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  • wraggster

    by Published on June 14th, 2010 09:46

    Microsoft is developing Kinect games that make use of Star Wars and Disney characters, according to the USA Today.
    As part of the paper's story detailing the name and games for the new Microsoft game controller - hours before the official unveiling - the report also outs key support from third parties including MTV Games, LucasArts, Disney.
    Specifically, the report says "Star Wars characters and iconic Disney favorites will be featured in separate new games being developed at Microsoft in conjunction with LucasArts and Disney," suggesting that these titles are being made-in house and not at the studios owned by those publishers.

    http://www.develop-online.net/news/3...y-Kinect-games ...
    by Published on June 14th, 2010 09:45



    German publication GamersGlobal may not be familiar to you, but we expect you'll recognize those shiny orbs -- somehow, the website managed to pry a pair of PlayStation Move motion controllers and software away from Sony long enough to shoot an extensive video demo. While we're admittedly jealous of our distant neighbors, we wholeheartedly recommend watching their 30 minute hands-on with Disc Golf, Archery and more -- we've had a turn or two in PlayStation Move's multicolored spotlight already, and we suppose it's time to pass on the torch.

    http://www.engadget.com/2010/06/13/p...-german-style/ ...
    by Published on June 14th, 2010 09:44



    You knew it was coming, right? Hot on the heels of getting leaked a wee bit early Microsoft has made official the rebadging of a device desperately seeking a new name: "Project Natal" is no more, replaced by Microsoft Kinect. At a circus- and celebrity-filled affair, MS wrapped everyone in high-tech panchos (pictured after the break courtesy of Joystiq) and then took the wraps off of the new title. Quite a few game demos were shown, ranging from Star Wars to tiger petting, the Kinect interface to the Dashboard was shown (said by some to be Minority Report-like), and a video chat app called, wait for it, Video Chat. Through here you can naturally talk to friends (up to four total people at once was "shown"), and also share photos.

    Sadly, no hands-on time was given nor did MS reveal the two crucial bits of information we're waiting for: price and date. Naturally a holiday release is expected, to give the Xbox 360 a nice sales boost, but we're hearing price rumors as high as $150. These choice bits of intel will surely be unveiled at Microsoft's event tomorrow -- if someone doesn't beat 'em to it. The hardware is still looking exactly like the early picture above, shattering hopes of a slimmer design to match new Slim Xbox 360.

    Update: We've got official photos now, though solid textual info is still scarce. Stand by!

    Update 2: So we're out of the wild, cult-like experience that was Microsoft's Kinect unveiling. Microsoft still has a lot of details to reveal, but there are a few things we gleaned from watching the demos:
    Almost everything was one person at a time, particularly in the Kinect Sports games. Even a game like beach volleyball or soccer was boiled down to individual "moments" of interaction that get strung together into some sort of competition. Even the running in place games were one at a time, though the river rafting and mining cart games (both with a similar mechanic of jumping and ducking through an obstacle course while picking up tokens) could be played with two people at a time. You can at least play games like volleyball simultaneously with someone else over Xbox Live.
    An interesting mechanic we saw was a second player "jumping in" to a game. In the mining cart scenario, when the second player jumped in it immediately went split screen, while in soccer different players took turns by just jumping into position. Sure, some of this stuff was edited for our benefit, but it seems Microsoft is working to make the introduction of a second player or the switching between players something less button-heavy.
    The Star Wars game was pretty badass-looking -- you play a Jedi, rushing down stormtroopers and deflecting laser bolts left and right, wielding a few Force powers, and confronting a certain deep-voiced Sith Lord for a one-on-one duel. Based on the gestures and action we saw, though, it was a pretty heavily scripted experience. Still, there's no scripting a two-handed light saber grip, and that particular action looked like everything we've ever wanted in a Star Wars game.
    The yoga game is actually a pretty smart use of the infrared and joint detection software we espied previously. Positions were "checked" by points on the joint -- making it certainly harder to fake the moves on Wii Fit -- and it seemed to have a tai chi element to it. Your avatar glowed a more intense red based on your three-dimensional approximation -- bright red for hands stretched forward, for example.
    Next up: Kinectimals, a baby tiger pet simulator. You can scratch its ears, snuggle, and teach the little guy to jump and play dead. Adorable? Dangerously so. No one can tell us the developer, but based on the lighting effects, art style, and similarities to the previously-shown Milo, we'd wager a guess that it was Lionhead Studios.
    The Kinect menu interface is about as simple as could be. You wave your hand to control a glowing cursor of sorts, and you push forward to "click" on the element you want. Of course, there's also a very simplified version of the Dashboard to go along with this control mechanism, so it's unclear if you'll be able to do everything via subtle hand waves, but the Twitter, Facebook, Zune and Netflix icons were clearly present.
    The MTV Games-developed Dance Central has some on staff divided -- only Ross will actually admit to being interested in playing it. A series of dance moves are presented, including elbow jabs, swinging leg, guitar, "rocking out" (with your hand in the air). The art style is akin to Rock Band / Guitar Hero, and to be fair, this is probably one of those games that can't be done as well on any other console.

