• 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 12th, 2007 23:06

    Telengard updated the multi console emulator MESS


    * Fix O2 grid drawing and more collision register changes. Most carts that I have now work well. There are a few that seem to use weird banking schemes which still do not load. odyssey2 driver is now quite usable.
    * More fixes for the Odyssey 2. Collision detection is working better. Also, more games play such as K.C. Munchkin and Pick Axe Pete.
    * Some fixes for the Odyssey 2 including bankswitching. A bunch of 4k and 8k games are now playable or are quite close that weren't before. These changes will be submitted back into MESS proper. Feedback on how games work would be *greatly* appreciated!

    Download and Give Feedback Via Comments ...
    by Published on April 12th, 2007 22:53

    Shash posted some more news of his work on the DS EMulator for windows called DeSmuMe:

    For a long time, I've been using a texture cache I coded for my own builds, that hasn't been uploaded to the CVS yet (neither I know it will be) as it needs a cleanup and uses some C++ only stuff which would be time consuming to port.

    The main benefit you get from using a cache is uploading to openGL as little as possible per frame. In fact, it's rather simple: whenever a texture is going to be uploaded, you get some sort of magic number from the texture (I currently use some type of CRC) to be used as an identifier, if it's already in the cache you just enable it, if not, it's just a matter of uploading it to openGL and then adding it to the cache for further use.

    In my current implementation I lack one important feature that wouldn't be hard to add: flushing unused textures. Dynamic textures or textures not longer used (from the previous level, menu or else) remain in the cache and, more important, in graphic cards memory. Right now is not that much of a problem, but I'm sure it would be after a few hours of gameplay.

    I also toyed a bit with checking directly the palette texture formats prior to conversion, so I can save some precious cycles, but it's lacking serious testing: with paletted formats you've way less data, and CRC's are likely to collide easily, thus giving false matches while checking if cached, and glitching rendering. Anyway, seems like something important, as it can save quite a lot of CPU time.

    Today's screenshot is based on some optimizations on the CRC creation, as some profiling showed it was taking too much time to compute. I changed a bit the way it works (and expect it to work as good as in the past :P) so I could get a bit more of performance. Along with some optimizations here and there, that's what I got:

    That's running on the same configuration as the previous screenshots, a Northwood Pentium4 at 2.6ghz with a Geforce FX5600. I expect to get a bit more of speed in the future, but I'm not sure how much, as I've been unable to work on desmume in the 5-6 days. Oh, and the emulator menu is different from previous screenshots, as I'm using a build I use to develop stuff and then merge into the CVS: I never cared to change the menus from the base source code yopyop released.
    ...
    by Published on April 12th, 2007 22:53

    Shash posted some more news of his work on the DS EMulator for windows called DeSmuMe:

    For a long time, I've been using a texture cache I coded for my own builds, that hasn't been uploaded to the CVS yet (neither I know it will be) as it needs a cleanup and uses some C++ only stuff which would be time consuming to port.

    The main benefit you get from using a cache is uploading to openGL as little as possible per frame. In fact, it's rather simple: whenever a texture is going to be uploaded, you get some sort of magic number from the texture (I currently use some type of CRC) to be used as an identifier, if it's already in the cache you just enable it, if not, it's just a matter of uploading it to openGL and then adding it to the cache for further use.

    In my current implementation I lack one important feature that wouldn't be hard to add: flushing unused textures. Dynamic textures or textures not longer used (from the previous level, menu or else) remain in the cache and, more important, in graphic cards memory. Right now is not that much of a problem, but I'm sure it would be after a few hours of gameplay.

    I also toyed a bit with checking directly the palette texture formats prior to conversion, so I can save some precious cycles, but it's lacking serious testing: with paletted formats you've way less data, and CRC's are likely to collide easily, thus giving false matches while checking if cached, and glitching rendering. Anyway, seems like something important, as it can save quite a lot of CPU time.

