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  • DCEmu Featured News Articles

    by Published on February 23rd, 2006 16:21

    JimmyL has updated his puzzler for the DS, heres the news:

    I've updated the game a few times over the evening in some attempts to make the touchscreen code more stable, it's definitely improved since yesterday, but it's still not perfect, random presses still happen. Also, at least one of those builds had a bug that set the top row clues to zero... probably making some puzzles impossible or at least look different, sorry for any trouble that may have caused.
    I'll post the source for the game on the weekend, once I've cleaned it up a bit.

    http://www.atouchofwar.com/crosspics...faa9f953bcc211 ...
    by Published on February 23rd, 2006 16:12

    ZodTTD has updated his Playstation emulator for the GP2X.



    Whats New

    Here's what's new in this release:
    - Timings have been vastly improved. Or at least they seem to be. Let me know if compatibility goes down.
    I changed the way interrupts are timed in this release. Hopefully it improved performance!
    - I added a cache to the CDR component. This allowed for the next improvement, and also gives a slight speed boost.
    - Due to the CD cache I was able to run more CPU instructions per loop before running a interrupt. This gave a few more much needed FPS.
    - Frameskip is still included in this release but no longer even attempts to work. It will be put back in when Unai's GPU is complete.
    - Save states are working now. Though in a premature "state" (no pun intended).

    New Button Config:
    - In the menu:
    B = CHOOSE GAME
    LEFT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 1
    RIGHT TRIGGER + B = CHOOSE THAT GAMES SAVED SLOT 2
    - In game
    VOL DOWN = Toggle on/off Framecount reporting.
    VOL UP = Not used right now (has a crappy frameskipping code in it's place). Will be used for an autoframeskip in the future.
    PUSH STICK IN + SELECT = Save state to Slot 1
    PUSH STICK IN + START = Save state to Slot 2

    So check out this release and see if it's any good.
    I just want to know the usual, is compatibility down (or up), and is performance any better. Feel free to post the results on the wiki!

    Soon to come:
    - Unai is working on the GPU core and results are promising. About a 20% speed increase so far.
    - More speed improvements as I learn more about interrupts on the PSX. I was able to learn a lot, enough to compile FPSE for the GP2X, although GP2PSX is faster.
    - I haven't tested this release with 1.4.0 firmware, so once I do there may be an update.

    Some notes:
    - I changed the "framerate" indicator to "framecount". All it's doing is counting the number of frames blitted to the screen per second. It's not really a fair statement to call it framerate, and it only counts screens drawn, instead of all that are rendered.
    - The framecount indicator flickers while being drawn to the screen. It's not a priority right now to fix it.
    - Frameskip isn't working this release. It's associated to the Vol Up button and is implemented, but doesn't work right yet.
    -If you turned off sound before saving a state, make sure you disable sound RIGHT after loading the saved state. This will be fixed soon.


    Download here --> http://gp2x-emulation.dcemu.co.uk/gp2psx.shtml ...
    by Published on February 23rd, 2006 16:04

    Squidge has released a new beta of his Great Snes Emulator for the GP2X

    Whats new:

    This version adds the following options:

    Volume control
    TV-Out support
    Background layer toggling (eg. if a transparent layer is rendered opaque and stopping your progress, you can turn it off)

    It seems to work for most people, but crashes for others, hence the beta status.



    Download Here --> http://gp2x-emulation.dcemu.co.uk/squidgesnes.shtml ...
    by Published on February 23rd, 2006 15:57

    NJ has released a new update of his NEOGEO CDZ Emulator for PSP. (Neogeo CD Emulator)

    Heres the rough translation for now:

    (0.1.8 bugfix1)
    * BIOS it corrects the trouble which starting has become impossible. It was simple mistake.

