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Criterion is bringing its hit arcade racer, Burnout Paradise, to PC.
The developer says that the new version is being "rebuilt specifically for the PC". Although it didn't specify exactly what changes would be made, it promises "expanded multiplayer, enhanced online features, and community driven content".
Burnout Paradise "will combine all the open world racing, intense speed and action of the original game with new gameplay for the PC version," says Criterion.
We loved the game when it hit PS3 and 360 in February. Check out a review right here.
More info, it says, will be given out via a pod cast on the official site at 8am PST (4pm GMT) today. Let us know what it is below.
In a press release sent out today announcing a partnership between Marvelous Entertainment and XSEED Games, Valhalla Knights 2 was officially announced and scheduled for a fall 2008 release. This is the first title that will be published and distributed by the newly formed partnership.
Valhalla Knights 2 is the sequel to the original Valhalla Knights for Sony's portable system. Valhalla Knights 2 will, according to the press release, add new job classes, races, weapons, spells and other items for RPG enthusiasts. Gamers will be able to experience six-on-six tactical battles during gameplay and the title will also feature two-player ad-hoc support.
"Valhalla Knights 2 will carry on the legacy its predecessor established as a beloved game in any RPG player's library," says Ken Berry, marketing and sales at XSEED. "We appreciate this game being the first in our co-publishing partnership with Marvelous Entertainment as it will help to set the quality standard high for all future games coming out of this deal."
The press release ends by noting that more games -- along with additional details on Valhalla Knights 2 -- will be announced in the near future.
The first gameplay footage of Gears of War 2 will be released on Xbox Live Video Store tomorrow at 7am BST, Microsoft's just announced.
Featuring a "personal introduction by Epic Games design director Cliff Bleszinski", it will showcase "chainsaw duels, large scale fire fights with Locust Horde and stunning new visuals" all from within the game.
Gears of War 2 is due out in November exclusively on Xbox 360.
Check out our Gears of War 2 gamepage for everything we already know, including the existing trailers.
Entertainment retailer HMV has revealed that group sales for the year ended April 26 2008 have risen by 10.3 per cent.
For the the last sixteen weeks of the financial year sales were up 11.9 per cent, with like-for-like growth of 10.1 per cent.
The Group said it expects pre-tax profits for the full financial year to be at the upper end of GBP 146 – GBP 158 million.
The company is in the first year of its three-year strategy to revitalise the business, which involves a bigger commitment to online sales and to the videogames market.
“As we complete the first full year of our three-year turnaround plan, we are ahead of where we expected to be,” commented chief executive Simon Fox.
“We have made good progress driving forward our strategic initiatives to increase efficiency, revitalise our core business and establish new channels to market.
“We still have much to do, but I am confident that the Group is well positioned for the next phase of our transformation.”
Microsoft bigwig Aaron Greenberg has attacked Sony for what he sees as a failure to deliver on promises.
Among his targets were Killzone 2, PlayStation Home, PSN functionality, 1080p support, Blu-ray, Sixaxis and rumble.
"We have been fighting Sony's promises from the day we entered the market. Three years ago at E3 they showed what PS3 games would supposedly look like with the Killzone 2 video, that we are now learning will ship four years later. That means that we will have shipped Gears of War and Gears of War 2 before they can even get Killzone out the door," Greenberg told Destructoid.
"Think back to GDC 2007 when Sony promised to leap ahead in online with the Sony Home unveil. Here we are two years later and multiple delays for a product that has appears to have little to no buzz. Where are the achievements? The friends list integration across all games? Where is the long-promised video store?
"Where are all the other products using and networking with their Cell chip? How come Blu-ray did not result in better games? What happened with Sixaxis and rumble? Where is the complete 1080p game library we were promised? If Blu-ray, as they said, would be such a catalyst to PS3 console sales, then why have PS3 sales over the past couple months not seen any lift since the format victory?" he added.
The reality for Greenberg is that the Xbox 360 "is leading this generation" because it has sold more consoles, has more games and exclusives as well as "the leading online service and community". Unsurprisingly he's confident Xbox 360 will extend "its lead" over PS3 this year.
