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  • DCEmu Featured News Articles

    by Published on March 21st, 2010 01:46

    News via http://www.nintendomax.com/portal.php

    Spinal offers version 2.0 of his loader file. Nds "DSision3", navigation is done by visualizing the covers in Cover Flow.

    Latest update - 14/03/2010 (final?)

    =- -= Windows app
    Fixed bug illegal characters

    -= DS =- app
    Added settings
    - Soft Reset in System loaders
    - Option to load homebrew through external loader
    - Added up to 4 external loaders
    - Download includes loaders for ysmenu and akaio.
    Added credits ...
    by Published on March 21st, 2010 01:46

    News via http://www.nintendomax.com/portal.php

    Spinal offers version 2.0 of his loader file. Nds "DSision3", navigation is done by visualizing the covers in Cover Flow.

    Latest update - 14/03/2010 (final?)

    =- -= Windows app
    Fixed bug illegal characters

    -= DS =- app
    Added settings
    - Soft Reset in System loaders
    - Option to load homebrew through external loader
    - Added up to 4 external loaders
    - Download includes loaders for ysmenu and akaio.
    Added credits ...
    by Published on March 21st, 2010 01:43

    News via http://www.nintendomax.com/portal.php

    Bob Fossil has version 1.20 of "Word Wrap", word game where you must form as many words as possible with the same combination of letters in several different game modes.

    - Added two new game modes - Challenge 1 Challenge 2 and where you can play time attack modes are endless or a specific word.
    - Added functionality to menu exit.
    - Rebuilt with latest libnds. Should fix sound / mod playback issues.
    - Removed EFS code. Settings now saved to / data / wordwrap folder on your card.
    - Hopefully fixed crash nasty hardware only.

    There will be bugs. ...
    by Published on March 21st, 2010 01:43

    News via http://www.nintendomax.com/portal.php

    Bob Fossil has version 1.20 of "Word Wrap", word game where you must form as many words as possible with the same combination of letters in several different game modes.

    - Added two new game modes - Challenge 1 Challenge 2 and where you can play time attack modes are endless or a specific word.
    - Added functionality to menu exit.
    - Rebuilt with latest libnds. Should fix sound / mod playback issues.
    - Removed EFS code. Settings now saved to / data / wordwrap folder on your card.
    - Hopefully fixed crash nasty hardware only.

    There will be bugs. ...
    by Published on March 21st, 2010 01:41

    News via http://www.nintendomax.com/portal.php

    Mr. Lucanius proposes v1.1 "Amazed", a maze game for the DS.

    UPDATE: Basically the only difference is that now there is an unlockable mini-game for beating the hardest maze. Other than that, it has just been some non-critical bug fixes. ...
    by Published on March 21st, 2010 01:41

    News via http://www.nintendomax.com/portal.php

    Mr. Lucanius proposes v1.1 "Amazed", a maze game for the DS.

    UPDATE: Basically the only difference is that now there is an unlockable mini-game for beating the hardest maze. Other than that, it has just been some non-critical bug fixes. ...
    by Published on March 21st, 2010 01:36

    News from Keshire

    My project thread/blog

    First some background information:

    Quote
    This is based on a Star Wars project I worked on (with many others) for a good 5 years (And which I'm still a fairly active forum member).
    The original project was Movie Battles 2 for Jedi Knight: Jedi Academy.

    About 2 years ago I started working on this project but had to take a break for a bit because of real life, Between then and now I lost a hard drive that contained the source for that project.

    Now I'm attempting to revive it and improve on it.

    I'm not an experienced coder. (I specialize in 3D animation and file specification cracking. "That's weird", ya I know, right.)


    Here is what I am attempting to do (listed more for myself than for others):

    Top Down Melee/Shooter hybrid
    Jedi Class
    Sith Class
    Gunner Class (maybe mandalorian class)

    Jedi/Sith uses stylus controlled lightsaber combat.
    Trigger button activates force power mode.
    Saber can perfectly deflect shots if hit in middle
    Otherwise shots can hit the hand holding the saber
    Or stagger the user if it hits the tip of the saber.

    Saber versus saber clash locks the sabers together.
    First to use force button knocks down the other.

    Force:
    Drag and drop objects for cover
    Flick objects to throw them
    Tap other for mindtrick
    Tap self for Seeing

    Gunner is a squad of 4 (3 Bots)
    Tap/Hold to shoot
    Collide with blocking saber will kick and knock them down.
    Trigger:
    Sets waypoint for nearest bot.
    Tap self/other to change weapons.

    Environmental hazards (Pits, force thrown objects).

    Current Assets:
    Attached... (I'm generous!)

    Coming Soon for DS --> http://palib-dev.com/forum/index.php/topic,436.0.html ...
    by Published on March 21st, 2010 01:36

    News from Keshire

    My project thread/blog

    First some background information:

    Quote
    This is based on a Star Wars project I worked on (with many others) for a good 5 years (And which I'm still a fairly active forum member).
    The original project was Movie Battles 2 for Jedi Knight: Jedi Academy.

    About 2 years ago I started working on this project but had to take a break for a bit because of real life, Between then and now I lost a hard drive that contained the source for that project.

