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  • wraggster

    by Published on December 9th, 2007 19:40

    Winners were announced tonight for Spike TV's 5th annual "Video Game Awards," the preeminent celebration of achievement in the gaming world. Talent from across the entertainment world gathered at the Mandalay Bay Events Resort and Casino in Las Vegas to honor the year's accomplishments within the video game community. Hosted by Samuel L. Jackson, the 2007 "Video Game Awards" will premiere on Spike TV Sunday, December 9 (9:00-11:00 PM, ET/PT).

    The night's most prestigious honors were bestowed upon 2K Games' BioShock, as it took home awards for Game of the Year, Best Xbox 360 Game and Best Original Score. Two of the industry's most anticipated releases, Microsoft Game Studios' Halo 3 and MTV Games' Rock Band, garnered two awards each. A full list of winners can be found below.

    * GAME OF THE YEAR: BioShock
    * STUDIO OF THE YEAR: Harmonix
    * BEST SHOOTER: Call of Duty 4: Modern Warfare (Activision/ Infinity Ward)
    * BEST RPG: Mass Effect (Microsoft Game Studios/ BioWare)
    * BEST MILITARY GAME: Call of Duty 4: Modern Warfare (Activision/ Infinity Ward)
    * BEST INDIVIDUAL SPORTS GAME: skate (Electronic Arts/ EA Black Box)
    * BEST HANDHELD GAME: The Legend of Zelda: Phantom Hourglass (Nintendo/ Nintendo)
    * BEST GRAPHICS: Crysis (Electronic Arts/ Crytek)
    * BEST GAME BASED ON A MOVIE OR TV SHOW: The Simpsons Game (Electronic Arts/ EA Redwood Shores)
    * BEST RHYTHM GAME: Rock Band (MTV Games/ Harmonix)
    * BEST DRIVING GAME: DiRT (Codemasters/ Codemasters)
    * BEST ACTION GAME: Super Mario Galaxy (Nintendo/ Nintendo)
    * BEST TEAM SPORTS GAME: Madden NFL 08 (Electronic Arts/ EA Tiburon)
    * BEST SOUNDTRACK: Rock Band (MTV Games/ Harmonix)
    * BREAKTHROUGH TECHNOLOGY: The Orange Box/ Portal (Valve/ Valve)
    * BEST XBOX 360 GAME: BioShock
    * BEST WII GAME: Super Mario Galaxy (Nintendo/ Nintendo)
    * BEST PS3 GAME: Ratchet & Clank Future: Tools of Destruction (Sony Computer Entertainment/ Insomniac Games)
    * BEST PC GAME: The Orange Box (Valve/ Valve)
    * BEST ORIGINAL SCORE: BioShock
    * BEST MULTI-PLAYER GAME: Halo 3 (Microsoft Game Studios/ Bungie Studios)
    * MOST ADDICTIVE VIDEO GAME FUELED BY DEW: Halo 3 (Microsoft Game Studios/ Bungie Studios) ...
    by Published on December 9th, 2007 19:37

    via xbox scene

    A new release of ixtreme firmware, for all versions of drive (except v78/79 hitachi, which maximus will release shortly)..
    Features
    (v1.4) Disc jitter fix

    Note: Everyone is wondering why people were getting banned a few weeks back. Here is a short summary of our speculation:

    There are specific timers within the challenge/response protocol that may be checked by MS to determine as criteria for banning. We believe they are measuring one or more to find discrepancies. While a lot of this is speculation, and a lot of data is inaccurate as far as replication due to different mechanics, there may be specific timers that can be easily read. One that we are focusing on has to do with the degree's of disc rotation, which will generate a sum (0,90,180,270) and embed that data within the Security Sector file. Now, we recently have noticed a change within games in regards to that Challenge/Response timer.

