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    by Published on July 7th, 2011 00:37
    1. Categories:
    2. Dingoo News
    Article Preview

    News via http://boards.dingoonity.org/dingoon...x-(demo)-3589/

    This is remake of the "Legend of Zelda - Mystery of Solarus". It's only a demo, but full version should be released soon.






    Quote
    Quote from: http://www.zelda-solarus.com/jeu-zsdx-english
    Zelda: Mystery of Solarus DX is an enhanced remake of our first creation, Mystery of Solarus. Written in C++, the project was unveiled on April 1st, 2008. Its objectives are to correct the many flaws of its predecessor: the battle system, the bosses, the use of items, etc. However, that is hardly all of of it as new graphical elements and musics will accompany you throughout the game. This Deluxe version will be the opportunity for you to relive the adventure in a brand new way, or even to discover it for the first time if you've never played it before!

    Controls (can be changed during the game)
    B - action;
    Y - item 1;
    A - item 2;
    X - sword;
    Start - opens menu;
    B + Select - closes the game immediately.

    Other Languages
    I am providing the English version of the demo, however, there is another three languages at (http://www.zelda-solarus.com/jeu-zsdx-demo&lang=en): French, German and Dutch. If anyone is interested on any of them, just download the version you want, even that for another operating system, and replace the file 'data.zsdx' from Dingux by the language you want.

    Known Issues
    The sound was totally disabled, since I am having problems with OpenAL. Anybody knows where I can find a precompiled package of that library for Dingux?


    Official website: http://www.zelda-solarus.com/jeu-zsdx-english
    For more information about the dingux port, visit my page (portuguese): http://www.shinnil.co.cc

    Thanks Brodiaga for the suggestion


    Discuss it here: http://boards.dingoonity.org/dingux-...rus-dx-(demo)/


    zsdxdemo_dingux_v0.1.bin.zip
    Author/Porter: Shin-NiL
    Download: http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,30,515 ...
    by Published on July 7th, 2011 00:35
    1. Categories:
    2. Dingoo News

    News via http://boards.dingoonity.org/dingoon...s-kernel-3591/

    SiENcE was so kind that he released his dingux kernel for dingoos with ILI3998 screen. Everybody who ownes one, test it and give him feedback.







    Quote
    hi,

    just because i was asked to build an kernel for ILI9338 here it is.

    I don't have an ILI9338 Dingoo, so it would be cool if someone can test this.

    Extract and rename 110705_ILI9338_zImage to zImage and put it on your sd-card.

    The second file is only for programmers.

    Features:
    ------------
    0) It's a modified version of the all know booboo legacy kernel.

    1) RTC (already from boukichi's kernel)

    2) PowerOff (already from boukichi's kernel)

    3) Safe Reset (Start+Select+PowerButton Up) (already from boukichi's kernel)

    4) hold key as SDLK_PAUSE to not lose the compatiblity with some games (already from boukichi's kernel)

    5) i2c + fbcon patch for TVOUT-Tool (thx to uli)

    6) Swap file support

    7) and the following Kernel Options to get Virtual Mouse support


    Discuss it here: http://boards.dingoonity.org/dingux-...1703/#msg31703


    dingux_kernel_110706_ILI9338_test.zip
    Author/Porter: SiENcE
    Download: http://sience.schattenkind.net/dingo...I9338_test.zip ...
    by Published on July 6th, 2011 21:56
    1. Categories:
    2. Nintendo DS News

    News via http://forum.gbadev.org/viewtopic.ph...2d49401e9afd9c

    It's a remake/re-imagining of Super Foul Egg, a freeware Commodore Amiga version of Puyo Puyo.

    Beta version now out:

    https://bitbucket.org/ant512/reallyb...s_20110706.zip

    This is complete except for the title screen, which is in progress. New features:

    - All egg colours in place;
    - All bitmaps included;
    - Sound effects and music;
    - 2 player mode;
    - Medium AI difficulty;
    - Rewritten AI;
    - Bugfixes and other enhancements.

    The game is now open-source. The sourcecode can be found here:

    https://bitbucket.org/ant512/reallybadeggs/

    Download Via Comments ...
    by Published on July 6th, 2011 21:42
    1. Categories:
    2. PS3 News

    Lantus released a new version of FBANext, after FB Alpha (Final Burn Alpha). Remember, this is a multi arcade emulator based on the source code for Final Burn.

