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  • DCEmu Featured News Articles

    by Published on October 28th, 2008 19:03

    A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.





    Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).

    Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.

    Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.

    Download Here and Leave Feedback and Compatability reports Via Comments ...
    by Published on October 28th, 2008 19:03

    A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.





    Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).

    Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.

    Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.

    Download Here and Leave Feedback and Compatability reports Via Comments ...
    by Published on October 28th, 2008 19:00

    Mednafen has been updated today with a new release, heres the changelog:

    0.8.A:
    NES: Cleaned up the iNES loading code a bit, and added support for WRAM on a few mappers that nominally shouldn't
    have WRAM, enabled if the battery-backed bit is set in the iNES header. Fixes "Family BASIC", and probably
    a few bootleg games as well.

    NES: Added partially-broken support for mapper 163.

    NES: Added support for mapper 241.

    Fixed string constant-to-(char *) problems in drivers/cheat.cpp

    Added setting "osd.state_display_time", to control the length of time, in milliseconds, the save state/movie
    screen is displayed after selecting a save state or movie.

    The most recently-saved save state slot will now be colored differently when selecting a save state slot.
    Increased the brightness of non-empty save state slots.
    Empty save state slots are now black instead of being partially transparent.

    PC-FX: Fixed bugs in "Play Audio Track Index" and "Read Subchannel" MMC commands, fixing the totally broken
    cinematic sequences in "Boundary Gate". There may still be bugs in these commands that don't cause any known
    problems with games, so I will need to run tests on a real system.

    GBA: An error loading the custom colormap file is now treated as fatal.

    Win32: The German and Russian translation files are now included in the Win32 precompiled binary distribution
    ZIP file. Note that Mednafen always assumes the locale to be UTF-8, so the stdio.txt file will need to be
    opened with a viewer that can handle UTF-8(though filenames with non-7-bit-ASCII components will appear fubar).
    (I am aware that assuming the locale's character encoding to always be UTF-8 is a design flaw with
    various insidious consequences when the encoding is not UTF-8).

    Updated the Russian translation with the translation done by rubicon.

    Added configure script option "--enable-altivec/--disable-altivec (default: enabled)" for compiling on
    PowerPC architectures where AltiVec is not supported, or causes problems. This configure script option is
    untested, however.

    Input for the virtual device on virtual port N will be disabled when the buttons on the virtual device on virtual
    port N are being configured. The last button pressed when in button configuration may still be taken as
    virtual device input, however(a fix for this would be too invasive, and so will be done in the 0.9.x unstable
    tree).

    PCE: Added several missing input-related state variables to save states, fixing several netplay/movie
    desynchronization issues under certain situations.

    Fixed a bug when creating an SDL source surface, whose negative effects(clipping rightmost columns) could be
    triggered when the "sdl" vdriver setting was used with certain xscale and yscale settings that would
    cause a 1:1 pixel copy operation.

    PC-FX: Improved PSG LFO emulation again(Tyoushin Heiki Zeroigar uses it for some sound effects, other
    games likely use it as well in similar roles).

    PCE: Improved PSG LFO emulation again(Hanii in the Sky, Juuouki, and Flash Hiders use LFO).

    PCE: Altered the Street Fighter 2 autodetection code to be data-agnostic. The SF2 mapper will now be enabled for
    any ROM images 2MiB and over in size.

    Fixed a call to putenv(), to pass a static character array initialized to a string constant instead of a string
    constant directly.

    Fixed a few argument descriptions(invoked with the -help command-line switch) that weren't properly gettextized.

    Debugger: Fixed a bug in the trace log code. It would cause the emulator to lock up if the user pressed
    Enter/Return in the prompt popup without any text in the input field.

    SMS: Removed the old unused Z80 emulator code from when SMS Plus was assimilated.

    Download and Give Feedback Via Comments ...
    by Published on October 28th, 2008 19:00

    Mednafen has been updated today with a new release, heres the changelog:

    0.8.A:
    NES: Cleaned up the iNES loading code a bit, and added support for WRAM on a few mappers that nominally shouldn't
    have WRAM, enabled if the battery-backed bit is set in the iNES header. Fixes "Family BASIC", and probably
    a few bootleg games as well.

    NES: Added partially-broken support for mapper 163.

    NES: Added support for mapper 241.

    Fixed string constant-to-(char *) problems in drivers/cheat.cpp

    Added setting "osd.state_display_time", to control the length of time, in milliseconds, the save state/movie
    screen is displayed after selecting a save state or movie.

    The most recently-saved save state slot will now be colored differently when selecting a save state slot.
    Increased the brightness of non-empty save state slots.
    Empty save state slots are now black instead of being partially transparent.

    PC-FX: Fixed bugs in "Play Audio Track Index" and "Read Subchannel" MMC commands, fixing the totally broken
    cinematic sequences in "Boundary Gate". There may still be bugs in these commands that don't cause any known
    problems with games, so I will need to run tests on a real system.

    GBA: An error loading the custom colormap file is now treated as fatal.

    Win32: The German and Russian translation files are now included in the Win32 precompiled binary distribution
    ZIP file. Note that Mednafen always assumes the locale to be UTF-8, so the stdio.txt file will need to be
    opened with a viewer that can handle UTF-8(though filenames with non-7-bit-ASCII components will appear fubar).
    (I am aware that assuming the locale's character encoding to always be UTF-8 is a design flaw with
    various insidious consequences when the encoding is not UTF-8).

