• 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 February 2nd, 2007 16:02

    A new product has been announced that lets you play music, videos, recorded TV or skip through slideshows on your Xbox 360, using just your voice.

    Media Center Communicator V3, created by One Voice Technologies lets users control "up to five" Xbox 360s (though we have nod idea why you'd want to) and Windows Vista with simple voice commands, apparently with no voice training required.

    One Voice Technologies CEO, Dean Weber explains: "Imagine walking into your entertainment room and simply saying, for example; Xbox Play U2 or Xbox Play American Idol, and your Xbox immediately starts playing that content."

    "We allow the user to uniquely name each Xbox 360 in their home; for instance one might be named Family Room while another named Game Room. This allows the user to say - Family Room Play U2 or Game Room Play CSI Miami. This creates the ultimate digital home experience combining the power of today's PC's running Windows Vista with the flexibility of having up to five Xbox 360 game consoles in your home," he adds.

    It's certainly raised a few eyebrows in the office but will this 360 voice tech actually work? We'll let you know when we get our hands on it.

    via cvg ...
    by Published on February 2nd, 2007 16:00

    Pandemic Studios will be partnering with EA Games to publish PS3 action sequel Mercenaries 2: World in Flames.

    It had previously been expected that Pandemic would partner with the first games publisher Lucasarts (or Activision in Europe) for the sequel, but obviously it looks like the Star Wars company has other plans.

    "We're thrilled to partner with Pandemic Studios and to be working together to make Mercenaries 2: World in Flames a global blockbuster," said EA Partners VP and general manager, David DeMartini. "EA Partners is committed to providing the world's best development studios with access to EA's unrivalled global publishing resources, helping game makers reach the widest possible audience."

    Andrew Goldman, Pandemic Studios CEO adds: "Mercenaries 2: World in Flames will set the bar for explosive, open world action games in the next generation, and everyone at Pandemic is excited that fans will be able to get their hands on it later this year."

    There's no word on the heavily-rumoured Xbox 360 and PC versions yet, though there seems to be no mention of PS3 exclusivity in this announcement. We'll let you know if Mercenaries 2's new publisher pipes up with anything.

    via cvg ...
    by Published on February 2nd, 2007 15:56

    New release from dark420bishop:

    This program will allow you to change the your XMB Camera, RSS Feed, Online Instruction Manual, Remote Play, and Certificate Utility icons. This program is designed so you can take your current topmenu_plugin.rco and change only the selected icons so that you don't need to remake your topmenu_plugin and change all the labels.

    --dark420bishop

    -------------
    WHAT YOU NEED
    -------------

    1. A decrypted topmenu_plugin.rco for 3.0x. You can make one of these using any other xmb icon customizing program.

    2. Visual Basic 6 Runtime Library.

    MY SERVER http://fast.filespace.org/dark420bis...me_Library.exe

    3. Icons.

    ------------
    INSTRUCTIONS
    ------------
    1. Select your topmenu_plugin.rco and select the icons you wish to inject.

    2. Hit the Inject button.

    3. Flash your topmenu_plugin.rco to the f0:/vsh/resource folder with your favorite flashing program (I like PSP Filer).
    ---------------
    VERSION HISTORY
    ---------------

    1.1
    Add check box to enable/disable program stops.
    Add check box for slower program execution.
    Fixed all bugs from earlier version (I think).
    New method for program delay - should use less processor bandwidth.
    New method for running DOS programs - should be more compatible.
    Included the DOS programs needed - because people kept *****ing about it.
    Added bmp2dat.bat - as a last resort for ppl with severe compatibility issues.
    Changed color scheme.

    This is only part of the readme.txt, please check the file for more info including future development and troubleshooting.

    Yes, this program only mods 5 sub-menu icons at the moment. I am working with other devs to expand it's functionality but these things take time and I am busy with other responsabilities as well. Please do not complain about this, it will not speed up my progress. If you want a program that does all the menu icons, please check the progress of zmathue's icon editing program, it looks very promising. I am happy to share and discuss my source with other developpers but i'm not going to release it to the public because of the potential for abuse.

    The DOS programs required are now included as people wouldn't stop b****ing about it. My apologies to kgsws for including them without permission but I don't know how to contact him to ask. If he has a problem with it, I will remove them immediately.

    I really busted my butt to try to recreate and isolate all the errors that people were getting in the last version. I think between the new code and the improved troubleshooting section, everyone should be enjoying some custom submenu icons in no time.

    Download and Give Feedback via comments
    via darkbishop ...
    by Published on February 2nd, 2007 00:05

    "Custom Firmware Extender" by Cpasjuste is a set of two plugins for Dark_alex custom's firmware,
    that will, like the title say, add some extra options to the SONY PSP.

