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  • DCEmu Featured News Articles

    by Published on February 19th, 2007 00:13

    New release from Hallo007 of his Flash Application for the PSP that can cause bricking so be extremely careful as you should with any applications that touch the Flash:

    Heres whats new:

    -change your CPU speed where you want
    -display bug fixes
    -possibility to flash custom volume bars
    -possibility to recovery volume bars
    -if you free space is lower then 500kb it will ask for replace dummy files
    -Recovery menu is like all the rest now
    -new startup sound (as requested)
    -possibility to copy/paste files
    -graphics update
    -complete rewrited source(possibility to make faster updates:P)
    -fixed bug in put your own manual site (bug made in F2)

    Download and Give Feedback Via Comments ...
    by Published on February 18th, 2007 23:11

    Just things left that ST has been working on and that he has to work on. Glad he is back in action

    Direct Quote from his Blog: http://strmnnrmn.blogspot.com/

    R9 Status Update

    It's been a couple of days since my last post, so I wanted to give a quick update on what's left on my R9 TODO list.

    - I've been working over the weekend at fixing a number of outstanding graphical glitches, putting in place a system to automatically translate n64 blend modes to the psp. This should hopefully nearly eradicate nearly all of the purple and black textures that have shown up all over the place in previous releases. This is quite an interesting feature from a technical point of view, so I'll talk about this in a bit more depth once R9 is out.

    - I have a few glitches in the new UI to fix (e.g. audio can't be disabled once the rom has started, controller can't be remapped once the rom has started).

    - I need to hook up a few things to the new UI (e.g. 'reset to main menu', 'take screenshot' etc)

    As you can see, it's quite a short list now, so I'm still on track for releasing R9 by next weekend

    What Nintendo 64 Games Would you most like to see running at a playable rate on the PSP ? ...
    by Published on February 18th, 2007 22:43

    via wiifanboy

    In our fit of righteous anger over the idea of delaying Metroid Prime 3 again, we missed an interesting aside Reggie dropped at the recent DICE conference -- the idea that old Nintendo Power content may turn up on the Virtual Console. While the idea of reliving some of our greatest memories of gaming journalism is intriguing, we're as yet undecided on how we feel about this one. We could go either way, depending on how it's offered. We are, after all, largely concerned with hoarding our money like the misers we are for games ... but if the price is right, we could throw down with some retro mags. How about you? ...
    by Published on February 18th, 2007 22:19

    Via joystiq

    CVG decided to unleash the beast question: Is the novelty of the Wii wearing off? The drought is in full effect, but in all fairness, the same can be said for the PS3. The Virtual Console games are rolling out slowly, but old games to those who don't need to ask for mom and dad's credit card do not a console make. The Gamecube turned Wii games are good and fine, but where are the Wii games?

    CVG says, "Most prominent is the first batch of games, many of which do a better job at exposing the obstacles of full motion control, rather than the benefits ... Red Steel is twitchy and occasionally clumsy, Need For Speed: Most Wanted is near unplayable, Far Cry got it all wrong, and the motion control in Marvel: Ultimate Alliance just feels tacked on."

    The Wii is selling well enough and its Gamecube backwards compatibility, along with the VC, is a good distraction for many to not realize there isn't much of a Wii offering yet -- once again, the same can be said for the PS3. Oh well, don't be surprised to see more Wii backlash until there are some legitimate offerings this Christmas. ...
    by Published on February 18th, 2007 21:50

