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  • DCEmu Featured News Articles

    by Published on December 13th, 2010 21:20

    Newly released/updated for the Caanoo:

    Terminal for the caanoo

    More... ...
    by Published on December 13th, 2010 21:12



    Hi All,

    Here is a version for the caanoo of the famous terminal emulator termlua2x.
    All characters of the usb keyboard and all caanoo keys are now supported.

    How to use it ? Everything is in the README file.

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

    see http://zx81.zx81.free.fr/

    Enjoy,

    Zx ...
    by Published on December 13th, 2010 03:58

    InsideX3 has some interesting information to provide in regards to X3Max and the video that was released about 3.50 jailbreak...

    First, the Google translation about Masterkey via Logic-Sunrise:
    After many setbacks, and still nothing concrete, Team Unveils X3 listing is: we have the masterkey for the PS3. Mathieulh Masterkey had earlier unveiled the PS3′s USB, but Masterkey console would be in the hands of the creators of X3max. Getting the PS3 Masterkey would result from the full opening of the console, be it for firmware 3.50 and further.

    That would explain many things: Why they are slow to release their 3.5 jailbreak, and why the team is as confident as could be shown in their news today on the official website of the team. However, the PS3 is unreal scene once more. We strive to news provided by the X3 team, but we remain vigilant as to their veracity, as Mathieulh has provided a fake video of GT5 being run on firmware 3.50, everything is still fakeable.

    It is difficult for us not to take sides (what was already a little too done): On one side a team that looks serious, with a dongle quality, and on another side great scene actors that contradic . Advance information of such importance without being true, would result in a significant loss of sales of their industry, or general interrogation that exists within the scene PS3. Opinions were extremely divided, we first.

    We therefore remain cautious once again with this incredible news, without seeing any confirmation: Everyone therefore expect the team turning the X3 for the days to come. Anyway, fake or not, soon we’ll know in a formal way, we news, with somewhat less enthusiasm than the first ad. Anyway, keep your comments courteous in the arguments, the debate could be very constructive: it would avoid to see the topic lock.

    For all buyers of X3max dongle who did buy that 3.50 for the jailbreak of the PS3, the store you repay on demand, of course, even if all 7 days have passed (even 20, they’re crazy!), we prefer that you are happy with your purchases. its LS main goal. Wait a bit anyway, time to know definitively if it’s info, or intoxication.

    This is what InsideX3 has to say:
    Earlier today it was reported that our group discovered the MasterKey – InsideX3 has confirm this! The video released last week was done prematurely and out of excitement. Many of you are pushing for us release our 3.5 solution understandably so. I completely understand the logic that once released it’ll be cloned and truthfully that’s inevitable. At the same time we must do our best to prevent, or at least delay that from happening.


    The intent of this post is not to continue the discussion of our 3.5 solution but to announce the launch of the X3Max V2GB. A 2GB MicroSD is now included and some minor alterations have been made to the retail packaging, pictures can be seen below. Our production run was finished last week and the X3Max V2GB is now in transit to all resellers.

    The X3Max V2GB will be offered as a standalone kit with a RRP of $35 USD, or with the X3Switch included for $40.


    To Summarize:
    What is the current ETA of the 3.5 solution?

    When it is done and ready for public use it’ll be immediately released.

    I have an original X3Max, do I have to buy the X3Max V2GB for the 3.5 solution?
    No, the X3Max hardware is identical besides the additional 2GB MicroSD. Once released, the solution will work on both units. We have no intention of dropping support for early adopters.

    I’m interested in purchasing an X3Max V2GB, when will they be ready?
    We finished production late last week and inventory is now in route to resellers. We expect that resellers will be fully stocked for the holiday rush by December 15th.

    A lot of users have asked us for pictures of our manufacturing facility out of sheer curiosity, some photos have been attached below. To see the remaining pictures click HERE.


    Don't forget to read our full review of the X3Max USB Jailbreak dongle. The lowered retail price is much more attractive and you can even have the option of purchasing just the dongle or dongle and switch for an additional $5! And the fact that they won't leave early adopters hanging, gets a BIG thumbs up from me! However, lets hope this is true and its released soon and not another "blowing smoke" up our ass news.

    You can purchase your X3Max at Acekard.ca and X3Max.ca.

    Source: PSX-Scene and X3Max ...
    by Published on December 12th, 2010 21:33

    News via http://www.xbox-scene.com/xbox1data/...EAnbSsBQxh.php

    Hyper_Eye released a new version of Odamex for the Original Xbox:
    [QUOTE]
    Today is the 17th birthday of Doom and I am pleased to announce the release of Odamex 0.5.1 for all platforms including Xbox. This release has many Xbox bug fixes as well as the addition of chat macro support which allows Xbox players to communicate using the controller. Please read the updated README.Xbox to learn about the chat macro feature as well as the new default controller scheme. If you have played Odamex on your Xbox before you may want to reset your configuration settings so that your controller bindings will update to the new defaults. You can do this by selecting "Reset to defaults" at the bottom of the Odamex options menu.

