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  • wraggster

    by Published on July 12th, 2006 19:26

    ETK has posted some more WIP news about his Megaman clone for the DS:

    Hey guys what's going on? This time I have fixed more things than added because I can't continue adding things if there is something I have to fix... well.. I can.. but I have to do it sooner or later XD

    The most important updates are a 'new bubble effect' and a 'level complete screen'. Well, here are the list of changes I made:

    Changes:
    -Fixed: The bug that doesn't let you jump while you dash is fixed now.
    -Fix: Dash jump is shorter than a Normal jump
    -Fix: Now you can only dash when you crouch
    -Fix: fixed sprite gfx glitches when they are created out of screen
    -Fix: the arm will not disappear when you are on x=0
    -Fix: the shots appear where the arm is, and not in the center of megaetk
    -Fix: fixed bouncing shots
    -Fix: fixed arm gfx glitches when there is an item that doesn't rotate
    -New: added bubble raising effect
    -New: added E-Points to use in the future to buy power-ups, weapons, etc..
    -New: added Level complete screen
    -New: added new static-monster that aims to you and shots with angle
    -New: added small and medium sized particles. (Only using small and medium now, big particles aren't cool :P)
    -New: particles movement changed-> if there is a shot going to right and collides with a wall, the particles will go to left. same with shots going to left, up and down..
    -New: added a time counter
    -New: hero can aim with D-Pad holding the Y button now.

    More info --> http://etk.scener.org/ ...
    by Published on July 12th, 2006 19:24

    simonjhall has released a wireless debugger for the Nintendo DS, heres the info:

    This is a wireless debugger for the Nintendo DS. It allows homebrew developers to interactively debug their applications running on a real Nintendo DS.

    Things it can currently do:

    - suspend the program at user-defined breakpoints
    - step individual instructions, assuming the program has paused at a breakpoint
    - step whole lines of source code
    - inspect memory locations - and assuming a symbol table is present in the original ELF - variables and other structures can be read and their values can be changed
    - inspect the state of all registers in the user ARM execution mode - including the program counter, link register, stack pointer and status register
    - evaluate all types of ARM branch and condition instructions, allowing you to follow the execution of code properly in most circumstances
    - it has a blacklist function, which defines which functions shouldn't be stepped into (when a b/bl/bx instruction is encountered). This is useful to prevent the debugger from stepping inside itself, or functions used by the debugger. If you do step into the debugger, it will probably get into an endless loop and hang.
    - it can break on invalid memory access, signalling a SIGBUS message to the host debugger
    - it can break when an invalid instruction is executed - this signals a SIGILL message to the host debugger
    - both these exceptions destroy the original instruction in memory, so if you read the original opcode back from DS memory you'll get the breakpoint stub opcode instead. To get the real opcode, disassemble the ELF instead. If there's demand for having the real opcode left in memory I'll make the changes required to fix this.
    - with minimal work, it ought to be able to co-exist with applications which use sgstair's wireless library

    Download and Give Feedback Via Comments ...
    by Published on July 12th, 2006 19:04

    Lazyone has posted some screens and news of his progress of coding a Mac emu for the DS, heres the info:

    Thanks to the help of the people in #dsdev the display corruption bug has been fixed, shown below is the emulated Macintosh Plus looking for a startup disk.

    Slightly corrupted output from the Macintosh Plus emulator MiniVMac, but proves that early macintosh emulation is possible.
    I will be working on this while I try and track down a sound bug in wolfenstein 3d and get a few more features in before another release

    Screen Via Comments ...
    by Published on July 12th, 2006 19:00

    Waninkoko has ported Mplayer to the GP2X, this release plays Xvids and Mpgs.

    Download and Give Feedback Via Comments
    ...
    by Published on July 12th, 2006 18:54

    David Rose has ported PyKaroke to the GP2X, heres the details:

    You can use this program to play your collection of CDG, MIDI and MPEG karaoke songs. No songs are provided, you must obtain these from elsewhere.

    CDG is the format of professional karaoke CDs. These CDs can be ripped to your hard disk, and turned into a .mp3 file together with a .cdg file. This player gives you the ability to play those mp3+cdg files.

    Download Here --> http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,37,1653 ...
    by Published on July 12th, 2006 18:50

    Heres the info:

    It is moving from sheet coating to spin coating for the BD disks and will complete that by the end of the year, it said.

    By then, US factories will be producing five million disks a month, Europe will be producing 2.5 million BD disks a month, while so will its Japanese factory.

    By the end of the year, Sony will be making 10 million disks a month, including production for Playstation 3, it said. ...
    by Published on July 12th, 2006 18:46

    Wii ads have surfaced in Germany, check out the comments for the scans. ...
    by Published on July 12th, 2006 18:42

    WhiteX of Emulation 64 posted a new review of the game Rockman ZX, heres some info about the game:



    A new series of adventures in the Rockman franchise, Rockman ZX features two playable characters -- a male name Van and a female named Eile -- who can expand their Hunter armor from normal to X mode and Z mode by collecting "Live Metal" as well as call upon special powers.

