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  • wraggster

    by Published on April 19th, 2007 02:50

    via dsfanboy

    If you don't want to (or can't) try the flash-based preview of Nodame Cantabile DS, you can always kick back and watch this video. Not into this kind of thing? Maybe you should give it another try, because we have seen the future, and it is the rhythm game ... at least, it seems to have a lock on a big part of the DS's future.

    The game is out for the DS this week in Japan.

    Video Here ...
    by Published on April 19th, 2007 02:48

    3D_geek posted this news/release:

    I'd appreciate any constructive comments you guys might have.

    I'm starting a new job as a professional games programmer with Midway at the end of the month - and beyond that point, I don't think it would be appropriate for me to be doing much OpenSource games work - so I hope to get Hardball finished and OpenSource it sometime in the next 10 days. It's all a bit of a rush - but it's getting there!

    Anyway - all that's left is sound effects/music - plus some special case collision detection (so you can actually score goals by shooting the ball into the 'crane buckets' and so the AI code knows where to aim for when it scores goals). There are also some final bits like scoring and some icons on the bottom screen to show who has the ball at the moment - plus 'game over' and restart code. (I've temporarily rigged the 'X' button to score a goal whenever you push it so I can test my 2D stuff - that'll get fixed in the next version). Right now you can play all four characters so I can check out the animation but eventually (of course) you'll only be able to play as one of the two guys on your team.

    I hope to have time to try some multiplayer stuff with WiFi networking - but it's looking a bit tight on time - so maybe not.

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 02:48

    3D_geek posted this news/release:

    I'd appreciate any constructive comments you guys might have.

    I'm starting a new job as a professional games programmer with Midway at the end of the month - and beyond that point, I don't think it would be appropriate for me to be doing much OpenSource games work - so I hope to get Hardball finished and OpenSource it sometime in the next 10 days. It's all a bit of a rush - but it's getting there!

    Anyway - all that's left is sound effects/music - plus some special case collision detection (so you can actually score goals by shooting the ball into the 'crane buckets' and so the AI code knows where to aim for when it scores goals). There are also some final bits like scoring and some icons on the bottom screen to show who has the ball at the moment - plus 'game over' and restart code. (I've temporarily rigged the 'X' button to score a goal whenever you push it so I can test my 2D stuff - that'll get fixed in the next version). Right now you can play all four characters so I can check out the animation but eventually (of course) you'll only be able to play as one of the two guys on your team.

    I hope to have time to try some multiplayer stuff with WiFi networking - but it's looking a bit tight on time - so maybe not.

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 02:48

    3D_geek posted this news/release:

    I'd appreciate any constructive comments you guys might have.

    I'm starting a new job as a professional games programmer with Midway at the end of the month - and beyond that point, I don't think it would be appropriate for me to be doing much OpenSource games work - so I hope to get Hardball finished and OpenSource it sometime in the next 10 days. It's all a bit of a rush - but it's getting there!

    Anyway - all that's left is sound effects/music - plus some special case collision detection (so you can actually score goals by shooting the ball into the 'crane buckets' and so the AI code knows where to aim for when it scores goals). There are also some final bits like scoring and some icons on the bottom screen to show who has the ball at the moment - plus 'game over' and restart code. (I've temporarily rigged the 'X' button to score a goal whenever you push it so I can test my 2D stuff - that'll get fixed in the next version). Right now you can play all four characters so I can check out the animation but eventually (of course) you'll only be able to play as one of the two guys on your team.

    I hope to have time to try some multiplayer stuff with WiFi networking - but it's looking a bit tight on time - so maybe not.

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 02:44

    News from Rlyeh:

    Hello there! Here's my latest REminiscence (Flashback) binary for GP2X. This version (v0.4) is the next public one after (v0.1) since v0.2 and v0.3 were private. Sorry for delaying too much.

