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  • DCEmu Featured News Articles

    by Published on January 23rd, 2006 19:52

    Due to Nintendo DS shortages for nearly the entire month of January, Japan has started importing American DS's. From the article: "[Since] Nintendo DS has been selling out nearly everywhere in Japan, stores have begun importing the American version to satisfy consumer demand. The report shows Den-Den Town’s Sofmap store selling our Electric Blue DS for 19, 800 yen [$172]. However, while the platform will play Japanese DS games without a hitch, apparently Nintendo of Japan will not honor the NoA warranty."

    Given the huge selection of great games, would you pay $172 for an imported DS? Regardless of your answer, we won't tell Nintendo pricing experts. ...
    by Published on January 23rd, 2006 19:39

    Source - Retroguru

    no$gba is one of the most accurate GBA emulators for the DOS and Windows32 platforms and is written by noone else than Martin Korth. Since v2.2 it also emulates the NDS partitially. no$gba in it's base version is freeware but for a fee, depending on your legal status (hobbydeveloper or professional developer) you can order a key, which enables a debugger, which is THE item, no$gba is known for. Changes:

    22nd January 2006 - version 2.2

    help: uploaded new gbatek standalone version v2.2 (with nds specifications)
    exe/help: replaced upx compressor by nocash packer (without opcode filters)
    nds: applies bottom lcd (touchscreen) video output to correct window-owmer
    nds: applies mouse/touchscreen to correct window-owmer (in multi-machine mode)
    nds: auto-initializes touchscreen calibration (both with/without firmware.bin)
    nds: no$fmw: included nocash firmware xmit binary as overlay in no$gba.exe
    help: added notes about new NDS emulation (on things that aren't yet working)
    exe: exported windows-help to separate upx-compressed overlay (as in dos ver)
    nds: vram viewer: matched user-grid, bg-scyx, oam-redbox to NDS resolution
    nds: xboo: saves backup of original firmware header on HDD and in flash memory
    nds: xboo: includes crypt key in firmware for NDS-decryption (if BIOS dumped)
    nds: xboo: download functions for dumping NDS firmware, BIOSes, and GBA-carts
    nds: xboo: patch/restore functions for (un-) installing nocash firmware
    nds: xboo: help: xboo-circuit optionally fmw/rfu, and dsub/cntr pin numbers
    nds: xboo: high-speed upload connection Dta7bit/Clk1bit (ca. 700 KBytes/sec)
    nds: no$fmw: menu: property sheet, check boxes, radio buttons, edit buttons
    nds: no$fmw: menu: settings/time, touchscreen/temperature calibration, etc.
    nds: no$fmw: gui: joypad, touchscreen (lower), mouse/touchpad (upper) controls
    nds: no$fmw: auto adjusts daylight saving time (should work, but not tested)
    nds: no$fmw: allows to boot NDS-images from NDS-slot, or from NDS-Xboo-cable
    nds: no$fmw: allows to load/boot small NDS-images to/from firmware memory
    nds: no$fmw: allows to load/boot NDS/GBA/PASSME-images to/from GBA-flashcards
    nds: lcd: re-activated rotscal params, working for GBA and BOTH NDS engines
    nds: lcd: emulates extended affine bitmap modes
    nds: direct boot: initializes ioports, and cp15, loads newest user settings
    help: nds: added DMA chapter, GBA-mode chapter, and keypad chapter
    help: nds: rev.engineered/described RTC interrupt (shared with rcnt SI-line)
    help: nds: added sound chapters (channels, control, capture, block diagram)
    nds: emulates touchscreen, wramstat, vramstat, exmemstat
    help: nds: described undoc wramstat, vramstat, exmemstat, dmafill registers
    help: nds: added cartridge secure area, icon/title, passme, I/O port chapters
    help: nds: described how to interprete touch screen calibration values
    nds: help: CpuFastSet: only 1st QUARTER uses FAST 32-byte-blocks, rest is SLOW
    nds: resurrecred GBA mode (dis-chains NDS co_vals on NDS to GBA mode switch)
    a22i: added ".no_auto_run" directive (don't load non-game-cart files into emu)
    nds: emu: emulates ZERO unused/write-only ports (instead GBA-style prefetch)
    nds: xboo: replaced 1N4148 diodes by BAT85 diodes for stable SPI connection
    nds: xboo: added firmware dump/patch items in gui\utility\remote access menu
    nds: xboo: automatically sends reset & provokes lockdown to get a spi free bus
    nds: xboo: nocash firmware running in emu, using nds ".pack_lz77/key1/crc16"
    a22i: new ".pack_nds_key1" directive (only firmw, rev/down, modulo C, level 2)
    a22i: new ".pack_crc16 dest_label[,initial]" directive (start by .pack_org $)
    nds: xboo: programmed overall skeleton nocash firmware version
    a22i: lz77 compress now working (start by ".pack_org" finish by ".pack_lz77")
    a22i: added new desired origin target parameter to ".pack_org" directive
    help: corrected length in bit0-20 for CpuSet and CpuFastSet (not in bit0-15)
    a22i: accepts ARM instructions "ALU Rd,Rm" (abbreviations for "ALU Rd,Rd,Rm")
    a22i: fixed crash on "MOV R0,XX 1" whereas XX 1 invalid formula (unlike XX+1)
    cpu: squeeze: ANYMEM removed seq code for areas with same timing as non-seq
    cpu: squeeze: ANYMEM/mem_read_breaks checks brks, then executes normal ANYMEM
    cpu: speedup: stores memaccess_addr prior to ANYMEM (instead "nnn OR adr")
    cpu: speedup: ANYMEM bypasses addr_clks_table for regions with fixed timings
    nds: help: added cart filesystem chapter, firmware header/settings chapters
    nds: debug version: added NitroROM filesystem viewer window (if any)
    nds: direct boot: decrypts 2K secure area (only if rom-image is encrypted)
    nds: a22i ".fix" directive (plus .nds) encrypts first 2K secure area (if any)
    nds: a22i ".fix" directive (plus .nds) fixes logo,secure,header,icon CRCs
    nds: a22i ".nds" directive creates target files with ".NDS" extension
    nds: direct boot: optionally bypasses ugly slow bios/firmware intro
    nds: timings: recurses cycles per scanline, scanlines per picture & per vblank
    nds: dma: moved NDS9 dma-mode bits, DS-gamecart DMA, disabled NDS7 hblank-dma
    nds: cartloader detects nds-passme images, direct boot works with diff entry
    nds: cartloader identifies NDS gamecarts by header CRC (switches NDS/GBA mode)
    nds: help: described cart protocol KEY1-commands in raw/unencrypted format
    nds: emulates firmware bootmenu, io_lists: emulates nds gamecart
    nds: lcd-core displays second screen in game window, and in debug mode
    ...
    by Published on January 23rd, 2006 19:35

