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  • wraggster

    by Published on February 17th, 2009 22:12

    New from Divineo UK



    For all shooting game fans, this case for sure is a statement to any openents. It offers the ultimate look with a complete case that features a LED system to light up the console! ...
    by Published on February 17th, 2009 22:12

    New from Divineo UK



    For all shooting game fans, this case for sure is a statement to any openents. It offers the ultimate look with a complete case that features a LED system to light up the console! ...
    by Published on February 17th, 2009 22:07

    The Nokia N86 announced today at WMC in Barcelona combines wide-angle Carl Zeiss Tessar optics and an 8 megapixel sensor, shorter latencies and variable aperture, resulting in performance comparable to a stand alone digital camera. The fast mechanical shutter ensures pictures with less motion blur while the dual LED camera flash is powerful enough for excellent photography and video capture. It is designed to excel in both bright and low light conditions, and it's optimized for both video and still imaging. Its high-speed connectivity ensures easy and convenient sharing. The Nokia N86 8MP is the first mobile device with variable aperture.

    The metal-framed Nokia N86 8MP includes 8 GB of internal memory for up to 4,000 images. The memory can be increased with an exchangeable 16 GB microSD card. The device also offers a bright OLED screen with scratch resistant hardened glass, easy photo management, full sync capability with a PC and TV-out support for slide shows.

    Shipping with the latest version of Nokia Maps and full Ovi integration, the Nokia N86 8MP allows people share their location with personal content like geotagged photos. It comes with a built-in compass, along with an integrated 3-months license for full voice and pedestrian navigation so that happy snappers don't lose their way when capturing life through the camera lens.

    With its integrated kick stand the N86 is ideal for watching videos and playing games. It can play up to 25 hours of music on one charge which can be enjoyed with the Nokia Bluetooth Stereo Headset BH-214 also announced today.

    Technical specifications include:
    * S60 3rd Edition Feature Pack 2 (Symbian OS 9.3)
    * Form: 2-way slider
    * Dimensions: 103.4 x 51.4 x 16.5-18.5 mm
    * Weight (with battery): 149 g
    * Volume: 84 cc
    * Display: 2.6" QVGA (320x240), 16.7 million colours, Active Matrix OLED
    * Quad-band EGSM 850/900/1800/1900
    * 8 GB internal, microSD memory card slot max. 16 GB
    * HSDPA 3.6 Mbps, WiFi, Bluetooth 2.0 EDR
    * 3.5 mm AV connector with TV Out
    * Integrated GPS, A-GPS, Nokia Maps
    * 8 MPix camera (3280x2464), CMOS sensor, Carl Zeiss Tessar lens
    * Variable aperture: F2.4, F3.2, F4.8
    * Wide angle lens (28 mm equiv.)
    * VGA 30 fps video recording
    * FM radio 87.5-108 MHz with RDS support
    * N-Gage application included
    * BL-5K 1200 mAh Li-Ion battery.

    The Nokia N86 8MP is expected to begin shipping in the second quarter of 2009 with an estimated retail price of EUR 375, before taxes and subsidies. ...
    by Published on February 17th, 2009 22:06

    Skype and Nokia today announced a partnership that will bring the world's leading Internet communications experience to the Nokia range of mobile computers. Under the terms of the cooperation, Skype will be integrated into Nokia devices, starting with the Nokia Nseries. The Nokia N97 flagship device will be the first to incorporate the Skype experience in the 3rd quarter of 2009.

    The Skype experience will be part of the address book of the Nokia N97, enabling presence - seeing when Skype contacts are online - as well as instant messaging. Nokia N97 owners around the world will also be able to use 3G and WLAN to easily make and receive free Skype-to-Skype voice calls, in addition to low-cost Skype calls to landlines and mobile devices.

    "Making Skype available everywhere through mobile devices is essential to fulfilling our vision of 'enabling the world's conversations'," said Scott Durchslag, Skype's Chief Operating Officer. "Collaborating closely with Nokia to preload and integrate our software onto their devices will benefit the many Nokia customers who already use Skype, as it makes Skype easily accessible and simple to use on the go. It will also bring Skype new users who love Nokia's Symbian S60 experience."

