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    by Published on December 28th, 2010 22:25



    [Sprite_TM] was given a Kodak ZX3 to play with by a forum he moderates. The Kodak ZX3 is a waterproof HD camcorder in a cell phone / mp3 player form factor. After opening up the camcorder, he did some poking around with a scope and was able to locate a serial port on the board. It quickly became apparent that the system uses a proprietary kernel called PrKernelV4 rather than an open source alternative. Not letting the proprietary kernel get him down, he exploited the system by simply modifying a file called “autoexec.ash” on the sd card. He now has a Tetris clone easily launched from a previously unused menu icon. See it in action after the break.

    http://hackaday.com/2010/12/24/kodak...wn-and-tetris/ ...
    by Published on December 28th, 2010 22:15

    News via http://www.gp32x.com/board/index.php...dpost&p=931457

    submitted by notaz
    PCSX-ReARMed is yet another PCSX fork, based on PCSX-Reloaded. It has no relation to psx4all/psx4pandora or pcsx4all (other than being PCSX derived), is (almost) drama free* and has the source available now. The main feature it has is Ari64's dynarec, modified to suit PCSX. There is a bit of NEON for color space conversion too. The compatibility should be close to the PC version.

    Performance is close to psx4all and heavily depends on game in question, as it uses P.E.Op.S. GPU and SPU code (slower than psx4all), but uses much superior Ari64's dynarec. The frontend should also be much more pleasant to use than psx4all one though. It uses HLE emulation and does not need BIOS (does not even support it yet but will do in future for compatibility reasons).

    download:
    http://notaz.gp2x.de/releases/pcsxr/pcsx_rearmed_r1.pnd
    source (GIT):
    git://notaz.gp2x.de/~notaz/pcsx_rearmed.git

    * even though I have no physical or legal means to enforce it, I'd like to state that Zodttd is not welcome to use any of my code from this project (including Ari64's dynarec modifications) due to personal reasons.

    Backstory

    I was rather unhappy with the state of PSX (PSOne if you like) emulation on pandora and wanted to play some games, so I've started planning on doing psx emulator around 2 months ago. First I thought about doing ARM oriented emulator from scratch; I used to play some games back in the day and am quite interested in the hardware. However after thinking about it a bit it became obvious that I don't have enough time to finish such project in reasonable amount of time, and doing a recompiler that could reach or surpass Ari64's level would need a lot of effort that could be considered wasted as we already have such a thing (although it's under rather restrictive GPL license).

    So I decided to go for combining Ari64's recompiler with PCSX and ended up with this build of PCSX-ReARMed that you can try now. Something like 95% of the time was spent on integrating the recompiler and fixing various related issues that arose from this work. No matter how good it is for recompiling, it's *very* difficult and frustrating to work with due to code quality issues. Code duplication (usually 3-4 times), most variables given 1 to 3 letter long names, globals all over the place, magic constants and some hardcoded N64 logic made it a really tough job (no offense Ari64, I'm really pleased on how it works now, at least until new major bug pops up B) ).

    Right now I'm looking forward to squeezing some more performance from GPU and SPU code, then maybe doing some NEON on GTE (doing it's flags with NEON might be an issue). We'll see how this turns out, meanwhile I hope you enjoy this release ...
    by Published on December 28th, 2010 22:12

    News via http://emu-russia.net/en/

    First version of NES emulator for Microsoft XBOX360 has been released. It based on FCE Ultra source code

    http://emu-russia.net/en/files/emus-xbox360/nes/ ...
    by Published on December 28th, 2010 22:11

    News via http://emu-russia.net/en/

    Multisystem arcade emulator for Sony PlayStation 3 has been updated. Changes:
    – working d_raiden driver;
    – Nec CPU endian fixes.

    http://emu-russia.net/en/files/emus-ps3/ng/ ...
    by Published on December 28th, 2010 22:08

    News via http://emu-russia.net/en/

    GameBoy/GameBoy Color/GameBoy Advance/Game Gear/Lynx/Dendy/NES/Neogeo Pocket/Neogeo Pocket Color/Master System|Turbografx-16/Wonderswan/Wonderswan Color emulator for Sony Playstation 3 has been updated. Changes:
    Revision 157:
    - Fix rebuild all switch, add note about vbam in BUILDING_NOTES.TXT

    Revision 151-156:
    - Begin finalizing new browser
    - Bookmarks can point to ftp now
    - Basic error handling in file browser, Force disable of filesys.samedir settings, sorry (if you had them enabled you need to move all saves to the folders in /dev_hdd0/game/MDFN90002/USRDIR/mednafen/)
    - Bug fixes
    - Some bug fixes
    - Updated build scheme

