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  • DCEmu Featured News Articles

    by Published on October 12th, 2007 00:05

    NJ has posted new releases of his NeoGeo Arcade, Neogeo CD, CPS1 and CPS2 emulators for the PSP.

    Heres whats new:

    * Changes in ver.2.2.3

    ・2.2.2で取り切れていなかったいくつかのバグを修正。 取RI切RE 2.2.2, it was not some bug fixes.
    ・MVSPSPとNCDZPSPのタイマー処理を一度以前のものに戻し、MAME 0.119での変更を踏まえて修正。 MVSPSP and NCDZPSP timer process once before to return, MAME 0.119 based on the change in the modification. UNIVERSE BIOSが以前と同じく動作するようになりました。 UNIVERSE BIOS is the same as in previous work now.
    ・MVSPSPとNCDZPSPの描画処理を昔作ったものに変更(行方不明だったソースが見つかったので) 。 MVSPSP NCDZPSP the rendering process and made changes to the old (missing was because the source is found). 描画が以前より正確になりますが、000-lo.loが必要になります。 A more accurate rendering will be a 000 - lo.lo is required.
    ・CPS1PSPでROM読み込み時に使用する配列のサイズが小さすぎて、一部ゲームが正常に読み込めなか ったバグを修正。 CPS1PSP ROM loads using the array size is too small a part of the game is to successfully query bug fixes.
    ・CPS1PSPは上記修正に伴い、psp-gcc-4.1.0でコンパイル可能になったため、若干速度が向上。 CPS1PSP the above corrections, the psp - gcc - 4.1.0 compile because a slightly faster.
    ・homehook.prxの処理を修正。 Homehook.prx process modifications. Homeボタン読み込みの間隔を増やし、負荷を減らしました。 Home button reading interval to increase the load losses.
    ・その他細かい変更多数。 Many other changes.

    Download and Give Feedback Via Comments

    MVS and NeoGeo CD emulators will be uploaded as soon as NJ Uploads them. ...
    by Published on October 11th, 2007 23:54

    Not many sites other than our own Network sites are worthy enough of a Network Posting on all our sites but PDroms the Archive for tons of homebrew roms no other site covers is invaluable, heres a list of homebrew rom downloads to whet your appetite:

    Atari 2600 | Atari 5200 | Coleco Vision | Gameboy | Gameboy Advance | Game Gear | Genesis | GP32 | IntelliVision | Master System | Neo Geo Pocket | Nintendo Entertainment System | Pokemon Mini | Super Nintendo Entertainment System | Virtual Boy | Wonderswan

    So as you can see lots of Free and Legal Homebrew Roms and its also ran by a Decent Webmaster who is well liked and respected by the Homebrew Community.

    Be sure to check out PDRoms Here

    ...
    by Published on October 11th, 2007 23:50

    Games:
    Everyday Shooter ($9.99 US)

    Demos:
    Ratchet and Clank Future: ToD Demo
    NHL 2K8 Demo
    Conan Demo

    Game Videos:
    Uncharted Behind The Scenes II
    Folklore Launch Trailer
    Fallout 3 Teaser Trailer

    Movie Trailers:
    The Assassination of Jesse James
    Spiderwick Chronicles
    Walk Hard

    Wallpaper:
    Ratchet and Clank Future: ToD (2)
    Everyday Shooter (1)

    Of note is the Ratchet and Clank Future: ToD Demo :thumbup:
    PlayStation Blog ...
    by Published on October 11th, 2007 23:43

    News from the coder himself and he discusses GP2X and the Upcoming KIller Console codenamed craiginator:

    Currently 56.52 percent of zodttd.com visitors would like to hear me ramble. This is great news! I love to ramble on. It usually is about something technology related, but this special 56.52% want me to specifically talk about my ongoing development projects. Crazy, I know.

    So to please the the majority, I have whipped together this summary of instant gratification.