Greenberg says Microsoft has a 5 million unit lead over Sony around the world. That's double the PS3 in the US, and one million more in Europe, which, er, is not what Sony Europe boss David Reeves said earlier this week.
"The days of Sony snowing the consumers and the press are over, I think the pressure is now really on them more than ever to deliver on all of these promises," concluded Greenberg.
I put my ideas to the test and created a BIOS dumping tool for VMUs. Big thanks go (again) to Yuki who helped me out and run it on several cards.
So far I've collected three BIOSes for J-VMUs: 1.001, 1.002 and 1.005. No luck with my own E-VMU though, I suppose the procedure address is indeed different.
Actually, even J-VMUs have the code shuffled a bit depending on the BIOS revision - luckily the tool worked, more or less, in all cases. Dumps for the oldest versions came out corrupted but were still useful in finding out the correct entry point for the second attempt
I'm going to experiment some more on my VMU, but my chances of finding the right address are about 1/16000. No way am I doing an exhaustive search
Microsoft is set to showcase its 2008 Christmas line-up of Xbox 360 games at a North American media summit early next week, US press have blabbed.
The event, which happens on Tuesday, May 13, will showcase several of the platform holder's 2008 games including Fable II, Gears of War II and (finally) the first look at Rare's mysterious Banjo-Kazooie sequel.
There are also rumours doing the rounds that we'll finally see the curtain lifted on the heavily rumoured 360 motion controller, though we know about as much as you do on that one.
We'll be reporting live next week from whatever San Francisco floor space MS decides to flog its wares from, so look out for our live reports and hands-on impressions throughout the next week.
The next Call of Duty game may not delve back into familiar WWII territory after all, as Activision CEO Mike Griffith reveals that the fifth game will take the series to a "new military theatre".
Despite rumours and strong reactions that the series would be returning to the over-used WWII era, Griffith revealed: "We'll bring the intensity of the recent Call of Duty: Modern Warfare title to a new military theatre to engage our significantly larger user base which nearly doubled last year as new users came into the franchise," according to Gamespot.
Another modern setting would get our vote (we're bored of those crappy 1940s guns and sluggish propeller-powered planes).
Griffith also revealed that the next James Bond game, in development as Treyarch, will use the CoD 4 engine, which is good news. The first good 007 game since GoldenEye? Maybe, just maybe...
Sony says that its Gran Turismo racing series has notched up 50 million sales across all PlayStation formats (except PSP though) in ten years and precisely four months.
"Initially, Gran Turismo was an 'alternative' racing game, kind of an outsider in the genre," said series creator Kazunori Yamauchi. Kaz to his mates. "And we made it thinking that it would be okay as long as it reached out to 'the select few who would agree with us.'
"So this figure, 50 million units, is simply astounding. If you go to a game store and look for a particular package, and pay for it at the cash register, though the time may be very brief, it still takes at least three minutes or so." Stay with him...
"It's simply mind boggling and hard to believe that this has been repeated 50 million times all around the world in the last ten years. I would really like to thank all the fans who have supported the Gran Turismo series over the years, for all their passion and love of the game. We'd like to continue making every effort to create cutting edge, high quality games, so that we don't disappoint anyone's expectations."
Atari Inc., a subsidiary of Infogrames, has had its securities delisted from the Nasdaq Global Market, suspending trading in the company's shares.
The company has announced it plans to request a review of the delisting, which could result in Atari's stock being traded on the Nasdaq again but will not immediately see the suspension end.
Atari Inc. now expects to be quoted on the Pink Sheets, which allow for the continued trading of securities of delisted companies. The company's common stock could be traded under the symbol "ATAR" or "ATAR.PK".
As previously announced, Atari failed to maintain the market value of its shares at USD 15 million or more for a minimum of 10 consecutive business days prior to March 20, 2008.
Mac manufacturer Apple filed a patent in November 2006 for a 3D remote control system for its Apple TV set-top box, it was revealed today.