    Source - Retroguru

    no$gba is one of the most accurate GBA emulators for the DOS and Windows32 platforms and is written by noone else than Martin Korth. Since v2.2 it also emulates the NDS partitially. no$gba in it's base version is freeware but for a fee, depending on your legal status (hobbydeveloper or professional developer) you can order a key, which enables a debugger, which is THE item, no$gba is known for. Changes:

    22nd January 2006 - version 2.2

    help: uploaded new gbatek standalone version v2.2 (with nds specifications)
    exe/help: replaced upx compressor by nocash packer (without opcode filters)
    nds: applies bottom lcd (touchscreen) video output to correct window-owmer
    nds: applies mouse/touchscreen to correct window-owmer (in multi-machine mode)
    nds: auto-initializes touchscreen calibration (both with/without firmware.bin)
    nds: no$fmw: included nocash firmware xmit binary as overlay in no$gba.exe
    help: added notes about new NDS emulation (on things that aren't yet working)
    exe: exported windows-help to separate upx-compressed overlay (as in dos ver)
    nds: vram viewer: matched user-grid, bg-scyx, oam-redbox to NDS resolution
    nds: xboo: saves backup of original firmware header on HDD and in flash memory
    nds: xboo: includes crypt key in firmware for NDS-decryption (if BIOS dumped)
    nds: xboo: download functions for dumping NDS firmware, BIOSes, and GBA-carts
    nds: xboo: patch/restore functions for (un-) installing nocash firmware
    nds: xboo: help: xboo-circuit optionally fmw/rfu, and dsub/cntr pin numbers
    nds: xboo: high-speed upload connection Dta7bit/Clk1bit (ca. 700 KBytes/sec)
    nds: no$fmw: menu: property sheet, check boxes, radio buttons, edit buttons
    nds: no$fmw: menu: settings/time, touchscreen/temperature calibration, etc.
    nds: no$fmw: gui: joypad, touchscreen (lower), mouse/touchpad (upper) controls
    nds: no$fmw: auto adjusts daylight saving time (should work, but not tested)
    nds: no$fmw: allows to boot NDS-images from NDS-slot, or from NDS-Xboo-cable
    nds: no$fmw: allows to load/boot small NDS-images to/from firmware memory
    nds: no$fmw: allows to load/boot NDS/GBA/PASSME-images to/from GBA-flashcards
    nds: lcd: re-activated rotscal params, working for GBA and BOTH NDS engines
    nds: lcd: emulates extended affine bitmap modes
    nds: direct boot: initializes ioports, and cp15, loads newest user settings
    help: nds: added DMA chapter, GBA-mode chapter, and keypad chapter
    help: nds: rev.engineered/described RTC interrupt (shared with rcnt SI-line)
    help: nds: added sound chapters (channels, control, capture, block diagram)
    nds: emulates touchscreen, wramstat, vramstat, exmemstat
    help: nds: described undoc wramstat, vramstat, exmemstat, dmafill registers
    help: nds: added cartridge secure area, icon/title, passme, I/O port chapters
    help: nds: described how to interprete touch screen calibration values
    nds: help: CpuFastSet: only 1st QUARTER uses FAST 32-byte-blocks, rest is SLOW
    nds: resurrecred GBA mode (dis-chains NDS co_vals on NDS to GBA mode switch)
    a22i: added ".no_auto_run" directive (don't load non-game-cart files into emu)
    nds: emu: emulates ZERO unused/write-only ports (instead GBA-style prefetch)
    nds: xboo: replaced 1N4148 diodes by BAT85 diodes for stable SPI connection
    nds: xboo: added firmware dump/patch items in gui\utility\remote access menu
    nds: xboo: automatically sends reset & provokes lockdown to get a spi free bus
