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  • DCEmu Featured News Articles

    by Published on March 29th, 2011 00:25
    1. Categories:
    2. Nintendo DS News,
    3. Nes News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3

    huiminghao et minitroopa proposent the 0.46a version of " nesDS "émulateur Nes pour la Nintendo DS.


    NesDS v0.46a Changelog:
    mapper163 added..
    sound updated.
    MAX FILES enlarged.



    ...
    by Published on March 29th, 2011 00:23
    1. Categories:
    2. Nintendo 64 News,
    3. Nintendo DS News,
    4. Nintendo Wii News,
    5. Gameboy News,
    6. GBA News,
    7. Nintendo Gamecube News,
    8. Nes News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3

    XotoB offers version 1.6.0.1 beta " EmuCenter2 "simplistic interface that combines the best emulators of console video games for greater simplicity, including the Nintendo DS, Nintendo Wii, Game Boy Advance and Nintendo Gamecube.




    Version 1.6.0.1 (Partial)
    - Fixed problem when adding a sleeve for a PC game renamed

    Version 1.6.0.0 (Full)
    - Fixed a problem with the installer

    Version 1.5.9.1 (Partial)
    - Not record the full path of the slide images
    - Do not resize the more pockets when setting in the options
    - Fixed minor bugs


    ...
    by Published on March 29th, 2011 00:22
    1. Categories:
    2. Nintendo DS News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3


    BassAceGold proposes the release of its 2-3 and 2-5 alternating menu plugin for the linker only SuperCard DSTwo " BAGPlug .





    Notable features & Quick instructions:
    Installation:
    - (OPTIONAL) format sd card to fat16
    - Place _bagui folder on root of card
    - Copy DSTwo.nds and boot.ini to _dstwo folder on root of card
    -(OPTIONAL) Configure emulator support via arg files (See "Adding new file support:" below). Binary locations may need
    to be updated to their current path on your card.


    Skinning support:
    -png files, 8 bit, 16 bit, 24 bit and 32 bit bitmap files
    *NOTE* backgrounds must be 16 or 24 bit bmp so fast rendering can be used for a smoother browser
    -Windows and sub windows are just color codes defined via the skin.ini file. These color values are 16 bit colors, the included ColorConvert.exe program can be used for
    converting 24 bit RGB color values to 16 bit color values (PA_RGB in the program)


    Custom icons:
    -uses 32 x 32 bitmap files
    -must be named the same as the file with a .ico extention in the same directory eg OR they can be placed in a directory as defined in the current skin.ini under "Custom_Icon_Folder".
    eg:
    BAGSFC.plg - the file you want to have a custom icon
    BAGSFC.ico - the icon file

    Game Covers
    - can be any size as long as it fits on screen
    - can be either png or bmp files
    - must be named exactly the same as the game file excluding the file extension
    -CoverArt.ini file must be present in game directory
    - ini file example:
    **********************
    [Cover Art]
    #path to folder with covers
    folder = /_bagui/cover art/nds
    #image type
    type = png
    **********************

    Media Player:
    -Mp3, Ogg, Wav supported.
    -All songs in current directory as the current song being played are automatically queued for automatic track changes
    -Music player can be backgrounded (Press X or the backgrounding icon) for file browsing while listening to tunes


    Settings menu:
    -Allows to instantly swap skins with no rebooting
    -Contains settings for various display options (show all file types, show file extensions, hide folders, open last folder, enable or disable short names in the favorites menu)
    *NOTE* Hidden folders are defined by the first character in the folder name. folder_hide_val in the settings.ini can be changed to reflect which character to use.
    Default is the underscore ( _ ) character to denote hidden folders


    Supported File formats:
    -Standard supported files include PLG, NDS (homebrew and commercial via EOS 1.11), SNES file formats (including zip archives), Mp3, Wav, Ogg.
    -New file formats can be added via arg files (in /_bagui/ext folder) for programs which can accept boot args

    -File formats can be set to open in multiple different programs
    --eg: a zip file can contain a snes rom or a gba rom, a pop up will come up and ask which program to launch said file in. This program list can be edited in the arg files for the specified file type


    Adding new file support:
    Programs that support launch arguements can be used open specific files selected within BAGplug. For example an emulator such as nesDS which can open .nes files.

    *Example setup using nesDS*
    First, a .arg file must be created in /_bagui/ext/ which will contain the instructions for launching .nes files within the menu.
    The name format of .arg files is quite simply the extension of the file format to support with a .arg extension. In this case, the file will be called "nes.arg".