    "With more than 400 million Skype users worldwide, the integration of Skype on Nokia Nseries mobile computers is a significant step in bringing converged Internet experiences from the desktop to the world's most advanced mobile computer," said Jose-Luis Martinez, Vice President, Nokia Nseries. ...
    by Published on February 17th, 2009 20:59

    News/release from lokiare1

    Merc Roid v.0.25 (Alpha)

    Ok, I've updated Merc Roid with many things. I've created a few new levels. I've added lava (damage, visual, and liquidyness). You can now pick up any upgrades that I put in a level. You can travel from one level to another (I don't have a loading screen yet, but it is relatively quick to load each level). I've added a few sound effects, but they are slow to load, and I've had some crash problems with them. I haven't changed the screenshots yet, but I will later. In 0.25 I've added the door shield that can require any attack type to open. I've implemented the missile pickup (you start with 10 I think each tank adds 5 more.) I've created the first boss, but he is not playable until the next update.

    Controls:
    L-Button - Jump (later I will have a system where you jump higher/further based on how much you do it).
    R-Button - Shoot, hold for charge beam (shoots missiles when in missile mode, appears to charge but has no effect on the fire-power when in missile mode)
    Analog-Nub - Aims the gun (moves the camera)
    Triangle - Moves forward (move speed will vary based on how much you move)
    Square - Strafe left.
    Circle - Strafe right.
    Cross - Move Backward.
    Select - Switch between missiles and beam mode

    Things still to do:
    Create a story-line.
    Create a menu screen.
    Add a save feature.
    Add doors that only open based on the attack that is used against them.
    Add more monsters.
    Add a few boss monsters.
    Add zones that have different affects (water slows jump, move, and gravity speed, etc. etc...)

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:45

    News/release from Eskema

    Well well its me again, ill bring u guys a new puzzle game, or maybe it is. You are a drunk guy who needs to go to the bar, so you "only" need to reach the bar (sounds simple huh?).

    There are money in various colors and trashcans, so the green with green, blue with blue, etc,etc, each item unlock your way through the level.
    You can carry only ONE item of each, if you try to get more than one, they be discarted.
    If you stuck in any level you can restart it with TRIANGLE, select brings back to menu screen, and start select any menu option.

    The game has only 5 levels, so if anyone want to contribute and make more levels i will be proud and include in final release. Contact me and i show you how the map's editor work.

    Now the worse part, be adviced, this screens can cause you disorders and bla bla XDD

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:38

    News/release from manatails007

    PSPBTCNF BIN tool v2 by manatails007(Seungju Kim)

    This tool allows you to modify PSPBTCNF BIN files(pspbtjnf.bin, pspbtknf.bin, pspbtlnf.bin)

    Usage:
    copy PSPBTCNFtool to ms0:/PSP/GAME

    Press X to extract BIN files to ms.
    -it will be saved as text format at the root directory of memory stick. now you can edit it with your text editor

    Press TRIANGLE to build BIN files
    -convert your modified text files to BIN format

    Press SQUARE to flash BIN files
    -it flashes your new edited BIN files to flash0.
    WARNING: PLEASE BUILD BIN FILES FIRST! OR THIS WILL BRICK YOUR PSP

    ChangeLog

    -v2 : added Slim PSP support

    -v1 : initial release

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:34

    News via gxmod

    ooyamaneko announces that Dack has released an updated verion of his wiiscrubber software.

    The resulting disc is a disc Trucha signed, so you have to use one of several ways to launch these discs ... modchip, loading software, etc ...

    Discs should be launched with the Multiboot application (included in the package) from the Homebrew Channel ...

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 20:26

    Terminal Reality officially announced today their revolutionary next-generation development platform, the Infernal Engine. This new technology powers the much-anticipated Ghostbusters: The Video Game, a continuation of the Ghostbusters story. Terminal Reality will also license the Infernal Engine to third parties and is currently scheduling private meetings at the DICE Conference this February 17 – 20 in Red Rock, NV.

    The Infernal Engine offers excellent cross platform support and is compatible with all of the leading gaming systems as well as the PC. Thanks to the extensive experience of the team at Terminal Reality, the Infernal Engine takes full advantage of next generation hardware while scaling easily to all systems. Veteran monster-killer The Stranger (from Terminal Reality's 1999 hit title NOCTURNE) appears here in his new incarnation, updated to take full advantage of Infernal Engine's latest tech advances. The Stranger will be featured in upcoming Infernal Engine technology demos.

    The Stranger.The Infernal Engine provides an advanced physics solution, powerful particle system, and rendering features that provide ultra-realistic environments and characters. On top of a great feature set, the Infernal Engine comes with best-in-class support and a streamlined content pipeline to maximize productivity.

    "Terminal Reality's Infernal Engine is a breakthrough in efficiency for game development middleware. Our licensees can leverage their work across more platforms, in less time, than any other engine – giving them a competitive edge critical for success," said Joe Kreiner, VP of Sales and Marketing with Terminal Reality. "Our licensees get stunning visuals, fast time to market, and the support of Terminal Reality - one of most experienced independent game developers in the industry."

