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  • DCEmu Featured News Articles

    by Published on July 29th, 2006 19:45

    JimmyL has posted this new update to his game:

    Another small update with two requested features put in. You can now hit 'X' at any time to display names over the players. And as a server, between rounds, you can turn the 5 second auto round start on or off using the 'B' button. I also tighened up some of the network stuff, so servers should now appear in the list instantly.

    Download Here --> http://www.atouchofwar.com/ ...
    by Published on July 29th, 2006 19:21

    Alright, dear readers, you know the drill: proceed with caution. We have no confirmation here, but sometimes a tip is too juicy not to share, no matter how suspect it might be. A reader is reporting to us that a coworker's tech-unsavvy friend, who is regularly hired by Apple to do marketing photo shoots, was recently brought on to take some shots of "the sleekest, sexiest damn phone he's ever seen." The launch date? "Some time in August." Yeah, not a typo -- August. Now, to be perfectly clear, we don't know what the iPhone (if it exists) will be actually called, we've never seen a real pic of the elusive beast, and this doesn't really jive with the time frame suggested by Peter Oppenheimer's recent comments -- but we want to believe, and we don't have to wait very long for this one to get debunked or confirmed. ...
    by Published on July 29th, 2006 18:27

    StrmnNrmn posted this news of his Nintendo64 emulator for the PSP.

    Fixed!

    I'm very pleased to be able to say that I've finally managed to fix the nasty bug I blogged about on Thursday.

    I'll go into more details in a later post, but in essence the problem was due to very rare situations where the trace recorder would exit a trace when there was still a branch delay instruction pending. This caused the fragment generator to inadvertently skip the branch instruction, causing the odd behaviour I was seeing.

    For reference, here are some updated figures for Super Mario 64 and Mario Kart (initial results are from a previous post). Generally the current changes seem to indicate an overall speedup of 20%-25%, which is great for a few days work. What's even better is that I've still not implemented all the optimisations that I have planned for R7, so hopefully these numbers will look even better soon.

    StrmnNrmn has gained up to 5FPS on some games on this news. ...
    by Published on July 29th, 2006 17:49



    Hi All,

    I didn't forget you, dear FW2.1+ gamers !!!!

    Here is a new version of PSPVBA the GameBoy Advance Emulator for PSP.

    Taken the code of the version 1.2.2 (with media engine and not working ofr 2.1+ FW)
    i've just finished to merge it with the old v1.1.0 version and here it is :

    ** THIS VERSION IS FOR 2.1+ FW PSP ! **

    What's new in version 1.1.1 (compared to v1.1.0) :

    - Improve sound (no more SDL stuff)
    - GU access improvement (disable cache)
    - Add option to enable/disable GBA battery/flash save
    - Add new beautiful icons and background designed by Win-Win (Shadow) !
    - New feature to save and load a distinct setting file for each games
    - Add option to enable/disable the cache with the Graphical Unit
    - Emulator menus reorganisation (new menu for settings)
    - Rewrite some part of the Gfx code (faster)
    - Bug fix and code cleaning

    How to use it ?

    Have a look to the README.txt file !

    One binary version for 2.x FW and sources are included in the zip archive.

    This package is under GPL Copyright, read COPYING file for more information about it.

    Enjoy,

    Zx.

    Download and Give Feedback Via Comments

    EDIT: A new version for 2.x FW users is available here ...
    by Published on July 29th, 2006 15:55

    More news from the exciting Command and Conquer for DS Project:

    Managed to squeeze some time in to do some map editor work. My job has been quite demanding lately so I've not had time to do any code on this, but I have spent some time thinking about the best way to do certain things, hence the post asking for interface feedback below (please continue to discuss ideas in the comments of the below post! You've had some great input so far).

    The editor is now exporting map files (hoorah) so the next step is to load them in to the game. This should just be another afternoons of coding Hopefully I'll get scrolling with the D-Pad put in at the same time. Next I will have to explore the limits of the memory requirements - I need to find what the absolute maximum number of unique tiles I could use are, then apply that limit to the map editor so you cannot go over budget. I hope the limit doesn't prevent some of the original C&C maps being converted, but we'll see. I'll have to post in the forums when I come to this point on the best way to store extra tile graphics. The basic limit is under 64kb per layer, and if a C&C map uses all the possible tiles it needs something like 450kb... a little increase in memory! The DS does have 4mb though so I'm sure I can find somewhere to store it. I may have to just copy the tiles over for the portion of screen I want to draw as needed. Might cause a slight performance hit but we'll see. Any ideas let me know.

    Here's a quick screenie of the map editor - very basic right now but pretty easy to expand. C&C templates aren't being used, so you have to place each tile by hand right now. It's pretty tedious because you have to find all the right bits of cliff to line them up etc. Don't worry the final map editor will use templates and be very friendly I didn't bother to match up all the tiles 100% so it looks a little weird in places, but oh well ;p

    Screen Via Comments ...
    by Published on July 29th, 2006 15:44

    Over at Chubigans he has posted a new Flash Game to get playing on your PSP.

    Heres the info:

    This is a five level puzzle game that is very simple, yet very hard later on. Just try to get the yellow ball through the maze by clicking the arrows to shift the walls, but don't push the gray ball out or its game over.

