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  • Baboon

    by Published on February 4th, 2011 19:40
    1. Categories:
    2. Nintendo Wii News
    Article Preview

    Wii Turrican II: The Final Fight



    I've (again) used DOSBox-Wii and configured and compiled it to work and autoboot the classic Amiga/PC game 'Turrican II: The Final Fight'.

    Turrican II: The Final Fight is a platformer/shooter as typically seen on consoles, but originally designed for home computers from the ground up. This version is the original PC game running via DOSBox-wii (1.5) which simply autoboots into the game and has the controls mapped and binded so that you no longer need to use a usb keyboard.

    To run simply extract and place the Turrican 2 folder into the apps folder on the wii and then load as normal via the homebrew channel.

    Controls:
    Return (to start game): +
    Movements: D-pad
    Fire Button: 1
    Jump: 2 or up on the d-pad
    Laser Barriers: A or B
    Whirling Gyroscope: Down on d-pad + A or B
    Special Attack: 1 + A or B
    Quit: -

    Credits:
    Coding (DOSBox Wii): Thanks to Dborth and Carl Kenner for porting DOSBox for the Wii.
    Wii contribution (the easy bit): Baboon for editing the mapper to get the joystick working on the Wiimote, creating the HBC icon and for making the game work (which was a bugger!) and autoboot on the Wii via the config file etc.

    Turrican II original credits:
    Factor 5

    Turrican II: The Final Fight is officially free Abandonware so there should be no problem sharing it.


    Download:
    http://www.mediafire.com/?z24teckaxfkxaie ...
    by Published on December 23rd, 2010 21:18

    Don't know if anybody would be interested about this on here but...

    I've used DOSBox-Wii and configured and compiled it to work and autoboot the classic gory Amiga/PC game 'Moonstone: A Hard Days Knight'. This version is the original PC game running via DOSBox-wii (1.5) which simply autoboots into the game and has the controls mapped and binded to the wiimote so that you no longer need to use a usb keyboard.





    To run simply extract the moonstone zip file and place the moonstone folder into the apps folder on the wii and then load as normal via the homebrew channel.

    Controls:
    Use the wiimote's d-pad to move your knight and the button's 1 to attack and 2 to bring up your magic item inventory screen. To skip the game's long intro press the - button. Only 1-player games currently work.

    Thanks to Dborth and Carl Kenner for porting DOSBox to the Wii and to Todd Prescott, Rob Anderson and Mindscape for creating the original game on the Amiga and PC.

    Moonstone is officially free Abandonware so there should be no problem sharing it.

    For more infomation on this classic game (including tutorials on how to play) visit the excellent fan made site: http://www.moonstonetavern.co.uk/

    Download (new version 1.1): http://www.mediafire.com/?5652sgz5p97gqq9


    Enjoy ...
    by Published on April 28th, 2009 14:23

    It's official, Marvel VS Capcom 2 is coming out for PSN and XBLA!


    Source: http://www.capcom-unity.com/sven/blo...s_mvc2_is_real


    In what will inevitably go down as the worst kept industry secret in recent years, I’m very happy to finally be able to confirm that Marvel vs. Capcom 2 will be coming to Xbox Live Arcade and PlayStation Network this summer.

    The deal took a good while but it’s probably our most requested title to bring back, so Marvel and I and a few other people here at Capcom rolled up our sleeves and got it done. I can’t stress enough, if you ask for something loudly enough and long enough, we’ll work very hard to make it happen.

    So while you may have been able to surmise that something was going on with MvC2, we do still have a few surprises up our sleeves. Let me tell you a little more about how and why this version of MvC2 will be the definitive version.

    1. It’s based on the Dreamcast code base – While the PS2 and Xbox versions of MvC2 were great, there are a few niggling issues in them that have caused the competitive community to continue using the Dreamcast version of the game. We wanted to bring you the very best version of the game, so we listened to the community and started with the Dreamcast.