    Changes since v0.1:
    - upgraded to REminiscence 0.1.9
    - upgraded to minimal library SDK v0.C
    - adjusted default clock to 100 mhz now
    - released source code
    - added voice.vce speech file from sega cd american version (voice.vce as rs.voc)
    - fixed support for different languages in movies
    - fixed glitches in movies (thx cyx!
    - improved sound quality
    - changed inventory handling (improves playability)
    - changed gamma to 1.20 (looks nicer now)
    - changed volume down + start to exit
    - removed password screen
    - removed SDL (smoother now)
    - added fullscreen support (press select)
    - added language support (english, french, german, spanish)
    - added level selector screen
    - added R button as A (improves playability)
    - optimized now. got smoother gameplay (if possible)
    - removed start key to avoid conflict while playing
    - added volume controls
    - fixed initial hangup in some GP2Xs
    - fixed sound sampling rate

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 02:31

    News from the GP2X Store



    We now have information of the new Gp2x commercial interface boards! Price will be $49.99 and should be available next week. Once we have a confirmed delivery date we will have them available for order. Get more information and see pictures here ...
    by Published on April 19th, 2007 02:25

    Alekmaul has released a new version of his Colecovision emulator for the Nintendo DS:

    New design (thank you in Lobo )

    New interface

    Addition of DrZ80 like CPU (thus a little faster)

    Modification of the savestates, the old ones do not function any more

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 02:15

    Crunchy2 has released a new version of the Snes emulator forthe Wii/Gamecube. Heres the release details:

    Here for all to try is version 2.0.1b1 of Snes9xGx. Note that I've, at the moment at least, only unofficially taken over this project, though I wouldn't mind being the lead. Alas, this current release does not incorporate any of the changes (other than eke-eke's) that have appeared in other peoples versions since softdev stopped developing it. I intend to take a look at that stuff and incorporate what seems good, but have not done so yet. Obviously I want to hear from everyone with regard to what you do and don't like about this version, what's missing, bugs, etc. Please note that there are no performance improvements in this version over the most recent release by eke-eke, but feel free to complain anyway. I don't mind.

    Here is what is included in this new release. Note also that I've dropped the WIP naming scheme and am instead going with a 2.0.1b1 type naming scheme. This is a beta, so use at your own risk! Also note that the name may change at some point, but for now the old name is being used.

    Having said all that, here is what I've added:

    1. Automatically loads SRAM from the memory card in SLOT B when you load a game and then immediately starts running the game. Note that if there isn't a card in SLOT B it will report that it couldn't load a card in SLOT B, but will work OK, just without autoloading the SRAM. Note also that an actual SRAM save for games isn't required, just a memory card in slot B. If there is no SRAM save for the game on the card it won't load an SRAM and won't bother you with that fact, the game will just start running. If there is an SRAM save, it will load it and then start the game.

    For best results, keep a memory card in Slot B! It's a simple as that! This can be an Action Replay memory card, incidentally, so no need to swap that card out if you have and use one!

    2. If you manually load SRAM after having already loaded the game it now automatically does a soft reset of the game for you - you don't need to do this manually any more.

    3. Option (on a per-game basis, and defaulting to OFF) to automatically save SRAM every time you return to the menu. Enable this feature in the Emulator Options submenu for each game you want it enabled in, and be sure to save SRAM after doing so to make it "stick" (see #3)

    4. Option to "Save SRAM Now" right in the main menu, which will save the SRAM (and game settings) to the memory card in SLOT B immediately (see #2)

    5. Can now read version 1.43 SRAM saves and convert them - please note that loading a game with version 2.0.1b1 will result in the SRAM save no longer being compatible with version 1.43! So you might want to backup your current SRAM saves.

    6. Can now read SRAM saves coming from other platforms (Mac, PC, Linux) and can also save SRAM in a format readible by those other platforms (but see important known bug noted below with regard to saving an SRAM to SD card). To use this feature just load or save from SMB or SD card. It automatically figures out what kind of save you are trying to load, and automatically saves in a format readible by other platforms when saving to SD or SMB (yet still contains all the settings info.)

    7. Smart memory card mounting tells you what to do if it can't mount the memory card and allows you do it right then and there (in short, if it can't mount the card you need to remove and re-insert the card, then press A - it tells you do this if it is needed.