    nds: xboo: nocash firmware running in emu, using nds ".pack_lz77/key1/crc16"
    a22i: new ".pack_nds_key1" directive (only firmw, rev/down, modulo C, level 2)
    a22i: new ".pack_crc16 dest_label[,initial]" directive (start by .pack_org $)
    nds: xboo: programmed overall skeleton nocash firmware version
    a22i: lz77 compress now working (start by ".pack_org" finish by ".pack_lz77")
    a22i: added new desired origin target parameter to ".pack_org" directive
    help: corrected length in bit0-20 for CpuSet and CpuFastSet (not in bit0-15)
    a22i: accepts ARM instructions "ALU Rd,Rm" (abbreviations for "ALU Rd,Rd,Rm")
    a22i: fixed crash on "MOV R0,XX 1" whereas XX 1 invalid formula (unlike XX+1)
    cpu: squeeze: ANYMEM removed seq code for areas with same timing as non-seq
    cpu: squeeze: ANYMEM/mem_read_breaks checks brks, then executes normal ANYMEM
    cpu: speedup: stores memaccess_addr prior to ANYMEM (instead "nnn OR adr")
    cpu: speedup: ANYMEM bypasses addr_clks_table for regions with fixed timings
    nds: help: added cart filesystem chapter, firmware header/settings chapters
    nds: debug version: added NitroROM filesystem viewer window (if any)
    nds: direct boot: decrypts 2K secure area (only if rom-image is encrypted)
    nds: a22i ".fix" directive (plus .nds) encrypts first 2K secure area (if any)
    nds: a22i ".fix" directive (plus .nds) fixes logo,secure,header,icon CRCs
    nds: a22i ".nds" directive creates target files with ".NDS" extension
    nds: direct boot: optionally bypasses ugly slow bios/firmware intro
    nds: timings: recurses cycles per scanline, scanlines per picture & per vblank
    nds: dma: moved NDS9 dma-mode bits, DS-gamecart DMA, disabled NDS7 hblank-dma
    nds: cartloader detects nds-passme images, direct boot works with diff entry
    nds: cartloader identifies NDS gamecarts by header CRC (switches NDS/GBA mode)
    nds: help: described cart protocol KEY1-commands in raw/unencrypted format
    nds: emulates firmware bootmenu, io_lists: emulates nds gamecart
    nds: lcd-core displays second screen in game window, and in debug mode
    ...
    by Published on January 23rd, 2006 19:28

    Arwin has ported his Keyboard app Psprint to Lua, heres the info:

    I have now completed porting p-sprint to lua (see http://forums.ps2dev.org/viewtopic.php?t=2913 for more info on the c version of p-sprint )

    This contains the following files:
    http://www.niwra.nl/psp/p-sprint-lua/psprint.lc
    http://www.niwra.nl/psp/p-sprint-lua/index.lua

    The psprint.lc is a lua include file for easy use.

    The index.lua is an example of how to use the include file to read p-sprint like text input.

    (It's my first lua program and (thus obviously) the first time I made an include file - things may therefore look very messy, but at least it works; input is appreciated )

    I will post my process here as I did in my p-sprint thread, and input is more than welcome.

    Done:
    - keychars
    - keycodes
    - keynames
    - keygroups
    - modifiers
    - key repeat
    - make into lua include

    Still to do:
    - trainer
    - the wrapper functions for readex (e.g. the blocking calls like getChar)
    - allow user-configuration of keymaps (all six available ones)


    Downlaod and screenshot via the Comments. ...
    by Published on January 23rd, 2006 19:28

    I have started a dcemu halo2 clan and you are all invited to join!

    Just msg me on live, Darksaviour69 and I will add you too the clan. ...
    by Published on January 23rd, 2006 19:13

    Thanks to PDroms for the news.