    2. There is online – With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular. Naturally leaderboards and some form of stats tracking (details to be provided at a later date) will also be in the mix. So on the net code side, you’re pretty much assured the best fighting game net code ever created for consoles.

    3. HD upscaling options – Given that most people play Xbox 360s and PS3s on HD TVs, it’s important to help make the game look better. We’ve refined our real-time sprite filtering to use even more advanced techniques and we’re providing two upscaling options for the sprites… one we’ve termed “Crisp” the other we’ve termed “Smooth”. It’s a matter of personal preference for which one you’ll enjoy more. For purists, if you’d like you can use the “Classic” setting, which leaves the sprites completely unfiltered. Because the filtering is applied in real-time, you can change these settings on the fly, mid-match if you choose. Our producer will be showing you some comparison screenshots in the coming days to better clarify the differences. The backgrounds in MvC2 are all 3D, and when rendered at higher resolutions look fantastic. The original textures and assets from the Dreamcast were actually much higher quality than the Dreamcast could really display at the time and when shown in HD, the impact is really quite amazing.

    4. Widescreen – Again, with most people playing on HD displays, we wanted to figure out how to implement widescreen support. To do so, the camera field of view was widened (which we’re able to do because of the 3D backgrounds effectively running off the “edges” of the 4:3 scenario) and there are a few camera tricks that minimize any impact on the gameplay. Play area is unchanged, and this is not a zoom and crop like HD Remix was. To put it simply, the gameplay area will be in a 4:3 field, while the viewing area will be widescreen. At the same time, for purists and competitive play, a 4:3 option (with vertical bars on the left and right) still exists.

    5. No unlocking – While we love giving people unlockables in games, for this outing, there’s not a lot of surprises in terms of what characters are in the game. All 56 characters will be unlocked at the start for immediate play, again great for tournament play where players won’t need to mess with save game data or hacked versions (/shame).

    6. Music Options – We love MvC2 but the original “jazzy” music has long been criticized even by ardent fans. Independent music volume controls and support of custom soundtracks on PS3 and 360 we deemed an important feature. Purists will still have what they love and fans of customization are also served.

    And as an added bonus, some of you will get to play it sooner than you think. The US PlayStation network will have the demo available for download this week (Europe’s PSN should follow not far after). Surprise.




    Theres a hd teaser for the newMarvel Vs Capcom 2 release here:

    http://www.tu4ar.com/ ...
    by Published on April 28th, 2009 14:23

    It's official, Marvel VS Capcom 2 is coming out for PSN and XBLA!


    Source: http://www.capcom-unity.com/sven/blo...s_mvc2_is_real


    In what will inevitably go down as the worst kept industry secret in recent years, I’m very happy to finally be able to confirm that Marvel vs. Capcom 2 will be coming to Xbox Live Arcade and PlayStation Network this summer.

    The deal took a good while but it’s probably our most requested title to bring back, so Marvel and I and a few other people here at Capcom rolled up our sleeves and got it done. I can’t stress enough, if you ask for something loudly enough and long enough, we’ll work very hard to make it happen.

    So while you may have been able to surmise that something was going on with MvC2, we do still have a few surprises up our sleeves. Let me tell you a little more about how and why this version of MvC2 will be the definitive version.

    1. It’s based on the Dreamcast code base – While the PS2 and Xbox versions of MvC2 were great, there are a few niggling issues in them that have caused the competitive community to continue using the Dreamcast version of the game. We wanted to bring you the very best version of the game, so we listened to the community and started with the Dreamcast.

    2. There is online – With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular. Naturally leaderboards and some form of stats tracking (details to be provided at a later date) will also be in the mix. So on the net code side, you’re pretty much assured the best fighting game net code ever created for consoles.