    Format of .arg files

    nesDS://Title of the program
    "/ _bagui / NesDS / nesDS.nds" / / file path to the program binary
    [$PRGMPATH$,$FILEPATH$]//launch arguments
    ;

    - $PRGRMPATH$ will pass on the file location of the launched program to the program itself, this is standard.
    - $FILEPATH$ will pass on the rom location from the menu to the program, this is what is needed for the program to load the correct file.
    - There are no limits as to how many arguements to pass on to a program however the program will only take what it needs.
    - Order of args may vary depending on programs, so be sure to watch out for that

    More than one program can be added to a .arg file. When the file is launched, the open with dialog will open allowing you to choose which program to use. See smc.arg for an example


    Favorites menu:
    -Any supported file type can be linked in this menu (snes roms, zip files, nds roms, image files, ogg and wav files, etc)
    -Favorites list is just a text file containing file paths to all the files you want to save for quick launching
    -Can add files to the favorites list via the normal browser, or remove files within the favorites menu (select button)

    Copy/Cut/Paste/Delete
    -Pressing /select/ on a file or folder brings up the file operations menu where you can selected an option
    -Files will be pasted in the current directory you are browsing regardless of what is high-lighted

    Input:
    -All menu have some sort of pad and stylus input
    -if L and R buttons are pressed, you can take a screenshot of the both screens



    Change log:
    Release 2 - 3
    -fixed freezing when accessing an empty favorites list
    -favorites menu now ignores blank lines in the favorites.txt
    -fixed glitch with music playing and the file options menu
    -fixed issue with internal nds names while listening to music
    -fixed a bug where the stylus couldn't select bottom half of files in
    ...
    by Published on March 29th, 2011 00:20
    1. Categories:
    2. Nintendo Wii News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3

    Discovery of a new exploit that day " Eri HaKawai "to hack the Wii to system menu 4.3, and what with the game" Tales of Symphonia: Dawn of the New World "feat signed delroth , Giantpune and the Team Twizere .




    Quote from Giantpune:

    This is another feat Wii, this time for the game "Tales of Symphonia: Dawn of the New World (RT4EAF). It works by exploiting a buffer overflow. Originally discovered by Pierre "delroth" Bourdon, he developed the exploit for the PAL version of the game and left enough information for me to develop (NTSC-U version) in a few hours!

    Use:

    1 - Copy the folder "Private" from the downloaded archive to the root of your SD card overwriting the pre-existing file if necessary, then install the backup on your Wii like any other backup of play
    2 - Put the homebrew you want to start (there's one that is super here: BootMii v0.8) at the root of your SD card like this: "SD: / boot.elf"
    3 - Run the game and load the backup "Eri HaKawai.
    4 - Once the game started (and you see a dog greeting you delayed), press the PLUS (+) to access the menu of the game
    5 - Scroll down to the status and press A.
    6 - Then go down to the second character named "Giantpune", scroll to it and press A.
    7 - If all goes well, the executable boot.elf loads from your SD card.

    Source: wii.gx-mod.com
    Site Officiel: giantpune.zzl.org
    ...
    by Published on March 29th, 2011 00:18
    1. Categories:
    2. Nintendo Wii News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3

    Titmouse offers version 0.01 of " Game Framework "which as its name suggests is a framework designed to help programmers use XML, fonts, images in C + +, etc. ... with standard libraries.



    Source : wiibrew.org
    ...
    by Published on March 29th, 2011 00:15
    1. Categories:
    2. Nintendo DS News

    News via http://www.nintendomax.com/viewtopic...d489ce5c7a4cd3

    Ant512 offers version 1.1 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the model window of the Amiga OS .







    Woopsi 1.1 is now available:


    The majority of fixes and enhancements this time around centre on the WoopsiString class. It now has a few more operator overloads and additional functions such as format(), split() and indexOf(). The full changelog is as follows:

    Fixes:
    - Slider arrow buttons work correctly.
    - WoopsiString::compareTo() returns s8 instead of s32.
    - WoopsiString::compareTo() sorts Chinese text correctly (carpfish).
    - ProgressBar at 100% completion no longer overflows the printout char array (carpfish).
    - FileListBox handles paths with unicode names correctly (carpfish).
    - Removed Debug::wvsnprintf().
    - Debug:utput() receives a WoopsiString reference instead of a char pointer.
    - Debug:rintf() uses WoopsiString::format() instead of vsnprintf().
    - WoopsiString::subString() returns a WoopsiString instead of a pointer to a WoopsiString.
    - Install batch file works correctly with latest directory structure.

