• 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 11th, 2007 13:07

    via engadget

    No, this isn't another rampant portable Xbox 360 rumor, but the somewhat indirect linkage is indeed notable. Reportedly, AMD is planning to bring "Xbox 360 quality graphics to handheld devices" by utilizing the company's next-generation mobile graphics technologies. Although no real specifics were handed out, AMD is purportedly "working with content developers now in preparation for the arrival of phones" powered by the forthcoming set, and should be made available to handset manufacturers through "discrete media processors as well as through IP licensing agreements with semiconductor suppliers." Already released is a developers toolkit that includes support for both the OpenVG 1.0 and OpenGL ES 2.0 graphics standards, and it will incorporate the same Unified Shader Architecture that's behind the scenes in your Xbox 360. Sadly, we've absolutely no idea which companies (if any) are already on board with this promising technology, but we just have to wonder if Dell won't reconsider its handheld gaming system considering the already amicable relationship with AMD. ...
    by Published on March 11th, 2007 13:00

    Had a day off yesterday from any newsposting and got drunk went partying etc, felt ok till now (the next day) and now i have a wicked hangover.

    But anyway, the news will be coming thick and fast this afternoon as normal service is resumed. ...
    by Published on March 9th, 2007 23:10

    Updated release from trex6662k5 of his remote interface for the Foobar Media Player:

    Heres whats new:

    Changes and additions since 1.1
    ---

    !!!Consider this a final unless bugs require killing. Until I improve tracklist display.

    *Minor optimisations
    Moved more global varibles to local
    Optimised local split()
    Took out funtions out of the network loop, add a check instead. - Minor
    *If the queue is broken, reset the counter.
    *Next, Previous, Random buttons now change colour when pressed
    Play, Pause, Stop still rely on actual Foobar2000 status.
    *Killed a bug which crashed the psp if you attempted to scroll a blank tracklist.
    Killed related bugs
    *Cleared the queue if you pressed Previous (Since foo_controlserver also does this)
    *Added the ability to add a playlist to queue (Although it MIGHT miss a few of the last tracks)
    *Made the TMP images refresh often when new data gets added.
    Now changing the playlist also updates the playlist count in the playlist
    *Added more Error messages
    ------

    Changes and additions since 1.0
    ---

    *Made the analogue stick a little less sensitive
    *Moved to Elxx's build of Luaplayer
    Faster WiFi (its magic)
    I had to make more fonts because of Luaplayer's <2.0 inability to alpha blend image to image
    Now works great at 100mhz
    *Moved a few global varibles to local

    DOWNLOAD HERE
    PICTURES HERE

    Give Feedback Via Comments
    via trex6662k5 ...
    by Published on March 9th, 2007 23:07

    ai3gtmc has released a new version of his Bible for the PSP:

    ----Changelog----
    Now Version 0.3
    Added with New testament
    God's Word in Red
    Added Index for Old And New Testament*read the read me*
    renamed thegoodnews folder to tgnb for faster typing(pressing actually)

    Version 0.2
    not too much
    renamed the folder thegoodnewsbible to thegoodnews
    due to some bugs

    Download Here

    Give Feedback Via Comments
    via ai3gtmc ...
    by Published on March 9th, 2007 23:02

    Via pspfanboy

    Although the PSP hardware may not change anytime soon, the system will still continue to evolve through software. John Koller reminded us that PSP has the ability to continuously expand its functionality. "We have released 13 firmware updates since launch."

    I asked him about his stance on incorporating features from homebrew, and he admits that Sony actually watches what the scene does. "RSS is actually from homebrew," he admitted. Future firmware revisions may incorporate some of the additions that custom firmware users have been able to enjoy for months.

    Unfortunately, full resolution AVC support doesn't seem to be on the table any time soon. Phil Harrison was actually surprised when I told him that the resolution was locked. John Koller, on the other hand, discussed how the perpetually-delayed PSP movie download service would be one way for fans to (eventually) watch full resolution videos on their handhelds. ...
    by Published on March 9th, 2007 23:01

    Yet again Sony has released a downloadable game on the PlayStation Store that is already available in a better form on PSP. The original Wipeout from the days of PS1 has landed in downloadble form on Sony's PS3 market. I'm sure for hardcore Wipeout fans this is exciting and more playable games for PSP is never a bad thing, but why can't Sony focus on games that aren't already available on PSP and give us some downloadable games worth getting excited about? I'm sitting with my hands outstretched and they have money in them. Sony can take that money as soon as they give me some games I want to download and enjoy on my PSP.

    via pspfanboy ...
    by Published on March 9th, 2007 22:57

    Both Pokemon Diamond and Pokemon Pearl -- the true follow-ups to the immensely popular Pokemon RPG franchise -- will hit the Nintendo DS in late April, so it makes sense that, this close to the release, we're finally seeing an English language build. At Nintendo's booth at the Game Developers Conference, that's exactly what we saw. Sort of. The Pokemon Company threw together an extremely limited demo for show attendees, playable for ten minutes or until you get to the demo's goal. Whichever came first.

