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  • wraggster

    by Published on November 5th, 2008 01:31

    news via psphacks

    Inject that, inspect that; make that, shake that — Rain’s UltraLite MMS Maker v1.1. Easily produce a Pandora-ready memory stick for whatever firmware and Dark_AleX’s Despertar del Cementerio v7 (DC7).

    Rain mentions a firmware 5.00 enabled version will be available soon.


    Rain’s UltraLite MMS Maker v1.1 changes:

    Added Unicode support to the backup script.
    Changed to smaller 12kb fresh rip of the TM IPL
    Added detailed error information and cleaned up error handling along with some minor bug fixes.

    Rain's UltraLite MMS Maker for 4.01 - Rapidshare

    Rain's UltraLite MMS Maker for 3.90 - Rapidshare

    Rain's UltraLite MMS Maker for 3.80 - Rapidshare

    Rain's UltraLite MMS Maker for 3.71 - Rapidshare

    Rain's UltraLite MMS Maker for 3.60 - Rapidshare

    Rain's UltraLite MMS Maker for 1.50 - Rapidshare ...
    by Published on November 5th, 2008 01:28

    news via psphacks



    Akind’s RemoteJoyLite is now at version 0.18. Once equipped your PSP will capture and deliver video frames straight to your computer monitor — all over a USB connection.


    And while your hand-held remains connected to the PC, you may as well give PSPdisp a shot too. It’s a similar plug-in which extends your Windows desktop to the PSP screen. Use your PSP as an additional monitor to display whatever desired.

    RemoteJoyLite v0.18 [translated] changes:

    Screensaver suppression system changed a bit.
    Add images of asynchronous transfer mode.
    Select USB connection in the XMB works a little better.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:25

    News/release from levone:

    Power Manager Version 2.0 (aka CPU Manager)


    about:
    Coded by Levone/pspjoke (christian)
    Inspired by cwcheat and custom firmware extender.
    power saving prx plugin for custom firmware with other features.

    Features:
    psp 4th brightness level is only 68, with this you can reach 99.(same as 100)
    Plug psp in to charger to unlock the full brightness of the screen.(higher then the fourth brightness off the slim)
    Plug psp in to charger for forced 333mhz cpu clock.
    can auto-clock the cpu based on usage.(to save more power.)
    can enable/disable the MAX brightness when plugged in.
    Now works along-side CWCheat for increased power saving.
    CW-Cheat Companion Mode(see notes)
    Companion Mode is enabled by defualt, to disable see controls.

    Install:
    copy powermanager.prx to seplugins or wherever you want.
    add a line for it in vsh.txt, game.txt, game150.txt, pops.txt. whatever you want the plugin to run under.

    Controls:
    Hold "L trigger" and push either "note" or "select" to enable or disable maximum brightness.
    Hold "L Trigger" and push "Start" to enable/disable auto-clocker.
    Hold "L Trigger" and push "Home" to disable/enable Companion Mode.(defualt is enabled.)

    Changelog:

    v2.0:
    added ability to turn on and off maximum brightness.
    added CW-Cheat Companion Mode.
    Greatly optimized code.
    Decreased CPU usage.
    replaced hold start while booting or luanching game to enable auto-clocker with ability to switch on and off anytime.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:25

    News/release from levone:

    Power Manager Version 2.0 (aka CPU Manager)


    about:
    Coded by Levone/pspjoke (christian)
    Inspired by cwcheat and custom firmware extender.
    power saving prx plugin for custom firmware with other features.

    Features:
    psp 4th brightness level is only 68, with this you can reach 99.(same as 100)
    Plug psp in to charger to unlock the full brightness of the screen.(higher then the fourth brightness off the slim)
    Plug psp in to charger for forced 333mhz cpu clock.
    can auto-clock the cpu based on usage.(to save more power.)
    can enable/disable the MAX brightness when plugged in.
    Now works along-side CWCheat for increased power saving.
    CW-Cheat Companion Mode(see notes)
    Companion Mode is enabled by defualt, to disable see controls.

    Install:
    copy powermanager.prx to seplugins or wherever you want.
    add a line for it in vsh.txt, game.txt, game150.txt, pops.txt. whatever you want the plugin to run under.

    Controls:
    Hold "L trigger" and push either "note" or "select" to enable or disable maximum brightness.
    Hold "L Trigger" and push "Start" to enable/disable auto-clocker.
    Hold "L Trigger" and push "Home" to disable/enable Companion Mode.(defualt is enabled.)