    "Infernal's integrated toolset and speedy build process help us prototype levels and gameplay quickly. Our artists have a lot of control over the look of the game compared to other popular engines. Additionally, the pipeline allows painless model importing and their material system is easy to use. The built-in scripting system and object tools allow designers and artists to be more flexible with limited resources, while the cross-platform nature of Infernal reduced our overall multi-SKU development risk," said Dan Irish CEO, Threewave Software.

    Terminal Reality will be showing the Infernal Engine to interested developers and publishers by appointment only at the DICE Conference in Red Rock, NV from February 17 – 20, 2009. Companies interested in the Infernal Engine licensing information can visit www.infernalengine.com or email [email protected] with a DICE appointment request.

    Atari has released new gameplay assets from Ghostbusters: The Video Game, a title based on the classic films and featuring the original film cast: Bill Murray, Dan Aykroyd, Harold Ramis and Ernie Hudson. When Manhattan is once again overrun by ghosts, players take on the role of a new recruit joining the Ghostbusters team. The game is being developed by Terminal Reality and Red Fly Studios for the Xbox 360, PS3, PC, PS2, Nintendo Wii and Nintendo DS. Ghostbusters: The Video Game is expected on June 16th, 2009 in North America and June 19th, 2009, worldwide.

    "In taking on such a storied franchise as Ghostbusters, everyone at Terminal Reality was determined to create a unique gaming experience that would excite and enthrall fans of the original movies," said Kreiner.

    http://uk.ps3.ign.com/articles/954/954531p1.html ...
    by Published on February 17th, 2009 20:21

    Brunni has released a great looking Sonic game for the GBA, heres the details:



    Something held me to the heart ... For so long that I tried to resume but did not succeed, it is time to face reality once and for all and declare the project closed (to be launched by fashion Nhut)
    But as this project is enormously important to me because here was one of the major projects of the former PA, I want to post here and share them with those who might be missed, since he not been taken from the old forum.

    It is a clone of Sonic on Mega Drive, a technical challenge to reproduce the original gameplay. The project was started in late 2003 on the TI-89 (calculator) if I remember correctly. The discovery of the GBA, its large color screen and responsive immediately motivated me to bring the code on it. After a small demo Mario (available here), it also brought a soft TI who wanted to be like Mario Land, as I started the adventure.

    The project then evolved on the basis of criticism and assistance of members of PA. I remember the first version of the engine that I presented with a physical in the west but just Sonic 1 and BG (no subject) took more than 100% of the CPU of the console ... then came to add a lot of features and the engine is below the 40% CPU ... Among these are:
    - Infinite number of tiles (not limited VRAM) for dynamic loading
    - Infinite number of tiles and palettes for the sprites, as well as sprites themselves by a similar trick
    - Effects of variable scrolling on a given plane and management of water levels by reparameterization of the palette via VCOUNT interruptions, the next is reparamétrée once the other completed (there was therefore no HBLANK)
    - Audio mixer based on a single channel ADPCM (for music) and 4-channel PCM (for sfx)
    - System managed pixel text with variable width fonts, allowing debugging and a compact menu


    The physics engine, object management and collisions was designed without using the original code, but just by observation (that fortunately constants chosen by the Sonic Team are relatively easy to guess). So a simple code = fair
    Then the project has continued and Phoebius, big fan of Sonic, joined me. Originally, we wanted to make new levels, with graphics in the style of Sonic Mega Drive. Unfortunately the term motivation is happened ...
    There are some prototypes, presented on the following son:
    http://forums.sonicretro.org/index.php?showtopic=4813
    http://forums.sonicretro.org/index.php?showtopic=8300

    For the first time, the source code is provided. I have updated to be able to compile the latest version of devkitpro (I say hell no, so many things change over the install personal HAM I had at the time) and including Sonic the Development Kit. The SDK is his nickname in the form of a simple project that uses the object files and allows the engine to add new levels, objects, behaviors and Sonic the code without touching the engine. It was used so that Phoebius, who knew no code, creates his own enemies and levels while I was working on the engine.
    Includes all the tools you need, except GBA Graphics (it available on my site). From memory it has:
    - SpriteCutter to create scripted sprites in several parts
    - All: to centralize the definitions in a file. H
    - Wav2son and Wav2bgm: to convert the music and sound effects

    Hoping that this will drive away the ghosts that haunt me and gives a good time to those who did not know.

    PS: the source is available here: http://brunni.dev-fr.org/dl/gba/sonic_src.7z

    Download and Give Feedback Via Comments ...
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