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  • DCEmu Featured News Articles

    by Published on July 16th, 2008 03:38

    via IGN

    At Sony Computer Entertainment's 2008 Media Briefing, SCE displayed a number of new titles coming out for PS2 in the coming months.


    Here's a breakdown of the games shown:

    * Yakuza 2
    * NCAA Football 2008
    * NCAA Tiger Woods 09
    * Star Wars: Force Unleashed
    * Warriors Orochi 2
    * Singstar Pop Vol 2
    * Madden 09
    * Mercenaries 2: World in Flames
    ...
    by Published on July 16th, 2008 01:38

    Manjuu posted this news:

    Translated from http://www.gp32spain.com/foros/showthread.php?p=745804

    --------------------

    HeadOverHeels has uploaded a new version of FBA2x. There were a few changes, so it is possible that some bugs were introduced.
    The main feature is the support of caches for large ROMs (NeoGeo for example).

    New features:

    o Implemented service mode (L+R+SELECT). Press SELECT+START to simulate pressing 1P START+2P START; necessary to exit service mode in some games from Capcom
    o Added support for cache files needed by large ROMs
    o Cave:
    . * Fixed: Pretty Soldier Sailormoon
    . * Fixed: Guwange (cache required)
    . * New supported games:
    - - - Hotdog Storm (hotdogst)
    - - - Mazinger Z (mazinger)
    - - - Metamoqester (metmqstr, nmaster)
    - - - These games use the Z80 core of MAME, so they are slower
    o NeoGeo:
    . * Added support for cache files
    . * Updated romset to MAME version 0.125u6
    o New supported games:
    . * PGM:
    - - - Oriental Legend (orlegend, orlegnde, orlegndc, orld111c, orld105k) (cache required)
    - - - Dragon World II (drgw2, drgw2c, drgw2j)
    - - - The Killing Blade (killbld, killbldt) (not working correctly) (cache required)
    - - - Photo Y2K (photoy2k, raf102j)
    - - - Knights of Valour (kov, kov115, kovj, kovplus, kovplusa) (cache required)
    - - - Puzzle Star (puzlstar)
    - - - These games require the ROM pgm.zip
    . * WWF WrestleFest (wwfwfest, wwfwfsta, wwfwfstb, wwfwfstj)
    o Updated CAPEX to support cache files

    To generate cache files:

    - The fbacache.exe program is needed. You need to copy the ROM and those that it depends on in the ROMs directory and execute "fbacache.exe -d [romname].zip"
    - For example with Metal Slug 5, copy mslug5.zip and neogeo.zip in the directory and execute "fbacache.exe -d mslug5.zip"
    - If all goes well, this will generate the file mslug5.fba; this is the one you must copy to the ROMs directory of FBA2x; ONLY THIS FILE, mslug5.zip and neogeo.zip are not need (unless another game needs neogeo.zip)

    Enjoy!

    Download links:

    FBA2x-beta72.zip (1.70 MB) http://www.gp32spain.com/foros/attac...4&d=1216141092
    FBACache.zip (667.4 KB) http://www.gp32spain.com/foros/attac...5&d=1216141092

    http://www.gp32x.com/board/index.php...dpost&p=626835 ...
    by Published on July 16th, 2008 01:31

    Heres the press release:



    Rockstar Games Announces Grand Theft Auto: Chinatown Wars for the Nintendo DS

    The newest entry in the Grand Theft Auto series for Nintendo's handheld system this winter

    New York, NY - July 15, 2008 - Rockstar Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), is proud to announce Grand Theft Auto: Chinatown Wars. Developed by Rockstar Leeds in conjunction with series creators Rockstar North, Grand Theft Auto: Chinatown Wars will be available on the Nintendo DS™ in North America and Europe this winter.

    "This is a game that will deliver a rich, fast-paced and intense 'Grand Theft Auto' experience that will be truly unique to Nintendo's handheld platform," said Sam Houser, Founder of Rockstar Games. "Rockstar Leeds, along with the team at Rockstar North, has built upon a decade of progressive design on Grand Theft Auto, and has created something fundamentally fresh and immersive."

    Grand Theft Auto: Chinatown Wars is an entirely original entry into the critically acclaimed Grand Theft Auto series, and brings a new level of interactivity to its sprawling open environments. With the use of the DS touch screen, players will navigate their way through the streets as they uncover the truth behind an epic tale of crime and corruption within the Triad crime syndicate, delivering the unprecedented amount of depth that has become a true trademark of the franchise.

