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    by Published on December 18th, 2007 02:00

    sniff_jazzbox creates an audible city. it converts the wlan-waves into sound waves. the wlan conversion uses a streamsearch algorithm which was also used in streamfishing and searchsongs.

    concept by and-or.ch & johannes auer
    > sniff_jazzbox application (nintendo ds)
    sniff_jazzbox captures the wlans in the immediate area like a wardrive-tool and produces a stream of wlan-names. this stream of words might be understood as a subconscious expression of the presently existing communication networks. sniff_jazzbox renders private data visible, translates it and makes it audible as a melody of yearning for contact and exchange.

    the names of the captured hotspots contain playable tones of the musical notation system (c, d, e, f, g, a, h, c, fis, ces ...). as you walk, ride or drive through town you will inevitably encounter loads of hotspots which are accessible for your little machine. sniff_jazzbox is made for the portable Nintendo DS and NDS, it registers all the hotspots and turns them into music. Try it out! Walk through your neighbourhood or any town - preferably in the evening - and hear the wireless and invisble communication around you!

    http://www.and-or.ch/sniff_jazzbox/ ...
    by Published on December 18th, 2007 01:54

    It’s been several months since I last posted any news about this project. Well, it’s time to post some news again, and the reason is simple: it’s done. I’ve just made version 1.0 of my English Wonder Project J 2 (Nintendo64) translation available for download. It can be called a complete patch, with the exception of a few graphics, everything’s translated. You can grab it over here.

    I can’t stress enough how important it is to read the readme.txt before you start playing. N64 emulation is not quite like the emulation of platforms like the SNES. There is a lot to know about the emulation, especially with this game. The readme should answer about 95% of the question you might have, so read it, your gaming experience will only profit from it.

    So what else is to say? Those who’ve played the first game know what to expect. The game mechanics are very similar. It’s still a game that can get really tedious at times. But they did improve some things, for example the whole annoying stat leveling is gone. Also, you’re now free to decide in which order you do things. You don’t need to go through chapter after chapter like in the predecessor. And for those who haven’t played the first game, fear not, having played it is not really necessary. What kind of game is this? Some people may call this a RPG, but what it comes the closest to is a graphic adventure. Overall, I can’t really draw a comparison to any other game besides the first, but if you like the two anime ‘Nadia the Secret of Blue Water’ and ‘Kiki’s Delivery Service’, you will love this game.

    Well, that’s all, I hope you enjoy the translation.

    http://www.seiyuu.info/wpj2/ ...
    by Published on December 18th, 2007 01:51

    dolqube has posted a new version of Gcube the Gamecube Emulator For Windows, heres the release notes:

    Hi all here is the last version of gcube I was working on. Its about six months old so dont expect wonderful results.
    I moved on to my own gamecube emulator project after this build.

    Monk added compatibility for dev-cpp.
    Maby now it has x64 compat because of gcc new x64 mode. Duno.
    Have to write a new makefile for that.

    Yes cyro you are correct I made no major changes to the emulation with the exception of some asm snippets.

    here is also a thp player included also.

    maby more people will join your forum once they see this post. Good luck with your project tux0r.
    Let me know if you need any assistance.

    Also contact Sercio on emutalk because he posted me some bug fixes a while back and I believe he has been working on the code since.

    Download and Give Feedback Via Comments
    ...
    by Published on December 18th, 2007 01:47

    As we reported, Nyko has announced and will be releasing a light gun attachment of their own called, Perfect Shot. It seems that another company has the same exact design minus the logo and slight color change. This comes from Codejunkies, the same company that released the hated PSP MAX Power TOOL that blatantly ripped off the Pandora Battery and making money off of the hard earned work of our beloved PSP hackers.


    Datel’s Wii Pistol is the ideal add-on for classic blasters such as Resident Evil 4 and Chicken Shoot. Playing titles such as these with an unadorned Wiimote just isn’t the same. It doesn’t feel like you have a gun in your hand, so when you’re taking out a horde of foetid zombies or bagging your supper down on the farm, some of the intense in-the-game atmosphere is lost. Fear not – with our sturdy, yet inexpensive add-on for the Wiimote, you can feel every inch like the pistol-packin’ hero of the game!