    We recently found out that new games ripped with kreon drives will give back a degree, that in combination with ixtreme jitter, will produce a 360 degree value. This would be a unacceptable range (should only be 0-359). This is a detectable and possibly a criteria for the recent ban waves. Also, this would explain why some users got banned playing the same games that others played, and did not get banned. The point of jitter is to randomly give back proper values. With that in mind, a random jitter value from a kreon drive, with a random jitter from a ixtreme drive will rarely give back a 360 degree value. This new ixtreme will wrap that value to ensure that no 360 degree value can be submitted.

    Now, a note of recommendation, due to statistical findings. We have spent days ripping *thousands* of security sector's with various drive/software combinations and have come to the following:

    The most accurate/valid SS replication is done with a samsung drive using Schtrom 360 xtract or XBC. So far, we have seen only a very small percentage of 6701 rips in comparison to kreon. Now, given that, i think it is important to inform that this value was previously normal with older games. It may or may not be normal with *every* new game, but with some so far.
    So, if you are planning on backing up your purchased games, please try to use samsung with schtrom 360 xtract or XBC for the most reliable replica possible!!!! This *could* mean the difference from being banned on xbox live, or not.

    Now, as always, remember that you are modifying your console *at your own risk*. If you make a backup of your game and play it on xbox live, you will always run a risk of getting your console banned.

    This release also comes with firmtool 1.2, here is the changelog:
    - Added support for Samsung ms19
    - Added prompt for Samsung firmware to copy version strings.
    This will allow for those who want their ms25,ms21,or ms19 to report as a ms28.
    - Added Xtreme/iXtreme version detection in the hacked source
    - Added extra check of BenQ key range for odd BenQ firmware revisions
    - Rewrote firmware and version detection. Works properly with all spoofed firmware.
    - Added spoofed firmware detection ...
    by Published on December 9th, 2007 03:25

    Hi all this is a network wide feature of sorts ill be doing for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system

    Firstly heres a look at each system and a description to remind you of the history of the console.


    Talk about a success story. Nintendo's jump into the console market was a gamble which turned a simple toy company into one of the biggest videogame console manufacturers in the biz.

    Nintendo began it's gaming history producing arcade hits like Donkey Kong and Mario Bros, and selling the licensing rights to those games for home console use (See Colecovision). Eventually Nintendo decided to take a crack at the home console industry.

    The Nintendo Famicom (FAMIly COMputer) videogame system was released in Japan in 1984. The console's great specs, and ports on Nintendo's popular arcade titles, quickly made it a popular favorite in Japan. The Famicom sold 2.5 million systems in that same year. With success achieved in Japan, Nintendo set it's eyes on the American gaming market. They began negotiations with the American videogame console industry leader Atari to bring the Famicom to the U.S.

    The "Great Videogame Crash of 1984", and some poor business announcements forced Atari to pull out of the agreement. After the negotiations with Atari to sell the Famicom fell through, Nintendo decided to release the system on their own regardless of the weak videogame market or the recent crash occurring in the States. Nintendo take a chance? You bet, but they were not going to gamble without doing their homework.

    They called the US. version of the Famicom the 'Nintendo Entertainment System (NES)', and designed it to look less like a videogame console and more like something that would fit in with other home entertainment appliances. Nintendo took steps to make the system seem like a computer or a VCR. Nintendo even agreed to buy back all unsold inventory in order to get retailers to take a chance on them.

    The NES also used 72 pin cartridges (The Famicom used 60 pin). Four of the additional pins were used for Nintendo's patented lockout chip. This initially prevented software developers from producing unlicensed games for the NES. Nintendo used the lockout chip and restrictions on 3rd party software developers to prevent the over saturation of bad games that contributed to the "Videogame Crash".

    The system was originally targeted for release in spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, the system was released nationwide in February of 1986.

    The Nintendo NES was an amazing success, and revived the videogame console market in the United States. Nintendo ushered in the 3rd Generation of console gaming.