    Revision 146-150:
    - Circle now exits IconGrid
    - Tune down optimizations in system-l1ght, begin to refactor file browser
    - Fix FTP credentials
    - Quick FTP fix (OSX FTP sharing works now)
    - Even more FTP fixes

    Revision 145:
    - Add Browser.cpp

    Revision 135-144:
    - Make command menu a grid of icons instead of a list
    - Add some software filters, poor perfomance and crashy still, but it's a start
    - Improve IconGrid some
    - Add GridItem source
    - Start adding FTP support
    - More FTP work, reduce usage of std::string
    - More FTP work
    - FTP works but needs polish, decided to fix std::string instead of ditching it
    - Read full directory list in FTP, Allow choosing between FTP and Local files in browser
    - Clean up, Update Readme.txt

    Revision 131-134:
    - Readd gambatte with savestate support. Rewind is painfully slow
    - Handle under and overruns in sound buffer
    - Change std::string returns to const references
    - Fix nestopia clipping too much on right side

    Revision 124-130:
    - Forgot to remove some sound debug code
    - Change icon to a transparent one
    - Building mednafen no longer requires every source file to have a uniqe name
    - Compile SNES, doesn't work yet however
    - Re-enable nestopia with fixed rewind
    - Add clipping to nestopia

    Revision 117-123:
    - Utility::GetExtension returns everything after the LAST period in the filename.
    - Fix mednafen message position
    - Split off a Blit function in MednafenEmu. Fix drawing screen when XMB open.
    - Some cleanup in mednafen_help
    - Don't throw std::string
    - Pass const string references for arguments
    - New sound strategy: Slightly adjust samplerate until emu gives about 800 samples per frame. Not perfect but at least more consistent. Need to do comparison tests against mednafen running on a PC

    Revision 102-116:
    - Fix input config on first load
    - Disable blending for PS3Video::PresentFrame
    - Spin off a DrawQuad function in PS3Video
    - Split ImageManager out of Winterface.cpp
    - Clean up mednafen_help
    - Clean up system-l1ght/main.cpp. Add exit callback function as argument to InitPS3.
    - Change mednafen to use Exit callback, should stop random restarts when exiting from menu.
    - Fixed call to DrawQuad in PS3Video::PlaceTexture
    - Some cleanup on Lists
    - Create and use Utility::ListDirectory
    - Add icons for various file types
    - Add subtle background image
    - Add file browser class
    - Fix some small bugs

    Revision 101:
    - Change to mercurial

    Revision 100:
    - Remove old unmaintained SDK code. Move branches/l1ght into trunk.

    Revision 99:
    - Repo cleanup

    Revision 94:
    - Remove leftover debug code. Make select toggle right panel in GUI. More archive fixes.

    Revision 93:
    - Major overhaul for performance in GUI. Fixed PCE-CD loading but whole archive thing needs more testing with reguard to names of related files (eg save games).

    Revision 92:
    - Fix some systems not loading from archives. Another guess at audio buffering.

    http://emu-russia.net/en/files/emus-ps3/nes/ ...
    by Published on December 28th, 2010 21:59

    Pate has posted the first release of his Dos Emulator for DS & Supercard DSTwo Flash Cart

    Well, here it finally is, the first alpha version of DS2x86! Please note that this is a very early alpha, and it has a lot of bugs and missing features. You should consider this just a test bench for my DSx86 port to the built-in 360MHz MIPS processor of the SuperCard DSTwo flash cart. But, since a few games seem to be somewhat playable already, and as I sort of promised an alpha version by the end of the year, here it is!

    Installation
    If you already have a working DSx86 installation on your flash cart, all you need to do is to copy the "DS2x86.plg", "DS2x86.bmp" and "DS2x86.ini" files into the "_dstwoplug" directory of your SD card. DS2x86 can use the same DSx86.ini file that you have used in the original DSx86. You can also use a separate DS2x86.ini if you wish to have different settings for DS2x86 and DSx86. NOTE! Do not confuse the two DS2x86.ini files! The one included in the zip file is the one required by the DSTwo plugin system, the one in the /data/dsx86 directory (and created by you) is the one used by the DS2x86 itself for game-specific configuration.

    If you do not yet have the original DSx86 on your SD card, follow the instructions on my download page (or at DSx86 Compatibility Wiki). It is recommended you familiarize yourself with the original DSx86 first, before testing DS2x86. Or, you might want to wait for a more stable version of DS2x86 before installing it.

