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  • DCEmu Featured News Articles

    by Published on May 6th, 2007 15:18



    DCEmu via its Wii-News and Gamecube Emulation Sites are proud to present the first Dual Nintendo Wii and Nintendo Gamecube Coding Competition. This Coding Competition will hopefully ignite a mass of interest for creating homebrew and emulators on the Nintendo Wii and Nintendo Gamecube.

    Support DCEmu and DIGG this News

    Full Details at the announcement thread on Wii News here --> http://wii-news.dcemu.co.uk/wii-gc-c...007-62222.html ...
    by Published on May 6th, 2007 15:16



    Full DETAILS ON THE COMP BELOW

    DCEmu via its Wii-News and Gamecube Emulation Sites are proud to present the first Dual Nintendo Wii and Nintendo Gamecube Coding Competition. This Coding Competition will hopefully ignite a mass of interest for creating homebrew and emulators on the Nintendo Wii and Nintendo Gamecube.

    Support DCEmu and DIGG this News



    Competition Details

    The Competition will start on the 6th May 2007 and Entries should be submitted on or before 7th AUGUST 2007 .

    Entries for the competition must work on either Nintendo Wii or Nintendo Gamecube or both via SD Load.

    All entrys must work with SD Load or with an as yet Unreleased Exploit for Nintendo Wii. Modchip Versions of any releases must have a corresponding SD Load Version.

    Entries can be Emulators, Homebrew Games, Demos or Applications that work directly on the Gamecube/Nintendo Wii.

    Any submissions must have sources released if theres a GPL on that sourcecode.

    All submissions must have DCEmu Forums as the homepage until after the competition ends.

    New releases of already released software will be allowed but there must be a good update if thats the case.

    All submissions must use either of these splashscreens Here or Here.

    All Submissions can be posted in the DCEmu Submit News Forum, beta testing of any submissions before actual final submissions can be done in the Nintendo Wii and Gamecube Development Forum

    Multiple entries are allowed although only the best entry will win prizes.

    Entries must be freeware so that when tournament ends they can be distributed.

    The Judging will be done by Wraggster.

    The winner will be announced on the 10th August 2007


    Prize Details



    The Prizes total $500 and are as follows.

    1st Prize) $300 to spend at GP2X Store

    2nd Prize) $150 to spend at GP2X Store

    3rd Prize) $50 to spend at GP2X Store

    GP2X Store is the premier site for GP2X, Nintendo DS, GP32 and Tapwave Zodiac Consoles and accessories in the USA.

    ...
    by Published on May 6th, 2007 13:33

    StrmnNrmn has released a new version of his awesome Nintendo 64 emulator for the PSP, heres the release details:

    Daedalus R11 is finally here. It took a little longer than I expected to merge the changes across to the sourceforge subversion repository but I got there in the end

    Here's the changelist:


    *[*] Large overhaul of rom settings and preferences. All settings should now be persistant.
    * [+] Native support for palettised textures for faster rendering and less memory usage.
    * [+] Provided a fixed size pool for all texture memory, to limit memory usage.
    * [+] Expansion Pak enabled by default.
    * [!] Updated rom info database to include save mechanism for many roms.
    * [!] Fix memory leak in texture cache.
    * [!] Fixed conversion of RGBA/32bpp textures with odd alignments.
    * [!] Fix crash which occurred when recolouring textures in low memory situations.
    * [^] Large rewrite of texture cache to reduce memory usage and improve performance.
    * [^] Various optimisations to the way textures are looked up in the cache and installed.
    * [^] Optimise offsetting/scaling of texture coordinates.
    * [^] Improve performance of dynarec fragment cache and reduce memory fragmentation.

    As always, let me know your thoughts on the comments pages. I don't always have time to reply to all of the comments, but I do read every one of them.

    -StrmnNrmn
    Great job StrmnNrmn!

