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  • DCEmu Featured News Articles

    by Published on September 22nd, 2006 20:17

    I've started a compatibility list for the new Snes emulator for DS. It's based on pervious lists for SnesDS/Snezziboy, and is very easy to navigate.

    SNEmulDS Compatibility list

    Green=Very playable, with little or no graphical errors.

    Yellow=Partialy playable, or playable with serious graphical errors.

    Red=Fails to load, crashes, or unplayable because of serious graphical errors.

    Feel free to add to the list, but please follow the same format that I did.

    Or, if you want to submit games in this thread, please be as discript as possible. Including the region of the game, what glitches there are, and how they effect gameplay.

    I'll be looking through the posts in the previous SNEmulDS topics and adding what I can to the list... So if your posts didn't include the regions or other important info on the roms you tested, I'd appreciate it if you edited or reposted them. It'll make my job much easier . ...
    by Published on September 22nd, 2006 20:15

    NJ has released a new version of his excellent CPS2 (Capcom Play System 2) emulator for the PSP, this release comes in 2 flavours, one with Kernal Mode support and one without, obviously kernal mode support will run much faster, heres the translated news from his site:

    About Kernel Mode version
    In order to start with Kernel Mode for, it just did, you do not use the function of Kernel Mode.
    Usually, the difference with the edition some memory just increases, but TIFF loader after the eLoader 0.98
    When you use with FW 2.5/2.6, because the memory which can be guaranteed is little, the person who used this is good
    Probably will be.


    Modification/correction item ver.1.0
    Everything please delete ini file/state up to of beta 2 data.
    Because of sense everything please do again to draw up cache file.

    romcnv.exe was renewed to ver.5. Referring to details converter/readme.txt.
    The mask processing of sfa2 and progear re-correction.
    Correcting the mask processing of the opening demonstration of sfa3.
    Correcting the trouble which the character name of msh is indicated to the rear of the character.
    Because with mmatrix it has frozen after the name entry, correction.
    Decreasing the size of cash file of mmatrix.
    Correcting the mask processing of the ending of dimahoo.
    The prayer number of people which are set with [sabisumeniyu], value of the coin input port just in the input button
     Way it reflects, correction.
    The specification of zipname.dat a little modification.
    Empty memory approximately 1MB increase. (As for Kernel Mode edition approximately 1.5MB increase)
    Initial value of AUTO Flameskip modification to OFF.

    Download and Give Feedback and Compatibility Reports Via Comments, Excellent Work NJ ...
    by Published on September 22nd, 2006 20:15

    NJ has released a new version of his excellent CPS2 (Capcom Play System 2) emulator for the PSP, this release comes in 2 flavours, one with Kernal Mode support and one without, obviously kernal mode support will run much faster, heres the translated news from his site:

    About Kernel Mode version
    In order to start with Kernel Mode for, it just did, you do not use the function of Kernel Mode.
    Usually, the difference with the edition some memory just increases, but TIFF loader after the eLoader 0.98
    When you use with FW 2.5/2.6, because the memory which can be guaranteed is little, the person who used this is good
    Probably will be.


    Modification/correction item ver.1.0
    Everything please delete ini file/state up to of beta 2 data.
    Because of sense everything please do again to draw up cache file.

    romcnv.exe was renewed to ver.5. Referring to details converter/readme.txt.
    The mask processing of sfa2 and progear re-correction.
    Correcting the mask processing of the opening demonstration of sfa3.
    Correcting the trouble which the character name of msh is indicated to the rear of the character.
    Because with mmatrix it has frozen after the name entry, correction.
    Decreasing the size of cash file of mmatrix.
    Correcting the mask processing of the ending of dimahoo.
    The prayer number of people which are set with [sabisumeniyu], value of the coin input port just in the input button
     Way it reflects, correction.
    The specification of zipname.dat a little modification.
    Empty memory approximately 1MB increase. (As for Kernel Mode edition approximately 1.5MB increase)
    Initial value of AUTO Flameskip modification to OFF.

    Download and Give Feedback and Compatibility Reports Via Comments, Excellent Work NJ ...
    by Published on September 22nd, 2006 19:50

    ThaKilla posted this news/release:

    I have been working on a new DS app for sometime now. (just learning how to program C and DS hardware) Also this thing has no name, so if you have any ideas, let me know.

    It has a few built-in funtions that I think you all would like. After "Swap Screen"

    A few notres on use:
    this app supports a flip screen type interface (sorry cant think of a better way to say it), but what it does is allow you to swap screens without swaping out the main uitls for each screen. (i.e. Clock, Inet Activity, Curr AP, and the DS Owner name)

    Also to return to the "Home" screen press the "Home" bar on the touch screen window. (Red bar at the top)

    Wifi Modules
    AP Finder (used to find and connect to a local AP)
    Packet Spy (used to view data floating in the air, no recording and locks up every now and again)
    Port Scan (can scan for open ports on a certian IP)

    Shoutcast (does not work really, but the code should help others)
    Its needs to be changed from using the sync method of libmad, to a frame based version.
    Has support for multiple list (hardcoded at the moment )

    Scratch Pad (will be removed)
    was going to be a simple notepad, but the Calendar should take its place.

    Remote Desktop (still a little buggy)
    It allows you to connect to a PC (running the server program I made)

    Calendar
    It allows you to view a calendar and enter in text for a certain day. (this will sync with the PC app soon)

    Config
    Just pretty much Wifi Settings.

