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  • DCEmu Featured News Articles

    by Published on November 4th, 2007 09:53

    The GBA and DS Emu for Windows has been updated with a new release, heres whats new:

    03 November 2007 - version 2.5b
    - nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation
    - nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)
    - nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx
    - nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)
    - nds/3d/mtx: all matrix math done by software without using any opengl matrices
    - nds/spi: allows to deselect/disable spi bus without clearing the hold-bit
    - nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx
    - nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx
    - nds/3d/debug: vram viewer indicates unused lights and color tables by red line
    - nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx
    - nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info
    - nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
    - nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
    - nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)
    - nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)
    - nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer
    - nds/3d/multi: uses a single opengl context shared (and working) for multiplay
    - nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38
    - nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)
    - nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands
    - nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed
    - nds/3d/buf: stores commands with original params, and results on each mtx cmd
    - nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)
    - nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands
    - nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)
    - nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6
    - nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]
    - nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h
    - nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info
    - nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD
    - nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter
    - nds/wifi/help: added notes on registers affected by powerforce (and by irq13)
    - nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)
    - cpu/debug: replaced invalid tmb high-opcode error message by optional warning
    - cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)
    - cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers
    - joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)
    - nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers
    - nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)
    - nds/wifi: emulates reading from RF chip, emulates initial power-on RF values
    - nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)

    Download and Give Feedback Via comments ...
    by Published on November 4th, 2007 09:53

    The GBA and DS Emu for Windows has been updated with a new release, heres whats new:

    03 November 2007 - version 2.5b
    - nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation
    - nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)
    - nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx
    - nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)
    - nds/3d/mtx: all matrix math done by software without using any opengl matrices
    - nds/spi: allows to deselect/disable spi bus without clearing the hold-bit
    - nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx
    - nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx
    - nds/3d/debug: vram viewer indicates unused lights and color tables by red line
    - nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx
    - nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info
    - nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
    - nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
    - nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)
    - nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)
    - nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer
    - nds/3d/multi: uses a single opengl context shared (and working) for multiplay
    - nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38
    - nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)
    - nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands
    - nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed
    - nds/3d/buf: stores commands with original params, and results on each mtx cmd
    - nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)
    - nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands
    - nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)
    - nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6
    - nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]
    - nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h
    - nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info
    - nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD
    - nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter
    - nds/wifi/help: added notes on registers affected by powerforce (and by irq13)
    - nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)
    - cpu/debug: replaced invalid tmb high-opcode error message by optional warning
    - cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)
    - cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers
    - joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)
    - nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers
    - nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)
    - nds/wifi: emulates reading from RF chip, emulates initial power-on RF values
    - nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)

    Download and Give Feedback Via comments ...
    by Published on November 4th, 2007 09:49

    News from Drunkencoders

    To ensure things work a bit smoother this year the judging for the competition has been standardized. I hope this does not throw too many people off but it should give people a much better idea of what we are looking for.

    Judging Matrix

    For the moment, no category is weighted more than another but it is possible the "Fun" category will end up worth twice that of any other.

    Also the game submission and judging process is now fully web driven. This means the authors will control what info appears about their entries in the results list (and can update their info at any time). I had a bit of trouble keeping it all strait via email (i think last years results don't even list the game authors). It also means the results will be available as soon as all judges have submitted.

    The final feature is after the results are published the general public will be able to rate and comment on the games. In the future, public opinion might factor into the final results but for this compo only the Judges scores will count.

    Good luck in coding

    http://www.drunkencoders.com/compo/compo.htm
    ...
    by Published on November 4th, 2007 09:48

    News from Evil dragon

    Inside this archive are some pictures of the inner life of the gp2x-F200.
    But that's not all - I also mixed up an F200 with parts of the F100 case and vice versa.
    Of course, those pics are also included (I like the white with the black surroundings )



    You may use these pictures for anything.
    Do what you want with them. Completely free for non-commercial use.
    For commercial use, please drop me a mail about that and include www.gp2x.de as source, otherwise, feel free to do with them whatever you want. ...
    by Published on November 4th, 2007 09:41

    Olli Hinkka has released an updated version 1.03 of Quake I. This update mainly addresses the E90 Communicator: it makes the QWERTY keyboard fully usable and supports both the internal and external display.

    http://my-symbian.com/s60v3/software...=9&fldAuto=323 ...
    by Published on November 4th, 2007 09:39

    via ipodlinux forums

    This is a testing release that tests MPD with ZeroLauncher. It installs the latest svn'd alpha build of ZeroLauncher with modified mpd and mpdc modules (modified 0.4 versions with mpd-ke), as well as updated SVN schemes and fonts, a freshly recompiled kernel (should be the same though) and the stable, official loader 2.5r5 (I'll compile my own later).

