• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on July 30th, 2009 22:44

    News from chickut123

    I orginally made this pack for a friend and just thought I would share it!

    Includes:
    5.03 UPDATE
    ChickHEN R2
    CFWEnabler 3.60
    ReadME!-Written entirely by me.

    This pack if for the people who don't want to search around for everything. Everything you need is in this pack as well as explanations/instructions/and some FAQs.

    It was faster to upload to Mediafire. I did check the link.
    It's just over 28 MB so it should be instant to download unless it is an older computer.
    Also it should not be taken off either because it's entirely free so the link should always work. Just comment if it needs o be re-uploaded

    http://www.mediafire.com/file/ijdfde...ler%20Pack.zip
    ...
    by Published on July 30th, 2009 21:13

    News via Nintendomax

    DanXZero carries out a first version of "Busca Objetos" in which you need in a time limited to 70 seconds, find objects hidden in the image.

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2009 21:06

    News/release from barosl

    Inkl Player is a media player which supports synchronized lyrics and skins.

    Inkl Player 0.3

    Changes since 0.2:

    * Added skin support.
    * Font selection in the configuration file.
    * Added multilingual support. Korean, English, and Japanese are currently supported.
    * Turns off the screen when not used. Default timeout is 30 seconds. You can change it in the configuration file.
    * Playback order support. Supports normal, repeat, and shuffle modes in the configuration file.
    * Moves more smoothly.
    * Remembers the sound volume.

    Here is the video:

    Inkl Player 0.3



    There are three skins now. You can contribute to it by creating your own beautiful skins!

    From this version, a shortcut is created in 'WIZ Games' when the program executed for the first time. You can remove the shortcut if you don't want.

    Keys:

    == Common ==
    * X: Switches the screen mode.

    == In file selection ==
    * Left: Goes up to the upper folder.
    * B, Right: Goes to the selected folder, or playes the media.
    * Select: Changes the interface language.

    == In media playing ==
    * Left, Right: Moves five seconds.
    * B: Pauses.
    * Select: Changes the skin.

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2009 20:55

    mdbrim has released Wii Double Down v1.0:

    Wii Double Down is a simple blackjack game for the Wii.

    The object of blackjack is to get a higher card total than the dealer, but without going over 21.

    Change Log
    1.0
    Initial Release
    To Do List
    Completed
    Rumble Options
    Sound Effect Volume Control
    BG Noise Volume Control
    Blackjack Assistant

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2009 20:50

    An Ohio woman, who purchased an Xbox Live webcam for a boy so that they could give each other a "free show", has plead guilty to one count of possessing child pornography. She enticed the Arizona boy over Xbox Live and Myspace to produce sexually explicit images and videos of himself.

    Kendra L. Sasser, 32, could face up to 10 years in prison and will be required to register as a sex offender. She communicated with the boy, aged 16 at the time, throughout August and September 2007, and the pair exchanged explicit photos during this time.

    The investigation began when Sasser's husband contacted authorities to say his wife was having sexually explicit communications with minors over the web.

    Sasser and the boy discussed using Xbox Live video chat to give a "free show to each other," but the boy could not afford the camera. So on September 11th, Sasser purchased a $40 gift card from GameStop and sent it to the boy. GameStop confirmed that the boy had indeed used the card on September 14th to purchase an Xbox Live Vision Camera from an EB Games store. Sasser was arrested 11 days later.

    http://www.allaboutthegames.co.uk/fe...rticle_id=9412 ...
    by Published on July 30th, 2009 20:46

    In the wake of Modern Warfare 2 pricing controversy, industry legend Chris Deering questions current model for triple-A games
    Industry stalwart Chris Deering has estimated that today's triple-A video games need to be priced at £70 – if the trade's current release cycle for 'blockbuster games' is to be maintained.
    His comments come just two weeks after we revealed that Activision had raised the SRP of Modern Warfare 2 to £55.
    Deering is once again acting as chairman of the Edinburgh Interactive Festival, which this year takes place on Thursday, August 13th and Friday, August 14th.
    At the event, industry luminaries such as Deering, Sony’s Ray Maguire, EA Sports’ Peter Moore and Eidos’ Ian Livingstone will discuss ‘the future of the blockbuster game’.
    Former Sony Europe president Deering  – who is on the board of Codemasters and IGA, amongst others, told MCV this week:

    “Before there can be as many successful blockbuster games as there were in the past, games have to be produced in a more efficient fashion.
    “In order to price these games at a level where they would support an industry [as strongly as] they did ten years ago, they’d have to be sold at £70. But people just don’t have that kind of money, there’s a psychological glass ceiling.
    “Consumers won’t spend more, but to write the game, publishers are having to spend more than ever before. That’s the key problem.”
    MCV revealed that Activision had raised the trade price of Modern Warfare 2 by £10 to £55 a fortnight ago. The story has featured heavily in the national press this week.
    Deering added: “The cost of development is ten times what it was for PS2, and more like 20 to 50 times more than on PSOne. Yet there are lots of things you can get for less than the relative value of paying 50p an hour for a very high end game.”

    http://www.mcvuk.com/news/35209/Publ...g-says-Deering ...
    by Published on July 30th, 2009 20:25

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

    Sega Genesis/MegaDrive/CD/32X emulator has been updated. Changes:
    - Mega Drive Plugins v1.0.0. This major update to the plugins system adds support for external plugins (.dll on Windows, .so on Linux), as well as support for more than just rendering plugins.
    - doc/mdp/ contains the MDP Interface Specifiction Version 1.0.0. This document is licensed under the GNU Free Documentation License v1.3.
    - A new manual for Gens/GS has been created. It is available in doc/manual/.
    - The Game Genie functionality has been moved to an MDP plugin. It now supports
    8-bit, 16-bit, and 32-bit patch codes, and uses a new patch code file format. Old patch code files are supported for loading; however, they will be written
    in the new format when saved. Later versions will add support for patching CPU address spaces other than the main MC68000.
    - New MDP Plugin: VDP Layer Options. This lets you adjust the visible layers on screen, so e.g. you can hide sprites, swap scroll priorities, and lock the palette to prevent color changes.
    - New MDP Plugin: Sonic Gens. This lets you view various information in memory in several Sonic games. Sonic Gens was originally written by LOst as a standalone version of Gens.
    - New renderers:
    -- EPX (ported from Gens Rerecording)
    -- EPX Plus (ported from Gens Rerecording)
    -- Super 2xSaI (ported from Gens Plus)
    -- Super Eagle (ported from Gens Plus)
    -- Blargg's NTSC filter for MD
    - [Win32] Ported the GDI video backend from Gens Plus. It still has a few bugs, but it mostly works.
    - Extended controller configuration format. The new configuration format allows for up to 128 axes, 256 buttons, and 64 POV hats, whereas the old configuration format only allowed for 6 axes [5 axes on Win32], 112 buttons, and 4 POV hats. This mainly affects the Linux version, since Linux usually reports all axes as axes instead of mapping some axes to POV hats, and some newer controllers (e.g. the Xbox 360 controller) have more than 6 axes. Older configurations are automatically updated to use the new controller configuration format.
    - The reverse-engineered 32X firmware, written by DevSter, is now included in Gens/GS. If you do not have the original Sega 32X firmware files, the reverse-engineered ones are used instead.
    - Added SH2 DMA support for PWM audio. Thanks to Joseph Fenton for submitting a patch.
    - [Win32] Joysticks connected after loading Gens/GS will now be detected in the Controller Configuration dialog.
    - WAV dumping has been reimplemented.
    - ROM History now caches the ROM type (MD/MCD/32X), so it doesn't have to check the ROM type every time the ROM History menu is rebuilt. This improves performance significantly if some ROM images were loaded from network shares.
    - ROM History now keeps track of compressed files inside of multi-file archives. For example, if you have a 7z archive containing several different versions of a game, selecting version 1 will result in a ROM History entry for that specific version, and selecting version 2 will result in another ROM History entry.
    - Added initial support for the "Palette Select" bit in VDP register 0. If the "Palette Select" bit is cleared, only the LSBs of each color component in CRAM is used to determine the colors to display, resulting in a maximum of 8 colors onscreen. Not very useful, but more accurate to how the MD's VDP works.
    - SRAM can now be disabled in the Options menu. This fixes Puggsy, which checks for the existance of SRAM and prevents the user from advancing past a certain point if it exists. (Puggsy uses a password system, not SRAM.)
    - Improved PWM scaling algorithm, provided by Chilly Willy on the Sonic Retro forums.
    - A new command line option, "--boot-cd", can be specified to tell Gens/GS to boot from an actual SegaCD CD-ROM on startup.
    - [Linux] Improved VSync support with the OpenGL backend. Both the MESA and SGI swap control methods are now supported.
    - The video subsystem now supports fallbacks. For example, on the Linux version, if SDL+OpenGL is selected but OpenGL isn't available, it will simply revert back to SDL instead of crashing. As an added bonus, this allows for Gens/GS to start up properly on Windows NT 4.0, since the default backend on Win32 is DirectDraw 4, but NT4 doesn't support it. Instead of crashing, it will fall back to the GDI backend.
    - Gens/GS no longer changes non-alphanumeric characters in SegaCD game names to spaces. This may cause some games to have different names, which will prevent their BRAM files from being loaded properly. If you have any of these games, you will need to rename the BRAM files in order to get them to load correctly.