The patent describes a system that can detect the location of the device and what it's pointing at, according to Apple Insider. Wii Remote, anyone?
"[The] remote control system also can include optional console," the filing apparently states.
"Console can have controller that can perform some or all of the processing described for controller."
It sounds to us like the console in question is the Apple TV set-up box and not a console in the gaming sense of the word. The patent continues:
"Console also can have one or more connectors to which accessories can be coupled. Accessories can include cables and/or, game cartridges, portable memory devices (e.g., memory cards, external hard drives, etc.), adapters for interfacing with another electronic device (e.g., computers, camcorders, cameras, media players, etc.), or combinations thereof."
We don't think Sony and Microsoft have got anything to worry about, but folks at Nintendo should be keeping an eye out. It seems like Apple wants a slice of the casual pie that Wii currently holds with both hands.
And if it's a choice between Apple TV with Wii functionality and Wii 2 in a few years time, Apple could be a competitor in the casual market.via Computer and Video Games
Look at all those new games on the Wii Virtual Console; there's four of them and they're all really old.
It's all part of this Hanabi festival for games that never made it to Europe, so there are things like pool/snooker offering Break In (TurboGrafx) and surreal side-scrolling shooter Cho Aniki (TurboGrafx) on offer.
There's Puyo Puyo 2 (Megadrive) as well, but they're all a bit expensive at 900 Wii Points (GBP 6.30 / EUR 9 approx). Silly old festival.
The only one we'd probably snap up on face value is Metal Slug for the NeoGeo. There's no inflation in its asking price of 900 Wii Points (GBP 6.30 / EUR 9 approx), and we remember it rather fondly.
Of course, memories are deceptive, which is why we have our very own Virtual Console roundup each week to tell you what is and isn't worth picking up.
Sony Computer Entertainment Europe president David Reeves has admitted that the PlayStation Portable is suffering from a lack of new games titles in the region.
Although the company has its Go! Explore sat-nav application, and cross-platform functions with the PlayStation 3, at its recent PlayStation Day the only new PSP games mentioned during the hour and a half presentation were Echocrome and Buzz! Quiz Master.
"Hand on heart, would we like more PSP games? Yes, we would. We really would," said Reeves speaking exclusively to GamesIndustry.biz.
Publisher support for Sony's handheld appears to be diminishing in Europe. A recent showcase of forthcoming titles from Sierra did not reveal any new PSP titles, despite the company still developing games for the 8 year-old PlayStation 2.
And release schedules from major publishers show only a handful of big licences such as Lego Indiana Jones and WWE Smackdown! Vs RAW in 2008, with PSP exclusives all but absent.
Although support for the handheld may appear thin in the West, sales of the PSP in Japan have rocketed this year, with over 1.6 million units sold.
Sony continues to introduce different coloured models to the market with its Blume series, while titles such as Capcom's Monster Hunter Portable 2nd G are dominating the market.
"It's phenomenal, absolutely phenomenal," said Reeves of the Japanese performance.
As more Japanese developers look to follow the success of Capcom on the system, Reeves promised that locally developed titles are also likely to make it over to the West.
"We've seen in the last six months that because of the success of the PSP in Japan many Japanese developers have got some absolutely phenomenal games. They're not Monster Hunter 2G or things like that, but they are in development and we'll see them over here," he added.
Another week passes and another update to sales for consoles in Japan are in:
Playstation Portable: 100,870
Nintendo Wii: 71,518
Nintendo DS Lite: 52,542
Playstation 3: 10,177
Playstation 3: 8,802
Xbox 360: 1,725
PSP tops the list again, up roughly 8,000 or so. The Wii sees a sharp increase by around 32,000 while DS Lite goes up 10,000. PS3 up 1,070, PS2 rises 1,696 and Xbox 360 up 442.
New version of the audio plugin for iDeaS, the Nintendo DS emulator for Linux and Windows.
Changelog:
- Fixed a bug in Syncronize routines.
