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  • DCEmu Featured News Articles

    by Published on March 3rd, 2008 01:52

    It's not much of a shocker to learn the latest (and final) installment in the Metal Gear Solid series is a sizable one -- MGS games have a history of being big (and beautiful). However, a recent interview with series creator Hideo Kojima revealed a startling fact about MGS4 -- Kojima complained that a few features had to be cut from the game so it would fit on a Blu-ray disc. As format fanatics already know, that means the game takes up nearly 50 gigabytes of space.

    If true, this is bad news for anyone who hoped to see anthropomorphic cow-bots on the 360 (unless that data was divided between about five dual-layer DVDs), but it could also mean a painfully long installation time for PS3 owners as well. We can only imagine that 49 of those gigabytes are taken up by thousands of variations on just three lines of dialogue -- "Snake? SNAKE? SNAAAAAAAAAAAAAKE!?"

    http://www.joystiq.com/2008/03/02/ko...-blu-ray-disc/ ...
    by Published on March 3rd, 2008 01:49



    Many of you may have remembered the Wishtech Adaptoids, N64 controller to PC adapters, made years ago. They have been known for their rumble support and being the most compatible N64 controller to PC adapter. Ever since production ceased, they have re-sold up to $100+ on eBay. Amazingly these products have made a return and are being sold for $36.00 USD! Don't miss your chance on an excellent N64 to PC experience by visiting the ZTNet Store and reserving this product!

    From:
    http://www.adaptoid.com/order.html

    Once again, due to popular demand, we are working on a production run of Adaptoids. This will be a limited run. We are aiming for a February ship date, providing all goes smoothly.

    We are not a big store, and financing a run of Adaptoids is not an inexpensive task. We are asking for YOUR help, by simply pre-ordering a unit. This will GUARANTEE you a unit once we begin shipping. If for any reason this production run can not take place, you will be refunded IN FULL.

    Your pre-order will be $36. We will keep this page updated with progress, step by step, as we get the units made. Initially, we must get 200 pre-orders before we can start production. Although, we do expect to get these in a short period of time, so we may incrementally start before then.

    At this time, we are not accepting resellers, but depending on the success of this run, we may accept resellers once again.

    While we do plan to make as many as possible, we do want everyone who is hoping to get one, have a chance at ordering. We ask that you order a maximum of 4 units, if you are seeking multiple units. If you wish to order more, please wait until the production run is complete, and we add regular stock (after preorders are fulfilled).

    The current estimated time until we will be ready to ship our pre-orders, will be sometime in the middle of May, or about 3 months. It MAY be sooner, in fact, the last time we did this it WAS sooner, but we want to be cautious with our initial estimates.
    You can pre-order here:
    http://www.ztnetstore.com/product_in...products_id/38 ...
    by Published on March 3rd, 2008 01:49

    We've gotten a tip that there could be a new iPod nano color on the way -- purple to be exact -- due to a Circuit City circular ad distributed in Minneapolis this weekend. As far as exciting or even remotely interesting rumors go, this one falls about one space after dead last, and is most likely some kind of funkdafied CMYK mishap, or worse yet -- the most boring Photoshop job in the world. Still, for all you serious iPod aficionados who simply must have the latest shade, perhaps your player will soon be awash in Grimace-colored tones that only the Hamburgler and Prince could truly love.

    http://www.engadget.com/2008/03/02/i...ing-in-purple/ ...
    by Published on March 2nd, 2008 22:17

    This is the last update that Spacy did to his Game Boy, Game Boy Color and Game Boy Advance emulator for Windows.

    Info:

    Nice.
    I set my build system up, so that I have the original mingw-compatible .a Qt-libs for release and msvc-compatible .lib libs for debug. I wouldn't have thought this would actually work without conflicts. I wrote a small cmd-line script to compile the release builds with a double-click on a desktop-icon, while I develop&debug with Visual C++ 2008 Express.

    I can really recommend this combination for Windows Qt developers ^^

    I just added ROM file selection, basic validation & loading code to the Qt build.


    EDIT
    I made changes to the rendering system.

    It will now use either OpenGL or QPainter, depending on what is available.

    The smart thing is that I can do everything with QPainter and Qt will translate it to OpenGL calls.

    One issue in Qt is the timing. Even though I create a 60Hz timer, I only achieve about 40fps. But with idle time processing (timer interval 0) I get over 1000fps, so it should be possible to build something on top of that.

    We'll also have to look into the Threading possibilities of our emulator.


    Download and give feedback via comments ...
    by Published on March 2nd, 2008 22:13

    It's a Game Boy, game Boy Color and Game Boy Advance emulator for Windows.

    The author Spacy said:

    Hi there. I just happened to have some free time, so I started to code on the Qt build. I start to really like Qt, because it is easy to code and I get to see results fast AND the build system kicks ass!

    Get the binary from http://vba-m.ngemu.com/vbam/vbaother.../vba_qt_358.7z

    bout this build:

    * Compiled with MSVC++ 2008 Express
    * Static Qt build
    * Static C/C++ runtimes
    * OpenGL enabled
    * German translation available (remove the "lang" folder in order to see the english interface)

    Of course translations will be optional and selectable later on. The Qt translation system is really great and flexible, so it won't take long until VBA-M got a bunch of translations.

    This build is just for demonstration purposes, no emulation at all yet.


    By the way, I would be glad about feedback on whether the .pro makefile compiles without changes on Linux with GCC. ...
    by Published on March 2nd, 2008 21:37

    via tehskeen

    Eugene Plotnikov has updated his Simple Media System for the Sony Playstation 2. SMS is a multimedia player capable of playing back many popular formats such as DIVX, XVID, MPEG and MP3's. SMS also supports many ways to play back your media such as network streaming, USB drives and discs.

