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    by Published on August 23rd, 2009 01:10

    [Release] Chicken Invaders version 1.2 by Kairus101 23/08/2009

    Chicken Invaders
    Version 1 .2
    Release Date 23/08/2009
    By Kairus101




    Summary:
    This is very close to the original chicken invaders for computer, im trying to make an exact clone.





    1.2:
    SOUNDS!!!!! due to the huge response from 1.1
    level display (the "level 1 wake up!" thing)
    better points system
    improved graphics
    reduced lag by taking out a fifth of the explosion particles
    reduced lag by decreasing firing rate
    increased present drop rate
    boss chicken moves everywhere, not just side to side
    level 4 changed because the chickens heads went out of the screen
    fixed the rocks dropping drumsticks LOL!
    increased hyperspace speed
    added version number text on title screen

    Requirements:
    you NEED custom firm ware.

    Installation:
    Place the Chicken Invaders folder under X:/PSP/GAME/

    Download:
    ZIP: DOWNLOAD( 2.04 mb )

    Kairus101 ...
    by Published on August 23rd, 2009 01:10

    [Release] Chicken Invaders version 1.2 by Kairus101 23/08/2009

    Chicken Invaders
    Version 1 .2
    Release Date 23/08/2009
    By Kairus101




    Summary:
    This is very close to the original chicken invaders for computer, im trying to make an exact clone.





    1.2:
    SOUNDS!!!!! due to the huge response from 1.1
    level display (the "level 1 wake up!" thing)
    better points system
    improved graphics
    reduced lag by taking out a fifth of the explosion particles
    reduced lag by decreasing firing rate
    increased present drop rate
    boss chicken moves everywhere, not just side to side
    level 4 changed because the chickens heads went out of the screen
    fixed the rocks dropping drumsticks LOL!
    increased hyperspace speed
    added version number text on title screen

    Requirements:
    you NEED custom firm ware.

    Installation:
    Place the Chicken Invaders folder under X:/PSP/GAME/

    Download:
    ZIP: DOWNLOAD( 2.04 mb )

    Kairus101 ...
    by Published on August 23rd, 2009 01:10

    [Release] Chicken Invaders version 1.2 by Kairus101 23/08/2009

    Chicken Invaders
    Version 1 .2
    Release Date 23/08/2009
    By Kairus101




    Summary:
    This is very close to the original chicken invaders for computer, im trying to make an exact clone.





    1.2:
    SOUNDS!!!!! due to the huge response from 1.1
    level display (the "level 1 wake up!" thing)
    better points system
    improved graphics
    reduced lag by taking out a fifth of the explosion particles
    reduced lag by decreasing firing rate
    increased present drop rate
    boss chicken moves everywhere, not just side to side
    level 4 changed because the chickens heads went out of the screen
    fixed the rocks dropping drumsticks LOL!
    increased hyperspace speed
    added version number text on title screen

    Requirements:
    you NEED custom firm ware.

    Installation:
    Place the Chicken Invaders folder under X:/PSP/GAME/

    Download:
    ZIP: DOWNLOAD( 2.04 mb )

    Kairus101 ...
    by Published on August 23rd, 2009 00:54

    News/release from Gérald Hoarau

    It's a little golf game develop with SDL

    Download Here ...
    by Published on August 23rd, 2009 00:51

    Freezy has released Chunk Munch v0.6c



    A simple yet addictive game, just point and click on two or more connected and identical 'chunks' to 'munch' them up.

    This game supports users creating their own look for the game, see the Skinning support for more info, or just take a look at the examples shipped with the game.

    v0.6c
    Fixed music not looping

    Download Here and Give Feedback Via Comments ...
    by Published on August 23rd, 2009 00:49


    For all you gothic types out there who think they have it all to create the perfect eerie look, then have a glance at this Skull mouse by Ivan Mavrovic.
    Don't know about you but this gives me the shivers :P

    Source Make:blog ...
    by Published on August 23rd, 2009 00:37

    DKNute posted some info on his site regarding Makaron:

    After seeing - yet another - question on why doesn't Makaron support games in so-called "MAME format" I felt I need to explain this somewhat - yet again.

