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  • wraggster

    by Published on December 17th, 2006 22:29

    News/release from jiggle:

    Hi everyone, I released a little app recently for booting devhook etc from boot up with 2.71se . I looked at the problems some people had, some didnt like the display, the timer, the place it loaded apps from. Ive been playing around with it for a few nights and its now as was asked for (I think).

    To install;
    Extract zip to your memory stick root eg: E:\
    Restart psp with R button held
    Enable autoboot from psp/game/boot/eboot.pbp
    Exit

    (Optional)
    change the config.tx with a text editor if you want different directories or settings

    Features:
    config.text add your own homebrew folders to each button,
    switch display on or off, timer on or off
    auto boot or go to xmb, switchable (runs whatever you chose for circle)
    10 or 3 second delay times
    altogether 6 buttons can be used (individually)

    pressing down goes straight to xmb (if 10 seconds is too long)

    pressing select displays your config

    to set up your own buttons or switch display et, just edit the config.txt in psp/game/boot
    Hopefully this now covers every thing wrong with the last versions

    I havent found any bugs yet, except the config having a music sign next to each line, no real problem. Post if you find any problems

    Please let me know what you think, any comments welcome

    jiggle

    Bug found, I didnt change the name in the readme, oh well

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    via jiggle ...
    by Published on December 17th, 2006 22:25

    Via PSPfanboy

    It looks like Sega's support of PSP is just starting. Their upcoming After Burner looks like it'll translate really well on the handheld. Interestingly, the upcoming PSP version of Full Auto 2 also looks good. Actually, it looks to be more fun than either its Xbox 360 or PLAYSTATION 3 brethren.

    Gamespot focuses on the new content featured on the handheld. With ten new weapons and ten new cars, and more customization options, it appears the PSP version of the game will feature the most functionality.

    IGN focuses on the destructible environments. Apparently, you can easily lock-on to destructible targets in the level. This simplified approach fares much better than the console original, and will most likely create far more explosive, and interesting, races.

    Finally, 1UP takes note of one very peculiar advantage the PSP Full Auto seems to have: better graphics, or at the very least, better art direction. The next-gen versions take place in one city, and seem to made up of various shades of brown. The PSP version features tons more color and environmental variety, as the game spans locales all over the world, from Europe, Asia and North America.

    It's clear that the development team behind the PSP version of the game simply cares more about gamers. The original Full Auto didn't get the best reviews, but looking at all the new content in the PSP version, it looks like the franchise's best will appear on the handheld.

    Screen Via Comments ...
    by Published on December 17th, 2006 22:15

    Article from IGN

    Shocker from this year's Jump Festa. Remember the PSP entry in the Compilation of Final Fantasy VII series? You know, the one that's known officially as "CC," or "Crisis Core," but is often referred to as "VW," or "Vaporware"? It's very real. And it's going to make you look at Sony's portable gaming system in a whole new way!

    Square Enix debuted the first playable version of Crisis Core at the Jump Festa event in Tokyo this weekend. IGN braved the hour wait to see what the two years of near silence has been about. We walked away with a limited edition Crisis Core PSP case and the conviction that Square Enix's programmers have unlocked new powers hidden deep within the system.

    Crisis Core, in case you weren't paying attention the few times that Square Enix has actually talked about the game, tells the story of Zack, an elite soldier in the Shinra Corporation who appeared only momentarily in the main Final Fantasy VII game as a past friend of Cloud. Here, he gets a full game built around his adventures fighting for the Shinra in the build up to FFVII.

    The playable demo had two scenarios. The first scenario started off with Zack in his home base. His commander orders him out on a mission to investigate a missing soldier. Sephiroth, the villain from FFVII, had been ordered to do this particularly important mission, but had rejected the order. Following this opening sequence, Zack and a Turk head off to a mountainside area where they begin their investigation, revealing lots of story details as they converse. The scenario came to an end with a few simple fights followed by a big boss fight versus Ifreet.

    The second scenario started off in a forest, with Zack and another character already out on a mission. Following a few simple battles, Zack faces off in a stand-off with a dozen or so guards, with new ones appearing as you defeat the current set. Clear this, and you enter a castle, and face off against two giant beasts simultaneously.

    Crisis Core has action and menu-based elements. You have full control over Zack when moving around, and can rotate the camera with the left and right triggers. Every now and then, you'll get into a random battle. The battle takes place on the same screen as regular movement, with no transition or loading.

