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  • wraggster

    by Published on April 1st, 2008 23:53

    New release from MaXy PSP

    Here's finally the First release of pGOX (Also known as MaxES), the preview version!

    Features
    *Splash Screen
    *USB function
    *MP3 Player
    *Power Management
    *MemoryStick Browser
    *CPU clock changer
    *Help on-screen
    *Excute PBP files
    *Excute PNG files
    *Play MP3 files
    *Open/Extract ZIP/RAR files
    *Fully skinnable
    *Battery icon (Like in XMB)
    *Take screenshot

    Download and Give Feedback Via Comments ...
    by Published on April 1st, 2008 23:47

    Ky Kiske posted this news/release


    UPDATE: MULTI CEMENTERIO 3.80/3.90 by Ky Kiske

    Yesterday, Dark_AleX released a DDC version that installs 3.90 M33-3, but thereby also removing support for 3.80, therefor, I'm posting this version with some changes.

    CHANGES:
    - Ability for installing the offical firmwares 3.93, 3.90 and 3.80.
    - Ability for installing the custom firmwares 3.90 M33-3 and 3.80 M33-5.
    - Ability to disable flash1 formatting (by default it formats), by pressing R before starting the installation. The helpfull thing about this is that you won't lose your configuration and registry.
    - It informs you of how many percent of battery you have left, and you will be warned if less then 5% is left.
    - A file existance and checksum check was added before it starts formatting the flashes (in the original DDC, it formatted, then checked existance).

    IMPORTANT:
    - Before installing this, please make a NAND dump with the original DDCv4/DDCv5 (or NandTool) first and store it safely, for safety reasons.

    INSTALLATION:
    - Install the DDCv4 or DDCv5 by Dark_AleX
    - On DDCv5, you must have a 'config.txt' in the TM folder, it can be blank, but must be there.
    - Copy the updater to the memory stick and launch it from GAME > Memory stick.
    - Copy 380.PBP, 390.PBP and 393.PBP to the root of your memory stick, they will be used by the Multi Cementerio itself. You don't need to copy all, only the one's you actually need, but it is possible to have them all at once.

    Of course I'm not resposible for any damage done to your unit by this, it has been tested in several Slim's and Classic's and reported to work fine.

    WARNING: Remember that 3.80 M33-5 doesn't have the patch for the TimeMachine IPL, so you won't be able to boot from the NAND on a Slim with your Pandora battery.

    Download and Give Feedback Via Comments ...
    by Published on April 1st, 2008 23:39

    News/release from Dan369

    Here is an little side project off my which i think is quiet entertaining, it's an little fun game were u control Luigi jumping up to collect Coins.
    It has NO enemies yet so there's no frustration of dying or losing This game is losing PROOF
    What it has:
    -good gfx made by Darrel
    -Luigi
    -Simple gameplay
    -ScreenShot feature

    and that's it for now!!!

    Things to do...
    enemies
    more levels
    player choce (Mario, Wario, etc)

    Download and Give Feedback Via Comments
    via dan369 ...
    by Published on April 1st, 2008 23:35

    News/release from Mov

    This is a shell (yes, another one!) I've been working on for a bit, for fun/learning. It's all my own code (minus the credited stuff).

    RE. the included skin ("Fluxmb"): obviously, the icons are ripped directly from the XMB. It's not great, but I'm not a graphics person at all. Don't complain, just make a nicer one (please! - see inc. skin for example).

    What it can do/supports so far:

    - Configurable via config files (flux.cfg, ext.cfg, skin.cfg), comments supported (prefix with #)
    -- flux.cfg (set skin & custom paths for game, music & pics dirs)
    -- ext.cfg (set file associations)
    -- skin.cfg (font, etc. colours..)

