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  • wraggster

    by Published on April 9th, 2006 09:38

    For all you Nintendo DS Fans who own a flashcart set up this is the game for you to try, heres the latest news about the newest version of the Real Time Strategy for the DS called A Touch of War:

    Here's the latest, with excellent new graphics, courtesy of Chris Hildenbrand, a great piece of music, courtesy of Mike Keogh, and a bunch of buggy features, by me. The music is being sampled at 11khz because of memory issues, and is full of static because of it. There are a few new features including:
    Improved minimap which now shows visibility.
    Patrol paths for units(hold L/R and tap around the minimap).
    A half decent attack formation.
    Better balanced units(hopefully).
    Unit proficiencies. Cav beat Archers beat Infantry beat Cav.
    Menu to deselect specific unit types.
    Capability to yell at units that don't fall in line.
    Everything but sound and the mic work well on Dualis if you don't have a ds capable of playing this game.
    Cavalry defense upgrades will be available for a small fee once https is supported on the ds .

    I also added an ima-adpcm to raw conversion tool(with source) to the tools page.
    Enjoy

    Fantastic News, Download and Give Your Feedback Via Comments ...
    by Published on April 9th, 2006 01:01

    New Commercial PSP Game release from Success HK



    The blacktop's about to blaze with the most dangerous, ludicrous, and notorious combat racing to erupt on the urban streets. Fully strapped with a gang-load of firepower and fearless driving skills, players make a mad dash for power by racing against ruthless street crews, murdering their opponents, and building an empire of money. High-priced honeys, the finest bling, and millionaire cribs are just some of the rewards for the notorious few who can survive this most dangerous game.

    ...
    by Published on April 9th, 2006 00:59

    New Commercial PSP Game release from Success HK



    The second massive battle/strategy game for the PlayStation Portable based on Luo Guanzhong's historical novel of Ancient China.
    For the sequel, Koei has upped up the volume and added a host of new features. The game promises over 300 generals and considerably more stages to conquer. Also featured is a horse customization feature and a new stage branching system for gameplay -- based on your actions, you'll take a different path through a given stage. New to the PSP edition is a horse customization is wireless multiplayer for four and true widescreen use of the system.

    ...
    by Published on April 8th, 2006 21:08

    The_Lead_Factor has messaged me about a tutorial he has wrote for modding the game Super Mini Mario, heres some info

    Here is a nice little Tutorial I made explaining everything you need to know about making an SMM Mod. It covers how to make SFXs, GFXs, And Levels.

    Check it out here --> http://smmtutorial.tripod.com/Tutorial.txt ...
    by Published on April 8th, 2006 20:56

    Xport released a new version of WinUAEX - an Amiga Emulator for Xbox.

    Heres whats new:

    * ISO/MP3/CUE support (but same CDDA bug as with real CDs - see notes)
    * ISO/MP3/CUE also works across network and on ISO9660
    * GUI brought up-to-date
    * Minor optimizations, perhaps extra 1-2 fps
    * Fixed bug where if you changed graphics filters you would get black screen
    * Fixed ISO9660 bugs
    * Fixed Relax bugs
    * Fixed bug where mouse input was not being recognized if only one USB mouse was attached to the XBox. Hopefully 2-mice will still work.
    * Flicker filter setting now saved for each game
    * Multiple joysticks problem should be fixed
    * CD32 Blue button fixed
    * Cleaned up the Kickstart ROMs and gave proper names to them.
    * Added more robust/correct "Machine Defaults"
    * Save states now store the currently inserted disks in all of the disk drives. Now you shouldn't have to worry about whether or not you have the correct disks in the drives when you load a previously saved state.
    * New game configuration option : "Clip Excess Video Borders". When enabled, WinUAEX will attempt to only display the currently active game screen and remove the excess space. This can result in some screen jumpiness in certain circumstances, but does give pleasing results from time to time. This is off by default.
    * Fixed bug where if you configured/ran a HDF file, then exited the emulator, restarted it, and tried to load the game again from the saved configuration, it would fail.
    * Can now select keys on the virtual keyboard with the Left Analog stick
    * New in-game menu option "Rotate Disks" - this will rotate the disks in the 4 floppy drives. This can also be assigned to a button combination in the usual way. (Go to controller configuration, Change Emulator Definitions, then map one of the "Emu Buttons" to "Rotate Disks" (it's at the very end of the list), then go to Change Joypad Mappings, Change Game Mappings, and assign it a button combination.)

    More info --> http://xport.xbox-scene.com ...
    by Published on April 8th, 2006 20:49

    Kazuo Yoneyama, one of the Nintendo engineers who worked on the design of DS Lite, talks about how to improve handheld consoles

    In an interview with Nintendo Online, Yoneyama talked about the issues he and design partner Tomoyuki Sakiyama faced including battery life, durability, reducing size and weight and maintaining the machine's balance.

    On Balance and Weight

    "It's not just a matter of making sure all the components can fit in the case. We also have to think about the total weight and how the machine balances from front to back and left to right when the user is holding it."

    On Size and Functionality

    "We knew that we couldn't make it so small that we sacrificed functionality. Of course, we wanted to keep the display the same size, and it wouldn't have worked to change the button positions much either. To reduce the size within those constraints, we worked together with component makers, and now we're using some custom-designed parts."

    On Cost Implications

    "We had to be very careful about adding cost to the finished product, and were also aware of the possibility that some factories may have trouble producing our parts. Taking these issues into account, working out where it makes sense to use custom parts is something that we lost a lot of sleep over."

    On Battery Life

    "The battery looks the same as the DS, but it actually has 20 percent more storage capacity. The DS Lite screen is so bright that it might be a little uncomfortable to play in a dark room. To address that, and to offer some power savings, we added four selectable brightness levels to the DS display."

