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  • wraggster

    by Published on December 13th, 2008 19:32

    News from Alek of Dark Alex fame:

    PlayStation Home has been officially launched under open beta.

    But well, you know what does "beta" means. And what does means "open". Beta will make it full of bugs, and Open will mean that you will get tons of errors trying to connect this first days.

    SKFU has posted some relevant information about this beta "game", or if you would like to say it like that, about this beta "experience" that is at the moment, full of bugs.

    Between all the possible bugs and things that could be done, SKFU decides to explain one that could allow any user to upload any file to the HOME server. That's a huge vulnerability. Lol.

    I have to agree with SKFU when he says that "First they delay HOME for more than a year, then they delay it a few times again and again till finally we have a HOME beta on a technical standard from 2005 with crappy graphics, a few boring areas and many many many many many many many many bugs." Well, at least bowling is funny. Oh, wait, yeah, also it is chess and that old fashioned rock dance.

    Of course, remember that this information is just for clarification purposes, and you must NOT use it to do bad, bad things.

    Btw, seems like all the houses made under the closed beta have been deleted.. Too bad, we'll have to recreate it. Hope that it wont be too expensive. Lol again.

    http://sceners.org/?itemid=141 ...
    by Published on December 13th, 2008 19:30

    News from PS3 Hacker StreetskaterFU:

    HOME public beta just started a few minutes ago, and as a little bonus I write this little vulnarabilitie disclosure of HOME beta 1.3. Don't be THAT surprised, remember the decrypted HOME game files^^. HOME is the most buggy game I ever saw and they really ****ed up so much. Ok, the delays gone about 2 years but after this years of waiting as user I expect a little bit more. "It feels like 2005 tech in 2008. I'm not sure that’s what people want.", I can only agree with this comment of Microsoft. Well, here the disclosure:

    The first 2 are server structure listenings. Some uninteresting files like the model files are missing, in generall the most interesting files are included. JSP files are NEVER sources, they are the response of the server. They are responded for german area.

    ----------------------------------------------------------------------------

    1) scee-home.playstation.net server structure (without spaces as they are to big)

    DOWNLOAD

    2) homeps3.online.scee.com (jsp files are no sources, they are responds of the home servers)

    DOWNLOAD

    3) The different Content Bases:

    For Developers & Alpha = http://homeps3-content.online.scee.com:10010/Alpha/Dev/
    For Quality Assurance = http://homeps3-content.online.scee.com:10010/Alpha/QA/
    For HOME Beta 0.9 = http://homeps3-content.online.scee.com:10010/Beta/090/

    4) Take a look in the first download package \c.home\prod\live\Screens\

    Only one of the XML files is encrypted, which means you can simply customize the HOME areas with your own videos, pictures and text if you use a apache + simple dns redirection.

    5) Download any file from the HOME content server you want

    (Well now we come to the more interesting parts^^)

    Theres a download script here...

    (homeps3.online.scee.com/HUBPS3_SVML/home/fileservices/Download.jsp)

    ...which is meaned to act as downloader for other users profiles, avatars and more.
    Example: User1 uploads his profile to the home server (see point 6), now User2 sees User1 in HOME; the downloader downloads the profile of User1 to the local HDD space of User2. So far so good. Now theres the possibility to do a realtime packet edit to download ANY file you want. It's up to you what files you think about now, but there are more than just lame user profiles on such servers ;-) To continue:

    Download.jsp?filename=Profile-UserXYZ

    This is the structure how it looks like when a user profile is requested, after this the server responds this way:

    http://pastebin.com/f422ad43e

    Simply edit the filename to get your specific file

    6) The most important vulnarability "upload any file to the HOME server"

    The methode is nearly the same like in 5. just that you can upload instead of download a file. The structure looks like this:

    Server request:
    homeps3.online.scee.com/HUBPS3_SVML/fileservices/UploadFileServlet?fileNameBeginsWith=Avatar-UserXYZ.jpg&filePermission=2&fileTypeID=2&fileDescription=unused

    Aswell theres the file you want to upload as raw data in the POST header. Just do a live edit again and inject your file. It will be saved in /HUBPS3_SVML/.