- Now the plugin uses the iDeaS interfaces
Note for Audio Plugins users:
- It's preferable to use one audio plugin, if you are using Paula PlugIn you must remove DirectSound PlugIn or viceversa.
Windows version special thanks to Soldus
- Fixed a bug in Bitmap OAMs.
- Fixed a bug in Plugins Management.
Linux version
- Added support for Drag&Drop.
- Added support for command line.
- Fixed a bug in MemoryView, now you can select,copy and modify.
- Fixed a bug in Key config.
- Fixed a bug in Bitmap OAMs.
- Fixed a bug in Plugins Management.
We're glad that SCEA finally confirmed the availability of Skype-compatible PSP headsets at retailers today. When we first discovered the peripheral, it was supposed to release last month for $20. Well, looks like things have changed. The peripheral is now available at a MSRP of $30 at your favorite retailer. We checked amazon.com, buy.com, and GameStop -- and it appears that buy.com is still your best bet.
The new headset offers stereo sound, an adjustable microphone, and a lightweight design with soft ear cushions. It's the easiest way to get Skype working on your PSP.
Here i have another wii-linux distribution, this time with SDLMAME inside , what will let you play all those old arcade machines. I don´t recommend to use the homebrew channel to launch the wii-linux kernel, as it has some problems with NWC24. Apart of that, to use this version of SDLMame for wii you will have to be VERY patient, as it has very high times of loading. Once the rom is loaded, it works all right (85-90% of original speed without frameskip). Here are the downloads and the and the readme for wii (you have the original documents and manual with the binaries):
SDLMame 0.125 for Wii-linux distro
__________________________________________
This is a wii-linux distribution that includes the emulator SDLMAME 0.125
compiled for PowerPC. This emulator is the result of the efforts of the MAME
team MAME. The source code that was used for this distro was taken from the
SDLMame project, kept updated by Olivier Galibert and R. Belmont, and with the
colaborationcon of Sven Gothel, couriersud and Vas Crabb. The original code
can be found here:
- Kernel 2.6.24 (wii-linux POC 0.4)
- 52MB of MEM2 for swap
- 100 MB of swap on the SDCard
How to use
_________
SDLMAME will let you play roms from old arcade systems. Here is the basic configuration,
but it can be change by the user whenever he wants:
CONTROLS
--------
[Grey ANALOG/DIGITAL PAD] Move the characters and handle the menu options
[A] Button 1 / Select a rom
[b] Button 2
[Y] Button 3
[X] Button 4
[L] Button 5
[R] Button 6
[Z] ESCAPE (CANCEL)/(EXIT)
[START] Pause/Options menu
[YELLOW Analog UP] Coin PLAYER 1
[YELLOW Analog DOWN] START PLAYER 1
[YELLOW Analog LEFT] SAVE STATE //DONT´T USE
[YELLOW Analog RIGHT] LOAD STATE //DON´T USE
INSTALLATION
____________
To play with this emulator, you need a Wii homebrew enabled console (Twilight hack or Homebrew Channel).
And you will an SDCard.
To install this version of SDLMame:
- Copy the files "boot.elf" and "mamefs-fs to the root directory of your sdcard.
- Copy the directory mame and its contents to the root directory of your sdcard.
- Create a dyrectory called "mameroms" on the root of your SDCard
To play with this game:
- Insert the SDCard on the front SD adapter of your wii.
- On your wii, execute the file "root.elf" using your favourite method for loading
aplications (Twilight hack or homebrew channel).
KNOWN PROBLEMS
------------
- Loading times VERY HIGH:
- For little roms (2-4MB, CPS1) can take 3-5 minute in loading
- For big roms (13-20MB, CPS2,NEOGEO) It can take 30-60 minutes in loading
After the loading part, it plays at normal speed (85-90% of original speed without
frameskip and without lags)
- No keyboard or wii joystick support
- Problems using TV in 480p or rgb components
Missing things
____
- Solve the gamesave option, in order tbe able to select a new savegame.