    - PSX4ALL
    This is what keeps me active within the homebrew gaming community. I've been working on it for years now, and sometimes it gets better. For those of you who are strangely unaware yet reading this, psx4all is a Sony Playstation emulator focused on being portable within a range of low-performance handhelds. The largest community of users of psx4all is the great GP2X handheld community.
    Unai has been busy with his day job and has been unable to get much put into psx4all as of late. He's done so much already, he deserves some rest.
    Hlide is currently focusing on figuring out why my crazy dynarec is performing as well as it is. We tried some optimizations to the dynarec where we expected slight, but noticeable gains. We didn't get the gains. So he is very determined to get this emulator in tip top shape, even if it means we start rewriting this emu from scratch and plug in some existing parts such as Unai's already excellent GPU. Taking things step by step, Hlide is researching other dynarecs and static binary translation techniques and seeing how they handle things such as register allocation. It's always good to learn from others who have been writing similar code and have dealt with pitfalls that are to be encountered. If this week of dynarec improvements to the current psx4all ARM Dynarec core don't shape up, we may consider tearing out a lot of existing framework and using hlide's work in progress psx emulator sources. This project is being worked on by at least one team member every day. It may be the Craiginator handheld that brings this emulator to life though.

    - DOSBOX
    I recently got back in touch with c2woody ("wd") from the DosBox team. I am getting my Sharp Zaurus C1000 out. Dusting it off, and compiling the 0.72 DosBox build for it. The next step, get an ARM Dynarec running! Simple? No. Fun? Yes!

    - CRAIGINATOR
    Wouldn't OpenTTD be really cool on a wide resolution VGA touchscreen? Wouldn't DosBox be better with a hardware based keyboard and an ARM Dynarec to allow for more "recent" DOS titles? Wouldn't PSX4ALL be great if it were running fullspeed, sound, and all, and gave me some room to not work constantly on performance but allow me to polish it up as well?

    - COMMERCIAL DEV
    I'm currently working for a great dev studio on commercial handheld development. While my freetime is limited, I strive to use that little bit to get my projects done. All the while, keeping you, the reader, informed.


    A quick summary of the status of projects on my plate at the moment. But wait, there's more! I'm going to be need to talk gadgets soon!

    http://www.zodttd.com/ ...
    by Published on October 11th, 2007 23:43

    News from the coder himself and he discusses GP2X and the Upcoming KIller Console codenamed craiginator:

    Currently 56.52 percent of zodttd.com visitors would like to hear me ramble. This is great news! I love to ramble on. It usually is about something technology related, but this special 56.52% want me to specifically talk about my ongoing development projects. Crazy, I know.

    So to please the the majority, I have whipped together this summary of instant gratification.

    - PSX4ALL
    This is what keeps me active within the homebrew gaming community. I've been working on it for years now, and sometimes it gets better. For those of you who are strangely unaware yet reading this, psx4all is a Sony Playstation emulator focused on being portable within a range of low-performance handhelds. The largest community of users of psx4all is the great GP2X handheld community.
    Unai has been busy with his day job and has been unable to get much put into psx4all as of late. He's done so much already, he deserves some rest.
    Hlide is currently focusing on figuring out why my crazy dynarec is performing as well as it is. We tried some optimizations to the dynarec where we expected slight, but noticeable gains. We didn't get the gains. So he is very determined to get this emulator in tip top shape, even if it means we start rewriting this emu from scratch and plug in some existing parts such as Unai's already excellent GPU. Taking things step by step, Hlide is researching other dynarecs and static binary translation techniques and seeing how they handle things such as register allocation. It's always good to learn from others who have been writing similar code and have dealt with pitfalls that are to be encountered. If this week of dynarec improvements to the current psx4all ARM Dynarec core don't shape up, we may consider tearing out a lot of existing framework and using hlide's work in progress psx emulator sources. This project is being worked on by at least one team member every day. It may be the Craiginator handheld that brings this emulator to life though.

    - DOSBOX
    I recently got back in touch with c2woody ("wd") from the DosBox team. I am getting my Sharp Zaurus C1000 out. Dusting it off, and compiling the 0.72 DosBox build for it. The next step, get an ARM Dynarec running! Simple? No. Fun? Yes!

    - CRAIGINATOR
    Wouldn't OpenTTD be really cool on a wide resolution VGA touchscreen? Wouldn't DosBox be better with a hardware based keyboard and an ARM Dynarec to allow for more "recent" DOS titles? Wouldn't PSX4ALL be great if it were running fullspeed, sound, and all, and gave me some room to not work constantly on performance but allow me to polish it up as well?

