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    by Published on June 5th, 2008 18:48

    Progress on the Sega Dreamcast emulator for PC.

    I've finally completed the new GD-ROM module, though ultimately it turned out to be very similar in design to the last one. With the new code I can freely choose what ATA/ATAPI commands are to be executed immediately and what can be offloaded to helper thread.
    Unfortunately a thread is not a very good substitute for a real-time device. In typical multitasking OS there's a sheduler that decides when things will happen, there's no guarantee that the helper will start processing given request right away. Simply put, it can start immediately or only after some tens of miliseconds has passed. I could run the code in a tight loop to reduce this lag but that would waste too much CPU power, always needed elsewhere. Not to mention OS can (and eventually will at some point) interrupt any running process if it's required, so this approach would not solve the problem completly, just reduce the odds of ecountering it. Same thing goes for messing with thread priorities - that's not exactly foolproof and is also very inelegant.

    Now, why would mere miliseconds ever pose a problem? In a well-designed system the consumer would just wait a bit for the producer to come up with data and occasional lag wouldn't even be noticable. Some Dreamcast software however (BIOS including) doesn't really check if the data has arrived, rather assume it must be so after a certain amount of time has passed.
    This isn't that much of a problem for GD-ROM commands that return small amounts of redily available data - those can be simply executed at the moment they arrive, so there is no lag. Disk reads are another story though, those take time to complete and the whole idea was to run them concurrently so that virtual CPU would not be stalled waiting in the first place.

    It gets more interesting at this point. A real Dreamcast GD is not anywhere near as fast as modern hard drives, so why doesn't it work in emulator if it works on an inferior system? The answer, again, is timing. It's simply very crucial to get it right - and you can have accurate emulator, or fast emulator, but not both. And you've guessed it right, I'm aiming for fast at this point. It has to be noted that should the original GD/CD media become too scratched or the laser detoriates beyond certain point, the problems I'm having will manifest themselves on Dreamcast as well - so I still say it's simply bad coding on games part.
    What are the options... For starters, I will continue to play with the DMA code and try to mimic Dreamcast behaviour as closely as possible. And if all else fails, there's still the "ideal" DMA mode, that is to make transfers always block to be sure the virtual CPU always gets all the data it asks for. This of course causes jerkiness and audio stuttering, mostly to be felt in games using sequenced music or sound effects very closely timed to video.

    This whole re-write took quite some time and didn't really help as much I hoped, but thanks to all that work I'm now much more aware of what has to be done yet. I've a few ideas, it's just that every attempt at fixing one thing breaks other stuff. Sometimes very badly I still need to figure out what upsets so much the MPEG library used on demo GDs and some MIL-CDs.

    PS. Why didn't anyone tell me Giana's Return got broken with the addition of MMU-capable recompiler?!
    PPS. I'm SOOO behing with testing Yuki's stuff now... I'm going to capture & post few screenshots later today. If I get the games to work with the new GD code that is

    UPDATE:
    No screens yet. I had a bug that prevented most of the images from booting properly, that's fixed now. But there's a bigger problem - the new module is actually even less compatible, timing-wise, than the old one. I'll have to run more tests but now I'm beginning to suspect that some games require GD DMA processing to be done way more often. Which is bad because it seriously affects emulation speed.
    At this point one begins to wonder what exactly is good about this new code Well, it is more reliable now. I was hoping that alone would be enough but apparently I was too optimistic...

    UPDATE 2:
    A bit closer, still not there.

    http://pics.livejournal.com/dknute/pic/000c4ef9

    http://pics.livejournal.com/dknute/pic/000c5bed

    This is starting to seriously annoy me. DMA changes helped with some tiles but not all of them. Then I inserted a few debug statements into the code and even though it reduced emulation speed, it actually made things more stable. And this is the only lead I have so far...
    ...
    by Published on June 5th, 2008 17:21

    I just put a video up on the Dreamcast Junkyard Blog that compares the PS2 version of Metal Gear Solid to the Bleemcast version.

    Very interesting...




    http://the-dreamcast-junkyard.blogspot.com/

    The results left me with a smug feeling thats gonna last all day... ...
    by Published on June 5th, 2008 16:53

    Interesting news out of the EA camp today as it was just announced that the Playstation 3 version of the upcoming Command & Conquer: Red Alert 3 has been canceled with no reason given. Eurogamer is reporting that EA has stopped production on the PS3 version and will focus their developing efforts on the Xbox 360 and PC versions. Also, it's good to know that the cancelation of Red Alert 3 on the PS3 will not affect the game's scheduled Fall release on other platforms. So, the only place to get your console RTS fun this Fall will be Red Alert 3 on the 360 ... or Halo Wars on the 360. That is if Ensemble can get it out the door sometime this year.

    via xbox360fanboy ...
    by Published on June 5th, 2008 16:38

    via Videogamer

    SEGA's UK product manager Ben Payne believes everything is in place to ensure the publisher's Hulk video game is a smash hit.

