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  • DCEmu Featured News Articles

    by Published on September 20th, 2009 23:25

    News via http://www.pdroms.de/news/19871/

    Giana's Return aims to be a worthy UNOFFICIAL sequel of "The Great Giana Sisters".

    Changes:

    * Fixed grammar/spelling/structure within German language part
    * Exchanged gray spiky stone in world 1 with red spiky cactus tree
    * Decreased difficulty in level 6-8, extended three platforms with each one bug
    * Leveldesign / Modified level 7-4, which fixes a problem if Giana dies in water
    * Leveldesign / Modified level 7-8, removed a bonus cave which was placed in a way Giana got stuck when she came back to daylight.
    * Leveldesign / Fixed fire animation in 3-4, 5-2, 5-3, 5-4, 5-5, 5-6, 5-7, 6-3, 6-4, 6-5, 6-6
    * Leveldesign / Modified level 3-4, because one platform had a double enemy occupation
    * Fixed Swampy password bug
    * Added checkpoints
    * Speed is set 0 when Giana stops at a wall-tile
    * Fire collision is more forgiving now
    * Added hint how to save Maria from Swampy
    * Exchanged flags on language selection screen
    * Redesigned language selection screen
    * Bonus caves are harder to find now, it was partially too obvious before
    * Increased level time from 140 to 160 seconds
    * Big Bosses don't kill instantly anymore, if you have more than 50% of your energy left
    * Appearance/Quality of title screen improved
    * Removed hidden bonus bricks for Swampy boss stage, which caused a possible slowdown at a very important place – this actually resulted in time loss and Swampy catching you.
    * Fixed hardly noticable layer bug in Swampy boss stage.
    * Modified Level 46 to make it a bit more fair - if you had proper timing, it was not a big deal, but most players obviously had a problem.
    * WIN32 / Changed default keyboard configuration to: Cursor keys for Left, Right, Down, Jump - Space for Shoot - this will only apply if you do not have a giana.cfg already.
    * Minor fixes and other stuff we forgot to write down...

    Downloads only at http://www.gianas-return.de/ ...
    by Published on September 20th, 2009 23:23

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13448.html

    Gabest has released a new version of GSdx.

    GSdx is a great GPU plugin for PCSX2 and PSone Emus. It supports DirectX 9 and DirectX 10.

    To use it, you´ll need the newest Direct X Version, update it via the DirectX End-User Runtime Web Installer

    All changes there are, as always in the extended text.


    Quote:
    Changelog:

    r1846
    Fixed GSDialog so that it doesn´t cause PCSX2 to minimize into the background when closing the config box.
    PCSX2: Reloads plugins a little less often.

    r1832
    Yay, craploads of fixups for the new gui:
    * Lots of crashfixes and threading rules compliance (like using wxYield instead of ProcessPendingEvents)
    * Killed off some memory corruption
    * Better error handling and reporting
    * Much speedier suspend/resume during emulation
    * Revamped entire savestate system to use a RIFF-style file format (untested, will work on it soon)

    r1763
    Reintegrated wxgui branch into trunk.

    http://pcsx2.dyndns.org/index.php#GSdx ...
    by Published on September 20th, 2009 23:21

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

    New beta version of Sony Playstation 2 emulator for Windows has been released.

    Changes:

    - SuperVU does VU0 macro operations again, mVU wasn't ready yet (minor problems);
    - Disabled MMX usage in some parts of the EE recompiler. This is faster and fixes some obscure bugs.

    http://forums.pcsx2.net/thread-3716.html ...
    by Published on September 20th, 2009 10:35

    This is something i spotted over at ishopvideogame this morning and i knew it would interest a lot of people, basically a GBASP with a 2GB Hard Drive Built in, bloody excellent for playing your GBA Homebrew, heres the details from the store.

