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  • DCEmu Featured News Articles

    by Published on February 24th, 2009 00:43

    News/release from Squidge

    Got fedup of trying to get Snes to play nice on the Wiz. Cursed the Wiz long enough, and then found out the emu wasn''t actually outputting any sound

    The cpu emu had bugs which prevented it from working on the Wiz (causing seg faults), which I''ve managed to fix, but not outputting any audio at all. Weird. Could be the SPC700 or Decode blocks of asm, or something else.

    So, here''s Vectrex''s Minestorm for the Wiz instead. At least it proves that there was never a problem with my sound routines.

    NOTE: As this is mainly a vertical game, it requires the kernel to support FBIO_RGB_CONTROL, FBIO_DEVICE_ENABLE and FBIO_LCD_CHANGE_CONTROL. If yours does not, then you''ll only have the 320x240 (Horizontal) mode available, as it uses the hardware rather than software for rotation.

    You can switch between 320x240 and 240x320 modes using the shoulder buttons (So people who prefer horizontal mode, or don''t have the above functions in there kernel, can still play the game).

    No hardware hacks are used. It just uses /dev/GPIO, /dev/dsp, /dev/mixer and /dev/fb0.

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2009 00:38



    SimonKagstrom has updated his port of Frodo the Commodore 64 Emulator to the Nintendo Wii, heres whats new:

    I've made another update to Frodo, version 7 with the following changes:

    * Make binding joystick directions to other buttons as well (to be able to jump with e.g., 1)
    * The direction buttons can also be bound to keyboard keys
    * Exit with SYS_RETURNTOMENU to make WAD's work
    * Some restructuring and minor bug fixes here and there
    * Lots and lots of new code which won't get executed :-)

    Download and Give Feedback and Compatability reports at the release thread here at DCEmu --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=178591 ...
    by Published on February 24th, 2009 00:31

    News/release from justwoody

    MahJongg Wii is a Mahjongg solitaire tiles game written specifically for the Wii, developed with devkitPro tools and using the GRRLib for rendering, sndlib for music and sound, and wiiuse for wiimote.

    v0.8 23/02/09
    Download - Mahjongg Wii v0.8

    Added multiple tilesets!
    Added character voices on 2 player versus mode
    Re-encoded and removed cracklys from the sound effects
    Added graphic when two player game ends as a draw
    Tidied up and fixed bugs around the placing of tiles / shuffling
    Fixed bug where saved music volume was not being used on startup
    Changed screenshot function to output filenames with date and time instead of just one
    Cleaned up the code that deals with memory allocation of textures in the menus
    Added new menu music + other music tracks for the different tilesets/themes during the game
    Fixed some memory allocation problems that may have caused memory to be held onto when mahjongg is exited and could have caused problems moving between the menu and the game if done numerous times
    Added pressing A button on already selected tile deselects it
    Added proper support for widescreen including options to turn it on or off
    Changed config loading and saving to include widescreen and tileset selections. Does in a way that is backwards compatible with version 0.7 config files
    Added Norwegian language support
    Changed internationalisation code to fully support utf8 encoding thus giving the use of non-ASCII characters without the need for mapping
    Change to auto detect whether the game has been loaded from a loader or not and exit accordingly (either reset to menu or back to loader)
    Fixed even more bugs

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2009 00:27

    News/release from Scip, Rodries



    Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.

    Changelog
    v0.21d
    Updated menu.conf to allow selecting playlist
    Fix rodries' loop patch

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2009 00:21

    Heres the news from the official site:

    As its been a while since our last binary release, we wanted to clarify why its been so long and what we’re waiting for for our next release. Early on in development we were making relatively big changes which significantly improved the emulator; however, we’ve gotten to the point where a lot of the big things have been done, and only need perfecting (with the exception of the dynarec). Thus, we haven’t felt the need to make several binary releases as most of the users who aren’t interested in compiling the source themselves are mostly uninterested in the kinds of changes that have been made. We do indeed have a milestone for our next release planned: a working, stable dynarec. Most of the work that has gone into the emulator since our last release has been focusing on the dynarec, and since we still don’t have a completely working dynarec, there haven’t been many noticeable changes. So we’re holding out for a dynarec which supports at least most games without crashing before we make our next release. After getting it running initially, there will likely be more room for optimization if there are still any performance issues. In that case, we will likely have frequent releases once again as there will be noticeable improvements with each optimization that is made. As always, please be patient. We’re working hard to make the next release something worth the wait.

