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  • motz

    by Published on August 3rd, 2006 08:30

    A gaming site named MaxConsole had previously claimed that they exclusively somehow obtained the specs of Nintendos new upcoming console, the Nintendo Wii. But, after some quick research, these are proven to be someones idea of a joke.

    MaxConsole reported the following specs:
    • 32KB associative L1 Icache
    • 32KB associative L1 Dcache with 16KB data scratchpad
    • Super-scalar microprocessor with five different execution units:
      • 2 integer units, 1 FPU, and 1 loadstore unit and branch unit
    • DMA unit servicing 16KB data scratchpad.
    • DMA request queue - 15-entry.
    • Write-gather buffer for writing graphics command lists to the video system.
    • Embedded 256KB 2-way set-associative L2 unified cache.
    • 2 32-bit Integer Units (IU)
    • 1 FPU, 32 and 64-bit bus width
    • The FPU supports Floating Point Paired Singles (FP/PS)
    • Branch Unit provides static AND dynamic branch prediction
    • Features Out-Of-Order execution which means that when an instruction delays because of data access, subsequent opcodes can continue to be decoded and executed.
    But guess what happens when we have a look at the GameCube specs?!
    • 486 MHz internal processor clock
    • 200 MHz 64-bit bus width to main memory (1.6 Gigabytes per second maximum)
    • 32KB associative L1 Icache
    • 32KB associative L1 Dcache with 16KB data scratchpad
    • Super-scalar microprocessor with five different execution units:
      • 2 integer units, 1 FPU, and 1 loadstore unit and branch unit
    • DMA unit servicing 16KB data scratchpad.
    • DMA request queue - 15-entry.
    • Write-gather buffer for writing graphics command lists to the video system.
    • Embedded 256KB 2-way set-associative L2 unified cache.
    • 2 32-bit Integer Units (IU)
    • 1 FPU, 32 and 64-bit bus width
    • The FPU supports Floating Point Paired Singles (FP/PS)
    • Branch Unit provides static AND dynamic branch prediction
    • Features Out-Of-Order execution which means that when an instruction delays because of data access, subsequent opcodes can continue to be decoded and executed.
    It appears as though MaxConsole have just copied and pasted the GameCubes specifications unless of course the Nintendo Wii is trying to pull the wool over our eyes and is in fact an overclocked GameCube with a DVD player and a new controller. But we'll just have to wait and see ...
    by Published on July 29th, 2006 11:43

    Art has released another version of X-Flash, bringing it to X-Flash Kerrang Build 4. Here's the changelog:


    Changelog:

    Kerrang Build 4 (29/07/74):
    Fixed in program sound effects to come out of both speakers instead of just the left speaker.
    Program also displays Mikmod Sound Library version on startup.
    Added support for analogue joystick in XMB Menu Editor, Document Reader, and Custom Firmware Configurator.
    Improved XMB Label Editor with faster cursor movement, and changed text is highlighted.


    Kerrang Build 3 (28/07/06):
    Full XMB menu editor allows the user to change most XMB text labels to anything desired.
    Input is through video game hi score style text entry method. It also has Read, Reset, and Save features.
    Various minor enhancements.


    Kerrang Build 2 (23/07/06):
    New Easter Egg is a hidden hand gesture.
    The Easter egg is not unlocked by performing flash write operations.
    Implemented ASCII graphic sliding delay bar for Auto Restore, and
    Program Exit functions. This is to prevent accidental use of those two functions.
    The file PSP/SYSTEM/config.txt file can be deleted from the configurator screen by
    pressing the square button.
    Various fixes to ASCII graphic animations.


    Kerrang (22/07/06):
    New Hand Gesture aSCII animations used for indication.
    Test for new interface style.

    Download and screenshots through comments. ...
    by Published on July 28th, 2006 08:25

    An internal SCEE Q+A re. PS3, from E3, has made its way onto the web. It’s an interesting read - in many ways they would have been better off just releasing this, it would have better communicated some of their points.

