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  • wraggster

    by Published on September 17th, 2009 15:58

    PSP Mini games won't be allowed to have wireless multiplayer functionality, downloadable content or software updates, Sony has confirmed.

    The barring of these additional features has been decided on in order to quicken the approval process, SCEA senior account manager Justin Cooney has revealed. As such, the QA process for PSP Minis will take between three and five days compared to up to two weeks for full-sized PSP games.

    "When you look at it from a testing perspective, you have to do more QA. [Allowing those features] would defeat the purpose of having a dedicated service for smaller content. It increases the barriers," Cooney said, speaking to Gamasutra at GDC Austin.

    "From our perspective, if we're going to reduce the time it takes to get through our internal process, it helps that we don't have to check the multiplayer features."

    While these guidelines will mean that Sony's QA process differs from Apple's - which does allow games to contain wireless multiplayer features - Cooney doesn't believe this will prevent iPhone developers from bringing their game to the Sony platform.

    "I think from an iPhone perspective, you can create a Minis product from your iPhone product, or create a [full size] PSP game," he stated. "Nothing stops you from bringing an iPhone product to the PlayStation platform. It's just really up to the developer to decide if they want it to be a regular title or a PSP Mini title."

    PSP Minis games, which Sony announced at Gamescom this year, are digital games restricted to a 100MB download size. They're due to launch alongside the new PSPgo hardware on October 1 with 15 titles initially being made available.

    http://www.gamesindustry.biz/article...from-psp-minis ...
    by Published on September 17th, 2009 15:57

    NanaOn-Sha president Masaya Matsuura believes that the success of music games in the market place worldwide, particularly with Guitar Hero and Rock Band, is good - but just the "tip of the iceberg".

    Speaking as part of a session at this year's DICE Summit Asia, incorporated into GC Asia, Matsuura-san looked back to some of his own projects, such as PaRappa the Rapper, as well as the development of music genres in the past 40 years, and explained his excitement at the prospects for the music game sector in the future.

    "I feel very proud to be part of an industry without borders," he said, adding that "human beings are strange creatures that feel the compulsive need to express themselves.

    "If we focus on the developments we have made in the integration between music and games... we can say without any doubt that we have barely touched on the possibilities that such integrations can facilitate. Until now we have only managed to uncover one of these elements, but they are just the tip of the iceberg."

    He picked out three possible areas that are yet to be explored, starting with ethnic music games. "As a Japanese person I'd be so pleased if somebody would create a game with traditional Japanese music," he said, going on to point out the success that some European music artists had in the past using influences taken from, as an example, Africa.

    He went on to look at the possibilities for games in which players can play alongside actual musicians. "The Beatles Rock Band will fulfil the dreams of many fans by letting them perform alongside the original Beatles band members," he said. "But what about giving players the opportunity to conduct the Royal Philharmonic Orchestra?"

    And finally he looked ahead to games in which "anything and everything" lying around could picked up and used to contribute to a song.

    "I'm sure you're thinking that publishers would say that the segmented nature of these ideas would not appeal to the market... but you'd be mistaken to believe that appeal lies in such shallow areas"

    Matsuura-san also demonstrated a couple of games that NanaOn-Sha has been working on recently, including MajorMinor's Majestic March - out now for the Wii - and Ens-Ens, a forthcoming mobile title in Japan in which players use phone buttons to play melodies from a music score.

    http://www.gamesindustry.biz/article...eberg-matsuura ...
    by Published on September 17th, 2009 15:56

    TV personalities Ant and Dec are to front Nintendo's new Christmas marketing push in what the company describes as its "biggest ever entertainment campaign."

    The first wave of ads will air from October 16 in the UK and will be featured during primetime Christmas programming on multiple channels, with Nintendo also recruiting members of the public to star alongside the duo.

    "Given Ant and Dec’s popularity with everyone from grandparents to grand children and with the broad appeal of Nintendo’s products from ages five to 95, we knew they’d make the perfect partner for the brand," offered David Yarnton, general manager of Nintendo UK.

    "Nintendo has helped introduce a whole new group of people to the joys of gaming and we can’t wait to see Ant and Dec bring some of their natural charm and wit to Nintendo families up and down the country."