    - COMMERCIAL DEV
    I'm currently working for a great dev studio on commercial handheld development. While my freetime is limited, I strive to use that little bit to get my projects done. All the while, keeping you, the reader, informed.


    A quick summary of the status of projects on my plate at the moment. But wait, there's more! I'm going to be need to talk gadgets soon!

    http://www.zodttd.com/ ...
    by Published on October 11th, 2007 23:37

    via pdroms

    2007/10/10 Known Issue with 1.1.1

    I just upgraded to 1.1.1 and jailbroke my phone using the new method, and I'm sad to say that it looks like iFrotz is one of the apps which doesn't run under 1.1.1. I'm looking into it and I'll try to get a fixed version out soon.http://code.google.com/p/iphonefrotz/ ...
    by Published on October 11th, 2007 23:33

    News/release from Kitsuta:

    We've finally got our third demo finished. The basic gameplay mechanics are near complete now, but this demo includes neither our combat nor our dialogue systems. Nor do we have final graphics, or very many animations... Mostly because we still have that issue with loading backgrounds from FAT and so memory is pretty tight. Those will come later on.



    Game Information

    The big new addition since our last demo is the inventory system, complete with a working quick slot, that allows you to try to apply any item in your inventory to anywhere on the screen in, hopefully, an easy and efficient manner. The demo, is mostly designed around those additions, so includes quite a few puzzles to solve with items. In addition, we have multiple language support, showcased by a halfway done Spanish translation written by the game writer. (: One other thing different about this demo is the fact that it is set on a spaceship. Don't be fooled; Lights of Myndell is still going to be a fantasy game. I just felt like a bit of variety. Plus it's easier to draw sci-fi. Finally, there's an annotatable map - but no way to erase annotations yet as it was a last minute addition.

    Enjoy the demo and please let us know what you think, or if you spot any bugs. Be sure to visit our website for further updates and other content.

    Controls
    Up arrow - "Use" mode
    Left arrow - "Walk" mode
    Right arrow - "Look" mode
    Down arrow - "Quick Slot" mode; apply an item in your quick slot to something on screen
    Double tapping an item in your Inventory - Place an item into your quick slot.
    L button - Brings down Inventory screen
    R button - Switches to Map screen

    The ds.gba file has been tested and runs on NO$GBA
    The .nds file has been tested and runs on hardware.

    Download and Give Feedback Via Comments ...
    by Published on October 11th, 2007 23:29

    Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:

    Finally a new version and updated website! Version 0.4.0 is up, including at last the promised multiplayer support over internet. Multiplayer games are also supported locally with a hotseat option. Besides the online game mode, theres tons of smaller improvements in both visuals and gameplay department. So, what are you waiting? Grab the new version now!
    - Matti

    Download and Give Feedback Via Comments ...
    by Published on October 11th, 2007 23:23

    News/release from Gonetz

    Hello everybody,

    The second major version of GlideHQ, the texture enhancements module for Glide64, is ready for public release. Project description, taken from GlideHQ readme file by KoolSmoky:

    "This is a realtime texture enhancer library with hi-resolution texture
    pack support for Glide64 (http://glide64.emuxhaven.net). Traditional and
    non-traditional techniques have been used to achieve speed and high image
    quality even on a 9 year old 3Dfx Voodoo2.

    Although the 3Dfx Glide3x texture format naming conventions are used, the
    library can be expanded for generic use.

    Supported:
    Enhancers: Hq4x, Hq2x, Lq2x, Super2xSai, x2
    Filters: Smooth (1,2,3,4), Sharp (1,2)
    Compressors: FXT1, S3TC
    Input formats: GR_TEXFMT_ALPHA_8,
    GR_TEXFMT_RGB_565,
    GR_TEXFMT_ARGB_1555,
    GR_TEXFMT_ARGB_4444,
    GR_TEXFMT_ARGB_8888,
    GR_TEXFMT_ALPHA_INTENSITY_44,
    GR_TEXFMT_ALPHA_INTENSITY_88
    Output formats: Same as input unless compression or hires packs are used.
    Hires texture packs: Rice format (Jabo and GlideHQ format coming later)