    (0.1.8 bugfix2)
    * " ERROR: The Lost synchronization ", being kind of to have the fact that it is indicated it corrects.
    You think perhaps it has been repaired, it is is, but.
    * While indicatory the execution picture of the saving / load state pushing the Home button, when it tries to end
    It corrects the trouble which it has frozen.

    (0.1.8 bugfix3)
    * State you reset on the basis of the date of the data. Date of my PSP increased 1 year lately, (laughing)
    As for processing you did not know to having met it slips with something it is is, but * & *.
    Because it is problem of indication processing, there is no modification in the data itself.

    * Because there was demand of volume adjustment of the sound /MP3, it corresponds with the following 0.1.9.

    Download and Give Feedback via Comments ...
    by Published on February 23rd, 2006 15:43

    Nintendo has unveiled full details of the modes we can expect to see in Tetris DS when it's released in April.

    Standard mode is based on classic Tetris gameplay - you drop blocks and form lines to score points, in other words. And while you're busy with that, Mario will be running and jumping his way around various levels from Super Mario Bros. in the background.

    Then there's Mission mode, which has a Legend of Zelda theme and sees you racing against the clock to complete objectives. The Metroid-themed Catch mode is all about guiding blocks so they land on a big floating pile and form 4 by 4 squares - at which point they'll explode.

    Puzzle mode features Yoshi and tasks you with solving around 200 tough Tetris puzzles using just a few blocks. There's no time limit this time - you just tap the blocks on the touch screen to change which way up they're pointing, and then drop them into place.

    In Touch mode, you use the stylus to move a big pile of blocks around and create horizontal lines. There's a Balloon Fight theme, and once again, no time limit.

    And finally there's Push mode, which features our old friend Donkey Kong. Here you have to clear two rows of blocks simultaneously, thereby shoving them onto your opponent's pile. Whoever's pile hits the top of the screen first is the loser.

    It all sounds rather exciting, really - especially when you remember that a generously designed game sharing option will allow up to 10 players to compete using only a single cartridge, and that you'll be able to battle it out online via the Wi-Fi Connection service. Roll on April 21st. ...
    by Published on February 23rd, 2006 15:43

    Nintendo has unveiled full details of the modes we can expect to see in Tetris DS when it's released in April.

    Standard mode is based on classic Tetris gameplay - you drop blocks and form lines to score points, in other words. And while you're busy with that, Mario will be running and jumping his way around various levels from Super Mario Bros. in the background.

    Then there's Mission mode, which has a Legend of Zelda theme and sees you racing against the clock to complete objectives. The Metroid-themed Catch mode is all about guiding blocks so they land on a big floating pile and form 4 by 4 squares - at which point they'll explode.

    Puzzle mode features Yoshi and tasks you with solving around 200 tough Tetris puzzles using just a few blocks. There's no time limit this time - you just tap the blocks on the touch screen to change which way up they're pointing, and then drop them into place.

    In Touch mode, you use the stylus to move a big pile of blocks around and create horizontal lines. There's a Balloon Fight theme, and once again, no time limit.

    And finally there's Push mode, which features our old friend Donkey Kong. Here you have to clear two rows of blocks simultaneously, thereby shoving them onto your opponent's pile. Whoever's pile hits the top of the screen first is the loser.

    It all sounds rather exciting, really - especially when you remember that a generously designed game sharing option will allow up to 10 players to compete using only a single cartridge, and that you'll be able to battle it out online via the Wi-Fi Connection service. Roll on April 21st. ...
    by Published on February 23rd, 2006 15:43

    Nintendo has unveiled full details of the modes we can expect to see in Tetris DS when it's released in April.

    Standard mode is based on classic Tetris gameplay - you drop blocks and form lines to score points, in other words. And while you're busy with that, Mario will be running and jumping his way around various levels from Super Mario Bros. in the background.

    Then there's Mission mode, which has a Legend of Zelda theme and sees you racing against the clock to complete objectives. The Metroid-themed Catch mode is all about guiding blocks so they land on a big floating pile and form 4 by 4 squares - at which point they'll explode.