    Brand new Gameboy Advance SP 2GB game system (unofficial). The GBA SP is as small as a PDA and more portable than the original GBA. Building on the significant improvements and refinements, it already introduces the current Game Boy Advance. The new Game Boy Advance SP features a revolutionary Front Light Screen, making the game play easily in any lighting conditions.
    NEW GBA SP features:

    1. Foldable style.
    2. The screen size and hardware are virtually identical to the current Game Boy Advance system.
    3. Compatible with Nokia battery DL 6C.
    4. Internal memory: 2GB.
    5. When it\'s opened, gamers are in for a treat -- the screen can display up to 32,000 colors, and has a backlit screen for comfortable game viewing.
    6. Games are backwards-compatible -- your Game Boy Advance games will play just fine on the GBA SP.
    Colors: red, black, blue, silver, pink, ice blue


    Buy 2GB GBA Here

    On Sale for $59 ...
    by Published on September 20th, 2009 10:25

    Cpasjuste of PSP and Pandora fame has released a very exciting loader for the Xbox 360, heres the details from the readme:

    Xmenu 0.3
    Xmenu is an elf loader with a basic gui.

    Installation
    Copy the file xenon.elf and the "xenon" folder to the root of your usb disk/pen.
    Load it with the free60.org hack.

    Changelog
    Version 0.3 :
    - It's now possible to load custom icons. Put a ".png" image (32 bits, with alpha channel, 32*32 pixels would be better)
    alongside your executable file, with the ".ico" extension. Example :
    If you have an executable named "snes9x.elf", put the ".png" icon in the same directory with the name "snes9x.ico".
    Version 0.2 :
    - Graphics data is now loaded at startup, allowing to customise.
    - Smaller fonts, this allow more items to be displayed.
    Version 0.1 :
    - Alpha testing version.

    Download and Give Feedback Via Comments ...
    by Published on September 20th, 2009 10:19

    News/release from liberty

    Hi. Thanks sakya for the excellent audio player for PSP. It supports many fornats. But most music I have is extracted by EAC. The music is one cue sheet and one flac like this:
    CDImage.flac
    CDImage.cue

    I hope you can support cuesheet in the further release.
    I have coded a cue player for myself. I am a novice programmer and the code is of low quality and I have just get it working today. I hope it will help you.

    Note, the player is already been compiled. So if anyone want to test, just copy the cueplayer directory to your PSP.

    Also, to compile the code, libflac and vorbis are needed.

    To use it, you have to place flac and cue file in the same directory with the same name like CDImage.flac and CDImage.cue.

    New version 0.05:
    1. Major Skipping track bug Fixed with improved algorithm
    2. Display improved, can display the disk information.
    3. More tolerant to ill flac file.
    4. Bookmark function.

    Here is the button summary:
    TRIANGLE: Goto file selection screen and stop player. It will automatically BOOKMARK now.
    CIRCLE: Pause/ unpause player. DO NOT SEEK WHEN PAUSED. It is buggy.
    CROSS: Goto the first track.
    SQUARE: Load bookmark.

    L_TRIGGER: Previous track
    R_TRIGGER: Next track.
    To exit player, press home button. It will not bookmark though.

    FULLY USABLE NOW.

    Download and Give Feedback Via Comments ...
    by Published on September 20th, 2009 10:19

    News/release from liberty

    Hi. Thanks sakya for the excellent audio player for PSP. It supports many fornats. But most music I have is extracted by EAC. The music is one cue sheet and one flac like this:
    CDImage.flac
    CDImage.cue

    I hope you can support cuesheet in the further release.
    I have coded a cue player for myself. I am a novice programmer and the code is of low quality and I have just get it working today. I hope it will help you.

    Note, the player is already been compiled. So if anyone want to test, just copy the cueplayer directory to your PSP.

    Also, to compile the code, libflac and vorbis are needed.

    To use it, you have to place flac and cue file in the same directory with the same name like CDImage.flac and CDImage.cue.

    New version 0.05:
    1. Major Skipping track bug Fixed with improved algorithm
    2. Display improved, can display the disk information.
    3. More tolerant to ill flac file.
    4. Bookmark function.