    3. HD upscaling options – Given that most people play Xbox 360s and PS3s on HD TVs, it’s important to help make the game look better. We’ve refined our real-time sprite filtering to use even more advanced techniques and we’re providing two upscaling options for the sprites… one we’ve termed “Crisp” the other we’ve termed “Smooth”. It’s a matter of personal preference for which one you’ll enjoy more. For purists, if you’d like you can use the “Classic” setting, which leaves the sprites completely unfiltered. Because the filtering is applied in real-time, you can change these settings on the fly, mid-match if you choose. Our producer will be showing you some comparison screenshots in the coming days to better clarify the differences. The backgrounds in MvC2 are all 3D, and when rendered at higher resolutions look fantastic. The original textures and assets from the Dreamcast were actually much higher quality than the Dreamcast could really display at the time and when shown in HD, the impact is really quite amazing.

    4. Widescreen – Again, with most people playing on HD displays, we wanted to figure out how to implement widescreen support. To do so, the camera field of view was widened (which we’re able to do because of the 3D backgrounds effectively running off the “edges” of the 4:3 scenario) and there are a few camera tricks that minimize any impact on the gameplay. Play area is unchanged, and this is not a zoom and crop like HD Remix was. To put it simply, the gameplay area will be in a 4:3 field, while the viewing area will be widescreen. At the same time, for purists and competitive play, a 4:3 option (with vertical bars on the left and right) still exists.

    5. No unlocking – While we love giving people unlockables in games, for this outing, there’s not a lot of surprises in terms of what characters are in the game. All 56 characters will be unlocked at the start for immediate play, again great for tournament play where players won’t need to mess with save game data or hacked versions (/shame).

    6. Music Options – We love MvC2 but the original “jazzy” music has long been criticized even by ardent fans. Independent music volume controls and support of custom soundtracks on PS3 and 360 we deemed an important feature. Purists will still have what they love and fans of customization are also served.

    And as an added bonus, some of you will get to play it sooner than you think. The US PlayStation network will have the demo available for download this week (Europe’s PSN should follow not far after). Surprise.




    Theres a hd teaser for the newMarvel Vs Capcom 2 release here:

    http://www.tu4ar.com/ ...
    by Published on September 10th, 2008 14:31


    Just thought I'd let you guys know I've found some killer discounts for wii games.

    The UK supermarket 'Morrision's are currently offering all Wii chart games for just £15.

    ...that in its own is a bargain but if you go to PCWorld they'll price match it plus give 10% off (or something like that) making games just £12.50!





    The other cool thing is PCWorld didn't check what games I bought were from the morrisons chart so I was able to purchase any wii game I wanted in-store for the bargain price of £12.50!

    I picked up Lego Indiana Jones, House of the Dead 2&3, Metroid Prime and Capcom's Super Swing Golf for 12.50 each! ...I guess you could probably take these to Gamestation and get a trade-in price for more than £12.50 for some of these games! lol

    Thought I'd share the info with ya! ...ohh and apparently at Morrisons PS3 games are £25...not sure about PC or 360 though (I was on a lunch break in work and didnt get time to look).

    These discounts are not available online so you have to go to Morrisons supermarket or get your asses down to PC World!

    Ta ...
    by Published on June 11th, 2008 21:00



    So the long-awaited Wolf of the Battlefield: Commando 3 is out TODAY on Xbox Live. The game is a lot of old-school run+gun fun.

    That much is simple, but unfortunately there’s also a bit of confusion swirling around the details about the Super Street Fighter II Turbo HD Remix Beta (that you get free!). Let me try and clear this up.

    To play the SSF2T HD Remix Beta, here’s what you do:

    1) Buy Commando 3 on XBL. Play it, love it.

    2) In the Commando 3 menu, you’ll notice an option for “Super Street Fighter II Turbo HD Remix Beta” (insert long name joke here). If you hit that option, you’ll get an error. Why is this? Because the SSF2T HD Remix Beta isn’t live until June 25th.

    3) If you hit the Beta menu option on or after June 25th, 2008, you’ll be taken to an XBL blade
    offering to let you download the new SSF2T HD Remix Beta.

