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  • Skye

    by Published on September 18th, 2006 15:47

    nes6502 just released a new version of his great SNES emulator for the Xbox.
    ZsnexBox 2.92

    What's New:

    -Fixed a bug in SRAM based cheat codes. This bug could potentially corrupt SRAM files and/or cause some codes not to work. It's fixed now.

    -Added two new Xbox hardware Audio filters. These are Ambience and Cathedral. I HIGHLY recommend people checking out the Cathedral filter. It's not a filter you'll want to use all the time, but it adds a great sense of 3D atmosphere to lots of games (especially if you are hooked up to a surround sound system). For example, go into any palace in Zelda 3. Turn on the Cathedral filter, and you'll see what I mean. There are also some games that sound great with it on all the time (like Donkey Kong Country) in my opinion.

    -Added Force Feedback support. Each game can have up to 10 different force feedback settings. Each of these 10 slots can be assigned to any of the 4 Xbox controllers.

    The values that can be changed are:

    -On/Off
    -Rumble on Value Change/Decrease/Increase
    -Address
    -Description
    -Motor One Strength
    -Motor Two Strength
    -Motor One time (in seconds)
    -Motor Two time (in seconds)
    -Rumbles to Skip (See Notes below)


    Each rumble can also be tested in the config. screen of that rumble slot. This way, you can play with the numbers, and immediately see what the Force Feedback will feel like.

    Rumbles are based only off cheat codes found through searching (not AR or GG codes). However, the rumbles are not tied to the Cheat Search slots. For example, let's say the user searches for the life bar in Final Fight. Once they've found it they may assign the address to Cheat Search Slot 1. Then they can go and setup a rumble that monitors this address found in Cheat Search Slot 1. The rumble is then saved to a separate file. So the user can go erase the Cheat Code and it will not affect the rumble. So the user can have a "working" Cheat Search slot that they can use to find all their rumble addresses.

    Often, when you find a rumble address for a game and enable it, there will be a certain undesired result. What I mean is the SNES may set/reset/clear that address 10 times as soon as you start the game. So your controller would start rumbling for no apparent reason. The amount of times this happens is always constant on a case by case basis. For example, let's say you found the address that represents the life bar in Final Fight (which you can find in like 10 seconds of searching). You then assign it to Rumble Slot 1 and set it to rumble every time this address decreases value (i.e. you got hit in the game and lost energy).

    Now the next time you start Final Fight the controller may rumble a couple times. This is because the SNES is setting/clearing/etc... values in the address you specified for Rumble Slot 1. So how do you fix this? Easy. Just set the "Rumbles to Skip" option for that particular rumble. I usually create my rumble. Then I restart the game. I then play until I am actually on the first stage (i.e. where I could lose energy). All the while I am counting the number of "wrong" rumbles that happened from the time the game started. Let's say for this example, it rumbled twice before the first stage even started. So I go and set the "Skip Rumbles" value for this slot to "2". Now, every time I play this game I won't get any "fakeout" rumbles on boot up, during intros, intro movies, etc...

    Just to make things a little easier, I have included rumble files for the following games (in the "extras" folder):


    Actraiser (NSS)
    Actraiser
    Aladin
    Battletoads and Double Dragon
    Bazooka Blitzkreig
    BS F-Zero Grand Prix 2
    Castlevania: Dracula-X
    Choplifter 3
    Combatribes
    Demon's Crest
    F-Zero
    Final Fight
    Final Fight 2
    Final Fight 3
    Final Fight Guy
    Joe and Mac
    Joe and Mac 2
    Killer Instinct
    Legend of the Mystical Ninja
    Megaman 7
    Megaman X
    Megaman X2
    Megaman X3
    Metal Combat
    Mickey Mania
    Mortal Kombat
    Mortal Kombat II
    Mortal Kombat 3
    Ultimate Mortal Kombat
    Ninja Warriors
    Prehistorik man
    Maximum Carnage
    Star Fox
    Street Fighter 2
    Street Fighter 2 Turbo
    Super Castlevania IV
    Super Metroid
    Super Punchout
    Super Star Wars
    Super Street Fighter 2
    TMNT: Tournament Fighters
    TMNT 4
    X-Men Mutant Apocalypse
    Zelda 3


