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  • DCEmu Featured News Articles

    by Published on November 3rd, 2010 14:24

    News via http://retroactionmagazine.com/retro...free-issue-45/

    Commodore Free issue 45 has been released. The monthly retrogaming zine covers the Commodore range of computers and is available in PDF, HTML, D64 (C64 disk), SEQ and text formats. Highlights this month includes news, Commodore Programming, Commodore Computer Club USA, Interview with Sean – CCC USA, DotBASIC, The Atari Arcade DotBASIC Project and the return of ‘Back to the Past: Issue 6, March ’07′, written by this very author.

    Weblink: http://www.commodorefree.com/ ...
    by Published on November 3rd, 2010 14:21

    News via http://www.nintendomax.com/viewtopic.php?t=12581&f=19

    Altourus offers for his first DS project, "Gizmo's Adventure", platform game starring the famous Gizmo Mogwai Gremlins movies.

    Controls
    ----------
    Left or Right arrows to move
    Hold X to run
    Press A to jump

    Update: Code and Videos Updated, fixed SEVERAL bugs Including the jump animation playing in reverse order: S

    http://nickcrook.ca/ ...
    by Published on November 3rd, 2010 14:19

    News via http://www.nintendomax.com/viewtopic.php?t=12582&f=19

    Ant512 moved to version 0.99.6 "Woopsi" GUI library for creating homebrew for the Nintendo DS on the model of windowing OS Amiga.

    http://woopsi.org/ ...
    by Published on November 3rd, 2010 14:17

    News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6

    Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.

    changelog:
    1.4.0 (01/11/2010)
    [Edit] Core / Sound

    * Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate

    to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.

    * Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
    * Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
    * Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
    * Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
    * Fixed YM2612 context saving / loading.
    * Fixed YM2612 state on reset.
    * Removed outdated Accurate People & less YM2612 core
    * Added configurable DAC resolution YM2612 emulation.
    * Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
    * Added configurable low-pass filtering
    * Added configurable 3-Band Equalizer (thanks to Neil C).
    * Added an option to boost SN76489 Noise Channel.
    * Adjusted SN76489 cut-off frequency.
    * Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)

    [Edit] Core / VDP

    * Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
    * Added support for 2-Cell vertical scrolling in Interlaced Mode 2
    * Added support for undocumented Some mode register bit
    * Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
    * Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
    * Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
    FIFO * improved timing accuracy: Sol Deac fixed intro
    Sprite masking * improved accuracy (thanks to Nemesis for history test program)
    * Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
    HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
    * Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
    * Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
    * Improved Accuracy in WTP highlight color mode to match Observed results were real hardware

    [Edit] Core / CPU

    * Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
    Some Z80 instructions * fixed timing.
    * Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
    * Improved Z80 interrupt Accuracy
    68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
    * Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
    68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
    * Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
    * Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.

    [Edit] Core / Extra

    * Added Game Genie emulation hardware.
    * Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
    * Added Sonic & Knuckles "lock-on" support.
    Cartridge * added "Hot Swap" feature.
    * Added missing EEPROM support in more games.
    * Added VDP emulation lockout (TMSS).
    * Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
    Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
    Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
    * Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
    * Lots of code cleanup, bugfixes & optimization.


    [Edit] Gamecube / Wii

    * Implemented custom font engine (internal uses are IPL & GX hardware rendering).
    * Implemented custom GUI engine (GX uses hardware rendering & multithreading)
    * Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
    * Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
    * Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
    * Improved layout lightgun cursors.
    * Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
    ...
    by Published on November 3rd, 2010 14:17

    News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6

    Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.

    changelog:
    1.4.0 (01/11/2010)
    [Edit] Core / Sound

    * Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate

    to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.

    * Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
    * Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
    * Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
    * Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
    * Fixed YM2612 context saving / loading.
    * Fixed YM2612 state on reset.
    * Removed outdated Accurate People & less YM2612 core
    * Added configurable DAC resolution YM2612 emulation.
    * Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
    * Added configurable low-pass filtering
    * Added configurable 3-Band Equalizer (thanks to Neil C).
    * Added an option to boost SN76489 Noise Channel.
    * Adjusted SN76489 cut-off frequency.
    * Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)

    [Edit] Core / VDP

    * Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
    * Added support for 2-Cell vertical scrolling in Interlaced Mode 2
    * Added support for undocumented Some mode register bit
    * Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
    * Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
    * Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
    FIFO * improved timing accuracy: Sol Deac fixed intro
    Sprite masking * improved accuracy (thanks to Nemesis for history test program)
    * Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
    HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
    * Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
    * Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
    * Improved Accuracy in WTP highlight color mode to match Observed results were real hardware

    [Edit] Core / CPU

    * Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
    Some Z80 instructions * fixed timing.
    * Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
    * Improved Z80 interrupt Accuracy
    68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
    * Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
    68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
    * Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
    * Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.

    [Edit] Core / Extra

    * Added Game Genie emulation hardware.
    * Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
    * Added Sonic & Knuckles "lock-on" support.
    Cartridge * added "Hot Swap" feature.
    * Added missing EEPROM support in more games.
    * Added VDP emulation lockout (TMSS).
    * Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
    Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
    Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
    * Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
    * Lots of code cleanup, bugfixes & optimization.