    Today's screenshot is based on some optimizations on the CRC creation, as some profiling showed it was taking too much time to compute. I changed a bit the way it works (and expect it to work as good as in the past :P) so I could get a bit more of performance. Along with some optimizations here and there, that's what I got:

    That's running on the same configuration as the previous screenshots, a Northwood Pentium4 at 2.6ghz with a Geforce FX5600. I expect to get a bit more of speed in the future, but I'm not sure how much, as I've been unable to work on desmume in the 5-6 days. Oh, and the emulator menu is different from previous screenshots, as I'm using a build I use to develop stuff and then merge into the CVS: I never cared to change the menus from the base source code yopyop released.
    ...
    by Published on April 12th, 2007 22:53

    Shash posted some more news of his work on the DS EMulator for windows called DeSmuMe:

    For a long time, I've been using a texture cache I coded for my own builds, that hasn't been uploaded to the CVS yet (neither I know it will be) as it needs a cleanup and uses some C++ only stuff which would be time consuming to port.

    The main benefit you get from using a cache is uploading to openGL as little as possible per frame. In fact, it's rather simple: whenever a texture is going to be uploaded, you get some sort of magic number from the texture (I currently use some type of CRC) to be used as an identifier, if it's already in the cache you just enable it, if not, it's just a matter of uploading it to openGL and then adding it to the cache for further use.

    In my current implementation I lack one important feature that wouldn't be hard to add: flushing unused textures. Dynamic textures or textures not longer used (from the previous level, menu or else) remain in the cache and, more important, in graphic cards memory. Right now is not that much of a problem, but I'm sure it would be after a few hours of gameplay.

    I also toyed a bit with checking directly the palette texture formats prior to conversion, so I can save some precious cycles, but it's lacking serious testing: with paletted formats you've way less data, and CRC's are likely to collide easily, thus giving false matches while checking if cached, and glitching rendering. Anyway, seems like something important, as it can save quite a lot of CPU time.

    Today's screenshot is based on some optimizations on the CRC creation, as some profiling showed it was taking too much time to compute. I changed a bit the way it works (and expect it to work as good as in the past :P) so I could get a bit more of performance. Along with some optimizations here and there, that's what I got:

    That's running on the same configuration as the previous screenshots, a Northwood Pentium4 at 2.6ghz with a Geforce FX5600. I expect to get a bit more of speed in the future, but I'm not sure how much, as I've been unable to work on desmume in the 5-6 days. Oh, and the emulator menu is different from previous screenshots, as I'm using a build I use to develop stuff and then merge into the CVS: I never cared to change the menus from the base source code yopyop released.
    ...
    by Published on April 12th, 2007 22:50

    Former Xbox hacking team, Team Avalaunch have posted details of a new modchip for the Wii from them:

    The first and Official Wii modchip from Team Avalaunch!

    Features:
    Supports all Wii regions (PAL, NTSC-U and NTSC-J)
    High quality PCB and components
    Comes in high Quality ESD bag
    Ready with pretinned wires
    Double-sided tape for easy fitting
    LED Indicator for checking install and for error readouts
    Compatible with DMS, D2A and D2B dvd drive chipsets
    Compatible with rev1 and rev2 dvd drive boards
    Compatible with DVD-R, DVD+R, DVD-RW and DVD+RW (No need to change bitsettings)
    Upgradeable via DVD
    Bad flash recovery mode (even recoverable after pernicious code)
    Stealth mode
    Direct boot Wii games
    Direct boot GC games
    Boot Wii Imports (Partial)
    Boot GC Imports
    Multi-disc support
    Built-in audio fix

    Stay tuned for more information about Features, Pricing, and Release date! ...
    by Published on April 12th, 2007 22:44

    There's a genius in the higher management of Sega who recently came to a revelation. "My God," he said, "we can make a crapload of money by bringing back popular franchises that find suitable uses for the Wiimote." And lo, his word became gospel, and now there's a tasty rumor on the horizon that he teachings are spreading far and wide: the classic arcade rhythm title Samba de Amigo may be coming to the Wii by year's end.