    "The Incredible Hulk is Marvel's second biggest property, so awareness of the character is high. As usual, the success of any film tie-in video game is linked to the film itself, " Payne told UK trade magazine MCV. "Thankfully this film is going to be massive, and is well timed, in that it gives Indy IV its deserved moment in the spotlight, and is released two weeks before Prince Caspian.

    "We envisage the game doing very well, especially as none of us will be watching the football."

    SEGA's isn't banking on the popularity of the movie and the Hulk character doing all the work for them though, with a huge marketing campaign planned.

    "We are replicating our Iron Man cinema activity for the The Incredible Hulk. Over the opening two weeks of the film which is released on June 12, we will hit 1.5 million admissions across Carlton Screen and Pearl and Dean advertising," said Payne.

    The Incredible Hulk will be release for Xbox 360 and DS on June 13, followed on June 20 by PS2 and PS3, PC on June 20 and Wii on July 11.
    ...
    by Published on June 5th, 2008 16:32

    via IGN

    Today, Activision announced that it has signed a distribution deal with System 3 to bring Ferrari Challenge Trofeo Pirelli to the US market. Scheduled for a release sometime in the late summer of this year, Ferrari Challenge will be hitting the PS3, PS2, Wii and Nintendo DS and intends to deliver a sleek, fast-paced racing experience in true Ferrari style.

    Ferrari Challenge, despite its accessibility, is considered a simulation racer with over 15 international circuits to enjoy. Multiple gameplay modes are also included, like Ferrari Challenge Seasons, Quick Race, Time Trial and Endurance modes. Besides a finely-tuned single-player experience, Ferrari Challenge will also boast online multiplayer for up to sixteen players at a time.

    "Without a doubt, this is the defining Ferrari experience for videogames," said Mark Cale, CEO at System 3. "It has been a collaboration with professionals on every level and we've truly captured the power, beauty, and excitement that is the Ferrari Challenge Series." Dave Oxford of Activision Publishing also comments: "For the last sixty years, Ferrari has been synonymous with precision, performance and elegant design, so expectations for the game will be high from auto enthusiasts and racing game fans alike. Everyone involved in Ferrari Challenge Trofeo Pirelli has been dedicated to ensuring this product over-delivers on the experience of this legendary brand."

    The press release concludes by noting that downloadable cars, tracks and other customizable options will be provided on a monthly basis for Ferrari enthusiasts.
    ...
    by Published on June 5th, 2008 15:41

    After four years, this Nintendo 64 emulator for PC was updated.

    The changelog wasn't provided at the moment.


    Download and give feedback via comments ...
    by Published on June 5th, 2008 14:17

    CoderX has released an update to ServeNGoV3 but takes no credit in the creation of the game, just the update and patching that makes the game 3.xx (Pfat / Slim) compatible. All credit for the game goes to Team Sousa. Also thanks out to Noobs because parts of eloader where used.

    You basically work at Fast Food Restaurant, and have to retrieve all the food the customer asks for, in a certain amount of time. For each food item you bring, you get 5 points, for each sale you get an additional 50 points. Time will also decrease gradually when you make a sale.

    Game must be placed in the PSP/GAME/ Folder or else it wont run!






    www.NovelBugz.com - The Number one free source for buying and selling books online commission free. ...
    by Published on June 5th, 2008 08:51

    For those new to Kurok, please check the official site at www.bladebattles.com/kurok for more information and screenhots.

    Here is the Kurok PSP Demo v0.3

    Here is the Readme for v0.3

    Here is the Changes for v0.3

    I've really got to update the gallery though, those screenshots are pre v0.1! Anyone willing to take some new ones for me? Or a Youtube video even? I'll link the video on the site .

    Also, I'm willing to replace the Canyon Arena (kdm1) multiplayer map with a better one. Anyone want to take up the opportunity to have your map included in Kurok?

    Sorry for the huge change list!