    Changelog:

    v2.0:
    added ability to turn on and off maximum brightness.
    added CW-Cheat Companion Mode.
    Greatly optimized code.
    Decreased CPU usage.
    replaced hold start while booting or luanching game to enable auto-clocker with ability to switch on and off anytime.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:19

    News/release from raing3:

    I changed the name of my IPL dumper yet again to Memory Stick Utility, in this release made the following changes:
    - Changed the name of the application again to Memory Stick Utility
    - Fixed crash which occured when injecting ms0:/ipl.bin twice in the same session
    - Fixed bug extracting unknown IPLs
    - Made many other minor alterations
    - Rewrote the documentation

    I still haven't worked out how to correctly dump all IPLs and correctly detect their size etc. To test this out modify the first byte of the Classic Pandora IPL (so it is not detected by the app) inject the IPL and then try to extract it (as you will see only the first 12KB will be dumped) this is because 12KB - 16KB is blank data this blank data is only a few bytes bigger then the 4KB limit however I do not want to increase the block size as that will mean dumped IPLs will be less accurate. Also I would greatly appreciate any help with detecting the end of the IPL writable memory (like Rains app).

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:19

    News/release from raing3:

    I changed the name of my IPL dumper yet again to Memory Stick Utility, in this release made the following changes:
    - Changed the name of the application again to Memory Stick Utility
    - Fixed crash which occured when injecting ms0:/ipl.bin twice in the same session
    - Fixed bug extracting unknown IPLs
    - Made many other minor alterations
    - Rewrote the documentation

    I still haven't worked out how to correctly dump all IPLs and correctly detect their size etc. To test this out modify the first byte of the Classic Pandora IPL (so it is not detected by the app) inject the IPL and then try to extract it (as you will see only the first 12KB will be dumped) this is because 12KB - 16KB is blank data this blank data is only a few bytes bigger then the 4KB limit however I do not want to increase the block size as that will mean dumped IPLs will be less accurate. Also I would greatly appreciate any help with detecting the end of the IPL writable memory (like Rains app).

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:15

    News/release from ardatan:

    P86 Team released TVSP 0.3b... With PSP Slim support, WPA support,
    new interface and speed improvements...
    Instead of Location Free Player... You should have these equipments;
    -Wireless Mode
    -Of Course PSP
    -PC with TV Card

    ---Usage---
    -First of all;TVSP folder goes to PSP/GAME folder...
    -Secondly, you should install DScaler(In the PC Folder)..
    -Thirdly, copy DI_Evenonly.dll into C:\Program Files\DScaler folder...
    -Forthly, Set BTCard->PixelWidth->320... Program may crash. Restart...
    -Fifthly, Choose Deinterlace>Even Scanlines Only...
    -Finally, In PSP/GAME/TVSP folder, you see TVSP.ini. Open it and
    change it to your local IP Address...

    --Known bugs---
    -There are still no sound.
    -No Widescreen...
    -Network Connection dialog has some problems..

    This is normal. Don't write for these...

    ---Thanks---
    PSPDisp creators for Gu and Jpeg integration code...
    Andy Fung for main code...
    Insert-witty-name for SDK Sample...
    PSPSDK and CFW creators....

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:15

    News/release from ardatan:

    P86 Team released TVSP 0.3b... With PSP Slim support, WPA support,
    new interface and speed improvements...
    Instead of Location Free Player... You should have these equipments;
    -Wireless Mode
    -Of Course PSP
    -PC with TV Card

    ---Usage---
    -First of all;TVSP folder goes to PSP/GAME folder...
    -Secondly, you should install DScaler(In the PC Folder)..
    -Thirdly, copy DI_Evenonly.dll into C:\Program Files\DScaler folder...
    -Forthly, Set BTCard->PixelWidth->320... Program may crash. Restart...
    -Fifthly, Choose Deinterlace>Even Scanlines Only...
    -Finally, In PSP/GAME/TVSP folder, you see TVSP.ini. Open it and
    change it to your local IP Address...

    --Known bugs---
    -There are still no sound.
    -No Widescreen...
    -Network Connection dialog has some problems..

    This is normal. Don't write for these...

    ---Thanks---
    PSPDisp creators for Gu and Jpeg integration code...
    Andy Fung for main code...
    Insert-witty-name for SDK Sample...
    PSPSDK and CFW creators....

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 01:06

    I didn't expect much from games on the iPhone. I had visions of casual games, perhaps a fancy take on solitaire or a version of poker that takes advantage of the handset's touchscreen. Surely not a true mobile gaming experience.

    Boy, was I wrong. For the last few days I've been sampling some of the games available from the iTunes Store on the iPod Touch, and I've been stunned at how elaborate and involved they are. On the iPod Touch I've played a version of Gameloft's Real Soccer 2009 that rivals the version of the game on the Nintendo DS, and I didn't even miss the buttons. I've seen demonstrations of Sim City, forthcoming for the iPhone and the Touch from Electronic Arts (ERTS), that look more elaborate and sophisticated than any versions I've played before on a desktop PC or console.

    They're immersive, addictive fun. And it's now readily apparent to me that the iPhone and iPod Touch are well on their way to becoming an important force in handheld gaming. When you consider the ease and reach of Apple's (AAPL) online method for distributing games, Apple could do in this category what it did in online music, causing big headaches for the genre's established players, Sony (SNE) and Nintendo.

