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  • DCEmu Featured News Articles

    by Published on May 22nd, 2006 16:06

    Nintendo has announced that the DS Lite, the redesigned version of its multi-million selling dual screen handheld, will launch in Europe on June 23rd, priced at GBP 99.99.

    The original DS has already proved hugely popular with consumers around the globe, with 16 million units sold so far. The new model is around 60g lighter and two thirds of the size of the original, and features four screen brightness settings. It will be available in Europe in a choice of two colours - white or black.

    Nintendo has lined up a healthy selection of software titles to coincide with the launch of the DS Lite. Brain Training, the mind exercising game which has taken Japan by storm, will launch here on June 9th. A new edition of Nintendogs - subtitled Dalmatian & Friends - will hit the shops a week later, followed by New Super Mario Bros. on June 30th.

    July 7th will see the arrival of music maker Electroplankton and Big Brain Academy, a more lighthearted version of Brain Training.

    via GIbiz ...
    by Published on May 22nd, 2006 16:04

    Nano and Mickey fans, here's some news for you. On this Nano, you'll find a Mickey engraved and you'll also get a bunch of stickers for the front, a protection pouch, a lanyard to wear the thing around your neck, a membership card to prove that this is an official limited edition (999 pieces will be made) and a nice box to store the whole lot.

    Source ...
    by Published on May 22nd, 2006 09:24

    News of VMU TOOL 0.8.5 from Speud :


    News of VMU Tool 0.8.5:

    the new version was almost ready to be released when I discovered another bug from the previous version. So I decided to take some more time to fix this bug, this shouldn't take too long hopefully.

    Here is the list of improvements from VMU Tool v0.8.0 so far:
    - fixed bug of VMU files' compression
    - fixed bug of VMU last formatted a sunday
    - added a "defragment" option in the "Open VMU" menu
    - implemented PSO screenshots reading in image viewer
    - implemented GD-ROM reading support
    - fixed weird display for some images in the image viewer
    - increased text viewer's capacity to read files of 500KB max and changed words limit to 200000
    - rewrote the "rename" function so it more works as expected (insert chars with keyboard and pad)
    - implemented BMP images reading
    - fixed the possible buffer's overflow when loading a bad DK/DP embeded file
    - changed the default name of files extracted from a VMU dump
    - added options to change the menus' background color and opacity
    - implemented themes support
    - allowed GUI files to be loaded from PC
    - added options "rename" and "delete" for files loaded from PC
    - made options saving to VMU optional
    - allowed options changes to be saved without saving to VMU
    - added saving/loading of options from PC
    - changed options loading/saving code so it checks every other VMUs after reading/writing error
    - added texts shadows
    - implemented pre-loaded files list
    - modified VMU emulator's texts and default size
    - replaced keyboard keys by pad buttons combo for "mirror", "rotate" and "flip" functions of the image viewer

    VMU Tool 0.8.5 should be released in 3 versions, each one with its own default theme:

    PSO theme, Love Hina theme,Shenmue 2 theme
    The theme only sets default wallpaper and colors, you're free to change them anytime as you wish.

    Apart from allowing to backup VMU files to PC and vice versa, or save them from CD/PC to VMU, VMU Tool has some functionnalities that are not well known. Here are some misc screenshots that demonstrate some of them:

    The image viewer supports BMP, PNG, JPEG images and PVR textures

    The text viewer displays text files by respecting alineas and tabs

    The audio player loads some Ogg Vorbis, MP3 and Wave musics with a timer displayed in real time


    Note : The proggy isn't released yet !


    Source : Blue Swirl
    ...
    by Published on May 22nd, 2006 03:04

    It seems that the creators of Sonic Battle Arena in which is coded in LUA have updated there game again, heres more info on the task at hand:

    The Words from the Creators:
    Sonic Battle Arena is a basic fighting game that contains your favorite characters from the Sonic series and has a clean look and feel to it. The game features several characters from the series, including Amy, Sonic, Knuckles, Tails, and now Cream. The game is still very basic, and is only in its "beta" form. I'm not a fan of game "betas" and especially when there are more than one, but the improvements just keep on coming. The fighting scheme is simple, use "X" to attack and "O" or Up to jump. As said previously, the game is still in the "beta" stages of development, so do not expect to get a full game here, more improvements and additions are coming.

    Screenshots:
    (Well my computer dislikes me tonight, so sorry there will be no screenshots.)

    Hopefully, they'll continue on this game it has a lot of potential to those who like to see there favorite characters from Sonic dueling it out.

