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  • wraggster

    by Published on October 2nd, 2007 20:08

    Sony's recent FCC filing over the alleged 40GB PS3 has gotten us all focusing on the wrong issues. Why do we constantly look at the one feature of the PS3 that consumers can most easily change (the swappable hard drive) to define an SKU?

    * It draws less current; Now only rated 3A down from the previous 3.2A
    * Bluetooth is the same version as before, however the Antenna gain is increased on Antenna1 from 0.21dBi (max) in the original 60Gb, up to 3.83dBi (max) in the new SKU. Antenna2 also sees an increase, from 4.13dBi (max) up to 4,92 dBi (max).
    * WLAN is still 802.11b/g, however there is a difference in Antenna gain too. ANT0 is now 0.69dBi from 0.10dBi previously, and ANT1 is now -0.26dBi from 0.91dBi.
    * The controller used in the test had the model number of the original launch Sixaxis, not the Dual Shock 3. ...
    by Published on October 2nd, 2007 20:05

    GamePro France is reporting that Sony has plans for a "big bang" announcement set for Oct. 12. While rumors and speculation have been filling message boards across the internet, we feel safe to say this announcement will probably focus on the mysterious 40GB PlayStation 3.

    http://www.ps3fanboy.com/2007/09/30/...cement-oct-12/ ...
    by Published on October 2nd, 2007 20:03

    via xboxscene

    Since we have an exploit in the hypervisor (kernel 4532 and 4548) and recently found a way to downgrade to these kernels, some hackers over at the XBH forums are working on a way to boot homebrew code on the Xbox360. Linux was already done via the linux bootloader, but for homebrew we'll need another bootloader obviously that will allow to boot 'unsigned' xbox 360 code.

    From Arnezami on XBH:

    For the last 4-5 weeks I have been working very hard to reboot the xbox into an unsigned kernel/hv. And I've been making quite some progress. Smiley

    I am now capable (using the KK exploit as starting point) to reboot from the moment the CB section starts the CD section up to POST 0x6C (!) in the boot process. Meaning that all three cores are running in an unsigned kernel/hv at that point.

    What I'm doing is loading the CD section back into memory (where it would normally be during boot) and restart it. This CD section is changed to contain a kernel/hv patcher (which I now use to debug the kernel startup). So in fact I can already change the kernel/hv at will

    The difficulty has been (and still is) to restore the xbox into a state it was during boot. Most of the cpu/mmu related stuff have been restored now and thats why it already goes that deeply into the boot process. But some problems still remain (possibly interrupt/southbridge related). I'm still working on those. I'm also thinking of modifying what I've created into a more replicatable and managable form so others can take a look at some of these issues too (to speed up the progress).

    Anyway. If we are successful in re-booting into a (patched) kernel it should also be possible to re-boot into any kernel (including the new ones). If we can do that we can (for example) avoid the whole fuse-burning dilemma (essentially by faking it). For that we would probably also need a second NAND (or some other storage device like a memory card) to store the new kernel/dash/kv/settings etc but thats something to discuss later on.
    Back to work...
    ...
    by Published on October 2nd, 2007 06:44

    cooleyes_lf has been updating his media player for the PSP and by the looks of the screens at ChinaGBA its looking great.

    Translations arent working at this time but download and check it out for yourself

    Visit the homepage for downloads until someone uploads here ...
    by Published on October 2nd, 2007 06:37

    News/release from rik:

    Hi everyone
    ive finally stopped being lazy and decided to do a simple game in lua(since this is only my second game) and its Sonic Catch Those Rings!v.01

    heres the readme:

    Sonic Catch Those Rings! readme v.01 by Rikcobra

    controls:

    SELECT = exit
    START = pause
    CIRCLE = resume play
    CROSS = jump
    directional pad = move


    objective:

    the objective of the game is to ...well catch the rings!
    lol this is my first official lua game the others were just to fool around and explore the function
    and to toy around with lua.

    todo:
    1.maybe high scores
    2.maybe music
    3.maybe a bg

    well thats it hope you enjoy this simple game i have made!

    download:
    http://www.sendspace.com/file/5cm1ht

    via rik ...
    by Published on October 1st, 2007 21:22

    News/release from FaT3oYCG

    well here it is it was screenshots for a while and its still very buggy and very unfinished but i think i should show everyone wehats been done

    known bugs
    you need a music file in the music directory - music activated with the hprm
    you need a picture in the picture directory - .png or .jpg (any size even bigger than 512 x 512)

    controlls
    analouge - cursor
    cross - click
    triangle - none
    circle - none
    square - close current window
    up - none
    down - none
    left - none
    right - none
    l - none
    r - hold on startup or error to access pspenguin recovery meny
    start - none
    select - usb

    screenshot = l+r

    origional dev = me
    secondary dev = sony_psp_player
    thanks to wrcsti for some pics

    one screenshot:



    download:
    http://www.sendspace.com/file/yarzax

    thanks to all who supported the project up to now

    Download Above and Give Feedback Via Comments
    via FaT3oYCG ...
    by Published on October 1st, 2007 21:14

    via gamasutra

    As part of an extensive new Gamasutra interview, Team Ninja's Tomonobu Itagaki (Dead Or Alive) has been discussing the merits of Nintendo's DS and Sony's PSP, pinpointing both the PSP's "toned-down" console roots, and suggesting that the DS market may be getting flooded with low-budget titles.

    In the interview conducted immediately following the recent Tokyo Game Show, Itagaki was asked why Team Ninja has decided to produce a title, Ninja Gaiden: Dragon Sword, for the DS, rather than something for the PSP - and he commented:

    "When Nintendo first announced the specs of its unit, it was around the time that Sony was also announcing that they were bringing out the PSP. When I looked at the estimated specs of both, I knew which platform I wanted to work on... and I am sure that you, or people like you, might wonder, 'If the visual is so important, then why choose DS over the PSP?'"