    Acknowledgments:
    I hope you enjoy GlideHQ (texture enhancer library for Glide64). Greatest
    thanks to Gonetz for making this happen in his busy time. We've rushed
    everything to share the eye-candy with all of you N64 emulation fans. I
    would also like to thank a great friend of mine, Daniel Borca for providing
    the texture compression code, Maxim Stepin (hq2x 4x), and Derek Liauw Kie Fa
    (2xSaI) for the filtering engines, and Rice for his N64 graphics plugin
    source code. GlideHQ also uses the boost C++ libraries, zlib general purpose
    compression library, and the Portable Network Graphics library. Thanks to
    all the developers for making them available.

    The source code for GlideHQ is released in hopes that it will be improved.
    I know the coding is not on par after so much late night caffeine boosts.
    If you have suggestions or modifications, please feel free to post them on
    the Glide64 forum at emuxhaven.
    ...
    -KoolSmoky"

    To install and test GlideHQ:
    1. If you used previous version of GlideHQ, remove all its files and texture caches.
    2. Download GideHQ distributive (GlideHQ_bin.zip ) and unpack it I somewhere.
    3. Run included gltest.exe ((c) mudlord) to learn about capabilities of your video card.
    3. Copy contents of Plugin folder into Plugin folder of your N64 emulator.
    4. For OpenGL, copy glide3x.dll from Wrapper folder into your emulator's folder. This is important, because older version of the wrapper do not support texture compression.
    5. Run your emulator, select 'Glide64 Wonder Plus HQ' as your video plugin
    6. In Glide64 configuration dialog, open "Texture enhancement" tab and select options you like. If you are not sure, which option to use, press presets buttons below. Presets do not affect your choices for texture filtering and enhancement, so pick them manually, according to your preference. If you want to use hires textures (I'm sure you want), select "Rice format" as format.
    7. GlideHQ has the same requirements for hires packs, as Rice Video. If you already used hires packs with Rice Video, you know what to do. If not, there are tutorials for you:
    http://www.emutalk.net/showthread.php?t=29577
    http://www.emutalk.net/showthread.php?t=26329
    http://www.freewebs.com/jantarctica/texturepacks.htm
    8. Run your game and enjoy.

    Note: Current version is a prototype, based on Glide64 "WonderPlus". That is, for end-users this is Glide64 "WonderPlus" with texture enhancements. Since it is a prototype, it can be buggy, slow, inconvenient and so on. Thus, we need your feedback to make it better.

    Note2: GlideHQ_src.zip is actually 7-Zip archive, renamed to zip.

    Update 1: Fixed CRC calculation for 4bit textures.

    Update 2. This update is a major one. Changes:
    - Fixed a lot of problems with texture CRC calculation. Now most of hires textures are loaded.
    - Instant load from saved texture cache. You have to wait while hires textures are loaded only on the first run. Game will be loaded in a blink on subsequent runs.
    - Various fixes in texture coordinates calculations.
    - Various attempts to increase plugin’s stability. Not all problems are fixed here. Plugin may crash on exit if texture cache is not saved yet (on the first run of a game). Temporal workaround:
    On the first run, close game/emulator right after all hires textures are loaded and the game is started to run. Texture cache will be saved, and you should not have problems on subsequent runs.
    Two new options:
    Texture enhancement – Ignore backgrounds. It is used to skip enhancement for wide narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance. Default value: On.
    Hi-resolution textures – Alternative CRC calculation. This option enables emulation of palette CRC calculation bug in RiceVideo. Default value: On.
    Gonetz.

    http://www.emuxhaven.net/forums/showthread.php?t=6490 ...
    by Published on October 11th, 2007 23:20

    News from Mudlord:

    Here’s a very, very minor update for the plugin.

    It fixes a bug with screenshot saving. Thanks to ZethAlkar (for finding it noticable) and Iconoclast (for first telling me this), for helping me squash this small PNG RGBA texture saving bug. Solution was to simply save the PNG without extra alpha channels and voila: Problem solved.

    https://ricevideo.bountysource.com/ ...
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