    What is Odamex?
    Odamex is a modification of DOOM to allow players to compete with each other over the Internet using the client/server architecture. Odamex also provides a feature-rich single-player engine.
    Please see the general README provided with Odamex for a thorough description of Odamex and its features.

    General Odamex Changes:
    * Fixed DirectX palette issues on Windows Vista/7
    * First pass of zdoom map support including acs, mapinfo (classic)
    * Scoreboard fixes
    * Higher resolutions supported
    * Various bug fixes and more

    Odamex Xbox Changes:
    * Chat macro support
    * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's.
    * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
    * The player color sliders are now usable
    * The launcher loads Odamex properly when it uses a long path name
    * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the tag
    * Various other bug fixes

    Official Site: http://odamex.net/ ...
    by Published on December 12th, 2010 21:31

    News via http://retroactionmagazine.com/retro...print-archive/

    The second issue of N64 Magazine from May 1997 has just been archived over at Out-of-Print Archive. The N64 focused magazine was the spiritual successor to the classic Super Play, retaining much of the feel of that magazine along with some familiar staff. Thanks to meppi, who scanned and edited this release, we can all relive this classic magazine once more. The release comes with four online articles, taken from the magazine itself, and includes reviews of Blast Corps, Waverace 64 and Doom 64, along with an interview with Shigeru Miyamoto.

    http://www.outofprintarchive.com/cat...magazine2.html ...
    by Published on December 12th, 2010 21:23

    News via http://boards.openpandora.org/index....re-2010-12-11/

    As you might know, Trey, a member of this community (and also a first-batch-preorderer) took the time to visit CircuitCo for us, the company that produces the Pandora Boards (as well as the Beagleboards and the Pandaboards).
    He came back with a load of pictures and a lot of news - good and bad ones.

    Basically, what I feared for the last weeks has come true - we haven't been told the complete truth about the production.
    Sadly, there are not 2000 boards ready which just need to get the nubs. There are about 500 boards there, in various states (some completely finished, some finished except for the nubs, some had all the SMT parts on but were missing the rest, etc.)

    It looks like they just started to work on the boards when they got the final nubs - that was what I expected, to be honest.
    Why?

    First: They never showed us pictures - which sounded to me like they were not really producing anything.
    Second: If I were the company, I wouldn't have started before the final nubs were there (okay, on the other hand, I would have told the truth).

    We pay them after they delivered the final boards. And I think THAT is the reason they didn't continue on the boards.
    If we couldn't fix the nubs, the project would probably have gone bust - and then they had 3000 half-finished boards we couldn't pay anymore.
    And as we kept asking and asking how things are progressing, my guess is they told as they are working and progressing to calm us down and not get angry, thinking we will not show up to check it out anyways.
    Now they just got the first 2000 finally working nubs and started to work on the boards.

    I am really sad to tell you this - but I don't think we'll see too many shipped Pandoras before christmas. We might get a bigger batch of boards and might even manage to build quite a few and ship them, but given the usual delays with shipping services right before christmas, it might be very narrow. I'd love to give you better news here, but oh well...


    Now for the good news:

    * Trey saw 15 people working, most of them were working on Pandora boards. This confirms that they are now really working on the boards!
    * Trey will regularly visit them to check up how they're progressing. There will be no way to fool us anymore!
    * They have nightshifts and will work most of the holidays.
    * Now they know we have someone to check - which should hopefully motivate them to continue working.
    * We got news from the nub company that the next 2500 nubs should be ready next week. It looks like they got the missing PCBs (for the nubs). Until the end of December, all needed nubs should be finished!


    What will happen now?

    Well, we'll keep a close eye on the production now and Trey will regularly visit them to make sure they continue producing the Pandoras!
    All I can do is hope you will hold on for a while longer (yeah, probably Two Months ™) and wait for progress happening and good news from Trey.
    We've dedicated a lot of time and money into this project. It probably is one of the most unique projects there is, and I don't want it to go down shortly before it's finished.

    As we said, we used your prepayment to pay for parts and production. Any refund will decrease our own money and while we can cope with quite a few refunds, if all of you want to cancel your order at once, it surely won't be enough - so if you REALLY want a refund instead of a Pandora, please wait until the end of January (as then we should have an idea how well the production runs). Thanks!

