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  • wraggster

    by Published on August 24th, 2010 23:02

    Newly released for Wiz

    News via http://www.gp32x.com/board/index.php...dpost&p=910345

    The ScummVM Team and the Wiz maintainer DJWillis released the actual bug-fix version 1.1.1 for the Wiz.

    ScummVM: Very belated 1.1.1 release for the GP2X Wiz


    While this is a little late to say the least (better late than never and all that, I mean it’s only 3 months late Surprised smile) I have finally managed to get my hands on a working GP2X Wiz, some all important free time and motivation, and built up and tested the GP2X Wiz backend for the 1.1.1 release following on from the official announcement.

    This post is also an announcement of the GP2X backend release as I forgot to post about it at the time despite the fact it got uploaded and released only a few days late .

    I have not had a great deal of time recently to work on these releases so the backends are largely the same as the previous releases with just the needed changes to support all the fancy new things in the ScummVM core. No reworking of the control system or the like has been done yet (it’s still on my TODO).

    Some of the highlights of the changes 1.1.1 bring, that benefit the GP2X and GP2X Wiz, include 2 completely new engines and games, Dragon History (available free from here) and TeenAgent (available free from GOG.com). Also new is 16bit graphics support, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids and improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars.

    Please provide feedback in the usual places on these releases and enjoy using them.

    Changes:

    1.1.1 (2010-05-02)


    General:
    - Fixed several minor bugs here and there.

    Drascula:
    - Fixed regression that caused some texts to always be in English, even when
    using another language. (#2970211 - DRASCULA: missing german translation)

    KYRA:
    - Fixed a bug which caused the DOS versions to crash before the credits when
    AdLib music is selected.

    LURE:
    - Fixed several memory leaks.
    - Corrected problems in the handling of followers when blocked from performing
    actions by closed doors between rooms.
    - Solved issues with Goewin not always correctly following the player out of the caves

    Tinsel:
    - Fix video playback regression in Discworld 2.

    Parallaction:
    - Fix several crashes and other regressions in Nippon Safes, including
    bugs 2969211, 2969232, 2969234, 2969257, 2970141.

    http://www.distant-earth.com/wp/ ...
    by Published on August 24th, 2010 23:00

    Newly released for Pandora



    An Amiga Emulator.
    Fullspeed with sound for A500 games!
    Changelog 2010-08-24 (by john4p):
    Hardware-Scaling (via framebuffer)

    Using SteveM's modified SDL lib our UAE4All now has hardware scaled screenmodes.
    Thanks @sebt3 - LD_PRELOAD works fine to use the modified lib for UAE4All.

    http://dl.openhandhelds.org/cgi-bin/...?0,0,0,0,72,74 ...
    by Published on August 24th, 2010 22:57

    Steveice10 and lukegb have added Wiinstall v13.1

    Wiinstall is a homebrew application based on Dop-Mii. It has the patching option removed and uses IOS58 + AHBPROT. (Icon is placeholder)

    With Wiinstall you can:

    Install or Delete any IOS including STUBs
    Install/Upgrade/Delete the following channels
    *Shopping Channel
    *News Channel
    *Weather Channel
    *Photo Channel 1.0 & 1.1
    *Mii Channel
    Install any System Menu
    Display your Wii's boot2 information
    Receive a detailed report on your Wii's internal workings

    http://wiibrew.org/wiki/Wiinstall ...
    by Published on August 24th, 2010 22:51

    We had a feeling that Microsoft recognized the potential in phone-to-console gaming, but during our recent hands-on time with Windows Phone 7, reps kept mum on the subject. The same can't be said for at least one rep during Microsoft's recent X10 event in Toronto -- that's in Canadia, in case you were wondering -- who confirmed the functionality to WMPoweruser during a video interview showcasing the new OS.

    "So initially we're turn by turn-based," the rep said, referring to the phone-to-phone multiplayer capabilities on day one. "We are working on real-time phone-to-console, likely initially through Wi-Fi -- again, operator networks are sensitive to that. That's not on day one; day one will be turn-by-turn as well as companion-type gaming where you play a level on the phone and it may unlock a level or a weapon or some special achievement on the console game. But, uh yeah -- absolutely working on phone-to-console real-time. That is something we're working on and expect to have in the near future."