    Wii Pistol is simple to use. Just clip your Wiimote into the sturdy yet lightweight plastic casing, and you’re away. The pistol’s trigger activates the Wiimote’s ‘B’ button, and you can still reach all the topside controls should you need them. It’s comfortable in the hand, feels solid without being bulky and is sturdy enough to take the knocks as you blast your way through the game. If lightgun-style gaming is your thing, you should never be without one!

    (Wiimote not included)

    Features

    * Sturdy yet lightweight.
    * At last your Wiimote feels like a gun.
    * Comfortable, ergonomic design.
    * Allows access to all Wiimote’s controls.

    The only difference I see physically between the Perfect Shot by Nyko and the clone, Wii Pistol from Codejunkies/Datel is the missing logo, different colored trigger and the clasp on the top of the gun that holds the Wiimote in place. Here is a shot of the Perfect Shot... (more images via link above)


    Source: Codejunkies ...
    by Published on December 18th, 2007 01:41

    Eke-Eke posted this news about his Genesis emulator for the Gamecube and Wii:

    After a lot of beta testing, a new version of Genesis Plus for Gamecube/Wii is about to be released… Even if there are no really revolutionary features, I’m quite satisfied with this one since I’ve been working a lot on emulation accuracy, which is one of the most interesting challenge about writing an emulator, in my opinion.

    Beside correcting some bugs and cleaning some parts of the source, my goal this time was mainly to:

    1) Emulate Genesis timings as accurately as possible

    Some games are very timing sensitive and expect some events (VDP writes, DMA, HV Interrupts, HBLANK and VBLANK) to happen at very precise times, or for a very specific period. I will not go deeply into details but one of the key to correctly emulate several CPU running in parallel and accessing shared memory resources, is to emulate also the latency of those devices.

    For example, on real hardware, switching interrupts ON through VDP registers do not trigger an interrupt immediately, but, more probably, the CPU will have the time to run one single instruction before jumping to the interrupt routine. Not emulating this tiny timing latency could cause some bad programmed games to hang, which was indeed the case of Sesame’s Street Counting Cafe, not really the best game in the world, but a good challenge to test emulation accuracy.

    In some way, I finally found timings that should work with any sensitive games, without need anymore for specific games “hacks” but also without disturbing any previous working game. The goal behind this is that the emulator now achieves a near perfect compatibility rate (I only found some unlicensed games not working properly, mostly due to some unemulated cartridge hardwares)

    2) Get a “pixel accurate” aspect on screen

    The first idea was to emulate the colored overscan area which indeed exists all around the active display (generally 320×224 pixels) . Emulating the full display height (243 lines for NTSC) and width (based on the VDP Pixel Clock and scanline period), gives an accurate screen aspect ratio, much more similar to what a real Genesis/Megadrive displays. Below is a screenshot example of the full overscan area, rendered on a line basis (when displayed on TV, this area is generally hidden with vertical borders being only visible when the system runs in PAL mode)

    The second idea was to add support for original Genesis rendering modes. Indeed, as many old consoles, it originally uses a ~ 240 lines progressive mode, which means that in a regular NTSC screen (always ~480 lines), only the even lines were displayed, odd lines remaining black (this is sometime recreated as “scanline effect” in emulators).

    Additionally, the “interlaced mode 2″ support (double resolution interlaced mode used in Sonic 2 “vs-mode”) was also improved, with a better rendering quality using both 240i/480i TV modes.

    Finally, I also add optional support for original PAL video modes which means that the Gamecube/Wii could automatically switch into a PAL video modes (287p, 287i or 574i) when the virtual Genesis is running in PAL mode…

    The results, compared side-by-side with my old switched Megadrive II, is pretty accurate in term of rendering or aspect ratio, and I hope every fellow retrogamers would enjoy this nostalgic feeling as much as I do.

    What should be next…

    Next step would be to improve the sound emulation, especially FM core emulation. I already improved the samples rendering and FM timers accuracy which (I believe) produce some more accurate sound effects in some games but I still need to add support for original YM2612 samplerate/frequency and also investigate about some undocumented features (or bugs ?) of the original hardware which make some musics sound totally weird (Flashback, Spiderman, Comix Zone…) under emulators.

