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  • DCEmu Featured News Articles

    by Published on March 22nd, 2008 23:19

    Microsoft stepped up to deliver iHD (later renamed HDi), which was a trademarked implementation of HD DVD's XML markup language. Toshiba liked it. They made HDi functionality a standard for HD DVD players, and eventually partnered with Microsoft to expand HDi's reach by founding the Advanced Interactivity Consortium. The primary goal of this group was forging industry relationships to further promote HDi in emerging outlets like downloadable and streaming media.

    The deal gave HD DVD its competitive next-gen features, but here's the rub: Microsoft didn't need physical media to implement HDi. All of HDi's interactive bells and whistles could theoretically be applied to downloadable video content, as long as a runtime environment was available. Even as the disc format war raged on, elements of HDi's runtime environment showed up in Microsoft products like the Xbox 360 and Vista.

    So, let's put everything together. Microsoft has a popular gaming console and an operating system that are HDi compatible. It also has a group of developers working on HDi applications, and a 360-accessible HD video library that could feasibly be outfitted with next-gen interactivity features. All that's left is the dog and pony show needed to convince content providers that HDi-enhanced content and Microsoft's video outlets are key to making HD video downloads a viable revenue stream.
    http://www.thestandard.com/news/2008...u-ray-xbox-hdi ...
    by Published on March 22nd, 2008 23:15

    Weltall has released a new version of his Cheat App for the PSP, heres whats new:

    [ALL] Now cwcheat checks if you are using the ms driver patch by dark alex which uses the 3.7x prx on 3.8x/3.9x and disables protections enabled
    in the main menu to avoid the bugs of the original 3.8x/3.9x driver. I suggest installing the 3.7x driver if possible.
    [ALL] really added the polish translation by Bolec. (there was a wrong one in the release before this)
    [ALL] renamed 360folder to ALL as it contains builds for all firmwares except 3.7x
    [PACKAGE] Renamed cwcheat-IRSHELL.prx to cwcheat-LOADER.prx as it's useful also with other loaders
    [PACKAGE] Added a full cwcheat-LOADER.prx (ex cwcheat-IRSHELL.prx) build. The build available before is in the lite folder, it's called
    cwcheatlite-LOADER.prx and should be used with irshell.
    [POPS] Added a pops prx for loaders (pratically irshell for now as far as i know). It will start in homebrew mode but you can make it
    load the pops game id by pressing the same combination as the one used in the psp game prx for loaders in the cwcheat main menu: L TRIGGER + SELECT
    This new build is called cwcheatpopslite-LOADER.prx and it's in the lite folder.
    [ALL] Now the db downloader resolves by itself the ip adress of the server so if the ip changes some times in the future it will always be able to
    resolve the new ip without an update
    [ALL] various cleanups to the db downloader thanks to insertwittyname for some missing things in the sdk
    [ALL] Added some checks for null in the db downloader
    [ALL] db downloader was ported to 3.x kernel. The 3.x version features also a skippable netconf dialog to choose the wanted access point
    (if you don't need it or have problems with it just cancel it and the old behaviour, connect to first ap configuration, will be applyed)
    [ALL] Added a check in the db download for errors returned by the server and used msgdialogs (3.x build) to show some possible errors
    [ALL] (3.x build) Added a check for a bigger database in the memory stick than in the online database. If this happens the user is asked if he wants
    to overwrite it or not.
    [ALL] fixed some bugs in the db save function
    [ALL] now it's possible to relocate the cpu load/fps in game display to the top left position: put a CPUFPS POS = in the config file and set it as 1
    to enable it
    [ALL] fixed a little bug in the memory dump function which could lead to the first dump being always overwritten when the memory stick was full
    [ALL] now when dumping the ram to the memory stick, even if cwcheat was just started up again, it won't overwrite the dumps starting from 0 but
    will start from the first empty dump slot (note this doesn't affect the dump done by the difference search functions).
    This will be usefull for searching pointers (or more commonly called DMA codes...)
    [ALL] Added an SDK for cwcheat which allows to access some functions which were exported by the plugin for more than one year. It consists of a
    library and an header providing informations on the exported functions.
    [PACKAGE] changed the file structure. now the old MS_ROOT* folders are called INSTALL* to avoid confusion in new users. Plus the plugin prx were moved
    to the cwcheat subfolder of seplugin to increase order and reduce difficulty of manual install. According to these changes the installation
    instructions were changed and now are easier. If you use an old guide keep this changes in mind when following them.
    [ALL] Added a new pc based application pointer searcher built for both linux (tried on ubuntu 7.10) and windows (tried on vista/2003) in gtk+2.0.
    This application will allow estremely easy pointer search: starting with two or more dumps you will be able to do various searches based
    on old results till you iron out the adresses you need. At that point the application can create easily pointer cheat codes for cwcheat:
    8/16/32bit and normal/inverse offset codes can be generated. It can be found in the PC folder of the package in the linux and windows sub folders.