    Nintendo would later debut the NES successor, but would still try to cash in on the remainder of the NES's success. In 1993, Nintendo released a top loading NES model 2. This newer model was scaled down to nearly half the size of the original. The case was a sleeker design (Like a smoother Famicom). The cartridge port was more stable, and used eject & power buttons similar to it's successor the SuperNES. Even the controller had the "bone-like" shape of the SuperNES. This new model sold for $45. The cheaper price came at the loss of the original model's interface and A/V output ports. Nintendo dropped support for this new model a year later. Today, it's a collectors item.

    The NES had sold over 62 million systems and over 500 million games, making it the most popular videogame system of it's time.

    FACT: Nintendo's success introduced some of the most interesting accessories and conversions. Who could forget the "Power Glove", and "Rob the Robot". Nintendo slapped "NES-like" hardware into an Arcade cabinet and released Nintendo Playchoice to arcades everywhere. In Japan they released a disk drive accessory that allowed gamers to download games from vending machines onto a disk.

    Thanks again to Dark Watcher for his info above.

    Now heres our question to you - Whats the greatest NES Game Ever ? ...
    by Published on December 9th, 2007 03:12

    First of all let me say that this site is a homage to Dark Watcher a good friend of DCEmu and whos Console History Site is now on an expired domain, my plan is to relaunch the site with all the features DCEmu users expect and a new look site that carrys on the good work of old DW and maybe he will come back and take over the site

    The site will appear soon, well as soon as Plesk is fixed

    until then all new history of pages will appear in the announcement forum for a week and dragged across to this forum. ...
    by Published on December 9th, 2007 00:57

    News from Xdelusion:

    I am not sure that my Star Wars project for the Nintendo DS will be finished in time for Christmas. I have a lot of work done, but recently found that the DS port of PrBOOM is not friendly to translucent walls, 3D floors, which my maps were full of. As it happens when you get close to a translucent window, the game slows to a crawl. If you so much as have a 3D floor within your line of sight the game also slows to a crawl, thus I am going to have to alter a number of things in many of my maps and perhaps reduce there size. Needless to say I wanted to release something for the holidays which is when Batman DOOM came to mind.

    All you need to know about this classic Total Conversion can be found on the links below. This is not my own project, my only contribution is merging the TC into FreeDOOM which means you DO NOT need to own a copy of DOOM or DOOM II to play this. Merely copy the files onto the root of your Memory Card, launce Batman DOOM.NDS and you should be up and running.
    I've not played through this on the DS, so if you experience any problems feel free to contact me on my site listed at the bottom of this text. If you report errors, BE SURE to be as specific as possible. I'll need to know what level you were on, what weapon you were using, and what was going on at the time of the crash or what ever.

    http://starwarslegacy.net/NDS.aspx - Download via that url
    ...
    by Published on December 9th, 2007 00:52

    A swiss group has created a game for the Nintendo DS that utilizes the surrounding WiFi transmissions to set up the game world. By moving through the city, the game changes. Another game for the Nintendo DS creates an audible city from the wlan-waves. The Austrian artist Gordan Savicic takes the wlan landscape to a painful level. The density of the waves and strength of the encryption cause servos to tighten a corset. Moving lets you feel being disclosed of encrypted digital worlds that turns into useless electrosmog

    http://games.slashdot.org/article.pl...7/12/08/154203 ...
    by Published on December 9th, 2007 00:48

    While Nintendo having trouble meeting demand for the Wii is hardly news, it looks like those supply problems now have the company reconsidering its advertising plans, with some ads in the U.K. apparently already pulled. According to Marketing Week, Nintendo says that's being done in order to "take a responsible stance this Christmas and not fuel demand." In their place, Nintendo will reportedly be running more ads for the DS, which it seemingly has no trouble cranking out (the Wii ads will then return in full force in early 2008). No word if the advertising drawback will also extend to North America, but it certainly seems like there's enough shortages to go around.

    http://www.engadget.com/2007/12/08/w...rtising-plans/ ...
    by Published on December 8th, 2007 22:52

    Some modders will do anything to their PSP and this is one quality mod, imagine your PSP with built in camera, great for perving and allsorts

    Check out the video via comments and post your verdicts. ...
    by Published on December 8th, 2007 22:44

    sephiroth ff7 has updated his Breakout game in 3D with the addition of a classic mode to the game.