    Nintendo has indicated that the ongoing partnership will include game development, although when pushed said "we're not talking about development yet - we're going to do that post Christmas."

    http://www.gamesindustry.biz/article...do-ad-campaign ...
    by Published on September 17th, 2009 15:54

    Three titles announced, plus plans for apps and Xbox Live integration
    Microsoft has confirmed its plans to release downloadable apps and games for its new Zune HD device, but only a few titles have been announced, and they won't be available until November.
    The Zune HD went on sale in the US yesterday, alongside new Zune software. The relevant section of the press release runs thus:
    "Later this year, Zune plans to release free applications such as Twitter for Zune and Facebook for Zune, in addition to fun 3-D games such as Project Gotham Racing: Ferrari Edition, Vans Sk8: Pool Service and Audiosurf Tilt. Games can be added to Zune HD via Zune Marketplace over the Wi-Fi connection or when connected to the Zune PC software."
    The announcement of Audiosurf is intriguing: the original PC game lets people play along with their own library of songs, so the Zune version will surely include a similar feature.
    Microsoft's push for Zune gaming is confirmed by news that it's updating its XNA Game Studio 3.1 Platform to support the Zune HD, allowing independent developers to create games for the device that make use of its touchscreen and accelerometer.

    However, it seems the company won't be quite as open as Apple has been with its App Store. Zune marketing manager Brian Seitz has told the Seattle Times that Microsoft is working with games firms "on a case-by case basis. It's not really come one, come all."

    http://www.develop-online.net/news/3...e-HD-game-plan ...
    by Published on September 16th, 2009 21:50

    You really have to admire the likes of Blaze, they have released many great accessories over the years and tonight over at their Hong Kong Store Superufo.com they have released an excellent Megadrive Handheld with 20 Builtin games, but unlike all the handhelds so far this one has the ability to play any Megadrive game via the SD Card Slot, meaning you have access to hundreds of games making this a pretty awesome way of reliving the great Megadrive days.

    Heres the full details from Superufo.com



    Although the latest consoles bring the gaming experience to the next level, it is always nice to play the classic games that are used to be popular in the past. This Sega Mega Drive can surely bring back a lot of good memory to the generations growing up in the 1980s and 1990s. Coming with AV and USB outputs, this Mega Drive not only brings back the classic games to the users, but also offers the never-before-experienced technological advancements. For the "used-to-be" young people, this Mega Drive is surely a perfect choice!

    Product Features:

    20 built-in classic games
    Players can also download hundreds more games with SD game card
    Feature USB and AV outputs
    USB charging and AV cable are included
    Revival of your best memory

    Price of the handheld is a rather decent USD 34.13 around 20 Pounds, god i hope they release a Snes, Nes and even a N64 Handheld ...
    by Published on September 16th, 2009 21:23

    News/release from Sakya

    This is a simple MP3 player for the PSP.
    With the display set to minimum brightness the battery should last at least 9 hours.
    With the display off the battery should last at least 11 hours.

    16/09/2009: Released version 2.0.0 RC4

    Changelog:
    -Added: Scrolling text when string is too long in all menues and song title
    -Added: Setting to choose the tab to start from (START_TAB)
    Values:
    0 = File browser
    1 = Playlist
    2 = Playlist editor
    3 = Media Library
    4 = Settings
    -Added: Total number of frames red from Xing frame (faster opening of VBR mp3 file, if Xing is found)
    -Fixed: Crash when seeking FLAC files
    -Fixed: Navigation in the Media Library (when pressing circle you'll be taken to the previous selection, not on the main menu)
    -Fixed: Added setting to set CPU clock for WMA
    -Fixed: Track restart when pressing L on WMA, FLAC, ATRAC3(+), MP3 when played with libMad
    -Fixed: Suspend and resume for WMA
    -Fixed: Changed the default setting to play MP3 with Media Engine
    -Fixed: X/O button swap (please note that help screen will always say X=Confirm, O=Cancel, I din't changed it)
    -Fixed: Bug when creating playlist from Media Library (the first 500 tracks were repeated)

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:19

    News/release from manaxed

    Hey Guys,

    I'm a new dev, still learning LUA. Well here's my first release... the name says it all. Try it out and i know i have a few bugs here and there(Especially in start screen) please forgive me. And other Dev's HELP ME make my code more streamlined or better for the psp.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:19

    News/release from manaxed

    Hey Guys,

    I'm a new dev, still learning LUA. Well here's my first release... the name says it all. Try it out and i know i have a few bugs here and there(Especially in start screen) please forgive me. And other Dev's HELP ME make my code more streamlined or better for the psp.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:19

    News/release from manaxed

    Hey Guys,

    I'm a new dev, still learning LUA. Well here's my first release... the name says it all. Try it out and i know i have a few bugs here and there(Especially in start screen) please forgive me. And other Dev's HELP ME make my code more streamlined or better for the psp.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:10

    News/release from Baro

    Hello people, I'm here to tell ya about the game I'm developing.
    Currently I'm working on the engine and the only final graphical thing is -part- of the sprite you can see in the engine peek I'm attaching.

