• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • wraggster

    by Published on March 24th, 2007 09:47

    New from SuccessHK



    Once again, the player is cast as a young man who, along with a female friend, is washed up on the beach of an apparently deserted island in this survival adventure. Working together, the pair must search for a way off the island, but also survive the many dangers that lay ahead. In addition to the physical elements the pair faces, The sequel uses the touchscreen capabilities of the Nintendo DS more intensively, allowing you to build and examine objects with the stylus. Other new elements include the ability to fight wild animals when threatened, using whatever weapons the pair have accrued. Similarly, the island's tropical location leaves the heroes exposed to hurricanes and earthquakes, adding an unpredictable element to a game that constantly surprises and delights the player. ...
    by Published on March 24th, 2007 09:44

    New from SuccessHK



    The book by Mario Puzo and Francis Ford Coppola's classic film serve as dual inspirations for Electronic Arts' action/adventure The Godfather. In it gamers can join the Corleone family to exploit loyalties and fear as they rise through the ranks to become Don in 20th century New York City. Carry out orders, earn respect, and make the Big Apple all your own.

    This expanded edition for Wii offers brand new ways to go from Street Soldier to Don as you gain control of the streets of New York. Follow the path an Enforcer or Operator; each with its own unique perks and abilities to earn. Now you can chat up specific characters to get the skinny on dirty cops, take down two additional revised compounds of rival Families, execute five new contract hits, and call in larger Corleone Hit Squads when the going gets tough. ...
    by Published on March 24th, 2007 09:43

    New from SuccessHK



    After her initial DS debut, Mama is whipping up some kitchen competition by pitting chef against chef in Cooking Mama: Cook Off is a 2-player family game designed specifically for the Wii home video console. Step-by-step, recipe-by-recipe, help Mama cook international dishes from 10 different nations and watch as the realistic foods actually change in appearance based on your actions.

    ...
    by Published on March 24th, 2007 09:40

    New from SuccessHK



    In Blazing Angels Squadrons of WWII, players test their air-combat skills as they experience the most famous battles of World War II. As a squadron leader, players can fly up to 38 WWII aircraft in both single-player and multiplayer missions. The game features squadron-based combat, in which each artificial intelligence wingman's specialized skill can be used to the pilot's advantage.

    As a squadron leader and ace fighter pilot, you take command of your fighting craft with the Wii controller to experience intense dog fighting in the famous air battles of WW II. Pilots fly in close to Germany’s industrial terrain during a bombing raid or emerge from the fog and cloud cover over London to engage the enemy.

    ...
    by Published on March 24th, 2007 01:35

    The Homebrew scene across all formats is a vast sea of excellent sites, fans and coders who make up a global network of communities of all languages.

    Every now and again we see new advancements, new hacks that really excite fans of the homebrew scene.

    Today a new milestone was reached, it was only 2 years ago when the first commercial Dreamcast Homebrew Release happenned. Well today the Dreamcast Community welcomes another breakthrough and thats the upcoming release of an Homebrew Dreamcast game going to Commercial status on the Nintendo DS.

    Check out the full story at DC News (Click the Digg if u have a spare minute)

    The point of this story is that Homebrew Coders can make it into the industry should they be successful. ...
    by Published on March 24th, 2007 00:27

    Z33 has Created a GUI for imposer.exe a tool to modify homescreen when playing games

    More details:

    As it says in the readme/manual, only use impose.prx from a 2.50 or newer firmware, and it has to be from the same firmware version you're running in your PSP! If you have 3.03 OE in your PSP, the impose.prx must be from 3.03 OE! Also impose.rsc must be from 2.70 or newer firmware, but it doesn't need to be the exact same version you're using.

    For one thing, you can use the prx/rsc from the OE side (kn) on the 1.50 side (kd) too, but not vice versa.
    Problems will appear if you do something described here:

    1. impose.prx from a different firmware than what you're running --> (semi)brick, depending if you're using OE with recovery menu or not. Recovery is your friend.

    2. impose.prx from <2.50 firmware --> no identification of some vital data for those versions so you only get garbage gfx if you try exporting from one.

    3. impose.rsc from <2.70 firmware --> has lesser languages supported so I gave them no support to make things a bit easier to handle internally in imposer.

    If you're using prx (decrypted & unpacked) from 2.50+ and rsc from 2.70+ and are still facing problems, it might be you have somewhat different version of the files than what I've tested with. I only have versions from jap 1.00, euro 1.50, usa 2.50 and euro 2.60/2.70/2.80/3.03/3.10 to test with.

    Edit: Seems I forgot to mention in the readme/manual (which many seem to ignore anyway) the importance of using the same prx version one has currenty flashed in.

    Download and Give Feedback Via Comments ...
    by Published on March 24th, 2007 00:19

    News/release from rixorster:

    Well, I made this little simple app, which is just now at the state of an beta, and as the best way to improve your programs are to get comments from others how you should make them better, I thought of releasing this, not only because of that, but because I saw lots of people having problems with cheats on gpSP.

    So, it's just an simple app made with VB6(So you will need the VB6 runtime files) to help you easily get your cheats working.

    So, before doing anything, read the readme.nfo(To noobs: Open it in notepad).

