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    by Published on August 21st, 2010 19:15

    News via http://psx-scene.com/forums/showthre...243#post493243

    So as I wrote. Public PS2PSXe preview. Only command line version attached. Unfortunately I wasn't able to get current sources to work properly (I'm halfway with some major changes and it will take awhile to complete them). The one attached you can consider as "the last one that actually works", or simply rev168.

    Now all the necessary stuff.

    The emu supports both PAL and NTSC display, but I REALLY RECOMMEND leaving the default PAL output. Why? Well, it's the only mode I use. Many fixes were made to make PAL games show less glitches in PAL mode... When you switch the display to NTSC it most often will show more glitches.

    The PAL scph7502 bios is recommended to run games.

    PAL games are recommended due to two simple reasons:
    1. PAL games require only 50fps to be at 100% speed (NTSC games require 60, so PAL games are easier to emulate).
    2. PAL games should look nice when using PAL display mode... NTSC games will always look much worse.
    (well, I live in Europe. It's PAL region, so everything has been coded with PAL games and PAL TVs in mind. Actually, the option to switch display into NTSC mode has been added in rev163... so no fixes for that)
    So use NTSC display mode only if your TV doesn't support PAL (yes I know this sucks... Most TVs in Europe nowadays support NTSC... On the other hand, most TVs in US do not support PAL... What a crap...).

    Many of the parts of the emulator (like cue/ccd parser) have not been changed/updated for few years (the time I created them in 2007 or so). I focused on the most important parts of the emu... Once the time comes, everything will be replaced by proper code rather than some temporary solutions.

    You shouldn't experience any problems launching it if you know what you're doing... Otherwise it might crash before even showing you anything.

    The emu doesn't provide any drivers or modules other than the parts of the emu itself. But thanks to this it supports any devices that you will load modules for. I've tested it with internal hdd, usb, lan, dvd and even ps2 mc. I recommend using internal hdd or lan (host device). You can use usb, but the asynchronous cd plugin is tweaked for high bandwidth media... So when using with usb, some stuttering might occur here and there.

    There is no real requirement for the modules present before the emu is launched except one. The emu REQUIRES IOMANX module to be loaded before launching it (older PS2link versions were loading it by default, but you will have to load it manually for newer ones or change it and recompile it).

    Default ps2client versions will always truncate the files opened for writing and reading (even if O_TRUNC is not specified). Use the one from uLE or just change it by yourself).

    Now the options:

    -cdimage=PATH
    Path to the cd image. 2352 bytes/sector images supported. CUE and CCD cuesheets are supported. Multiple tracks in ccd/cue are supported but only if all tracks are in a single file (no multiple files). For multiple files just point to the first track (it contains the data). PATH can be either relative to ps2psxe executable or full path.

    -exepath=PATH
    Launches PSX exe file (for intros, demos and such).

    -bios=PATH
    Bios path (bios/scph7502.bin by default)

    -digitizepad
    Internally switches pads into digital only mode (visible to PSX code). If you then manually enable analog mode (small analog switch at the center of the pad), then the left analog stick will act as D-PAD and right analog stick will act as R1/L1 horizontally. It's a nice features for games that do not support analog sticks at all (like FF7)

    -spfix
    Stack pointer fix. Try it if something goes wrong. It might be able to fix some games. It disables one of the optimizations (not many games make any use of it anyway)...

    -xoff=OFFSET and -yoff=OFFSET
    Positions the screen on TV. You can use it to correct the image position if your TV leaves eg. black bars at right or left side.

    -sub
    Enables subchannel support. It is really necessary only for libcrypt protected games... For two years or so not even for them. It's kind of obsolete as the emulator has automatic patch for libcrypt, so unpatched games like FF9 PAL will work even without subchannel data. The subchannel file has to have the same name as the img/bin/ccd/cue, just with the extension being .sub (so if the image is ff9pald1.cue, then the subfile is ff9pald1.sub). It's not really necessary anymore.

    -excep
    Disables some exception stuff. Use it if a games experiences problems. I believe this one should not be necessary anymore, but I left it... Didn't see a game that would need it in year or so.

    -4ever
    Disables most of the automatic libcrypt patches (not all of them though). It's there just for testing, really. You won't have to use it until you want to test subchannel file support.

    -32bpp
    Switches into 32bpp mode. I really RECOMMEND using it unless the game has texture problems (clut problems to be exact). It's not default only because it's not native PSX format . So use it unless it causes problems.

    -nofps
    ...
    by Published on August 21st, 2010 19:12

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15480.html

    A new test version of the Dreamcast emulator Makaron has been released.


    Quote:
    I changed a few things in T12 core and I´m finally quite happy with how it works so I´ll probably release another version soon. That would be the last of Test 12 series I suppose. The only thing preventing me from doing so is one last issue with the multithreaded renderer, it causes random crashes (though some systems seem more affected than others). It´s a pretty complicated issue though and cannot be fully fixed without major changes that would take considerable more time. For now I just added an option in the INI file to disable multithreading (not completly, just this part) and while it slows the emulator down it´s not as bad as the crashes.

