• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on July 31st, 2006 02:19

    Just a quick heads up to say that im going to open the new DCEmu Portal site, the portal site is at http://www.dcemu.co.uk and grabs the news from each of the News forums (News forums are forums only Staff and Coders can post new threads in), since we moved the Dreamcast site it has looked a little stale but because of Soullys new design and the excellent DCEmu Mascot (which pays homage to our Dreamcast beginings) it has really transformed into a very nice site.

    Its so great to see the community growing and also because some staff members have taken over the running of some sites which helps my workload, the biggest help is DS69 and the major revamp of all the Dreamcast Scenes releases into an archive/site that will be the greatest place ever for reliving the best Homebrew scene of the last few years.

    The DCEmu Weekly mag will be an excellent community project that in time will cover all consoles and a real addition to our network.

    Thanks again to all the staff, coders and members and guests who visit the DCEmu Homebrew and Gaming Network. ...
    by Published on July 31st, 2006 00:10

    The Supercard website has put up a new version of the software used to transfer files to its various flashcarts. You can choose your relevent version 2.542 here.


    further updates have been made, patcher software is up to version 2.55 now, but firmwware is currently being revised. ...
    by Published on July 30th, 2006 22:07

    Sephnroth posted this news:

    Okay, time to release Shadow Warrior binary and source for GP2X

    Its no where near finished, no sound and a few bugs mentioned in the README file. But I know people were asking about it and as its going to be some time until I can work on this again because im busy with TTX I figured I would put out what I have.

    If anyone wants to take the source and finish the port, be my guest If not I will be finishing it after TTX

    enjoy!

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2006 22:02

    Kojote has posted 2 rather nice screenshots of the excellent platform game over at the Gianas Return Progress-Blog site.

    Check them out here --> http://www.gianas-return.de/ ...
    by Published on July 30th, 2006 21:57

    If true some very sad news via Next Gen:

    The Entertainment Software Association (ESA) shindig has been a staple of game industry life since the mid-1990s. However, we understand the larger exhibitors have jointly decided that the costs of the event do not justify the returns, generally measured in media exposure.

    Publishers believe the multi-million dollar budgets would be better spent on more company-focused events that bring attention to their own product lines rather than the industry as a whole.

    Well placed sources say the news that larger exhibitors were pulling out had prompted urgent meetings among publishing executives. They decided that, without the support of the larger software publishers and hardware manufacturers, there would be no point in continuing.

    ESA president Doug Lowenstein will likely announce the news some time within the next 48 hours, possibly on Monday. It's likely that the ESA will seek to limit the damage by organizing some form of lesser event in May, possibly even with the E3 brand, but this will be no more than a fig-leaf. The days of an industry event attended by all the major publishers, spending big money, are gone.

    Calls to ESA staff are not being returned at present.

    If true its very sad for the gaming industry. ...
    by Published on July 30th, 2006 21:31

    Heres info about Nintendos Wii from an unknown developer:

    The Wii Hardware

    - Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
    - Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
    - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
    - The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.

    Wii's Optical Disc Drive

    - Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
    - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
    - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.

    General Overview

    - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
    - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
    - Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
    - Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
    - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
    - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
    - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
    - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.

    The Wii Control System

    - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
    - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
    - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
    - The rumble motor can be turned on and off and the intensity can be changed.
    - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
    - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
    - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
    - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
    - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.

    Thoughts on the console ? ...
    by Published on July 30th, 2006 21:22

    Jeremy1026 has updated his Yahtzee game for the PSP, heres whats new:

    Well, I released v1.0 on friday, and I had some positive responses, but also had some requests for the game. I did my best to fulfill some of those requests. I added a highscore, so you can show off to your friends how good you are at rolling computer generated dice. And I added 2 player mode, so if that same friend as previously mentioned thinks that your highscore is fake, you can just beat them and show them who's who.

    As always, more information can be found in the readme. Have fun with this version, and keep the feedback rolling, its the best way to help make the game better.

    Download and Give Feedback Via Comments
    via jeremy1026 ...
    by Published on July 30th, 2006 21:20

    Hi all,

    Just wanted to let you know that I have now put up revision 3 of my howto.
    This includes working rt2500 support and a Dutch version of my howto (that was a lot of work :S).

    Hope you all enjoy!
    Scor ...
    by Published on July 30th, 2006 21:09

    MPH has released PSPLZMA, what is that you ask, well heres a discription taken from the wiki:

    LZMA, short for Lempel-Ziv-Markov chain-Algorithm, is a data compression algorithm in development since 2001 and used in the 7z format of the 7-Zip archiver. It uses a dictionary compression scheme somewhat similar to LZ77 and features a high compression ratio (generally higher than bzip2) and a variable compression-dictionary size (up to 4 GB).

    Heres whats in this release:

    Portage of :

    LZMA SDK Copyright (C) 1999-2006 Igor Pavlov

    - Only extract and check function without password.
    - Read function is performed by a 128ko buffer.
    - Write function doesn't use memory.

    PRECAUTION :

    Use the parameter f=off to disable filters on executables files when you compress your archive else theses functions cannot decrypt the archive (only one coder supported).

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2006 18:52



    Hi All,

    Who said i give up ? I never give up when i got ideas to make things going better .

    Here is a new version of PSPVBA the GameBoy Advance Emulator for PSP,
    which is a bit faster (up to 6% on v-rally 3) compared to v1.2.2 !

    * This version doesn't work for +2.0 FW ! *

    What's new in version 1.2.3 :

    - Rewrite critical parts of graphic emulation source code
    - Rewrite critical parts of the ARM emulator to make it going faster
    - Review memory cache strategy
    - Bug fix and code cleaning


    How to use it ?

    Have a look to the README.txt file !

    One binary version for 1.5 FW and sources are included in the zip archive.

    This package is under GPL Copyright, read COPYING file for more information about it.

    Enjoy,

    Zx.

    Download and Give Feedback Via Comments

    PSP VBA Compatibility List ...
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