    For more information about Grand Theft Auto: Chinatown Wars, visit: http://www.rockstargames.com/chinatownwars ...
    by Published on July 16th, 2008 01:23

    News from GP2X Store



    Our last shipment of Gp2x F200 consoles have arrived! Once these units are sold out, we will no longer have the Gp2x F200 available for sale. So if you are looking for a F200 console then you should order soon because we will run out! We also received our last shipment of Gp2x cases and cradles. ...
    by Published on July 16th, 2008 00:30

    News/release from Nightfox

    Hi!

    After tested my game in my new linker i found it just hang-up rarely when loading background if music is playing. Soo i fixed it, easy. Now i Load all BG to RAM from FAT before do anything else (38 bg's) and seem now all is working Ok. I tested it on a SuperCard DS One with a 4gb Kingston Micro SD. In my liker takes arround 4 seconds to load all files.
    Regards and enjoy.

    Download: http://www.mediafire.com/?gom4me4m2mq

    Ps. Please report any bug or comment
    ...

    SnipeD 

    by Published on July 16th, 2008 00:28

    hillbilly posted this release for DS:

    Hello all, I have been working on this project in my freetime mostly, instead of having this as my main project. Anyway, I present to you SnipeD. Its a Sniping game which is still being developed by me.

    v 1.0 - introducing of the game.
    Known Bugs :
    1.) No menu so you can't go back after done playing.
    2.) No REAL splash screen
    3.) Only one level so far... (Hope to add more)
    In this version :
    1.) Sound
    2.) Game w/ one level
    3.) OK cut scene when finishing you're 1st objective.

    Please Give Feedback! Thanks, Hillbilly

    Download and Give feedback Via Comments ...
    by Published on July 16th, 2008 00:25

    News/release from Sylus101

    Hello everyone!!!!

    From a simple question on this very forum spawned an idea that I just ran with and became what I really hope is a useful little app.

    I present PIXELMAN, The Sprite Editor!

    In a vein of laziness, and general exhaustion, here's the Readme file in full:

    Welcome to Pixelman v0.90!

    I'm starting with version .9 because there are really only a couple of extra editions I have planned before being a true 1.0 final version, but this one is working well and I was dying to release something so here it is!

    File structure and FAT:

    The zip has things in the right place but basically you should have a pixelman folder with two folders named sprites and palettes inside it. pixelman.nds can be either on the root or inside the pixelman folder, at least that is what works on my R4 card. If in doubt, try either... actually I would be curious to hear if there is any issues with other cards.

    In the sprite and palette folders you can place output c files from PAGfx and the app will be able to read them. Any sprites or palettes you create will also save into these folders. Currently only sprites up to 20 frames are supported but if there is a demand for more, I can easily increase the sprite array size so just post on PALib and let me know.

    *Special Note and a big thanks to Themepark*
    When you save a sprite you'll get a .spr.c extention. This is because of a strange filename limitation that was discovered with FAT. Read the next paragraph to see what do do about it.

    Using your Pixelman outputted files with your own projects should be done with some experience as it's not automatically created with a nice all_gfx.h and all_gfx.c file. My best advice is to rename the files to your liking. Open then and make sure you name the sprite and the palette arrays as well. Put them in the gfx folder of your project if that's your normal practice and then edit both all_gfx.c and all_gfx.h to include them. It sounds like a tall order, but it's not all that painful. If you’ve got the skill then ignore this and do what comes natural. Any questions, please post and I'll be happy to answer.

    Pardon the general rough look of the app. I'm a terrible graphic artist and to some extent intend to use this to practice.

    Controls:

    Initially the controls are pretty self explanatory, just tap options with the stylus. Once you get started the controls are as follows:

    DPad arrows move the color selection box around the top screen. You can press L to have the screens switch and tap the color you want with your stylus. Obviously use the stylus to draw when the screens are in normal position.

    (These are generaly coded with Pad.Released by the way...)

    Press A to stamp the current drawing to sprite and Y to take current sprite frame and do the reverse.

    X and B change the current sprite frame.

    Press R to start and stop animating the sprite. While animated Up and Down on DPad increase and decrease the speed.

    Press Select to Clear the drawing screen.

    Start bring up an Options screen, all of which are self explanatory selections.

    Enjoy!
    Sylus “Not Stylus” McFrederickson

    To Come (soon, hopefully):

    Restart option, right now you have to shut down to start working on a new sprite.

    Loading of binary sprites. Saving to binary would be impossible for my C skill without major help.

    Option to not save palette as it is certainly unnecessary sometimes.

    Modification of individual palette colors.