    All you have to do is make sure they match your ROM names and copy them to the ZsnexBox\rumble folder. They are already setup great and enabled. Definatly try the F-Zero one if nothing else. It'll give you a good idea how cool force feedback can be on SNES games. The above
    ...
    by Published on September 10th, 2006 17:05

    NJ has fixed the bugs, that he had in his last beta version. Here is a quick translation via google

    The modification point is to be rather many, but the effect which it corresponds to hardship completely not seeing.With the unreasonable [tsu] lever you abandoned the improvement of speed above this already.The after all place, as for about 7 tenths of processing with the feeling which depends on the processing of video emulation the shank. When it is CPS2, when it is the usual game picture, unless the 1000~1500 about sprite must be drawn in one picture, because, it is rather hard, don't you think? is. If equal to number the combining [e] which is about 2 times that NEOGEO. By the way, doing the sound mixing with ME, speed does not rise and after (on the other hand speed goes down with synchronous processing, sound unstably). If it tries turning sound to OFF, it is understood, but almost there is no load, it is, don't you think? assuming, that (perhaps speed rose, it probably is 1fps).
    When after, it compiles with kernel mode, it seems that the person who is thought that speed rises, is, but it does not rise. With only kernel mode such as network the processing and active memory which cannot be used just increases about 300~400KB. With being the case that it is said, temporarily, CPS2 leaving for a while with this, starts CPS1. romcnv.exe was renewed. Correction of trouble of the below-mentioned drawing as for the game which does. Please do again to draw up cash file. Correcting the trouble of drawing of the game below. Street fighter ZERO 2: Left and right of the victory mark of ranking indication is strange. Part priority of opening demonstration is strange.  Score of the top and bottom of ranking indication of the [maitei] pan is not processed the mask.  [ezahoden] pre-world war 2 demonstration is not indicated in normally with D&D S.O.M. Part sprite of [pazurupu] 2 is not indicated. (Bug of ROM converter. Correction being completed). In every game texture size modification to optimum value.  But, because it was allotted at the value to which problem does not happen originally as for speed the change. It tried not to read the PCM data when sound is made invalid. It corresponds to the paddle input of [pazurupu] 2. (The same method as forgottn of CPS1PSP). Modifying the calculation method of the pallet. Whether fading out and the like somewhat became good. C68K substantially rewriting. (The M68000 core was drawn up anew, but bug correction and the like Because it is not in time, utilizing continuation C68K. Because speed does not change almost, This way whether it does,) Z80 modification to CZ80 which customizes the core. CZ80 is to be lacking a little in accuracy, but Because it is not the strange sound driver different from NEOGEO, especially problem seems that does not occur.  Because there is a bug, it corrected. There is no compatibility of the state data attendant upon above-mentioned and modification. it is the schedule which even in formal edition and is modified. Is not bug, is, but the case where with the grapple game Raster Effects is turned to OFF the gap of the background part Cancellation. However, because drawing of the picture increases, (about average 1~2fps) speed falls somewhat.
     * Really, as for speed it is to improve delicately but you deducted with this correction and when such as zero whether. Other things, detailed modification point large number.

    Here is what our wonderful translator b8a had translated from NJ's website earlier today before the release was made.

    -For the time being, the fixes for the M68000 bug are finished, and now if I can root out the CZ80 bugs it looks like I'll be able to release the fix version. Upon reverting to test 5's Z80, the speed dropped quite a bit, so I'd like to stick with CZ80 as much as possible.
    -The CZ80 bugs are also fixed, I've checked all of the opcodes and found problems with some cycle counts and flag math and have fixed them. Maybe I'll be able to release this tonight?

    Download and Give feedback via comments. ...
    by Published on September 9th, 2006 17:45

    ParkyDR has released the source code for his game LiquidWar2X a port of Liquid War 5 for the GP2X.