    On an unrelated technical note, we have managed to free up 1.75MB in RAM by consolidating the various memory LUTs (look-up tables) into a single LUT for all memory operations. In Mupen64, there are 8 different memory LUTs which are used to determine how to handle memory accesses at different addresses. These 8 are split up by read/write byte/half-word/word/double. Instead of having 8 large LUTs, I created one LUT for all memory operations which points to smaller LUTs which handle the different memory operations in the specified segment. Memory operations only require an additional load for the second level LUT so there is no performance impact by this change. We are still looking into other ways to further reduce our memory usage to make sure that we have plenty of room in memory for recompiled code produced by the dynarec.

    http://emulatemii.com/wordpress/?p=80 ...
    by Published on February 24th, 2009 00:21

    Heres the news from the official site:

    As its been a while since our last binary release, we wanted to clarify why its been so long and what we’re waiting for for our next release. Early on in development we were making relatively big changes which significantly improved the emulator; however, we’ve gotten to the point where a lot of the big things have been done, and only need perfecting (with the exception of the dynarec). Thus, we haven’t felt the need to make several binary releases as most of the users who aren’t interested in compiling the source themselves are mostly uninterested in the kinds of changes that have been made. We do indeed have a milestone for our next release planned: a working, stable dynarec. Most of the work that has gone into the emulator since our last release has been focusing on the dynarec, and since we still don’t have a completely working dynarec, there haven’t been many noticeable changes. So we’re holding out for a dynarec which supports at least most games without crashing before we make our next release. After getting it running initially, there will likely be more room for optimization if there are still any performance issues. In that case, we will likely have frequent releases once again as there will be noticeable improvements with each optimization that is made. As always, please be patient. We’re working hard to make the next release something worth the wait.

    On an unrelated technical note, we have managed to free up 1.75MB in RAM by consolidating the various memory LUTs (look-up tables) into a single LUT for all memory operations. In Mupen64, there are 8 different memory LUTs which are used to determine how to handle memory accesses at different addresses. These 8 are split up by read/write byte/half-word/word/double. Instead of having 8 large LUTs, I created one LUT for all memory operations which points to smaller LUTs which handle the different memory operations in the specified segment. Memory operations only require an additional load for the second level LUT so there is no performance impact by this change. We are still looking into other ways to further reduce our memory usage to make sure that we have plenty of room in memory for recompiled code produced by the dynarec.

    http://emulatemii.com/wordpress/?p=80 ...
    by Published on February 24th, 2009 00:18

    News via http://www.1emulation.com/forums/index.php?act=home

    This allows you to write emulators to run on the Xbox platform that are completely legal.

    No changelog exists.


    QUOTE
    OpenXDK is an Open Source, Free, Legal Xbox Development Kit. OpenXDK is being developed to facilitate hobbyist and "homebrew" coding for the Microsoft XBox.

    >> Get it HERE. http://sourceforge.net/project/showf...group_id=56780 ...
    by Published on February 24th, 2009 00:10

    Newly released today:



    features
    Exotica Net allows you to swap items with fellow DRAGON QUEST: The Hand of the Heavenly Bride players, even with your console on standby
    Experience an unique, charming story that follows the life of a young boy on his journey to become a hero. Along the way you will meet various friends, enemies and even find a bride and start a family
    A vast, beautiful and colourful world to explore - with even more colourful characters to meet, monsters to battle and secret treasures to find
    Recruit monsters to your party and arm them so they join you in battle
    A complete audio/visual overhaul breathes new life into a classic with advanced 3D graphics and an arranged orchestral score

    description
    An epic story involving three generations of one family. The story begins at childhood, as our hero travels around the world with Papas, his father.

    After many exciting encounters he grows into a young man. He is now ready to depart for the greatest adventure, with the courage of his father, beating strong in his heart.
    Awaiting him is an amazing world and the biggest choice he will have to make in his entire life…

    http://www.play-asia.com/SOap-23-83-...j-70-34in.html ...
    by Published on February 24th, 2009 00:08

    Newly released today:



    features
    Single Player Campaign With Over 30 Hours of Game Play
    Legion vs. Legion
    Control up to 16 humans and Mecha Robos to fight against a horde of enemies
    Equip your units with items and alter their composition to bolster their strength
    Exciting Real-Time Battles and Shadow Fights!
    High Quality Dual Screen FMV’s Showcasing More Than an Hour of Story Events!
    Exciting RPG Elements Such As Item Collection, Character Progression and Robot Customizations

    description
    Currently a top-rated show on Cartoon Network in the U.S., the story of Blue Dragon centers on a young boy named Shu and several of his friends who possess the ability to control phantom shadows that mirror the actions of their masters. In Blue Dragon Plus, one year has passed since Shu and his companions defeated the tyrannical remnant of the Ancients, Nene. In the midst of the battle, the world split in two and now consists of a myriad of “cubes” that exploded from its depths. King Jibral notices a mysterious cube in the distance suddenly start to move violently, and from it he sees the Shadow of a Balaur, a three-headed dragon, emerge. The enormous and sinister Shadow is just the beginning of the new turmoil and devastation to come.

    http://www.play-asia.com/SOap-23-83-...j-70-30aj.html ...
    by Published on February 23rd, 2009 23:58

    New from SuccessHK



    The manufacturer Try Electronics adapts the joystick for the PS3 by adding a USB connector but the basic functionality is the same as the original Royds Stick EX that we've been using for a while.
    The design of the stick uses a modular panel which slots into the base and two different button panels may be inserted into the base as follows:
    Standard 8-Button Panel
    All right face buttons and trigger buttons (○, X, O, Δ, L1, L2, R1, R2) are located on the panel in a 4 x 2 configuration. The weight of this particular panel is 500g or 1.10lbs.
    EX-System 4+1 Button Panel
    The four face buttons and a trigger (○, X, O, Δ, L1) are spaced across the panel in a truncated arc pattern. The weight of the panel is 400g (0.88lbs). ...
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