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  • wraggster

    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 ...
    by Published on February 17th, 2009 19:49

    Natsume Inc., a worldwide developer and publisher of family-oriented video games, announced today that it will be publishing Harvest Moon: Frantic Farming for the Nintendo DS this spring. The company also released the first screenshots and gameplay details. The game is scheduled to hit retail this May.

    Something strange is happening on Sunny Island! Crops are popping up everywhere and growing out of control! If something isn't done soon, the once-tranquil island will be buried in an avalanche of vegetables! It's up to the players to solve the mystery of this produce predicament as they try to tame the crops and gather as many vegetables as they can!

    "Harvest Moon: Frantic Farming is an all-new action-puzzle game set in the world of Harvest Moon," said Hiro Maekawa, President and CEO at Natsume. "With exciting gameplay modes, unlockable music and art, and a deep story mode with multiple selectable characters, it's no puzzle why we think it will be a big hit with Harvest Moon and puzzle game fans alike!"

    Set in the world of the recent DS hit Harvest Moon: Island of Happiness, Harvest Moon: Frantic Farming continues the tale of the island and its residents. Players can choose from 12 playable characters, each with their own unique story! See how the mystery unfolds from each character's perspective, and who they meet along the way!

    The game features a variety of modes including Story Mode, the brain-teasing Mission Mode, and the action-puzzle excitement of Score Attack and Free Play Modes. Players can test their farming skills against their friends and family in multiplayer. Players can also unlock character art, music, and some special surprises in their Collection Room.

    Harvest Moon: Frantic Farming will ship to retail this May.

    For more information, please visit www.natsume.com. ...
    by Published on February 17th, 2009 19:47

    News/release from Jayenkai

    This one's for me!!
    If other folk enjoy it, then so be it, but I made this for myself because I was getting really ticked off by the lack of decent crossword games* on the DS.

    There's 3479 crosswords in the game.

    Each one's selectable from the very uninteresting title screen, and playable whenever you want.

    Pick a level, play it, done.

    If you want to save midway, hit start to return to the menu, then quit. When you come back, it should be right where you left it.
    Only one save is available, though. It only saves the last puzzle you were playing.

    Other than that, it's nice and simple.
    Reds show up where you've got a letter wrong, and nothing fancy when you're right.

    There's no "COMPLETE!!!!!" screen.
    If you've got it all right, you should be able to tell... it's a crossword!!

    So, enjoy it for what it is.


    * Not that the crossword games on the DS don't have good crosswords.. They do.. It's just that stupid UI that they all use is really really really rubbish..

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 19:21

    The Pandora site has had a news update on whats left to do:

    Hi,
    as everybody is waiting, I thought I'd post some status informations. I'll keep them up-to-date here, so everybody knows what's happening

    To-Do:

    * Get the final CNCed case (still waiting...)
    * Wait until the mould of the keymat is finished
    * Design the final keyboard layout
    * Create mould of final case (can be done once the case fits)
    * CE / FCC testing (can be done once the case is here)
    * Mass Production testrun for the final boards
    * Stability testing (this will be fun)
    * Wait for the last remaining pieces for mass production (LATEST deadline is second week of March)
    * Mass Production
    * Test the boards
    * SHIP THEM!


    Please keep in mind that it also takes some time to ship.
    It won't help if the case if finished in China, it has to go to Michael and then to the CE / FCC testing company, etc.

    Okay, some more info about the mass production:
    We want to have a 48 burn-in test for the boards. The failure rate on the first boards depends on how many we'll test!
    In worst case, we have to test ALL boards, which will take a month - don't worry however, as we can have weekly shipments of the already tested and working boards so the first guys who have ordered don't have to wait so long.
    Let's cross our fingers and hope there won't be many problems from now on!

    http://openpandora.org/go.pl?A969 ...
    by Published on February 17th, 2009 19:21

    The Pandora site has had a news update on whats left to do:

    Hi,
    as everybody is waiting, I thought I'd post some status informations. I'll keep them up-to-date here, so everybody knows what's happening

    To-Do:

    * Get the final CNCed case (still waiting...)
    * Wait until the mould of the keymat is finished
    * Design the final keyboard layout
    * Create mould of final case (can be done once the case fits)
    * CE / FCC testing (can be done once the case is here)
    * Mass Production testrun for the final boards
    * Stability testing (this will be fun)
    * Wait for the last remaining pieces for mass production (LATEST deadline is second week of March)
    * Mass Production
    * Test the boards
    * SHIP THEM!


    Please keep in mind that it also takes some time to ship.
    It won't help if the case if finished in China, it has to go to Michael and then to the CE / FCC testing company, etc.

    Okay, some more info about the mass production:
    We want to have a 48 burn-in test for the boards. The failure rate on the first boards depends on how many we'll test!
    In worst case, we have to test ALL boards, which will take a month - don't worry however, as we can have weekly shipments of the already tested and working boards so the first guys who have ordered don't have to wait so long.
    Let's cross our fingers and hope there won't be many problems from now on!

    http://openpandora.org/go.pl?A969 ...
    by Published on February 17th, 2009 19:17

    News/release from linus

    Native wii cheat code manager, for use with WiiRd codes and the GeckoOS\Ocarina code handler. Select codes from .txt file and encode to .gct format. Works with Code Downloader.