    Check out and give Feedback and Compatability Reports to our Awesome Daedalus Compatability List

    Download and Give Feedback Via Comments ...
    by Published on May 6th, 2007 11:24

    For those who have missed it Strmn Nrmn is to released a new version of his excellent Nintendo 64 Emulator for the PSP. Up until now the releases have been good but the killer breakthrough had not arrived that is until now, the fixing of a Dynarec issue will see a lot of games running at a solid 25FPS or more, heres a reminder of the key points from last nights newspost:

    Finally I realised that there was a dynarec issue which was preventing Super Smash Bros from going in-game. Although that's not fixed (that's something for R12) I have disabled dynarec for SSB by default. With my various texture cache fixes SSB is now running in-game, albeit with messed up graphics and at just 15 fps. Here's a teaser screenshot of SSB running in R11:



    If I can fix the dynarec issue it looks like this is going to run at a solid 25-30fps or more.

    -StrmnNrmn

    Remember to check our UP TO DATE Daedalus Compatability Lists and help keep PSP News Members and guests fully informed on new speeds etc when the release happens anytime soon. ...
    by Published on May 6th, 2007 11:08

    New release of the Video streaming app from Pimpware::

    Someone pointed to me that the server version was 0.83.. I think the msi creation went wrong. I rebuilded the MSI.

    Download PiMPStreamerSetup-0.90a.msi
    ...
    by Published on May 6th, 2007 11:05

    Test30 has released a new version of his Flasher App for the PSP:

    I have returned updating this incredible application to tuning the PSP.

    now is Flasher Xmb v0.3!!!

    a whole day lasts yesterday almost applying improvements.

    The new features that this Version includes are:

    *fixed some bugs.
    *has Integrated connection of USB.
    *already the form to install rco is more ordered.
    *it already has the option to suppress space in flash0 (code of Eraser Flash v0.1)
    suppress 2.7MB you PSP.

    INSTALLATION

    in order to be able to flashear rco or font you must put it in its respective folders that are:
    FONT, ICON

    NOTE: the folder BAK I do not touch it is for the operation to suppress space in flash0

    NOTE2: the archives that are going to you to erase the liberating one of flash0
    are the sources Chinese and Japanese.

    NOTE3: If a file happens error flasheando the single application happens a Semibrick to your PSP
    but you use a FW 1,50 that is not is Custom FW is a Brick.

    This application writes in flash0 and can obtain semibrick in your PSP

    Download and Give Feedback Via Comments ...
    by Published on May 6th, 2007 10:53

    via hpana

    Electronic Arts (EA), the company behind the Harry Potter video games, set up a "Fan Council" last year to get feedback on what people would most like to see in the upcoming Order of the Phoenix game. The first meeting of the council was in August 2006 and last Thursday the group was invited back to see what had been achieved in the intervening eight months.

    Charlotte, HPANA's correspondent in the UK, made the trip and filed the following report.

    Our day started at 10 a.m. with all the fansite representatives gathering at EA's new studios in Guildford for breakfast. There were many familiar faces among the EA team but unfortunately no Matt Birch (the extremely enthusiastic game producer was missed by several of us who met him last time).

    We were officially welcomed to the studios by Harvey Elliott, the game's executive producer, who emphasized how important the feedback they've received through the Fan Council has been. The team checks the forums on the various fansites regularly and they've been really pleased to see your reactions to the screencaps, interviews and videos as they've been released. Harvey also showed us the opening sequence for the OotP game: A camera follows Hedwig through the courtyard, into the entrance hall and around Hogwarts, before coming to rest on Harry's arm in the Gryffindor Common Room (GCR). When we visited in August, only the GCR had been completed in any detail, so to see that the rest of Hogwarts was now completed to the same high standard was fantastic.

