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  • DCEmu Featured News Articles

    by Published on May 31st, 2010 10:47

    With multiplayer a key selling point for Black Ops, Treyarch community manager Josh Olin has told MCV that Activision and Treyarch would not be employing a similar system to that of THQ’s UFC Undisputed 2010 and EA’s recently announced Online Pass.
    However, the practise of supplying a one-time code to unlock the online multiplayer is one that intrigues Treyarch.
    “We don’t plan to do anything like that for Black Ops, but it is interesting to see how that’s going to work out for EA and THQ,” says Olin. “It’s no secret that pre-owned game sales do pose problems for developers and publishers, so it’ll be interesting how well that works to mitigate that issue.”
    It’s one of many decisions that face Treyarch in the six months that lie between now and the launch of Black Ops.
    Given the recent headline-grabbing news surrounding Infinity Ward, the departure of former bosses Jason West and Vince Zampella and the subsequent exodus of key personnel, all eyes are currently on Treyarch to help safeguard the future of the Call of Duty franchise.

    http://www.mcvuk.com/news/39199/Trey...d-is-a-problem ...
    by Published on May 31st, 2010 10:44

    Gran Turismo 5 has been shown in playable form to members of the public in Tokyo recently.

    The game was used at a recent display in the Tokyo district of Roppongi to show off Sony's new line of 3D Bravia TVs set to launch around the world this summer.

    According to 1Up, the game running in 3D looked no better or worse than it did when shown in 2D form at previous events, although we guess side-by-side comparisons would more clearly reveal some of the cutbacks that necessary to get current-gen consoles running games in 3D.

    The site goes on to say that the game's 3D effects appear like 2D images layered on top of each other rather than giving the illusion of full 3D objects. But on the plus side it notes the game's sharp focus and subtle use of 3D makes it easier on the eyes.

    3D trailers of Wipeout HD, Motorstorm 2 and Killzone 2 were also shown, but none were playable.

    It was recently rumoured that Gran Turismo 5's ongoing delays were to allow developer Polyphony to incorporate 3D support, along with compatibility with for the PlayStation Move motion controller.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on May 30th, 2010 22:54

    News via http://www.nintendomax.com/viewtopic.php?t=11901&f=54

    Drakon we offer and Shadow "JellyCar Wii" v1 at the Nintendomax Wii Dev Competition in 2010 , platform game where you control a vehicle which must reach the end level, but beware of the laws of physics.




    JellyCar Is a game platform WHERE you are driving a squishy as squishy worlds-through, trying to Reach the exit. The game features soft body physics for all of the objects in the world. Also because your can transform for a limited time to aid the growth-through level.

    Rest: There are two ways That You can choose - single player and multi player split screen is (only for 2 players right now). There are 30 Level Currently and 12 skins for cars. This is harbor from my PSP version. What is funny i do not have Wii game XD So all testing is done Was emu (Dolphin not input support for homebrew XD) and my friends On their Wii. Sadly I Have Never Played My Own game console is real: /. Goal I hope so Will you all like it:> This is my first time ever coding for this console - yes I Was encouraged by the competition to do this so competitions like this are useful. There May be still Here and There Some errors but I do not Have More Time ...
    by Published on May 30th, 2010 22:24

    News via http://www.nintendomax.com/viewtopic...bfcfad43320232

    http://www.youtube.com/watch?v=RdT66...layer_embedded


    ThatOtherPerson offers version 1.0 of "SwingBall" platform game that presents the Nintendomax Wii Dev Competition 2010 , which ends tonight at midnight.

    I made one last final update to the game.

    I fixed a few "little things. Added additional menus and Made Some Improvements to the menu screen That one DID already exists. Added a screen pointing out the games use of the Nunchuk controller (a comment we GBAtemp Felt That It Was not Enough clear). Just like the splash screen nintendomax That Comes Before it you can skip past the screen by pressing the nunchuk A button. There Are No Significant Change to the real gameplay. I tweaked a few "of the level to little bit. added sound effects. the Lowered volume of the music sound effects to make the more heard. Also I smoothed out the Blue Trail That Follows You to make it less pixelated. ...
    by Published on May 30th, 2010 22:13

    News/release from SatNav

    This is the first 'proper' release of my Rubik's Cube game for the DS. Although it is currently a little way from completion, it is intended to be a fairly fully-featured Rubik's Cube simulator with saving and loading, scrambling, painting and solving features. You can download the rom here.