    Desktop Sync (not implemented yet)
    Will be used to sync up information between your DS and PC (mainly for the calendar at the moment, but will also include other settings)

    The main reason for this release is more for Develpoers who are having problems to see how I got around them. This is no means the best way to do things, but hopefully it will help a few out.

    Some Notes:
    This is more of a learning tool than a real project, so there are bugs. A Main one is when connecting to an AP you must use the "Connect" button twice (think its a problem with the WIFI Lib)

    Shoutcast does not work. It will read station info, but playing has been removed till i can figure out how to use libmad right.

    Also the best way to use this, is by compiling the source if you want to change anything. (uses the latest Wifi Lib, and devkitpro r19)

    To use the server program there should be a folder called "VB6\Install DSSErver" just run "setup.exe" if you dont have VB6. (If you do than the "Server App" folder holds the source.)

    Note: with the "Remote Desktop" and "Sync" just must Stop and Re-"listen" to connect back. It was kinda thrown together.
    Note2: the Develpoer tab is used to create graphics (using my own format) and creat code to use it, cause im lazy

    Download and Give Feedback Via Comments ...
    by Published on September 22nd, 2006 19:27

    News from Pepsiman:

    Amadeus has written a driver for the M3SD.

    This is included in the RAM build, which also supports the Supercard SD and Supercard CF, with 36MB of memory available.

    M3CF support in the RAM build is proving harder than expected.

    More info --> http://www.dslinux.org/blogs/pepsiman/?p=71 ...
    by Published on September 22nd, 2006 19:20

    Via GP32spain comes a new rather impressive looking Tetris type game for the GP2X.

    Download and Give Feedback Via Comments ...
    by Published on September 22nd, 2006 19:14

    New Release from Guyfawkes:

    Deal or No Deal for the GP2X is a fan made interpretation of the hit TV show of the same name. It features US and UK game variants complete with their own graphics and gameplay to match the shows, Speech from the presenter, models and players, Highscore tables to play against your friends and a Fully written PDF user guide and loads more!

    If you have any feedback on the game such as bug reporting, suggestions for new features or would just like to say thanks for the game you can email me at [email protected] or alternatively post on my homebrew games forum post at http://www.emuboards.com/invision/in...howtopic=27045 (free registration required).

    Deal Or No Deal for the GP2X is not associated with the TV Show or its production companies. It is a fan made version of the TV Show with no intention to cause offense or bring the name into disrepute.

    Download Here ...
    by Published on September 22nd, 2006 19:11

    News from Joyrider:

    Willems Soft Released a new version of the famous sokoban game. It features over 800 levels to play in different levelpacks, an ingame level editor, an undo system upto 1000 moves, Customizeable graphics per levelpack for levelpack creators, ability to play 25 customn mod or ogg music files.

    here's what's new:
    - Changed the detection when a level is finished (part of the bug below)
    - Changed the level editors rules so that u can't put less blocks than spots and that at least one empty spot has to be availible in order to play / save the level. U can have more blocks then spots now, this could generate some new style of puzzles.
    - Added 183 new levels in the "Sever Sokoban" level pack with the levels from Erim Sever From Turkey
    - Fixed the volume reseting bug that happend when a mod music restarted.

    Download and Give Feedback Via Comments ...
    by Published on September 22nd, 2006 19:00

    Bubble2K has released a new WIP version of his Snes emulator for the DS, heres whats new:

    At the request of someone who's keen in previewing the 0.27, I've put up a snapshot of the WIP version for all to fiddle with. There are still some bugs here and there that needs fixing, so please don't expect the sky.

    Oh, and I just tried, the battle screens in FF3 is still screwed up. Grrr...

    Just drag-drop your SNES ROM onto the Snezzi.exe file in Windows Explorer. The Snezzi.dat file included is empty. But if you are adventurous and want to try to speed hack the games, you can always borrow them from Snezziboy. Remember only to include speed hacks, and NOT SPC-related hacks. How to tell? Normally speed hacks have the format xxxx=42xx or xxxx=DBxx.

    Download and Give Feedback and Compatibility Reports Via Comments ...
    by Published on September 22nd, 2006 18:30

    datafrog has released a new game for the Nintendo DS, heres the release info:

    Hi there

    Rally X (for those who don't know) is a classic arcade game from 1980. It's one of those game I keep coming back to in my mame collection and thought would be perfect for the DS.

    This is my first project and is nowhere near completion though I thought I'd post what I've done so far and see what kind of feedback I get. Graphics are simple but faithful to the original - just how I like it

    Currently, you can drive around the map (same map as the arcade version) and that's about it. Like in the arcade game, if the car hits a wall, it will move and turn by itself when you're not controlling it with the pad.

    I'm using the DS's hardware rotation to show the car turning. This doesn't seem to be visible on DeSmuME but works fine in Dualis and on the DS hardware itself

    Things missing are a map and scoreboard / fuel status - these are all destined for the second screen.

    It's also missing enemy cars, flags, rocks, splash screen, sound, etc. I'll be adding these things when I can and hope for completion soon

    The car should also be aligned to an invisible grid to keep it in line with the map (in the arcade you could only turn every 16 pixels). At the moment it's free flowing - I hope to fix this soon.

    Also, collision detection is functional but a bit jerky when you try to turn a corner just before you hit it - this is probably the next thing I'll be fixing.

    By the way, if you can get the car to stop (jammed in a corner, please let me know how - it shouldn't be able to stop moving at all!

    the .nds works fine on my GBAMP though I haven't been able to check the other builds (.sc and .gba)

    Download and Give Feedback Via Comments ...
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