    New Features:
    - Added StringIterator::getInteger() (carpfish).
    - WoopsiString::compareTo() implements a simplistic natural sort (carpfish).
    - Added WoopsiString::indexOf(const char* text) (carpfish).
    - Added WoopsiString::indexOf(const char* text, s32 startIndex) (carpfish).
    - Added WoopsiString::indexOf(const WoopsiString& string, s32 startIndex, s32 count) (carpfish).
    - Added WoopsiString::lastIndexOf(const char* text) (carpfish).
    - Added WoopsiString::lastIndexOf(const char* text, s32 startIndex) (carpfish).
    - Added WoopsiString::lastIndexOf(const WoopsiString& string, s32 startIndex, s32 count) (carpfish).
    - Added WoopsiString + operator overload (carpfish).
    - Added WoopsiString += operator overload (carpfish).
    - Added WoopsiString == operator overload (carpfish).
    - Added WoopsiString != operator overload (carpfish).
    - Added WoopsiString::format() (carpfish).
    - Added WoopsiString::init() and moved repeated code out of constructors.
    - Added case sensitive switch to WoopsiString::compareTo() (carpfish).
    - Added WoopsiString::replace() (carpfish).
    - Added WoopsiString constructor to create a new string from a substring of another.
    - Added WoopsiString::split() (carpfish).
    - Added WoopsiString::setText() overload to set to a copy of a substring.
    Source: forum.gbadev.org
    Site Officiel : woopsi.org
    ...
    by Published on March 28th, 2011 22:53
    1. Categories:
    2. Nintendo 3DS News
    Article Preview


    You've read our Nintendo 3DS review, where we found it to be a generally fun but still somewhat flawed handheld gaming experience. Now it's been released to the world, and to the willing hands of Triforce Johnson, and we're left wondering what all of you think. We're also hearing scattered word of a supposed "Black Screen of Death," where the system indicates "An error has occurred" while playing a variety of games and has to be rebooted. We saw no such glitches in our testing, but what about you?

    http://www.engadget.com/2011/03/28/3...ath-how-is-yo/
    ...
    by Published on March 28th, 2011 22:52
    1. Categories:
    2. Xperia Play News
    Article Preview


    The PlayStation Phone. We've had quite the intimate history with this gamepad-equipped slider, learning of its secretive existence way back in August and then handling a prototype unit in January, so you'll forgive us for feeling sentimental and still entertaining our pet name for it. The Sony Ericsson marketing gurus renamed it the Xperia Play when it finally went official at MWC this year, but the PlayStation connection remains as strong as ever. Aside from the D-pad, iconic game keys, and two touchpads, this device comes with a little app named PlayStation Pocket, which will be serving up dollops of classic PlayStation One gaming to all those with a taste for it. Yes, the Sony influence is strong with this one, and the Android Market will be joining the fun with Xperia Play-optimized titles from third-party developers. So all we really need to know now is whether the Android smartphone underpinning this smash-bang fusion of old and new school entertainment happens to be any good. Shall we get Started?

    http://www.engadget.com/2011/03/28/s...a-play-review/
    ...
    by Published on March 28th, 2011 22:50
    1. Categories:
    2. Xbox 360 News

    Lionhead Studios boss and newly-crowned BAFTA Fellow Peter Molyneux has said he would be happy to offer EA 24 hours of his time to consult on a new entry in the Syndicate franchise.
    Molyneux, who produced the Bullfrog Games original back in 1993, told CVG that any attempt by current IP owner EA to revive the brand would have his blessing, but admitted he'd be anxious to stick his oar in.
    "Yes, of course. It's a great feeling to see something you've created still have life or meaning. But my first thought is: 'I wish I could just spend a day with them saying what I thought was really special about Syndicate, or another title for that matter.'"
    EA hasn't confirmed that it's planning a new Syndicate title but rumours abound that The Darkness dev Starbreeze is working on something.
    "They're smart people and I'm sure they'll work it out," he continued. "But it's like a parent watching their kid grow up and do something with their life - you still want to be a little bit involved. There's been a Populous DS. That was okay, it didn't do brilliantly. Again, I wish I had ten minutes with them at the start."
    Molyneux added that he personally wasn't interested in remaking any of his old titles.
    "I'm actually not a huge fan of remakes, only because I think there's too many other ideas to work on. I don't think as Fable 2 and 3 as being 'sequels'. We change so much stuff - Fable 1 was a corridor-based game, so you can see the progression."
    http://www.eurogamer.net/articles/20...syndicate-help
    ...
    by Published on March 28th, 2011 22:43
    1. Categories:
    2. Nintendo Wii News
    Article Preview

    A new patent filing has shown off Nintendo's concept for an unreleased motion-controlled motorbike game.
    The drawings, dug up by Siliconera, show how players would have controlled the game by using the Remote and Nunchuk as handle bars.
    Pushing forward would accelerate your vehicle, pulling back would brake, tilting the controllers from side to side would steer and shaking the controller would initiate a turbo boost. An option for Balance Board controls was also detailed, where you'd have to lean to maneuver your bike or jet ski.
    The patent also suggested that the proposed game would feature ramps and jumps. You'd control your motorcycle in the air to ensure a smooth landing by gesturing its nose up or down.
    The patent mentions the game is/was in development at NST – Nintendo's US-based studio responsible for the Mario vs Donkey Kong series. It's unclear whether the project is still alive and kicking or if it has been canned.
    If it has been tossed on the scrapheap, it wouldn't be the first time NST had seen a project canceled. Its proposed Wii action game Project H.A.M.M.E.R was shown off at E3 in 2006 then never seen again.



    ...

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