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    by Published on November 22nd, 2010 16:18

    Apple is releasing iOS 4.2.1 today for the iPhone, iPad and iPod touch, finally unifying all iOS product lines under the same firmware version. As a part of the update, Apple will make Find My iPhone available for free to owners of newer iOS devices that can run iOS 4.2.

    Ahead of the release - expected to drop at 10 am Pacific time in the US, 6pm GMT - Apple updated the iOS webpage to highlight all of the iOS 4 functionality iPhone and iPod touch users have been able to use for months that will now be coming to the iPad. "iOS 4.2 makes the iPad a completely new product, just in time for the holiday season,"

    http://modmyi.com/forums/iphone-news...ops-today.html ...
    by Published on November 22nd, 2010 16:17

    News via http://0xff.akop.org/2010/11/22/spar...-2-1-released/

    A new version of Spark is has been released to Android Market. New in this version:

    » Added motto display for Friends
    » Added communication blocking
    » Added encryption for account credentials. New accounts will store username and password preferences in encrypted form. To encrypt existing accounts, briefly open Account Settings, and press Login Settings. Press Back to save (you don’t need to modify anything)
    » Made some changes to scrolling activities to fix the “repeating items” bug some people are experiencing. Since I’m unable to reproduce this bug (I test on MyTouch 3G, Nexus One and emulators), I would appreciate some feedback from those of you who do routinely experience repeating items
    » Fixed various other bugs
    » Removed unused app permissions
    Find the new version at Android Market. ...
    by Published on November 22nd, 2010 16:16

    The head of Sony Ericsson Mobile Communications AB indicated that the mobile-phone maker might be working with parent company Sony Corp. on a smartphone with a slide-out controller to play videogames.

    Sony Ericsson Chief Executive Bert Nordberg said he is aware of speculation that the company is at work on a smartphone that would take advantage of Sony's experience in developing the PlayStation Portable videogame device.

    "There's a lot of smoke, and I tell you there must be a fire somewhere," Mr. Nordberg said during an interview. "Sony has an extremely strong offering in the gaming market, and that's very interesting."

    While many have already started to call the expected device a Sony PlayStation phone, the handset is likely to carry Sony Ericsson's Xper ia brand, another person familiar with the matter said. The handset is also likely to run on Google Inc.'s Android operating system, and the videogames might be available through an application, the person said.

    Sony Ericsson, a 50-50 joint venture between Sony and L.M. Ericsson Telephone Co., has tapped the Japanese conglomerate's consumer-electronics expertise in the past, but it has steered clear of the PlayStation gaming platform, in part because of Sony's concern that it might dilute the successful PlayStation brand.

    However, the popularity of simple games available on smartphones is now a serious threat to dedicated portable gaming devices such as Sony's PlayStation Portable. The current generation of smartphones with touch screens isn't "optimized for games," said Mr. Nordberg, who took over as CEO in October 2009.

    Asked why Sony Ericsson hasn't already released a phone employing Sony's gaming resources, Mr. Nordberg said: "I haven't dug into that history, but the future might be brighter."

    Mr. Nordberg, who said he wants to make a lot of "noise" with a new product at the Mobile Word Congress in Barcelona in February, said there is no technological difficulty in launching a gaming-oriented phone. The main challenge, he said, is that the company has to consult many lawyers to negotiate rights issues with game publishers. "I'm very glad that we work with a company like Sony, who actually knows how to do it," he added.

    After several fiscal quarters of net losses, Sony Ericsson became profitable earlier this year, thanks to a restructuring and successful releases of Android-based smartphones.

    Mr. Nordberg said analysts have been too focused on sales-volume declines in the July-September period. Sony Ericsson could easily increase sales volume by offering more inexpensive phones, but profitability is more important, he said. "We do no phones under €50 ($68.43), because we won't make money," he added.

    Since the spring release of its first Android-based smartphone, Mr. Nordberg said, the company has built a strong position quite quickly in that segment. He said he expects Android to remain the dominant smartphone platform in Sony Ericsson's lineup for at least the next two years.

    To gain an edge in an increasingly crowded market for Android-based smartphones, the company will have to diversify its lineup. "Sony is of course a very strong brand, and why shouldn't we use that?" Mr. Nordberg asked. "Gaming, including content, is a very interesting proposition."

    http://online.wsj.com/article/SB1000...495029652.html ...
    by Published on November 22nd, 2010 04:50


    Hi, now that legal development tools are available, I thought I'd start porting the classic game DOOM for the PS3!

    It took a little while to get it to start up at all (without any graphics, sound, input...pretty much nothing except debug output to the Ethernet port), mainly due to some 64 bit vs. 32 bit issues (endianness issues were already given some thought in the source!).