    via engadget

    A thread over at the Nintendo of America forums has highlighted a potential problem with the Nintendo Wii's output of 480p signals using component cables. Over a dozen members have reported blank and flickering screens on a range of televisions from 30" Toshiba CRTs right up to 65" Sony XBR LCD TVs. The type of cable isn't limited to third party solutions from the likes of Mad Catz, Psyclone, and Joytech either: several reports indicate that the standard Nintendo component cable also exhibits the problem (no word on whether DIY will save you). Strangely, the problem -- which Tharealfofo states is "like nothing is connected" -- occurs in similar sections of certain games and applications: several forum members have mentioned that the screen goes blank during specific sections of Zelda, the Wii Channel, and in the Opera browser. Switching to 480i output in nearly all cases fixes the problem. The broad mix of configurations that are affected suggests that the problem is the Wii itself, so hopefully Nintendo will issue some form of update in the not too distant future. In the meantime, feel free to sound off in the comments about how being forced to view your games with interlacing is a breach of your fundamental human rights. ...
    by Published on February 18th, 2007 21:48

    via engadget



    We've heard of using a Wiimote to handle home automation tasks, but building a device in order to create an automated Xbox 360 controller is another animal entirely. An intrigued and efficiency-minded individual set out to to achieve an additional 60 Xbox Live gamer points by trudging through 1,000 Death Matches and 1,000 Dark Ops rounds, all without him actually being there. Thus the xBot automator was born -- a robotic dictator that was programmed to simply hit the start and B buttons on a timed interval in order to progress through all the matches needed in order to snag the oh-so-coveted points. Essentially, the completely non-intrusive machine utilizes two rotational solenoids driven by a TTL (Transistor to Transistor Logic) controller, and while the actual programming steps were indeed a bit more in-depth, the creator isn't divulging all of his secrets just yet. So if you think you've got the DIY skills necessary to concoct one of these yourself, and would rather spend "around 10 hours" piecing together an automating machine rather than 40 (or more) hours in Perfect Dark: Zero, be sure to hit the read link for a few more deets on the whole process, and click on through for a live demonstration.

    More Info ...
    by Published on February 18th, 2007 17:57

    Messing around with the rco a bit, I found that you could edit the Gameboot logo, you can even edit Sony Computer Entertainment logo in the hardboot, so here's how:

    Video:


    Link : http://www.youtube.com/watch?v=acGJfiiD4Xk

    Instructions:

    -Use RCOedit.exe which is included in the pack, choose the opening_plugin.rco.
    -Choose tex_psp_logo and click replace.
    -Choose the bmp you like (has to be exact same size and 256 colors)
    -After you've done that, it saves automatically, so flash it to vsh/resource.

    Editing the Sony Computer Entertainment Logo:
    Do the same steps, but with tex_logo

    Special thanks to:
    Xandu
    Homer
    ZiNgA BuRgA

    ~Disclaimer~
    This program (through software or hardware malfunction), has the potential to render subject PSP units permanently inoperative. Use this software, and/or modification to PSP firmware files at your own risk.
    ...

    by Published on February 18th, 2007 17:33

    Simon J Hall a Coder here at DCEmu has released the first release of the Port of Quake to the Nintendo DS

    Firstly heres some screens





    HELP SPREAD THE WORD ABOUT THE BIGGEST DS HOMEBREW RELEASE THIS YEAR

    Press the DIGG IT Button



    Now heres all the info:

    The game

    the program, working state and game data have been squeezed into the four megabytes of main memory it requires either shareware or commercial pak files, Amiga and PC paks have been successfully used total conversions and mods should work, assuming they respect the tiny memory size networking currently has been removed, but will return at a later date

    Graphics

    the majority of the software renderering has been moved over to using the 3D hardware
    world textures are display nearly-correctly, there are however still plenty of texture-coordinate bugs!
    fake-lightmapping is currently broken, and needs some time spent on it. As a result, the game is flat-shaded
    there's no dynamic lighting yet

    there are no textures on the Alias models yet
    sprites and particles got hacked in yesterday (17/02/07) and are only partially hardware-accelerated, and have no textures
    no water, teleporter or sky animations yet

    Sound

    sound effects support is about 80% finished, so expect to hear pops, clicks, the occasional screech etc
    CD music is currently being investigated

    the existing solution requires the CD soundtrack to be ripped to your flash card
    uses an MP3 decoder, running on the second processor
    ...but the file streaming slows down the primary processor a bit too much