    8. Reworded and rearranged the menus a bit.

    9. Miscellaneous other under-the-skin improvements.

    10. If you make a bootable DVD of this, you can optionally put your ROMs on the DVD within an "SNESROMS" folder at the top level of the DVD. If you do this then when you choose to load a game from DVD it will default to showing you the SNESROMS directory. If you don't have an SNESROMS directory on the DVD it will do as before and show you the top level of the DVD, warts and all.

    11. Healthy dose of FUN added for free!

    Known bugs:
    - Saving an SRAM to SD card does not work! Loading and Saving an SRAM from/to SMB works fine, and loading an SRAM from SD works, but if you save an SRAM to SD the file gets corrupted. I don't yet know why and could use help with this.
    - Probably other problems I haven't run into yet

    About the use of a memory card in Slot B: See post #15 in this thread below for a detailed explanation of why I do this. In short, it is so we have a known place for preferences and data to be saved to and loaded from. I use Slot B like a disk drive. It will allow us to make the program a lot more like an emulator on a computer, and easier to use - it's perhaps worth noting that I started my modifications to Snes9xGx in an effort to make it easy for my 4 and 6 year old boys to use. So, if you don't have an extra memory card, buy a cheap used one on ebay or elsewhere and just keep it in slot B, or buy an Action Replay and use it's memory card which has to be in slot B anyway.
    ...
    by Published on April 19th, 2007 02:07

    Eke-eke has updated his Gameboy emulator for the Nintendo Gamecube & Nintendo Wii.

    Heres the release info:

    17/04/2007:
    . added SRAM, RTC & STATE load/save support
    . added GUI and configurable options menu
    . corrected Sound Samples conversion (thanks to Softdev)
    . changed Sound Buffering Technic(changed to "head/tail" technic used by Softdev in NeoCDredux)

    GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy

    This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.

    This has nothing to do with the previous GX port as it doesn't need GCLinux to run, only load the DOL into your console using various methods and have fun !


    Features:
    - Gameboy and Gameboy Color emulation with sound
    - DVD & SDCARD support for rom loading
    - support for 8MB roms


    What's missing (work in progress):
    - a nice GUI (for this wip, I quickly copypasted SMSPlus Gui sources)
    - SRAM, Savestate and RTC loading/saving support
    - User Configurable emulator options (to replace original .rc files support)


    Menu:
    Play Game : Run the game you just loaded or return to game
    Reset Game: Reset emulator
    Load from DVD: DVD must be ISO9660
    Load from SDCARD: Roms must be placed in a directory named GBROMS
    On DVD or SDCARD, the maximum number of files per directory is 1000. You CAN use subdirectories.
    Stop DVD Motor: save the DVD Lens life
    SD/PSO reload: if you used SDLOAD to load the DOL, come back to SDLOAD menu
    Options & STATE Managment are not yet functionnal.


    In-Game:
    - Z Button let you come back to the menu when playing a game
    - A is Button A
    - B is Button B
    - START is START Button
    - X is SELECT Button


    Thanks to Sofdtev for the generic libogc porting & GUI display sourcecode !

    Download and Give Feedback Via Comments ...
    by Published on April 19th, 2007 00:09

    New from Play Asia:



    Fate/stay Night [Realta Nua] is the much awaited PlayStation2™ version of the immensely popular Type-Moon (Tsukihime) visual novel game released in 2004 for PC. The series also became popular as anime and manga releases. Using text, image and sound the game conveys an intriguing and fascinating story with complex characters. With additional happenings and with full voice, the PlayStation2™ version is taking the game to a whole new level.

    The story revolves around the war of the Holy Grail, a legendary and ancient relic said to grant the worthy the fulfilment of any wish. The rules are simple: seven magicians (Masters) accompanied by one Servant each shall fight to the death and the sole surviving team may approach the Grail. Thrown into this brutal ritual is upper secondary student Emiya Shiroh and what once was commonplace is now replaced by the impossible.

    With scenario writer Nasu Kinoko and graphic designer Takeuchi Takashi among others, you are now given the chance to explore a whole new world on your PlayStation2™.

    Published by Kadokawa Shoten, Fate/stay Night [Realta Nua] for PlayStation2™ is shipping today as Regular and Limited Extra Edition. An Original Soundtrack release (Regular / Limited) is due for release next week. ...
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