• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on April 22nd, 2007 21:55

    via gonintendo

    Reader DBroad was nice enough to get me a scan of the page in question from ONM concerning online play for Mario Strikers Charged. The following is a word for word transcript of the two online questions.

    ONM: Mario Strikers Charged is the first wifi game for the Wii in the UK. Has that put pressure on you to get it right?

    MI: (Mike Inglehart, Next Level Games): Our main goal is to ensure a quality gameplay experience so we’ve had to make a lot of design choices that all us to deliver that. We’ve never had to compromise anything that’s limited our wifi feature set; this game is about multiplayer and thats’s been our focus from the beginning.

    ONM: Will we be able to play people from all over the world or are we limited to specific regions?

    MI: Wifi in Mario Strikers Charged is region specific so we can ensure a quality gameplay experience. The game is very twitch based and reactive, so it’s important for us to keep lag to a minimum. ...
    by Published on April 22nd, 2007 21:53



    Hi All,

    Here is a new version of PSP7800 the Atari 7800 console emulator !

    For those who haven't seen previous versions, ProSystem is the best emulator
    of Atari 7800 game console, running on Windows system.
    It has been written by Greg Stanton, see http://home.comcast.net/~gscottstanton for details.

    What's new in version 1.0.6 :

    - Merge diff from ProSystem v1.2
    - Add option to display frame rate
    - New sound handler
    - Improve speed
    - New speed limiter function
    - New background image
    - Bug fix in file requester


    How to use it ? Everything is in the README.txt file.

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    Enjoy,

    Zx

    *** UPDATE *** This version v1.0.6 is buggy so please download the new one (v1.0.7) ...
    by Published on April 22nd, 2007 21:48

    Buy.com has 4gb memory stick pro duos for $68 if you use Google Checkout.

    Buy Non-Gaming Mem Stick Here


    Buy Gaming Mem Stick Here

    Buy.com changes their prices usually every day. About a month ago, the price was $56. ...
    by Published on April 22nd, 2007 21:35

    via joystiq



    Idle hands are the Devil's playthings ... or they end up making some pretty neat crafts. In this case, Will D'Angelo of TheWiicast.com, made a pretty nifty homage to Donkey Kong with this clock. The timepiece combines images easily found using a Google search -- in this case Donkey Kong and Big Mario from Super Paper Mario -- with some basic materials from a craft store. D'Angelo says you need, with approximate costs:

    Clock kit from Michaels craft store ($8)
    The vintage sign kit, which includes a shallow frame and plywood backing ($1)
    Tube of acrylic black paint ($1.75)
    Replacement hands for clock kit ($3)
    Clear matte spray ($5)
    The most expensive part of the project is probably purchasing the glossy photo-quality paper to print out the images, which D'Angelo already had around. He was thinking his next attempt would be a Centipede style clock. Now that he's done it once he has a recommendation for other people attempting the same style clock, "I would suggest to make it easier to pick up one of those cheapy wallpaper rollers for the air bubbles so that you don't touch it with your hands." A nice gamer craft project with lots of image possibilities.
    ...
    by Published on April 22nd, 2007 21:35

    via joystiq



    Idle hands are the Devil's playthings ... or they end up making some pretty neat crafts. In this case, Will D'Angelo of TheWiicast.com, made a pretty nifty homage to Donkey Kong with this clock. The timepiece combines images easily found using a Google search -- in this case Donkey Kong and Big Mario from Super Paper Mario -- with some basic materials from a craft store. D'Angelo says you need, with approximate costs:

    Clock kit from Michaels craft store ($8)
    The vintage sign kit, which includes a shallow frame and plywood backing ($1)
    Tube of acrylic black paint ($1.75)
    Replacement hands for clock kit ($3)
    Clear matte spray ($5)
    The most expensive part of the project is probably purchasing the glossy photo-quality paper to print out the images, which D'Angelo already had around. He was thinking his next attempt would be a Centipede style clock. Now that he's done it once he has a recommendation for other people attempting the same style clock, "I would suggest to make it easier to pick up one of those cheapy wallpaper rollers for the air bubbles so that you don't touch it with your hands." A nice gamer craft project with lots of image possibilities.
    ...
    by Published on April 22nd, 2007 21:25

    via kotaku

    There are many people out there excited over the launch of Microsofts fancy new Elite 360. GamePro however, is not one of them. They have put together a little article with their eight reasons why the Elite 360 isn't so elite after all. I agree with some of their gripes about the new system such as not including built in wireless networking and still having to purchase the HD DVD player separately, but some of the other reasons seem a bit ridiculous.

    The one that sticks out the most for me is "It's still cheaper than the PS3." With all the complaining everyone has done about the price of the PS3, I don't see how this could possibly seen as a bad thing. I don't know that I'll be running out to get an Elite 360, but somehow, I don't think that the fact that it's cheaper than a PS3 is going to be a huge deterrent.

    One of the other objections has to do with the color of the system. Apparently, GamePro prefers things white in their game world, which is all well and good for them. Personally, I like the fact that it's coming out in black since it will match my TV and other media devices better. But then again, I'm a sucker for color coordination. I tried to imagine my various electronic devices all in matching white and it was not pretty. It looked something like the Milk Bar in Clockwork Orange, which sounds cool, but I don't think I'm ready to go there. Besides, the whole jock strap on the outside of your clothes look just isn't for me. ...
    by Published on April 22nd, 2007 21:21

    via kotaku

    As the release of Phantom Hourglass in Japan draws near (June 23), we here in the US are still in the dark as to when exactly we'll see it on our shelves. Until then, we will have to be satisfied with whatever crumbs we can gather from Japanese publications like Famitsu. French website Jeux France has got some great, if not a little grainy, scans from the most recent issue of Famitsu featuring screenshots from both the single and muti-player modes of the game. Sadly, DS graphics don't look so hot when you blow them up to magazine feature size, so be prepared for some chunky looking images. Still, pixelated graphics aside, this looks like it's going to be a really fun game. Now if we can just get that US release date confirmed, I'll be a happy camper.

