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  • wraggster

    by Published on October 14th, 2008 00:39

    Mr Modchips have today updated their store with several new items for the PSP, heres the rundown:

    TFT LCD WITHOUT BACK LIGHT FOR PSP SLIM

    A replacement screen without back light for your PSP Slim and Lite.

    LENS KHM-420BAA FOR PSP SLIM


    Replacement lens KHM-420BAA for your PSP Slim and Lite

    FACE PLATE *ORIGINAL NEW* FOR PSP SLIM *SILVER*

    A brand new original replacement silver faceplate for your PSP Slim and Lite

    S-AV/AV STEREO CABLE FOR PSP SLIM

    Connect your PSP Slim and Lite to any TV system with S-AV or AV Stereo connectors

    DELUXE AV CABLE FOR PSP SLIM AND LITE

    Connect your PSP Slim and Lite to any AV screen/TV with thishigh quality transmission

    Team Xecuter UMEMD

    Store 4 memory stick pro duo directly inside your PSP with this clever accessory from Team Xecuter.

    Full details over at Mr Modchips (btw you have to be logged in to see all the extra gear ) ...
    by Published on October 14th, 2008 00:16

    Pac has updated his fps homebrew for the DS, heres the release info:

    Well, thanks everyone for the encouragement and sugestions. First I've uploaded a new version, that includes some of the improvements some of you have mentioned.

    First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it's optional, there's a menu at the beginning. Though you can use the stylus to look around, you can't look up and down, not because it's difficult to implement but because you can't do it in the original control scheme. Also everything in this game it's at the same height, no need to look up and down.

    I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it's a motion sensor!, so it's still tense. There is too a new decorative element, a light column thing, I think it looks good.

    About other things, I don't think I'll code a tool set for this. The game it's almost at the point I wanted it to be so I'll probably start something else. When that happens I'll release the source code, though I don't think it'll be that useful, it's ugly and full of hacks. Anyway there are still things I want to do with this! Right now I'm trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that's easy to do.

    So that's it, please try the new version, it's still a bit buggy but plays fine I think:

    Download and Give feedback Via Comments ...
    by Published on October 13th, 2008 23:43

    Last week, we gave you the chance to ask Patapon 2 game designer Hiroyuki Kotani your questions about the follow up to this year’s unique PSP hit. A few days ago in SCEI’s Tokyo offices, I passed those questions on to Kotani-san (through an interpreter). He was happy to answer your questions on camera:

    The next day, he introduced Patapon 2 Don Chaka (Japanese title) to the media at Tokyo Game Show. I transcribed the event, which should answer even more questions you may have about the game.

    Kotani: We received a lot of requests after the first one, which shaped Patapon 2

    • More customization
    • Want to create original Patapons
    • Want to play Patapon Longer
    • Want to enjoy Patapon with friends.

    The game takes place on an unknown island after the first game. There, the Patapon are blocked by the Karmen, a mysterious masked clan, blocking the Patapon’s path to the true Earthend. That’s where you come in.

    Early on, you’ll encounter a lost Patapon, who is the Hero Patapon. The Hero Patapon features in both single player campaign and multiplayer.

    In ad-hoc MP, the missions involve Magical Eggs

    Kotani-san brings 3 players up to help, including Andrew Yoon of PS3 Fanboy and Dale North of Destructoid. One controls the new wizard class of Patapon (Mahopon), another takes control of the bird rider (Toripon), another new Patapon class.

    The goal of the mission played is to carry an egg to the goal, where the egg can hatch and reveal a mask, which can then be used in the single player campaign. The 4 players cooperatively battle a giant bird boss equipped with a lethal, um, gas attack. When they get into Fever mode, meteors rain from the sky in attack.

    Once the players get into the rhythm, they are able to take down the avian monster using Attack, Withdraw, and March commands. The players are then launched a rhythm game (similar to the “make it rain” miracle in the original Patapon), only longer and more complex. At the end, the egg hatches, and they receive a mask, which is equippable in the single player mode.

    Kotani-san runs through some comparisons with the original game (basically, significantly more levels, items, Rarepon varieties, classes, and more in the sequel). He also reveals a Game Sharing mode, where 4 players can play missions with a single Patapon 2 UMD.

    All of the new features were added due to player feedback, and Patapon 2 is more accessible than the original. He finishes up by saying that he designed Patapon 2 with “the idea of players smiling in enjoyment” as they play.

    We’ll continue to bring you Patapon 2 news as we get closer to release, which will be 2009 in North America.

    Video Here --> http://blog.us.playstation.com/2008/...n-2-questions/ ...
    by Published on October 13th, 2008 20:35

    I last posted about this back in July and yesterday it was updated, heres the full release info from the official page:

    Inferno DS is a port of the Inferno Operating system to the Nintendo DS.

    Inferno DS aims to use the distributed nature of Inferno with the variety of input methods, for the hardware capabilities of the DS like wifi, touchscreen, graphics & audio (see TechnicalBackground) to create new and interesting ways of interacting with computational resources.