    What's New?

    Fixed problem with (S)VCD .DAT files. Thanks to 'Salacho' for the remark;

    * USB mass storage driver is rewritten from scratch (though some elements from 'ps2dev's' one were used).

    * Added support for up to 4 USB mass storage devices (FAT formatted) that are simultaneously connectedto the console. USB devices with multiple logical units (like -in-1 cardreaders) should also work(tested here with SWEEX CF004 53-in-1 cardreader with CF and SD cards)). Transfer speed varies depending on filesystem fragmentation (peak rate exceeds 800KB/s sometimes (btw., maximum raw transfer rate (without filesystem overhead) I've got here is around 950 KB/s which is the same as on my PC (USB 1.1 slot). If this driver will cause problems then there's still a possibility to use older driver as described in changelog from 05-FEB-2008;

    * Improved .aac file autodetection algorithm. Thanks to 'lee99' for the sample clip;

    * Added support for HE-AAC sound. Thanks to everybody who provided sample clips;

    Download and Give Feedback Via Comments ...
    by Published on March 2nd, 2008 19:38

    Updating again...
    Note: since the renaming function was broken in the latest libfat (Chism, please fix this!) renaming folders will not be working...YET! but file renaming works...pitty I had to use a workaround :X

    Another Note : I'm working on a recursive folder deleting method, doesn't work yet, but I'm working on it

    Yet another note: This time I will release the program's source, if you have improvements, email me at [email protected]

    and here's the changelog:

    v0.13:
    • Better aligned filenames
    • New icon
    • changed the app's internal name
    • Added a warning window in the top screen
    • Added the rename button
    • Rename now working (with a great help from the guys at GBadev) (But not with folders )
    • Copying now incorporated, BUT, I need feedback on how you guys want it to be :P


    Enjoy!

    Download:

    IFile v0.13
    Source ...

    Combos 

    by Published on March 2nd, 2008 18:55

    News/release from Merlot14 of a new boxing game for the Nintendo DS (yeah i did say a homebrew version of boxing)

    Hello. This is an early version of my game.
    I created it to test the difference between touch screen and button control configurations.

    It is kinda like a DDR game where the user is supposed to perform the various actions on the top screen in a given amount of time. There are 4 different actions one can perform with the stylus and also the 4 buttons map to each action.


    Please leave any feedback and enjoy!

    Download and Give Feedback Via Comments ...
    by Published on March 2nd, 2008 18:37

    via vooks



    With the announcement of the Freeloader for Wii, more questions have been raised about how exactly the disc will run, how firmware updates will be handled and more. Thanks to an email sent to Datel, more information has surfaced. According to the developers, when a foreign disc is inserted it disables the console from being able to update its firmware. What about future firmware updates? Datel believe that it won't have any effect, but we've emailed Datel ourselves to confirm. For artwork of the Freeloader box Check it out via Comments

    Buy Wii Freeloader Here ...
    by Published on March 2nd, 2008 18:33

    Finally we get more progress on this upcoming Gamecube emulator for PC.

    From the official forum:

    Just doing a status update to the public forum. Here is a chat that went on last night on IRC

    3:00 <@Lightnin> so we are outperforming dolphin in the dynarec already in 32bit area
    23:15 <@Lightnin> dtm: do you know how much i've implemented?
    23:16 < dtm> how would i know that lol
    23:16 < dtm> trick question?
    23:16 < dtm> five!!
    23:16 < dtm> ..th..thousands!!
    23:17 <@Lightnin> how about this... i have not implemented branches, floating point, multiplcation, division, paired singles, or anything dealing with the compare register
    23:18 <@Lightnin> yet, with all of that missing, i'm still outperforming
    23:19 < DesktopMa> it's not really... doing much
    23:19 <@Lightnin> now do you see why i'm optimistic with our speed?
    23:19 < DesktopMa> of course it's faster Razz
    23:19 <@Lightnin> it's doing straight integer math and that is it
    23:19 <@Lightnin> and all memory load/store
    23:19 <@Lightnin> for the rest it has to dump it's data, flip back over to interpreter, run a command, flip back
    23:20 <@Lightnin> so every time i implement something new, i cut down on the flips
    23:21 < dtm> Surprised
    23:21 < dtm> neato
    23:26 <@Lightnin> to give you an idea of the flipping i'm doing between dynarec and int and still pulling my speed. remember, each flip requires me to dump all of my data
    23:26 < dtm> cool.
    23:26 < dtm> so you've got a dynamic/static hybrid emulator?
    23:29 <@Lightnin> the load paired single command was called 2,593,137 times just in getting the clouds barely visible in zelda windwaker for the title screen
    23:29 <@Lightnin> right after the two main logos
    23:29 < dtm> ok.
    23:29 <@Lightnin> that means that for that 1 command, i flipped between dynarec and interpreter 2,593,137, dumping all of my registers, etc
    23:30 < dtm> and what does such a command do?
    23:30 < dtm> it is what makes the clouds appear?
    23:32 <@Lightnin> now, expand that across all floating point math. The top 5 instructions resulted in 125,376,932 flips back and forth
    23:32 <@Lightnin> the psq_l command simply loads 2 floating point values into a register
    23:32 <@Lightnin> from memory
    23:32 < dtm> hm.
    23:32 <@Lightnin> and i hadnt even gotten any real info on the screen, i simply had 2 logos render and barely had the clouds start to render
    23:34 < dtm> k
    23:35 <@Lightnin> now you start to see why it is interesting that i'm outperforming dolphin yet havent finished?
    23:35 < dtm> yeah.
    23:35 < dtm> Lightnin: i can dig it, sir ...
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