    - Run EBOOTs (obviously..)
    - Open file with application based on extension (eg. txt files with BookR)
    - Skinnable (png: menu icons, background, battery, usb..)
    - File browser (doesn't support file manipulation.. yet)
    - Alter CPU speed (222/266/333)
    - Time, date, cpu speed, FW ver. displayed
    - Battery status icon (alternates between battery & plug when on A/C & <100% batt)
    - Enable/disable USB mass storage (icon displayed when enabled)
    - Launch ISOs from file browser (no-UMD not supported at all, for now..)
    - Image viewer (jpeg & png at <= 1024x1024)
    - Return to Flux only after starting app/game from Flux (via autoboot PRX)
    - Optionally autoboot Flux when starting PSP by holding left trigger
    - Launch Sony browser (see notes below..)

    Views (via menu):

    - Applications (launch apps, displays icons)
    - Disks - file browser (only ms0:, for now.. other devices are dummy entries)
    - UMD Game (you can start an inserted UMD from here, displays pic1 & icon0)
    - Information (detailed battery status, USB status..)
    - Settings (not implemented yet, so skin, etc. has to be set manually in config)
    - Exit (sleep, reload, restart, exit)

    Controls (tentative):

    - In Menu:
    up/down - prev/next menu entry
    cross - select menu entry
    right - activate main view (discards current menu selection)

    - In Main View:
    left - activate menu
    cross - select

    - File Browser:
    cross - select/open
    up/down - up/down
    analog up/down - up/down (fast, repeats)
    triangle - up a directory

    - Image Viewer:
    cross/triangle/circle - exit image viewer
    square - hide/show info bar

    - Global:
    left trigger + select - toggle USB
    left trigger + start - change cpu speed
    right trigger + select - take screenshot (saved to pics dir set in config)

    Problems:

    - Swapping inserted UMD will cause Flux to lock up (if in UMD view) until original UMD is inserted. So, reload of Flux is necessary between swaps.

    - When Flux is not autobooted (ie. you start it manually from the XMB), and you start an ISO the system will restart before launching the game (implemented this as it seems to be necessary, not sure why yet..). So, starting an ISO will be faster/more reliable if you've autobooted Flux or returned to it.

    - Menu isn't too smooth when lots of stuff is being drawn to the main view (will see about making it smoother later..)

    - Probably doesn't work very well under 1.5 kernel. PBP launching will likely work from the file browser, but not UMD & ISO launching. The app. view doesn't support kxploited (app/app%) eboots, so it'll be messed up. Not sure if I'll ever bother with 1.5 support, frankly.

    - Potentially a problem: I've only tested Flux on 3.80M33-*, so it could have issues on 3.90M33 (not sure.. let me know).

    Installation instructions:

    1. Copy contents of MS_ROOT dir. to memory stick (overwrite seplugins/vsh.txt or add the entry manually).
    2. Enable fluxret.prx in recovery menu -> plugins.
    3. Customize paths in ms0:/Flux/cfg/flux.cfg (optional)
    4. Run from the XMB or restart and hold down the left trigger.

    (the GAME dir. should be set to use the 3.xx kernel in the recovery menu)


    Notes:

    Only tested on 3.80M33-5!

    I've included an EBOOT which launches the Sony Browser (so you can start the browser from Flux). It was written by DA, IIRC. It's set as the default app for .html files in ext.cfg (so that you can directly open html files from the file browser). Yes, it's the same one iR Shell uses. Yes, you can use it with any other shell if you want.

    The Flux EBOOT icon SUCKS. It was just a quicky rather than leaving the default one.

    There's no MP3 player (YET).


    Thanks to:

    - All the guys who work on the PSP SDK.
    - Dark_AleX, of course.
    - Whoever wrote graphics.c/h (I apologize for my ignorance here..)

    Credits (so far):

    - The PBP Unpacker documentation (specifically, the technical overview of PBP/SFO files)
    - Shine (from ps2dev) for some timezone info/code he posted.
    - AhMan, for the USB icon (included with the "Fluxmb" skin) which I STOLE from iR Shell.