    Puzzle mode features Yoshi and tasks you with solving around 200 tough Tetris puzzles using just a few blocks. There's no time limit this time - you just tap the blocks on the touch screen to change which way up they're pointing, and then drop them into place.

    In Touch mode, you use the stylus to move a big pile of blocks around and create horizontal lines. There's a Balloon Fight theme, and once again, no time limit.

    And finally there's Push mode, which features our old friend Donkey Kong. Here you have to clear two rows of blocks simultaneously, thereby shoving them onto your opponent's pile. Whoever's pile hits the top of the screen first is the loser.

    It all sounds rather exciting, really - especially when you remember that a generously designed game sharing option will allow up to 10 players to compete using only a single cartridge, and that you'll be able to battle it out online via the Wi-Fi Connection service. Roll on April 21st. ...
    by Published on February 23rd, 2006 15:41

    Nintendo has dismissed rumours that the stand shown in pictures of the Revolution will double as its power supply, telling Eurogamer that said rumours are, well, rubbish.

    The claim first appeared in Nintendo Official Magazine - but according to a Nintendo spokesperson, "It was a small production error in the magazine."

    "We have not announced any details of the Nintendo power supply at this time," the spokesperson added.

    The stand shown in the pics is just a stand, it seems - which makes sense, since we know you'll be able to position the Revolution either horizontally or vertically. As for the power supply, guess we'll just have to wait till E3 for more info... ...
    by Published on February 23rd, 2006 15:36

    Apple will next week announce that it's going to start selling full-length movie downloads through the iTunes Music Store, if the forecast of a US market watcher is correct. The prediction comes in the week the company passed the 1bn music downloads mark.

    The one billionth song was downloaded early this morning, Apple said, nine weeks shy of ITMS' third birthday. At this rate, the store should have sold 1.5bn songs by the end of the year - sometime in the Summer, we'd say. Song number 2bn should be downloaded early in 2007, but again, that's assuming Apple continues to experience an exponential growth rate.

    Adding movie downloads will undoubtedly help, if only by raising ITMS' profile even further as a one-stop content shop. The forecast that that's what Apple will announce next week comes from American Technology Research analyst Shaw Wu, who told clients "there is a greater than 50 per cent chance that Apple will announce its first, full-length feature films available for download on iTunes", Macworld UK reports.

    Wu also joined the chorus of claims Apple will announce Intel-based iBooks and an "entry-level Mac Mini, both of which will now include a remote control and FrontRow software".

    "What will make this new consumer notebook unique and likely a top seller is its small size and widescreen cinema display. Pricing should be competitive in the $1,299 to $1,499 range," he added. ...
    by Published on February 23rd, 2006 15:36

    Apple will next week announce that it's going to start selling full-length movie downloads through the iTunes Music Store, if the forecast of a US market watcher is correct. The prediction comes in the week the company passed the 1bn music downloads mark.

    The one billionth song was downloaded early this morning, Apple said, nine weeks shy of ITMS' third birthday. At this rate, the store should have sold 1.5bn songs by the end of the year - sometime in the Summer, we'd say. Song number 2bn should be downloaded early in 2007, but again, that's assuming Apple continues to experience an exponential growth rate.

    Adding movie downloads will undoubtedly help, if only by raising ITMS' profile even further as a one-stop content shop. The forecast that that's what Apple will announce next week comes from American Technology Research analyst Shaw Wu, who told clients "there is a greater than 50 per cent chance that Apple will announce its first, full-length feature films available for download on iTunes", Macworld UK reports.

    Wu also joined the chorus of claims Apple will announce Intel-based iBooks and an "entry-level Mac Mini, both of which will now include a remote control and FrontRow software".

    "What will make this new consumer notebook unique and likely a top seller is its small size and widescreen cinema display. Pricing should be competitive in the $1,299 to $1,499 range," he added. ...
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