    Release 7 fixes the following bugs:
    - Dragging and dropping a ROM image onto the Gens/GS window will now synchronize the menus. This bug was reported by Tets on the Sonic Retro forums.
    - Loading a GSX savestate file that is not in GSX format will now show an error instead of crashing. Apparently, Gens Plus GZips its savestate files when saving by default. This bug was reported by SoNick in #retro.
    - [GTK+] Copied ...
    by Published on July 30th, 2009 20:23

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

    NES emulator for Windows has been updated recently.

    Changes:
    - improved sound emulation;
    - added new PPU core;
    - various changes in GUI;
    - fixed bugs.

    http://fceux.com/web/htdocs/ ...
    by Published on July 30th, 2009 20:20

    Deunan has released a new version of the Dreamcast Emulator for Windows, heres the release notes:

    Dreamcast side of Makaron is now available for download.

    It's pretty much the same code as NAOMI version released earlier, with some minor modifications. From the top of my head:
    - "clockmin" is now 100 by default
    - accepted clock values are now in 10 to 400 range
    - "pixelcenter" is zero by default (ATI users with problems please set it to -0.1)
    - first gamepad can be configured by selecting "Settings" in the menu (this is just a hack for now, and let me remind you that X360 controllers don't need configuration)

    As usual, keep copy of of your INI files from earlier versions (Maple.ini, MakaronPAD.ini and MakaronVMU.ini). You'd be surprised just how many people overwrite these and then come here complaining about gamepad / memory cards related issues.
    These INI files will be removed soon anyway, once I get the GUI more functional.

    If you spot a game that has worked in T11 but not in T12 please report it. There are some bugs that I'm already aware of:
    - "Stupid Invaders" not booting (I know how to fix it just not sure if I should, it could be a side effect of another bug somewhere else)
    - "Looney Tunes Space Race" sound issues (still need to find the real source of this problem)
    - "Shenmue II" not booting (should work on SSE2 capable systems, works on mine but it was reported broken on some AMD CPUs)
    - some games require a certain video cable to work properly (mostly JP/USA games, doing weird stuff or hanging with RGB cable)
    - "Yu Suzuki Game Works Vol. 1" (sorta works but the way this is coded really upsets Makaron)
    - some WinCE games like "Marionette Company" have really broken graphics (mostly extreme cases of Z-buffer abuse)
    - demo/attract modes on some games are broken due to imperfect FPU emulation, the most serious case being "Aero Dancing" where the tutorial crashes the plane
    - and tons of other stuff

    Please do not report any problems with broken visuals. While some of those could be real bugs it's mostly imperfect Z-buffering and/or sorting - nothing can be done about that with the renderer I'm currently using.
    Also, if you're going to report a bug then please either do it properly or don't bother. At the very least describe the problem and provide game title and your system specs. And keep in mind I only care about games run from GD images, if you have a problem with ripped game you're on your own.

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2009 20:06

    Straight via Australian filling, a US Patent filling for what looks like an iPhone Nano via Apple emerged recently on the USPTO directory.

    The patent shows the iPhone Nano as a small device with screens on both sides. One side is shown as just a touch screen display similar to the iPhone today with menus for all the basic features including phone, text messaging, iPod, camera mode, etc etc etc.

    The flip side however is where things get different. The patent shows it is a "force-sensitive touch-surface." This surface would control a click wheel like everyone is used to one the iPod of today. Somehow you control the screen side of the iPhone Nano via the controls on the back blind. Maybe the force-sensitive touch-surface has some etchings back there so you can feel your way around -- or something. There are also images of keys and whatnot being on the surface, specifically something that resembles a dialer pad.

    http://www.modmyi.com/forums/iphone-...no-patent.html ...
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