    Working as of this release:
    * Saving and loading
    * Scrambling
    * Palette editing
    * Painting

    Still to do:
    * Step-through solving
    * Background decoration (colours, wallpapers)

    Any and all feedback is appreciated, and for those interested, the full source can be found here

    Cheers,
    Mark.
    ...
    by Published on May 30th, 2010 22:08

    New for DS from relminator

    A tool to pack multiple and differently sized textures into one big texture atlas. very useful for OpenGL/D3D rendering. Based from http://www.blackpawn.com/texts/lightmaps/default.html

    http://rel.betterwebber.com/junk.php?id=106 ...
    by Published on May 30th, 2010 22:05

    Pate has posted more news of his WIP Dos Emulator for the Nintendo DS:

    Firstly, in case you haven't noticed this yet, DSx86 now has a Compatibility WIKI page where each of you can mark games that work or don't work on the current DSx86 version. Special thanks to Master_Thief for setting up that wiki page and for testing the majority of games on it! With the wiki in place there is no need for you to report working games to me any more. :-) Please send me bug reports about games that don't work, though, especially with a debug log if applicable, so that I can attempt to fix the problems before releasing the next version.

    The past week was mainly spent fixing various bugs in the emulation code. I also added several missing (mainly graphics) opcodes that have been mentioned in the debug logs I have received, thanks again for those! The biggest (and scariest) change was that I rewrote the IRQ handling (again!) to fix a problem that was revealed by a game called Galactix.


    The problem in Galactix was that it usually only played the first note of the game music, and then later it would hang at a random time during the intro. I had noticed that when it did hang, it was always running a tight loop that checked whether a certain memory location had a zero. It obviously expected this memory location to change value (based on a timer, most likely), but when it had hung the memory location value never changed. After some debugging and tracing the memory access I got a pretty clear understanding of the timer handling behaviour of Galactix, and after some thought I suddenly got an idea (or rather a theory) about what might be wrong in DSx86.

    Galactix uses a "Task Service Manager" (that is part of an error string very close to the memory location it checked, so I believe that is the name of the utility code that handles the timer interrupt in the game) which works by incrementing a variable every time a timer interrupt occurs, and then calling various functions in a function pointer table, each of which have their own incrementing variables, with adders that are not always one. For example, one of the functions might only get called every tenth timer interrupt. Now, the main timer interrupt increments the overall timer interrupt counter at the very start of the timer interrupt, and then each of these functions test if their counters are equal to the global counter value, and if they are, this functions get called and gets it's counter incremented by the adder value, to be ready for the next call etc.

    Every time I use something similar in my own code, I have a habit of checking whether the counter value is equal or larger than the value I am waiting for, just to be sure I don't miss a timer increment. This then brings us to my theory, I thought that perhaps some of those functions take such a long time to run that a new timer interrupt happens and starts again running the timer code, first incrementing the global counter. In this situation it would be possible for the functions to miss their next timer tick, and stay waiting for it for the next (almost) 65536 timer ticks.

    I decided to implement a new feature to the DSx86 debugger with which you can change the byte in the memory using a syntax E AAAA:BBBB CC where AAAA:BBBB is the segment and offset of the byte and CC is the new byte value. I used this new debugger feature to change the JE opcode to JAE opcode in Galactix, and indeed, after this change the music played fine and the intro did not crash. (Well, not immediately, it crashed after a couple of loops, but that was not unexpected as the IRQ handlers are not meant to be re-entrant.) This test did prove my theory that I did not handle the "End-Of-Interrupt" command properly, but instead allow new interrupts to re-enter the interrupt routine.

    So, I spent some time implementing proper IRQ handling to avoid this situation in the DSx86 IRQ code, and I also (finally) moved all the interrupt-related stuff to a new source code file. Now it is not scattered around the emulator code but in a single place, so if I still need to make changes to it, it will be easier (and not as scary!). After this rewritten IRQ handling Galactix looks to be running fine.

    I also fixed the graphics problems in Catacomb Abyss. I had not implemented the split screen handling in the EGA modes, only in the Mode-X graphics modes, and Catacomb Abyss wanted to use a split screen for the low part of the screen. I also found a problem in the EGA Write Mode 2 handling with 16-bit opcodes. After these fixes Catacomb Abyss began to look correct. Also, the LOADFIX command I added into the previous version only worked with EXE programs (silly me), which is why it did not help with Ultima 4, for example. I implemented it also for COM programs and now Ultima 4 goes to the actual game properly.


    Finally, I managed to fix the problems preventing the Sysinfo program from Norton Utilities 8.0 to start. I had used Sysinfo 5.0 in my own tests, which did not need some of the additional
    ...
    by Published on May 30th, 2010 21:52



    News via http://www.64scener.com/

    I found this impressive raycast demo by Krikzz today, and it of course deserves a news post here. Also, another update of the N64 homebrew section is coming soon... ...
    by Published on May 30th, 2010 21:45

    News via http://www.wii-addict.fr/forum/PCSX-...84-t20018.html

    http://www.youtube.com/watch?v=zGBDj...layer_embedded


    PCSX-Firnis Revolution is a Playstation emulator for Wii & GameCube.