    Changelog
    version 1.1: Max Cheats is now 500. SSBB compatible. Fixed file selector bug. Compiled with libogc 1.7.0 adds SDHC support. Fixed sound effects and changed to asndlib. Added libfreetype for logo.

    Download and Give Feedback Via Comments ...
    by Published on February 17th, 2009 19:11

    "Rhetoric is the art of ruling the minds of men," according to some old dead Greek guy who took a fatal swig of hemlock. The latest attempt to massage our brainwaves with persuasive oratory comes from Sony Chairman Kazuo Hirai, who reportedly told CVG the Xbox 360 "lacks longevity" and that the PlayStation 3 will eventually pull ahead.

    Not to be outdone, Microsoft Director of Product Management Aaron Greenberg responded in kind to The BitBag, accusing Sony of being too "comfortable," "complacent," and focused on "hardware specs."

    But Greenberg goes one further, really laying it down:

    With a U.S. install base lead now of more than 7 million units (according to NPD), I can’t imagine any scenario where the PS3 can catch up with us. In fact, even if you doubled the current PS3 sales and Xbox 360 remained flat, they couldn’t close the gap until 2014.

    Read that again: "Couldn't close the gap until 2014." Five years from now, and two past analyst predictions for when we'll see the next round of hardware.

    No one's arguing Sony's got its work cut out with Microsoft leading by more than 2-to-1 in U.S. hardware sales.

    Then again, Sony's leading 3-to-1 in Japan, and they're right behind Microsoft in cumulative system sales everywhere else.

    The question is, what happens if Sony drops the PS3's price by $100 in the near term?

    Would a $300 game machine with Blu-ray to boot and exclusives like God of War III, Gran Turismo 5, Heavy Rain, inFamous, MAG, Uncharted 2, and DC Universe Online tip your hand?

    http://www.pcworld.com/article/15961...t_shrugs.html/ ...
    by Published on February 17th, 2009 19:11

    "Rhetoric is the art of ruling the minds of men," according to some old dead Greek guy who took a fatal swig of hemlock. The latest attempt to massage our brainwaves with persuasive oratory comes from Sony Chairman Kazuo Hirai, who reportedly told CVG the Xbox 360 "lacks longevity" and that the PlayStation 3 will eventually pull ahead.

    Not to be outdone, Microsoft Director of Product Management Aaron Greenberg responded in kind to The BitBag, accusing Sony of being too "comfortable," "complacent," and focused on "hardware specs."

    But Greenberg goes one further, really laying it down:

    With a U.S. install base lead now of more than 7 million units (according to NPD), I can’t imagine any scenario where the PS3 can catch up with us. In fact, even if you doubled the current PS3 sales and Xbox 360 remained flat, they couldn’t close the gap until 2014.

    Read that again: "Couldn't close the gap until 2014." Five years from now, and two past analyst predictions for when we'll see the next round of hardware.

    No one's arguing Sony's got its work cut out with Microsoft leading by more than 2-to-1 in U.S. hardware sales.

    Then again, Sony's leading 3-to-1 in Japan, and they're right behind Microsoft in cumulative system sales everywhere else.

    The question is, what happens if Sony drops the PS3's price by $100 in the near term?

    Would a $300 game machine with Blu-ray to boot and exclusives like God of War III, Gran Turismo 5, Heavy Rain, inFamous, MAG, Uncharted 2, and DC Universe Online tip your hand?

    http://www.pcworld.com/article/15961...t_shrugs.html/ ...
    by Published on February 17th, 2009 19:10

    With the WiiWare version of Crystal Defenders having that "R1" in the title, expectations were high that Square Enix wouldn't stop with just one. Sure enough, a sequel is on the way. Square Enix announced today Crystal Defenders R2, set to hit the Japanese WiiWare service on February 24 at 1,000 WiiPoints. R1 was released over there late last month.

    R2 is meant for players who've gotten accustomed to the basics of Crystal Defenders through R1. The game offers eight new jobs: Fencer, Black Mage, Hunter, Flintlock, Tinker, Time Mage, Thief, and Berserker. It also adds in Power Crystals, devices that can be placed on the battle field to give troops in the vicinity a power boost.

    Many of these changes mirror the updates that were given to Crystal Guardians W1, the Crystal Defenders R1 cell phone predecessor, when Square Enix released Crystal Guardians W2. There are some differences, however, in terms of available jobs.

    Crystal Guardians ended up being a trilogy. We have no doubt that the same will hold true for the WiiWare version of Crystal Defenders. The only question is, will any of the versions see release outside of Japan? Square Enix doesn't appear to be talking just yet.

    http://uk.wii.ign.com/articles/954/954514p1.html ...
    by Published on February 17th, 2009 00:03

    news via pspita

    The coder Mickael2054 issue PSPNotes v2.0, homebrew for those who need to take some notes and through this program can do it on PSP.
    More in the changelog below.

    Changelog v2.0:

    Quote:

    Changelog:
    -Added two new themes and an image to upload
    -At the first start of the homebrew, you must select the initial settings
    -Ability to transcribe notes 10
    -E 'a Topbar showing some information on the PSP
    -Rewrote the code for the USB mode
    -Improved the characters
    -New menu with various options
    -Code completely rewritten
    -Added the Spanish language, now the program is translated into: English, French, Spanish

    Download and Give Feedback Via Comments ...
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