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  • DCEmu Featured News Articles

    by Published on December 21st, 2006 23:11


    - Fast FAZE Z80 core for all systems.
    - Lastest FAME M68K core.
    - Q-Sound for CPS1 games supported.
    - ArcadeSticks bug fixed (L+Start for exit).
    - Rest of fixes and new features of MAMEGP2X incluyed.

    Download here or download from the here ...

    Blingo 

    by Published on December 21st, 2006 23:08

    Ruckage posted this news and screens of his upcoming game for the GP2X:

    Hi all, thought I'd let you all see some pics of my first GP2X game. I wasn't going to announce anything until the game was finished but it's coming along so well I couldn't wait to share.

    The game is a clone of slingo, there are a few differences but the basic gameplay is intact. For those who don't know it's a cross between a Slot machine and Bingo and despite being a game of luck is surprisingly addictive and great if you have a few minutes to spare.

    At the minute it has a choice of 10 different skins (though that will probably increase before release) and is very close to completion (may even be ready before Xmas). The core mechanics are in place I just need to implement a few more rules, sound needs to be added and I need to make a few more images.

    That's it for now. Pics are below.



    ...
    by Published on December 21st, 2006 23:05

    Alex posted an update of his game:

    Download entire game: Airplyr.zip
    Download the patch only: Airplyr-patch.zip

    I fixed the launcher script, so now it should work properly for everyone. I also had it sync after each write (thanks nickspoon!), and added a little icon for the GPE.

    If you already downloaded the game from the GP2X Community Contest Entries page, then simply download the patch and extract the three files in the Airplyr folder, overwriting the existing files Airplyr.gpe and airplyr-dat1.dat.

    Thanks for downloading and happy playing!

    - Alex

    Screenshot via comments ...
    by Published on December 21st, 2006 23:00

    F00 f00 posted this news:

    Just finished a mod I've been planning for a while, using an external controller on the gp32. I used a SNES controller for the first mod because I had a few spair. Now its done I am sure I can use any controller I want. Its cool for playing on the train to work.

    Check it out.

    http://www.youtube.com/watch?v=MHuDGbr3rrs

    Let me know what you think. ...
    by Published on December 21st, 2006 22:55

    A new release of the Atari 2600 emulator for the GP2X, heres the full whats new:

    NOTE: Because of the many changes in this release, all settings will be reset to defaults. If this doesn't happen for you, it will be necessary to manually delete your previous settings.

    Potentially huge speedups in software rendering mode, both in emulation and UI modes. Deactivating 'dirty rects' uses these new modes, which can be 2-3 times faster for many configurations.

    For UI navigation, changed from using 'joymouse' to the more familiar 'tabbing' functionality, where you move from object to object by use of some tab key. As a result, completely removed the 'joymouse' commandline argument and all associated functionality.

    Added event remapping for UI events, separate from events while in emulation mode.

    Added support for PAL60 ROMs, which use the PAL palette and resolution but run at NTSC timing (60Hz). Added ROM property for this, and updated the internal properties database for many PAL60 ROMs.

    Added support for user-definable palettes. For now, only one extra palette is supported, but in the future we may have them specified per-ROM.

    Fixed bug in PAL colour-loss emulation, which wasn't actually being done for the original Stella and z26 palettes.

    Fixed several TIA-related emulation bugs as reported on AtariAge. More fixes will come with the TIA rewrite, due in the next release.

    Added new scaler infrastructure, replacing the '-zoom' commandline argument with '-scale_ui' and '-scale_tia'. This means the UI and emulation can now be scaled independently.

    Added '-gl_vsync' commandline argument and associated UI elements, which uses synchronization to vertical blank interrupt in OpenGL on supported systems. This eliminates tearing in OpenGL rendering.

    Changed naming of snapshots and state files. These files are now named based on the names given in the properties database, and no longer use the 'md5sum' name. As a result, state files from previous versions will no longer work unless they're manually renamed. Related to this, removed the '-ssname' commandline argument.

    Fixed bug where 'Snapshot saved' appeared when taking snapshots in succession.

    Added a 'Previous directory' entry to the top of each listing while in ROM Browse mode, which is equivalent to the 'Go Up' button. This makes it easier to navigate the filesystem, since you never have to 'tab out' of the ROM listing.

    Added all sound related commandline options to the UI, so you no longer have to use the commandline to set those options.

    Added new property to ROM properties specifying whether to swap paddles plugged into a virtual port. This eliminates the need to manually set the paddle mode for those ROMs that don't use paddle zero by default.

    Added a 'Defaults' button to the Game Properties dialog, which resets the ROM properties to the internal defaults, deleting that ROMs properties from the external properties file.

    Fixed bug whereby modified ROM properties weren't being reloaded when restarting a ROM.

    Made 'phosphor' and 'phosphor blend' a ROM property, meaning it can be set per-ROM.

    Added support for relocating the base Stella directory, by setting the environment variable 'STELLA_BASEDIR'. This must be done each time before Stella starts.

    Added '-fastscbios' commandline argument, which speeds up loading of vertical bars in Supercharger ROMs, and made it the default.

    Added '-autoslot' commandline argument, which automatically switches to the next available slot after saving a state. This defaults to off, and must be set from the commandline.