    We don't need to tell you, of course, that the Wii was originally designed for the express purpose of shaking maracas. It's brilliant. If you're wondering how this title can compare to more traditional rhythm-based games, here are some wonderful YouTube clips for your enjoyment. Here's to you, Sega executive guy.

    via wiifanboy ...
    by Published on April 12th, 2007 22:30

    new press release:

    At last, you can manage your media and play it back on your Nintendo Wii with ease! MAX Media Manager Pro is the perfect media management solution. You can transfer MP3s to your supplied SD card, and even rip CDs. Video footage can be converted and condensed, and you can subscribe to Podcasts, manage your picture collection and even swap gamesaves with people from all over the world!

    MAX Media Manager Pro’s audio manager lets you rip the tracks from your favourite CDs and transfer them directly to your 1GB SD card using your PC. Alternatively, copy your digital music collection instead. It’s easy – just insert the SD card into the supplied USB SD Card Reader and plug it into your PC. When you’ve transferred the files, you can remove the SD card and play back your tracks on your Wii. 1GB is enough to store around 250 songs, or approximately 35 hours of listening, so you’re not short of space.

    Video files can be converted and transferred too. You can control the precise size, aspect ratio, zoom, bitrate and audio settings, and encode your movies to fit precisely on the available space on your SD card, ready to be watched on your Wii. You can even rip DVDs directly to the card, as long as they’re not copy-protected.

    Viewing your digital photos and other such images on your Wii is really easy with MAX Media Manager Pro. You can stretch, zoom, resize and generally mess around with your photos as much as you like, then transfer them to your SD card for viewing on your console. As a gigabyte is enough for over a thousand standard digital photos, you’ve the means to make a really impressive slideshow.

    With MAX Media Manager Pro, you can also subscribe to Podcasts and have them downloaded directly to your computer. Using RSS for automatic updates, the shows of your choice are saved to your PC, ready for you to transfer them to your Wii for listening, or even viewing – video Podcasts are automatically transcoded and saved in a format your console can play back.

    Last, but by no means least, MAX Media Manager Pro for Wii is your key to a world of downloaded gamesaves. You can download saves from the internet for use with your favourite Wii games, back them up to your PC and even email them to your friends.

    MAX Media Manager Pro contains everything you need, straight out of the box. There’s a 1GB SD card, a USB Card Reader for your PC and a MAX Media Manager Pro software disc. With our exciting product and your imagination, there’s no limit to what you can achieve with MAX Media Manager Pro… ...
    by Published on April 12th, 2007 22:29

    new press release:

    Want to get the most from your Nintendo Wii? Of course you do! And now you can with High Definition Solution Pack! It contains a HD component cable so you can, watch your Wii with a needle-sharp picture quality on your HDTV, a 1GB SD card to store your saves and media, and as a special bonus, we’ve thrown in a copy of the MAX Media Manager Pro PC application so you can organise your files with ease!

    High Definition Solution Pack’s audio manager lets you rip the tracks from your favourite CDs and transfer them directly to your 1GB SD card using your PC. Alternatively, copy your digital music collection instead. 1GB is enough to store around 250 songs, or approximately 35 hours of listening, so you’re not short of space.

    Video files can be converted and transferred too. You can control the precise size, aspect ratio, zoom, bitrate and audio settings, and encode your movies to fit precisely on the available space on your SD card, ready to be watched on your Wii. You can even rip DVDs directly to the card, as long as they’re not copy-protected.

    Viewing your digital photos and other such images on your Wii is really easy with High Definition Solution Pack. You can stretch, zoom, resize and generally mess around with your photos as much as you like, then transfer them to your SD card for viewing on your console. As a gigabyte is enough for over a thousand standard digital photos, you’ve the means to make a really impressive slideshow.