    4) Download the Beta, and then you can find it your “Games Library” under “Demos.”

    5) Start it up and commence dragon-punchery.

    And also, just to be clear, the SSF2T HD Remix Beta does not come with Commando 3 on PSN. Unfortunately the Beta is only available with Commando 3 on XBox Live, although the network improvements that we make post-Beta will improve the final, full product on XBL and PSN alike.




    Source: http://blog.capcom.com/archives/1291


    Baboon's bit: I've just bought this game and its pretty cool. To be honest though I only wanted it for the SF2 beta... and I'm gutted you can't play that till the end of the month! ...
    by Published on April 4th, 2008 16:18

    The new Variety Map Pack for the Xbox 360 edition of Call of Duty 4: Modern Warfare has just been released.


    Priced at 800 Microsoft Points (£5), the downloadable content packs four multiplayer maps: Creek, Broadcast, Killhouse, and Chinatown (a remake of the classic CoD map Carentan).

    The PlayStation 3 release of the map pack will carry the same $10 (£5) price point when it arrives in roughly three-four weeks, with the PC edition possibly following after that.



    :thumbup: ...
    by Published on March 30th, 2008 23:35

    God of the PSP Scene Dark_AleX has released an update to PSP custom firmware 3.90 M33 whats new below. The update can be downloaded from Network Update or by following the link listed below.

    * March33 NO-UMD driver compatibility has increased to support games like Coded Arms, Patapon, Harvest Moon Innocent Life and probably others affected by same errors.

    Download and Give Feedback Via Comments ...
    by Published on January 28th, 2008 17:36

    Ahman has released the final public release of his famous iR Shell application.




    New Features:


    Added support for 3.80M33-2, M33-4 & M33-5. Pls note M33-1 & M33-3 are not supported due to some technical issues which I'm lazy to resolve.
    Added support for 3.80 Popsloader Version 2. Version 1 isn't supported.
    The 1.5 Kernel Addon for 3.71M33 & 3.80M33 has caused some incompatibility issues with fw 1.5 iR Shell. This is now resolved.
    Enhance PSP ISO compatability. Previously failed ISOs will probably work in this release.
    For slim only, the nethostfs MAX mode is now compatible with WPA.
    Some older firmware supports have been removed to reduce the distribution archive. This version has support for fw 1.5, 3.10 to 3.80. Also, directories EXTAPP15 & EXTAPP3X have been combined into a single EXTAPP to save space. Each APP# directory has 2 EBOOTs, with EBOOT.PBP for fw 3.x and EBOOT15.PBP for fw 1.5.


    Special thanks to:

    Dark_AleX for his help and support in iR Shell development. Many of the M33 related features are made possible with his assistance.
    Tyranid and other developers in ps2dev.org for creating the pspsdk.
    StoneCut, F34R and other moderators who keep irshell.org running and providing technical support to the community.
    All iR Shell beta testers, donators, skins & plugin contributors.
    Smokescreen for the new included skin.


    Credits:

    M33 Custom firmware & popsloader are developed by Dark_AleX/M33.
    remotejoyGUI for Windows & Cleanup Script is developed by StoneCut.
    remotejoy & usbhostfs are developed by Tyranid.
    iR Shell bundled skins & plugins are developed by their corresponding authors.
    iR Shell Manual & FAQs are written by StoneCut.


    Download here and Give Feedback Via Comments

    :thumbup: ...
    by Published on January 16th, 2008 09:33

    I just checked ttymans site http://ttyman.free.fr/ to see if he's updated his mame emulator for psp and I see he's just released 'PSPUAE4aLLr1'?

    This has nothing to to with the PSPUAE build that FOL, Chilly Willy etc are working on but I thought I'd post it here seeing as it is news.