    With "Custom Firmware Extender 1.1" you should be able to :

    - Start and stop a ftpd server while under the VSH (PSP Menu) to transfer files via WIFI (WEP,WPA).
    - Reset the PSP with a button while under the VSH (PSP Menu) or in-game (UMD/ISO).
    - Power off the PSP with a button while under the VSH (PSP Menu) or in-game (UMD/ISO).
    - Change the speed of the PSP CPU/FSB while under the VSH (PSP Menu) or in-game (UMD/ISO).
    - Start and stop Usb Mass Storage under the VSH (PSP Menu) while browsing.
    - Take a screenshot while under the VSH (PSP Menu) or in-game (UMD/ISO) saved in the PHOTO folder.
    - Set a default CPU/BUS speed at startup.
    - Set Usb Mass Storage at startup.
    - Configure your buttons mapping (NOTE button + your selected button).

    Heres whats new in this latest version:

    - Prevent a crash when booting with UMD inserted.
    - Prevent a crash while using the reboot function (the module is now loaded a few seconds after the psp as booted).
    - Sleep mode disabled when the ftpd is ON (big file transfer ok now).
    - The combo button can now be assigned in the cfe_cfg.txt file.
    - Each function can be now enable or disable in cfe_cfg.txt.
    - A password can be set in the cfe_cfg.txt file to secure the ftpd server connection.
    - Maybe some bugs added.

    Download and Give Feedback Via Comments
    ...
    by Published on February 2nd, 2007 00:01

    via pspfanboy

    If you're reading this blog entry, chances are, you're not playing with your PSP. Don't worry! "Virtual PSP," a Flash game, will allow you to pretend like you're playing your PSP on your computer. It's a very clever fan made homage to Sony's system that includes a clever take on the XMB, and a few UMDs as well.

    Of course, you might also be reading this article from your PSP. Then, things get really weird. You'll be playing a game about playing the PSP ... on your PSP. Hmm. Be careful! This kind of logic can destroy the universe!

    Heres the GAME ...
    by Published on February 1st, 2007 23:57

    via ign

    Metroid Prime Hunters Pinball may have been the first pinball game on the Nintendo DS platform, but Flipper Critters looks like it could be one of the most elaborate and imaginative pinball games on the system. This title, soon to ship from Ignition Entertainment, recently hit our desk where we had the opportunity to whack the ball around a few times.

    The game, designed and developed by Zen Studios, features a bunch of furry critters wandering around fantasy landscapes, and it's up to the player to help them along in their quest by whacking a silver ball around in the environments. Hitting obstacles and scoring points is, obviously, the key task in Flipper Critters, but like in any good pinball game it's how you whack the ball that determines how well you do -- you'll need to fulfill quotas and tasks which will activate hotspots, that must be "attacked" in order to progress into deeper parts of the world.

    Much of the action takes place on the lower screen where the programmers push the Nintendo DS system's 3D capabilities to render a wild and wonderful pinball world. The team's actually pulling off 3D on both screens, and the game will use both screens as one display...or actually show two independent camera views of the playfield when the ball travels deeper up the table. Even when the game does all sorts of craziness across both screens, the 3D engine never seems to drop its framerate and slowdown. The physics are tight enough to pull off "pinball wizard" style maneuvers like flipper traps and passes, but it's not on the level of a pinball simulation.

    The touch screen comes into play several times during the pinball action, where players must tap or slide on objects to manipulate them in this world. Hitting a switch with a finger will cause a sign to spin around or a ramp to raise, which will cause the ball to adjust its trajectory if the ball's flipped in their direction.

    Between pinball levels are mini-games that are incredibly hit or miss. We're fans of old-school shooters like Raiden and R-Type, but they seem a bit out of place in a pinball game. We'd be more accepting if these shooter levels were anything special, but at least in our short time with the game, we were ready to call it quits when these levels popped up. They just went on for way too long with very little variety to keep things interesting.

    But at least the pinball action's solid enough. There's even multiplayer support in an option called "Duel" that we wish we could check out -- but since the game requires a second card for this mode, we couldn't tinker around with it. ...
    by Published on February 1st, 2007 23:55

    via ign

    Tamagotchi: Party On! has been available in Japan since the launch of the Nintendo Wii system in early December. Namco Bandai sees enough merit for a stateside release of the quirky party-style mini-game compilation as the company's shipping Party On! in the US this spring. Namco Bandai recently stopped by the office to show off a near final build of the English-localized rendition of the game.

    This Wii title's in development at Japanese studio H.A.N.D., which consists of members from Hudson's "Mario Party" team. And the influence is about as obvious as the annoying high-pitched beeping from a Tamagotchi virtual pet. Party On! is, essentially, a collection of mini-games all tied in via a board game for four players. The task? To work your Tamagotchi character across the different playfields and come through as the winner by earning more points than the opposition. This will earn you the rank of President of the Tamagotchi Planet! To do this you'll have to play all sorts of challenges that put the Wii Remote's functions to use.