    You can also subscribe to Podcasts and have them downloaded directly to your computer. Using RSS for automatic updates, the shows of your choice are saved to your PC, ready for you to transfer them to your Wii for listening, or even viewing – video Podcasts are automatically transcoded and saved in a format your console can play back.

    Last, but by no means least, High Definition Solution Pack is your key to a world of downloaded gamesaves. You can download saves from the internet for use with your favourite Wii games, back them up to your PC and even email them to your friends. ...
    by Published on April 12th, 2007 22:24

    Heres the full list of gaming releases from Play Asia this week:

    Xbox360™:
    Dance Dance Revolution Universe US US$ 59.90
    Rapala Tournament Fishing US US$ 44.90
    Virtua Tennis 3 ASIA US$ 44.90

    PlayStation3™:
    Enchanted Arms US US$ 64.90

    Nintendo Wii™:
    Medal of Honor Vanguard US US$ 59.90
    Prince of Persia: Rival Swords US US$ 59.90

    PlayStation2™:
    Brave: The Search for Spirit Dancer US US$ 49.90
    Grim Grimoire JPN US$ 64.90
    Jissen Pachi-Slot Hisshouhou! Mister Magic Neo JPN US$ 44.90
    Metal Slug Anthology US US$ 49.90
    Simple 2000 Series Vol. 116: The Neko-Mura no Ninnin Pagu Daikan no Akugyou Sanmai JPN US$ 25.90
    SingStar Pop US US$ 34.90
    SingStar Pop (with 2 microphones) US US$ 59.90
    SingStar Rocks US US$ 34.90
    Tom Clancy's Splinter Cell Double Agent JPN US$ 64.90

    Nintendo DS™:
    Cake Mania US US$ 29.90
    Disney's Chicken Little: Ace in Action JPN US$ 48.90
    Disney's The Little Mermaid: Ariel's Undersea Adventure JPN US$ 48.90
    Gyakuten Saiban 4 JPN US$ 48.90
    Gyakuten Saiban 4 [Limited Edition] JPN N/A
    Honeycomb Beat US US$ 24.90
    Kakikomi Shiki 'Hannya Shinkyou' Renshuu Chou DS JPN US$ 39.90
    Konami Classics Series: Arcade Hits US US$ 34.90
    M&M's Break' Em US US$ 24.90
    Mario vs. Donkey Kong 2: March of the Minis JPN US$ 48.90
    Soft Cover DS Lite (Candy Toy) JPN US$ 5.99
    Taitsu-Kun: Joushi ga Ikari ni Kuisawayaka Manners JPN US$ 39.90
    Watashi no Relaxuma JPN US$ 48.90

    Sony PSP™:
    Prince of Persia: Rival Swords US US$ 39.90
    Virtua Tennis 3 US US$ 39.90