    Fixed bug in debugger command 'runto', which could enter an infinite loop under some conditions.

    Updated configure/build toolchain so patching is no longer required for Debian packages.

    Removed dependency on PNG library (PNG snapshots are still present, but the actual library is no longer required).

    For the OSX port, improved OpenGL performance on Mac Mini using Intel GMA950 video hardware.

    For the GP2X port, added support for PAL ROMs, and updated SDL to use hardware scaling.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:39

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    What's new in version 0.28:

    * Running scripts from command line works again
    * New function: DeadZone (wiimote.nunchuk.joyX, 10%)
    * Wii Classic Controller support (theoretical)
    * Can now tell the difference between classic and nunchuk
    * Nunchuk built-in calibration supported
    * Nunchuk no longer reduces performance of other reports
    * Note, when IR and Nunchuk are used together dot size is no longer available

    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:29

    via wiifanboy

    Upon mentioning the name of Metal Slug, gamer ears perk up much like a dog that hears a school bus coming down the block. It's one of, if not the best, 2D side-scrolling shooters in existence. And upon releasing their anthology compilation on the Wii, many wondered how the title could take advantage of the Wii's specific features. According to the critics, the game doesn't really accomplish this, but the fun and replay value of the 7 titles within are enough to make up for it.

    Nintendo Power (80/100) says it's a natural choice for fans of the old-school: "Fans of classic, side-scrolling, 2D action will love Metal Slug Anthology." [Jan. 2007, p.108]
    Game Informer (75/100) points out the flaw in the control options: "The problem is that no matter which [control scheme] you select, you'll sacrifice functionality - either in maneuverability or how you lob grenades." [Jan 2007, p.107]
    IGN (72/100) tasks us to not get our hopes up if expecting more than just the seven different games: "These are amazing games, and if you want to own them in any form, now's a good chance to do that. Just don't expect a grand fanfare when you boot the game up. It's basically seven titles for $40 bucks. No more, no less." ...
    by Published on December 21st, 2006 22:26

    WiiCR first public release has happened today, heres the info:

    WiiCR is a media player solution for the Nintendo Wii. It acts as a streaming media server and is capable of transcoding nearly any video file to a suitable flv for an embedded flash player. It allows browsing of the remote filesystem to select a video. It can also view text files, jpg's and play mp3s.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:17

    N-Unity has released WiiSound another App for to use the Wiimote on your PC.

    Download and Give Feedback Via Comments ...
    by Published on December 21st, 2006 22:11

    This is a significant update to Beta2, we put in alot of user requested features and hope you'll enjoy it. We look forward to your continued feedback so we can continually improve the PSPoste user experience. Here's an incomplete list of what's changed:

    - Support for TLS/SSL: This includes support for mail services like GMail and Yahoo.
    - SMTP Authentication: Supports SMTP servers that require authentication (with or without TLS/SSL).
    - Support for the Danzeff Keyboard and an analog version of the GUI keyboard.
    - Account templates: allows for quick addition of predefined accounts. Supported accounts are currently GMail, Yahoo.com and Yahoo.ca (bring up the context menu in the accounts tab of the settings page - triangle).
    - Easier account switching (bring up the context menu from the main window - triangle).
    - Completely revamped account settings page.
    - Support for account renaming.
    - Password control that masks the input.
    - Detailed error messages (error shows up in dialog instead of telling the user to open err.log).
    - Currently active account now displayed in the main window.
    - New checkbox and group box control.
    - Auto update from old settings file format.
    - HUHelp button moved from analog left to start button.
    - Bugfixes in the context menu, CText, tabbed window, contacts edit window, input dialog.

    - NOTE on using keyboards: There exists 2 keyboard modes for every keyboard we support. The first one is the navigation mode which allows you to navigate around the application. The second one is input mode, which allows you to type text in the input controls. The input mode is activated by pressing the activate control button (X) when a text control is selected. To return to navigation mode, press the start button. The P-Sprint and GUI Keyboards both have an additional mode for moving the cursor while in input mode, this sub-mode is toggled with the triangle button. The on screen keyboards can be moved from the bottom to the top of the screen by pressing the select button and holding down the R-trigger will enable the uppercase characters.

    - NOTE on changes to danzeff: To support cursor positioning using the d-pad in danzeff, the backspace shortcut is now R-trigger + Up and newline is R-trigger + down. The danzeff textures were shrunk to take up less screen real-estate and the keyboard is always translucent.

    - INSTALL NOTES: unzip the PSPoste_Beta3_FW15.zip file to your PSP/GAME directory.
    - UPGRADE NOTES: Make a backup of the existing PSP/GAME/__SCE__PSPoste/Data/SETTINGS.XML file, unzip the PSPoste_Beta3_FW15.zip file to your PSP/GAME directory, replace PSP/GAME/__SCE__PSPoste/Data/SETTINGS.XML with the file just backed up. If you renamed the __SCE__PSPoste directory and want to keep your email, just copy over the __SCE__PSPoste/store directory.

    Notes on mirroring: we would appreciate if sites did not mirror our releases, but instead link to the "Files" section (or "PSPoste" package) on our sourceforge project page. Thank you in advance for your co-operation.

    Ben & Dave

    Download Here --> http://sourceforge.net/project/showf...roup_id=161243 ...
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