    Download & Screens via Comments:
    The creators
    ...
    by Published on May 22nd, 2006 02:09

    Vobbo has updated his PCEngine Emu for the GP2X:

    Fixed a stupid bug - SET instruction is emulated again... heh

    ARM CPU-CORE (V0.9) - updated ARM Core, now about 90% of instructions completed...
    Fixed a few bugs in ARM cpu core, and coded more instructions in ARM.
    Fixed Average FPS meter to reset after rom selection
    Added frame-limiter code, now alot more games run at over 60fps, So we now have a VSync!

    Download and Give Feedback Via Comments ...
    by Published on May 22nd, 2006 02:04

    Ficedula has released SylphAMP, heres the info:

    SylphAMP is a Winamp-to-NDS interface; install it in WinAmp as an output plugin and all the audio is streamed to a DS on the local network rather than sent to the speakers.
    See the readme for instructions on how to use. Bear in mind this is an early alpha-style release with possibly the most horrific UI in existance. And it isn't very functional either. But if you want to stream MP3s and so on from WinAmp to your DS, it just about manages that most of the time

    Download and Give feedback via comments ...
    by Published on May 22nd, 2006 01:59

    ETk posted this wip news about his megaman clone for the DS:

    Uhm.. next level finally added. Had to update the event editor and game again.

    Game Changes:
    -Added teleport.
    -Fixed palette bugs when change level.
    -Event code optimized.

    Event editor changes:
    -Added option to edit level name and path
    -Added Teleport type events
    -Can save automatically the event data now
    -Changed pointer
    -Changed colours, location, etc..
    -Fixed some minor bugs

    No new demo yet, sorry

    More info --> http://etk.scener.org/ ...
    by Published on May 22nd, 2006 01:09

    StrmnNrmn posted this update about his N64 emu for PSP:

    Just a quick update on the dynarec status, as I know a lot of people are more interested in this than the grizly details of branch delay instructions

    Last weekend (13/14 May) I managed to assemble the fragment buffers into native x86 code, and execute this dynamically. I spent some time debating whether to target MIPS or Intel initially, but I decided that it would be a lot easier for me to debug the code generation on the PC than it would be to debug code gen on the PSP.

    In the end I'm glad I started with the PC as it allowed me to fix a number of hairy problems without going down the torturous path of debugging self modifying code on the PSP with just a few printf() statements to help track down any problems.

    With this version of the dynarec, 200KB of N64 code was now generating just 2MB of x86 assembly (i.e. an expansion ratio of around 1000%). The PC version was running around 60% faster with dynarec enabled than with it disabled, which is a pretty significant speedup (although this is still very early in the process).

    What's also important is that this is before I've done any real optimisation of the generated code. For each instruction I'm still calling the generic instruction handler which has the overhead of figuring out which source registers to use, which register is the destination etc. The *real* speedup comes from generating code to handle op codes explicitly, as you remove all this decoding overhead along with the overhead of jumping to another function. Once you've removed most of the generic instruction handling you can start looking at caching register values to minimise the amount of memory that's being moved around.

    With the PC version up and running fairly successfully, I've spent this weekend getting the PSP code generation working. I don't want to go into too many details (as I want to go into more depth in future posts), but I know people are keen to hear some news about how this is going.

    I got the basic code generation working on Saturday morning (thankfully I'd already resolved most of the tricky issues in developing the x86 version the previous weekend). I spent most of Saturday afternoon fixing some really horrible instruction cache related bugs. I'm still not 100% sure I've fixed them, but it seems very stable at the moment. At the moment I'm at the same stage with the PSP version of the dynarec that I was with the PC version last weekend - the code generation is running fine (and executing on the PSP without crashing more importantly but I've only just started looking at optimising things. It's still too early to speculate on numbers for the performance improvement it will give. Currently it's running around 10% faster with dynarec enabled, but it's still very early days.

    More soon.

    -StrmnNrmn
    ...
    by Published on May 22nd, 2006 00:37

    Hello,

    Please notice the new version of sudoku for luaplayer

    Sudoku is a logic-based placement puzzle. The aim of the puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens"); each row, column, and region must contain only one instance of each numeral.

    This game is translate in French, English, Italian (Thanks to Allesandro) and german (thanks to Gery).


    There is a lot of various backgroung made by Gery.

    An example of background


    Download and Give Feedback Via Comments

    Arobase ...
    by Published on May 22nd, 2006 00:20

    OK thats all 11 entries for the first PSP News Lua contest, i personally thank all for their entries, lets hope next time more sites post news of the comp instead of just posting the news and not linking back, but anyway im exceedingly busy for a few days but by wednesday ill announce the winner. ...
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