    More info --> http://www.yesasia.com/?/info.php?pro...1&lsaid=219793

    Heres the review:

    Rockman ZX

    Rockman ZX (RMZX) is the first original Megaman game to hit the DS, it is an
    old school 2d action packed platformer and a sequel to the GBA Zero series.
    This review is a non spoiler one targeted at people that may want to import
    the game since it is out only in Japan for now.

    Presentation/graphics 10

    A perfect score, RMZX has the most beautiful and detailed backgrounds,
    character sprites and animations i have ever seen on the DS.
    Even better than Castlevania, it is the best you can get for a 2d game, while
    not using the DS 3d capabilities, ZX gives it a run for it´s money on sprite techniques.
    Also to note are the gorgeous special effects, anime cutscenes and the full voiced
    ingame script.

    Music/sound effects 9

    The music set the stages tones just fine, melancholic on the raining area,
    fiercy on the burning one and so on...
    The sound effects do their job well, along with the voices on combat, they
    help you get the feeling of a powerfull war being waged upon you.
    Once again, all the dialogue is voiced and it will be dubbed again for
    the English release.

    Gameplay 10

    RMZX is a very fun game, it starts with the main character, Vent or Aile,
    merging themselves with the Biometal Model X, that is no more than the
    power and memories of Megaman X of the X and Zero series, after that you
    go finding models of Zero and the "Guardians" from Megaman Zero series.

    The thing is that each model has it´s own set of abilities and you can change
    models on the fly, that mix of different styles combined with different perils make the gameplay shine.

    You can go with model Zx and come to a platform you can´t reach, change to model Hx and
    jump-dash with it, while at the high ledge, you see an enemy below, no problem, change to
    model Fx, edit your shots trajectory and nail the pesky guy from your safe place, brilliant.

    The stages come on a Metroid-esque style, much like the later Castlevania games, you go
    from area to area, accomplishing missions and defeating the bosses, each model comes with
    a card key to unlock doors color coded with them while the innate abilities of the models
    help you reaching places that you could not do before acquiring them, the map could be more
    organical though.

    The Biometals are acquired from defeated bosses as any Megaman game, the catch is that they are
    on a specific place within the boss body, while hitting there causes more damage, it also damages the Biometal, making it more expensive to repair, yes, you will use energy cristals to repair your Biometals,
    so the question is, do you want to risk losing a battle to save E-cristals?


    DS factor 7

    It utilizes the lower screen for the Guardians Biometals, each with a distinct effect, the 3d engine is not used but one of the less utilized DS feature is very well developed here, the GBA slot.
    If you insert MMZ3 or MMZ4 you can battle 8 more bosses from those games,
    it is a nice way to take the dust out from the old GBA carts.

    Learning curve 7

    Well, it took me 5 secs to learn it but, hell i am a hardcore Megaman fan!

    For the casual gamer, it may take some 15 minutes to get the hang of it,
    but mastering all the models may take some 5 hours of your life, i recommend
    for newcomers to the series to use the easy difficulty setting, if you can stand the heat, go normal.

    Lasting appeal/game modes 8

    It can last very long if you want to unlock everything, find all the data disks, play both Vent and Aile.

    EDIT: there are minigames, don´t know how to unlock them, but if you go to the arcade on area C-2, one of the machines will be on and you´ll get to play a soccer minigame for 20 e-cristals, since there are more four
    machines, it may have more minigames.

    Final considerations

    This could be very well considered the best Megaman game ever and it is.
    It is a must have for all the die hard fans and a very good game for the newcomers, one of the best of the DS.
    What more can you ask, anime cutscenes, full voiced dialogues, big game, multiple gameplay styles, it has it all.

    Videos - http://www.rockmanpm.com/?p=video/zx
    ...
    by Published on July 12th, 2006 18:38

    New From SuccessHK



    An adventure game based on Columbia Pictures' CG-rendered movie, Monster House is a thrill-ride tale about three kids who must do battle with a mysterious home that is determined to eat every trick or treater in sight on Halloween. The Monster House videogames allow players to experience key moments of the movie as all three playable characters from the film as they explore the house room by room, while also taking on unique adventures that were inspired by the film. ...
    by Published on July 12th, 2006 18:37

    New From SuccessHK



    An adventure game based on Columbia Pictures' CG-rendered movie, Monster House is a thrill-ride tale about three kids who must do battle with a mysterious home that is determined to eat every trick or treater in sight on Halloween. The Monster House videogames allow players to experience key moments of the movie as all three playable characters from the film as they explore the house room by room, while also taking on unique adventures that were inspired by the film.

    ...
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