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  • DCEmu Featured News Articles

    by Published on February 19th, 2010 18:01

    According to an interview of Bert Nordberg, president, Sony Ericsson has reached again the point that every gamer dreams of it, a possible PSP phone. They reported that there was no link between them and the PSP, but we can hear a lot about this project soon.

    "We missed the window for high-end and touchscreen devices big time," Nordberg admitted. "Part of the recovery will be much better design and closer work with our partner Sony... In the past there was no tie-up between us, the PSP platform and Sony, but you can expect to hear much more about that."
    http://translate.google.ro/translate...-adevarat.html

    :thumbup: ...
    by Published on February 19th, 2010 06:45

    The DaedalusX64 team have released a new version of the Nintendo 64 Emulator for PSP, heres whats new:

    Revision 466 - Directory Listing
    Modified Thu Feb 18 20:24:28 2010 UTC (10 hours, 19 minutes ago) by Salvy6735
    [!] Moved blender out of PSPrender.cpp to its own file.
    [~] Refactored blender.
    [+] Implemented various FOG_ASHADE blenders
    --------------------------------------------------------------------------------
    Revision 465 - Directory Listing
    Modified Thu Feb 18 07:59:01 2010 UTC (22 hours, 44 minutes ago) by Salvy6735
    [~] Fixed freezing when only one rom was present (Yamagushi)
    [+] Added recommended settings screen (Yamagushi)
    --------------------------------------------------------------------------------
    Revision 464 - Directory Listing
    Modified Thu Feb 18 02:22:53 2010 UTC (28 hours, 20 minutes ago) by Salvy6735 [*] Remove old previews.
    --------------------------------------------------------------------------------
    Revision 463 - Directory Listing
    Modified Mon Feb 15 21:47:51 2010 UTC (3 days, 8 hours ago) by Salvy6735
    [+] Implemented a new GUI (Yamagushi)

    Note : New GUI still experimental, and is considered work-in-progress
    Current previews will appear blurry on the new GUI, correct re-sized previews will be available soon.
    --------------------------------------------------------------------------------
    Revision 462 - Directory Listing
    Modified Mon Feb 15 21:41:51 2010 UTC (3 days, 9 hours ago) by Salvy6735
    [~] Added correct save type for F1 World Gran Prix 2(it boots now)[*] Updated readme
    --------------------------------------------------------------------------------
    Revision 461 - Directory Listing
    Modified Mon Feb 15 21:37:37 2010 UTC (3 days, 9 hours ago) by Salvy6735
    [+] Added NOOP4/NOOP2 blender
    [!] Minor code clean up
    [!] Corrected regression from 459

    Download and Give feedback Via Comments ...
    by Published on February 19th, 2010 00:12

    News via http://x360.gx-mod.com/modules/news/...p?storyid=2522

    OpenJazz360 is a port of platform game Jazz Jackrabbit, developed by Epic MegaGames.

    This port is from the shareware version which contains the 1st episode of the series (which contains 6 total). If you own the full version, place your files into the same folder as the game ...
    by Published on February 19th, 2010 00:12

    News via http://x360.gx-mod.com/modules/news/...p?storyid=2521

    The Team XeDev proposes a new version of NXE2GOD, a utility Xbox 360 consoles to the execution of unsigned code (JTAG / XBReboot / Freebooter).

    This will make the game appear on the copied hard drive in the original games on demand and to avoid inserting the DVD game in the drive.

    New / fixed:

    - Fixed a bug that could prevent a proper conversion of some games because files could not be moved where they have been.
    - Slight increase in speed. ...
    by Published on February 19th, 2010 00:11

    News via http://www.psp-ita.com/?module=news&...2&view_reply=1

    E 'available for download a new revision, the 1357, the Jpcsp, the PC application developed in Java that allows us to run some homebrew like those included in the archive below. I remember that, for proper functioning of Jpcsp, you need to install Java on your PC.
    Following the full changelog and the link to download.