    Heres what the readme says:

    PSP UAE4ALL r1 by TTYman, 16/01/2008
    ————————————

    Install directions:

    - Copy in /PSP/GAME (user mode build) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
    There are two different builds in archive:
    1) 1.50 Kernel mode (psp_uae4all_r1);
    2) 2.00 User mode (psp_uae4all_r1-usermode);
    Use psp_uae4all_r1 as installation base, then replace EBOOT.PBP if you have slim psp or would use user mode build;
    - Copy kickstart file named kick.rom of version 1.3 in same folder;
    - Copy desidered disks images as .adf or .adf.gz (.adz) compressed format into disks folder, for convenience;

    Specific Features:

    - Based on latest Chui’s Dreamcast UAE4ALL and notaz’s uae4all gp2x v0.7.2a optimized blitter routines;
    - Maximum speedup hacks using single precision math hardware support;
    - full screen hardware scaled support;
    - Fixed Overclock to 333 MHz while emulating, 222 MHz in menu;
    - Only 546KB kernel build version (1.7MB user mode build).

    Same features as Dreamcast version:

    - Frameskip between 0-1 without sound and 1-2 with sound.
    - Fast FAME Motorola 68000 C core by Fox68k.
    - Autoframeskip for real speed.
    - Mouse support.
    - Joystick support.
    - Fast sound with 8 buffers synchronized.
    - Filemanager with subdirectories access.
    - Complete menu with load, throttle, frameskip, reset… options
    - Save disks changes into Virtual memory files (testing).
    - Superthrottle mode for speed up intros and loading time.
    - ADZ support (ADF floppy image gzip compressed)
    - 2 floopy drives emulated.

    How work special features:

    - SuperThrottle
    Hold right trigger first and left trigger second for automatic sound off and frameskip to 10 for speed up. This try to avoid large time for intros and loading time.

    - ADZ support
    You can compress your ADF floppy images with GZIP compression utility in order to save CD space. GZIP is free and multiplatform: Windows, GNU/Linux, MacOS … better use short filenames to read correctly disks numbers.

    - Save disks changes to VM
    UAE4ALL can save to VM disk sectors changed using ZIP compression. For games as Dune2, now you can save your campaigns and continue at future. A new menu option called “Save Disks” has added for enable or disable this feature.

    - 2 floppy drives emulted
    You can choose on filemanager a new disk for DF0 with Cross(X) button and a new disk for DF1 with Square([]) button. Also, you can eject DF1 with ‘Eject DF1′ option or pressing Triangle button while in menu.

    - Throttle
    Amiga is a hard machine to emulate. So, a lot of games support drawing shortcuts and cpu timeslice ampler. These methods speed up emulation and improve playbility under PSP.

    - Autoframeskip
    Unfortunately, UAE4ALL needs frameskipping for real time emulation. Active auto-frameskip menu option for real speed.
    If you want sound, it’s a very important thing, the sound needs to be synchronous

    - Mouse
    Some on loading game demo requires specific mouse buttons combo, so try both buttons and movements while in such menu’s or demo.

    Specific Controls:

    - Button SELECT: Main Menu.
    - Button START: not used.
    - Button HOME: not used (exit, as normal, in user mode build).
    - Buttons L+R: Deactivate SuperThrottle mode.
    - Buttons L+R while keep pressing: Activate SuperThrottle mode (10x emulation velocity).
    - Button Cross(X): used to confirm menu options, to select 1st disk, DF0, in load menu and as 1st mouse button.
    - Button Circle(O): used as 2nd mouse button, as secondary joystick button and as go back in menus.
    - Button Square([]): used to open load disks menu while in main menu, used to select 2nd disk, DF1, in load disks menu.
    - Button Triangle(/\): used to eject DF1 and as primary joystick button.
    - Button L: in Main menu Run emulation, in load menu go top of list.
    - Button R: in Main menu Reset and Run emulation, in load menu go to bottom of list.
    - Directional Buttons: emulate mouse movements.
    - Analog stick: emulate joystick movements.

    Known Problems:

    - Keyboard emulation unimplemented.

    Download and Give Feedback Via Comments ...
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