - Fixed window redrawing problems on Leopard.
    - Fixed a bug that reversed left and right audio on Intel machines.
    - Fixed a bug that prevented game freezes from remembering cartridge locations.
    - Fixed a bug that caused window resizing to snap awkwardly.
    - Cleaned up a few things that may or may not have been causing trouble.
    - Several cosmetic tweaks and improvements. ...
    by Published on December 22nd, 2007 00:52

    New version of the Dreamcast emulator for PC.

    Here is Makaron Test 9 for your pleasure. There are lots of internal changes, but nothing revolutionary - so don't expect it to be much better/faster compared to earlier versions. From user point of view, it's almost the same as T8. Quite frankly the only reason I'm releasing it is to test some new stuff inside. For example, it's only thanks to user input that I found the NVidia FX series cards bug so fast (and actually it affected all cards, just that FX couldn't cope with it at all).
    There are also people out there who simply have to test anything new that is released, because they love emulating stuff. So this is like a small gift for them, to enjoy for few moments before the novelty wears off

    Like I said, there are tons of small (and not so small) internal changes to the emulation engine. Some of this stuff is so new it wasn't even tested much yet, so expect bugs. If you find a game that doesn't work now and it used to, please drop me a note - I'd like to find and fix the regressions first.
    I won't go into much detail, but here's a list of things I consider interesting enough to explain a bit:

    Dynamic Z-buffer range compression
    This is a new method of dealing with overblown Z/W values. Most of the work is done in vertex shader so there should be no noticable speed impact. I mean, if there is then your graphics card was too slow to begin with and this is just another drop in the bucket.
    Now I can handle geometry more like PVR2 does, which is good because this allows proper shadow casting. Very much like NANs, infinities are now detected and handled CPU-side - so far it appears to work as expected. All this and no Z-precision issuses, not that I'm aware of at least. Unless there's a game out there making a real use of 32-bit floating point HDR in Z-buffer this might just be THE solution
    Note: There are games that still do not render properly due to other bugs, also this does nothing to cure transparency/ordering problems.

    Shader Model 2 is now default
    Makaron will now use VS 2.0 and PS 2.x (x being 0, a or b - where available), and fall back to 1.1/1.4 if it has to. What's more, I might be dropping SM1 support sometime in future. There are so many problems with it... I've had VS 1.1 break geometry which VS 2.0 handled just fine. And let me remind you again that palletized textures filtering is disabled on PS 1.4 beacuse it's too primitive for that kind of processing.
    It's also about features that older cards do not have - like multiple render targets, or floating-point type surfaces. The Z compression code is considerably shorter compiled for 2.0 profile than it is for 1.1 by the way. Funny thing though, even if SM3 code is shorter it actually executes slower on most cards. That and the bugs I found in the drivers made me choose SM2 as the best perfomer.

    Texture caching fixed
    At least I hope it is Makaron MT version should no longer crash so much or trash textures. That does mean the single-threaded version will be a bit slower though - it's a tradeoff I've made to allow for proper locking. Some bugs still remain, mostly to be seen in Soul Calibur, but that's another story.

    Shadows now work
    Well, most of the time, and so are enabled by default. There are several ways it can be done - so far I was unable to come up with one method capable of handling all cases. Maybe there isn't one... Well, for now you can switch between different algorithms - you'll need to do that for Crazy Taxi series at least.

    You really should be using multiple-core system for Makaron, mind you - this is the target PC I'm aiming for. SH4 speed is very important, but once you can do rendering in parallel most games will happily run full-speed on as little as 70-100MIPS. Seeing as AthlonXP clocked at 2000MHz is just below the required minimum, I'd say any mid-level X2 or C2D system will do fine.

    The known bugs you will surely ecounter are mostly in AICA (sound module) code. The volume levels are still wrong - not sure why, I made the tables up to the specs. And yet PCM range often exceeds 16-bit, causing major distortions even if clipped. Also, ARM speed has been reduced to 1.5MIPS - this should make Soul Reaver happy. This is not exactly correct either, and will probably break some other games... I'll keep looking for a better solution.

    As usuall, if there are any silly-yet-critical bugs discovered, I'll fix them right away. Other ones will have to wait for next "major" release

    WARNING! Be careful not to overwrite your VMU or INI files when moving to T9!
    ...
    by Published on December 21st, 2007 21:45

    From the official forum

    Starting tomorrow, Cryptic Allusion (namely, me) will be posting a screenshot of an unseen, newly artisted (Yay! I made up a word) level of Donk! We'll finish off the the stint of sweet posts on the first of January and add another special something that I'll be putting together over the week and a half ahead of us.

    Let's hope what I’m planning actually works out ^_^, but I'm sure you'll all enjoy the new screenshots at the very least!

    Now for a slight bit of bad news: as you may have guessed, we've once again underestimated the amount of work and time this project would consume. We're still working like crazy people, but I'm not going to announce another 'estimated release date' for Donk until I know for sure that we're going to be able to meet it. It really shouldn't be too much farther into the future, but I refuse to disappoint everyone yet again (after this time of course) by missing a release date. Truthfully, it pains me to have to write something like that, but we can't let Donk get out there and be a poor version of what is supposed to be a great platformer. Thank you for your understanding, or your need to kick us square in our nether regions...at least you're being honest! ^_^

    I'll end with a positive note: Cryptic Allusion WILL release this game on Dreamcast in the not-so-distant future. We've already got pre-orders! We promise to release it! Plus, I'm going to try to get a comparative screenshot at some point tonight as an early bonus...just so you can see the difference between the two sets of graphics. ...
    by Published on December 21st, 2007 20:50

    via Daily Post



    IN2Games, the pioneering developer of motion-sensing gaming technology, is launching a new range of wireless family games for PlayStation 2.