    Changelog:

    Quote:

    Rev1357: Started implementation of proper async file operations: - Installed a dummy loop async handler
    Rev1356: Avoid Java Exceptions when exiting Jpcsp.
    Rev1355: Small improvement in logging of sceKernelPowerTick ()
    Rev1354: Small code cleanup of MemoryReader

    Download and Give Feedback Via Comments ...
    by Published on February 19th, 2010 00:06

    News via http://www.nintendomax.com/viewtopic...4555349e960bad

    dsicook presents its website specially designed for the DSi, "www.dsicook.com".

    Hello food lovers,
    I am writing this message to you about a little project that I developed specifically (and volunteer) for the Nintendo DSI. This is a site featuring several recipes from the Internet. With different "sets" of revenue available to average cost on this console, I think this site free for users to gain awareness. One advantage is obviously the frequent updates of the site, for both these recipes, for use in general. Also, cooking with the ISD on the counter is much better than a book or a printed recipe. What a great argument for a child trying to convince his parents to have a Nintendo DSi.

    You can view the "demo" site on http://www.dsicook.com.

    Note that DSICook has been developed for the browser used by the Nintendo DSI. It may therefore be differences of view with other browsers. I advise you to experiment with the console.

    Then voila!

    Bon appetite! Smiley ...
    by Published on February 19th, 2010 00:05

    News via http://www.nintendomax.com/viewtopic...4555349e960bad

    While we are still waiting impatiently for a playable version of Patapon DS, E-Eragon we met again the mouth water with the announcement of an adaptation of Left 4 Dead being developed for the DS, "Left 4 Dead".





    Hello there,
    so, I hope you've enabled cookies: p
    but no, to the point now:
    Finally an update, but wait not a regular update!
    It's not a release or something, it's an announcement!
    Ladies and Gentlemen, I present to you: Left 4 Dead
    A 2D-shooter TopView-that's, obviously, based on The Game Left 4 Dead.
    It's made with a fresh, new engine Which can be used for many other shooters: "U2-engine"
    it infected all special features of the first game, weapons, events, ...
    It's currently in alpha version 0.78, I've to polish the AI of the enemies and implements FAT-map reading.
    I've included 2 screenshots: One of the initial screen with the logo I've made myself and the second one is a screeno of the map called "Training Map", it's used to test the AI zombies, weapons, ... , a bit like garry's mod.
    Patapon DS've expected, but no, Patapon DS will be released AFTER L4DS, and technically, L4DS was started just 2 months before Patapon DS, so to lighten the confusion ...
    Now you know what I did last night: p, and the last 4 months: I was developping another game!
    I know, this information sounds ridiculous after so much noise about Patapon DS, but HEY!
    I will release a trailer Saturday 20 February 20:00 GMT +1 on youtube.
    And a real, real real release will be released when all the special infected will work perfectly, PERFECTLY I said, yes, that will be another 2 weeks of waiting, but after watching the trailer, you'll change your mind!

    E-Eragon

    http://left4dead-ds.blogspot.com/201...t-4-deads.html ...
    by Published on February 19th, 2010 00:01

    News via http://www.nintendomax.com/viewtopic...4555349e960bad

    Quent42340 v2.2 achieves its bookstore Micro LUA DS"libSDZ, Which can create tutorials like Site of Zér0.

    Color Color.mod (r, v, b)
    void screen.drawPixel (screen, x, y, color)
    void Tuto.newParagraph (screen, x, y, width, height, background, text, color)
    void Tuto.newQCM (choixmax, choixok, question, text1, text2 [, text3 [, Texte4]])
    void Corner.drawRight (cheminResult)
    Void Corner.drawLeft (cheminResult)
    Void SDZ.printTags (screen, x, y, text, color, fontWidth)
    Void SDZ.clear ()

    Download and Give Feedback Via Comments ...
    by Published on February 18th, 2010 23:57

    DOSBox Wii 1.2 released by Tantric

    DOSBox Wii is a port of DOSBox to the Wii using SDL Wii. It also features a Home menu powered by libwiigui.