    But the controls do change a bit. While you're still free to move Zack around the battle field, the right and left triggers select a command from a command bar, which is then executed by pressing the X button. In the demo, Zack had a number of commands available to him. To attack enemies, you set the command bar to attack. Spells like fire, blizzard, cure and their higher level counterparts are also located on the command bar and used in the same fashion, although they deplete magic points with each use.

    When the command bar is set to attack, the game has somewhat of an action feel to it, especially given that you can use square to perform a quick roll maneuver and triangle to block incoming attacks. The only thing missing is a jump.

    Battles consist of multiple enemies on screen at once, sometimes totaling over 12. Some enemies can be taken out with standard blade attacks, while others are positioned on higher ground and require that they be knocked out with spells. As you might expect, some spells are more effective against certain enemies; a fire spell won't work against Ifreet, for instance.

    I couldn't figure out a way to target specific enemies. It seems that the game automatically targets the closest enemy, and changes the target automatically as you move around. This wasn't a problem in the demo, and that will hopefully be the case in the final.

    I also couldn't get the details on another prominent gameplay system. The top-left corner of the screen houses a roulette which, from time to time, rewards Zack with some sort of power up. One of these power ups resulted in a screen-clearing summon spell.

    From a strictly gameplay standpoint, Crisis Core seems solid, with a fast pace and the potential for a good mix of action and menu-based battle systems. But my attention at Jump Festa was focused on something besides the gameplay.

    Taken strictly on technical merits, Crisis Core is the most impressive PSP game I've ever played. In fact, with the PSP's small screen providing an assist, I'd go so far as to say that Crisis Core looks better than most PS2 games out there.

    During cinematic scenes, the character models are detailed and fully animated. Battles contain screens with double digit enemies, and giant bosses. All that, and full voice, wihtout any pauses for loading!

    The Ifreet boss was particularly impressive. In addition to showing off gorgeous fire effects, with Ifreet himself engulfed in flames as he fights, at one point during the demo, Ifreet cast a full-motion-video based summon spell of his own. The game managed to switch into and out of the full motion video sequence without turning to a blank screen.

    Crisis Core seems ...
    by Published on December 17th, 2006 22:06

    Lick has released a new version of his DS Ipod app for the Nintendo DS to Licks Media Player, heres whats new:

    Added progress bar. Fixed some bugs

    Download and Give Feedback Via Comments ...

    h4cker 

    by Published on December 17th, 2006 21:48

    News/release from sumiguchi

    Hey everybody...I was playing some Splinter Cell Dual Agent this morning...and decided to make a bring the computer/equipment hacking mini-game to the ds. I spent about 3 hours making h4ck3r - so take it for what it's worth. (no nice graphics!)

    How to play:
    Each column has a key, and your ds will automatically hack each of the 10 rows in each column to find the key. When it has found the key it will lock it for the row. You don't have enough time to let your ds do all the hacking for you, so when it has locked a row - touch it to apply the key to each row in the column.

    Lock keys for all 5 columns before time runs out. Each round allows less time. There are two equipment upgrades that will make your ds hack faster.

    You don't need to news this.

    Download and Give Feedback Via Comments ...
    by Published on December 17th, 2006 21:30

    A new release of the Nes Emulator for the GameBoy Advance has occured.

    Cant tell you whats new .

    Download and Give Feedback Via Comments ...
    by Published on December 17th, 2006 21:25

    via nintendoreport

    The Mii Channel is everyone's guilty pleasure. It's easy to waste countless hours creating your own little walking masterpieces. Once you've created the perfect Mii, the first thing you usually do is to send it to all of the people on your friends list. If you're like us, you have a lot of friends. In the process of sending Miis to them, you might come across this nasty little message:

    What if you have more than twenty people to send your Mii to? What if you've made three or four Miis and don't want to wait to distribute the goods to everyone? Luckily, there's a work-around for this annoyance. The Wii keeps track of how many Miis you've sent in a given day via the console's internal calendar...which can be changed.

    To circumvent the Wii's Mii-sending cap, simply change the Wii's date to something wildly different than the current date. Don't worry, this won't screw up anything internally (unless you boot a Wii game that is time-sensitive). Once the change is in place, you can either send another 20 Miis before the limiter stops you again, or simply send one and change the date back. You can send another twenty Miis once the calendar is reset back to normal.

    The Mii limit seems silly, considering that you can have up to 100 contacts in your Wii Address Book. If the whole point of the Mii Channel is to share your creations with your friends, why impose the limit in the first place? At least it's easy to get around.

    Don't like that default blue bowling ball you always get stuck with when playing a solo game of Wii Bowling? Never fear, because there's something you can do to change it.