    Right now it only runs in 1920x1080 because the upscaler (the game still renders in 320x200) is hard-coded for this. I set the resolution info in PARAM.SFO correctly so that XMB will not even let you launch it unless you have 1080i or 1080p selected as a supported mode in display options. The controls are also hard-coded and it has no sound or music yet, but because this version is already quite playable (I just played through the whole shareware episode using it) I thought I'd upload it. "Release early, release often" you know. ;-) The 35Hz timer the game requires is implemented using a separate thread that just does usleep(1000000/35); ticker++; all the time because PSL1GHT seems not to have any support for the Cell OS Lv-2 timer syscalls yet (except for sleep & usleep). Timing seems to work OK like this though.

    To use this, download the PKG (link later in this post) and install it using "Install package files". Then copy a supported DOOM IWAD to the game's directory (/dev_hdd0/game/DOOM00666/USRDIR/) OR put it on a USB drive (or on a CF/SD/MMC/MS memory card if you have an early PS3 that has the integrated card readers) under /ps3doom/. Then you just launch the game from the XMB icon and it should work.

    The hardcoded controls are:

    • D-PAD: Navigate menus and move/turn your character.
    • START: Bring up or exit the menu.
    • SELECT: Bring up or exit the auto-map. (while in game)
    • L1/R1: Strafe left/right.
    • L2: Use button. (open doors, activate lifts, exit the intermission screen, etc.)
    • R2: Attack button.
    • CROSS: Select an option from the menus.
    • CIRCLE: Go back to the previous menu.
    • SQUARE: Use for YES in menus and cycle to previous weapon in game.
    • TRIANGLE: Use for NO in menus and cycle to next weapon in game.


    Yeah no analog support yet, sorry about that! I am probably going to add fully customizable controls including USB keyboard/mouse support later when I get around to adding some kind of a launcher for the game. The launcher will also allow you to put multiple IWADs in your WAD directory and select one of them, load PWADs, etc. Right now that's not possible. ;-)

    I also already know that the aspect ratio is a bit off (not quite 4:3 as it should be), so don't bother reporting that. This will be fixed later when I get around to adding scaling using the RSX. BTW. before you ask: I will probably not even attempt to add true high-res or wide-screen support, instead I'll probably try porting prboom+ (which has both already well implemented) in the future. I am also not interested at all in hardware accelerated DOOM. Just take a look at any of the accelerated DOOM ports for the PC or even Carmack's official iPhone port. The lighting is totally wrong in all of them (way too bright and uniform) unless perhaps you're playing a map specifically designed for them. However, if it turns out that prboom+'s software renderer can't run in 1080p with adequate speed on the PPU alone, I don't think attempting to offload some of the work to the SPUs is totally of the question then. ;-)

    I also know that saves don't work yet, that changing the screen size from the options menu crashes and that there is no way to enter cheats yet, and that order for cycling the weapons is not quite what you'd expect (it uses the internal ordering of the game which goes like this: fist, pistol, shotgun, chaingun, rocket launcher, plasma, bfg, chainsaw, super shotgun).

    You must quit the game from the game's own menu, not from XMB. Otherwise Lv-2 will crash and reboot. AFAIK this is a bug in PSL1GHT and not my own fault, but feel free to tell me if I'm wrong.

    Anyway, here are the download links:

    Binary PKG: http://taateli.fi/ps3doom/ps3doom_v001.pkg
    v1 Source: http://taateli.fi/ps3doom/ps3doom_v001_src.zip

    The source is a mess, yes, and there are probably some stupid things in there. But that was the case even before I touched it at all. ;-)

    Supported IWADs:

    doom2.wad (DOOM 2: Hell on Earth)
    doom.wad (The Ultimate DOOM or regular registered DOOM)
    plutonia.wad (Final DOOM: Plutonia Experiment)
    tnt.wad (Final DOOM: TNT - Evilution)
    doom1.wad (shareware DOOM)

    Use the latest versions (v1.9) of IWADs only or don't complain if something breaks. Especially the earliest versions of DOOM 1 are problematic.

    edit: forgot one more thing: The filenames are case sensitive, so rename your IWAD to all lowercase if necessary ("doom2.wad", not "DOOM2.WAD").

    Source: PSX-Scene ...
    by Published on November 21st, 2010 22:47

    DOP-Mii: WiiBrew Edition updated to v14.3 by Arikado and lukegb

    It's DOP-Mii: WiiBrew edition!

    Install IOS', System Menu and Channels all with the same familiar interface and without the option of patching or the forced need to have a patched IOS to use the program.

    Changelog
    v14.3
    Random updates, including:
    Updated version of libogc used
    Fixed USB for new version of libogc
    Changed AHBPROT prompt style

    http://wiibrew.org/wiki/DOP-Mii:_WiiBrew_Edition ...
    by Published on November 21st, 2010 22:42

    News/release from Codetactics

    At long last, we've released the browser based Mission Editor for Mobile Assault.

    All missions in Mobile Assault (with the exception of the Instant Action mission) were written using this editor, so by releasing the it we hope that players are tempted to make their own missions to share.