    Download and Give Feedback Via Comments
    via rixorster ...
    by Published on March 24th, 2007 00:19

    News/release from rixorster:

    Well, I made this little simple app, which is just now at the state of an beta, and as the best way to improve your programs are to get comments from others how you should make them better, I thought of releasing this, not only because of that, but because I saw lots of people having problems with cheats on gpSP.

    So, it's just an simple app made with VB6(So you will need the VB6 runtime files) to help you easily get your cheats working.

    So, before doing anything, read the readme.nfo(To noobs: Open it in notepad).

    Download and Give Feedback Via Comments
    via rixorster ...
    by Published on March 24th, 2007 00:11

    During GDC a few weeks ago, IGN got a chance to sneak a peek at the newly announced Wii rhythm game, Boogie. Unfortunately, rather than giving us a look at the game behind closed doors in relative comfort, EA stealthily unveiled this interesting-looking game during the middle of its SSX Blur party at some random bar in San Francisco.

    Keep in mind that this game caught us totally off guard when EA first showed it off. We were firmly in the process of getting hammered off the free booze, when the folks from EA Montreal took the stage. We fought our way through the throngs of assembled gaming journalists to snag a good vantage point. To our dismay, we ended up standing behind Reggie, and -- as any good Nintendo fan knows -- that man is massive. None of us were quite tall enough to see over his imposing figure without much difficulty, but believe us when we say that we struggled to get as much of an eyeful as the situation would allow.

    We can see it now: Rayman vs. Boogie dance-off.The first thing that we noticed when EA began to show off the game was that the art style was really impressive. The main character looked like a discoed-out version of Patrick from Spongebob Squarepants, and was surrounded by what we could only assume were hordes of bloodthirsty Pikmin. The game certainly had a unique look to it, and the whole presentation fit together very well, as the on-screen character began to sway back-and-forth in time to the music. It may not have been technically all that impressive, but it had enough flair and originality that we couldn't help but find ourselves drawn in by the game's visual appeal.

    From what we could gather, Boogie appeared to be controlled by use of both the Wiimote and the Nunchuk. With the Wiimote, players could point at the screen and direct a pair of eyes around the dance floor. Doing this would cause the character's upper body to contort in correlation to eyes' movement. The Nunchuk, on the other hand, was used to manipulate the lower body of the character. Using these in conjunction could get the jovial little disco dancer to pull off all sorts of remarkable moves from the Hustle to the Melbourne Shuffle to the Turkish Twist.

    What was interesting about all this was that the game didn't appear to work like other rhythm-based games, where the player tries to sync up his actions with on-screen cues. Instead, it seemed like gamers could move their character around anyway they chose, with better timing and rhythm yielding better results score-wise. Occasionally, a prompt would appear on screen, indicating a particular Wiimote/Nunchuk movement that needed to be pulled off, but unfortunately the game's designer seemed to suck at his own game, and failed these often enough that we never really noticed the results of a success.

    Despite the fact that the settings under which we saw the game were far from ideal, we still managed to get a substantial feel for what Boogie is all about. Unfortunately, although EA did mention microphone support in the game, the reps on hand did not demo that aspect of the game, or even talk about how EA is planning on implementing it. Even so, Boogie intrigued us due to its artistic merits and unique take on rhythm games, despite its early development status. We hope that the next time we get a chance to check out the game we aren't plastered and stuck directly behind a massive corporate mogul like the Regginator.

    via ign ...
    by Published on March 24th, 2007 00:09

    via ign

    To coincide with the UK release of the PlayStation 3, Sony and Polyphony Digital have revved their engines and moved Gran Turismo HD to the European PlayStation Store. But while US and Japanese gamers are still running laps in version 1.1, UK gamers have gotten the world's first taste of Gran Turismo HD Concept 2.0.

    Largely identical to version 1.1 (and 1.0 for that matter), GTHD 2.0 includes the same 10 cars, the Eiger Nordwand track and time trial and drift options. However, there's one major difference: Version 2.0 includes Force Feedback support. Yes indeed, now that Sony and Immersion have kissed and made up, Polyphony has been able to implement the technology into the game. Listing official support for four Logitech wheels, namely the Driving Force Pro, GT Force, Driving Force and Driving Force EX, racers are now able to actually feel the road as they compete for leading laps times on the game's online leaderboard.

    We plugged in a Driving Force Pro, the same wheel that we used to review Gran Turismo 4, and took a few laps with each of the game's 10 available vehicles. The implementation seems to be very basic for the time being, perhaps just a "we're going to do it" proof of concept. Much of the feedback feels like it's based only on engine feedback rather than the road. While you'll feel a jolt when you drive on or off the track, you won't feel pebbles, grass or anything of that sort.

    As the first couple cars are rather underpowered, you might not even realize that it's on. Once you get up to the Ferrari 599 GTB, the wheel does provide a great bit more feedback and lets you know whether or not your wheels are on the ground, but only subtly. Again, it doesn't feel as if everything in the world has been assigned a Force Feedback variable yet, so compared to what we saw in Gran Turismo 4 it's a pretty weak implementation.

    It's only a start, however, and we have no doubt that Polyphony will nail Force Feedback by the time that Gran Turismo 5 actually ships. For now, you can sleep better knowing just that. ...
  • Search DCEmu

  • Advert 3