    New / fixed: - Improved performance of drivers Neo Geo support the following platforms: - Support for Roma Capcom CPS-1 - Support for Roma Capcom CPS-2 - Support for Roma Capcom CPS-3 - Support for Roma Cave - Support for Roma Neo Geo - Sega System Support for Roma 16 (and similar systems), System 18, X-Board, Y-Board - Support Toaplan Roma - Roma Support Taito 68k - Support Psikyo 68EC020/SH2 Roma - Roma Support PGM - Support of Roma Konami - Sega Megadrive roms Support (savestates not supported) Features - Full Support Graphics / audio - Resizing the screen - for Roma Explorer easy to use. - Option for filters according to the drivers - Option to hide Duplicates - Option to show only allowing multiplayer games (3 or 4 players) - 1080p 60fps for most Roma - Pixel Shader Support - Support up to 4 controllers - Options screen rotation - Options Hardware Filter (Linear, Point filtering) - Triple Buffering Installation : - Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR/roms / - The first time you run FBAnext, a file will fbanext-ps3.xml generated. This file contains your options. - If you want to change the path of your roms, edit fbanext-ps3.xml. - .Zip/.7z/.rar extensions are also supported. Controls for a game : - L2 + R1 + R2 Pause / Return to Menu - Service Mode R3 - L3 Reset Rom current FBANext-R470 PS3

    http://ps3.gx-mod.com/modules/news/a...p?storyid=2844 ...
    by Published on July 6th, 2011 21:35
    1. Categories:
    2. Xbox 360 News

    mLoaD released a new version of XexTool GUI:
    [QUOTE]
    XeX MiniGUI for xorloser's latest XeXTool. Thank you for your program and your hard work.
    I've created this little tool so you do not always have to edit default.xex with the command tool.
    Build and Tested on Windows 7 64Bit with .NetFramework 4.0.

    What's new/fixed:
    + added xex compression
    + added xex uncrypt and encrypt function
    + added idc create funktion for IDA
    + added xex dump function
    * fixed TitleUpdate search bug
    + added TitleUpdate search function
    JQE360 and XBUC webside
    * fixed a bug in the about window
    + added better xex patch function
    ( xex, xexp files no longer needs to be in the same folder )
    + added new backup function
    + added xex information
    - remove many source code
    + added cmd control for xextool.exe
    + added create xex machine format
    devkit and retail
    + added complete new ui
    + added more remove options
    remove bounding pathname
    remove keyvault privileges restriction
    remove required revocation check
    remove Zero media ID
    remove Ap2.5 (Beta)

    http://www.xbox-scene.com/xbox1data/...puWyIyfCev.php ...
    by Published on July 6th, 2011 21:33
    1. Categories:
    2. PS3 News

    News via http://blackbird.usask.ca/wordpress/?p=124

    For many years, emulator users have been able to take advantage of improved (pixel purists might disagree) image quality using well known filters such as HQ2x, SaI2x, etc. These run on CPU and incur a noticeable performance loss. On a PC, this might not be such a big deal with our new shiny CPUs that are just waiting to waste clock cycles, however, on our PlayStation 3, using very valuable clock cycles on filtering graphics on the PPU is simply not acceptable, unless you’re comfortable playing old-school games at 20 fps.



    Plain nearest-neighbor




    HQ2x, a classic CPU-based filter

    Luckily, we have a lovely device called the GPU, which specializes in crunching through calculations in a highly parallel fashion. Graphics processing can be parallelized extremely well, and thus explains the design of modern GPUs, tons of weaker cores.

    Up till recent years, graphics cards were locked into one specific function. Programming legacy OpenGL back in the day was essentially turning on a zillion different knobs of a big black box (the GPU). You wanted lighting, you enabled lighting, set some parameters here and there, and done. Easy to get started, but horribly inflexible once you want to do complex stuff. This is now called the fixed-function pipeline.

    Eventually, developers understood that we needed a way to treat the GPU more like a conventional computer. Rather than turning on a tons of different knobs, you implemented the things you actually used in a simplified programming language. Full control and flexibility at the cost of a slightly steeper learning curve. These languages are what we call shader languages. The three most popular ones today are:

    •GLSL: Native OpenGL shading language.
    •Cg: nVidias shading language that works with either OpenGL or Direct3D. Syntax resembles HLSL.
    •HLSL: Microsoft’s shading language for use with Direct3D.
    Before, it was practically impossible to implement a filter like HQ2x on the GPU using fixed-function pipeline. The hardware was far too inflexible to allow this. However, with our new programmable hardware, it suddenly started to sound feasible to program filters on the GPU.

    Pete’s OpenGL2 plugin
    Some emulator authors started to see opportunities to use these new possibilities. One well known example of this is Pete’s awesome OpenGL2 plugin for the plugin-based PlayStation 1 emulators. Obviously there are far too many emulators out there, so I can’t make an exhaustive list or something like that. At the very least, shader support certainly isn’t very common, even today, but I believe this will soon become a “must have”-feature.