    Here is the button summary:
    TRIANGLE: Goto file selection screen and stop player. It will automatically BOOKMARK now.
    CIRCLE: Pause/ unpause player. DO NOT SEEK WHEN PAUSED. It is buggy.
    CROSS: Goto the first track.
    SQUARE: Load bookmark.

    L_TRIGGER: Previous track
    R_TRIGGER: Next track.
    To exit player, press home button. It will not bookmark though.

    FULLY USABLE NOW.

    Download and Give Feedback Via Comments ...
    by Published on September 20th, 2009 10:19

    News/release from liberty

    Hi. Thanks sakya for the excellent audio player for PSP. It supports many fornats. But most music I have is extracted by EAC. The music is one cue sheet and one flac like this:
    CDImage.flac
    CDImage.cue

    I hope you can support cuesheet in the further release.
    I have coded a cue player for myself. I am a novice programmer and the code is of low quality and I have just get it working today. I hope it will help you.

    Note, the player is already been compiled. So if anyone want to test, just copy the cueplayer directory to your PSP.

    Also, to compile the code, libflac and vorbis are needed.

    To use it, you have to place flac and cue file in the same directory with the same name like CDImage.flac and CDImage.cue.

    New version 0.05:
    1. Major Skipping track bug Fixed with improved algorithm
    2. Display improved, can display the disk information.
    3. More tolerant to ill flac file.
    4. Bookmark function.

    Here is the button summary:
    TRIANGLE: Goto file selection screen and stop player. It will automatically BOOKMARK now.
    CIRCLE: Pause/ unpause player. DO NOT SEEK WHEN PAUSED. It is buggy.
    CROSS: Goto the first track.
    SQUARE: Load bookmark.

    L_TRIGGER: Previous track
    R_TRIGGER: Next track.
    To exit player, press home button. It will not bookmark though.

    FULLY USABLE NOW.

    Download and Give Feedback Via Comments ...
    by Published on September 20th, 2009 10:12



    Kreationz has posted a new release of the Nintendo 64 Emulator for PSP, these releases arent classed as stable but are ruddy decent anyway

    Heres whats new:


    - Debug console should not be initialized in Release mode - Salvy
    - Reverted Change to GBI2_ModifyVtx from Rev 416 (Fixes a couple titles that broke) - Salvy
    - Removed CFW 3.71 support (We require higher firmware anyway, fixes a few warnings)
    - Properly defined the FlatShadeDisabled hack and Added to options on Debug Build
    - Reduced Slim RAM cache for texels to same size as Phat (Large Cache is no longer needed and doesn't improve performance and can be used elsewhere)
    - Reduce Texel Cache size after large Texel ( >64K ) is used. Fixes crash on Phat (Tetrisphere goes in game on Phat and SSV doesn't crash when using select.)
    - Reduced intrafont memory usage (Used low mem font options)
    - Changed default deadzone to 28 to work better with "Well loved" PSPs
    - Cleaned-up more compiler warnings

    Download Here and Give feedback Via comments ...
    by Published on September 20th, 2009 10:12



    Kreationz has posted a new release of the Nintendo 64 Emulator for PSP, these releases arent classed as stable but are ruddy decent anyway

    Heres whats new:


    - Debug console should not be initialized in Release mode - Salvy
    - Reverted Change to GBI2_ModifyVtx from Rev 416 (Fixes a couple titles that broke) - Salvy
    - Removed CFW 3.71 support (We require higher firmware anyway, fixes a few warnings)
    - Properly defined the FlatShadeDisabled hack and Added to options on Debug Build
    - Reduced Slim RAM cache for texels to same size as Phat (Large Cache is no longer needed and doesn't improve performance and can be used elsewhere)
    - Reduce Texel Cache size after large Texel ( >64K ) is used. Fixes crash on Phat (Tetrisphere goes in game on Phat and SSV doesn't crash when using select.)
    - Reduced intrafont memory usage (Used low mem font options)
    - Changed default deadzone to 28 to work better with "Well loved" PSPs
    - Cleaned-up more compiler warnings

    Download Here and Give feedback Via comments ...
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