    Anyway, stay tuned. I want to make a release before I mess up the code again with my experiments, and I have quite a few ideas to try out.


    UPDATE

    Here it is, Test 12/5. There´s a small ReadMe included so be sure to read it. No Atomiswave yet since I didn´t think T12 core could be salvaged, so I didn´t bother with it. I wasn´t exactly wrong there, with all the changes I made this version could easily be called Test 13.

    Anyway, other things of note (from the top of my head):

    Current renderer needs to go. I have a replacement of sorts prepared, as a part of software renderer project. I´m pretty sure it will be a bit slower but that remains to be seen. I need the new framework anyway to support both D3D9 and D3D11 at the same time.

    SH4 recompiler could use some sort of abstraction layer to handle the optimizations better. Again, it´d probably end up being marginally slower but more manageable and could in future be paired with x64 emitter.

    I´m going to drop support for non-SSE2 CPUs soon, mostly because it´d be easier to code the new recompiler. Quite frankly any CPU without SSE2 is not going to be fast enough to handle Makaron anyway.

    Windows XP and Direct3D 9 support is going to stay for now but once D3D11 renderer starts working properly I will focus mostly on that. While I realize that droping DX9 will upset XP users, I´d like to point out that Makaron always required a modern PC. I havent introduced any major changes lately but before that Makaron was the first Dreamcast emulator to require shaders, then it would work only with Shader Model 2 or higher. In return you got faster palletized texture support, shadows and fogging. Now it´s going to be DirectX 11.

    UPDATE 2

    That bug I wrote about? Now you´re seeing it´s effects first-hand. Oh well, guess I better fix that one since I didn´t add an option to skip DX11 init.

    Redownload T12/5 from here, this time when Direct3D 11 is present on the system but actual device can´t be created it will just silently ignore the problem. This was the intention after all. And I also added workaround for the scaler issue. ...
    by Published on August 21st, 2010 19:08

    News via http://boards.dingoonity.org/dingoon...bcef73ef1a88d3

    xdpirate launched a new site, specializing on homebrew reviews!


    Quote
    Dingoo Homebrew Reviews!

    Since some people have requested this in the Suggestions-forums, I took the liberty of setting up a homebrew review site myself, just because it sounded something that'd be fun to administrate. However, it isn't going to be exactly like suggested, everyone aren't going to be freely publishing reviews when they feel like it. If you wish to write reviews, send me a PM, and I'll hook you up with an author account on DHR. You are then free to review homebrew applications.


    I will, however, perform spell- and grammar checks on your work. I'm by no means a total grammar nazi, but if you can't handle the English language, you shouldn't be publishing articles in said language. If your articles are total and utter crap, and contains more errors than not, I'll be happy to promptly remove your account.


    Last, but not least, I want this to be informative, and tell people about what they'd like to know about before downloading/installing a piece of homebrew.

    http://www.qqmore.info/dhr/ ...
    by Published on August 21st, 2010 13:01



    Hi All,

    The Ur-Quan Masters, sometimes referred to as UQM, is a port of Star Control II for modern personal computers
    and operating systems from the original 3DO source code released to the fan community by Toys For Bob in August 2002.
    See http://sc2.sourceforge.net/ for details.

    After minor changes here is a port on pandora of the linux version v0.6.2
    (i didn't take gp2x version, because i found it once my quick port was already done).

    I haven't changed any key bindings, but you can always modify existing one with
    a keys.cfg file in pandora/appdata/..../keys.cfg.

    I've tested the LAN game mode, and it seems to work properly.

    Sources are included, and this package is under the GNU public license,
    read doc files for more information about it.

    UQM for pandora


    Enjoy,

    Zx. ...
    by Published on August 21st, 2010 12:11

    Another great new Homebrew Console has been released,heres the full details:



    Create your games and share it with the world, this will all be made possible by Game Park Holding's New Console - Caanoo. This cool, new gadget is not bigger for nothing. Everything the GP2X Wiz did, the Caanoo can manage and much more! Read on to find out.

    The new joystick makes the playing so much easier, especially for action game fans. The bigger RAM and the larger display will give you better graphics, the battery, when fully charged lasts 5 hours of active gaming and movie watching, so you no longer have to worry about the console shutting off in the most exciting spot.

    And with the added Vibration Motor and the G-sensor, you can feel every kick or punch when you are playing and you can add all those new dimensions to your creations, making puzzle solving adventure so much more interactive.

    The networking and sharing platform is still the main attraction of the console. Make use of the Wi-Fi connectivity and log on to the Internet, once you have access, you can enjoy your online game with anyone and everyone.

    Quite a few games are already ready for download and 18 of them you can buy at once, with the Caanoo Classic Arcade Games Download Card (20,000G): 15 arcade game classics and 3 top titles: Rhythmos, Propis - Saving Aketaria and Rotate! - Patissier!



