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  • DCEmu Featured News Articles

    by Published on March 11th, 2006 15:41

    Okay people, the time has come to release a new version of iDeaS, or better, an upgrade to the 0.8 version. Why the branching? Easily explained: a few more improvements were planned and now being implemented but, surprise surprise!, they haven't been included. Thank a few people, like the one who constantly scans the site folders for betas and downloaded the same file you can grab now (leaking an already to-be-released version, what's the point of it? It's not like I put any betas on the site XD), or those who bug Evrain in MSN for Mariokart DS and Nintendogs, or a few warez forum drooling over each new version of the program. So, sorry folks, you'll have to just cope with what is here (a good chunk of the work, if you ask me, just a few bugs to be ironed out, in addition to other improvements you won't see for now, as I said) and try to play Castlevania with a few messed layers.

    Here's the changelog

    - Fixed a bug in palette settings
    - Fixed a bug in texture management
    - Fixed a bug in Z-Buffer management
    - Fixed a bug in sprite 's tiles selection
    - Fixed palette errors in Mode 3
    - Fixed a bug in IRQ DMAs for ARM9 CPU
    - Fixed a few bugs in firmware language selection (Polarium in Italian, yay!)
    - Added an ini configuration file
    - Added preliminary key customisation functions

    Download via Comments ...
    by Published on March 11th, 2006 15:35

    Mic has updated his Nintendo DS emulator for windows to ver17.1, heres whats new:

    GPU: Fixed some errors in the OpenGL and Direct3D renderers when alpha blending was used

    MMU: Added the 64 kB of GBA cart save RAM

    MMU: Fixed mirrored 8-bit writes to WRAM

    GUI: Added an auto update mode to the disassembler

    GUI: Fixed some minor bugs in ...

    Download Via Comments ...
    by Published on March 11th, 2006 15:35

    Mic has updated his Nintendo DS emulator for windows to ver17.1, heres whats new:

    GPU: Fixed some errors in the OpenGL and Direct3D renderers when alpha blending was used

    MMU: Added the 64 kB of GBA cart save RAM

    MMU: Fixed mirrored 8-bit writes to WRAM

    GUI: Added an auto update mode to the disassembler

    GUI: Fixed some minor bugs in ...

    Download Via Comments ...
    by Published on March 11th, 2006 15:35

    Mic has updated his Nintendo DS emulator for windows to ver17.1, heres whats new:

    GPU: Fixed some errors in the OpenGL and Direct3D renderers when alpha blending was used

    MMU: Added the 64 kB of GBA cart save RAM

    MMU: Fixed mirrored 8-bit writes to WRAM

    GUI: Added an auto update mode to the disassembler

    GUI: Fixed some minor bugs in ...

    Download Via Comments ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 00:31

    Sata has released an Homebrew Converter for Supercard Users, download it via comments.

    Please post feedback if it works ...
    by Published on March 11th, 2006 00:20

    PicodriveN is another port of PicoDrive, Dave's Megadrive / Genesis emulator for Pocket PC. This version is based on PicoDrive 0.030 and is made for Symbian UIQ2 devices. It also has full sound support added (starting from version 0.70). It is alternative version to another port by AnotherGuest / Someone and is not based on it (so it has a little different name).

    Features
    Modified Cyclone 68000 core with better compatibility.
    SRAM support.
    Save state support.
    Zipped ROM support.
    Ability to auto-pause game on phone call (and resume it later).
    Selectable frameskip.
    Configurable keys and touchpad.
    Flip-closed mode for SE phones.
    Full sound support.
    Problems / limitations
    Some games don't run or have various glitches due to inaccurate emulation
    Configuration
    Check readme for detailed description. If you have trouble configuring keys, see this tutorial.

    Quick notes
    Enabling Z80 in sound settings will improve compatibility (you don't have to enable anything else, only Z80), because some games need it to run. But it slows emulation down, so turn it off if the game doesn't need it and you don't want sound.
    Sound related:
    You must use auto frameskip or you will get stuttering sound.
    Sound needs a lot of CPU power, so it is best to use "fit 0" or "fit 180" display modes and to exit all other apps.
    If you change sound settings AFTER loading a ROM, you may need to reset game to get sound (this depends on a ROM itself).
    Changelog
    0.70

    Started using tools from "Symbian GCC Improvement Project", which give considerable speed increase (~4fps in "center 90" mode).
    Rewrote some drawing routines in ARM assembly (gives ~6 more fps in "center 90" mode).
    Minor improvement to 0 and 180 "fit" modes. Now they look slightly better and are faster.
    Added some background for OSD text for better readability.
    Added Pal/NTSC detection. This is needed for proper sound.
    Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make it faster.
    Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds a bit weird. Could be a little faster, so made some changes too.
    Implemented SN76489 emu from the MAME project.
    Added two separate sound output methods (mediaserver and cmaudiofb) with autodetection (needs testing).
    Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs), fixes Contra and some other games.
    0.301
    Launcher:
    Launcher now starts emulation process from current directory, not from hardcoded paths.
    Improved 'pause on call' feature, should hopefully work with Motorola phones.
    0.30
    Initial release.

    Download via Comments ...
    by Published on March 11th, 2006 00:16

    Snes9x UIQ is a port of well known Super Nintendo Entertainment System / Super Famicom emulator with the same name. It is actually based on OpenSnes9xGP, modified Snes9x for GP32 handheld, which had parts of it adapted to / totally rewritten for GP32 (in C or ASM). As GP32 is ARM CPU based device (same as UIQ2 phones), these optimizations were used in this port.

    Features
    Zipped ROM support.
    SRAM support.
    Save state support.
    Ability to auto-pause game on phone call (and resume it later).
    Selectable frameskip.
    Configurable keys and touchpad.
    Flip-closed mode for SE phones.
    Full sound support (very slow and barely useable).
    Problems / limitations
    Due to various optimizations emulation accuracy was lost and most games have various graphical glitches, some are unplayable at all.
    Some SNES PPU (pucture processing unit) effects cause major slowdowns.
    Enabling sound slows the emulation way too much (it was added only because it was already there in Snes9x, and was easy to port).
    SuperFX games eather crash or are totally unplayable (< 1fps).
    Configuration
    It is mainly the same as in PicodriveN, check readme for detailed description. If you have trouble configuring keys, see PicodriveN key tutorial.

    Quick notes
    sound emulation is very slow, it is not recommended to use it.
    If you change sound settings AFTER loading a ROM, you may need to reset game to get sound (this depends on a ROM itself).
    zipped ROMs: zip files must contain one ROM per file, ROM must be in .smc format.

    Download via Comments ...
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