    ===================
    ------CHANGES------
    ===================

    v0.3 Changes:

    - Added: Single player map 'Underground Base' (e1m5) has been remade, and 'Experiment Rex' (e1m6) map has been expanded upon.
    - Added: New grenade models for grenade launcher and soldier enemies.
    - Added: Bloodsplat effect when attacking players/enemies with the Tekbow.
    - Added: Cvar 'scr_loadscreen' to show or hide the loading screen image.
    - Added: New 'Autocenter Button Look' option in controls sub menu, toggle if the view auto centers when moving or not.
    - Added: Client side auto aim, if turned on will use the Server side auto aim value (located in the create game menu).
    - Added: Impact sounds and weapon change sounds for some weapons.

    - Change: Removed the need to write or read .ms2 mesh lists, significantly improving initial loading time.
    - Change: Dynamic Lighting on by default due to optimising models. Only slight performance drop now.
    - Change: New zoom code, with different levels of zoom for different weapons.
    - Change: Improved Soldiers AI, including throwing grenades only if the player is at a distance from them.
    - Change: Client side auto-Aim is turned off when Zooming in, and turned back on when zoomed out, allowing for headshots.
    - Change: Rocket Launcher Secondary mode now switches to a third person missile camera view, pressing jump detonates the missile.
    - Change: The Tekbow is no longer spammable, there is a refined animation time charging and reloading the next arrow.
    - Change: Base Arena (kdm2) map has improved balanced weapon loadout & spawn points.
    - Change: Increased the semi-automatic firing rate of the Desert Eagle.
    - Change: Increased delay of Tek Arrows exploding if stuck in walls, floors etc to 2 seconds.
    - Change: Increased fuse delay of Grenade Launcher grenades to 3 seconds.
    - Change: Decreased the time it takes to switch weapons, and made it less dependent on frame rate speed time.
    - Change: Grenades/Rockets/Remote Mines can blow up nearby grenades, rockets and mines.
    - Change: Reduced Knife, Normal Arrows & Shotgun damage, Tek Arrows damage increased.
    - Change: Soldiers pistol shots do less damage on difficulties below Insane.
    - Change: Soldiers now use the same model as the player model, saving wasted memory.
    - Change: Texture resolutions have been halfed for some weapons, the player, soldier and raptor models.
    - Change: Extra skin texture for the tekbow, easier to tell the difference.
    - Change: Rebalanced the health of Raptors and Soldiers to reflect the set difficulty level.
    - Change: Raptors jump higher and further, and melee speed increased.
    - Change: Overhead knife slash does not gib enemies and players anymore if they have low health, death animation played instead.
    - Change: Increased Remote mines throw distance slightly.
    - Change: Removed Quake style particle impact effect for bullets and arrows.
    - Change: Normal arrows bounce off walls, floors and ceilings if their velocity is too low to stick into them.
    - Change: Renamed 'Analog Look' in the controls menu to 'Analog Mode', with the 2 options renamed to 'Look' or 'Move'.
    - Change: Renamed 'Customize controls' to a more suitable name 'Customize buttons' in the options menu.
    - Change: Reduced the number of scrollable help pages to 2 in the help menu until I make more pages.
    - Change: Removed 'Dithering' in the Misc. options, not needed when the engine runs in 32bit Color mode.
    - Change: Moved 'Brighter Models' from the 'Misc. options' to the 'Video options'.

    - Fixed: Pretty much all of the Remote Mine bugs squashed.
    - Fixed: Tekbow crash finally fixed, there was still something in the code glitching it up.
    - Fixed: Bot bugs fixed and AI is significantly improved, will now switch weapons, switch secondary modes and strafe/fire depending on skill setting.
    - Fixed: Zooming in and out no longer resets the sensitivty to the default value.
    - Fixed: Soldiers don't accidently kill each other now if they are in the way of each
    ...
    by Published on June 4th, 2008 22:12

    Description

    This is a port of the game Gannatsu Portable, created by Alpha Secret Base to the PSP.
    In the platform game Gannatsu Portable you have to collect items floating around the whole level. But you don't only jump around, because you also can use a grappling hook to reach your goals or jump higher.

    Screenshots


    Screen 1: Main Menu


    Screen 2: Walk and jump to get all items in the levels


    Screen 3: Use the grappling hook to reach even more higher or problematic places

    Download

    via mk2k.net
    get the original Windows/Linux/MacOS/GP2X release via the Alpha Secret Base website

    Notes

    Read the readme.txt for installation notes and button configuration.
    I just did the porting to the PSP, any credits for the game and artwork should go to Alpha Secret Base, nice work dudes! ...
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