    Download here. ...
    by Published on September 9th, 2006 04:10

    NJ updated his site with a new beta version of his CPS2 emulator for PSP! Here is the translation via google.
    Modification point (beta)

    The modification point is to be rather many, but the effect which it corresponds to hardship completely not seeing.
    With the unreasonable [tsu] lever you abandoned the improvement of speed above this already.

    romcnv.exe was renewed. Correction of trouble of the below-mentioned drawing as for the game which does
     Please do again to draw up cash file.

    Correcting the trouble of drawing of the game below.
     Street fighter ZERO 2: Left and right of the victory mark of ranking indication is strange. (Correction being completed)
     [vuanpaiaseiba]: Part priority of opening demonstration is strange. (Correction being completed)
     Score of the top and bottom of ranking indication of the [maitei] pan is not processed the mask. (Correction being completed)
     [ezahoden] pre-world war 2 demonstration is not indicated in normally with D&D S.O.M. (Correction being completed)
     Part sprite of [pazurupu] 2 is not indicated. (Bug of ROM converter. Correction being completed)

    In every game texture size modification to optimum value.
     But, because it was allotted at the value to which problem does not happen originally as for speed the change.

    It tried not to read the PCM data when sound is made invalid.

    It corresponds to the paddle input of [pazurupu] 2. (The same method as forgottn of CPS1PSP)

    Modifying the calculation method of the pallet. Whether fading out and the like somewhat became good.

    C68K substantially rewriting. (The M68000 core was drawn up anew, but bug correction and the like
     Because it is not in time, utilizing continuation C68K. Because speed does not change almost,
     This way whether it does,)

    Z80 modification to CZ80 which customizes the core. CZ80 is to be lacking a little in accuracy, but
     Because it is not the strange sound driver different from NEOGEO, especially problem seems that does not occur.

    There is no compatibility of the state data attendant upon above-mentioned and modification.
     It is the schedule which even in formal edition and is modified.

    Is not bug, is, but the case where with the grapple game Raster Effects is turned to OFF the gap of the background part
     Cancellation. However, because drawing of the picture increases, (about average 1~2fps) speed falls somewhat.
     * Really, as for speed it is to improve delicately but you deducted with this correction and when such as zero whether.

    Other things, detailed modification point large number.
    Alittle hard to make sense out of.

    b8a our trusty translator had posted a translated news post from NJ yesterday about his progress with getting it to work with the new eloader. Here is that translation.
    I performed an operation check with eLoader 0.98.
    I used a firmware 2.6/TA-082 PSP with the CPS2PSP that I'm building.
    Hmmm, it doesn't run. I think maybe the TA-082 is what's wrong.
    It displays the menu, and goes all the way to where you select the game, but freezes when trying to load the cache file. It looks like, memory that should have been allocated has not, in actuality, been allocated.
    Of the 19MB that I was able to allocate, there was no problem up till around 11MB, so I think that applications that are smaller than that should have no problems.
    Everything I've made has gone bad (laugh)

    On the other hand, the GTA Loader version works properly. It seems as though the allocatable memory has increased by about 1MB. Hmm, I wonder if something can't be done about this.

    I made some attempts to get it to work.
    Please add the below text to ms0:/PSP/eloader/loader098.cfg
    It's only for smaller games (as a rule of thumb, those with a zip file size under about 10MB), but I think they should run. It looks like the allocatable memory is exceedingly small.
    You should also make the same change to NGEPSP and CPS1PSP as well.
    Well, for the time being it looks like the applications I've built run better with the GTA loader, and not the TIFF loader. But, even better still is to downdate to FW1.5.

    An example of how to modify loader098.cfg
    [CPS2PSP_3ccd12a6]
    #************************************************* ************************#
    #* CAPCOM CPS2 Emulator for PSP test 5 *#
    #*-----------------------------------------------------------------------*#
    #* LOADER: 0.98 *#
    #* TIFF: 2.0 - YES : Only the small size games can be played. *#
    #* GTA: 2.0 - YES *#
    ...
    by Published on September 9th, 2006 02:02