- Add keyboard/wii joystick
Thanks to:
- Olivier Galibert ,R. Belmont,Sven Gothel, couriersud , Vas Crabb and ALL the MAME team
- All the gc-linux team
Download above and Give Feedback and Compatability Reports Via Comments
ADDED: Option to always use the last accessed directory instead of any of the default ROM directories
FIXED: Screenshotting causes crash
CHANGED: libpng & zlib now linked statically again
UPDATED: libpng 1.2.28
Mediumguage has updated PSP Filer, a file manager for the PSP.
Heres Whats New:
version 5.0:MD5=BB58810F 43487E7B AD264BD5 1D95CC3D
filer:
- added Greek mode.
- fixed a bug that Filer was crashed when it opened some kind of RAR file (probably having a comment).
- fixed a bug that a zipped file made by Mac OS could not be accessed.
Bobthetouriste, member forums PSPGen has just delivered the first version of his first homebrew. This game, outlandish in appearance, is actually a very good puzzle that will make more crazy one. The game is coded language lua (which you can learn about devsgen.)
The goal is very simple (well, everything is on ...), you must place the numbers 1 to 100 in a grid, you can place the number 1 anywhere on the grid, the following numbers for you will need to use your neurons. The following numbers may be placed only 3 cases where a horizontal to vertical from the box on which you raised the number. The yellow boxes show where you play your shot, boxes red boxes are accessible only to the coup. This means that the next time you'll be able to go there, they will be black (End of part ...)
Here is a class C + + to simplify the management of language files in C + +. It is already very comprehensive, and allows, among others, running a default language ...
The sample is sufficient to understand the functioning of this class, but I will explain a few things ...
How do we serve?
1. It includes the header (# include "languageManager.h")
2. It creates the object (languageManager Language
3. It configures the load
There are several things to load: title, which is a table that depends on the number of files languages (there will be no need to recharge), extraData which is a table in 2 dimensions which depends on the number of files and languages of imposed a number (we will not need to recharge), and text, which is a table that depends on the number imposed (on the recharge whenever you change language).
Why have thought so? extraData title and are variables that will be required all the time, but text will depend on the language chargéé (to save memory)
In the first line shows the directory where the files will be stored languages, the file name to be created containing the file name default language (by default this file is called "default.lang"), maximum number of lines to load (the famous number that is imposed on text and extraData), the extension of files languages (here "def") and the character through which begin comentaires.
In the second row, said:
-- A line which must begin loading the title (0 = first line, second line 1 = ...), then the number of lines to charge for title;
-- A line which must begin loading extraData (0 = first line, second line = 1 ... NEXT = line following the end of the title), then the number of lines to charge for extraData;
-- A line which must begin loading text (0 = first line, second line = 1 ... NEXT = line following the end of extraData), then the number of lines to charge for the text (MAX = charge as much lines as possible to limit the number imposed earlier).
4. It is a research file languages and are charged with title and extraData: Langue.search ();
5. We support the language default Langue.loadDefault (), this function returns 1 if successful loading and 0 in case of non-loading (ie that the missing file is not created or that the file default language does not exist).
6. If the default load has not worked, it creates a menu choice of language then we support the language (for example: Langue.load (Langue.config-1)
7. It may also allow accents, cédilles and others (thank you dridri85 and Akabane87):
YodaJr has released a new version of his excellent Mario game for the GBA, heres the details:
Y'est Ha! Here, finally, the final version of this foutu Thursday
So the program since version neoflash:
-- New original music composed by archilolo (change of the lib his way: use of lib ADPCM of Nrx to replace krawall)
-- Better management of the vertical scroll (mario not found any more on top of the screen 70% of the time).
-- A problem revised downwards (redesign levels, fewer enemies, 4 checkpoints instead of a level 2).
-- Integration of a backup system that will safeguard levels and finished PAcoins recovered.
-- More than Foley.
-- Alterations graphics.
-- And of course lots of bugs fixed (probably those of the video krazplay)
I did it in the first post of the topic, but I would like to thank my compatriots and omg archilolo, without whom this project would probably not see the day ... In any case, certainly not in this form
So, enjoy
PS: For more details and the list of thanks is there
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