    Download and Give Feedback Via Comments

    voa mov ...
    by Published on April 1st, 2008 23:27

    Developed by the French studio Cyanide, the Cycling Manager series ranks incontestably as the favorite game for fans of the genre on PC, and PSP. Now Focus Home Interactive and Cyanide are pleased to announce Pro Cycling Manager -- Tour de France 2008 for both platforms and we are releasing new screenshots for the PC version, which showcase the game's outstanding graphics engine.

    In the PC version, you'll play as the general manager of one of 65 official cycling teams and will handle all aspects of a professional team's season. Numerous duties, including team recruiting, transfers, contracts, training and handling finances are required for you to create and manage the most competitive team. Throughout the 180 real-time 3D playable races, it's up to you to determine and put into action the best strategies by combining tactics, attacks, relays and much more. With so many options to consider that will affect the outcome of the race, you are guaranteed action packed intense stages.

    The management side of the game has been given extra depth with many new elements. It has an entirely new stamina system, a more realistic progression curve for each rider and a new young talent recruiting system with a more aggressive AI.

    This year, the racing is even more realistic, with the most advanced rider AI yet plus highly detailed rider models and animations. The 2008 edition also includes a new improved user interface, lighting system and more detailed, richer environments with a large variety of buildings and landscapes.

    For the first time in the series, impressive "track racing" events are available. Choose track events such as cycle speedway, Kierin and elimination to challenge your team's track racing skills. All of these features combined make this new edition the most complete and exciting recreation of professional cycling.

    Far from just a simple port of the PC version, the PSP version of Pro Cycling -- Tour de France 2008 has been specially designed to make use of the unique features of the Sony PSP while offering optimized gameplay. Racing is the true attraction of this version thanks to the ability to participate in the greatest international cycling competitions, including the new track races, and the Tour de France 2008 which has been faithfully recreated. So choose the team you wish to bring to the top amongst one of the 18 official teams available and all the star players. This 2008 edition lets you challenge your friends in multiplayer mode via LAN or via the PSP WiFi features. ...
    by Published on April 1st, 2008 23:25

    We suspected as much given the spectacle we saw on launch day, but Monster Hunter Portable 2nd G is selling like... well, like Monster Hunter to the Japanese!

    Capcom announced today that the third PSP entry in the series has reached the million mark in domestic Japanese shipments. This feat comes just six days after the game's March 27 release, making it the fastest selling Monster Hunter game so far.

    Will it catch up to its predecessor, which was closing in on the two million mark at last count? We'll have to watch the sales charts over the coming months to know for sure. Regardless, it's quite the achievement for the series that the PSP has just three million sellers in Japan and all three are Monster Hunter.

    The Monster Hunter series, console, portable, and PC, has shifted a total of 6.3 million units as of April 1.

    http://uk.psp.ign.com/articles/863/863570p1.html ...
    by Published on April 1st, 2008 23:23

    M@x posted this news/release

    After several weeks effort, finally, we make pspkvm 0.3.0 released before April 1. The new release is combined of two JavaME porting on PSP: pspkvm 0.1.0a and pspME 0.2.1, and come with some new features, e.g networking and user-defined key mapping. Since it's a big jump from previous pspkvm, the user experience is completely changed, I'd suggest to read the "Getting Started Guide" before you change to 0.3.0, you can find this pdf file on download page.
    Plz don't surprise if you see some regression in the new release, e.g "Game ABC cannot run now but run well in previous version", or "Loading speed is slower than before". Feel free to report any of such bugs or regressions in the SF.net forum, on bbs of pspkvm, or directly email to us, we'll appreatiate your report to help us finding out all the regressions, which will be our target of the next release.

    Enjoy!
    M@x
    -------------------------------------------------
    pspkvm v0.3.0
    31 Mar. 2008
    Author: Sleepper, M@x
    Email: [email protected]
    Project website:
    http://www.pspkvm.com
    http://www.pspkvm.cn
    Project home on SF:
    https://sourceforge.net/projects/pspkvm


    --------------------------------
    Change log
    --------------------------------
    - Merge the source codes from 2 original project: pspkvm 0.1.0a and pspME 0.2.1 . Please see Features below for details.