    Install by running the "ZeroSlackr-Installer-ZL+MPD-Test-Release.bat" batch file. It should install Loader2 and extract the ZeroSlackr system. If you've installed the Sneak Peak release of ZeroSlackr, please disable the old SlackrPacks by remove the old "Packs" folder (or just renaming it to something else). Due to many the changes I've made to ZeroLauncher, compatibility with the Sneak Peak release packs is probably broken.

    After you've installed this, copy your song files directly to the "Music" folder and reboot into iPodLinux, ZeroLauncher. On the first startup, you will get an "Unable to connect to MPD" error. This is because I disabled MPD by default. Toggle the "Enable MPD" setting, then quit ZeroLauncher or reboot. The second time around, MPD will be enabled but database updating will be disabled. Toggle the "MPD Update" setting, then quit ZeroLauncher or reboot your iPod. This time around, during startup MPD should update its database (please be patient during the updating "white screen" step). After the database successfully updates, I recommend you reboot your iPod one last time for memory sake.

    Please keep in mind that this is just a "working" test release. I am aware that, due to memory issues, ZeroLauncher may freeze at times. Also, due to MPD's memory-hogging-ness, if you enable MPD, things will be pretty slow and you will be unable to launch anything else (but you will get pretty smooth playback suppose you don't do crazy things). I will try to find a work-around for this but I may not be able to.

    Otherwise, please report any issues/success you have. If you're willing, try tweaking with some of the MPD configurations and post if you find config changes that'll improve playback. Keep in mind that this is just a test release. Unless there's anything major, I won't update this until the final ZeroSlackr beta release

    http://www.sendspace.com/file/f6ult5 ...
    by Published on November 4th, 2007 09:31

    Well, we didn't have to wait for anyone to crack open their PS3 to check, because Sony has squashed all rumors that the new $399 40GB PlayStation 3 SKU is featuring 65nm chips (shrunk from their 90nm standard). While we'll save you the copy and pasted rough auto translation, Sony essentially said that 65nm is not here yet but that they were working on it for the future.

    http://gizmodo.com/gadgets/rumor-sma...ips-318543.php ...

    by Published on November 4th, 2007 09:27

    That will possibly be the only major problem for devs for both consoles in the near future.
    1). Lack of memory on the PS3.
    2). Lack of storage space on the Xbox 360.
    Watch out for that one. It will be here sooner than you think, if not already.

    But everyone, just bear this in mind. The Xbox 360, for all the bagging it gets, is really quite a powerfull piece of kit. It has 3 seperate PPC cpus, which basically equates to 6 hardware threads. It has more memory to play with, a superior GPU, and superfast bus rate.

    All the BS talked about GOW pushing the 360 is almost toss. Sorry. It was only running on two thread system. And even that engine was very buggy and "heavy" at the time. If not totally overated in its own right as well.

    Honestly, if MS decided to put some form of a HD disc in it, Blu Ray or HD-DVD, the damn thing would be almost future proof, with the exception of the over heating, ofcourse.
    Because, as it stands, the PS3 only has the storage space over the 360. Its not anymore "advanced" at all, and in many ways, slightly less.

    http://www.product-reviews.net/2007/...e-on-xbox-360/ ...
    by Published on November 4th, 2007 09:26

    Best Buy's latest move may be one of the best yet for "devil customers."
    It was reported yesterday on DailyTech that Wal-Mart would have the Toshiba HD-A2 HD DVD player on sale for $98.97 Friday morning. Best Buy followed suit by offering the HD-A2 online and in-store for $99.99.

    As one might imagine, Best Buy stores were quickly depleted of stock and BestBuy.com was hammered with excess orders. Although some orders were able to get through, an overwhelming majority of customers who purchased HD-A2s from BestBuy.com received backorder notices.

    Given that the HD-A2 is now discontinued, one would have expected that Best Buy would just cancel all of the orders and be done with it -- but you would be wrong. Best Buy instead is replacing all backordered HD-A2 players with the new third-generation HD-A3 which retails for $299.99.

    http://www.dailytech.com/article.aspx?newsid=9519 ...
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