    First of all, there is no hidden agenda here. In fact it's all pretty simple, you just have to try and see things from my perspective:

    - I'm not affiliated with MAME in any way
    - MAME dumps are not my only, and not even my primary, source of games
    - I'm capable of dumping the games on my own, using different methods
    - since I'm pretty much Dreamcast-oriented I prefer GDIs over the generic CHDs
    - until recently I've been under the impression I can't use CHD-related algorithms without breaking MAME license

    The ROMs:

    The dumps I make are in different format to begin with, in my opinion easier to use. I need no prior knowledge of how to assemble my files to make them work, they just do. I fully intend to support any valid Dreamcast or NAOMI image, whether it's a dump of a game, or a hack/fansub, or maybe a homebrew of some sort. In other words if it works on the hardware I hope to have it working in Makaron. MAME can only run official and supported games (that also includes any BIOS images) since the code needs to know how to handle various files. Seeing how my approach suits me better I find little motivation to support another - and in my eyes inferior - format...

    While I don't condone software piracy I'm not going to look down on so-called "ROM collectors". It's really not my place to judge, not to mention in many countries it's illegal to have copies of the software even if you are in possesion of the original media (EULA aside). The only issue I have is with, how should I put it, computer-illiterate people who have absolutely NO IDEA on what Dreamcast / NAOMI is and how to use it, and expect to just play free games. Full-speed in HD of course. If you are one of said people PRETTY PLEASE have at least some decency and learn a thing or two first, and then you can come here with your questions and ideas.

    The CHDs:

    Again, I see little benefit of having the images compressed. Really, when you think about it, you can get higher compression ratio with solid 7z or RAR archives and faster emulation with uncompressed files. This is not that important for NAOMI where the game is loaded whole into memory at startup - though with CHDs it would still be slower due to necessary decompression and decryption steps - but would have much higher impact on Dreamcast games. To make this simple:

    * My approach, that is plain files are stored compressed with 7z or RAR:
    PROS:
    - better compression ratio, less disk space used
    - faster loading times, less lag (important for Dreamcast)
    - the code is already there, well tested and working
    - both GDIs and NAOMI images are plain files and easily created/modified
    - tools, that people who dump games for me use, create GDIs/plain files
    - Makaron will load and run any valid file you choose
    CONS:
    - games have to be manualy decompressed first (and then deleted eventually)
    - can't load MAME dumped games natively (though conversion is possible)
    - MAME (MESS?) can't run plain images (conversion is possible but only for recognized games)

    * MAME approach
    PROS:
    - dumped games can be used as-is, just download (har har) the files and run
    CONS:
    - see my approach PROS, reverse
    - CHDs could change format in future breaking compatiblity (unlikely but not impossible)
    - AFAIK even MAME guys dump GDs as GDI first and then make CHD out of them

    So unless you jump from game to game every 5 minutes you won't much mind having to decompress a file every now and then. Also, all NAOMI needs is decompressed game image, having to repeat this step (even if automatically) every time you load a CHD seems kinda... unnecessary. Maybe one day MAME will fully emulate the DIMM unit, then it will make much more sense to have CHDs around. Still, I keep GDIs of NAOMI games so I can make CHDs anytime I want.
    Oh, and about that "you can replace a faulty ROM thanks to MAME dump" - you can as easily extract that data from files that Makaron uses. Trust me, when it actually comes to replacing anything on NAOMI carts, finding the right data will be the least of your problems

    To sum this up, I have nothing against MAME but I think the "standard" argument is debatable. As long as conversion is possible there is nothing wrong with a little variety, it's not like I try to enforce proprietary formats here. It's a pain for some people, true, but if you can't get it to work then perhaps you should look for a different emulator. If you want to run MAME dumps, get MAME - duh
    These formats will be supported eventually I guess but thats future for you. You lot should know by now I don't exactly make ease of use my priority at this point :P

    http://dknute.livejournal.com/28713.html ...
    by Published on August 23rd, 2009 00:33

    This is like U.S. presidential elections. No sooner do we have a conclusion to a two-year orgy of rumor and speculation than another immediately begins.