    The GsocProjectIdeas wiki page includes some application examples like gaming, VoIP, jukebox and accessing remote resources using the styx(5) protocol.

    whats new

    inferno-ds, fixes to screen.c, r4ds reads and arm7/touch.c (rev 175)

    Download and Give feedback Via Comments ...
    by Published on October 13th, 2008 20:26

    News via nintendomax

    EvilSpoon who also participates in the "devil Compo dev-en Neumbeur touuu" presents "Lil'Bastard" in which you need to design using the stylus your paper maché ball and then run in Class

    Download and Give feedback Via Comments ...
    by Published on October 13th, 2008 20:09

    Its been a while since our own StrmnNrmn has been around although i remember a PM about the hacking of DCEmu sometime in january, but the N64 Emulator for PSP has had no real new version since then bar some unofficial versions that caused some fun on the forums.

    An announcement on a site that uses the StrmnNrmn name (but not the official home) says a new coder is to take on the rather hard task of emulating the N64 on PSP:

    A new Dev that came here hoping to help Daedalus and the community has declared he is going to try and tackle Daedalus! Shinydude100 came here and is teaming up with our other 2 devs that have stumbled across the Daedalus source code in hopes of bettering from where StrmnNrmn left off. His current plans are to implement a newer and improved Zilmar graphics plugin in an effort to increase performance slightly and will help compatability a bit with microcode work.

    Here is some quotes from Shinydude100 about what he has planned for his first release:

    "This should be supported for the PSP, and if all goes well, we should see increased performance, and even better texture rendered on the floors of games like Legend Of Zelda: Ocarina of time, and Diddy Kong Racing with actual polygons appearing. By change, i do not mean i'm suggesting, i mean i'll change the graphics plugin to an 07 graphics based Plugin which should support our PSPs. GRAPHICAL IMPROVEMENT is a BIG thing when it comes to the emulated FPS we get on Deadauls."

    ~Shinydude100
    Deadauls Coder--Keeping it Alive...

    Its supposed to be released sometime in October, lets hope its no red herring ...
    by Published on October 13th, 2008 20:09

    Its been a while since our own StrmnNrmn has been around although i remember a PM about the hacking of DCEmu sometime in january, but the N64 Emulator for PSP has had no real new version since then bar some unofficial versions that caused some fun on the forums.

    An announcement on a site that uses the StrmnNrmn name (but not the official home) says a new coder is to take on the rather hard task of emulating the N64 on PSP:

    A new Dev that came here hoping to help Daedalus and the community has declared he is going to try and tackle Daedalus! Shinydude100 came here and is teaming up with our other 2 devs that have stumbled across the Daedalus source code in hopes of bettering from where StrmnNrmn left off. His current plans are to implement a newer and improved Zilmar graphics plugin in an effort to increase performance slightly and will help compatability a bit with microcode work.

    Here is some quotes from Shinydude100 about what he has planned for his first release:

    "This should be supported for the PSP, and if all goes well, we should see increased performance, and even better texture rendered on the floors of games like Legend Of Zelda: Ocarina of time, and Diddy Kong Racing with actual polygons appearing. By change, i do not mean i'm suggesting, i mean i'll change the graphics plugin to an 07 graphics based Plugin which should support our PSPs. GRAPHICAL IMPROVEMENT is a BIG thing when it comes to the emulated FPS we get on Deadauls."

    ~Shinydude100
    Deadauls Coder--Keeping it Alive...

    Its supposed to be released sometime in October, lets hope its no red herring ...
    by Published on October 13th, 2008 19:56

    News/release from tlaft

    slt a tte community psp! voila, now I sort my mp3 player who goes to v2. there is a viewer who was added, the type of writing and reading bar mp3 which is fine ... Do I forget to mention is that to view the info you press the up arrow and hide the down arrow. voila. I leave the download link of the link av screen:





    Download and Give feedback Via Comments ...
    by Published on October 13th, 2008 19:46

    Bioroid has updated his sample based step sequencer, for the Nintendo DS, heres the details:

    GrooveStep Public Beta 2 for the Nintendo DS is here! Compressed with 7-zip. This is primarily a bug fix release and has no new features.

    What is GrooveStep?

    --- GrooveStep is a portable sample based step sequencer and that allows people to write music anywhere with the Nintendo DS.

    Is GrooveStep a game?

    --- No, GrooveStep is not a game. It is an application for writing music.

    Download and Give feedback Via Comments ...
    by Published on October 13th, 2008 19:43

    News/release from Aerthel



    This Project (though is not the same as before, i'm keeping the name) aims to create a Card Battle engine for RPG games on Nintendo DS, mimicking the Baten Kaitos series's card system. If you haven't played such games (shame on you! ), there are some pretty good YouTube videos like this one http://www.youtube.com/watch?v=EXtd26BWJwM to show how the system works. Basically, you have cards that control your characters movements and actions, and played in certain order will resultin flashing and devastating attack combos.
    Hello again, it has been a long time without releases (almost a month). So, let's get to it

    Current version: v0.015

    New Features:
    * Relay system now works . It's easy, after you end selecting cards with one character, select another one while the timer is still running. Done that, you can continue for longer card combos! Try to do a 10-card combo.

    Changes:
    * Fixed a bug that happened when selecting the next character in the combo when the timer is almost to stop
    * Fixed a bug that made a character lose his/her turn when selected to participate in a card combo but played 0 cards.
    * Removed some songs, making the build ~2.1MB (it was ~3MB in the previous version)
    * The card tray now translates correctly user-selected cards into action codes.

    The most important change is the last one, since it is the first step into making those little characters actually doing something. It's a shame that, as we're getting closer and closer to November, I got less and less time to work into this.

    But by no means I'm gonna let this die, I promise

    Download and Give feedback Via Comments ...
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