    Now I'm attempting to revive it and improve on it.

    I'm not an experienced coder. (I specialize in 3D animation and file specification cracking. "That's weird", ya I know, right.)


    Here is what I am attempting to do (listed more for myself than for others):

    Top Down Melee/Shooter hybrid
    Jedi Class
    Sith Class
    Gunner Class (maybe mandalorian class)

    Jedi/Sith uses stylus controlled lightsaber combat.
    Trigger button activates force power mode.
    Saber can perfectly deflect shots if hit in middle
    Otherwise shots can hit the hand holding the saber
    Or stagger the user if it hits the tip of the saber.

    Saber versus saber clash locks the sabers together.
    First to use force button knocks down the other.

    Force:
    Drag and drop objects for cover
    Flick objects to throw them
    Tap other for mindtrick
    Tap self for Seeing

    Gunner is a squad of 4 (3 Bots)
    Tap/Hold to shoot
    Collide with blocking saber will kick and knock them down.
    Trigger:
    Sets waypoint for nearest bot.
    Tap self/other to change weapons.

    Environmental hazards (Pits, force thrown objects).

    Current Assets:
    Attached... (I'm generous!)

    Coming Soon for DS --> http://palib-dev.com/forum/index.php/topic,436.0.html ...
    by Published on March 21st, 2010 01:23

    Some advice for any Xbox 360 owners thinking ahead to the launch of Microsoft's Project Natal later this year: You might want to see if you'll need to reconfigure your living room. After all, the motion-sensing control system is no sit-on-the-couch experience. You'll need some space to move your body and swing your arms without banging into the coffee table.

    To be precise, you'll want to clear an area extending at least 4 meters (a little more than 13 feet) away from the television. That's the back edge of the space to be taken into account by the Natal sensors. In terms of width and height, the field of vision naturally expands as it moves from the Natal device to that back edge, ending up a little more than 4 meters wide and 2.7 meters high (about 8 feet, 10 inches).

    Those were among the tidbits passed along by representatives of the Natal team during a briefing for a group of reporters and bloggers Monday on the company's Redmond campus. The session was part of a day-long technology discussion held by Craig Mundie, the company's chief research and strategy officer.

    Natal, announced last year at the E3 video-game convention, is due out by the holidays. It's Microsoft's effort to bring its own "natural user interface" to the Xbox 360. It differs from Nintendo's Wii and Sony's upcoming Motion Controller, in that the camera system senses movement without requiring the gamer to hold a controller. (However, one of the details that emerged from the session is that controllers and accessories can be used in conjunction with moving around to add even more elements of control to games.)

    During the Monday session, we quizzed Don Mattrick, who heads the company's video-game business as its senior vice president of interactive entertainment. Mattrick said the response from consumers in testing of Project Natal has been "off the charts." Mattrick said he's excited about the types of experiences that game developers are creating with the system, declining to go into details. He noted that Natal is also getting interest from the broader entertainment industry, citing as an example Steven Spielberg's early endorsement.

    The session included lots of technical details on the Natal device, including its three sensors for measuring the depth of the room, capturing the gamer's movement and ensuring adequate light. The machine-learning system can also tell where parts of your body should be even if they aren't visible to the camera, such as an arm tucked behind your back. (Technical phrase: "Extremity occlusion resilient.")

    The Natal team says the device requires less in the way of processing than the average smartphone, because they wanted to leave as much processing as possible available to the game itself.

    As for the price? Mattrick wouldn't say, but he predicted that it won't be as much as consumers who have tested the device might expect, given the amount of fun they say they're having. Microsoft has created the Natal device with off-the-shelf components, which has the effect of keeping costs down and positioning the company to take advantage of broader industry advances in vision technology and sensors.

    "We're going to drive the business, and make it scale, and make it profitable," Mattrick said.

    http://www.techflash.com/seattle/201...ect_natal.html ...
    by Published on March 21st, 2010 01:20

    A HORRIFIED Dublin couple who had child pornography sent to their Xbox while online are demanding to know how the incident happened.

    The makers of Xbox are investigating the incident in which the unwitting gamer was sent sickening images of boys naked from the waist down to his console.

    The man was playing an online game when an unsolicited message containing the images was sent to him. He immediately told his partner and they contacted the gardai.

    Amy (not her real name) told the Herald her partner phoned her one night when she was out to tell her what had happened.

    "When I got home and I saw it, I have to say, it was disgusting," Amy said. She said when contacted, the company told her to delete the message.

    "I thought it was a horrible picture to see, so I got the guards involved. I explained the situation and they sent out two gardai to the house to have a look at it," she said.

    "I think it's very, very disturbing to see something like that because there are children online every day," Amy said. "There were two children in our house at the time."

    Having examined the photographs, detectives confiscated the Xbox and told Amy the images were child pornography.

    Officers told her she was right to call them because if she had deleted it, but it was found on the company's mainframe, she and her partner could have been arrested for possession of child pornography.

    Microsoft, which makes the popular game console, said it could not comment on the specifics of the case -- believed to be the first reported incident of its kind.

    A spokesman told the Herald Xbox Live was a "self-policing community" with a code of conduct.

    http://www.herald.ie/national-news/c...x-2105987.html ...

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