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    by Published on December 22nd, 2007 00:52

    New version of the Dreamcast emulator for PC.

    Here is Makaron Test 9 for your pleasure. There are lots of internal changes, but nothing revolutionary - so don't expect it to be much better/faster compared to earlier versions. From user point of view, it's almost the same as T8. Quite frankly the only reason I'm releasing it is to test some new stuff inside. For example, it's only thanks to user input that I found the NVidia FX series cards bug so fast (and actually it affected all cards, just that FX couldn't cope with it at all).
    There are also people out there who simply have to test anything new that is released, because they love emulating stuff. So this is like a small gift for them, to enjoy for few moments before the novelty wears off

    Like I said, there are tons of small (and not so small) internal changes to the emulation engine. Some of this stuff is so new it wasn't even tested much yet, so expect bugs. If you find a game that doesn't work now and it used to, please drop me a note - I'd like to find and fix the regressions first.
    I won't go into much detail, but here's a list of things I consider interesting enough to explain a bit:

    Dynamic Z-buffer range compression
    This is a new method of dealing with overblown Z/W values. Most of the work is done in vertex shader so there should be no noticable speed impact. I mean, if there is then your graphics card was too slow to begin with and this is just another drop in the bucket.
    Now I can handle geometry more like PVR2 does, which is good because this allows proper shadow casting. Very much like NANs, infinities are now detected and handled CPU-side - so far it appears to work as expected. All this and no Z-precision issuses, not that I'm aware of at least. Unless there's a game out there making a real use of 32-bit floating point HDR in Z-buffer this might just be THE solution
    Note: There are games that still do not render properly due to other bugs, also this does nothing to cure transparency/ordering problems.

    Shader Model 2 is now default
    Makaron will now use VS 2.0 and PS 2.x (x being 0, a or b - where available), and fall back to 1.1/1.4 if it has to. What's more, I might be dropping SM1 support sometime in future. There are so many problems with it... I've had VS 1.1 break geometry which VS 2.0 handled just fine. And let me remind you again that palletized textures filtering is disabled on PS 1.4 beacuse it's too primitive for that kind of processing.
    It's also about features that older cards do not have - like multiple render targets, or floating-point type surfaces. The Z compression code is considerably shorter compiled for 2.0 profile than it is for 1.1 by the way. Funny thing though, even if SM3 code is shorter it actually executes slower on most cards. That and the bugs I found in the drivers made me choose SM2 as the best perfomer.

    Texture caching fixed
    At least I hope it is Makaron MT version should no longer crash so much or trash textures. That does mean the single-threaded version will be a bit slower though - it's a tradeoff I've made to allow for proper locking. Some bugs still remain, mostly to be seen in Soul Calibur, but that's another story.

    Shadows now work
    Well, most of the time, and so are enabled by default. There are several ways it can be done - so far I was unable to come up with one method capable of handling all cases. Maybe there isn't one... Well, for now you can switch between different algorithms - you'll need to do that for Crazy Taxi series at least.

    You really should be using multiple-core system for Makaron, mind you - this is the target PC I'm aiming for. SH4 speed is very important, but once you can do rendering in parallel most games will happily run full-speed on as little as 70-100MIPS. Seeing as AthlonXP clocked at 2000MHz is just below the required minimum, I'd say any mid-level X2 or C2D system will do fine.

    The known bugs you will surely ecounter are mostly in AICA (sound module) code. The volume levels are still wrong - not sure why, I made the tables up to the specs. And yet PCM range often exceeds 16-bit, causing major distortions even if clipped. Also, ARM speed has been reduced to 1.5MIPS - this should make Soul Reaver happy. This is not exactly correct either, and will probably break some other games... I'll keep looking for a better solution.

    As usuall, if there are any silly-yet-critical bugs discovered, I'll fix them right away. Other ones will have to wait for next "major" release

    WARNING! Be careful not to overwrite your VMU or INI files when moving to T9!
    ...
    by Published on December 22nd, 2007 00:43

    News/release from nataku92 :

    Well I've decided to create a progress log for Cspsp. Since the last version (1.21), I've made a few minor changes and fixed some bugs (most of them suggested by b0rk from the neoflash forums) to the game, namely:

    - limited death indicator to 3 max
    - fixed the buying deagle bug
    - fixed a small sound issue when firing and strafing
    - fixed knife
    - made sure money doesn't go down if you already have full ammo
    - text on scoreboard is now the name of the map instead of "test"
    - added ability to enable/disable friendly-fire
    - added round timer in spectator mode
    - made shotgun fire more straight

    I also created a better camera system with smoother movement (like when switching between players in spec mode) and shifted the players view to be more in front of where they're aiming (although I'm not sure I'm going to keep this).

