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    by Published on February 9th, 2007 00:19

    Yes Strmnnrmn lives.

    This ought to show people to have a little more patience.

    http://strmnnrmn.blogspot.com

    Behold! An update!

    Wow, it's been a long time since the last update. A really long time. How did that happen?

    I've always found it quite hard to find the time to update the blog. Usually when I have some free time in the evenings (that's free time spent doing things other than eating, socialising, and getting stuff ready for work), the choices I have are:

    * Do some new development on Daedalus
    * Play games/watch TV/relax
    * Reply to a few emails/comments, post a new entry here

    Unfortunately over the past half year or so the first two bullet points have won out. So, apologies for neglecting the 'outside world' for so long. On the plus side, the existance of the first bullet points means that I have lots of exciting new developments to talk about over the next few days

    I'm going to finish off this reintroduction with a broad overview of some of the stuff I've been working on. This is all stuff that will be present in R9, which I'd like to release this month.

    * Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end.
    * Tidied up all the texture conversion code, fixing a few bugs in the process
    * Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues)
    * Fixed a blending bug (fixed a few small graphical issues)
    * Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering
    * Added mirrored texture support (this fixes lots of small graphical glitches)
    * Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches)
    * Added some new blend modes for various roms
    * Fixed the Tri2 command for F3DLX microcodes
    * Fixed a bug in busy-wait detection (this wasn't working correctly with dynarec code, net result is a small speedup)
    * Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace)
    * Added audio support
    * Added the ability to dump textures (developer builds only at the moment)
    * Fixed screenshots. Again.
    * Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup)
    * Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup)
    * Much better memory access handling in dynamically recompiled code (this gives a BIG speedup
    * Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup)
    * Further improve the memory access handling in generated dynarec code (another small speedup)
    * Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup)
    * Have compensation blocks restore nobbled registers, so on-trace code does't need to reload (another small speedup)


    There's quite a lot in that list, so I highlighted the two most significant points. In summary R9 will be much faster, with audio support. I'll write a bit more about these changes in particular over the next few days (promise!)

    -StrmnNrmn

    Now show the guy a little respect, don't hassle him with trivial things and let him get on with the coding! ...
    by Published on February 9th, 2007 00:17

    yagero has released a new game for PC controllerable by a Wiimote (using glovepie.)

    Video Here --> http://www.youtube.com/watch?v=hQLIQqH2D4Y

    Download Via Comments ...
    by Published on February 9th, 2007 00:10

    via ds-x


    Due to much demand, we are releasing a DLDI driver, with source, for the DS-Xtreme. We originally planned to also release a "pre-DLDI" libfat driver, but unfortunately that code has now become dated, and it would be trivial to derive a new libfat driver from this DLDI code.

    The source should be commented well enough to follow, but if anyone has any questions, feel free to post them in our home-brew discussion forum here!

    --Aphex

    Download dsxdldi.zip here ...
    by Published on February 9th, 2007 00:07

    via siliconera

    With the card saber you can slide the top off and unsheathe your DS games like a Power Ranger or futuristic ninja. It holds three DS games and a GBA cart. For the amount of games it holds, the Card Saber DS is bulky, but anyone who buys this isn’t getting it because it’s practical. It’s being sold for 850 yen ($7).

    Screen Via Comments ...
    by Published on February 9th, 2007 00:02

    via flamewaradvance

    Game announcements for the DS are made nearly every other day. If it isn't about a new Square Enix game heading to the DS it's about a wild indie title. If it isn't about a wild indie title it's about a crazy, ambitious PC port. And if it isn't about that, it's probably about homebrew hentai games.

    Amidst all this news and the speculation that follows it, one often tends to miss or forget some of the announcements that actually go on to have a major effect on the handheld in due time. BioWare's in-the-works game for the DS is one such announcement. Having first heard of this over at Kotaku a few months back, I'd been keeping an eye out for any new info on the game that turned up.

    Alas, the gentlemen over at BioWare find it fun playing hard-to-get and no further mention of the title was made again. Feeling the need to extinguish the flames of curiousity that burned deep within my gamer's soul, I got in touch with BioWare's Handheld Game Group Project Director, Dan Tudge to see if he couldn't throw us impatient BioWare fans a bone. While Dan didn't reveal much about the game directly, he did answer some questions a few of you might have on your minds regarding this ambitious project.

    So, without further ado:

    Q: What drew BioWare’s attention to develop for the DS? Have you put any thought into developing games for the PlayStation Portable?

    A: We’ve been looking at getting into the handheld space for quite a while now, but we were waiting for the right time, the right technology, and of course the right ideas to develop into a quality game. Both the DS and the PSP have very compelling capabilities, but ultimately the DS was better suited to our ideas for creativity and innovation. We may decide to develop something for the PSP down the road, but for now we’re quite excited about what we’ve got planned for the DS.

    Q: With the success of the DS, major franchises (such as the Dragon Quest series) shifting over to the portable market, and the significantly lower development costs associated with the platform, do you see your company putting a larger focus on handheld titles?

    A: We’ve got a long and successful history of making great games on both PC and console, so I don’t see us putting any less of a focus on those platforms. As long as we stay focused on making the best story-driven games we can, we’ll develop for whatever platform allows us to do just that, and of course it may vary from game to game.

    Q: Coming to the topic at hand, what setting will the game use? Medieval? Futuristic?

    A: I could tell you, but BioWare would kill me. We’re not revealing anything about the game just yet, but stay tuned…!

    Q: Would you call this project an action/RPG or a "traditional" RPG?