    Anyway, I’m planning to release soon the new version of Genesis Plus (SMSPlus coming also along, with similar additions) since it’s always more enjoyable to share his work with other people and get some feedback…more to come at tehskeen
    . ...
    by Published on December 18th, 2007 01:18

    News from Neoflash:

    [v1.07] 2007-12-17

    * upgrade information library, up to 1829
    * fixed the error of loading for 1828
    * add cheat code library of english for cht and eng language version

    http://www.neoflash.com/forum/index....ic,4737.0.html
    ...
    by Published on December 18th, 2007 01:14

    Alex has released a new version of his excellent Puzzle game collection for the Nintendo DS:

    As gh0st was sure, a new version is here before Christmas…
    I had to fix some bugs on Galaxies, too bad!!!

    Thanks to …[nim]… who sent me a new theme :

    Download Here and Give Feedback Via Comments ...
    by Published on December 18th, 2007 01:09

    Sebastian Jedruszkiewicz has released the first version of emTube, a freeware YouTube client application and FlashVideo player. emTube allows you to browse (by search, by featured video, by top rated videos and by most viewed videos), view and download YouTube videos or play back a locally stored file. It is an impressively polished application for a first release and is the best YouTube / FlashVideo solution for S60 phones I have seen thus far. Read on for screenshots and more details.

    emTube allows you to easily access any YouTube video and have it playing back on your phone in a matter of seconds.

    Two version are currently available from the emTube version - one is specifically for the N95 and takes advantage of the built in accelerometer to automatically rotate videos into full screen mode when you turn the phone. I've no doubt this will be a popular application and it is a great way to demo the power of an open software platform phone to family and friends down the pub.

    The application runs on all S60 3rd Edition phones, but you may find that real-time video playback is not possible on older devices. More recent devices such as the E65, N93 and N95 should work fine. I tested the application on the N95, there were a few stutters, but generally the video was smooth, and is one of the best mobile FlashVideo player implementation, in terms or quality, that I have seen. emTube allows you to watch videos as they are downloading, after an initial pause for buffering you can start playing the video as the rest of it downloads.

    Aside from the basic video browsing and viewing functions there's an impressive level of functionality in emTube considering this is a first release. You can download a video to your phone's internal memory or memory card. emTube can be used to play back locally stored flash video files. You can also add a video to your favourites list as a way to quickly get back to videos you want to watch later.

    From the search page it is possible to access all the user videos of the currently selected video and you can also view videos related to the currently selected video. You can also view the video details which includes a variety of information including title, author, duration, view count and average rating.

    The application also operates perfectly in landscape mode. Videos can be played back in landscape ('full screen') mode. The N95 version the application will use the accelerometer to automatically rotate the video (and put it into full screen mode) when you turn the phone. It is a neat touch and is typical of the thought that has been put into this application. For other phones there is a menu entry (or press '1' for a keyboard shortcut) that does the same thing.

    It also great to the author put together a comprehensive website and PDF documentation for the application. This is something I would like to see more of for freeware applications.

    Plans for future versions include the ability to upload videos to YouTube, the ability to view and add comments to videos, support for additional video codecs, speed optimizations and support for DailyMotion (another video site similar to YouTube).

    The application has made use of Symbian PIPS to port part of ffmpeg to the Symbian platform. It is used to decode the video (H.263) for playback. This is one of the first mainstream uses (application likely to be popular and widely used) of Symbian PIPs that we've seen in a publicly released application.


    Developers may also like to note that the source code for the video element of this application, libavcodec and libavutil (part of ffmpeg) is available on the authors website.

    emYube is available as freeware, but the author asks for donations if you like the application, please do your part.

    http://www.allaboutsymbian.com/news/...t_for_S60_.php ...
    by Published on December 18th, 2007 01:07

    Hollywood's classic Film Noir world creates an atmospheric backdrop for this story-driven detective game. Dirk Spanner and the Fallen Idol by Nokia Games Publishing brings classic detective gaming onto mobile devices with unique twists and turns around every corner.

    Set in the stylish, yet seedy fictional city of New Haven, Dirk Spanner and the Fallen Idol comes to life through its comic book ambiance. Gripping yet funny stories of conflicts, romance and deception with plenty of movie stars, rip-offs, double-crosses, wigs and moustaches make this an entertaining game that will engage novices through to the most experienced game players.

    "Dirk Spanner and the Fallen Idol will re-introduce the long forgotten detective game genre for mobile devices," said Dr Mark Ollila, Director of Technology and Strategy and Head of Games Publishing, Nokia. "With the combination of stunning visuals and enthralling storylines, players cannot help but be spellbound by this game."