    Download and Give Feedback Via Comments
    ...
    by Published on March 22nd, 2008 23:08

    News/release from Logikz:

    Yoo its been a while since I got to release something. I made this for a couple of friends and they seemed to like it so much that I figured I'd release it to the public.

    This is a windows based program. No install needed, Just Extract and Run.

    I got tired of releasing codes using CheatMaster and Everyone Asking please convert them to Cw , So I just built a converter for them to use lol.



    Download and Give Feedback Via Comments
    via logikz ...
    by Published on March 22nd, 2008 23:03

    Ptek have updated the port of lsdldoom a Doom Variant for the PS2, heres the release details:

    Suddently, it seems Doom is popular on the PS2 for the second time. This is the second public port to reach the console, and this time, it has sound !

    All credits goes to Jason Yu for making this possible. Check this thread : http://forums.ps2dev.org/viewtopic.php?t=9798

    So, Lukasz also did a fine job and wrapped it with the shareware doom WAD file, so from >here< you can get a full contained version (one ELF file only) bundled with the shareware WAD.

    However I decided to take the source and do some simple changes.

    Get if here :

    lsdldoom-ps2_v001.rar

    First, I’ve got rid of that flickering interlaced screen mode and fixed the aspect ratio to match the original from the PC version, as I did for the other Doom port.

    Secondly, I did nothing to the Yu’s sources That it, those already supported loading from USB storage, so you can take my modified version, put on a USB pen along with a Doom WAD of your choice : doom.wad, doom1.wad, doom2.wad, doomu.wad, plutonia.wad, tnt.wad and doom2f.wad seems to be supported. Remember to put the WAD file on the root of the USB device, otherwise it will not load. Just a comment : It seems there is an issue with the USB data fetching causing a hang-up. I really don’t know if it’s a bug of this port, but I strongly suspect it may be due to the concorrency of the audio playing routines and USB driver, since both uses the IOP and the PS2 is not very multi-tasking as you may know.

    Anyway, this is only a small update to the excellent work of Jason Yu. There is room for a lot of improvements, such as better controls, a WAD selector, and a way to select weapons of course. Speaking of controls, from the menu select the READ ME to view the currently mapped joypad buttons.

    What I plan now : apply the sound sources to the Lukasz port. Let’s see how things progress - it might be more complicated than I’m hoping.

    Download and Give Feedback Via Comments
    ...
    by Published on March 22nd, 2008 22:35

    This commercial game project is still very active.
    We've just posted a video of the Work In Progress Game.

    Link to the video:
    http://www.tikkadungeons.com/gallery.html

    The final release of the game is still planned for May/June 08.
    Maybe as a download, maybe as a boxed game...

    http://www.gp32x.com/board/index.php...dpost&p=595674 ...
    by Published on March 22nd, 2008 22:33

    lets hope nintendo leave the twilight hack alone:

    A new Wii System Update has been reported, the trucha exploit reportedly is fixed by this(needs confirmation).


    UPDATE

    As of March 22nd, no software uses IOS37 -- the System Menu currently uses IOS30. An updated System Menu will likely use the new IOS37.

    What does this mean?
    * Until the system menu is updated to use IOS37, it will have no effect.
    * Once the system menu is updated to use IOS37, "Trucha-Signed" discs -- or channels -- will stop working, as will the Freeloader disc.
    * At that point, "homebrew channels" would be considered "invalid" by the system. The consequences of this are unclear, but that could potentially prevent the Wii from booting.
    * Other versions of IOS are not affected.
    * The Twilight Hack is unaffected.


    via wiibrew ...
    by Published on March 22nd, 2008 22:28



    eMotion has released a portable media player (PMP) that is charged by solar panels on the back of the device. At first glance, this gadget seems poised to strike a blow for battery curmudgeons everywhere. It's easy to see the list of things that the device claims to be able to do and get excited. Upon further inspection, however, it would seem that this device leaves lots to be desired.

    EM-SOL1GIG PMP
    The EM-SOL1GIG PMP has an impressive list of capabilities. You can listen to music, watch video, read books, play games in an emulator-like environment, and transfer files on and off using the built-in SD card reader. The device supports a maximum SD card size of 2GB and allows you to load it with your own music, TXT format books, AVI format videos, and even ROMS for older video game systems like the NES and SEGA. Perhaps one of the most intriguing features is the ability to charge other portable devices you own off of the EM-SOL1GIG - that's right, use a charger adapter to power your other devices from the Sun!