    More Info ...
    by Published on April 22nd, 2007 21:21

    via kotaku

    As the release of Phantom Hourglass in Japan draws near (June 23), we here in the US are still in the dark as to when exactly we'll see it on our shelves. Until then, we will have to be satisfied with whatever crumbs we can gather from Japanese publications like Famitsu. French website Jeux France has got some great, if not a little grainy, scans from the most recent issue of Famitsu featuring screenshots from both the single and muti-player modes of the game. Sadly, DS graphics don't look so hot when you blow them up to magazine feature size, so be prepared for some chunky looking images. Still, pixelated graphics aside, this looks like it's going to be a really fun game. Now if we can just get that US release date confirmed, I'll be a happy camper.

    More Info ...
    by Published on April 22nd, 2007 21:21

    via kotaku

    As the release of Phantom Hourglass in Japan draws near (June 23), we here in the US are still in the dark as to when exactly we'll see it on our shelves. Until then, we will have to be satisfied with whatever crumbs we can gather from Japanese publications like Famitsu. French website Jeux France has got some great, if not a little grainy, scans from the most recent issue of Famitsu featuring screenshots from both the single and muti-player modes of the game. Sadly, DS graphics don't look so hot when you blow them up to magazine feature size, so be prepared for some chunky looking images. Still, pixelated graphics aside, this looks like it's going to be a really fun game. Now if we can just get that US release date confirmed, I'll be a happy camper.

    More Info ...
    by Published on April 22nd, 2007 21:18

    via http://strmnnrmn.blogspot.com/

    R11 Update

    Wow, it's been far longer than I'd intended to give this update. I had a great time in Spain, and came back and spent a few evenings playing through Crackdown. It was quite nice to take a break for a few days

    Since then I've been working on the various features I promised for R11.

    I talked a bit about the texture cache being the main culprit for gobbling up memory while the emulator is running. When I started profiling this in detail, I realised that one of the worst offenders for memory consumption was mirrored texture support for 4 or 8-bit palettised textures. There were actually two main problems which were exacerbating the problem.

    Firstly, I've never handled palettised textures directly in Daedalus. By that, I mean that rather than converting the palettised texture on the n64 to a palettised texture on the PSP, I've been converting it to a 32-bit RGBA texture. This means that on the n64, a 64x64 pixel 4-bit palettised texture would take up 2KiB. By converting this up to a 32-bit RGBA texture on the PSP, it takes 16KiB - an eightfold increase in memory usage.

    The second issue which was compounding the problem was that the PSP doesn't have support for mirrored textures. In order to support this feature I have to manually duplicate and mirror the texture. This means that a 64x64 texture mirrored along the S and T axes on the n64 will become a 128x128 texture on the PSP.

    The main problem I was getting due to running out of memory was due to the heavy use of mirrored 4-bit palettised textures in some games. A 64x64 4-bit palettised texture that took up 2KiB on the n64 would consume a huge 64KiB on the PSP - a 32-fold increase! The problem was that certain games were using dozens of such textures in a single display list, and the available memory was rapidly being exhausted.

    So over the past couple of weeks I've been working on rewriting Daedalus's texture handling so that it supports 4-bit and 8-bit palettised textures directly. This has taken a lot more time than I'd anticipated because of the number of places in the codebase which have to fiddle around with texture data directly. I also spent a week trying to track down two horrible bugs (both of which turned out to be brain-dead logic errors on my part).

    The great thing about this work is that not only does supporting palettised textures directly save a lot of memory, it also has a number of small performance benefits. Generating less texture data generally means a bit less work for the CPU (well, less cache usage), so converting palettised textures is now a bit quicker. Palettised textures are also a lot more efficient to render with (mostly due to the fact that they consume less bus bandwidth and can make better use of the PSP's texture cache.)

    The other big chunk of work I've been bashing away at is improving the way that I handle preferences for individual roms. One of the big problems with the current setup with Daedalus is that the main daedalus.ini file consists of both global rom-specific details (such as the rom's name, save type, comments etc) and local user-defined preferences (such as whether to enable speed sync, disable dynarec etc). This means that I can't ship a new version of daedalus.ini without wiping out people's local preferences.

    What I've done now is split daedalus.ini into two files. roms.ini will contain global rom-specific details, and an updated version will be distributed with every version of Daedalus from now on. If I know dynarec causes a certain rom to fail to run, I can add a setting for this in roms.ini, and everyone will be able to pick up the change in the next release. Another good example is the SaveType field; every version of Super Mario 64 uses a 4k EEPROM, and so once this is set up in roms.ini it should never need tweaking.

    The other file I created is called preferences.ini. This file won't ship with Daedalus - the emulator will create this the first time you change some settings when playing a rom, and update it with any further changes that you make. This means that when you copy a fresh build of Daedalus across to your memory stick, the new build will pick up your existing preferences.ini file and so remember all of your settings.

    The settings that Daedalus will currently remember for each rom are:


    * Texture Update Check
    * Frameskip
    * Limit Framerate
    * Dynamic Recompilation (used to override the setting in roms.ini if you're having problems with dynarec)
    * Audio
    * Adjust Frequency
    * Controller



    I'll be adding to this list over the coming months, as more options become configurable.

    One other thing that will be stored in preferences.ini (which I've not coded yet) is all of
    ...
  • Search DCEmu

  • Advert 3