    Of course, I'll keep posting daily videos to give you some daily Pandora - and we'll make sure to keep you updated about the production.

    Thanks again for your support! I know we can do it! Let's keep going!

    Oh, Trey also took some pictures to show they are really working!
    Various Pandora boards in various finished states. ...
    by Published on December 12th, 2010 21:05

    News via

    submitted by Rikku2000

    GP2XMB for GPH CAANOO

    I make an small port of the XMB for GP2X

    Download: V1.0.0 Beta 4 - 12.12.2010
    GP2XMB for GPH CAANOO
    Changelog:
    - Some XMB Menu Changes
    - MP3 Support and Fix
    - Game and Apps Floder
    - Video Select (need MPlayer: "apps/mplayer")
    - Video Select display now Extesion Icon
    - Add ".avi" to Video and ".sh" to Apps/Game

    http://www.gp32x.com/board/index.php...dpost&p=929905 ...
    by Published on December 12th, 2010 21:00

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

    CaH4e3 posted new screenshots of Virtua Fighter 4 emulated in Demul.

    http://forum.emu-russia.net/viewtopi...p=13823#p13823 ...
    by Published on December 12th, 2010 20:57

    Pate has posted more news of his Dos emulator for the DS:

    Last week I worked on the EGA opcodes. Currently the great majority of the opcodes (that are supported in DSx86) have been ported to DS2x86, so a couple of EGA games are already running fine. Some string opcodes are still missing, all the BIOS-based character output functions have yet to be coded, and I currently only have a blitting routine for the 320x200 resolution mode, so many games still fail. I just this morning decided to experiment with the EGA mode linear interpolation screen scaling routine. I first coded it by handling the palette calculations while blitting, and after I got that working I switched to a precalculated look-up-table that has the interpolated output pixel colors precalculated for each two input pixels. Since the 16-color EGA mode uses 4 bits per pixel, it is simple to lookup the output pixel value based on an 8-bit input value containing two adjacent pixels. The routine that handles the LUT filling whenever the palette value changes is obviously rather slow now, but since that specific routine is only used in the 16-color modes, and those rarely perform fast palette animations, this will most likely not be much of a problem. The actual blitting routine is almost as fast as the non-scaling routine, so there will be practically no performance penalty in using the scaled screen mode!

    I was mainly interested in seeing what the scaling quality would be when scaling screens with some small text, so here below are screen copies of some screens from Duke Nukem 1 and Duke Nukem 2. In my opinion the text is for the most part quite readable, much better than with the hardware scaling as used in the original DSx86.


    I also figured out a faster way to handle the separate memory access methods between normal RAM, EGA VRAM and ModeX VRAM. Since the graphics mode memory is organized so that each input byte addresse maps to a word address in the emulated VRAM, I now precalculate the two-bit-shifted memory addresses into the main page mapping table, so that the result address into the graphics memory can be taken simply by shifting the address generated by the common memory address calculation macro. Previously I first had to subtract the logical memory start address, then shift the value, and then add the physical graphics memory start address to the value. This simple change increased the Trekmo framerate by 0.5 fps, which together with some earlier general speedups now give a total framerate of 12.9 fps. Compared to the 11.9 fps value a few blog posts back, that is quite a nice increase. Now DS2x86 runs Trekmo at about the speed of a 40MHz 386 machine. There is most likely still room for improvement in various locations in the code, I just haven't yet figured out proper ways to improve them yet.

    I have a two-week Xmas vacation starting on the 20th, so my current plan is to work on DS2x86 adding the most essential missing features, so that I can then release the first alpha version before the new year. Some of the biggest features that exist in DSx86 but are still missing from DS2x86 are:

    Mouse support.
    CGA graphics mode support.
    Other EGA modes besides the 320x200 resolution.
    Many Mode-X graphics opcodes are still missing.
    All graphics BIOS features besides setting the graphics mode are missing, the most essential being the BIOS character output features.
    All audio support (besides 8-bit SB digital audio) is still missing, and even that one still needs improvement.
    All the configuration features on the touchscreen (including updating the lower screen upper part based on the current configuration) are still missing.
    The blinking cursor in the text mode (command prompt) is missing.
    The crash logging feature is still missing.
    A lot of other minor things here and there.
    I will certainly not be able to add all of these before the new year, so the first alpha version of DS2x86 will be quite limited. It will mostly be meant as a technical demonstration and as a test bench for you DSTwo card owners, so that you can help me in testing various games on it and report the still missing features.

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on December 12th, 2010 20:49

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

    Changelog for r6569
    DSPLLE-int AR increase, decrease finally 100% (code by kiesel-stein/dolphin-forum, great work btw!!)

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