    In the demo playthrough, we're immediately tossed in Jubilee City in the Sinnoh Region, led through a specific path that will take us, eventually, to a cavern. Before we head off to our adventure, we're handed a Pokemon Watch which displays the time digitally on the lower screen.

    However, a brief conversation later we're right into a battle with a trainer ready for the pouncing. Luckily for us, we have level 30 critters at the ready, including Lucario, Roselia, and Mime Jr. The first trainer first tried to take us down with his Buizel and Mantyke, but we stood strong and trounced him easily using the easy to navigate touch-screen interface to toss a few attacks in his direction. The second trainer posed no problem, either. He tossed his whole arsenal of Chatot and Pachrisu at us. Again. No problem. The third trainer brought forth his Kricketot and Cherrim, but again, with such powerful Pokemon in our pockets it was hard not to win.

    The demo ends right when we strike up a conversation with the person who's blocking the entrance to the cave. A brief "See you when Pokemon Pearl and Diamond are released" message later and the demo comes to an end. It'll also end if you spend too much time lollygagging in the battles or on the path.

    If you haven't been following the development of Pokemon Diamond and Pearl, the two games are modest upgrades to the Game Boy Advance titles. Character models, backgrounds, creature designs and other elements mostly consist of skewed 2D sprites and bitmaps, though you might encounter a structure or two that actually pushes the 3D capabilities of the Nintendo DS system. The real hook in the update is the touch screen navigation which, admittedly, makes moving through menus a dream compared to the D-pad/button interface of the previous games.

    The final game will feature Nintendo Wi-Fi Connection support so that players can battle over the internet. The game will also interface with the upcoming Pokemon Revolution Wii title where players can link their system and copy of Pokemon Diamond/Pearl so they can battle their characters in 3D on the Wii system. That feature was also demonstrated at Game Developers Conference, though the versions used in the demo were entirely in Japanese. The DS and Wii systems synched up quickly and smoothly, and enabled a full touch-screen control of the battles via the connection.

    The DS games, already available in Japan since September 2006, will ship in the US on April 22nd. We'll have more on the games in the weeks leading to their release.

    via ign ...
    by Published on March 9th, 2007 22:55

    via ign

    All right, so Nintendo has already established that DS provides exercise for your brain while Wii gives your body a workout. But that doesn't mean that Wii owners can't take part in daily mental training, too. It's with that thought in mind that the company is readying Big Brain Academy for its home console. The title is inspired by the DS-based brain titles before it, but puts the unique abilities of the Wii remote to use in order to enable a fun and challenging multiplayer brain-off.

    Nintendo showcased a fully playable version of Big Brain Academy at the Game Developers Conference 2007 in San Francisco and naturally, we were on hand to give it a try. The project can be enjoyed by a single-player, but one of the main advantages of the Wii build is a two-player challenge and Nintendo encouraged gamers to try out the mode at its GDC booth. In it, two gamers square off in vertical split-screen brain tests. Some will be familiar to those who played Big Brain Academy on DS, but others are brand new to the Wii build. Nintendo says some 15 activities spanning five categories, from memory and analysis to number crunching, visual recognition and quick thinking, are new to the console version.

    Gamers who have never played any of Nintendo's brain games will find the experience similar to Wario Ware on some level, meaning that mini-games rotate in and out of the screen and players have only seconds to complete them, either correctly or incorrectly. The big difference, of course, is that the minis in Big Brain are, in fact, designed to give one's mind a good workout and in some cases, a hard walloping. Using the Wii remote, players interact with on-screen puzzles and aspire to best them quicker than their opponent. We're not embarrassed to admit that our initial attempts at some of the mind twisters resulted in poor completion times only comparable to Neanderthal man or perhaps well-trained monkeys and we're only a little embarrassed to admit that we were playing on easy.

    Some of the puzzles were simple. For instance, five different numbers appear on screen and you have to eliminate the a couple of them with the Wii remote so that the end sum forms the five, or three, or two, or whatever predetermined figure the game has selected. In another, players must watch as characters are placed underneath rotating cups and then identify where they are hidden when the objects finally stop moving. In one more, the object is to snugly fit two different protruding pieces of a 3D cube together. In one more, gamers must draw the pathway for a railway. Finally, gamers may have to pop a series of balloons with numbers painted on them in order of lowest to highest. None of the activities require any complex movements from the Wii remote; rather, in most cases, a simple point and button press will do. Obviously, Nintendo's plan is to keep the presentation simple so that - like the DS versions - players of all ages can enjoy the experience.

    The graphics are simple - so much so that it's easy to see that they were inspired by the DS version. And yet, the colorful, stylized presentation does have a charm all its own. It is, at the very least, inviting, which is probably the goal.