    Essentially the user is able to place world objects and apply game events that happen during the mission. The saved output is plain text which can be copied (as a .json file) to the PSP so that it can be played in the game.

    We're not quite sure what the learning curve is because of how involved we've been with the project, so it'd be great if we can get some feedback, questions etc so that we can evolve a FAQ or any other supporting documents.

    We currently have a video that summarises the basics of making a mission:
    http://download.codetactics.com/vide...tut_export.mp4 ...
    by Published on November 21st, 2010 22:39

    News via http://boards.openpandora.org/index....554#entry11554

    Well, been a while since the last post, but I didn't want to post anything before I had some reliable results.

    As I mentioned in a few posts already, we didn't get the full amount of nubs yet - the nubs company persisted on producing 200 for testing for us first.
    While we wished they would've done the full amount already, it's also understandable: So far, they produced 20000 nubs which they had to destroy since they didn't work. They did this on their costs, so they really wanted to let us test them first before they lose a lot more money.

    Anyways, 20 nubs arrived at Michaels place on Wednesday and 150 at the board company. Funny, even UPS delays Pandora stuff (Shipped: Monday from California via Overnight Air and arrived on Wednesday... oh well).

    The board company soldered the nubs on some boards and tested them while Michael used his test jig to test the ones he got.

    Now for the good news: Not a single nub acted up, jumped around, felt gritty or needed special calibration, they had a 100% success rate!

    So, yay, time to produce the rest of the needed nubs!

    The only thing left to worry about right now is if the board company is doing their job well.
    Thankfully, we have one of the late 1st batchers living just around the corner - and he agreed to go visit them and check on the production.
    Last week didn't work out (the company was too busy to show him around), but we'll try to make sure he can go in before thanksgiving holidays and hopefully comes back with pictures of thousands of boards!

    About the current schedule: As the nubs arrived later than they should (we were expecting all needed ones last week), we need to get a new schedule by the company.
    I'm not sure how much it changes - if we're lucky, only the delivery of the first 1000 boards will be delayed, as they could've rearranged the production and produce more of the other boards instead of putting the nubs on.
    We'll post an update about the schedule as soon as we get one. ...
    by Published on November 21st, 2010 22:37

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2284

    Sbucon959 released a test version of FBANext, after FB Alpha (Final Burn Alpha), a multi arcade emulator based on the source code for Final Burn.

    Features:

    Support the following platforms:

    - Capcom CPS-1
    - Capcom CPS-2
    - Capcom CPS-3
    - Cellar
    - Neo Geo
    - Sega System 16
    - Toaplan
    - Taito
    - Psikyo 68EC020

    Although this is a test version, Sbucon959 indicates he could play different games so perfect (full speed and sound).

    Use:

    - You must put your roms in the / FBANext-ROMS / on a USB / USB Drive

    Controls

    SELECT - Insert Coin
    START - Start
    L2 - Back to Explorer

    PS3 FBANext-R364

    Official site: https: / / code.google.com/p/fba360 /
    Listen
    Read phonetically
    Dictionary - View detailed dictionary ...
    by Published on November 21st, 2010 22:36

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9409

    According to the sign GAME Australian Nintendo 3DS future would indeed be sold at nearly 300 euros in the West. Mere speculation or concrete info?

    It remains for Nintendo to announce the price of its Nintendo 3DS outside Japan, and even further afield also its release date western still not revealed. For the Japanese archipelago, is very clear, it will be available February 26, 2011 against 25,000 yen, or 220 €. A cost that we already seemed important, but the Australian site of the sign GAME has even worse to teach us.

    Nintendo 3DS is indeed listed at 398 Australian dollars (prices do that for Internet sales), what makes us close to 300 euros or 289 euros if you want a precise figure. We are generally accustomed to pay a little more expensive than the Japanese, but here, hard to believe our eyes, yet open.

    Two things: either GAME has reliable information that we are unfortunately not yet received, or it is just a guess. But in this case, when one chooses to better estimate the price of a machine, it tries to find one that tries to suit both the builder and the consumer, right?

    CAUTION, as usual, this type of news is to be taken lightly! ...
    by Published on November 21st, 2010 22:33



    [Alex] wrote in to let us know about this Kinect controlled LED wall that was whipped up at the Tetalab hackerspace in Toulouse, France. The wall, which was built earlier in the year, uses some MAX7313 LED intensity controlling shift registers. Each gets its own board and controls the intensity of sixteen different red LEDs. They’re embedded in the wall module and covered with ping-pong balls as diffusers.

    The recent activity on the project takes advantage of the Xbox Kinect. As you can see in the video after the break, they’ve used the open source Kinect drivers to capture 3D environment data, processing it into color gradients which are displayed on the Pong wall. Shouldn’t be long before they someone comes knocking on their door to install this in a dance club. We love the effect, especially because it works in a dark room and the LEDs don’t cause any interference with the video capture.

    http://hackaday.com/2010/11/21/led-w...t-join-forces/ ...
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