    Toys & Misc:
    DX Super Mario Characters Sofubi Figure 2: Kuribo JPN US$ 17.90
    DX Super Mario Characters Sofubi Figure 2: Super Mario JPN US$ 17.90
    Dead or Alive Xtreme 2 1/6 Scale Pre-painted PVC Figure: Kasumi - Virgo JPN US$ 69.90
    Dot-S Puzzle: Bomberman (10-Type A) JPN US$ 9.90
    Dot-S Puzzle: Bomberman (10-Type B) JPN US$ 9.90
    Fate/Hollow Ataraxia 1/6 Scale Pre-painted PVC Figure : Saber - Alter JPN US$ 76.90
    Fate/Stay Night 1/8 Scale Pre-painted PVC Figure - Hyper Fate Collection Saber JPN US$ 89.90
    God of War Action Figure: Kratos US$ 14.90
    God of War Action Figure: Kratos Golden Fleece US$ 14.90
    Happiness 1/8 Scale Painted PVC Figure: Haruhi Kamisaka (Limited Edition) JPN US$ 62.90
    Keroro Character Phone Strap Gashapon JPN US$ 2.49
    Mai-Hime Z / Otomedama Maiotome Pre-painted PVC Figure: Aim for the Top 2! Die Buster - Buster Machine No.7 (Nono) JPN US$ 38.90
    Mine Blue #010 Pre-painted PVC Figure: A Girl from Xanadu JPN US$ 69.90
    Mine Blue #010 Pre-painted PVC Figure: Everlasting Summer..., and the Black Rider JPN US$ 69.90
    Mobile Suit Gundam SEED The Hyper Hybrid Mode 2nd Figure Collection JPN US$ 7.90
    Namco Gals Collection Gashapon Vol.7 JPN US$ 3.49
    New Super Mario Bros. Character Pouch JPN US$ 3.99
    Nintendo Super Mario Bros. Plush Doll Phone Strap JPN US$ 4.99
    Nintendo Super Mario Bros. Water Pump Game Gashapon Vol. 02 JPN US$ 2.99
    Pocket Monster Diamond & Pearl Plush Doll: Type A JPN N/A
    Pocket Monster Diamond & Pearl Plush Doll: Type B JPN N/A
    Pocket Monster Diamond & Pearl Plush Doll: Type C JPN N/A
    Pocket Monster Diamond & Pearl Plush Doll: Type D JPN US$ 10.90
    Pocket Monster Diamond & Pearl Plush Doll: Type E JPN US$ 10.90
    Range Murata PSE Solid Collection Vol.2 JPN US$ 2.99
    Sekirei 1/7 Scale Pre-painted PVC Figure - Kusano JPN US$ 62.90
    Sekirei 1/7 Scale Pre-painted PVC Figure - Miya JPN US$ 62.90
    Shining Tears 1/8 Scale Pre-painted PVC Figure - Elwing JPN N/A
    Solid Works Super Robot Taisen Original Generation - 1/8 Scale Pre-painted Figure : Kusuha Mizuha (Third Alfa Ver.) JPN US$ 59.90
    Super Real Figure DX Series: Ikkitousen - Zhao Yun JPN US$ 29.90 ...
    by Published on April 12th, 2007 22:18

    via joystiq

    The Federal Trade Commission in the U.S. has released a new report praising the games industry for making "significant progress" in decreasing both the sale of mature-rated games to minors and the advertising of mature titles alongside teen-marketed television shows, while criticizing them for failing to maintain similar marketing standards with internet advertising.

    Other interesting statistics and observations:

    In the five years between 2001 and 2006, sales of M-rated titles to minors have dropped 36% (from 78% to 42%). No other industry was reported to have such a significant decline and only the sale of R-rated movie ticket to minors is lower (39% in 2006, an increase of 3% over 2003).
    Of the parents surveyed, 87% are aware of the ESRB, 70% utilize it and 75% of those familiar with the content descriptors use them.
    Current ESRB regulations do not allow game publishers to advertise M-rated games on sites where 45% or more of the audience is under 17. The FTC report said that they are "not adequately enforcing even this limited standard." Our query, which is not adequately explained in the report's press release, is how the FTC is able to discern the demographic of a website (other than maybe content and grammar usage), and which is it following? Only MySpace and YouTube are specifically cited here. And, to be quite honest, if the FTC were able to effectively discern the demographics found on a site like YouTube, they could sell that data-mining algorithm and make quadrillions in profit.

    The FTC report also chastises the ESRB for failing to put content descriptors on the front of the box. Said FTC Chairman Deborah Platt Majoras overall, "Self-regulation, long a critical underpinning of U.S. advertising, is weakened if industry markets products in ways inconsistent with their ratings and parental advisories ... This latest FTC report shows improvement, but also indicates that the entertainment industry has more work to do." ...
  • Search DCEmu

  • Advert 3