    http://www.engadget.com/2010/06/13/m...gets-official/ ...
    by Published on June 13th, 2010 22:57

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

    Vtor offers for Nintendo DS DSCopter, adaptation of the flash game " Copter "

    http://vtor.drunkencoders.com/ ...
    by Published on June 13th, 2010 22:55

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

    sergiog12 ldsp321 and offer the 1.8 version of TV quiz game for the DS, "TV Quiz" which unfortunately is only available in Spanish.

    http://tvquiz.blogspot.com/ ...
    by Published on June 13th, 2010 22:52

    Pate has posted this news concerning his Dos Emulator for the DS:

    The next version will have at least one major improvement: No need for the LOADFIX command any more! Or at least I hope it won't be needed. I'll still leave the command available in case some game works better with it, for some reason. This would be rather strange, though.

    While debugging Moonstone a couple of weeks ago I noticed that the reason it hangs after the intro was that the MAIN.EXE it tries to run after the intro suffered from the "Packed file corrupt" problem. Usually running LOADFIX before running such a game will help, however with Moonstone it did not improve the situation, MAIN.EXE still did not launch but this time complained "Not enough memory". I stopped working on it for a while, but began thinking of ways to get rid of the need for the LOADFIX feature completely (see my Jan 17th, 2010 entry for more info about the LOADFIX problem, if you are interested).

    The solution suddenly occurred to me last Friday, and yesterday I spent the whole morning reorganizing the internal memory emulation in DSx86 to use my new idea. Since the problem is caused by buggy EXEPACK decoders that wrap the segment address below zero (to 0xFFF0 and such), I thought that what about if I move the emulated BIOS segment (0xF000..0xFFFF) of DSx86 before the actual RAM memory area (0x0000..0x9FFF)! That way the segment wrap would not cause any problems, as addresses like 0xFFF0:0xFF00 will then automatically point to the correct place in the DOS RAM area without any need for a special handling for such a situation! Gotta love such sudden coding ideas that both make the code simpler than before and automatically handle difficult situations. :-)

    I had earlier had the BIOS 0xF000 segment as a separate data block of exactly 64KB in size, with various BIOS tables and other static data already located in the "final" locations within the block. The DOS RAM in turn is a bss block of 640KB. So, implementing this new idea meant that I had to copy all the BIOS static data into the bss memory block after DSx86.nds has been loaded, and it also means that the memory footprint of DSx86 will increase somewhat (as the static data is in memory twice, once in the data area and once in the bss area). However, as I don't have the extra blank space in the 64KB data block taking space from the DSx86.nds file itself, the file size got smaller. This change also will improve the DSx86 internal reboot, as the BIOS area will be recreated during a soft reboot, so it won't get corrupted as easily.

    This was a rather extensive and a little bit scary change, so there is a chance that some games that need something specific from the BIOS (that I had forgotten to copy to the new BIOS area) might not work in the upcoming version. I hope I remembered to copy everything (and did not make any typos!), though.

    EGA smooth scrolling fixed
    The EGA horizontal smooth scrolling issue will also be fixed in the upcoming version. Late last Sunday I already thought I got it fixed, after I changed my code so that the EGA starting address values that the game sets up will only get used after one full frame has passed. With that change both Supaplex and Heimdall scrolled very smoothly. However, on Monday I then tested Commander Keen 4, which had always scrolled smoothly (even though it does not sync to the vertical retrace signal), but it scrolled now so badly it was actually nauseating! So, back to the drawing board..

    The actual problem is caused by the fact that on the real EGA/VGA card, the screen start position (which scrolls by 8 pixels at a time) can be setup whenever the display is active, and it will take effect after the next vertical retrace time. The pixelwise smooth scrolling register however takes effect immediately, so it needs to be set during the vertical retrace period. Both Supaplex and Heimdall used a system where they first wait for a vertical retrace period, then wait for the screen active period to start, then set the coarse start position, then wait for the screen retrace period to start, and then set the pixelwise scrolling register.