    For example, you'll have to drive a car down a rigidly laid-out path collecting cans and avoiding bouncing eggs...tilting the Wii Remote left and right performs this familiar task. There's also a challenge where you'll need to pump water onto flowers by pushing and pulling the Wii Remote as quickly as possible and at the proper time. Collecting goldfish is another challenge...whipping the remote upwards to mimic the on-screen net will lift it out of the water, but you'll need to do that when a fish is within its range. And in another little mini-game, you'll need to wind clocks to their proper time by twisting the Wii Remote like a crank.

    Then there are more basic Tamagotchi challenges that are more similar to the games that are built into the little LCD devices. These games only use the D-pad in a three-button configuration...much like the virtual pets. Play Rock Paper Scissors, Guess the Dessert, and other games by pressing left, up/down, or right at the appropriate time.

    Accomplishing these games not only unlocks them for play outside of the board game, but they also reward the player in-game; winning games can earn coins, which will give players the opportunity to buy items that will increase their multiplier and give them the edge for when they earn points in other games. You can also use these points to customize your character's look as well as the appearance of his or her campaign headquarters.

    Party On uses the same crazy and quirky visual and audio style that was used in the two Tamagotchi Connection games on the Nintendo DS. Characters, rendered in 3D on the Wii console, are exaggeratedly cute, and the music and sounds are just as sugary as the graphic style. Unlike Tamagotchi Connection on the Nintendo DS, Tamagotchi Party On! does not have a virtual pet portion within its design, nor can players trade unlockables or other items between consoles. The game also doesn't support any sort of link to the Tamagotchi eggs you can buy in the store. ...
    by Published on February 1st, 2007 23:54

    via ign

    Nvidia, one of the world's leading producers of graphics processing technology, seems to differ in opinion from Nintendo president Satoru Iwata on the subject of game visuals. In a recent interview with Next-Gen business, VP of content Roy Taylor voiced his opinion on the matter of gaming graphics and presentation.

    "They're talking nonsense," he said of Nintendo assertion that videogame graphics have reached a saturation point. "It's ridiculous sot say that graphics don't matter. That's like saying 'The quality of my TV screen doesn't matter.' Oh really? So then in that case, you can go watch 24 in black-and-white on a seven-inch screen. It's nonsense to say graphics don't matter. I think we can do a lot better, but I think we'd like to see graphics encompassing the gameplay."

    During the interview Taylor does state that gameplay can oftentimes play second fiddle to a game's visuals but reiterates that graphics will bring more emotion into software, stating that gamers seldom become as emotionally invested in characters from a videogame as they do in movies ...
    by Published on February 1st, 2007 23:52

    via ign

    Shown previously on one of Nintendo of Japan's lineup videos, The Dog Island is a game that mixes the world of puppies with the quirky feel of Wii Play. Showing obviously inspiration from the success of Nintendogs, The Dog Island is being released in Japan by Yuke's Media Creations, the same company to provide games like SmackDown vs. Raw 2006 and Wrestlemania XIX.

    Along with an official announcement that The Dog Island will be coming to the US, Yuke's Media Creations has also launched the teaser site for The Dog Island's Japan release, which can be found (in Japanese, of course) right here. In addition to the teaser page, Yuke's is also promoting the game on its official Japanese site, though no specifics on an American version are mentioned.

    Yuke's Media Creations has yet to announce a US publisher for the game, and is currently unavailable for comment on any US Wii titles. ...
    by Published on February 1st, 2007 23:50

    via ign

    After reporting sales numbers for the third quarter at $1.28 (nearly identical to last year's numbers for the same quarter), EA chairman and CEO Larry Probst has released an official statement on EA's future, speaking specifically on the company's next-generation efforts:

    "We are pleased with the performance of our products on next-generation consoles. In the year ahead, we plan to build on our leadership position on both the Xbox 360 and the PlayStation 3, and to significantly increase our support for the Nintendo platforms."

    While this could be taken as classic crowd-pleasing jargon, it's important to note that EA's relationship with Nintendo has grown substantially over just the last few months, primarily because of the release of Wii. In just a matter of months, the company has helped Nintendo launch the system with Madden 07, and Need for Speed Carbon, and is already working to keep support continuing with the addition of SSX Blur, Tiger Woods 07, The Godfather: Blackhand Edition, and Medal of Honor Vanguard for just the first half of 2007 alone.

    To top things off, the CEO stated that EA already has 15 titles in development for Wii at this point. From the looks of it, Wii may be just what the doctor ordered for Nintendo sports fans.

    We'll have more on EA's Wii support as it develops, as well as new information on SSX Blur, Tiger Woods 07, The Godfather, and Medal of Honor as news breaks. ...
  • Search DCEmu

  • Advert 3