• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on August 31st, 2006 20:49

    PSP owners on firmware 2.71 have a big choice very soon, (well as soon as either the downgrader or eloader are released).

    Do you downgrade or do you opt to use the Eloader ?

    Both using the downgrader and Eloader will require you to be a bit knowledgable with PSP stuff but id say the Eloader was the safer option.

    So to all DCEmu Members and bearing in mind that neither has been released yet, If it affects you would you downgrade or use Eloader?

    Ill be interested to see the general feelings on this issue. ...
    by Published on August 31st, 2006 20:32

    La fear has released a new PMP encoding kit for the Mac, heres the info:

    Hello everyone, I know some people would like to have a tool for encoding pmp or pmp_avc on the Mac. The one PEnGUIn (PMP Encoder Software) was released finally. It's a easy, small software. And there are two parts PEnGUIn(Encoder) and PEnGUIn(Muxer) included. PEnGUIn(Encoder) is a frontend program for mplayer, mencoder and x264(modified for compatible with pmp_avc_muxer). It means that you still need to download these binaries for mac seperately. And the other, thanks for Jonny's efforts, according to his souce codes of Perl Modules and then I can produce PEnGUI(Muxer).
    About PEnGUI(Muxer), I just make a Cocoa GUI based on Perl Modules of Jonny.

    For getting more information about PMP and relative source codes, you can visit Jonny's website.
    Everyone who loves playing pmp movie should take a look of it.
    http://jonny.leffe.dnsalias.com/
    You can find PMP_MUXER, PMP_MUXER_AVC, PMP_DEMUXER and x264 source codes in it.

    Download and Give Feedback Via Comments
    ...
    by Published on August 31st, 2006 20:22

    Kagato from our forums has released a two new homebrew eboots. Here is what he had to say.

    By popular demand, I'm making Electris and Reactor available as stand-alone eboots.

    These eboots are configured for firmware 1.5.
    2.x users should stick with the Lua versions of the games for now.

    Thanks go out to Zion for his tips on using PSPBrew to edit the LuaPlayer eboot.
    I thought I'd need to recompile it from source, but PSPBrew meant I could have them up and running straight away...

    Electris remains at version 1.0 at this stage, and is essentially unchanged.

    Reactor has been updated to version 1.3, as I found that it ran considerably faster stand-alone. (I guess Lowser must have been consuming resources in the background.)
    The game was synced to screen refresh, so if processing one "tick" took just slightly longer than 1 refresh, it would play at ~30fps (which was typical before); if it took slightly less, it would play at ~60fps -- ie, double the speed

    This was unacceptable from a gameplay perspective, so in version 1.3 the proton's velocity is now Timer based. The framerate may change with CPU load, but the game should play at a constant speed regardless.

    I've also updated the particle sprites to have a chrome appearance, as a small visual cleanup.

    Enjoy...

    You can also check out his site @ studiokagato.com

    Download and Give Feedback Via Comments ...
    by Published on August 31st, 2006 20:15

    StrmnNrmn posted a new news update to his Nintendo64 emulator, heres the info:

    Display List Debugger

    I've been working on a few new features which I'm eager to talk about, but I thought it would be interesting to give some details about some of the tools I use to help me debug various problems with the emulator.

    Some of the hardest problems to identify and fix are various graphical issues that crop up when running certain roms. Sometimes it's unhandled combiner modes (this is what results in the purple-and-black textures seen in so many screenshots). Other times there are black or white polygons, or scrambled textures and so on. Sometimes the screen is just totally black

    When I'm trying to figure out what's causing a particular problem my first step is to recompile Daedalus with the Display List Debugger enabled. If you've been playing with the source, this is done by setting CFLAGS = $(DEBUG_DLIST_CFLAGS) in the Makefile, and linking in Source/PSPGraphics/DisplayListDebugger.o.

    The debugger is accessed by pausing emulation and hitting the right trigger button. You need to have PSPLink set up in order to use it, as I didn't want to clutter up the display with various debbuging output. When the debugger is activated, it keeps the emulator paused and replays the current display list over and over. The first thing is does is dump out a list of all the commands in the display list to a logfile which looks something like this (I've edited it somewhat to create a simple example):

    For those interested in the very long newspost check it out Here ...
    by Published on August 31st, 2006 20:10

    The ACAMM animated PSP magazine series continues with an early October release of “SAMURAI CHAMPLOO”. This issue of ACAMM continues with the flip-based animation concept including 68 pages of action packed page sequences. This issue also includes special animates scenes directly from Samurai Champloo that you just can’t miss. If you haven’t checked out Ergo Proxy yet, be sure and get it along with this latest release of ACAMM.