    The disappointments roll in a few minutes later after you've had time to digest the features list and see the glaring holes. Why not support a 4GB SD card? Why not provide playback for other popular music file formats like OGG and FLAC? No DivX support could also be a major issue for many people. No PDF file support for reading books means many of the digital books I have purchased will not be able to be viewed on this device. The screen, coming in at 320x240, is a bit small too - especially for how big the actual device is.

    This device was a good attempt at making a really useful PMP. The price tag isn't too bad either - $169. While the features list may have some holes, overall, this device is very intriguing.

    http://inventorspot.com/articles/sol...s_market_11775 ...
    by Published on March 22nd, 2008 22:26

    ETK is back and with an emulator for the Nintendo DS:

    This is the first emulator I coded, so I hope you don't get very angry if you find any bug

    I didn't find any bug yet, just some games that goes buggy sometimes.. but I've tried it on other chip8 emulators and it happens too, so it's not my problem :P

    Chip8me has a keyboard on bottom screen so you can press all the 16 buttons it have (it's impossible for NDS to use 16 buttons, and all games uses it in a different way, so I can't make a "default" key config).

    Chip8me can detect which game keys are used to play with, and tells you by changing the button colour (blue).


    ---Features:
    -Keyboard with game-keys (autodetection).
    -Zoom 1x, 2x or 4x.
    -Ability to change chip8 default colors.
    -100% compatible with chip8 games (all I've tried)
    -Nice file selection GUI (avoids non-chip8 roms)
    -Go back to file browser by pressing SELECT button
    -If the game is waiting for a keypress, the green
    light turns yellow. (Critical error: red light)


    ---Controls:
    default Keys:
    2 KEY UP
    4 KEY LEFT
    6 KEY RIGHT
    8 KEY DOWN

    (Other keys: use touchscreen)



    Download and Give Feedback Via Comments ...
    by Published on March 22nd, 2008 22:26

    ETK is back and with an emulator for the Nintendo DS:

    This is the first emulator I coded, so I hope you don't get very angry if you find any bug

    I didn't find any bug yet, just some games that goes buggy sometimes.. but I've tried it on other chip8 emulators and it happens too, so it's not my problem :P

    Chip8me has a keyboard on bottom screen so you can press all the 16 buttons it have (it's impossible for NDS to use 16 buttons, and all games uses it in a different way, so I can't make a "default" key config).

    Chip8me can detect which game keys are used to play with, and tells you by changing the button colour (blue).


    ---Features:
    -Keyboard with game-keys (autodetection).
    -Zoom 1x, 2x or 4x.
    -Ability to change chip8 default colors.
    -100% compatible with chip8 games (all I've tried)
    -Nice file selection GUI (avoids non-chip8 roms)
    -Go back to file browser by pressing SELECT button
    -If the game is waiting for a keypress, the green
    light turns yellow. (Critical error: red light)


    ---Controls:
    default Keys:
    2 KEY UP
    4 KEY LEFT
    6 KEY RIGHT
    8 KEY DOWN

    (Other keys: use touchscreen)



    Download and Give Feedback Via Comments ...
    by Published on March 22nd, 2008 22:20

    Chano posted 2 releases of his rather awesome looking RPG for the GBA (DS)



    First and foremost, excuse me for posting this thread in english. Although I'm spanish, I visit PlayerAdvance regularly because I think that it's a great dev community. It's just that my french language level isn't too good .

    Well, I'm doing a RPG for the GBA using HEL and AAS libraries. I just wanted to show you the game a bit.

    More information :
    There isn't still any downloadable demo, I'll try to put one this summer. The battle system is similar to the system used in Grandia games, but with a bunch of changes (for example, there's no magic points).

    I'm using the following libraries to make the game:
    - HEL (on top of HAM) for main hardware access. If you are doing something with HAM change NOW to HEL .
    - AAS for playing mods and wavs. Good sound quality and crazy performance.
    - HAM for managing a BG that needs to be updated in real-time (for transparency effects on top of sprites).

    21/03/2008: PA 7 anniversary demo. Changes:
    - Texts translated to french thanks to Greeeg.
    - CPU value modified: now it shows max CPU usage detected instead of an average of all values detected.
    - Sprite rotation bug fixed.
    - Poison bug fixed: if battle was finished because someone was killed by poison damage the game showed weird behaviour.
    - HEL version number fixed.
    - Bar timmings adjusted a bit.
    .

    Download both versions via Comments and Give Feedback ...
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