    It may still be too early to tell if Nintendo can duplicate the handheld success off the Big Brain series for its Wii console, but from what we've played so far, it's off to a great start. Not only is Brain Age Academy as pick-up-and-play friendly as its DS predecessors, but it's also challenging and it sports a two-player mode that adds a much-needed competitive element. ...
    by Published on March 9th, 2007 22:53

    Nintendo of America was on-hand at the Game Developers Conference 2007 with a handful of playable Wii titles, including the anticipated platformer/RPG Super Paper Mario. We took the gorgeously stylized sleeper for a spin and walked away completely dazzled. The title, which was originally planned for GameCube before it made the jump to Wii, is a sequel to the hit GCN game Paper Mario and bears many similarities to its predecessor. For one, it is brought to life with a quasi-2D style made possible with cardboard cut-out visuals. Mario is literally paper thin as he walks through colorful storyboarded environments complete with blocky clouds and skinny enemies. In addition, the title is neither a dedicated platformer nor RPG, but a combination of the two. That being said, in our experience Super Paper Mario leans closer to the former than the latter, as some of the turn-based battles of previous games have been thrown to the wind in favor or new real-time action. But the commonalities seem to end there because Super Paper Mario takes the 2D/3D relationship several steps farther and really bathes itself in new and improved play mechanics, which are deeper and more engaging than ever before, even as it oozes enough style to satiate any desire for nostalgic presentation.

    In Super Paper Mario, gamers control not only Nintendo's classic Italian plumber, but also Peach and Bowser, too. The characters become unlocked and join Mario's party, so to speak, as he progresses through the adventure, which Nintendo promises will be lengthy and challenging. In fact, a company representative suggested that the title could take some players upward of 40 hours to complete. Gamers grip the Wii remote classic style and move the mascots through the levels with the D-Pad, sacrificing true analog controls - and trust us, nobody is even going to notice. The 2 button causes the selected hero (or heroine) to jump into the air and the 2 button executes special moves endowed by floating collected Pixls, which we'll explain in detail momentarily. But the most important function falls to the A button, which literally transforms the play field from 2D to 3D in an instant.

    full article at ign ...
    by Published on March 9th, 2007 22:43

    Nearing the end of his anticipated Game Developers Conference 2007 keynote, Nintendo's Shigeru Miyamoto played a short, but incredibly sweet new video of Super Mario Galaxy in motion. The movie showcased less than two minutes of new gameplay footage, but it was enough to ignite a wave of applause from excited Nintendo fans.

    In the video, Mario again collects stars and soars through space, landing atop giant spherical bodies complete with enemies and platformer obstacles. In addition, though, the footage debuts a variety of different, never-before-seen planetoids, baddies, and challenges, all of which look incredible. In older demos, Mario could be seen traveling across more traditional asteroids and planets, but in the new trailer he is shown bounding across enormous eggs, glass cylinders, exploding volcanoes, through stars, onto grassy knolls, on wooden planks, and even onto gargantuan apples, among other objects. It's clear that Nintendo has absolutely abandoned any attempt at keeping a galactic logic of laws with the game, which is, we're sure, just fine by everybody.

    Although regular-sized worlds make up the backgrounds in many of the galaxies Mario explores, the mascot seems to traverse much smaller bodies, going from spheres to apples, from volcanoes to glass cylinders, and so forth. Gamers expecting giant land masses are - at least so far - out of luck. That noted, Nintendo has done quite a lot with the objects and obstacles in place as many of them seem to change dynamically or are altogether interactive.

    When Mario reaches the end of a grassy peak, a beanstalk sprouts from its edge, rises into space and eventually connects to another body, enabling Nintendo's iconic mascot to jump to it. Later in the footage, Mario stomps a protruding cork into an oversized apple and a greenish walkway extends from the giant fruit. Mario is sent flying over flowing volcanic landscapes and crashes through pillars in the process. All of the planets share one trait in common, which is that they ignore gravity, which means that Mario can run up and over or down and under anything he sees. As readers can imagine, the physics go hand-in-hand with a series of impressive environmental puzzles. In one sequence, gamers must use the Wii remote to first point at and then drag Mario through a hazardous obstacle course made of fiery planets, but the satellites spew flames as he nears them.

    Mario is seen swimming and battling what appears to be a fish boss of some kind in one snippet of the footage. In another, a spiral galaxy twists in the depths of space as he flies to a nearby ship. It's evident from the footage that gamers have only seen a very limited selection of the game's variety.

    Galaxy is probably the prettiest title yet for Nintendo's new console. Not only does the art design shine with stunning characters, worlds and enemies, but the mascot and environments come to life with a host of graphical effects. The title's crispy-clean textures look to be bump-mapped in some cases, and we can't recall spotting better particle effects in a Nintendo title. Plus, everything runs in progressive-scan and 16:9 with a silky smooth framerate.

    Via IGN ...
  • Search DCEmu

  • Advert 3