    Features
    USB Keyboard and mouse support
    Wiimote pointer support
    SD/USB mounting
    Most DOS games are playable
    Home menu, with onscreen keyboard

    History
    1.2 - February 18, 2010
    Updated to latest DOSBox SVN

    http://wiibrew.org/wiki/DOSBox_Wii

    Download and Give Feedback Via Comments ...
    by Published on February 18th, 2010 23:52

    Newly released for gp2x



    Ported by Senor Quack (dan silsby)
    (dansilsby gmail (dot) com)

    Important credit goes to:
    * rixed - gpu940, a brillaint fixed-point ASM-optimized
    3D graphics library with OpenGL glue that transfers
    all rendering to the second CPU core
    * GameGod - Initial work on GP2X port

    GP2X Control Mapping:

    Y, B, R_Trigger: Laser
    X, A, L_Trigger: Special
    Start: Pause
    Select: Exit to menu (new feature I added)
    Vol+/-: Change volume
    DPAD: Move

    Notes:

    * For me, it is 100% stable and reasonably fullspeed
    at 220mhz. It is recommended you overclock rRootage
    to 220mhz, if possible, using GMenu2X settings for
    your rRootage link. It is also *highly* advisable
    to turn on the Fast RAM Timings option. I can
    frequently get 20-60fps throughout levels
    and even the higher levels remain playable, too.

    Running without music or sound should have no effect
    on your FPS, by the way. The bottleneck is all the
    3D rendering occuring on the second core.

    If you aren't already using GMenu2X on your GP2X,
    you should be. rRootage does not touch your RAM
    timings or overclock your CPU, because GMenu2X can
    do this already and is the overall best, most flexible
    solution for everybody. Or, just install the Open2X
    firmware that already comes with it included.

    Many will find that rRootage cannot overclock as high
    as other programs can because of the higher current
    draw imposed by the use of the second core. My unit,
    even running Picodrive which runs sound on the second
    core, was always able to overclock to 250mhz running
    off batteries. However, running rRootage which does
    all 3D rendering on the second core, I can only
    go to 220mhz reliably. Plugging the unit into a wall
    adapter allows for somewhat higher overlcocks.

    If you are interested, the full-featured replacement
    firmware, Open2X DR7, I helped develop has the awesome
    GMenu2X shell built into the NAND, preinstalled
    and with new added features for your GP2X:
    http://www.gp32x.com/board/index.php...f100-and-f200/

    * I have added a command line option to those already
    present: -laser

    If you use it, the laser will always fire *unless*
    you are pressing down the assigned laser button.
    Someone requested it for noiz2sa and I thought it
    was a good idea for this, too. If you want to
    apply this feature, delete the rRootage.gpe launch
    script that is already present and rename
    the file _rRootage.gpe-laser to be rRootage.gpe
    instead.

    * rRootage will hang if loaded a second time, upon having
    quit and restarted the program. I was not able to
    resolve this. So, run rRootage only once and then
    restart your GP2X if you quit and play something
    else and want to go back. Sorry

    It should be noted that if you are running the Open2X
    firmware you can use the software reset feature I
    added to quickly reset back to GMenu2X if this occurs
    and simply run rRootage a third time and it will work.
    (Press L+R+VOLUP+VOLDOWN+A+B+X+Y to quickly get back
    to the GMenu2X shell if any program hangs on you)

    * For both speed and stability reasons, almost all line
    rendering and texture effects have been disabled. So,
    for example, the scrolling background is gone, the
    alpha-blended starbursts present in the PC version are
    missing, bullet outlines, etc. The GP2X is rendering
    everthing on a very limited integer-only ARM CPU that
    can barely keep up with everything being thrown at it
    already. I have also sped up things by significantly
    reducing the number of polygons in the laser beam, and
    changing the appearance of it in the process. I find
    it is a nice compromise and helps free up several
    FPS.

    The gpu940 3D library's line rendering also contains a
    bug whose presence is fortunately gone for
    good in my port thanks to many lost evenings filled
    full of bug hunting and experimentation. Further work
    might be done to allow optional display of some of the
    missing effects. The small number of lines drawn in
    my port compared to the PC version allows this bug to
    remain hidden for now.

    Download Here ...
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