    Download Here ...
    by Published on August 31st, 2006 20:09

    Issue 15 of the XTREME PSP Magazine is now available to download. It is packed with over 90 pages of great content including previews of The Sims 2: Pets, Myst and Gun Showdown, and reviews of Tekken: Dark Resurrection, Juiced: Eliminator and Miani Vice. And all the regular content including tips and cheats, the latest news, a new competition and more… Download it now.

    Download Here ...
    by Published on August 31st, 2006 20:07

    Heres an excerpt

    SOE stopped by our offices with a playable copy of Cash Money Chaos, their recently announced shooter for the PSP. While there have only been a couple of shooters on the handheld, none of them have focused upon the fast-paced, shoot anything that moves experience. Cash Money Chaos should easily solve that issue, with lots of fun for both single and multiple players across a variety of radically twisted levels, letting you blow away everything from clowns to chickens with wild abandon.

    Easily inspired by Smash TV and Total Carnage, the story behind Cash Money Chaos is being told with tongue firmly planted in cheek. Four humans named Sonny, Cher, Ike and Tina have been captured by aliens who have a love of game shows and the 1970s. Rather than the standard abduction and experimentation scenario that people have always heard of, the aliens decide to put the humans into a twisted version of a game show to fight for their very lives. However, survival isn't the only prize that the characters will win as they play their way through the various episodes; just like "The Price is Right," the characters can win cash and prizes as they shoot their way through more than 50 separate levels.

    Full preview at IGN ...
    by Published on August 31st, 2006 19:56

    Another update from the coder behind the Command and Conquer Clone for DS Project and not me (godknows who thought i did it)

    Heres the update

    You can now go into any map from the main GUI, although currently you cannot leave the GUI again. I'm now working on about three things at once....

    #1 Callbacks for the debug menu. Will let me have better debug functionality. Shouldn't take long to add.
    #2 Map Editor - I need to produce some bigger maps, so this needs some work to make it easier. Going to add the template support to it so expect some much prettier looking maps soon
    #3 Tilemap scrolling - Still haven't coded this in! I'm not expecting it to be a lot of work.

    The main job will be updating the map editor. Once I've got these three done I'll add a little polish, get it working nicely on target hardware then release a first beta test. It will let you load the game, choose a level and view it. Nothing particularly exciting but it will be a big project milestone for me. It will prove the game works on everyone else's machines, will iron out problems with the asset conversion process and loads more. It'll probably get to this point in about a week from now

    More Info --> http://cncds_project.livejournal.com/ ...
    by Published on August 31st, 2006 19:56

    Another update from the coder behind the Command and Conquer Clone for DS Project and not me (godknows who thought i did it)

    Heres the update

    You can now go into any map from the main GUI, although currently you cannot leave the GUI again. I'm now working on about three things at once....

    #1 Callbacks for the debug menu. Will let me have better debug functionality. Shouldn't take long to add.
    #2 Map Editor - I need to produce some bigger maps, so this needs some work to make it easier. Going to add the template support to it so expect some much prettier looking maps soon
    #3 Tilemap scrolling - Still haven't coded this in! I'm not expecting it to be a lot of work.

    The main job will be updating the map editor. Once I've got these three done I'll add a little polish, get it working nicely on target hardware then release a first beta test. It will let you load the game, choose a level and view it. Nothing particularly exciting but it will be a big project milestone for me. It will prove the game works on everyone else's machines, will iron out problems with the asset conversion process and loads more. It'll probably get to this point in about a week from now

    More Info --> http://cncds_project.livejournal.com/ ...
    by Published on August 31st, 2006 18:45

    Heres the press release:

    Australia’s highest selling gaming console, the Nintendo DS™ Lite, is about to get a boost with the arrival of a new colour Black!

    Retailing for SRP$199.95, the Black version will join the existing Polar White unit on Thursday, September 21st, 2006.

    “We are very pleased to introduce Black to the range. I think the colour lends well to the overall design and offers a sharp elegance to the unit. Until now, consumers have really embraced the clean sophistication of the Polar White look - now they have an option”, says Rose Lappin, Director of Sales and Marketing.

    Nintendo DS Lite, along with new releases New SUPER MARIO BROS.™ and Dr Kawashima’s Brain Training™: How Old Is Your Brain?, continue to sell well. This will receive an extra boost when Poké-fans join forces for the release of Pokémon® Mystery Dungeon: Blue Rescue Team for Nintendo DS, due September 28th. Pokémon Mystery Dungeon: Red Rescue Team will also be available for Game Boy Advance™.

    Nintendo DS Lite originally launched on June 1st 2006. It features brighter screens, is approximately two-thirds the size of the original Nintendo DS and about 20 percent lighter, all the while maintaining all of the original Nintendo DS features, as well as screen size. Since February 2005 the Nintendo DS, along with the new Lite version, remains the highest selling handheld console in Australia, with an Australian installed base in excess of 300,000 units. ...
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