    Finally, one of the features I've worked on the most was multiplayer (infrastructure) . I'm using a server-client design like cs where each server is responsible for one game. Online play is still in its very early stages, and I definitely need some help testing it to find the many bugs that I'm sure there are ): .

    Anyways, right now I'm running a server on an old laptop on my own network, so you're free to test out online play, although there probably won't be other players on at the same time. Oh, and I live in L.A. and I've got a normal cable connection, so there might be some major lag if you live farther away. Here's the download link for a test version of cspsp that has multiplayer:

    http://www.sendspace.com/file/6enbg8

    Just go to Online from the menu and choose your wireless connection, and it should automatically connect to the server.

    Comments and any bugs you find are appreciated
    ...
    by Published on December 22nd, 2007 00:40

    News/release from Coolj

    Well,in 380,Sce dont let us make a pandora battery(doing it the normal way),so here is an update of the plugin released long time ago on elotrolado.net,it emulates the syscon code.I know there is no 380 custom firmware yet,but when it comes out you can make a pandora battery on it with this plugin.
    Link to the old thread: http://www.elotrolado.net/hilo_Drive...Pandora_839743
    The button combos for the plugin:

    -Start + Select = the plugin will stop working,if you reboot etc it will work again.

    -LTrigger + Select = dump the eeprom with the name "eeprom.bin".
    The Power led will blink 1 time.

    -RTrigger + Select = Flash the eeprom.bin.The Power led will blink 5 times.If an error ocurrs the plugin will create a text file in the root of the ms,telling what happened.

    LTrigger + Start = convert battery to normal.The power led will blink 2 times.If an error ocurrs the plugin will create a text file in the root of the ms,telling what happened.

    RTrigger + Start = convert battery to normal + autorun.The power led will blink 3 times.If an error ocurrs the plugin will create a text file in the root of the ms,telling what happened.

    LTrigger + RTrigger = convert battery to pandora.The power led will blink 4 times.If an error ocurrs the plugin will create a text file in the root of the ms,telling what happened.

    Download Here and Give Feedback Via Comments ...
    by Published on December 22nd, 2007 00:32

    With 2007 almost to a close, its getting pretty obvious that our previously announced next project 'EX' will not be being released during its previous 'Holiday 2007' slot. This is mainly due to myself (Blackbolt) not having as much free time as I've previously had. Also, the team is pretty much just myself now. Jezz_X continues to maintain the current skins on the SVN, but there is no active development happening amongst the team as everyone is off doing their own projects.

    The XBMC skin EX is still being worked on by myself and I very much plan to release it as soon as its ready for public consumption. Progress has been slow, but hopefully with the start of 2008 it will pick up. The design plan for the entire skin is almost locked down and all that will remain is the task of making everything work together and polishing it all up. The main focus of the skin is still to be used as a media center and its very much a HD centric user interface, built for Widescreen 720p.

    Although I don't have any beta versions available for people to download, I am willing to show off the homescreen as of this weekend. The previous 3 icon layout was proving to feel too 'zoomed' in and so I recently bumped it up to 5 icons and thus it has a much better feeling while moving around. If you click the preview image below you can get a full 720p resolution image of the home screen.

    I will be bringing you more updates as and when development picks up for this skin as I'm just as eager as everyone else who's waiting to get it finished. I wish everyone a happy holiday and I hope to bring you more good news in the new year.

    http://blackbolt.x-scene.com/index.php?post=1198179399 ...
    by Published on December 22nd, 2007 00:31

    Microsoft has debuted a new XNA-themed Gamasutra microsite with the first in a series of game development-related articles, featuring Chris Satchell and Frank Savage discussing the newly launched XNA Game Studio 2.0.

    The microsite will feature monthly updates "to give the development community a better view into the projects Microsoft is working on", and this month's sponsored Gamasutra feature gives you an insider's look into the new features of XNA Game Studio 2.0.

    http://www.gamasutra.com/xna/ ...
    by Published on December 22nd, 2007 00:29

    Will Warner Bros. go Blu-ray exclusive at the 2008 Consumer Electronics Show? Their have been numerous... and unfounded... rumors that they will, despite Warner Bros.' recent public statements to the contrary.