    Available in time for Christmas, each title in the RealPlay range of videogames retails with a unique wireless controller, bringing wireless motion sensing gaming to the PlayStation 2 for the very first time.

    The RealPlay range is a family-friendly collection of games, retailing for £34.99. Each wireless peripheral has been designed not just to provide intuitive motion-sensing control, but to enhance the overall gaming experience as well.

    RealPlay Racing is a foot-to-the-floor racing game controlled by its very own wireless steering wheel. Scream around corners, race bumper-to-bumper, and leap over death-defying jumps in one of the most exciting racing games around.

    The game is available for PlayStation 2 now, priced £34.99 - complete with a wireless steering wheel, for more information see www.myrealplay.com ...
    by Published on December 21st, 2007 20:47

    via IGN

    A federal judge in Detroit has denied a request by the band The Romantics that publisher Activision immediately prevent their song "What I Like About You" from being used in the Guitar Hero Encore: Rocks the '80s expansion pack.

    The lawsuit claims that the cover version used by Activision in the game is too similar to the band's original, harming the Romantics' ability to capitalize on its name.

    In a press release issued today, Activision said the judge "indicated that to the extent there were any copyright issues, Activision did exactly what the company was supposed to do in developing the product."

    Here's what the recently-anointed Worlds Biggest Publisher had to say about the ruling:

    Activision is pleased with the ruling and thinks that the case is without merit. Respect for all artists is an important value of the company and Activision has a long history of supporting artists from a range of entertainment fields," The company believes video games represent a growing opportunity for the music industry to reach new audiences and a strong source of potential license revenue for both bands and music publishers.


    The legal proceedings surrounding the song aren't over yet, but this week's ruling allows Activision to safely continue selling the expansion containing the song while the case moves forward. ...
    by Published on December 21st, 2007 14:09

    New version of the Dreamcast emulator for PC.

    Changelog:

    * x86-64 architecture support
    * Preliminary Mac OS X support
    * Pbuffer support (to support OpenGL drivers without EXT_framebuffer_object)
    * Support for more recent CDI and NRG image file versions
    * Minor bugfixes ...
    by Published on December 20th, 2007 14:40

    New version of the Game Boy Advance and Nintendo DS emulator for PC.

    Changelog:

    - nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
    - nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
    - nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
    - nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
    - nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
    - nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
    - nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
    - nds/3d/help: added note on situations where lower/right edges are excluded
    - nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
    - nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
    - nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
    - nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
    - nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
    - nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
    - nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
    - nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
    - nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
    - nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
    - nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
    - nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
    - nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
    - nds/3d: soft-renderer: emulates correct size of edge-marked polygons
    - nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
    - nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
    - nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
    - nds/3d: soft-renderer: emulates correct rounding of screen coordinates
    - nds/3d: supports direct capture from 3d engine (instead from engine a only)
    - nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
    - nds/3d: opengl: internally breaks all polygon strips to separate polygons
    - nds/3d: buffers translucent polys, and renders them later (after opaque polys)
    - nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
    - nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
    - nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
    - nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
    - nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
    - nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
    - nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
    - nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
    - nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
    - nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
    - nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
    - nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
    - nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
    - nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
    - nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
    - nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
    - nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
    - nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
    - nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
    - nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
    - nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
    - nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
    - web/paypal: added an evil "donate 2.50 and download newest version" button
    - dos: due to the soft-renderer, dos version is now fully supporting 3d video
    - a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels) ...
    by Published on December 20th, 2007 14:38

    New version of the Game Boy Advance and Nintendo DS emulator for PC.

    Changelog:

    - nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
    - nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
    - nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
    - nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
    - nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
    - nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
    - nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
    - nds/3d/help: added note on situations where lower/right edges are excluded
    - nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
    - nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
    - nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
    - nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
    - nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
    - nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
    - nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
    - nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
    - nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
    - nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
    - nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
    - nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
    - nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
    - nds/3d: soft-renderer: emulates correct size of edge-marked polygons
    - nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
    - nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
    - nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
    - nds/3d: soft-renderer: emulates correct rounding of screen coordinates
    - nds/3d: supports direct capture from 3d engine (instead from engine a only)
    - nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
    - nds/3d: opengl: internally breaks all polygon strips to separate polygons
    - nds/3d: buffers translucent polys, and renders them later (after opaque polys)
    - nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
    - nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
    - nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
    - nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
    - nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
    - nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
    - nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
    - nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
    - nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
    - nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
    - nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
    - nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
    - nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
    - nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
    - nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
    - nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
    - nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
    - nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
    - nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
    - nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
    - nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
    - nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
    - web/paypal: added an evil "donate 2.50 and download newest version" button
    - dos: due to the soft-renderer, dos version is now fully supporting 3d video
    - a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels) ...
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