    However, in DSx86 I need to use the current values of both of those registers when I start blitting the screen, and this happens during the vertical blank time of the NDS display. It finally occurred to me, that from the PC game's point of view, the vertical blank period when I blit the screen is actually the active display time! So, perhaps if I simply swap the VBlank bit of the NDS display status register when reporting the current status to the PC game... And voilĂ , that fixed the scrolling in all the games! Ha, yet another simple and clean fix, I just needed to do some thinking to figure it out. :-)

    Game-specific fixes
    Here is a short list of games that should run in the next version, and a description of the fixes I have made to DSx86 to make them run properly.

    Moonstone will start the actual game, thanks to the LOADFIX removal.
    Wizardry games had a problem opening the *.dsk files. At least in Wizardry 1 this was caused
    ...
    by Published on June 13th, 2010 22:46

    News via http://www.eurasia.nu/modules.php?na...ticle&sid=2574

    I stumbled across this interesting forum thread over at xboxhacker.net where a MU (Memory Unit) with certain data is used to trigger Manufacturing Mode on an unmodified Xbox 360 console. Dumps of the specific MU have been posted and the search for possible exploits are in progress. ...
    by Published on June 13th, 2010 22:45

    News via http://www.wii-addict.fr/forum/WiiXp...74-t20242.html

    The pace of releases has slowed to WiiXplorer but here is the R174 of the file browser on the Wii made by dimok and r-win.

    Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny

    WiiXplorer:
    - Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
    - View the properties of a file or folder
    - Do a search on SD / USB / SMB / DVD / WiiDisk
    - Launch a file .dol / .elf
    - See the videos of Wii and GameCube
    - Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
    - Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
    - Slideshow and zoom images
    - Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
    - Making screenshots
    - Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
    - Read file. PDF
    - FTP Client and FTP Server
    - Text Editor
    - Support with USB2 cIOS202
    - Support for file system FAT and NTFS
    - Address bar with road access
    - Multi-language
    - Support for different fonts
    - AutoUpdate



    QUOTE
    R174
    PDF Changes:
    - Improved error handling PDF. No Need to go out of app now was fatal error.
    - More memory is now available PDF processing.
    - Changes in the libmupdf are uploaded to the branches

    - Fixed bug in the ProgressBar When filesize IS bigger than 2GB
    - Initial Commit of new "Minimize ProgressBar" Feature. You can minimize the process and let it run in the background. Please report new bugs if you find something.

    Note 1: If You Have a copy process running and copy / paste something else you can append this to the transfer queue. It Will automaticly follow after the first transfer is finished.

    Note 2: The Thread Priority in the IS configurable settings for Both modes "Normal" and "Background" mode. You can configure the copy speed with it.

    Note 3: The Process IS minimized to the Taskbar. I Did not Have the Proper pictures so for now only has There Is clickable text like "Copying ..." or "Moving ..." Which Brings you back the ProgressBar. As soon as i got the pictures i will do a Proper taskbar button. ...
    by Published on June 13th, 2010 22:18

    News via http://www.wii-addict.fr/forum/Scape-v052-t20240.html

    Scape is a little puzzle game / adventure created by Sheeft at the development competition organized by Nintendomax.

    This is the moment a draft which consists of two levels!
    The goal of the game to reach the sun the doll by cutting the son who connect.

    QUOTE
    v0.5.2
    - Improved gameplay!

    v0.5
    - Early Renewal movements of Me is now heavier than before.
    - Correction of accents in some levels
    - Latest levels redone

    Remember to keep the files in the data slot1/2/3 the game if you want to keep your backup folder, replacing the old version the new one and place them in the right place!

    http://www.nintendomax.com/viewtopic.php?f=54&t=11943 ...
    by Published on June 13th, 2010 22:14

    DiiLC 1.1 released by Conanac

    DiiLC is a simple application to download and insert the DLC (downloadable content) or HDLC (hacked downloadable content) into Animal Crossing City Folk savegame file (use Waninkoko's savegame extractor for extracting savegame file). This application searches the DLC and HDLC files from the distributing servers. It could download and insert four DLCs (for US, EU, JP, and KR regions) and one HDLC that are available at the time when the application is running. It will process item, design and associated chosen letter from the downloaded file (either DLC or HDLC). User could choose to directly store the letter with item or design pattern into either the chosen player pocket and design slots (including global design slot in Able Sister's shop) or ask Wendell and Pete to deliver those.

    11 June 2010 (v1.1)

    Fix a bug for KR region pattern name (from "blank" to real name) ...
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