    Remotely control your Windows PC with a NintendoDS. Changes:
    v0.1a:

    Fixed problem with screenshots updating and worked around another (screenshots should never stop updating now).
    Fixed potential lock-up with password checking.

    http://www.1emulation.com/forums/ind...howtopic=16875 ...
    by Published on January 23rd, 2006 19:10

    NJ has updated his own version of the continuation from the last official release by Yoyofr (although Zelurker has updated his version to 0.7.2 now). The translation from google is poor as usual but here it is:

    * Frame processing of skip was modified.
    * Automatic frame skip was added.
    * In addition correction.


    Anyone who can translate it better please do.

    Anyway download this new release and let us know if its any better in any areas, downloads and feedback via comments ...
    by Published on January 23rd, 2006 19:04

    KaosOverride has updated the Amstrad CPC emulator Caprice to the GP2X, heres the translation of whats new:

    Eliminated scr_width, scr_heigh, scr_window and scr_style of the CAP32.cfg (so that? 320x200 full screen and goes that it shoots... no? )
    Eliminated of I cosay to 32 source all "drivers" of 24 and bpp
    Added parametro -- nosound to deshabilitar audio (Priority on parametro of the CFG) Asi we can have the audio one qualified, but deshabilitar when we want from scrip or the selector of Kounch, without reediting the CFG - DIRTY TRICK to raise framerate... I have obtained with frameskip zero that emu shows the same rate of imagenes that without the sound before. 200Mhz we can play 84% of the speed of the original CPC, and 250-266 mhz the 100% in mayoria of the cases. It depends on the intensive use that matches of the AY (audio chip of the CPC) the AY makes us lose a 12% of the speed... Not to use frameskip greater of 2, because this DIRTY TRICK fight a little with I cosay of frame skip...
    Eliminated button START for reset of the CPC (So that? mola to see those yellow letters in blue bottom and despues you not key in anything) and used now to mostrar/quitar info of emu. SELECT continues being worth to leave emu.
    Volume + and -, they serve now to fit the volume 8)



    Download Here --> http://gp2x-emulation.dcemu.co.uk/capricegp2x.shtml ...
    by Published on January 23rd, 2006 18:55

    Source - Kojote

    Wumpus is a remake of an old computer/calculator game called "Hunt the Wumpus". It was available for the calculator TI99/4A and many other systems.

    Description of "Hunt the Wumpus" from wikipedia.org:

    Hunt the Wumpus was an important early computer game. It was based on a simple hide-and-seek format, featuring a mysterious monster (the Wumpus) that lurked deep inside a network of rooms. Using a command line text interface, the player would enter commands to move through the rooms, or shoot arrows along crooked paths through several adjoining rooms. There were twenty rooms, each connecting to three others, arranged like the vertices of a dodecahedron (or the faces of an icosahedron). Hazards included bottomless pits, super bats (which would drop the player in a random location) and the Wumpus itself. When the player had deduced from hints which chamber the Wumpus was in without entering it, he would fire an arrow into the Wumpus' chamber to slay it. However, firing the arrow into the wrong chamber would startle the Wumpus, which might then devour the player.

    Originally written by Gregory Yob in BASIC while attending the University of Massachusetts Dartmouth, and noticed on mainframes at least by 1972, Hunt the Wumpus was first published in the "Peoples Computer Company"1 journal in 1973, again in 1975 in "Creative Computing", and finally in 1979 in the book MORE BASIC Computer Games. Building on several grid-based games of the "Battleship" variety, Yob injected adversarial humor into the computer's hints, prefiguring the "voice" of the Infocom narrator. 1 Later versions of the game offered more hazards and other cave layouts. An implementation of Hunt the Wumpus was typically included with MBASIC, Microsoft's BASIC interpreter for CP/M and one of the company's first products.

    Screenshot and download via comments ...
    by Published on January 23rd, 2006 18:47

    kennethdm has released a new game for the PSP, heres the info from the coder:

    This is my first homebrew attempt, it's a simple game, but not so easy to win. The goal is simple, you have to find out what the secret code is.

    Using left and right on your analog pad, you select the circle.
    Using up and down you change the cirle's color.
    If you are satisfied with the colors of the row, press cross,
    now the little circles will show how good your guess was:

    -the number of green circles is the number of correct colors at the correct place
    -the number of blue circles is the number of correct colors at the incorrect place

    This game is limited to 6 attempts, it is based on mini mastermind which is a mini version of the original mastermind.

    If feedback is positive, I plan on expanding the game with the following:
    -more (and harder) game modes
    -high score list
    -two player mode (one player inputs the code, the other one has to crack it)

    for any (constructive) feedback: [email protected] / or this thread


    Download via comments: ...
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