    After selecting the Mii you want to use in the pre-game menus, a warning message will display. (It's usually the one that warns you about hitting anything while you play.) At this time, you can hold down one of the four D-Pad directions on the Wii remote and press the A Button to change your ball color to something different.

    D-Pad Left: Red ball
    D-Pad Right: Gold ball
    D-Pad Up: Blue ball
    D-Pad Down: Green ball

    When playing a multiplayer game with multiple controllers, each player can select their own ball color. If you like the blue ball but aren't Player 1, holding Up on the pad will get you your favorite color.

    There's another type of bowling ball you can get, but it can't be obtained via a secret code. If you want it, you're going to need to earn it...

    As your skill level in Wii Sports Baseball increases, the pitch variety of the computer opponents will mix up considerably. One of the things the computer does to throw off your home run timing is to throw sidearm pitches instead of the traditional overhand hurls. The instruction manual doesn't tell you how to do this, so it seems like one less advantage you have against the other team.

    Well, here's the secret of the sidearm pitch. In addition to changing pitch types with combinations of the A Button and B Trigger, the 1 and 2 Buttons allow you to change your throw style on the fly. In the default overhand throw mode, hitting the 2 Button before flinging the ball toward the plate will cause you to dip down and deliver a pitch from a lower angle. You'll continue to throw balls this way until hitting the 1 Button to switch back to the regular throwing style.

    The different angle of the sidearm throw makes pitches behave differently than the equivalent overhand jobs. Picking up on pitches is vital on knowing when to hold back or knowing when to swing for the fences, so delivering them differently each time is crucial to defensive success. If you're having trouble beating your friends from the mound, try throwing them some heat from down below!

    The Wii Menu is the first thing you see when you boot up the system. The default layout of the channels is alright if you don't plan on purchasing too many Virtual Console games, but if your itch for classic games is too strong to resist scratching, you may find that you may not be satisfied with how the channels are organized on the menu.

    There's an oft-overlooked remedy to this problem. Holding down the A Button and B Trigger while pointing at a channel screen will grab it for easy repositioning into an empty slot. This allows you to arrange your Virtual Console library in the way that you want, or shift under-used channels to a different page. Moving channels around also gives you the added benefit of switching between them with the Plus/Minus buttons in the order of your choosing. There are no restrictions on where you can place channels, other than the Disc Channel cannot be moved from the upper-left corner on the first page.

    The A+B dragging trick isn't just limited to the Wii Menu. Obviously, it's how you pick up Miis in the Mii Plaza and Mii Parade areas of the Mii Channel. However, you can also use it to spread out your messages on the Wii Message Board so that you don't accidentally open a message you didn't want because it was laying on top of another one.

    Tennis is always a good game to come back to when you've got friends to play it with. Too bad there's only one court with which you can disperse the love. But ...
    by Published on December 17th, 2006 21:17

    via palgn
    Spanish Site Meristation is reporting (in Spanish, but don't worry - we did the translation) that the Opera Browser will be coming to the Wii on December 23, the only catch being that it will be in Beta Form.

    To cover ourselves, there's also a slight possibility that the Beatles will be performing at the Opera on December 23, but we're pretty sure it's the former bit of news. The beta version will have flash but it seems that we'll be waiting until March for the final version of the browser, which will be available for free until June. ...
    by Published on December 17th, 2006 21:12

    A new version of the homebrew game 'Super Mario War for PC and Xbox has been released.

    What's new:

    * Game Graphics Pack, Menu Graphics Pack, and Sound Pack Support
    * Graphics in PNG format
    * Better menu system
    * Support for map browsing by thumbnails
    * New background/music system
    -Includes support for any number of arbitrarily-named BGs
    -Map makers may freely pick music categories in editor
    -Music can now be in MP3 format
    -Music packs for 1.6 will no longer work! (But they can be upgraded)
    * Fully customizable controls, including joystick support
    * Game engine improved with support for carryable stuff
    * Support for Tournament Tours
    * Multiple A.I. difficulty settings
    * New interaction blocks
    -Blue throwable blocks
    -ON/OFF blocks and switches (4 colors)
    * Increased interaction block limit (shouldn't crash with too many bricks now)
    * Players now gradually slow down on ice (there is now a little friction)
    * 11 new items
    -Shells (4 types - green, red, spiny, and buzzy)
    -2UP, 3UP, and 5UP mushrooms
    -MOd Block
    -Feather
    -Mystery Mushroom
    -Boomerang (includes three trajectory options - flat, SMB3, and Zelda)
    * Item switch which lets you change which items appear and at what frequencies
    * Bullet Bills are now color-coded and properly attribute kills
    -If two Bullet Bills of different colors collide, they explode
    -This can kill anyone, including the owners of the B.B.s
    -Bullet Bills can also now kill enemies in Stomp mode
    -If a player uses two B.B.s in succession, their effects now overlap
    * 3 new modes
    -Star
    -Capture The Flag
    -King Of The Hill
    * Goomba mode expanded into Stomp mode, which now includes Cheep-Cheeps and Koopas
    -Enemies in Stomp mode now also burn up by falling (just like players)
    * Fire Frenzy, Hammer, and Bob-Omb modes combined into Frenzy mode
    -Also includes 9 more cards
    -You can still configure it so that it plays like the old modes
    * Eggs in Yoshi's Eggs now have to be manually carried by players
    -Can kick eggs to Yoshi and still get the points
    * Jumping an already-owned player in Owned mode is now worth a 5-point bonus
    -Chicken kill bonus is also 5 points now
    -Tag death penalty also 5 points
    * Podoboos and Bowser Fireballs added to Survival mode
    * Most modes now have extended scoring options (i.e. you can set the goal higher)
    -Point-based modes still only go to 1000 but you can select by 50s now
    -As a result, 1UPs in point-based modes are now only worth 10 points
    * Free Play mode removed (replaced by infinite limit in all modes)
    * New configurable options available in most modes (Too many to list here - see Readme for more info)
    * Random skin selection (pick a skin at random)
    * "Random" skin selection (pick a skin at random at the beginning of each game)
    * Skins are now alphabetized regardless of creator, like maps
    * New option to turn off the bonus wheel after a tournament
    * New option to clear currently stored powerups
    * Moving platforms in maps (and test function in editor)
    * Ability to filter maps based on several attributes and custom lists
    * Ability to browse maps by thumbs
    * Expanded and better-organized tileset
    * Ability to limit or increase frames per second
    * Respawn time now settable in half-seconds
    * Configurable off-screen arrow time and item respawn rate
    * Option to turn off warp locks
    * Option to put the crown on the leader in-game (not just on the HUD)
    * Lots of new projectile options (fireball life, shell life, etc.)
    * New race lap and game-start sounds
    * New chicken skin
    * POW and MOd now animated
    * Players are now animated on the team select screen
    * Skin names are displayed on the team select screen
    * "Ready" icon on team select screen
    * At the end of the game, losers are shown with their aerial death sprite
    * Pause button can now terminate the game when someone has won
    * Lots of extra eyecandy added to lots of things
    * Item no-spawn zones in editor (prevent coins, eggs, bases, etc. from spawning)
    * Can now choose tile type for each tile on the map in editor
    * Map screenshot option in editor
    * Default map eyecandy set to None (was clouds)
    * Tons of new maps and skins, and new and fixed BGs (thanks, forum regulars!)
    * Skin error checking (skins of the wrong size or color depth won't work now)
    * The game now detects no sound card and will default sound/music to off
    * There is now an option to change music tracks instead of looping one repeatedly
    * Spawning code greatly improved - players/items shouldn't spawn in blocks/walls now
    * Losts of Bugfixes (full list)
    * Much-improved Readme
    * Various minor bugfixes and whatnot
    * And probably something else I forgot, because Two52 put in so much new stuff (yay)

    More info --> http://smw.72dpiarmy.com ...
    by Published on December 17th, 2006 21:06

    MoonShell is a multimedia player for Nintendo DS (Lite) consoles. It has support for DPG video files, MP3/NSF audio files and viewing JPG/Jpeg/BMP/PNG (non progressive) files, it also has support for TXT textfiles. MoonShell supports dualscreens and it has full support for the touch screen. MoonShell has plug-in system that allows to add any compatible plug-in just by copying the plug-in files to the appropriate folder. MoonShell also comes with several kind of useful plug-ins.

    Heres whats new:

    Corresponded to GBAMP/SD.
    Voice/image quality of DPG has been greatly improved. Please re-encode try again. Thank you for Firon.
    [Chinese traditional] by nhlay was added to the language file of dpgenc.
    Skin supported for The file cursor with alpha channel.
    The bug that failed in reading of the genre of IDv3 because of the MP3 plug-in was corrected.
    The bug with the loop noise when MP3 reproduced was corrected.
    I was misunderstanding the default setting of the resume. It corrected.
    About the setting that turns off the power supply of NDS when you shut the cap. The bug that this doesn't work was corrected.
    .

    Download and Give Feedback Via Comments
    ...
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