    Producer Justin Manning and designer Chris Roberts then told us about what the team had been working on in the last eight months. They have:

    Built 70+ Hogwarts locations, Little Whinging, Grimmauld Place and the Ministry of Magic from movie blueprints and set photographs.
    Designed and implemented 60 missions (examples include finding a book on healing balms in the Library after a detention with Prof. Umbridge, and playing games such as exploding snap, gobstones and wizarding chess).
    Created 90+ characters to meet and interact with. Over 9,600 lines of dialogue have been recorded and 22 actors from the movies are voicing their characters. The dialogue includes a mixture of lines from the book, the movie and some new material written by a professional scriptwriter (which they've tried to ensure is in character).
    Made the game on eight platforms in 23 languages.
    They also talked about what they've learned from you, the fans:

    You want to play more of the story
    You want to meet the characters you love from the fiction
    Characters should be like they are in fiction
    You want Hogwarts to look and sound like it does in the movie
    You want to explore Hogwarts and use magic
    You want to see the ghosts and talk to the portraits
    You want to go to classes
    You want to play wizard games
    You want elements that the film leaves out
    To respond to these concerns the number of characters has been dramatically increased since Goblet of Fire. There are students from various houses, both male and female; and there are ghosts (including Moaning Myrtle who looks after the "Room of Rewards") and portraits to interact with. Dialogue from the book is there including Hermione's famous remark that Ron has the "emotional depth of a teaspoon", and music from the movie soundtrack is ever-present as the rights to Hedwig's Theme were licensed.

    Full Article at Link Above ...
    by Published on May 6th, 2007 10:50

    News/release from Chilly Willy:

    A new, easy to use app to show the state of the IdStorage in your PSP, and make corrections to common problems caused by the old downgraders (TA-082/86 only). Will dump keys as well.

    EDIT: 2007/04/07 v1.1 released. Cleanups and support for different region PSPs.

    Download and Give Feedback Via Comments
    via chilly wily ...
    by Published on May 6th, 2007 01:50

    A few minutes ago, Strmn Nrmn posted this news on his blog.
    R11 Sometime on Sunday

    I'm very close to having R11 ready for release, and I'm aiming to have everything finished some time tomorrow morning (that's Sunday morning, UK time.)

    I've spent the day putting in number of changes to the way that Daedalus allocates memory for various lookup tables. Namely, I've replaced a couple of stl maps I was using to keep track of cached textures and dynarec fragments with sorted vectors, which should help reduce fragmentation and improve cache usage. Basically it should make things even more stable and give another small speedup.

    I've also been through and updated the rom.ini file I talked about a couple of weeks ago to make sure that it contains accurate information for the save type. I noticed that many of the entries for European roms were undefined, which can cause various compatibility problems. Hopefully this should mean that a few more European roms are working in R11.

    Finally I realised that there was a dynarec issue which was preventing Super Smash Bros from going in-game. Although that's not fixed (that's something for R12) I have disabled dynarec for SSB by default. With my various texture cache fixes SSB is now running in-game, albeit with messed up graphics and at just 15 fps. Here's a teaser screenshot of SSB running in R11:



    Given how many people have been asking for SSB compatibility to be improved, I'm pretty sure this is going to be my main focus for R12. If I can fix the dynarec issue it looks like this is going to run at a solid 25-30fps or more.

    Anyway, check back sometime over the next 12 hours for R11 (I'm off to bed for now, let's hope I don't lie in

    -StrmnNrmn
    Can't wait! ...
    by Published on May 5th, 2007 23:58

    Beatwho has updated his Warlords Game for DS:

    Hi,

    Yeah, the map editor is still in beta, you can edit castle details etc... which is what i used to get the data from the original warlords. Its more to just import a tileset and then import the map to see what the tileset looks like, although i am updating it slowly so you will be able to edit tiles etc...

    I will add save game support, Ive added a lot of new things since even the first post and will continue to update the binaries on that website as I go. If you grab the new rom you'll see ive changed the font, added details to the minimap and added text to the production queues etc... It also now has the proper castle data which it didnt have originally.

    It also has a title screen and proper menu front end now as I get graphics from Lobo.

    Once I finish all the main game functions (its mostly playable i just have to make it more user friendly, fighting animations, add end conditions and save game support) I'll also be adding AI (which ive kinda started on. The computer is really stupid atm, it basically just moves towards castles and attacks units it sees. Needs a lot of tuning.

    Download and Give Feedback Via Comments ...
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