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  • wraggster

    by Published on November 8th, 2006 01:34

    News from XMB-PSP

    I missed this yesterday, my bad :P

    Some of you may already know that Ahman, the developer for iR Shell, has continued updating his very poopular shell past the final release of 2.2 as a special edition but, only to beta testers. Over this time iR Shell has built up some very nice new features, and you thought it couldn't get any better! There is not an exact release date for this but he does say it will be soon! So, stick around for the very latest updates on this.

    There were far to many updates to add them all here so I've included a few of the really juicy ones to get you going. You can check out a change log for each of the 10 SE releases by following the link at the bottom of the page.

    iR Shell SE Features

    * Allow the use of the 4th brightness setting (maximum) on the LCD. Normally, you can only set the 4th brightness when connected to a power adapter. This new version allows you to activate the 4th brightness anytime by pressing "Left Trigger + Brightness". The setting will also carry over to Devhook firmware emulation when iR Shell is active. To return to normal brightness, press "Brightness" button.

    * iR Shell Restart key (L+R) under devhook will reset your PSP back to iR Shell under fw 1.5, provided you've installed the iR Shell custom firmware mod.

    *Allow redirection of PSP keypad to PC Keyboard or PC Joystick via USB. Devhook 2.71 fw emulation is also supported which means you can use a PC Joystick for Socom or Syphoon Filter.

    * Updated the launch XMB function, so you can leave the game disc in the UMD drive when launching XMB. It will now detect your disc type. If you've a UMD Video disc, it will launch the movie automatically. If it's a UMD Game disc, it will skip the auto-launch and just goes to XMB.

    * This version allows you to choose a bitmap image or pmf movie as splash screen. The included sample is a xbox360. You can try to make your own splash movie. However, it seems pretty complicated.

    * Use iR Configurator to choose startup splash type.
    ...
    by Published on November 8th, 2006 01:31

    Rockstar Games today announced that GTA: Trilogy will be making its way to the PlayStation 2 this holiday season, on December 4. The set includes GTA: 3, Vice City, and San Andreas. Already released on the Xbox last year, it is a great collectors item, and coming at only $39.99, it's something to buy if you haven't bought all titles in the trilogy yet. Although, considering you can get them all on the PC at almost the same price, there is no reason getting it other than it being just a gift or something to put next your GTA collection.

    The question that needs to be asked though, is this the final release of a Grand Theft Auto product on the PlayStation 2, or will Rockstar milk more from Vice City by bringing Vice City Stories to the PlayStation 2 ? If so, they definitely need to fix all the bugs and crazy A.I. in the game... ...
    by Published on November 8th, 2006 01:24

    Anvazfer & gbajose have released a new fighting game for the GP2X.

    Screenshot and Download Via comments ...
    by Published on November 8th, 2006 01:22

    Pelle7 has released a new version of his Atari Lynx emulator for the GP2X

    GP2XHandy V0.01e
    - Larger fonts
    - Savegame selection is more usable now
    - Savegames now store "play time" and how often you have saved the game

    Download and Give Feedback Via Comments ...
    by Published on November 8th, 2006 01:18

    Wejp has released a anew version of his multi format music player for the GP2X

    Gmu GP2X Music Player
    Gmu is a music player for the GP2X. Gmu supports Ogg Vorbis, MP3 and various module formats (such as s3m, stm, it, etc.). It also includes a playlist and a file browser.
    Features
    Supports Ogg Vorbis, MP3 and some module formats (IT, S3M, STM, ...)
    m3u playlist import
    Random playback mode
    file browser
    playlist
    cover viewer
    hold function (turns of display backlight for power saving)

    Download and Give Feedback Via Comments ...
    by Published on November 8th, 2006 01:14

    Mindlord posted this news:

    It's been a long time coming, I know. Here is the latest incarnation of Sycophant (aka GP2Xcc).

    New to this release:
    - Much improved speed
    - Variable Icon sizes
    - Fully functional File Manager (supporting creation of directories, move, copy, delete, and more)
    - fully customizable on-screen keyboard with multilanguage support
    - dialogs
    - numerous fixes and improvements to the backend
    - Much cleaner source code that is more intelligently laid out and easier to fix

    Known Issues
    - startup time is still a bit slow
    - the rendering engine is still less than optimal

    I'm happy with the progress thusfar, and know there is a long way to go.

    Next steps - allows the user to adjust settings of the GP2X and configure Sycophant in interface and save those settings. I'd also like for Sycophant to remember it's state when starting other programs so it returns to the state it was in when the user returns to the menu.

    Thanks for taking a look!
    Mindlord

    Download Here ...
    by Published on November 8th, 2006 01:07

    Via IGN

    If you found yourself disappointed when Level 5's first DS game had a professor's name attached to it, you weren't alone. The DS could use an epic with the scale of Dragon Quest VIII, Rogue Galaxy or the upcoming White Knight Story, after all, and who better to deliver it than the maker of those three titles.

    We're not sure if it will end up being an adventure to rival those three, but Level 5's Professor Layton and the Mysterious Town looks like another quality DS title in its own right. We sampled an early build at the Nintendo World event in Nagoya this past weekend.

