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    by Published on January 15th, 2009 23:25

    JJS has released a new version PSPdisp v0.2

    This program package lets you use a Playstation Portable as an additional monitor under Windows.

    Information:
    So what is this about? Well, it basically gives you an additional monitor with a 960x544 resolution (four times the area of the PSP display). There are four components working together, on Windows a display driver, an usb driver and the interface application which captures the screen, compresses it and sends it over USB to the PSP. On the PSP side there is an application that decompresses the frames and displays them. All settings are adjustable from the Windows side, the PSP really only acts as a passive display.

    Requirements:
    PSP: Either slim or phat model running a custom firmware (reported working on 3.40-OEA, M33 version 3.52, 3.71, 3.90, 4.01, 5.00).

    PC: Reasonably modern PC (Pentium 4 / Athlon64 or above, multi-core processor recommended) running Windows 2000, XP, Server 2003, Vista, Server 2008 in either 32 bit or 64 bit version. Note that there is no PSPdisp display driver available for Vista, but existing displays can be mirrored.

    Installation:
    Download the installer package below and execute it. The installer works for all supported platforms and will install the correct 32 bit or 64 bit drivers.
    If you want to manually install the drivers, you can extract the setup files with an unzip tool (like 7zip).

    Important! If you uninstall a previous version you have to restart the computer before starting the new setup. Otherwise the new display driver will be uninstalled on the next restart and you have to install it again!

    Note that the usb and the display driver are not WHQL certified. Windows will present you with a security warning because of that.

    Download

    Changelog:
    v0.2
    New features:
    - can now mirror any existing display
    - works on 64 bit systems now
    - display driver for Windows XP x64
    - display driver supports several display modes from 480x272 to 1920x1080
    - all resolutions also available rotated by 90° (portrait mode)
    - additional "Follow mouse" mode
    - selectable viewport size for "Follow mouse" and "Static" view
    - viewport may be rotated by 90, 180 or 270 degree
    - reacts on display settings changes, no restart necessary
    - multi-threaded, opening the menue will no longer freeze the display
    - PSP can be unplugged and replugged while PSPdisp is enabled
    - added option to automatically enable PSPdisp when the PSP is plugged in
    - installer can now copy the game files to the PSP
    - mapping mouse and keyboard buttons to the PSP controls
    - experimental Wlan support

    Bug fixes:
    - installer bug marking the display driver for uninstall
    - stuttering display on some usb chipsets
    - "libusb0.dll not found" error when the usb driver is only preinstalled
    - display miniport driver failing to load on Windows 2000 (Thanks Raul!)
    - failure to retrieve the display positions when enabling the PSPdisp display the first time

    Known issues:
    - if the Wlan connection is interrupted it will hang the PSP and Windows application
    - enabling PSP control may interfere with mouse and keyboard operation

    v0.1
    Initial release.

    Download and Give Feedback Via Comments ...
    by Published on January 15th, 2009 23:21

    So far, Sony has not made any official announcements regarding the next version of its portable system -- if another version is even planned in the first place. However, considering how susceptible the internet is to rumors, gamers have pointed to a survey on PSP Fanboy which Sony apparently released in order to poll users on what they want to see in Sony products. Besides things like better Home integration and various Bluetooth support items, the survey mentions a touch screen for the PSP. That's really all there is to this rumor thus far, but this survey could indicate that Sony is at least aware of consumer desire for touch screen implementation, which could lead to interesting developments down the line.

    A Sony representative was not available to confirm the validity of the survey or to comment on its implications.

    http://uk.psp.ign.com/articles/945/945388p1.html ...
    by Published on January 15th, 2009 23:18

    News/release from Mickael2054

    Hello everyone,

    I present the release 2.6 of my homebrew F1Dumper & Manager!

    List of changes:

    Quote:
    At startup:

    Add-mode "quickdump" down the Power button on hold during the gameboot and leave and return to the XMB to use this function.

    -Check whether the file "ms0: / DUMPF1 exists; otherwise it will be created.

    -If you've installed the drivers LPHM in your flash1,
    a message will appear telling you that it is impossible to use the "format flash1 and restore flash1. They will be disabled in the main menu.

    The load-file is for displaying the image on the risk of (more black screen at the beginning).


    In the main menu:

    Interface menu-magazine (with a display of the previous / next).

    Add-sub-menu "Registry hack."

    The USB-mode is completely redone.


    In the new sub-menu:

    -Addition of the "Parental Crack Password", "Crack Wireless key" and "Browser homepage.


    In the existing functions:

    -Information on ongoing activities at the various operations and a progress bar.

    -Improved functions (more files copied / less bug).

    The PSP-to restart itself at the end of operations.

    -If you plug the AC adapter while your battery is below 15% you can still perform the operations relating to flash1.

    -In the menu / submenu / list dumps / ... you can scroll the cursor and hold the up / down button.


    In "Dumps Manager:

    -Adding the option for information about dumps on the MS.

    -Added information about the dump in the confirmation at its removal.

    Now if no-dump is present on the MS, the PSP will display "No dump".

    -Added the option to reset the number of dumps.

    -Some people encountered a bug when deleting a dump, it is corrected.



    Other:

    -Optimization of RAM (less loaded images)

    Other improvements

    -All sounds and fonts have been deleted.

    -The display functions of the firmware and date have been rebuilt, in some cases because of lua player c'elles were Bugue.

    Completely re-code (in the form of functions), updates will be easier to implement!

    -All the texts of the menus are stored in a table in the script "fonctions.lua", so the translations will be easier to achieve.

    Download and Give Feedback Via Comments ...
    by Published on January 15th, 2009 23:14

    Dasda just released his version of a PUP file unpacker, the un_pup 1.0. It's coded in C and licensed under the GNU GPL v3.