    On Durability

    "For a portable console, you can't afford to neglect durability. Rather than having our users pay several thousand yen to fix the console if they drop it, we'd rather that they be able to spend that money on buying games instead. With that in mind, we've beefed up the internal structure and layout, and we've spent a lot of time doing strength testing. Of course, when you strengthen the device, you also struggle with weight and size...that's a conflict that's been with us since the time of the Game Boy." ...
    by Published on April 8th, 2006 20:49

    Kazuo Yoneyama, one of the Nintendo engineers who worked on the design of DS Lite, talks about how to improve handheld consoles

    In an interview with Nintendo Online, Yoneyama talked about the issues he and design partner Tomoyuki Sakiyama faced including battery life, durability, reducing size and weight and maintaining the machine's balance.

    On Balance and Weight

    "It's not just a matter of making sure all the components can fit in the case. We also have to think about the total weight and how the machine balances from front to back and left to right when the user is holding it."

    On Size and Functionality

    "We knew that we couldn't make it so small that we sacrificed functionality. Of course, we wanted to keep the display the same size, and it wouldn't have worked to change the button positions much either. To reduce the size within those constraints, we worked together with component makers, and now we're using some custom-designed parts."

    On Cost Implications

    "We had to be very careful about adding cost to the finished product, and were also aware of the possibility that some factories may have trouble producing our parts. Taking these issues into account, working out where it makes sense to use custom parts is something that we lost a lot of sleep over."

    On Battery Life

    "The battery looks the same as the DS, but it actually has 20 percent more storage capacity. The DS Lite screen is so bright that it might be a little uncomfortable to play in a dark room. To address that, and to offer some power savings, we added four selectable brightness levels to the DS display."

    On Durability

    "For a portable console, you can't afford to neglect durability. Rather than having our users pay several thousand yen to fix the console if they drop it, we'd rather that they be able to spend that money on buying games instead. With that in mind, we've beefed up the internal structure and layout, and we've spent a lot of time doing strength testing. Of course, when you strengthen the device, you also struggle with weight and size...that's a conflict that's been with us since the time of the Game Boy." ...
    by Published on April 8th, 2006 20:44

    SMS is a DivX and MP3 player for the PS2. Using SMS, you can stream movies and music right to your TV.

    Changelog for SMS Media Player v1.7

    - Performance is improved (video decoder core is rewritten in assembler using R5900 CPU multimedia instructions). Mainly this affects video clips encoded with QPel/GMC options (these are kinda watchable now) though playback of usual video clips also got a bit smoother.

    - Some motion compensation related bugs in video decoder are fixed and new ones are added.

    Features of SMS include:

    - Smooth DivX AVI Playback at decent resolution
    - Pan/Scan and zooming
    - Subtitles support (SRT and SUB)
    - Visual seek (Fast Foward and Rewind)
    - Multiple language and character set support for subtitles other than English
    - MP3 Playback
    - SMS will read video files from a variety of sources

    Network Streaming

    - USB Drives
    - Hard Drives (both the Official Sony HDD and any normal PC HDD)
    - CD/DVD-ROM (and NO modchip required!)
    - SMS can even read DVD-RW discs specially formatted with the DVD-Video filesystem, or CD-R Discs formatted with CDDAFS without needing a modchip or any Swap tricks.

    Download Via Comments ...
    by Published on April 8th, 2006 20:37

    Metafox already posted this but i feel that it deserves a post here at DCEmu Uk too:

    The Sandman demo disc will include a set of binary loaders that will allow for shareware to be sold via the internet, and unlocked on the disc, so that the customer will get a regular physical professionally pressed CD, rather than a digital download.

    It's a set of loaders that are in place for a commercial purchasing system. The system displays a set of demos. If the proper code is inputted (which is given by purchasing the game via the dreamonmagazine.com website), the loader saves a file to the VMU, and the demo becomes the full game. The loader then can either start from The Sandman magazine disc normally, or start from the purchased game automatically like a regular commercial game. If the user purchases more than one software item, and chooses the option to start the game like a commercial game without showing the Dream On menu, a seperate game menu will be loaded, and the user will be able to choose which games he wishes to play from that list. The binary loaders can also show a seperate menu for a particular coder if that coder chooses to release a lot of shareware on Dream On, and wishes to have a compilation-style menu of their programs on the disc.

    The magazine-disc style distribution will allow the games to be sold at a much lower price than the standard distribution prices. A cost of just a couple dollars for a game could be possible, as the percentage that a coder would have to pay Dream On for the services will be quite low as well.

    The first issue of Dream On will include the loaders hidden within the Beneath a Steel Sky entry on The Sandman disc, so that a demo of the shareware binary loaders can be shown to any coder who is interested.

    If anyone has any comments, questions, or suggestions about this - please feel free to leave them in this topic. ...
    by Published on April 8th, 2006 15:58

    IGN have posted a ton of screens and some info about the game Def Jam:

    Representatives from Electronic Arts paid a visit to the IGN offices this afternoon and brought an alpha build of Def Jam: Fight for NY - The Takeover right along with them. Though the version in-hand was over a month old (EA is keeping the newer versions under wraps until a later date), we did get to see a number of the PSP-exclusive additions already.

    The most obvious of these new features is the implementation of ground grapples and a tightening of the stagger animations. More specifically, in the original console version only strikes and a few specialty maneuvers could be pulled off while an opponent was on the floor. Now, both the guy on his back and the assailant standing over him can go into full horizontal grappling -- complete with reversals, escapes, and the same old strike maneuvers that were used before.

    Screens and more info here --> http://uk.psp.ign.com/articles/700/700722p1.html ...
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