    A: Again, I really can’t talk about that right now. I can tell you that BioWare is committed to delivering the best story-driven games in the world and as such you can expect a rich and enjoyable experience.

    Q: Is BioWare planning a format comparable to Neverwinter Nights, KOTOR or neither?

    A: Again, I can’t really comment on what the game format will be, however the DS does provide us with the opportunity approach design in ways we previously have not considered.

    Q: What can you tell us about the title? How do you plan to utilize the DS's capabilities?

    A: We haven’t announced the IP yet so like I say, we can’t reveal very much about the game at this point, but I will say it’ll be a terrific debut for BioWare in the handheld space. As for how we plan to use the DS’s capabilities? In order to provide the experience BioWare fans have come to expect, we are pushing the DS hardware to levels people have never seen. We have an extremely experienced team of BioWare and industry veterans working hard on squeezing everything we can out of the DS.

    Q: Do you plan to use both screens?

    A: Of course, it wouldn’t be a DS game otherwise, right? Just don’t ask how we plan to use them, because we’re not revealing that just yet.

    Q: How do you plan to tell the game's story on the DS? For example; Mass Effect really seems to be pushing interactivity in story-telling and going with a cinematic approach. What can we expect to see on the DS?

    A: Obviously the Xbox 360 is a much different system both in design and hardware, and Mass Effect is taking advantage of that in a really big way. BioWare has always looked for ways to innovate and deepen the story-driven experience and we have some fantastic ideas planned for story-telling on the DS.

    Q: Will there be a multiplayer component to the game? If so, will it use Wi-fi?

    A: We haven’t announced any plans for multiplayer or WiFi, but we’ve talked about it and agree there are some very compelling opportunities there. We’ll see…!

    Q: What unique challenges have you encountered working on a portable platform and what specific challenges has the DS presented you with?

    A: The DS is a very sweet piece of hardware that continues ...
    by Published on February 8th, 2007 23:59

    We thought it would happen and now we have confirmation that a sequel for Touch Detective, which is being called Touch Detective 2 1/2, is on the way (to Japan, at least). Of course, with the lukewarm review scores the critics gave the game, there's a possibility that Atlus might not bring it over to the states and other territories. Personally, we'd be disappointed, because even if the puzzles were a bit frustrating, the characters in the game were a riot.

    via dsfanboy ...
    by Published on February 8th, 2007 23:56

    via dsfanboy

    A new trailer for Death Note has hit You Tube, furthering our excitement for this odd game. Well, perhaps the game isn't so odd, it's the source material. See, it all revolves around Light Yagami, who finds a notebook imbued with the power of death. By writing names into the notebook, those people find themselves dead soon after. Of course, he decides to use the notebook for good to rid the world of criminals, however the police are hot on his trail and suspect he is a serial killer. Good stuff, if you ask us.

    Video Here ...
    by Published on February 8th, 2007 23:54

    The latest issue of EGM has a preview of games coming to the US for all current systems. In the DS section Phantom Hourglass is listed for fall, and Tingle is listed for 2007 as well. I am sure they are referring to Tingle RPG, which has been translated for European release. It wouldn’t make much sense for Nintendo to go through all the hassle of a translation, and not bring it over to North America. Awesome news indeed, I have been hoping that this title would make it here! Thanks to Falcofan88 for the heads up!

    via gonintendo ...
    by Published on February 8th, 2007 23:52

    via dsfanboy

    And here we go again ...

    A local Fox News affiliate in Milwaukee, WI is showing parents the "dangers" of the Nintendo DS Pictochat. Of course, their arguments explaining the dangers of the handheld lack any kind of credible backing. See, they explain that you can communicate, via Pictochat, with another DS over "long distances," stating that due to the lack of advertising for this feature, parents should be worried about molesters contacting their children over the DS.

    Honestly, if that's going to happen, they have to be relatively close, like say in your neighborhood. Now, if a convicted child molester lives in your neighborhood, you're going to know about it. Also, if their is someone planning an evil deed of that nature, they're going to find a different way other than using a DS. Not only does the recipient of the message have to be in Pictochat (which I'm sure a child is rarely going to be in, they want to play games!), they have to be within wireless range.

    How does the reporter prove that horrible things can happen? He uses the Pictochat feature with two children. While they're upstairs in their room, he sits downstairs. We won't even bother going into the ridiculous "proof" THAT provides. After that, he goes to a shopping mall and attempts to debunk Nintendo's documented 65 feet range for wireless communication. Of course, he is successful in sending messages up to 300 feet, but what does that prove? Following his logic, even in that range a predator is going to have to be within somewhat close proximity, with their DS in Pictochat constantly looking for children (the odds of a predator finding someone are also insanely slim). This guy makes it sound like there are a roving pack of molesters going from town to town, trying to find children in Pictochat so he/she can get addresses. Get real, guy! ...
    by Published on February 8th, 2007 23:48

    Someone has ported Open Transport Tycoon to the UIQ 3 range of phones:

    Hi!
    You can download a first release
    here
    http://anotherguest.k0.se/open_trans...eluxe_uiq3.zip

    Min heap allocation is 9mb, read instructions.txt in the zip file.

    I know that it might crash sometimes at startup, mostly if you have the music files there. Try to start again or reboot the phone to solve it.

    This version is based on the Pocket PC version by http://www.esoftinteractive.com which is based on the RC3 0.50 version.

    Visit www.openttd.org for more information about what Open Transport Tycood Deluxe is all about.

    It also is based on ESDL by Hannu V. with platform improvements and bugfixes by me, and of course lib sdl.

    Enjoy!
    ...
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