    notaz has released a Megadrive / Genesis emulator for the GP2X. Here is his post.
    Background
    Picodrive is yet another Megadrive / Genesis emulator. It was originally written by Dave from finalburn.com (site seems to be dead now) for Pocket PC back in 2004. There were also some ports for other systems (Gigadrive/Genadrive) based on the same code, which were done also by Dave. They were not very accurate and didn't emulate sound. There was still a lot to do, but Dave abandomed his works, including unfinished Cyclone core. Fortunately Dave released the source, so then (as far as I understand) Reesy used it as a base of DrMD(x).
    In the summer of 2005 I saw a port of PicoDrive on my mobile, but it was very inaccurate, had no sound and was unable to run any of my favourite games. DrMD's source was not available, so I took Dave's code and started fiddling with it. The project was slowly moving and reached the state it is in today.

    So why to make PicoDrive, when we already have DrMd(x)?
    * it can handle mid-frame palette changes, because it does 16bit rendering (water in Sonic).
    * it can do shadow/hilight modes also because of 16bit rendering (check Skitchin' menus, Toy Story intro images, ...)
    * it can emulate window plane nearly properly (check GRIND Stormer, Mercs, ...)
    * it can render interlace mode2 (Sonic2 and Combat Cars 2 player modes)
    * it can emulate serial SRAM chips (Megaman - The Wily Wars, Wonder Boy in Monster World, NBA Jam, many other EA sports games, ...)
    * it can emulate custom banking of 4-in-1 and 12-in-1 ROMs
    * one of few emus which can run some protected unlicensed games like Super Bubble Bobble, King of Fighters '98.
    * one of few emus which can boot Virtua Racing and run it's 2d stuff.
    * open source

    But of course it has it's weaknesses, default renderer seems to be slower than DrMd's. There are also some sound problems. The menu is very minimal (but that's the style I prefer). You can think about it as a tech-demo, which has a purpose to improve MD emulation quality. Reesy can use the code if he wants, but in that case I suggest him to release his source too.
    Download via comments.
    ...
    by Published on September 9th, 2006 01:58

    Neoman just released a new version of his homebrew game! This new version features upgraded graphics and sounds!

    Download and screenshot via comments. ...
    by Published on September 9th, 2006 01:36

    This comes via Xbox-Scene
    >> The September XDK has been released and with it developers got a first look at what to except in the fall 2006 dashboard update for the Xbox 360 that will be released in November 2006 to the public.
    Some of the new dashboard features shown below:
    * The "Launchpad" to boot game demos and homebrew games with the final version of XNA Game Studio Express (will require a $99/year XNA Creators Club subscription)
    * New Xbox LIVE Arcade interface
    * New Marketplace interface
    * New memory management for your storage

    This is certainly not a complete changelog, but it should give you an idea of some of the things you can expect in the upcoming fall build.
    I personally can't wait for the XNA Game Studio Express for Xbox 360 to finally be released! Say hello to homebrew game development!

    Check the comments for some screenshots! (Warning 56k users) ...
    by Published on September 9th, 2006 00:51

    Here is what he said:

    Hi All,

    I'm working now to improve all emulators i've already ported, and to make them look better, we need good background and icons / images.

    So, if someone wants to help me on this task, please send me an email to zx81.zx81(at)gmail.com

    Emulators i'm working on are :

    PSP Beeb (BBC Micro emulator)
    PSP Colem (ColecoVision emulator)
    PSP Int (Intellivision emulator)
    PSP Msx (MSX emulator)
    PSP Sim (Sam coupé emulator)

    For each of them we need a small icon (144 x 80) :


    A big icon (480x272) :



    And background image, used in the emulator menu :



    Thanks,

    Zx.
    ...
    by Published on August 18th, 2006 15:30

    DickyDick1969 has updated PiMPStreamer to version 0.7. Here is what his website had to say.

    Ok i put out a snapshot (0.7) for you all to test.


    features added:
    - using ffmpeg svn build dll’s
    - using network selection/ host selection
    - more codecs
    - images are not working yet.. (only listing works)
    More features will follow.. still busy with the list.
    download xvidcore.dll.zip (forgot to add it, put it in the windoze folder)
    NOTE: the ini (psp) is changed.. so check it out…

    Download and Give Feedback Via Comments ...
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