    Enthusiasts and bloggers have pointed to the 2008 Consumer Electronics Show (CES) and Warner Bros. listed as attending the HD DVD Promotional Group's Press Conference (all two hours of it) on Sunday, January 6th, as proof that Warner Bros. will continue publishing on HD DVD.

    http://www.soundadviceblog.com/?p=705 ...
    by Published on December 21st, 2007 21:45

    From the official forum

    Starting tomorrow, Cryptic Allusion (namely, me) will be posting a screenshot of an unseen, newly artisted (Yay! I made up a word) level of Donk! We'll finish off the the stint of sweet posts on the first of January and add another special something that I'll be putting together over the week and a half ahead of us.

    Let's hope what I’m planning actually works out ^_^, but I'm sure you'll all enjoy the new screenshots at the very least!

    Now for a slight bit of bad news: as you may have guessed, we've once again underestimated the amount of work and time this project would consume. We're still working like crazy people, but I'm not going to announce another 'estimated release date' for Donk until I know for sure that we're going to be able to meet it. It really shouldn't be too much farther into the future, but I refuse to disappoint everyone yet again (after this time of course) by missing a release date. Truthfully, it pains me to have to write something like that, but we can't let Donk get out there and be a poor version of what is supposed to be a great platformer. Thank you for your understanding, or your need to kick us square in our nether regions...at least you're being honest! ^_^

    I'll end with a positive note: Cryptic Allusion WILL release this game on Dreamcast in the not-so-distant future. We've already got pre-orders! We promise to release it! Plus, I'm going to try to get a comparative screenshot at some point tonight as an early bonus...just so you can see the difference between the two sets of graphics. ...
    by Published on December 21st, 2007 20:55

    Via engadget

    Link: http://www.engadget.com/2007/12/21/u...sdk-let-loose/



    It looks like web browsing on the Wii is about to get a whole lot more interesting, as an entirely unofficial Wii Opera SDK has now been released to the general public, opening up the possibility for all sorts of browser-based games, among other things. What's more, the SDK allows developers with the necessary know-how to take full advantage of the Wiimote, including the ability to detect the remote's distance from the sensor bar, along with any button presses, and movement along the Z-axis. That makes things like the familiar-looking "2 Play Ship Demo" pictured above fully playable using the Wiimote, as well as more basic things like drawing and 3D rotation. Those looking to get started on a homebrew game of their own can hit up the read link below for the necessary files, while the rest of us can try out a handful of ready made demos at the same link. ...
    by Published on December 21st, 2007 20:50

    via Daily Post



    IN2Games, the pioneering developer of motion-sensing gaming technology, is launching a new range of wireless family games for PlayStation 2.

    Available in time for Christmas, each title in the RealPlay range of videogames retails with a unique wireless controller, bringing wireless motion sensing gaming to the PlayStation 2 for the very first time.

    The RealPlay range is a family-friendly collection of games, retailing for £34.99. Each wireless peripheral has been designed not just to provide intuitive motion-sensing control, but to enhance the overall gaming experience as well.

    RealPlay Racing is a foot-to-the-floor racing game controlled by its very own wireless steering wheel. Scream around corners, race bumper-to-bumper, and leap over death-defying jumps in one of the most exciting racing games around.

    The game is available for PlayStation 2 now, priced £34.99 - complete with a wireless steering wheel, for more information see www.myrealplay.com ...
    by Published on December 21st, 2007 20:47

    via IGN

    A federal judge in Detroit has denied a request by the band The Romantics that publisher Activision immediately prevent their song "What I Like About You" from being used in the Guitar Hero Encore: Rocks the '80s expansion pack.

    The lawsuit claims that the cover version used by Activision in the game is too similar to the band's original, harming the Romantics' ability to capitalize on its name.

    In a press release issued today, Activision said the judge "indicated that to the extent there were any copyright issues, Activision did exactly what the company was supposed to do in developing the product."

    Here's what the recently-anointed Worlds Biggest Publisher had to say about the ruling:

    Activision is pleased with the ruling and thinks that the case is without merit. Respect for all artists is an important value of the company and Activision has a long history of supporting artists from a range of entertainment fields," The company believes video games represent a growing opportunity for the music industry to reach new audiences and a strong source of potential license revenue for both bands and music publishers.


    The legal proceedings surrounding the song aren't over yet, but this week's ruling allows Activision to safely continue selling the expansion containing the song while the case moves forward. ...
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