    The video interview -- which you can watch just past the break -- also mentions gameplay between the PC and phone "using the Xbox Live infrastructure," where the rep references Shadow Run as an example. Skip to around 10:30 for the really juicy stuff.

    http://www.joystiq.com/2010/08/24/mi...onsole-gaming/ ...
    by Published on August 24th, 2010 22:50

    "Peripherals for Kinect? How does that work?" you might be asking yourself. First, we would point out that every article of clothing you own is technically a Kinect peripheral. Second, the first Kinect peripherals from PDP aren't the kind you might expect. Rather than offering up plastic tennis rackets or lightsabers, PDP has announced a line of products (first glimpsed at E3) to help consumers mount their new Kinect in various situations.
    Wall Mount - $14.99
    TV Mount - $39.99
    Extension Cable - $49.99(!)
    Floor Stand - $29.99
    We suppose some people might spend $40 on the VESA standard TV mount, though you could accomplish the same task with $5 worth of Velcro. The floor stand might prove useful, however, as it keeps the unit "above the floor to help protect the Kinect for Xbox 360 from foot traffic and dirt." We might suggest the off-brand version of the floor stand, though. It's called a table. PDP's Kinect products will be available this November.

    http://www.joystiq.com/2010/08/24/pd...t-peripherals/ ...
    by Published on August 24th, 2010 22:49

    Well, that was snappy. Just 24 hours after Android Police published a piece describing how easy it was to circumvent Google's new Android licensing server, the Big G is hitting back with a brief response that it promises to elaborate on in the future. In order to address any doubts that developers may have, Google has noted that its new service is still "very young," and "the first release shipped with the simplest, most transparent imaginable sample implementation, which was written to be easy to understand and modify, rather than security-focused." Interestingly, the outfit doesn't hesitate to pass some of the blame, saying that some devs "are using the sample as-is, which makes their applications easier to attack." For those who'd like to better obfuscate their code, Google will be publishing detailed instructions on how to do so in the near future. We also appreciate the honesty in this quote in particular: "100 percent piracy protection is never possible in any system that runs third-party code." As stated, the bullet points listed in the source link should be fleshed out in due time, but at least you hard working developers can rest easy knowing that Google isn't standing by and letting pirates run amok.

    http://www.engadget.com/2010/08/24/g...-to-on-obfusc/ ...
    by Published on August 24th, 2010 21:10

    News via http://wololo.net/wagic/2010/08/24/h...-for-6-306-31/

    J416 finally released his port of the HBL for the firmware 6.30/6.31. The port uses an exploit in the Japanese version of the game Minna no golf portable. People who currently want to enjoy Homebrew on their 6.30/6.31 PSP need an original JP UMD of this game. Compatibility of the exploit with the PSN version of the game has not been confirmed yet.

    I haven’t tested HBL through this exploit yet, as I wanted the news out of the door asap, but I’ll be working on merging this port into the HBL SVN codebase in the days to come.

    HBL Currently only works with the Japanese version of Minna no golf, but Mamosuke confirmed that a similar exploit exists in Minna no golf 2, and I confirmed that the exploit exists in the US Version, “Hot Shots golf”. We will be working hard in the days/weeks to come, to adapt HBL to as many versions of the game as possible, meanwhile, here’s a summary list:

    •Minna no golf portable (JP UMD): Exploitable, runs HBL (J416’s port)
    •Minna no golf portable 2 (JP UMD): Exploitable, Hello World by Mamosuke
    •Hot Shots Golf: Open Tee (US UMD): Exploitable, Hello World by wololo
    •Hot Shots Golf: Open Tee 2 (US UMD): probably exploitable
    •Everybody’s golf (EU UMD): probably exploitable
    •Eveybody’s golf 2 (EU UMD): probably exploitable
    •PSN Versions of all the above: probably exploitable, untested.
    Do NOT buy the non JP versions of the game just based on hope. As long as nothing’s released, a promise is as good as a fake. Only trust releases. In other words, consider that for now, HBL only works with the JP version of the game!!!
    Enjoy ...
    by Published on August 24th, 2010 21:02

    News/release from Equipted

    hello everybody this is my second game its for the younger folks by younger i mean like 2-4 years old lol im not much of a backgrounder lol but i did it 26 everything sounds,sprites,rooms,backgrounds lol everything whooo finally finished well test it out and let me know how it worked out for you. oh and any feedback on improving game is much appreciated thanx in advance... man i wanna learn the c language so bad after using this program what is a good book for begginers and a good site to learn about PALIB than again in advanced

    http://dsgamemaker.com/forum/viewtopic.php?f=28&t=5487 ...
    by Published on August 24th, 2010 20:59

    News/release from MBJ007

    Hi Folks

    Here's a even more finished version of this game.Spiel: ..In Grandma's filthy kitchen, several chicken carcasses are horribly moldy.And infested with ghosts, not just any ghosts, poultrygeists.Help Miffy the cat get to the best chicken grandma has left on the floor and make him a happy cat.