    Limitations compared to DSx86

    Obviously, DS2x86 only runs on the SuperCard DSTwo flash cart, as it uses the MIPS processor of that cart, not the ARM processor of the Nintendo DS/DSL/DSi itself.
    Not all 80186 opcodes have been ported over yet, so some games that do run in the original DSx86 will not run in this alpha version yet.
    Audio support is very poor, only SoundBlaster 8-bit DMA audio is supported, all other audio output is still missing.
    ScreenMode "Jitter" was removed. If the configuration ini file uses Jitter, it will be replaced by Scale.
    ScreenMode "Scale" only works in MCGA and EGA modes, not in Text, CGA or Mode-X graphics modes.
    Screen refresh rate is locked to 15fps. I just recently noticed that there are various problems with both keyboard reading and screen refreshing when attempting to use higher refresh rates. I hope to fix these issues and allow faster screen refresh rates in the future.
    All high-resolution EGA, VGA and Mode-X graphics mode support is still missing. You will either get a black screen or the previous mode graphics sticking on the screen when going to high-resolution graphics mode.
    Mouse support is mostly missing, and what little support there is, is still completely untested.
    No blinking cursor on the DOS prompt.

    Enhancements compared to DSx86

    Some 386-specific opcodes are supported. The support is blotchy at best, so it is more than likely you will run into an unsupported opcode when testing a 386-specific game.
    The x86 Parity and Auxiliary Carry flags are properly supported (it was architecturally impossible to support these properly in the original DSx86).
    The screen scaling uses proper linear interpolation, which produces better image quality than the hardware scaling used in the original DSx86.
    Speed! You can select the CPU speed between 60MHz and 396MHz, with the emulation speed ranging from 10MHz 80286 machine to 40MHz 80386 machine. Note that speeds lower than 240MHz might have stability issues, as the DSTwo interface can not keep up with the amount of data needing transfer.

    Issues you might run into

    The keyboard reading has some synchronization issues when using non-default CPU speeds. If you notice key presses/releases to not get recognized, try changing the CPU speed (by clicking on the touchpad MHz indicator).
    If DS2x86 drops into the debugger, it has written a debug crash log into the dsx86dbg.log file. Please send this file to me so that I can add support to this opcode in future versions!
    You might also get a "Blue Screen Of Death" on the lower screen, stating that a certain exception has occurred. This does not get written to the log file (as the system status is unstable at that point), so if you can write the numbers down and email them to me, together with information about what you were doing, that would help me in improving DS2x86.

    Thanks for your interest in DS2x86! Have fun testing it, and again, please remember this is a very early alpha version! Be surprised if something actually works, not if it fails! :-)

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on December 28th, 2010 21:56

    News via http://tomdevsblog.drunkencoders.com...-x-mas-update/

    Well that was fast

    I just wanted to make this demo a bit more in a christmas theme, so yeah I changed the bg + fixed some animation problems (when not walking, mario was sometimes using frame 1 (walking) but there’s still lack of a jump animation):


    so here the download link to both the rom and source(if you dare/want to look at it:P)

    http://dl.dropbox.com/u/7943543/project.zip -> source

    http://dl.dropbox.com/u/7943543/project.nds -> rom Don’t use no$gba, for some reason the rom doesn’t work correctly in this emulator(it does in desmume and on real hardware)

    Furthermore I wanted to tell that the arm7 is not yet in assembly (just copied it from the template in the nds examples and removed a lot of unused stuff). I’m also planning to use libfilesystem, and this is something I won’t rewrite in assembly so yeah, it’s going to be a platformer in 99% assembly.

    edit: I just implemented libfilesystem, this means that I’ll be able to put loads of data into the rom Collision maps too, so that will most likely be my next task

    Merry Christmas and a happy new year!

    Tom ...
    by Published on December 28th, 2010 21:55

    drk||Raziel has posted some news concerning his Dreamcast Emulator for the PS3:

    the good : ndce compiles and works with psl1ght
    the bad: it has no 3d out yet. This was quite a bit more complex than initially thought, and I had far less time than planned.
    the ugly: I’m leaving for vacations tomorrow, so don’t expect anything fancy the following week

    http://drk.emudev.org/blog/?p=224 ...
    by Published on December 28th, 2010 21:49

    The Dolphin Team have released a new version
    of the Gamecube and Wii Emulator for Windows, heres whats new

    Changelog for r6678
    Fix ClearScreen in OpenGL as well (uses clear quads instead of glClear now).
    Thanks to kiesel and sl1nk3 for helping me out here

    Download Here --> http://www.dolphin-emulator.com/download.html ...
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