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    by Published on September 3rd, 2006 13:37

    Mollusk has released a new techdemo for the DS, heres what he says:

    Ok, I just uploaded a 'tech demo' that has nothing much to show you. I'll let you discover what you have to do, it's all with the stylus

    Download and Give Feedback Via Comments ...
    by Published on September 3rd, 2006 13:35

    A new release of the Commodore 64 (and more) emulator for the GP2X, heres whats new:

    - Added support for more 3rd party basic extenders to petcat.
    - Added a c64/c128 cartridge conversion program (cartconv).
    - Added binary distribution (package) creation functionality.
    - Fixed a bug in the trap emulation with caused programs probing
    devices on the IEC bus to fail.
    - Lots of small fixes to the monitor.

    ** C64 changes
    --------------
    - Fixed some longstanding RMW to IO area VIC-II DMA timing bug.
    - Added Mikro Assembler, Dela EP7x8, Dela EP256 and Rex EP256
    cart support.
    - Fixed the KCS cart emulation.
    - Added swiftlink and turbo232 support.
    - Added +256k memory expansion support.
    - Added I/O source read collision detection support, making
    simultanious use of multiple expansions possible, like on
    the real machine.
    - Fixed the RR-net address decoding and REU compatibility.
    - Fixed a problem with traps using the SX Kernal ROM.
    - Some IDE64 ultimax bug has been fixed.
    ** PET changes
    --------------
    - Added 128kb REU memory expansion support.

    ** PLUS4 changes
    ----------------
    - Added 256k csory memory expansion support.
    - Added 256k, 1024k and 4096k hannes memory expansion support.

    Thanks to Stainy for the news.

    Download and Give Feedback Via Comments ...
    by Published on September 3rd, 2006 13:19

    Heres whats been posted by DSx-2

    One week later, this has changed. The unit, which looks similar to the Japan-only Play-Yan, will be available for only EUR 29.99, the releasedate is not set in stones, but it looks to be October 6th, together with the Nintendo DS Browser.

    Key features:
    - For Nintendo DS (to be inserted into slot 2) and Game Boy Advance hardware
    - To store music you need SD cards. Up to 2 GB cards are supported, this equals to 500 songs (best sound quality)
    - Choose between different skins (including one with Mario)
    - The interface shows all important information
    - The unit itself features another headphone port

    The Nintendo MP3 Player was originally planned to be released shortly after Game Boy micro, but as the sales weren't as high as Nintendo had hoped, they delayed the accessory. It is not known why the video play function is not included, as the Play-Yan features this function, it is also unknown whether there's a special mode for the Nintendo DS.

    Boxart Via Comments ...
    by Published on September 3rd, 2006 13:17

    Heres what the Scottish Newspaper said:

    Then there was Sony Connect, the corporation’s attempt to come to terms with the download generation. It worked like any other online music service and came with a range of sleek devices to play the sounds on – but the company decided to ignore the universally accepted MP3 format and come up with its own, completely incompatible audio format. The results were predictable.

    There are many who would argue that all of this is the result of a policy which was responsible for making Sony a household name in the first place. Formed in 1946 as part of the post-war reconstruction of Japan, Sony was set up to be the perfect factory, with teams of engineers working in vigorous competition with each other. This policy of internal isolationism created the transistor radio and the Walkman, but today it seems more of a hindrance than a help.

    Sony has squandered the market advantages it once enjoyed. The Walkman brand that fuelled it through the 1980s is now virtually non-existent, the Wega television range of the 1990s has been superseded and now the firm faces an uphill struggle to capitalise on the games console range it hopes will secure its future.

    “The strange thing here is that Sony is actually very good at manufacturing slick, attractive devices that work well,” says technology brand consultant Francis Stewart. “If they had just stuck to doing that and avoided tying themselves in knots over industry politics, then I very much doubt that there’d have been even the slightest doubt about the company’s future.”

    With share prices tumbling and confidence in the once-unshakeable brand severely dented, only time will tell if Sony can continue to maintain its position at the forefront of consumer electronics.

    But the company itself seems unperturbed. There may have been setbacks, it claims, but it remains the brand leader in entertainment and will continue to do so.

    According to Sony sources, not only will the Blueray format ultimately prove a global success, but within months of launching the PlayStation 3, its position at the top of the heap will be reasserted. It claims that the new console is so advanced it will simply blow the competition away.
    ...
    by Published on September 3rd, 2006 13:14

    Xport has updated his Atari 2600 emulator for the Xbox, heres whats new:

    UI updated to most recent feature set

    Save states implemented (!)

    Rewind support

    ZIP support (this may have already been implemented in a previous
    version
    but I don't see any notes in the README for it.)

    Difficulty settings as specified on "Configure Game" are now obeyed.

    Record/playback works now (because it's based on save states -
    no save states = no record/playback feature.)

    Added a Color/Black&White control. Go to Controller -] Emulator
    Definitions and assign "Color/Black&White" to an Emu Button.
    Then make a Joypad Mapping -] Game Mapping for it.

    Removed the annoying audio "pop" that would happen whenever
    starting/exiting a game.

    Autodetect palette or force NTSC/PAL palette

    Set phosphor level to reduce native flickering

    DSP sound selection (off, simple average, scaled average)

    Simulate PAL color loss option

    Disable Compare Copy option

    Swap joysticks 1&2 game configuration option, or go to
    Controller Configuration -] Emulator Definitions and assign
    "Swap Joysticks" to an Emu Button. Then go to Joypad Mappings -]
    Game Mappings and assign a mapping to it.

    Each XBox controller now controls the corresponding paddle so
    full 4-player games of Warlord, for example, are now possible.