    --------------------------------
    General information
    --------------------------------
    This software is a PSP porting of SUN open-source JavaME implementation: phoneMEFeature. The words below is copied from phoneME's website to describe the project:

    The objective of the phoneME project is to further expand the usage of Java? Platform, Micro Edition (Java ME platform) technology in the mobile handset market. The project scope includes a focus on the mainstream feature phone segment with phoneME Feature software, and the emerging advanced phone segment with phoneME Advanced software. Our goal in making these technologies available to the Mobile & Embedded Community is to reduce implementation variation, increase the rate of innovation and enable new devices to leverage the power of the Java ME platform.

    You can also refer to the original website from here: https://phoneme.dev.java.net/

    The goal of pspkvm is porting phoneMEFeature to Sony PSP game console. If you're seeking for phoneMEAdvanced porting on PSP, please take a look at the other project here: https://sourceforge.net/projects/pspme

    --------------------------------
    Fetures
    --------------------------------
    - Nokia UI APIs (partial)
    - WMA1.1(JSR120) stub
    - Networking (By PSP's WIFI)
    - Java AMS with MVM supporting
    - Several input methods: QWERTY/Abc/Symbol/...
    - Directly browse and run from local jad/jar file, and auto-install without interrupting
    - Jpeg support
    - MIDI & Wave audio playback support
    - Device emulation. You can choose device type to emulate for different screen sizes and key codes, either at installation time or from "Select device" menu
    - Change default key assignment for specific application.

    --------------------------------
    TODO
    --------------------------------
    - Graphic optimization (High)
    - Game loading time optimization (High)
    - Resolve game compatibility regression (High)
    - JSR179 implementation (Medium)
    - JSR184 (Low)
    - MIPS JIT compiler and Interpreter generator (Low)

    --------------------------------
    Bugs and known issues
    --------------------------------
    Known issues:
    - javacall_file_truncate doesn't ported, so some file truncating operation, such as some RMS operations, may not work as expected
    - Multimedia temporary files may leave on your memory stick sometimes, especially after VM crash. They're usually not big, but if you wanna delete the by hands, just goto your PSP's /PSP/GAME/pspkvm/ directory, find the file whose name likes xxxxxxxx_tmp_mus.mid, delete them.

    Regrssions (comparing with pspkvm 0.1.0a):
    - Game compatibility: Since we changed our code base to phoneME, some games MAY NOT run correctly on pspkvm 0.3.0, which ran well on pspkvm 0.1.0a. Although we tested many contents before this release, we still belive that there must be some app/games have regression. Any bug report of compatibility regressions is welcome, and important!
    - CW90 is now supported now, but will come in near future.
    - Some Chinese characters cannot be displayed correctly in file selection screen. But all kinds of memory sticks should work now.
    - Loading speed: Actually it's a feature not regression :-p There's a speed/space trading inside of the new code. Some games decompress resources from jar when loading; To avoid too much memory consumption for large file decompressing, pspkvm 0.3.0 uses an fix-sized buffer to read and inflate files from jar, which slows down the speed of decompressing if the resource is larger than 32K. But pspkvm 0.1.0a always read-in completely regardless the resource size, and then decompress in memory, so some games loading speed is slower in pspkvm 0.3.0 than pspkvm 0.1.0a. But the good thing is it would never fail for lacking of memory when decompress large resources from jar.

    --------------------------------
    Run from binary bundle
    --------------------------------
    1. Download correct binary bundle:
    - If you have a 1.50 kernel PSP:
    Download pspkvm-bin-x.x.x-150.zip
    - If you want to run pspkvm on 3.xx OE:
    Download pspkvm-bin-x.x.x-slim.zip
    ...
    by Published on April 1st, 2008 23:21

    Sony Computer Entertainment America (SCEA) today announces it is aligning with Woodward Camp for the fifth annual PlayStation AM JAM tour, demonstrating the company's commitment to kids and action sports. PlayStation AM JAM takes place in skateparks across the country and provides amateur skateboard and BMX athletes with the opportunity to compete for $5,000 and PlayStation prizes. Past winners of the PlayStation AM JAM have continued on to become professional athletes in their respective sports including Mike Spinner.