    [Edit] Gamecube / Wii

    * Implemented custom font engine (internal uses are IPL & GX hardware rendering).
    * Implemented custom GUI engine (GX uses hardware rendering & multithreading)
    * Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
    * Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
    * Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
    * Improved layout lightgun cursors.
    * Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
    ...
    by Published on November 3rd, 2010 14:14

    News via http://www.nintendomax.com/viewtopic.php?t=12586&f=54

    Habitualcoder offers the first public version of Alien Breed 2010 WII 'clone of Alien Breed Obliteration (2005), PC remake of the Amiga Alien Breed (1992).
    The archive contains the installer of the game that will download and install via your WiFi connection, and the binary files needed to start the game For those who do not have wifi, you will get the PC version of FlashJesterPunk.

    Installing

    Wiiab pour la Nintendo Wii in a edible Homebrew Channel friendly package.

    Simply unzip the Archive Into the homebrew apps directory of your SD card and It Will Create an apps / directory abinst icts Suitable for use With The Homebrew Channel.

    Start the Homebrew Channel, locate the Alien Breed entry and click Install icon on ITS Using The Nintendo Wii Remote, Then you click the Load button.

    The must-install game download Some media From The PC version on the Internet. A working Wifi Wii IS required. If You Do not Have working Wifi Then download FlashJesterPunk's PC version [1] The zip file and Place Within The apps / abinst directory is your sdcard.

    Follow the on screen instructions to install the game.

    Once the Installation has finished a new apps / directory alienbreed Will Have Been Created On your SD card.

    You May now delete the Alien Breed entry Install From The Homebrew Channel.
    Listen
    Read phonetically
    Dictionary - View detailed dictionary

    http://wiiab.sourceforge.net/ ...
    by Published on November 3rd, 2010 14:13

    News via http://www.nintendomax.com/viewtopic.php?t=12588&f=54

    Porting "Yabause" for the Wii goes beta 17, the emulator porting 32-bit console "Sega Saturn."

    Unofficial r2604 beta17 - Nov. 3, 2010

    * With compiles devkitPPC r22 (performance up)
    * SMPC peripheral timing adjust parameter (some games work), and add menu setting Of The parameter
    * Fix crash bug in menu
    * Some minor and fixed exchange

    http://wiibrew.org/wiki/Yabause_Wii ...
    by Published on November 3rd, 2010 14:11

    News via http://www.nintendomax.com/viewtopic...26010786593578

    Thungbard proposes "LineMeister: The World of Sorting Much", an excellent puzzle game for the Nintendo DS.

    -------------------------------------------------- -------
    Changes from Previous Version
    -------------------------------------------------- -------
    - Added Story Mode Map, Along With unlockable system for The Level, and a pile of stuff behind the scenes You Will not record
    - Still Need to place Before the mission cut scenes

    http://dsgamemaker.com/forum/viewtopic.php?f=57&t=5848 ...
    by Published on November 3rd, 2010 12:00




    On SALE for a LIMITED time only!, Grab it now!

    Santa is in a desperate dash to deliver all his presents to the good children for Christmas!

    But his workshop is in disarray! Presents are stuck on conveyor belts, his presents have fallen off his sleigh. You name it, it's going wrong for Santa!.

    But you can help Santa!. Help him by getting all of the presents back down from the Conveyor belt and into the Sleigh. Then help him recover all the fallen presents from the rooftops and deliver them back where they belong, down the chimney!

    Don't let Santa fail Christmas!, Help his mission today!

    Features :

    Fast & Frantic Gameplay.
    Battle Against The Clock To Get The Job Done.
    Cute Cartoon Graphics.
    Special Particle Effects.
    Bright Colorful, and Interactive Backgrounds.

    Video :



    Screens :







    Other Games From InfusedDreams (on the app store) :

    Angry Dogs - Draw!
    Angry Dogs - Jump! ...
    by Published on November 3rd, 2010 00:55

    Hello, my name is Justin McElroy, and I play a character called "Justin McElroy" on the popular Joystiq web site and podcast. I hope you'll indulge me for a second as I regale you with a story of my misspent youth. When I was growing up, I was always transfixed by FMV games. I begged and pleaded for a Sega CD, I've finished Dracula Unleashed more times than I care to admit ... hell, I own two copies of Wirehead. To this day, I don't understand the draw of these oft-clunky classics, but it's nothing I can escape or reason away. Before I'd reached my 15th birthday, I swore to friends, family, anyone who would listen that I would one day be the "world's greatest FMV gaming journalist."

    You, with the privilege of a dozen years of insight on my younger self, know how this story ends. FMV games have, for reasons beyond me, fallen by the wayside. You now know that the deviant, cretinous masses would prefer to see digital puppets dance on a screen than real humans -- their brethren -- leading out real, interactive drama in front of real, low-quality cameras.

    But today, if only for a moment, I have managed to wash the bitter flavor of unfulfilled dreams from my palate. For today, I have written a post about The 7th Guest on iPhone, and I'm following it up with this:

    An HD version of Dragon's Lair is now on iPad. It costs five dollars.

    That's two FMV posts ... in a row. Maybe a drop in the bucket to 15-year-old Justin, who dreamed of visiting the set of Sewer Shark 3 and sitting down to heartfelt, career-spanning interviews with Rusty Dillen. But today, for nearly 30-year-old Justin, it's enough.

    God bless.

    http://www.joystiq.com/2010/11/02/dr...comes-to-ipad/ ...
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