    Featuring Dirk as the lead private eye, players are propelled into mysterious adventures, battling an array of femme fatales and gangsters. From solving the mystery of a stolen statue and a brutal murder, to uncovering the case of an accidental penguin-related death, Dirk will not rest until the case is solved.

    Players guide Dirk through mysterious assignments using the unique one-button, camera-based controls, giving players an intuitive way of exploring the city of New Haven. A jazzy soundtrack helps set the mood for each stage of the game.

    Dirk Spanner and the Fallen Idol is expected to be available in the first half of 2008. ...
    by Published on December 18th, 2007 01:05

    News/release from Noldor:

    This is a new (I think "unofficial") version for the Uae4allgp2x.
    New 0.8.0 beta version based on 0.7.2a sources (Notaz release)

    Changes/Bug fixes/Updates


    - now it's possible to put uae folder in any directory (before uae4all crashed further the third subdirectory)
    - no more problems with long name file and no limit for number of files in the rom folder
    - changed browse system file for the roms dir: now it's quick with plenty of rom files too. Besides Up/Down (keeping pushed to move on), there are Left/RIght to jump 16 files and L/R shoulder to jump 32 files
    - improved user GUI code (W.I.P.) and reduced menu font (thanks to Eraso)
    - improved mouse speed
    - improved user GUI navigation (buttons repeat)
    - added "Save General configuration" and "Save configuration for current game"
    - added "Save Script for current game": it makes a script file to launch a specific game directly (using GMenu2X or default GP2X menu). If it used during emulation (having enabled it in the "More Options" menu), it makes automatically an icon taking a screenshot from the current game (32x32 px)
    - added Eject option for all drives
    - added X button to go back to the main menu (such as START/HOME)
    - added everything new option for the command line
    - now emulator remembers last selected device input (mouse, joystick, or keyboard). For more comfort, default device is mouse.
    - default games navigation folder is now "roms"
    - compiled with "profiling" option (thanks to notaz: http://www.gp32x.com/board/index.php?showt...ling&st=15)

    - added new menu "More Options" with the following settings:
    - Video Mode (moved from main menu): to choose between PAL and NTSC video mode (it needs to reset the emulation)
    - Autosave (moved from main menu): it allows in-game saves
    - Status ln (moved from main mnu): shows fps and drives status
    - Memory Chip Size: it's possible to choose between 512KB and 1MB RAM chip (it needs to reset the emulation)
    - Number of drives: it's possible to choose from 1 up to 4 drives. It needs to reset emulation to take effect. IMPORTANT! To insert adf disks into each drive (in Filemanager section), the buttons are: B for DF0:, Y for DF1:, A for DF2:, X for DF3:
    - Use Autofire: helpful in some shooter. If it's enabled, you can switch on/off during emulation with Y or stick click
    - Enable Screenshot: when enabled, it's possibile take a screenshot with Y (it works only if joystick device is selected). Images are saved with progressive name (shot0.png, shot1.png, etc.) in "screenshots" folder (png format)
    - Enable scripts: when enabled, you can make a script file during emulation pushing Y (it works only if joystick device is selected)
    - Skip intro: when enabled, skip the uae4all splash screen
    - Kickstart: you can choose between 1.3, 2.0 and 3.1 kickstart version. To take effect it needs to reset the emulation. Moreover, the kickstart roms must be put into "kickstarts" dir and called "kick13.rom", "kick20.rom", "kick31.rom". If there aren't during the uae boot, the emulator will search "kick.rom" in the main folder
    - Enable HW scaling: it's useful to be visibile the whole screen for some games such as Project X, T-Racer, All Terrain Racing, Tearaway Thomas, GemX, Benefactor, etc.
    - Joystick config: besides the standard controls, it's possibile to use X for UP direction and B to fire (and viceversa)

    It is in beta state but seems stable (tested on F100 and F200)
    I need feedback to debug it (I'm a sort of C newbie ).
    Noldor (elfonol[at]gmail.com)
    Executable: http://archive.gp2x.de/cgi-bin/cfile...0,0,0,0,5,2416
    Source: http://archive.gp2x.de/cgi-bin/cfile...0,0,0,46,2417]
    ...
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