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    by Published on July 27th, 2009 16:22

    The god of the Wiz Pickle has ported the Mario game Super Mario War to the Wiz:



    Super Mario War is a Super Mario multiplayer game.
    The goal is to stomp as many other Marios as possible to win the game.
    It's a tribute to Nintendo and the game Mario War by Samuele Poletto.

    The game uses artwork and sounds from Nintendo games. We hope that this noncommercial fangame qualifies as fair use work. We just wanted to create this game to show how much we adore Nintendo's characters and games.

    Features bots for single player games.

    Download Here ...
    by Published on July 27th, 2009 16:17

    The global release of a movie store for Nintendo's Wii is on the cards, according to comments from Lionsgate's president of digital media Curt Mavis.

    "I imagine the Wii's movie store will launch worldwide soon" Mavis told Casualgaming.biz (thanks, Joystiq), before going on to outline the potential of such a service; "Our horror and action movies are ideal for the Xbox and PlayStation's hardcore audience," he said "while the broader audience of the Wii are likely to enjoy our more mass-market properties."

    A film streaming service is already available for the Wii in Japan, while rumours have been circulating that Netflix could facilitate such a service in the States.

    http://uk.wii.ign.com/articles/100/1007656p1.html ...
    by Published on July 27th, 2009 16:10

    The IberDC Team over at Dreamcast ES have yet again released a great looking game for the Dreamcast and this time its a Pool Game, heres the release notes:

    Another Pool is a billiard game in 2D with an acceptable physical behavior of the balls using the SDL library and graphical subsystem as SDL_gfx.

    The original version was MS-DOS (1995), but in 2002 was rewritten for Linux / Windows and released as open source.



    Author: Gerrit Jahn
    License: GNU GPL
    Website: http://planetjahn.de/apool/apool.php

    Although it works perfectly, this version suffers from slowdowns to run on the Dreamcast. In emuladores works much faster. You can play against the cpu or 2 player mode.

    We recommend reading the manual that incorporates the game.

    We recommend playing with the mouse or pad.

    Controls:
    Move cursor to the analog.

    B = left button -> throw
    A = middle button -> change effect
    Start = right button -> power switch

    D-Pad:
    Top -> statistics
    Down -> credits
    Left / Right -> variable angle block

    X -> Play the cpu at that time
    Y -> Undo draft
    R -> Start new game
    L -> Exit

    The download includes unscrambled binary and source code ready for compilation.

    Download and Give Feedback Via Comments ...
    by Published on July 27th, 2009 16:00

    Booboo posts yet another update of his work on linux for the Dingoo A320:

    There's one dual-boot bug that keeps me utterly baffled. I'm not sure if this is happening to others beside me because it involves the serial console connection. I'll describe it here with the dual purpose of confirming that it happens to others and requesting suggestions:

    1- Install dual boot.
    2- Plug the USB cable (either connected to a PC or just to the wall charger).
    3- Reset the device while holding SELECT pressed.

    The SPL dingux splash screen appears but it does not boot dingux, just hangs there. If you perform the same procedure but without the USB cable connected dual boot works file.

    So what's so baffling and why didn't I notice this before?

    It boots fine if the serial console cable is connected. And that's the cable one needs to see what's going on during the boot process. So if I connect it the problem dissapears, and if I don't connect it I can't see what's going on.

    Question is: does this happen too to those that haven't installed the serial console?.

    It may be that the SPL code fails to load u-boot, or that the u-boot code fails to load zImage. One could think that maybe the u-boot code is receiving some stray input from the unconnected serial console and stopping to wait for more input, but then, why does this happen only when the USB power is plugged?.

    Looks like the only way to investigate this is to modify the SPL and u-boot sources to output debug stuff to screen.

    UPDATE 1: just don't know why I didn't think of it before. I just connected the serial console AFTER the boot hangs and confirmed that u-boot has received some garbage input and is sitting there like a stupid waiting for further instructions. I'm not sure how the USB power applied is causing this garbage in the serial input when it's undriven, but that is definitely what's happening. The fix should be dead easy: modify u-boot to completely ignore any input.

    UPDATE 2: fixed, should go in the next dual-boot release. Unless people reports this is causing problems, I'll wait until I make some other pending changes into the dual boot to make the release.

    http://www.dingux.com/2009/07/baffli...-boot-bug.html ...
    by Published on July 27th, 2009 15:58

    Booboo keeps us going with another update of his work on linux for the Dingoo A320:

    The final display device, your LCD, works at a fixed frequency which results in a certain refresh rate. Think of it as the screen being "painted" a lot of times per seconds. The "painting" of the screen is an standalone process that is performed by a chip on the LCD itself from its own memory. Think of what would happen if you change the memory contents while the screen is being painted. The only way to do this is to have some kind of syncronization signal from the LCD chip. That way, you wait until the right moment and update the memory contens while they are not being used.

    Now think that things are even more complex: actually there are at least three processes and three memory buffers involved: an application normally has an internal buffer where it writes a whole screen before sending it to display. Then the framebuffer driver in the linux kernel has another buffer where contents sent by the application are stored, and finally there is the already mentioned LCD internal buffer. Transfers from one buffer to the next must all be synchronized somehow to the screen painting in order to avoid the tearing effect.

    Now for the bad news: I'm yet to confirm it, but the A320 hardware design is... well, let's say it's not the best I've seen. I believe there is no way to read the "repaint" status of the LCD or get a synchronization signal which would allow the linux kernel framebuffer driver to transfer contents to the LCD memory in a way that would not cause some tearing. The LCD controller has registers that expose this information, but they cannot be read because the R/W signal is just not connected to the display. The CPU has a dedicated R/W signal for the LCD but the designers ignored it and just left the LCD stuck in write mode. You can write the registers but you cannot read them. This is also the cause of the impossibility of autodetecting the LCD type: again, both known LCD types have specific registers to identify the model, but we just can't read them !!!. There are some other blatant design mistakes for which they had to implement a workaround, but they are not related to tearing.