    Just a small command-line application I hacked together, all it does is output information and properly extract Update Packages. I did this mainly because of my research, and this one can easily be compiled on almost any platform where GCC has been ported. It's released under GPLv3.
    PS. I know the code is kinda dirty and I'm calling multiple functions twice, but it's good and it handles errors (except for the strcmp, sch!). Expect a cleaned up version later, version 1.1. ;-)
    -- Dasda

    http://streetskaterfu.blogspot.com/2...-unpacker.html ...
    by Published on January 15th, 2009 23:14

    news via dsscene

    anoNL has updated VNDSx, the DS Visual Novel Reader.

    v1.4.1 2008-01-09

    bugfixes:
    Graphical glitches in the GUI

    Backlight control could only turn the screen off on the original DS.

    PNG loading crashed on corrupt or wide (> 256 pixels) images.

    Sound didn't unmute when returning to the main menu.

    Tapping the screen advanced the script even in choice-mode.

    Variables weren't saved properly

    Download and Give Feedback Via Comments ...
    by Published on January 15th, 2009 23:07

    News via Nintendomax

    Fandian sonic is a hobby of mine that attempts to be a homebrew 3D RPG project for the Nintendo DS. Some tech features include skeletal animation, static & dynamic point lights, shadow volumes, skyboxes, collision detection with gravity, stylus picking, and multiple linked maps support for large worlds.

    In the hopeful future I will build the game logic, A.I. and scripting. I'll also attempt an interactive 3D map builder on the DS for easy world creation, real-time light adjustment and object & creature placement.

    Being neither an artist nor an animator, I currently use some textures and model data from Bioware's legendary Neverwinter Nights. This is temporary and for testing & research purposes only.

    [ 2009.01.07 ] - Fandian_r307.zip - castle walls, bug fixes and new libs

    Download and Give Feedback Via Comments ...
    by Published on January 15th, 2009 23:04

    News via Nintendomax

    StringTunerDS is a Nintendo DS homebrew useful to tune guitars and other musical instruments.
    It can detect a sound's pitch and display the corresponding tone and octave.
    It can work in autodetect mode or it's possible to select a target frequency.
    When StringTunerDS works in autodetect mode it displays the detected pitch.
    The target frequency can be setted selecting the target tone and octave or choosing the instruments (guitar or bass), the tuning mode and the string to tune. The base frequency for A can be setted between 435 and 445 Hz (440 Hz at default) and is possible to generate the target sound (this function is not enabled in autodetect mode).

    For properly operations StringTunerDS require a good input signal level. During my guitar tuning I achieved the best results tuning it without using plectrum.

    Technically speaking the algorithm for pitch detection and tone determination are based on Tuneroid open source project. I take inspiration from that project also for the display look and feel. Pitch detection would be better using algorithm based of Fourier transformations but in that case I fear that execution would be slower. StringTunerDS is not a professional instrument even if it work fine if the input signal level is good.
    Regarding the DS, this homebrew use microphone, with some code from the precious micdemo and some settings from DSOrganize. The DS is used with processors working in parallel: ARM7 performs sampling and ARM9 processes the waveforms and updates the display. Sampling occurs at 12bit, 44.1KHz using 210 msec. intervals.
    For render characters on intro screen and display I rebuild for the DS environment the FreeType open source project (release 2.3.6), the library is included in source code. If you reuse it pay attention that many common fonts are patented; there are many sites, like acidfonts.com that hosts a lot of free fonts. The rest of the code was written using the interesting tutorials that I found on Internet.

    Download and Give Feedback Via Comments ...
    by Published on January 15th, 2009 22:59

    Box art leaked the fact that Sonic’s stint in King Arthur’s world will take advantage of Nintendo Wi-Fi. Will it be for online sword duals between Sir Sonic and Lord Eggman? Maybe not.

    Details from a product listing at Rakuten explain the Nintendo Wi-Fi Connection feature will be used for ranking and item trading. Sonic and the Black Knight has 200+ items to collect. If you can’t find all of them you can always trade your way to the Excalibur or whatever legendary sword Sonic uses.

    http://www.siliconera.com/2009/01/15...use-wi-fi-for/ ...
    by Published on January 15th, 2009 22:58

    Some months ago Cave announced they were polishing Deathsmiles’ visuals for the Xbox 360 version. The spit and shine looks great even though Deathsmiles is still walled in by a skeletal border.

    Don’t like the new graphics? Fine. You can play Deathsmiles without them in regular mode. Or play Deathsmiles: Mega Black Label, the latest version of Deathsmiles coming to arcades, without them. Deathsmiles has lots of options and all of them are in English too. Don’t take English menus as a sign that Deathsmiles is going to get released over here. Cave’s PS2 games have English menus too and none of them got an international release. Let’s hope this doesn’t happen with Deathsmiles.

    http://www.siliconera.com/2009/01/15...floating-eyes/ ...
    by Published on January 15th, 2009 22:58

    Some months ago Cave announced they were polishing Deathsmiles’ visuals for the Xbox 360 version. The spit and shine looks great even though Deathsmiles is still walled in by a skeletal border.

    Don’t like the new graphics? Fine. You can play Deathsmiles without them in regular mode. Or play Deathsmiles: Mega Black Label, the latest version of Deathsmiles coming to arcades, without them. Deathsmiles has lots of options and all of them are in English too. Don’t take English menus as a sign that Deathsmiles is going to get released over here. Cave’s PS2 games have English menus too and none of them got an international release. Let’s hope this doesn’t happen with Deathsmiles.

    http://www.siliconera.com/2009/01/15...floating-eyes/ ...
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