    But a sampling of analysts turn up some who believe that, sure, Microsoft will follow suit with an Xbox 360 slimline design.

    The pros for such a move: If the re-engineering cost can be held down, smaller product means lower costs in shipping, packaging, and more space on the shelf. Also, Microsoft seems to have beaten the RRoD with the Jasper motherboard, but actively marketing "New, more reliable Xbox!" in the same old case rings a bit hollow. A new case gives enough cover for such a campaign.

    Cons: Jasper solved RRoD, and so that effort and outlay represents Microsoft's re-engineering of the console; marketing "new more reliable Xbox!" diminishes and reminds the existing installation base it has the "old, less reliable Xbox!" And aside from the me-tooism, Microsoft's better bet is in selling different hard drive configurations - and a 360 slim would likely require either its own line of removable drives, or have an internal-only unit.

    That said, here's your cheerleader for a 360 slim: David Cole, DFC Intelligence, speaking to Industry Gamers.

    "I think it is a question of when not if. However, the when part is a big uncertainty...rumors have been going on for a long time. I think people were asking me the same question last year at this time. As cost efficiencies allow smaller and more reliable is always a good thing. However, you also have something like Project Natal which could also tie in with hardware redesigns. There are a lot of questions Microsoft must weigh internally and there are always going to arguments on both sides of the fence around timing. So I don't know, but in our DFC forecasts we anticipated a major redesign in 2010 ....so I guess that was our bet."

    Yes, great awesome. Now please start sending all your faeks, hoaxes, shakycams and shoops to our tips box.

    http://kotaku.com/5343302/analysts-g...ng-on-360-slim ...
    by Published on August 23rd, 2009 00:32



    According to a Twitter tipster, this right here is the official Zune HD packaging. It's pretty much the same as previous Zune boxes, but with color, because the Zune HD is the rainbow of the Zune family.

    http://gizmodo.com/5343427/zune-hd-b...ed-in-the-wild ...
    by Published on August 22nd, 2009 20:57



    Hi All,

    For those who haven't seen previous versions, fMSX is a famous emulator of the MSX, MSX2,
    and MSX2+ 8bit home computers. It runs MSX/MSX2/MSX2+ software on many different
    platforms including Windows and Unix.
    See http://fms.komkon.org/fMSX/ for further informations.
    It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

    This version of PSPMSX supports IRDA-Joystick box designed by my good friend Buzz
    ( see http://buzz.computer.free.fr for details).
    If you have any electronic skills you may design your own for less than 20$ !
    The Schematic and the PIC source code is provided in contrib folder of PSPMSX archive.

    For those who have never heard about IRDA joystick project, the goal was to connect
    your old DB9 joystick (compatible with Atari , Amiga, Amstrad etc ...) or a paddle
    device to your PSP FAT. Buzz has written the driver and designed the PCB and programmed
    the PIC micro-controller, while i was in charge of emulator enhancements.

    What's new in version 1.5.1 :

    - IRDA Joystick box support
    - Add "IRDA joystick" device support for both
    DB9 Joystick and Atari Paddle
    - Add menu for IRDA joystick settings and keys mapping
    - Add option to choose between IRDA devices
    (keyboard such as Targus or joystick using Buzz device)

    How to use it ? Everything is in the README.txt file.

    Sources are included, and are distributed under Marat Fayzullin's license
    for the original MSX part, and under GNU license for all the PSP part.

    http://zx81.zx81.free.fr/

    Enjoy,

    Zx.

    Download Here and Give Feedback Via Comments ...
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