    File name choice when saving.

    Listing of more than a few files in each folder. Right now only 8 or so fit on screen.

    Zoom function (partially worked on already) because working with 64 X 64 is almost pointless when trying to get pixel perfect accuracy.

    Update look and polish (consistency of fonts, etc...)

    Download and Give feedback Via Comments ...
    by Published on July 16th, 2008 00:18

    News/release from Cid2mizard

    Kukulcan and me, present a new version of FAT Player MikMod, the version 5.

    Changelog:
    -New interface, new graphics.
    -Improved performance of visualizeur frequency (zero values are now reset to zero).
    -Improving the fluidity of visualizeur (capture frequencies Accelerated).
    -Switch screen.
    -Managing channels (Power On/Off) with the stylus.
    -Add Repeat and Random.
    -Bug fix the opening, only compatible files are displayed (Warning not to file without extension on / Musics).
    -Bug fix the number page.
    -Many bug fix, (FAT, etc..) usually the player is much more fluid than before.

    The archive contains several Track module in almost all of these formats supported.

    Download and Give feedback Via Comments
    ...
    by Published on July 16th, 2008 00:10

    Eke-Eke has released a new version of his Gameboy Emulator for Wii and Gamecube:

    GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy

    This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.

    This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.


    -=[ CHANGELOG ]=-


    Quote:

    15/07/2008:
    . added Wii mode support
    . added wiimote/nunchuk/classic controller support (WII version)
    . added libfat support
    . added automatic SRAM & FreezeState option
    . added 50hz (576i) TV mode support (autodetected)
    . added Progressive (480p) TV mode support (autodetected)
    . added various display aspect ratio support (ORIGINAL, SCALED, STRETCH)

    Download and Give feedback Via Comments ...
    by Published on July 16th, 2008 00:04

    Eke-eke has released a new version of the Master System/Game Gear Emulator for Wii and Gamecube

    This is a port of Charles MacDonald's SMS Plus emulator, based on Softdev's last release, with some compatibility fixes and additional features. Download the latest version and execute smplus.dol on your Gamecube or Wii with your prefered method and then load a rom from ISO9660 DVD or from SDCARD. If you use SDCARD, roms must be placed in the previously created directory /smsplus/roms. Savestates need a /smplus/saves/ directory.

    Read smsplus.txt for detailled options and full credits.

    KNOWN ISSUE: expansion controllers (Nunchuk or Classic) are sometime not detected upon initialization. To solve that, simply deconnect and reconnect it from the wiimote.






    [FEATURES]

    accurate Sega Master System & Game Gear Emulation with sound
    FM unit emulation (Japanese Master System)
    2 Players support
    Savestate support (compressed, saved on MCARD and SDCARD)
    Load a game from SDCARD or DVD (4.7GB support for Wii users)
    SMS BIOS support
    3D glasses faking
    Light Phaser & Paddle emulation
    internal Game Database for automatic configuration
    Zipped rom support (.zip only)
    Original NTSC & PAL progressive rendering modes (240p/288p) support
    Interlaced (576i/480i) & Progressive (480p) TV mode support
    Wiimote, Nunchuk & Classic Controller support (WII mode only)
    full Overscan area (horizontal & vertical colored borders) emulation
    [HISTORY]

    Please read history.txt for a complete changelog.

    Quote:
    15/07/2008:
    -----------
    [SMS, GG]
    - added an option to disable original Sprite Limit emulation (reduce sprite flickering)
    - added an option to display the hidden parts of the original Game Gear LCD screen
    - added Laser Ghost in "Light Phaser" game database
    - fixed a bug which prevented "normal" games displaying correctly after loading a 3D game

    [NGC/Wii]
    - added automatic alphabetical filesorting (Marty Disibio)
    - fixed Wii/Gamecube RESET button handler (softreset)
    - added support for horizontal wiimote handling in Menu (activated when wiimote is not pointed towards the screen)
    - added custom input ports setting (PHASER,PADDLE, GAMEPAD or NONE), this is still automatically set for games which need specific peripherals
    - keys mapping are now saved in config file
    - when Classic Controller is inserted in Port #1, Wiimote #1 can now be used to control player #2
    - "Soft-Reset" key is now fixed to avoid accidental resets: Buttons + & - on wiimote/classic controller, Triggers L & R on gamecube pad
    - fixed "stretch" mode being canceled after loading a new game
    - fixed SMS BIOS detection (place the BIOS rom on SDCARD in /smsplus/SMS_BIOS.sms)

    Download and Give feedback Via Comments ...
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