    Now with Cat Satisfaction meter, you have to use the Dpad to guide the cat , avoiding the green chickens and trying to get to the regular coloured chicken in a minimum of time.There is a cat satisfaction meter(thanks James for that idea,sort of, I put you in the credits) that goes down over time, so you gotta be quick to make the cat as satisfied as possible.It's possible to get a negative reading if you dawdle.

    http://dsgamemaker.com/forum/viewtop...ba98d7a6cbf2da ...
    by Published on August 24th, 2010 20:53

    News from the official Pandora Blog:

    Well, quite a few things have happened, so here is another update for you.

    1. All about the nubs

    In case you didn't know yet: Quite a few nubs had problems right from the beginning (a failure rate of 20 - 25% is just inacceptable!) and even some of the working ones have failed a while later (though not too many, thankfully).

    Therefore, the manufacturer got a pile of non-working nubs back from us to find out what's wrong and test them.
    It didn't take too long to find the problem: Mostly a tolerance issue. That's why most were working, but some failing.

    The first workaround: Doing a mechaniical test all of the nubs, a quick thing that allowed us to ship more Pandoras out to you, but not the final solution, because it still slows things down - and is not 100% reliable.

    So I'm very happy to report that the first samples of the (hopefully) fixed nubs will be finished within this week, ready to be stress tested.
    If testing goes well and it proves that those nubs have no issues, they will go into mass production.
    This will hopefully mean the end of any nub problems.

    What does this mean?

    We will continue production of the boards and Pandoras with the tested nubs until the new ones are there. Basically, there should be no difference between tested ones and newly produced ones as long as they work. But the newly produced ones shouldn't have such high failure rate.

    When the new ones are finished, the testing process (which slows production down, too) is not needed anymore and things should go more smoothly.




    2. All about the boards

    Right after we met in UK to assemble the very first Pandoras, we had to stall board production because we had so many broken nubs.
    Replacing nubs does cost us money (and a lot of time). If it only were a few, we could've continued - but with that high failure rate, we first had to find out what was wrong here.
    Even though the manufacturer was working very fast on this issue, we first had to desolder some non-working nubs so that the manufacturer could test and find the error, so that did cost us a few weeks.

    Since the manufacturer started to test the nubs, production has been started again. First, we only got 100 boards to test if the nubs work fine. Then we got 200 more (currently being assembled) and the next batch that has been announced will be a whopping 500 boards (don't know exactly yet when we'll get them).

    Also, as the board production company now knows the amount of work that's needed and seeing that new, working nubs are on the way, we're currently discussing with them to sign a contract about a minimum amount of boards per week.
    At the moment, all they do is produce as many as they can in the time they have (as long as production wasn't reliable, they wouldn't have done any other contract).
    A minimum-per-week-contract would be the best thing - as then we finally have some realistic figures on when your Pandoras will be finished and how fast it all goes. And bigger projects wouldn't interfere with board production anymore.

    These are the things we're currently working on - and if they work out fine, things should finally go smoother - and A LOT faster!




    3. All about the Pandora

    As posted, I had a Pandora at the GamesCom - and that definately was a good idea.
    Interest was pretty high, a lot of people came to see and / or test out the Pandora - and as far as I've been told, they all liked it.
    That's pretty cool.

    I've got another offer if you didn't manage to go there: If you ever come near Ingolstadt (Germany), you're free to come visit me to have a chat (or coffee) with me and test out the Pandora live! Just drop me a PM or mail if you want to come visit me.

    Okay, that's for todays news. Hopefully more good news on board and nub production soon. Oh, and I'm currently uploading two more videos for you

    For anyone not knowing where to find my Pandora videos - check out my YouTube channel! There are a lot of videos there, might be especially interesting for newcomers.

    http://www.openpandora.org/index.php...emid=2&lang=en ...
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