    Download Here and Give Feedback Via Comments ...
    by Published on December 8th, 2007 22:40

    Ant512 has released a new version of his windowing system for the Nintendo DS, heres the release info:


    It's been about a month since the last release, so it's about time for another. Woopsi 0.26 is now available on the SourceForge site:

    http://sourceforge.net/project/showf...roup_id=207650

    Here's a screenshot of the lastest demo:



    (I know the version number in the screengrab is wrong.)

    There are a huge number of changes, mainly aimed at improving the API for developers. Changes are:

    - Fixes:
    - Added clip-to-physical-screen code back in.
    - Fixed inconsistency in screen _flags.borderless variable.
    - Fixed warning in gadget.cpp (bug 1826584).
    - Removed parent pointers from gadget constructors.
    - Removed eventhandler.cpp and rolled the functionality into the header.
    - Removed font bitmap check from TextWriter (feature 1830307).
    - Renamed "addXXX()" gadget creation functions to "newXXX()" (feature 1830242).
    - Added check for null parent pointer before adding gadgets to child vector (bug 1830241).
    - Fixed flicker in top display when flipping screens.
    - Fixed border size confusion in Window class.
    - Fixed problem with height and width to y2 and x2 conversion in TextWriter.
    - Fixed scroll limit problem in TextViewer.
    - Fixed drawing problems in TextViewer.
    - Removed _deleteQueueActive from Gadget class and rely on vector size instead (bug 1843784).
    - Made destructors virtual where appropriate.
    - Set gadgets to be invisible until added to a parent gadget to prevent them being drawn to arbitrary positions on the screen.
    - Removed "removeOverlappedRects" from Woopsi class.
    - Changed Gadget::eraseGadget() so that the parent is responsible for erasing children instead of passing call up to Woopsi instance.
    - Fixed Woopsi constructor parameter order.

    - New Features:
    - Screen and window borders can be enabled/disabled with setBorderless().
    - Gadgets now have a flags bitmask instead of individual bools to control properties (request 1826433).
    - Added addGadget() and insertGadget() for more control over children.
    - Added an ID number ("refcon") to the base gadget class (request 1828519).
    - Added getClientRect() function to gadget/window/screen classes.
    - Added GraphicsPort class to handle drawing within gadgets.
    - Gadgets now cache their visible regions to improve drawing speed.
    - Pong demo uses a GraphicsPort instead of a SuperBitmap.
    - Added "removeGadget" function for deleting gadgets from vectors.
    - Added gadget decoration concept to handle borders, etc.
    - Removed all usage of Gadget::getType() to aid subclassing.
    - BitmapButton draws its bitmap using GraphicsPort.
    - Window uses parent screen's GraphicsPort to draw its XOR rectangles (fixes bug in which XOR rectangle overlaps other screens, but no longer relevant since screens automatically depth-sort when clicked).
    - Window border gadgets use GraphicsPort for their output.
    - Screen title gadget uses GraphicsPort for its output.
    - Removed most drawing functions from Gadget class.
    - Added hardware-accelerated horizontal line drawing.
    - Improved speed of filled rect by using faster horizontal line routine.
    - Renamed bool getters from "getXXX()" to "isXXX()".
    - Added clip-to-parents into Gadget::cacheVisibleRects and Gadget::splitRects.
    - Removed glyph font and added support routines to allow single font.
    - Added font inheritance system.
    - Added Gradient background class.
    - Removed background image from demo and replaced with gradient.

    Download and Give Feedback Via Comments ...
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