    Tech info

    uses the libfat DLDI interface, so should hopefully work on all supported flash cards
    built using the latest toolchain, devkitARM r20
    in-game performance is still not hot, but is being actively worked on - expect to see it run twice as fast in the finished build
    performance is timed using a custom function-instrumenting profiler (a bit like gprof)

    Downloads

    Shareware Version of Quake
    Binary and Source Download Via Comments - ADDED CONFIG FILE TOO

    How to play
    This mini-guide assumes that you are familar with the process of running homebrew on your Nintendo DS. If you don't know how to run NDS homebrew, look online for the answer...

    You need Quake's data files. If you own a copy, that's cool - you'll have full access to the game. If not, then you can download the shareware version of Quake (for DOS) from id's site. This will only allow you to play the levels from the first episode. If you want to play the full game, buy a copy - don't ask me (or others) where you can get these files.

    In the root of your flash card, make a directory named id1
    If you're using the shareware version, copy pak0.pak from that archive into the id1 directory that you just created
    If you're using a commerical version, copy pak0.pak AND pak1.pak into that directory
    You need a config file to tell the game how buttons are set up, etc. I know that my config file works, so download that from the link above and save it into the id1 directory.
    Visit Chishm's DLDI page (above) and download the DLDI driver file which corresponds to your NDS booting method.
    Download the QuakeDS binary package above, and extract the NDS file into the root of your flash card
    You now need to patch that program so that it will be able to access the files on your card
    For example, on my GBA Movie Player (CF) I download the file named 'mpcf.dldi' from Chishm's page.
    I then run 'dlditool mpcf.dldi k:\QuakeDS.nds' - note K: is the volume where my Compact Flash card is mounted, yours will likely differ

    Now do what you've gotta do to make an NDS start on your card
    For example, on my GBA Movie Player, I need to rename K:\QuakeDS.nds to K:\_boot_mp.nds
    Put the card in your booting hardware and turn on your DS!

    Controls

    The game is not currently finished, so there's no control customisation, bar what you can hack up in in_null.c and config.cfg. You will be able to properly change the controls in the finished version.
    Current controls:

    touching the screen changes the camera view
    using the D-pad emulates the WSAD control method, so use up and down to move forward and backward, left and right to strafe left and right
    B is bound to escape, so this will bring up/hide the menu
    A is bound to enter, so can be used to select entries in the menu...and also jump
    X/Y are weapon cycle up/down
    L is fire
    R is bound to god mode

    Download and Give Feedback Via Comments
    via simon hall ...
    by Published on February 18th, 2007 14:31

    Well something i did for myself because i will be a month outside with my chipped psp(and there are annoying things with it), but that i guess it will be welcomed by other up users.


    3.03/3.10 OE mix for UP.

    This is an OE update to let UP users have the vsh of 3.03 (which is more customizable) and the kernel of 3.10 to launch psp and psx games.

    I have also done this thing to fix some annoying things for up users (pressing L at boot, and at recoveryng from sleep).

    Instructions.

    - On the PSP original nand, install 3.10 OE-A (or A', doesn't mattter because the patches of A' will be applied)
    - On the UP nand, install 3.03 OE-C
    - Copy 303_10 mix to GAME150, and run it from the UP nand.
    - Done.

    Now you will have the following benefits:

    - 3.03 vsh, which you can customize.
    - When you execute a psp or psx game, or a homebrew, OE will switch the nand to the psp one (containing 3.10 OE) automatically, so you will be able to play psx and psp games in the higher firmware, and since it will run on the psp nand, you won't have problems with psx games or with 333 Mhz.
    - When you recover from sleep mode, OE will also be back to the nand you were, so you don't need to press L (in fact, you must not press it )
    - You can access both flashes via usb in the recovery.

    Author: Dark Alex

    Download: http://www.sendspace.com/file/8zv0ar

    This would be very handy for modchipped PSPs. ...
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