    How to use:

    Download the swf file. Then make a folder in the ROOT of your PSP memory stick (where the MP_ROOT and PSP folders are.) and title it "flash" or whatever you'd like.

    Next, place the swf file in that folder. Go to your PSP web browser and type file:/flash/game.swf and away you go!

    Note that you MUST have 2.7 firmware installed on your PSP, and have activated flash in your browser.

    Download and Give Feedback Via Comments ...
    by Published on July 29th, 2006 15:35

    Miemt11 is the coder of quite a few great projects for the PSP and is hosted here at DCEmu , heres what he posted yesterday on his site:

    Hi, finally got some time before my trip again ()


    Project 1: GBA for PSP

    Lot of code had change from the last release, mainly on mode0/1/2/3/4/5 and code CPU emulation.

    Speed wise, increase greatly about 2.8 time.

    Sound are better now but still got a lots of pop pop sound

    Maybe when there is no more room for improvement, I will use the second CPU.


    Project 2: PMP Simple Converter

    All the code almost complete, need to do a bit more debug before release. Stay Tune...

    new feature

    1: Add a multi-pass encoding mode
    2: Add a direct DVD video to PMP format (help those with DVD disc)
    3: Add a aspect ratio converter (optional)
    4. Add a sub title support
    5: Completely New 3D Style GUI
    6: Add audio enhancement mode (optional)
    7: New skin resolution 600x520 pixel
    8: Add an Advance video cropping and resize option


    Project 3: Secret 3D Emulator

    Guess from spec below....
    SONY ZN-1/2

    HARDWARE DESCRIPTION:
    Main CPU : R3000A 32 bit RISC processor, Clock - 50MHz?, Operating performance - 30 MIPS, Instruction Cache - 4KB
    BUS : 132 MB/sec.
    OS ROM : 512 Kilobytes
    Sound CPU : Z80 (Encrypted Kabuki Model)
    Sound Chips : Capcom Q Sound (PSX Sound chip is ignored)
    Main RAM: 2/4/8 Megabytes depending on game.
    Video RAM: 2/4/8 Megabytes depending on game.
    Sound RAM : 512 Kilobytes
    Graphical Processor : 360,000 polygons/sec, Sprite/BG drawing, Adjustable frame buffer, No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation, Simultaneous backgrounds (Parallax scrolling)
    Sprite Effects : Rotation, Scaling up/down, Warping, Transparency, Fading, Priority, Vertical and horizontal line scroll
    Resolution : 256x224 - 740x480
    Colours : 16.7 million colors, Unlimited CLUTs (Color Look-Up Tables)

    If i didnt know better id say he was working on a PSOne Emulator for the PSP

    Check out the news on his site --> http://miemt.dcemu.co.uk/ ...
    by Published on July 29th, 2006 12:55

    Mooser posted a new release that works like X-Flash, heres what he posted;

    This program lets you flash a background , font, gameboot and bootsound to the psp version 1.50

    STEPS
    1. put the PSP folder in the root of your memory stick (ms0:/)
    2. put your ltn0.pgf-ltn15.pgf/gameboot.pmf/01.bmp-12.bmp/opening_plugin.rco In a folder called moose

    (ms0:/moose/
    3. then you click on MooseFlash
    4. You will be brought to the menu
    5. and select what you want with X and Restore that(whats highlighted)With CIRCLE

    Credit:
    mooser
    PSP-Maniac for compiling my source and editing 1 error
    Kozine For menu snippets from his source

    *****Note: even though confirmed working flashing can always brick your psp*****

    Download and Give Feedback Via Comments
    via mooser ...
    by Published on July 29th, 2006 12:44

    Hippie has released a new Lua game for the PSP, heres the release details;

    To play Stereotype Volleyball, you will need a second person, one for either end of the PSP. The objective of the game is to reach 10 points, which
    means that your opponent will have none. To gain a point, defeat your opponent by making it land on the ground. As you play more, you will develop more tactics into the best ways to do this and how to control for such a move. You can also gain a point if your opponent mucks up a shot, resulting in them dropping the ball. Watch out however! If you
    are scored against, or you too muck up a shot, you will lose a point. When one player gains a point, the other will lose. This means that to win, one player needs to reach 10, and the other 0, as both players start on 5 points each.

    Download and Give feedback Via Comments ...
    by Published on July 29th, 2006 12:41

    News from Cheatsync

    What is that I here you all cry...? What do you mean portable...? Well, I mean a full on homebrew version of the ever so popular online tool with all the online features and more (apart from percent submerged which didn't do anything anyway by the way)...

    That's right, all you lucky PSP owners with firmware 1.5 can now pimp out cars (for Grand Theft Auto LCS) to your hearts content without ever having to use that pesky USB cable because this version runs straight off your PSP...
    On top of all that you can have customizable colour palettes and even choose your background music as it also double as a basic MP3 player...

    If that isn't enough for you i've provided you with 4 save slots to save work in progress... If you get bored working on one car then just save it and load up another one you were working on... When done, Export to the game, load up LCS and try it out... Still not right, hard reset, load up Pimp My Garage Portable again and fix it... It will remember where you were up to...

    Download and Give Feedback Via Comments ...
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