    Rev 51 a 84
    - Added USB2 support.
    - Sound fix.
    - Cleanup.
    - Compile fix.
    - Prepaired for new Linux GUI. But I don't have time to finish it.
    - Added gpl licence.
    - R3000A related code is placed in the own folder.
    - Rewrite emulator in C++. WIP.
    - Mac, Windows and even Linux versions are broken for now...
    - Crash fix.
    - Some counters work.
    - New DMA interrupt. Based on MAME.
    - Fixed filebrowser bug.
    - Menu reworking. Just for fun.
    - Fixed most of filebrowser bugs.
    - Minor cleanup here and there.
    - Added programmers notepad project files.
    - fixed windows build.
    - Minor changes here and there.
    - Fixed filebrowser bugs. Not all.
    - Fixed some rec instructions.
    - Recompiler:
    - Removed saving regs 14-31 on every function call; Significant speedup.
    - Disable dynarec BNE and BEQ. Significant slowdown.
    - Fixed dynarec GTE timings.
    - Fixed "return to game" issue.
    - Counters: Proper rate of counter 0. GEKKO compile fix.
    - GTE: Fixed AVSZ3. AVSZ4. smf was right =)
    - Removed old interrupt code.
    - New counters. Based on MAME with some changes.
    - GTE: Wii really hates GTE timings... (Or I did something wrong?)
    - R3000A: ... and calling function from other file.
    - CDROM: Fix compile warning.
    - GTE: implemented GTE timings.
    - HW: Removed ICTRL stuff. I copy-pasted it from pcsx2, but psx doesn't have ICRTL...
    - Fixed x86-32 recompiler.
    - Call BranchTest only when needed. Minor speedup.
    - Global: Rid of the manual installation of the interrupt flag.
    - SaveStates: fixed for new event system. Not compatible with older sstates.
    - Fixed SPU interrupt flag. Documentation says that it's bit 7, but it's 9. It fixes sound loops in some games when we use psxRaiseExtInt instead of manual setting of flag.
    - Global: Better event loging.
    - Counters: Fixed Tekken3 speed issue.
    - Global: Again i'm back to event system =) But now it can be disabled (for testing).
    - GTE: Fixed SQR based on documentation.
    - CDROM: Applyed patches by pcsx-revival team. Also made some patches based on DrHell documentation.
    New EventSystem is working well (finaly!), besides problems with speed in Tekken3 (maybe others).
    - New format of PSX registers.
    - Some fixes of interpreter and recompiler. ...
    by Published on May 30th, 2010 21:45

    News via http://www.wii-addict.fr/forum/PCSX-...84-t20018.html

    http://www.youtube.com/watch?v=zGBDj...layer_embedded


    PCSX-Firnis Revolution is a Playstation emulator for Wii & GameCube.

    Rev 51 a 84
    - Added USB2 support.
    - Sound fix.
    - Cleanup.
    - Compile fix.
    - Prepaired for new Linux GUI. But I don't have time to finish it.
    - Added gpl licence.
    - R3000A related code is placed in the own folder.
    - Rewrite emulator in C++. WIP.
    - Mac, Windows and even Linux versions are broken for now...
    - Crash fix.
    - Some counters work.
    - New DMA interrupt. Based on MAME.
    - Fixed filebrowser bug.
    - Menu reworking. Just for fun.
    - Fixed most of filebrowser bugs.
    - Minor cleanup here and there.
    - Added programmers notepad project files.
    - fixed windows build.
    - Minor changes here and there.
    - Fixed filebrowser bugs. Not all.
    - Fixed some rec instructions.
    - Recompiler:
    - Removed saving regs 14-31 on every function call; Significant speedup.
    - Disable dynarec BNE and BEQ. Significant slowdown.
    - Fixed dynarec GTE timings.
    - Fixed "return to game" issue.
    - Counters: Proper rate of counter 0. GEKKO compile fix.
    - GTE: Fixed AVSZ3. AVSZ4. smf was right =)
    - Removed old interrupt code.
    - New counters. Based on MAME with some changes.
    - GTE: Wii really hates GTE timings... (Or I did something wrong?)
    - R3000A: ... and calling function from other file.
    - CDROM: Fix compile warning.
    - GTE: implemented GTE timings.
    - HW: Removed ICTRL stuff. I copy-pasted it from pcsx2, but psx doesn't have ICRTL...
    - Fixed x86-32 recompiler.
    - Call BranchTest only when needed. Minor speedup.
    - Global: Rid of the manual installation of the interrupt flag.
    - SaveStates: fixed for new event system. Not compatible with older sstates.
    - Fixed SPU interrupt flag. Documentation says that it's bit 7, but it's 9. It fixes sound loops in some games when we use psxRaiseExtInt instead of manual setting of flag.
    - Global: Better event loging.
    - Counters: Fixed Tekken3 speed issue.
    - Global: Again i'm back to event system =) But now it can be disabled (for testing).
    - GTE: Fixed SQR based on documentation.
    - CDROM: Applyed patches by pcsx-revival team. Also made some patches based on DrHell documentation.
    New EventSystem is working well (finaly!), besides problems with speed in Tekken3 (maybe others).
    - New format of PSX registers.
    - Some fixes of interpreter and recompiler. ...
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