    Example of some interesting shaders running in Petes OGL2 plugin

    Shaders instead of CPU filters by necessity
    On the PlayStation 3, Sony provides developers with a Cg shader environment, and this was basically an invitation for us to use it in our emulator ports. The RSX found on the PlayStation 3 is reasonably powerful despite its age, while the PPU unit is quite weak relatively speaking (runs conventional code very badly), so it makes perfect sense to offload all graphics processing to the RSX, where it belongs.

    One problem with shaders is that they typically need to be written specifically for each emulator, even if they were written in the same language. As with normal code, where you have APIs you can communicate with, the rendering code needs to communicate information with the shader program running on the GPU. You need to tell it things like: “Where is the texture located? How big is my texture? What are the coordinates?”, and things like that. Usually, every emulator out there tended to implement their own interfaces, so shaders still needed to be ported between every emulator that wanted to use them.

    With some recent developments, I believe we’re one step closer to achieve some kind of specification that other emulator authors might desire to follow.

    I believe SNES9x-PS3 (and its brother ports) was the first emulator port on a console to utilize shaders, at least as a major feature. Its shader library is becoming reasonably sized. When the shader implementation was being written, it was actually first implemented in SSNES. This meant that shaders could easily be tested on the PC before being transferred over the PS3, achieving the same result, greatly helping out with debugging. Shaders are essentially simple .cg files, which are compiled at run-time and transferred directly to the GPU. No need to compile C/C++ filters straight into the emulator itself which used to be quite typical, which would be a horrible situation indeed.

    Essentially, doing as much on the GPU as possible was a design choice from the start. Much, much better performance and arguably easier to program than optimizing C/assembly code. It’s a win-win situation.

    Later on, I implemented a multi-pass specification for the .cg shaders, using several .cg shaders and combining them into one effect. This is known on the PS3 ports as ...
    by Published on July 6th, 2011 20:57
    1. Categories:
    2. Xbox 360 News

    "Just confirmed that the [cloud storage] service has not gone live yet. We'll keep you posted on launch details." -- Microsoft representative.

    A story that started in Europe yesterday -- and was yanked by the afternoon -- regarding Xbox 360's cloud storage coming online is still making its way through the internets. Microsoft officially confirmed to us that the service is not yet live.

    We'll be sure to let you know as soon as Microsoft's online save storage, announced during E3 2011, becomes available.

    http://www.joystiq.com/2011/07/06/ps...rage-not-live/ ...
    by Published on July 6th, 2011 20:52
    1. Categories:
    2. PS3 News

    Sony has made the PSN Pass, first spotted this morning, official.

    It launches this September with PlayStation 3 exclusive Resistance 3.

    In a statement issued to Eurogamer this evening, Sony said PSN Pass will grant "full online access" to participating games.

    "We are always evaluating new programs for our online offering, and starting with Resistance 3 this September, we will be instituting a network pass program for PS3 games with online capabilities," Sony said.

    "This program will be game-specific. Games that are a part of this program will include a single-use registration code that grants the account holder redeeming the code full online access for that title.

    "This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."

    The implication is that second-hand copies of Resistance 3 will not include PSN Pass, forcing pre-owned buyers to pay for full online access.

    With PSN Pass Sony is following the lead of EA, THQ, Codemasters and Warner, all of which have implemented an Online Pass scheme.

    Will other upcoming PS3 exclusives, such as Uncharted 3, use PSN Pass?

    http://www.eurogamer.net/articles/20...-pass-official ...
    by Published on July 6th, 2011 20:48
    1. Categories:
    2. PS3 News

    PlayStation Plus is a year old, and in that time it has given subscribers over £700 worth of content, Sony said today.

    PlayStation Network product manager James Thorpe said on the EU PlayStation Blog the figure amounted to "a pretty good deal" for gamers.

    "We've been having a look back at what content has been available to Plus members in the first year and have discovered something we thought you guys might find interesting – while we said we'd deliver over £200 of content during the year, we totted up the totals for all the games, discounts themes and avatars and the value actually came to over £700," he said.

    "In anyone's eyes that's a pretty good deal for under £3.50 a month!"

    Sony's £700 figure is an approximate value based on average RRP of available content during the first year. It excludes discounts, and is calculated using exchange rates as at June 2011.

    The monthly cost is based on the price of a one-year subscription.

    To tie in PlayStation Plus' birthday, Sony has launched some new sign-up offers, available from 6th July to 3rd August 2011.

    You can sign up for a 12 month Plus subscription and get an extra three months for free, or sign up for a 12 month Plus subscription and get Sega Rally Online Arcade for free and to keep forever. Or you can do both.

    Meanwhile, the PS Plus content for 6th July to 3rd August includes Supersonic Acrobatic Rocket-Powered Battle-Cars and Golden Axe free from PSN, PSOne game Legacy of Kain: Soul Reaver, and minis Dr. Maybe and the Adventures of Scarygirl and JellyCar 2.

    http://www.eurogamer.net/articles/20...rth-of-content ...
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