    Apple's come a long way in short order. In the three months and change since the iTunes App Store opened for business, it's already home to some 1,500 games, compared with fewer than 300 titles for Sony's PlayStation Portable and about 600 for Nintendo's handheld console, the DS.

    Apple's Gaming Advantages
    The iPhone maker is also holding its own when it comes to units sold. Based on sales data and analysts' projections, Apple is on track to sell an easy 40 million devices or more a year that are capable of playing games.

    Nintendo sold 42 million DS consoles during the 18 months from January 2007 to June 2008, according to market research firm iSuppli. So Apple is on pace to sell about as many game-capable handhelds in a single year as Nintendo, the market's current leader, has sold in the most recently reported 18 months. This suggests that Apple could be on the cusp of claiming the crown as the world's market leader in handheld gaming.

    Now look at Apple's advantages over competitors. Apple already has more titles for its games than both of the other two combined. And aside from the free ones, games on the App Store sell at prices ranging up to $9.99 and sometimes a little more. Compare that with the $20 to $40 for Nintendo DS games and the $10 to $40 for games on the PSP.

    And with Apple selling via iTunes, there are no costs associated with the distribution of physical media. All games are downloaded directly to the device. And in the event the game is buggy, the developer can easily issue an easy-to-download fix. The developer gets 70% of the sale and Apple keeps 30%, with no one else to get in the middle. Nintendo and Sony partners have to worry about shelf space at stores, shipping, returns, defective merchandise, and even the occasional shoplifter.

    On a revenue comparison, Apple's gaming sales will be much smaller than at Sony or Nintendo because the price of individual games is so much lower. What's more, not everyone who buys an iPhone or a Touch will also buy games. But the potential game sales per iPhone user will be higher because of the price differential. In its most recent quarter, Sony sold 3.18 million PSPs and about 12 million games for an average of fewer than four games per device.

    Apple's Impact on the Gaming Industry
    While there's no data yet on specific iPhone game sales, users of the iPhone are heavier gamers than those of other phones. A survey by iSuppli's ConsumerTrak found that U.S. cell-phone users report spending less than 3% of phone-use time on games. But that average shoots up considerably to more than 9% on the first iPhone and 6% on the iPhone 3G. (That's still less time than iPhone owners spend on e-mail, texting, or talking.)

    How big an impact can Apple have? "They're not going to put Sony or Nintendo out of business," says Van Baker, a gaming analyst at Gartner Group (IT). Both companies have strong and thriving home-console businesses.

    And the iPhone and Touch aren't ideal gaming devices. They're also made for calling, Web access, and e-mail. And both lack buttons, which arguably would give players more control over complex in-game moves and maneuvers. (But the iPhone and the Touch have the multitouch screen and the accelerometer, which allow for some pretty fancy moves of their own).

    Nor are Apple's newly spawned gaming devices cheap. The iPod Touch starts at $229 and the iPhone 3G starts at $199 and requires a two-year service contract. The Nintendo DS goes for $129 while the PSP goes for $170 to $200. But once you add the cost of games, and in the case of the PSP, a $30-to-$40 Memory Stick, the iPhone's price begins to look competitive. Then the iPhone also has iTunes, which includes easy access to music, movies, TV shows, and more games all the time. ...
    by Published on November 5th, 2008 01:02

    Konami has unveiled the final character details and new screenshots for Castlevania Judgment, Konami's first Castlevania title for Wii™. Produced by legendary Castlevania producer Koji "Iga" Igarashi, Castlevania Judgment brings together fully playable characters from the franchise's 22-year history. The new assets include screenshots and biographies of the final three characters in the game: Grant Danasty, Cornell and Sypha.

    Assets for Castlevania Judgment can be downloaded at Konami's media area on the company's Web site: http://www.konami-data.com/pr/index.php.

    Character Biographies:

    Grant Danasty
    Grant Danasty used to live as a noble thief (much like Robin Hood) all the while aspiring to become a vampire hunter like Trevor. As the most agile man in Transylvania, Grant Danasty joined forces with Trevor to defeat Dracula. Since overpowering Dracula, Grant Danasty has become a true champion of good, devoting his time to restoring the town to the days before Dracula's rule.

    Cornell
    Cornell, a proud werewolf whose martial arts are said to be invincible, has come to rescue his younger sister Ada, who was kidnapped and taken to Dracula's castle. With the blood of beast-men in his veins, in Castlevania Judgment, Cornell is transformed into a wolf and unable to change back.

    Sypha
    Sypha is a tough, strong-willed witch who uses fire, lightning and ice magic. Affiliated with the church, Sypha hides her true nature by wearing priestly clothes. While Sypha has not yet met Trevor, fate has determined that they will defeat Dracula together and then marry.

    Castlevania Judgment is rated "T" for Teen by the ESRB and scheduled to be released on Wii™ in November, 2008. For more information, please visit: http://www.konami.com. ...
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