    The focus of this game is on solving puzzles, so we'll start there. The game presents its puzzles in a straightforward way. The top screen usually lists a problem with text, with the bottom screen allowing you to solve the problem directly with the stylus. Here are a few examples that we saw at the event:

    1. Given three flasks, measure out an exact amount of water ala Die Hard with a Vengeance.

    2. Given a set of 10 coins in a triangle formation, flip the triangle over by moving just three coins.

    3. Given a map with the letters A, B, C and D appearing twice each, connect A to A, B to B, C to C and D to D without any intersections between the lines.

    We didn't have trouble solving the few puzzles that we sampled, although we did notice a few people chicken out and flee from the waiting line to play the game. If you do end up having trouble (and we presume there will be tougher problems in the full game), you can always ask for a hint, assuming you've built up enough hint points.

    Different from the billion other puzzle and quiz based DS games, Layton has an adventure mode, with lots of text boxes and catchy character and background art. You move between the puzzles by selecting locations on a town map. In the demo version, the map indicated that we had 10 out of 11 puzzles remaining to be cleared.

    There probably won't be any random battles or interstellar travel in Professor Layton, but intriguing puzzles and gorgeous art could make this another DS pick-up. We'll let you know how everything comes together when the game sees Japanese release next year. A US version has yet to be announced. ...
    by Published on November 8th, 2006 01:04

    Via DSfanboy

    When it comes to Nintendo's bounty hunters, it's all about the ladies. But the long-awaited, oft-delayed Scurge: Hive is no Metroid knockoff, despite similarites in heroines (and in weapons of choice). In Scurge: Hive, you take on the role of Jenosa Arma as she investigates a distress signal from a lab. Unfortunately for the intrepid Jenosa, the lab and everything around it is infected with the Scurge, a dangerous alien plague that spreads parasitically, infecting a host and taking it over. Before she can escape, she is infected and must go through a rigorous decontamination process while battling the alien menace and a wide array of monsters. But Jenosa is up to the task, difficult as it may sound. When you're a bounty huntress, that's just all in a day's work.

    Overall, the game has seen solid reviews praising the pacing and story, but decrying the repetitive aspect of gameplay. No matter how interesting the story, in the end, it does come down to: kill enemies, get to sickbay. But then again, what game can't be boiled down to the sum of its parts?

    Interestingly, the DS version has seen more negative criticism than the GBA -- the touch screen is barely used (it serves as a map screen) and the graphics seem to have suffered in the transition to the updated system (it was originally designed as a GBA title).

    GameZone - 80%: One part action, one part RPG. One part Metroid, one part Zelda, one part reminiscent of the PSone era. Technically this is a GBA title, and unfortunately does not take advantage of everything the DS has to offer. But that doesn't prevent the game from blasting through. Scurge: Hive dives into the world of isometric action/RPGs, delivering an experience of intelligent puzzles, thrilling action, and monumental entertainment.

    IGN - 70%: Scurge is one of the nicest looking games I've ever seen on the GBA. The Nintendo DS version however doesn't just suffer from having GBA graphics, but they actually seem to be worse. A lot of the neat mist effects, and the enemy animations are either gone or not near as polished as the GBA version. Don't get me wrong, Scurge is still a nice looking game on either handheld. Jenosa looks great, and is beautifully animated. Even her absurdly long ponytail looks great on either system. Scurge is a wonderful game to look at, but the DS version should have at least been on par with the GBA.

    1UP - 70%: Even with these problems, though, Scurge: Hive is an entertaining adventure that boasts impressive production values, especially given its origins in a tiny development house. Its greatest failing is that it stands uneasily on the line between arcade-action and console-adventure. If you don't mind something that mashes two genres together without necessarily perfecting either, though, it's like having a lost chunk of 1993 in your pocket. ...
    by Published on November 8th, 2006 01:00

    This summer Sony created a training website for Canadian Wal Mart employees. The access codes got leaked when a store visitor saw a manager put up internal documents around the store.

    After logging in, Sony marketing spin quotes can be found while employees read, learn & test their PS3 knowledge. Here’s the real gem:

    “Welcome to your PS3 Retail Online Training. We trust that you will find the following information valuable and assist you in understanding and explaining PS3 Technology to your customers and staff. … The Cell Processor is essentially as powerful as 3 Xbox 360 CPU’s or 35 PlayStation® 2 CPU’s” ...
    by Published on November 8th, 2006 00:58

    Article from PSPFanboy

    Dave Karraker isn't the only Sony executive to face the mic in the past day. Engadget, went face to face against Peter Dille, about PLAYSTATION 3 and PSP. Just like Karraker, Dille says that the PSP does not compete directly with the DS:

    We're not focused on competing with the DS head to head against the consumer they're going after. If we were, you'd see a very different top-down strategy. You'd see a very different technology that would deliver to games geared towards kids. Which is for the most part what they're doing. And so when people talk about how we're doing vis-a-vis the Nintendo DS, again, it's not the whole story. We're selling a device to guys our age, who are using it to play games, to play movies, to access video on the net, music, etc. And it's a very different product than Nintendo DS... You can look at the software that they sell. All their licensed kid stuff. So, what we're doing with the PlayStation Portable is really establishing a new marketplace, and establishing, frankly, a new beachhead. And that takes time. Having said that, it's the fastest selling platform we've launched to date. We're up to 20 million units worldwide, and that's off to a great start. So, we just need to sort of set people's expectations based on what we're trying to do, not compete against a kid machine.
    ...
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