    The PlayStation AM JAM tour began on March 14th at the Woodward skate park in Dallas, Texas. The tour continues with 14 different stops that include Tehachapi, Los Angeles, San Diego and Petaluma, California; Las Vegas, Nevada; Denver, Colorado; St. Louis, Missouri; Milwaukee, Wisconsin; Minneapolis, Minnesota; Rye, New Hampshire; Philadelphia, Pennsylvania; Atlanta, Georgia and concludes on May 25th in Orlando, Florida. At each event, participants, ages seven to eighteen years of age, compete in skate and bike events judged by professional athletes and Woodward Camp staff members. Skateboarders will compete in two age groups, 13 and under and 14 and over, while the skateboard vert and BMX events each have one age division.

    Selected qualifiers at each stop will receive a PlayStation prize package including a PSP (PlayStation Portable) handheld entertainment system, PSP software titles, t-shirts and hats as well as an expense-paid, week-long stay at Woodward Camp, where they will compete in the finals. Woodward Camp is a popular recreational youth summer camp located in Pennsylvania and widely known in the action sports community for its instructional programs. Winners at the PlayStation AM JAM Finals, during the week of August 10th-16th, 2008, will receive $5,000, a free summer at Woodward Camp, a PlayStation 3 (PS3) and a PlayStation prize pack.

    "PlayStation is committed to strong youth brands and action sports programs that offer kids access to fun, supportive and collaborative environments," said Ginger Kraus, director of promotions at SCEA. "Woodward exemplifies a brand that truly empowers young people. We are proud to align with them for the fifth annual PlayStation AM JAM tour, providing opportunity and exposure for talented young athletes rising to the top in their respective sports."

    "The high level of talent we have found the last four years on the PlayStation AM JAM has been terrific," stated Gary Ream, Woodward's President. "We might have missed some of this incredible talent had PlayStation not provided this extraordinary opportunity. The PlayStation AM JAM is a premier event for finding the new stars in Skateboarding and BMX Freestyle."

    Open to legal U.S. citizens between the ages of seven (7) and eighteen (18). Competitions begin March 14, 2008 and end May 25, 2008. For more information regarding tour stops, dates and official rules, go to http://www.campwoodward.com

    http://uk.psp.ign.com/articles/863/863533p1.html ...
    by Published on April 1st, 2008 22:59

    The port of Transport Tycoon to the Nintendo DS has been updated, heres whats new:



    Changelog for Alpha 6:

    based on r12452 (internal rev1926)

    the NDS port now has a different toolbar, more suitable for the small screen

    for better access with the touchscreen the toolbars have been moved to the bottom screen

    a fully customizable on-screen keyboard has been added (click on a text field to open it)

    a newsticker display on the lower screen has been added

    some windows have been adapted for the NDS screen (more will follow in future releases):

    intro menu

    game creation menu

    minimap

    build vehicle window


    when building depots and stations only one preview image is shown which you can rotate by clicking on it

    information regarding accepted cargo when building a station is displayed as icons now

    switching screens (left shoulder button L) now only switches the windows

    many windows (e.g. confirmation dialogs) are now centered on the bottom screen

    the amount of free ram (in kb) is displayed in the middle of the status bar. This is only a temporary change to help with tracking down a memory leak

    additionally you can view some memory information by pressing the B button

    always use new global pathfinder (NPF). the original TTD pathfinder crashes due to too many recursions

    fixed loading screen glitch

    Download and Give Feedback Via Comments ...
    by Published on April 1st, 2008 22:50

    via drunkencoders

    The first of many akkit.org programming competitions has been recently announced so, if you're a budding hacker keen to show off your optimisation skills then head over to the akkit competition page. This first event is all about generating a mandlebrot set on the DS as quickly as possible.

    http://opti.akkit.org/competition.php?id=5 ...
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