    Itagaki continued, explaining exactly why the DS appealed to him:

    "The reason is because the PlayStation Portable is basically designed on the philosophy of having a console that you can take with you. They are basically just toning down what we see on home consoles such as the 360 or the PS3; whereas the DS was looking at a whole new method of input. Just as I said earlier, one of the key aspects of game design is the interactivity between the user's input and what happens on the screen, so I thought: here is a chance to do something totally original, using the strengths of this hardware. If I was going to make a game for PSP, I would be better off making a game for PS2, because they are essentially attempting to do the same thing."

    The Team Ninja head added, regarding those who try to compare the two main handheld systems, something he suggests doesn't make complete sense:

    "So the whole viewpoint of the PSP versus the DS is flawed. What Sony really needed to do was get those key Game Boy users and broaden the market. When Nintendo first announced the DS, they were very realistic at the time in knowing that it may be a success or it may not; they certainly weren't convinced of its success. They just knew that it was something they needed to try, for the sake of the industry, to continue to expand the kind of experiences that were available. And that type of spirit is something that I could relate with, and part of the reason why I chose to go with this hardware."

    Later in the interview, which also deals with a number of other subjects, Itagaki also addressed the current state of the Nintendo DS in terms of software titles:

    "So now that we are in this market where there are a glut of relatively low-budget games that are filling up the marketplace, the market may be ready for a more serious, more refined experience. We are right at this turning point in the portable space, where we will be launching this Dragon Sword game, and this may be exactly what people out there are looking for. They may be tired of all the "training" games, and looking for something more substantial. Or maybe not. We won't be able to tell until we actually throw it out there and see how people react." ...
    by Published on October 1st, 2007 21:14

    via gamasutra

    As part of an extensive new Gamasutra interview, Team Ninja's Tomonobu Itagaki (Dead Or Alive) has been discussing the merits of Nintendo's DS and Sony's PSP, pinpointing both the PSP's "toned-down" console roots, and suggesting that the DS market may be getting flooded with low-budget titles.

    In the interview conducted immediately following the recent Tokyo Game Show, Itagaki was asked why Team Ninja has decided to produce a title, Ninja Gaiden: Dragon Sword, for the DS, rather than something for the PSP - and he commented:

    "When Nintendo first announced the specs of its unit, it was around the time that Sony was also announcing that they were bringing out the PSP. When I looked at the estimated specs of both, I knew which platform I wanted to work on... and I am sure that you, or people like you, might wonder, 'If the visual is so important, then why choose DS over the PSP?'"

    Itagaki continued, explaining exactly why the DS appealed to him:

    "The reason is because the PlayStation Portable is basically designed on the philosophy of having a console that you can take with you. They are basically just toning down what we see on home consoles such as the 360 or the PS3; whereas the DS was looking at a whole new method of input. Just as I said earlier, one of the key aspects of game design is the interactivity between the user's input and what happens on the screen, so I thought: here is a chance to do something totally original, using the strengths of this hardware. If I was going to make a game for PSP, I would be better off making a game for PS2, because they are essentially attempting to do the same thing."

    The Team Ninja head added, regarding those who try to compare the two main handheld systems, something he suggests doesn't make complete sense:

    "So the whole viewpoint of the PSP versus the DS is flawed. What Sony really needed to do was get those key Game Boy users and broaden the market. When Nintendo first announced the DS, they were very realistic at the time in knowing that it may be a success or it may not; they certainly weren't convinced of its success. They just knew that it was something they needed to try, for the sake of the industry, to continue to expand the kind of experiences that were available. And that type of spirit is something that I could relate with, and part of the reason why I chose to go with this hardware."

    Later in the interview, which also deals with a number of other subjects, Itagaki also addressed the current state of the Nintendo DS in terms of software titles:

    "So now that we are in this market where there are a glut of relatively low-budget games that are filling up the marketplace, the market may be ready for a more serious, more refined experience. We are right at this turning point in the portable space, where we will be launching this Dragon Sword game, and this may be exactly what people out there are looking for. They may be tired of all the "training" games, and looking for something more substantial. Or maybe not. We won't be able to tell until we actually throw it out there and see how people react." ...
    by Published on October 1st, 2007 20:44

    via /.

    The always popular Michael Pachter offered up the opinion last week that LittleBigPlanet may be the title the PlayStation 3 needs to have breakout success. In a report pointing out failings on Microsoft and Sony's part to appeal to 'family gamers', Pachter said:
    "After seeing LittleBigPlanet at TGS, I believe it could be a console mover. The game is really innovative, and I think it adds a family element that is so far missing from both the Xbox 360 and the PS3. If they can accompany that game's launch with a price cut (or a lower priced SKU), I think we'll see a spike in sales."
    The game is really innovate, and I'm looking forward to it a bunch ... but I think I agree with the folks at Ars when they say the pricetag is still too high to appeal to family gamers. ...
    by Published on October 1st, 2007 20:40

    New from Divineo China



    Play your PSP Slim and Lite on a big screen with Dragon's Deluxe Component AV cable. With its high quality gold plated connection and compatibility with many type of screens, your PSP will soon compete with its big Playstation sisters

    Specifications & extra information

    - High quality 24K Golden Plate Plug
    - Compatible with UMD games or movies
    - Enable display with natural and vivid colors
    - Supports 1080i and 720p/480p LCD, Plasma, HD or HDII TV System
    - High definition and resolution multimedia durable and highly functional cable ...
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