    For all customers who are buying or who bought their Caanoo console at Play-Asia.com we offer the Download Card for a special price of only US$12.9 (instead of US$24.9). If you place your console order now, you should see the add-on option on the product page, if you already purchased the console, please contact our customer service so that we assure you get the same price.

    GP2X Caanoo Classic Arcade Games Download Card (20,000G) KOR US$ 24.90


    Besides logging into online games, you can grab any content you want, such as applications and stand-alone games, off the FunGP, an online application store.
    Currency for all commercial downloads on FunGP, is the newly introduced G-Money. At Play-Asia.com we distribute this credits digitally. No shipping costs, no worries!

    GP2X FunGP G-Money (10,000G) US US$ 11.90
    GP2X FunGP G-Money (5000G) US US$ 6.90

    The consoles are available today, come grab yours:

    GP2X Caanoo Game System (black/blue) KOR US$ 149.90
    GP2X Caanoo Game System (white) KOR US$ 149.90



    Use Protector films to protect your screen, the Wi-Fi Dongle to log on to the network and all the accessories to make your gaming experience more fun. These accessory packs will be available on Friday 27th August:

    Caanoo Jelly Protection Case KOR US$ 9.90
    Caanoo Screen Protector Film KOR US$ 7.90
    Caanoo TV-out Cable KOR US$ 8.90
    Caanoo WiFi Dongle KOR US$ 21.90
    Caanoo WiFi Gender Adapter KOR US$ 8.90
    Caanoo WiFi Set KOR US$ 24.90

    Those interested should check out here --> http://www.play-asia.com/SOap-23-83-...-2je-84-n.html

    Our GP2X/Wiz site has already started posting Caanoo Homebrew releases, check that out here --> http://gp2x-emulation.dcemu.co.uk/ ...
    by Published on August 21st, 2010 12:00

    Newly released



    features•Completely remastered to take full advantage of the PlayStation® Portable!
    •All-new story focus means a new experience and an all-new ending!
    •Geo Cubes can turn a battle in a moment – use them well or have them used against you!

    http://www.play-asia.com/SOap-23-83-...j-70-3vde.html ...
    by Published on August 21st, 2010 11:58

    Newly released



    Kane & Lynch 2: Dog Days is a raw and brutal crime shooter designed to take players on an even more intense story experience, following two of gaming’s most disturbed criminals, through the gritty Shanghai underworld. Introducing a new visual experience, Kane & Lynch 2™: Dog Days is inspired by documentary filmmakers and the user-generated era. Every aspect of the game has been designed to deliver a fresh perspective to the words ‘intensity’ and ‘realism’ in video games.

    http://www.play-asia.com/SOap-23-83-...j-70-3emc.html ...
    by Published on August 21st, 2010 11:57

    Newly released



    Kane & Lynch 2: Dog Days is a raw and brutal crime shooter designed to take players on an even more intense story experience, following two of gaming’s most disturbed criminals, through the gritty Shanghai underworld. Introducing a new visual experience, Kane & Lynch 2™: Dog Days is inspired by documentary filmmakers and the user-generated era. Every aspect of the game has been designed to deliver a fresh perspective to the words ‘intensity’ and ‘realism’ in video games.

    http://www.play-asia.com/SOap-23-83-...j-70-3em9.html ...
    by Published on August 21st, 2010 11:55

    Newly released



    features•Hi-end next generation arcade style controller.
    descriptionThe Hori Premium VLX fighting sticks don't just simulate your arcade gaming experience; they are the real deals. They perform all the functions of their arcade counterparts. They also provide the connect shot function for shooter maniacs, with these sticks, you can shoot from 5 bullets per second to 10 and then to 20.

    Created through the joint effort between Taito and Hori, these sticks use the exact buttons and joysticks of the VELIX controllers in the arcades. Everything is assembled, not only to the same dimensions (50cm x 20cm), but to the same angle.

    During maintenance, you only have to lift the face board up and do your cleaning or replace buttons. If you want to replace the joysticks, the Premium VLX sticks are compatible with Sanwa JLF-TP-8YT-SK and Seimitsu LS-32-01.

    The special ergonomic design gives you space to place your wrists and is absolutely steady, even as you mash your buttons. The option board that comes in the package will provide you with more support and will keep it firmly on your desk.

    http://www.play-asia.com/SOap-23-83-...j-70-3py1.html ...
    by Published on August 21st, 2010 11:50



    [Hasse] built a one-handed video game controller for his brother. He fit everything he needed into the body of an existing controller and came up with a very usable system. The controller will be right-hand only, so the left shoulder button was moved underneath the right side where your middle finger can get at it. This leaves the d-pad and the left analog stick to account for. By combining an ATtiny44A, an accelerometer, and a digital to analog converter the controller can sense motion. The microcontroller reads in the accelerometer data, gives user feedback via four added LEDs on the d-pad, and the DAC feeds the appropriate signals back into the controller as if you were using the stick. There is even a switch to select whether the motion data is mapped to the analog stick or to the d-pad. We’ve included a demo video after the break.

    http://hackaday.com/2010/08/12/one-h...be-controller/ ...
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