    Updated the Russian translation with the translation done by rubicon.

    Added configure script option "--enable-altivec/--disable-altivec (default: enabled)" for compiling on
    PowerPC architectures where AltiVec is not supported, or causes problems. This configure script option is
    untested, however.

    Input for the virtual device on virtual port N will be disabled when the buttons on the virtual device on virtual
    port N are being configured. The last button pressed when in button configuration may still be taken as
    virtual device input, however(a fix for this would be too invasive, and so will be done in the 0.9.x unstable
    tree).

    PCE: Added several missing input-related state variables to save states, fixing several netplay/movie
    desynchronization issues under certain situations.

    Fixed a bug when creating an SDL source surface, whose negative effects(clipping rightmost columns) could be
    triggered when the "sdl" vdriver setting was used with certain xscale and yscale settings that would
    cause a 1:1 pixel copy operation.

    PC-FX: Improved PSG LFO emulation again(Tyoushin Heiki Zeroigar uses it for some sound effects, other
    games likely use it as well in similar roles).

    PCE: Improved PSG LFO emulation again(Hanii in the Sky, Juuouki, and Flash Hiders use LFO).

    PCE: Altered the Street Fighter 2 autodetection code to be data-agnostic. The SF2 mapper will now be enabled for
    any ROM images 2MiB and over in size.

    Fixed a call to putenv(), to pass a static character array initialized to a string constant instead of a string
    constant directly.

    Fixed a few argument descriptions(invoked with the -help command-line switch) that weren't properly gettextized.

    Debugger: Fixed a bug in the trace log code. It would cause the emulator to lock up if the user pressed
    Enter/Return in the prompt popup without any text in the input field.

    SMS: Removed the old unused Z80 emulator code from when SMS Plus was assimilated.

    Download and Give Feedback Via Comments ...
    by Published on October 28th, 2008 18:50

    DJGameFreakTheIguana has posted a screen of a new Openbor mod hes working on,



    Nice looking mod, more details here --> http://www.lavalit.com/index.php?top...;topicseen#new ...
    by Published on October 28th, 2008 18:50

    DJGameFreakTheIguana has posted a screen of a new Openbor mod hes working on,



    Nice looking mod, more details here --> http://www.lavalit.com/index.php?top...;topicseen#new ...
    by Published on October 28th, 2008 18:50

    DJGameFreakTheIguana has posted a screen of a new Openbor mod hes working on,



    Nice looking mod, more details here --> http://www.lavalit.com/index.php?top...;topicseen#new ...
    by Published on October 28th, 2008 18:50

    DJGameFreakTheIguana has posted a screen of a new Openbor mod hes working on,



    Nice looking mod, more details here --> http://www.lavalit.com/index.php?top...;topicseen#new ...
    by Published on October 28th, 2008 18:46

    DJGameFreakTheIguana has posted a new release of his Chaotix Rage Bor Mod for the Dreamcast, PSP and GP2X.



    Here's the Next Chaotix Rage Demo

    1. I finally got the sound effects to work

    2.There's a manual in the zip file called "Chaotix Contols"

    3. Not only is Nack the weasel playable, so is Mighty the Armidillo and Espio the chemilleon

    4.MP bar refills when you hit Enimies but It still fills to Quickly, I'll fix dat by da next update

    5.Items should spawn according to how many players are playin' now, so far it works with 1 or 2 players.

    6.this is a 4 player game, you might have known that but I postin this to make it clear.

    7. I added the Stage 2-2 and 2-3, I would've added stage 3 but I didn't know how to put the platforms in but I think I do now

    8.You can select any of the stages you want to play in

    9. there still maybe alot of Enimies but that's what the projectiles and dodges are for

    10. instead of Working on the main story, I'm going work on the side stories You'll be playing for more Veriety, but first I got some sprite ripping to do

    11. I changed the hit flash, it was to big a covered up some of the moves I was doin.

    12. I still need to work on vectors running sprites

    13. I want to get this in that Sage'08 thing

    Here's the Download: http://www.mediafire.com/download.php?jjzmzy2gmgm

    Enjoy the game and Music, Both by me
    ...
    by Published on October 28th, 2008 18:46

    DJGameFreakTheIguana has posted a new release of his Chaotix Rage Bor Mod for the Dreamcast, PSP and GP2X.



    Here's the Next Chaotix Rage Demo

    1. I finally got the sound effects to work

    2.There's a manual in the zip file called "Chaotix Contols"

    3. Not only is Nack the weasel playable, so is Mighty the Armidillo and Espio the chemilleon

    4.MP bar refills when you hit Enimies but It still fills to Quickly, I'll fix dat by da next update

    5.Items should spawn according to how many players are playin' now, so far it works with 1 or 2 players.

    6.this is a 4 player game, you might have known that but I postin this to make it clear.

    7. I added the Stage 2-2 and 2-3, I would've added stage 3 but I didn't know how to put the platforms in but I think I do now

    8.You can select any of the stages you want to play in

    9. there still maybe alot of Enimies but that's what the projectiles and dodges are for

    10. instead of Working on the main story, I'm going work on the side stories You'll be playing for more Veriety, but first I got some sprite ripping to do

    11. I changed the hit flash, it was to big a covered up some of the moves I was doin.

    12. I still need to work on vectors running sprites

    13. I want to get this in that Sage'08 thing

    Here's the Download: http://www.mediafire.com/download.php?jjzmzy2gmgm

    Enjoy the game and Music, Both by me
    ...
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