    It is a shame: LCD synchronization is perfectly possible but they seem to have taken all steps to make it impossible. There might be a very twisted way to somewhat achieve synchronization, but I'm yet to investigate it.

    Anyway, you may be wondering: why do some games/emulators show tearing in the original firmware and not in dingux or just the opposite?. It has to do with frequency mixing. The math behind it is far from simple, but it can be summarized this way: when you mix two frequencies you obtain both the sum and the substraction. If the framebuffer driver is refreshing the LCD at 70Hz and the LCD is refreshing the pixels at 50Hz you get both 20Hz and 120Hz. In this case you won't probably see any tearing because both frequencies are high enough, but now think what would happen if an application happens to refresh the framebuffer at 55Hz. You get 5Hz and 105Hz, and you bet the 5Hz are pretty visible.

    Now think that as I said earlier, there are at least three processes/buffers involved and that each one works at its own frequency.

    We can program the LCD refresh rate. We can set it higher or lower, it doesn't matter. What matters is its relation to the refresh rate of the application that is using the screen at a given time, and that, of course, changes from one application to another.

    I'll keep on investigating about the whole LCD subsystem and find a way to mitigate the tearing effect, but bear in mind that with current hardware it might be impossible. Note also that as a last resort the LCD refresh rate could be changed in a per-application basis to minimize the tearing in each case.

    http://www.dingux.com/2009/07/on-screen-tearing.html ...
    by Published on July 27th, 2009 15:47

    Newly released today is the biggest game of the year for Wii Owners so far:



    Summer already here but you have not planned your family trip yet? let Wii Sport Resort give you some inspiration.

    Tennis and bowling are good activities, but want to try out more exotic sports such as canoeing? Pick up your Wii remote control and slap the motion plus gadget onto it.

    With the motion plus sensor attached, the remote control can track 3D movements and is even more sensitive to your actions. This opens a world more options.

    You can use the remote control as the pedals of a bicycle or to steer your canoe, since it now senses your arm's circular movments.

    Burn some more calories this summer, visit the sports resort and get a taste of the most uncommon sports. Wii Sports Resort is available for English speaking gamers

    Get yours here --> http://www.play-asia.com/SOap-23-83-...j-70-3eu5.html ...
    by Published on July 27th, 2009 15:38



    Asian markets have had them forever, Americans have had them for a while, and hey, even Canadians can now purchase PlayStation Network pre-paid cards. But what about Europe?

    http://kotaku.com/5323395/europe-fin...ting-psn-cards ...
    by Published on July 27th, 2009 15:33

    via Engadget



    While Palm is busily engaged in a game of domination with Apple to see which one can keep iTunes sync working or broken the longest, the Pre homebrew community hasn't been sitting idle, introducing two new and painless ways to get homemade software up in your handset. The first is a desktop app called WebOS Quick Install that works on Mac, PC, and Linux, allowing installation with just a drag, a drop, and a click. The other is called fileCoaster, enabling users to download and install IPKs right on the phone itself, plus other files too. Two great apps for fans of unofficial softwares and good tidings for a warm future of basement innovation -- only a month after the first custom apps came to light.

    http://www.precentral.net/installing...rop-device-too ...
    by Published on July 27th, 2009 15:32

    Wii Sports Resort has entered the UK all-formats chart at number one, knocking EA's Harry Potter & The Half-Blood Prince down to the number two position.

    Sales data from the latest Chart Track chart, covering the week ending July 25, shows the MotionPlus-bundled Nintendo game has had the fourth biggest-selling week one for a Wii title ever, just behind Wii Fit, Mario Kart Wii and Mario & Sonic at the Olympics. Although, its predecessor Wii Sports was never actually tracked as a software item and has sold in high volumes as well.

    Elsewhere in the chart, third-party MotionPlus-supported titles Virtua Tennis 2009 (number 13) and EA's Grand Slam Tennis (number 25) also continue to do well.

    Sales for the aforementioned Harry Potter & The Half-Blood Prince remained steady however, down just four per cent on the previous week, and Tiger Woods PGA Tour 10 sales were also comparable to the week prior, down three per cent, enabling the title to hold onto its number three place.

    Another non-mover is Wii Fit at number four, which saw a sales increase of three per cent last week.

    Below it at number five, Transformers: Revenge of the Fallen saw a 13 per cent drop in sales, and Fight Night Round 4 dropped one place to number six following a 24 per cent sales decrease. Ubisoft's Call of Juarez: Bound in Blood sales were down 19 per cent, and EA's The Sims 3 were down 11 per cent.

    Call of Duty 4: Modern Warfare and EA Sports Active both hold their previous week's positions of number nine and ten respectively.

    The full chart is as follows:

    01 Wii Sports Resort
    02 Harry Potter and the Half-Blood Prince
    03 Tiger Woods PGA Tour 10
    04 Wii Fit
    05 Transformers: Revenge of the Fallen
    06 Fight Night Round 4
    07 Call of Juarez: Bound In Blood
    08 The Sims 3
    09 Call of Duty 4: Modern Warfare
    10 EA Sports Active

    http://www.gamesindustry.biz/article...software-chart ...
    by Published on July 26th, 2009 22:23

    Hey Guys,

    I just relased my new version 1.0 of my lua game "PSP Press".

    What is new in this version:
    -You can now download Level Updates
    -New levels
    -And a secret in the main menu witch you can open when you press two buttons together
    -And i make a website for PSPPress:
    http://psppress.bplaced.net/pc/
    (just only in german but soon in english, too ...
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