    So, let's get into it. This is my first game (in b4 start small. lol)

    Tanuki Tails
    In the 2460's, a madman, named Julius Spaulds, from one of the most powerful countries of the world democratically won the elections and thus became the most powerful person on the world... As such, people expected him to solve wars in other countries, so he started Project Solution to end the wars in Middle East.

    Project Solution consisted on the easiest way to cut off the war: an A-Bomb. With no warning, he fired the bomb right on the land in war, making not only an enormous crater now known as the Ground Zero Ocean, but pushing away all the continents forming the Pangea Subita the land is today. In the chaos, lots of people perished, as well as many plants and animals. Even some animals, like bears, completely vanished from Earth. This mess allowed Spaulds to conquer the whole world.

    Today, in year 2536, Robert Spaulds holds the legacy of his grandfather and is the -negligent- ruler of the human race, which is scattered in small towns along the Pangea Subita.
    For no known reason, he's making another A-Bomb, in his very own base near Lowheaven.
    And precisely four boys from Lowheaven: Pol Keine, Julie Bourge, Sudo Koji and Bear Sampson; try from time to time to sabotage the A-Bomb, slowing its completion in wait of some savior.

    And that savior came one day, in the form of a Tanuki Man from another dimension, who grabbed Pol and put on him the tail of a dead Tanuki hero, and will train him to use the tail to transform into various things and save not only our Universe, but the whole Polyverse from an ongoing invasion of Demons.
    (If you though this was long and nonsensical, you're lucky I didn't post the whole background, which contains the origin of all the intelligent species, bear gods and some spoilers)

    Gameplay
    The gameplay will be somewhat like Legend of Zelda (NES, GB, GBA...), but instead of weapons, you'll be using Pol's transformations. (For example, transform into a statue to fool enemies or be very heavy. Transform into a chameleon to stick your tonge everyway á la hookshot or become invisible). You'll gain the transformations over time. Also, each transformation has its own speed, accelerations, jump, size, height... so sometimes the key to a puzzle will be transforming into something and just walk in. But be careful, transforming and mantaining the transformations will cost a lot of energy, so finding and eating food is a must!
    You can stop and select your next transformation from the menu, or you can draw symbols to set your tail ready for your next shapeshift!

    For Boss fights, I'm thinking on implement a platform engine, but that's far future, right now I'm working on the in-field engine (aka the zelda gameplay I mentioned before).

    Done so far

    Map loading from data (Maps are formed by blocks which are formed by pixels. each block has its own data)
    Animation system (see my recent post on the code lab)
    First approach to transformations. In the demo, X and Y switch between two shapes with different properties. Later on you'll be able to choose them, and you will need to stop and wait for a cool animation to complete.
    Some basic IA (following enemy when close, etc) (Whoops, I don't show this in the engine peek)
    Collision read from block data (each sprite is like a cilinder), and vertical collision working (not lateral. This means: the player's head touches the ceiling, you jump off clifs, you jump on heights, etc, but you can walk into things that will be supposed to be solid)
    Maybe something else not-so-relevant

    TODO

    Lateral collision (OMG)
    platform engine
    Lots of graphics for enemies, NPC, player and such
    Script system (Still thinking how to implement it)
    GUI for the down screen. I have it planned, but won't do it until the engine works better.
    A map editor for me to make levels. You won't see it yet it'll be key on decent map making
    lots of other things, of course

    Brief explanation on the engine peek
    -tested in no$cash GBA. Will likely crash on desmune according to a friend, probably because of EFS?-
    You'll see everything I've said is done, except the enemy AI I mentioned (Anyway it's only a following dummy sprite).
    There's four types of blocks (each one formed by 4x4 tiles): the red ones are at height 0, the green ones at height 10, the blue ones at height 20, the green and blues a little higher. Move with pad, jump with A. You can jump on the green blocks and then on the blue ones (you don't jump enough to get into the blue ones).
    You won't be able to jump from below the green and blue blocks, but in the one with two colors you will touch the 'ceiling' and bounce. If you have the Pol Sprite, you may fall off from the blue blocks, since its collision shape has holes and his radius is small. But,
    ...
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