    Selectable paddle control methods:
    Left/Right Triggers (and inverted)
    Left Thumbstick Left/Right (and inverted)
    Left Thumbstick Up/Down (and inverted)
    Right Thumbstick Left/Right (and inverted)
    Right Thumbstick Up/Down (and inverted)

    Removed paddle sensitivity since it's no longer used. The paddle
    limits are exactly the limits of the triggers/thumbsticks. The range
    of motion on the sticks and triggers just doesn't allow for the
    sensitivity that a real paddle provides. There is no good solution to
    this, but I think paddles work better now than they did before.

    More Info ...
    by Published on September 3rd, 2006 13:13

    Xport has updated his Atari 7800 emulator for the Xbox, heres whats new:

    Fixed palette (Rampage has blue sky now, for example.)

    Cleaned up the game configuration menu.

    More Info ...
    by Published on September 3rd, 2006 13:11

    SSF the Sega Saturn emulator for windows has seen a new release, cant tell you whats new as it is in Japanese.

    Download and Give Feedback Via Comments ...
    by Published on September 3rd, 2006 12:28

    Hi DCEMU crew,

    Its with a mixture of sadness and respect that I write this report to you. For the benefit of those that haven't been keeping an eye on Yoyofr and Laxer3a's forums for SnesTYL9x, for some time now both Yoyofr and Laxer3a have been saying that they have less and less time to spend on the emulator. In fact they have mentioned that at some stage they would have to stop updating it and it looks like that point might be soon.

    "Hi,

    We are thinking about doing a "final release".
    Yoyo does not have the net for a few weeks again... Need to wait a bit.

    See you.
    "

    http://yoyofr.proboards44.com/index....ead=1156247762

    Laxer3a has explained that they have pretty much come as far as they can in terms of the speed of the emulator.

    He does believe that if there was a major overhaul of the code to incorporate a dynamic recompiler/JIT then there would be the possibility of an approximate 10% increase in performance:

    "Basically the SNES is kind of hard for dynarec because :
    - Code can be automodifying (a code write itself).
    In an architecture like MIPS or ARM cpu, you cant do that (because of the pipeline and code CACHE/ data CACHE seperated) So emulator writer goes really simpler.

    --> One solution could be to emulate the code in RAM, and JIT the code in ROM.

    - The Snes cpu is 1.7 Mhz only : I bet for the moment it takes around 100 Mhz of the main cpu to emulate it (even less probably). The JIT would probably increase the performance by 2 or 3 on the cpu emulation part... but how much TYL would increase in performance... I am not sure.

    Most likely a 10% increase in performance globally ?
    Most of the emu that benefit from JIT are the cpu consuming one : N64 -> 80 Mhz MIPS
    GBA : 17 Mhz ARM cpu (ARM is annoying to emulate on MIPS : very costly)

    This kind of technique would be usefull for the coprocessor as Tinnus said."


    He also believes that if the graphics code was completely rewritten there would be a performance increase for the most popular roms:

    "A full rewrite of the chipset (DSP / FX) emulation using VFPU for math stuff should increase the performance by quite a bit.

    While the BEST/MOST popular games use it, it would require a LOT of dev to play 10 games.

    That's why yoyo and I never went on this road...
    Moreover, we had more priority at that time :-)"


    http://yoyofr.proboards44.com/index....4352305&page=3

    But that the sheer time and effort involved in coding these outweigh any potential benefit and that neither he nor Yoyofr have the time to undertake this.

    They have mentioned though that they would like to fix any current bugs (and there is a bug report thread going in the forum) so it is hoped that the "final release" if it is released will cover the known bugs in release 0.42.

    As to my motivation in writing this piece, well Yoyofr and Laxer3a have never been ones to openly advertise the fact that they would consider help on the project but I'll quote Laxer3a:

    "I am not sure neither yoyo and I want to go that far in tuning. If any good coder is interested to join in... May be worth sending a bottle to the sea actually. As the source matches the latest binary. "

    So if there is someone out there that would consider the above coding rewrites as a challenge they'd like to take on......

    http://yoyofr.proboards44.com ...
    by Published on September 3rd, 2006 08:54

    DUST_MINI created by NOMI

    My first iris map. Its a map from counter strike sort of like ice world; Dust_mini.

    thank u for the tutorial Produkt.

    ENJOY.

    Download and Give feedback Via Comments ...
    by Published on September 3rd, 2006 05:44

    Sorry to do this to you all but it is the end for PSmonkey.

    As of last monday I started my new job at a big name publisher/developer to work on psp games. Sadly due to my contract I no longer can continue to do homebrew development (well atleast cant release it). It's a sad thing for my scene work but the best move I can make for my self comercialy (since my previous company was going no where and I was sick and tired of coding DS games based on a stupid license).

    Yet there is no reason to be sad or angry. My work will continue on though other coders. I already have some coders who wish to continue two of my main projects.

    Yes Iris 0.3 is still comming. I have a few people interested in redoing the game like I inteded as well as coninue to progress KohKae engine.

    Sandbox is also not going anywhere. One of this scene's great coders is going to pick up where I left off to continue the game.

    Regarding my other projects, I personaly will continue my fight to conker N64 & DD emulation on the PSP. M64 will still continue but no releases will be made public. I will how ever make my DD research public once finished.

    ngPsp 1.3 ( the neogeo pocket emu) is still comming, A friend is gonna finish writing a GUI for my latest version.

    Other then that, sadly all my other work is now dead (new fps will migrate into Iris 0.3, beat-em-up is dead).

    That's it.

    I will still lurk around and try to help people out with technical info but it will be sad to no longer work on homebrew for the scene I loved so much. Yet who knows what the future will bring and maybe I will end up being in a position that it's legaly posible for me to do homebrew again.

    - Goodbye -
    PS, sorry that I used will and grace image below. It's the only bow I could find close to what I wanted. ...
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