    Please don't upload any r00tshells or similiar ;-)

    7) At the end a funny thing "delete any file on the HOME server"

    homeps3.online.scee.com/HUBPS3_SVML/home/fileservices/Delete.jsp?filename=XYZ

    This could end really evil with a simple script :P

    Please remember the last 3 vulnarabilities only work if you do a realtime packet edit. It's not possible to do this from a PC only or with fake packets!

    ----------------------------------------------------------------------------

    So what is the conclusion?:

    SONY ****ed it really up! First they delay HOME for more than a year, then they delay it a few times again and again till finally we have a HOME beta on a technical standard from 2005 with crappy graphics, a few boring areas and many many many many many many many many bugs. After this whole bullshitting we finally get our beta on 11.12.2008 with another delay of about 5 hours because SONY is unable to test their servers before. Congratz, to SONY for this fantastic product. THANKS!

    Please remember:

    Don't do anything stupid with this information which you could repent later.

    Thanks for you attention, this was my little HOME vulnarabilities disclosure for you,

    SKFU

    **********UPDATE1**********
    I think I need to clear up some things:

    1) This is all public information anyone with a bit networking knowledge can get.

    2) At no time I hacked the servers. The HOME errors are NOT caused by me! The explainations are all based on theorethical base!

    3) All scripts and responds are client site, so all legal.

    4) I like the idea of HOME but the tech of 2005 is a fact.

    5) I'm not responsible for other people which are going to experiment with the provided information.

    6) I think this disclosure is very ok, think about the 2 options:

    1. I disclosure it and it gets fixed by SONY.

    2. Someone else use the bugs, uploads a shell, roots the server, kills your HOME.

    ...
    by Published on December 13th, 2008 19:11

    News/release from chris28



    Hi,

    DSolfege is the Nintendo DS port of free software GNU Solfege. Unfortunatly I've no more time to develop it. Actually only tne intervals game works without possibility to save scores.

    If anyone is interested to continue this project or to take some parts of it (by exemple all notes in raw format) i've published the sources on my blog.

    http://www.pianopenguin.net/index.ph...12/13/DSolfege

    Download and Give Feedback Via Comments ...
    by Published on December 13th, 2008 19:03

    Pinecone has released his own DevkitPPC installer for Mac OSX Leopard for the latest release from the Devkit toolchain, r16. It is VERY untested, so please use at your own risk.

    It can be downloaded from here.

    What it is
    The package installs the minimum you need for creating and building Wii and Gamecube apps, which includes LibOGC and some compiler trickery (don't ask me how it works: I have no idea). It also includes, as did the previous installer, an Xcode template for creating both Wii and Gamcube apps. This is all installed automatically.

    http://wiibrew.org/wiki/DevkitOSXInstaller ...
    by Published on December 13th, 2008 19:03

    Pinecone has released his own DevkitPPC installer for Mac OSX Leopard for the latest release from the Devkit toolchain, r16. It is VERY untested, so please use at your own risk.

    It can be downloaded from here.

    What it is
    The package installs the minimum you need for creating and building Wii and Gamecube apps, which includes LibOGC and some compiler trickery (don't ask me how it works: I have no idea). It also includes, as did the previous installer, an Xcode template for creating both Wii and Gamcube apps. This is all installed automatically.

    http://wiibrew.org/wiki/DevkitOSXInstaller ...
    by Published on December 13th, 2008 18:39

    Try and stay SOCALM as we relay this exciting news! Sony's frequently updated SOCOM: Confrontation blog has been firing off tons of posts over the past two weeks releasing details about the trophy-infused "patch 1.30" that will eventually be making its way to the game. A recent entry into the blog revealed the addition of two oft-requested matchmaking features that are SOCOMpletely overdue -- a "quick match" mode and a party system which allows you to join games with groups of friends with ease.

    The two features are actually linked -- selecting the quick match option will take you into a party lobby, where you and your PSN friend platoon can congregate. After your party is built, you can choose one of the three match types to join (16 v. 16 Ranked, Unranked and Respawn) and be automatically matched up against similarly skilled parties. However, no word has been given on a specific launch window for the much-anticipated patch -- SOCOMe on, Slant Six! The anticipation is killing us!

    http://www.joystiq.com/2008/12/13/qu...confrontation/ ...
    by Published on December 13th, 2008 12:54

    Rockstar Games announced today that downloadable content for Midnight Club: Los Angeles is heading to the PS3 and 360. The South Central Upgrade Map will give players a new area of the city to explore, noted as being one third the size of the original game map. The press release explains that the new area will include L.A. landmarks like Exposition Park, the USC campus and Shrine Auditorium. This area will be free to download.

    The press release continues on to announce that the South Central Content Pack can be purchased and will deliver new character competitions, races and even new music to the package. Unfortunately, no specific release or pricing information is outlined in the press release.

    http://uk.ps3.ign.com/articles/938/938048p1.html ...
    by Published on December 13th, 2008 12:51

    Electronic Arts Inc. (NASDAQ: ERTS) and Double Fine Productions, Inc. today announced that they have signed an exclusive publishing agreement that will bring the highly-anticipated rock-adventure Brütal Legend to gamers, headbangers, roadies and rockers worldwide next Fall. The latest creation from gaming icon Tim Schafer and the award-winning team at Double Fine, Brütal Legend is a 3rd person Action/Adventure game starring Jack Black in the role of roadie Eddie Riggs, who sets on an epic quest to build an army of rockers with only a broad axe, a big block V8 and his faithful guitar in hand.

    "This is awesome news!" stated Tim Schafer, President of Double Fine Productions. "The quality and creativity of the games EA Partners has been involved with make it a perfect home for our baby, Brütal Legend. Some people were starting to wonder if the saga of Eddie Riggs would ever see the light of day, but now I think it's clear that this game, like Metal itself, cannot be killed!"

    "Brütal Legend is shaping up to be a creative tour de force," said David DeMartini, Senior Vice President and General Manager, EA Partners. "At EAP, we are deeply committed to giving the industry's elite independent developers a platform to launch their creations to a worldwide audience. Tim Schafer is known for some of the richest stories and characters in our industry, and with Jack Black offering his vocal stylings for Eddie Riggs, we are extremely excited to help Tim and his talented team at Double Fine see their vision come to fruition."

    Brütal Legend tells the tale of Eddie Riggs, played by Jack Black, who is drawn back through time to a mythical world dripped in Rock and Roll folklore; where great Metal titans once ruled and power chords rang from the countryside for all to hear. When an oppressed people request Eddie's knowledge of modern warfare, he pulls from his own experience in the only occupation he's ever had, a roadie for a Heavy Metal band. From this springs the most hellacious army man has ever seen, and thus brings this ancient world into the Age of Metal.

    Also be sure to catch Tim Schafer and Jack Black unveil the first gameplay trailer for Brütal Legend at the 2008 Video Game Awards live this Sunday, December 14th at 9pm EST on Spike TV.

    Brütal Legend will be available for the Xbox 360 video game system and PLAYSTATION3 computer entertainment system Fall 2009.

    Double Fine is represented by CAA.

    For more information on Brütal Legend please visit www.brutallegend.com. ...
    by Published on December 13th, 2008 12:50

    System 3 and Eutechnyx are at work on SuperCar Challenge, a successor to this year's Ferrari Challenge that's to come exclusively to the PlayStation 3 next spring.

    Key features are the inclusion of a wide breadth of supercars, in a response to criticisms of Ferrari Challenge's single minded focus on the Scuderia, and the introduction of a more involved career mode.

    Ferrari Challenge received a favourable 8.3 upon review earlier this year – for more information on the follow-up, check out our exclusive hands-on.

    http://uk.ps3.ign.com/articles/937/937949p1.html ...
    by Published on December 13th, 2008 12:50

    Updated Release from AntonioND

    Hello!

    This is a 3D engine, which aim is to make easier the procces of making a 3D game for the DS

    Characteristics:
    -Loader of models and textures from FAT.
    -Dual 3D, as easy as normal 3D.
    -Can load BMPs of 8, 16, and 24 bits and convert them into textures.
    -Hardware-accelerated effects like fog and toon shading.
    -You can take screenshots of both screens in dual 3D mode or the 3D screen in normal 3D mode.
    -Animated model support.
    -2D over 3D system.
    -Very basic physics engine.
    -API functions.
    -2D text in 3D mode, any character size allowed.

    TODO:
    -A3I5 texture converter (3 bits of alpha, 5 bits of indexed colors).
    -Improve physics engine.
    -You can ask me for the things you would like to see.

    Download and Give Feedback Via Comments ...
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