    Playstation 3 / E3 2006 QA

    - PS3 is a computer system
    - PS3 is one product with different configuration
    - PS3 launch date : Nov 11 (Japan), Nov 17 (US/Europe)
    - PS3 price : 20GB : JPY 59,800, USD499, EUR499 (incl. VAT) / 60GB : JPY Open, USD599, EUR599 (incl. VAT)

    Interview
    PS3 Business Strategy:

    Q1. Why will you launch two models with different specs for PS3 ?
    A1. PS3 is a computer system and as such, various configurations can be considered. In future, larger HDD may be required for larger content to be saved on PS3. Considering the fact that, nowadays, network connectivity is spreading within the homes, we have decided to introduce a configuration with basic ports. However, these ports, excluding HDMI, are expandable with adaptors available on the market.

    Q2. How can users connect PS3 to TV without HDMI output ?
    A2. PS3 supports most displays via the AV multi output. Visual quality through AV multi output is comparable to that through HDMI.

    Q3. Do you have two color variations of black and silver for two different models ?
    A3. This model comes in one color (clear black) only. There may be color variations in the future.

    Q4. What is the initial launch quantity for PS3 ?
    A4. 2 million units will be shipped worldwide at the launch timing (for the first 3 weeks), cumulative 4 million units by the end of December and cumulative 6 million by the end of March 2007 (we do not disclose the breakdown by region).

    Q5. Will you launch the PS3 in the Asian region at the same timing ?
    A5. Yes.

    Q6. What is the breakdown of the production shipment figures for each model ?
    A6. We will decide the breakdown according to the market situation.

    Q7. Are you planning to launch another model which has different HDD or interface in the future ?
    A7. Like PCs, other configuration with the different HDD capacity and I/O can be considered in the future.

    Q8. Where will you start manufacturing PS3 ?
    A8. We will start manufacturing in Japan and China simultaneously (we don’t disclose the names of manufacturing companies).

    Q9. When will you start manufacturing PS3 ?
    A9. We will start assembly from summer. Manufacturing of the main semiconductors has already started.

    Q10. MS’s Xbox360 was launched a year ago and has a head start. How do you feel about it ?
    A10. We have set the best launch timing for PS3.

    Q11. How is the PS3 network service going to be ? Will you also start the service from day one ? What are the differences between Xbox Live and PS3 network services ?
    A11. Apart from providing basic features and functions, the most important element is content and services. Downloading music in SingStar, purchasing or exchanging game data as we demonstrated at E3 press conference and many other new ways of enjoyment will be provided.

    Q12. Will the network service be charged ?
    A12. Basic services available free for current PCs will be free of charge but content and specific services will be charged from the beginning.

    Q13. Are the specifications and design final ?
    A13. Very close to final.

    PS3 Price

    Q14. Why did you set such a price for 20GB HDD model ?
    A14. We have set this price so that many users can enjoy PS3.

    Q15. Why is only 60GB model open price for Japan ?
    A15. Each RHQ decides the price of PS3.

    Q16. You have announced in April that more than 100 billion yen of operating loss will be caused from Game segment in FY06. Will the PS3 price have any impact on the forecast ? Was the introduction of two models factored in at the earnings announcement in April ?
    A16. There is no change in forecast.

    Q17. Won’t having two models increase cost ? Can you expect the economy of scale with two models ?
    A17. We don’t have two different models. It is one model with different configuration just like with PCs. Therefore, economy of scale can be pursued.

    Q18. When do you expect to start making profit with PS3 business ? It has been reported by Nikkei (dated May 1st) that the “PS3 business will make profit of over 100 billion yen in FY07.” Is it true ?
    A18. At the early stage after the launch, PS3 expects losses due to start-up cost, etc. However, there is no change in our business model to make profit from both hardware and software. As we have accomplished with PS2, we aim to make PS3 business profitable as soon as possible, by expanding the platform and continuing our cost down measures ...
    by Published on July 27th, 2006 21:51


    PSPWeekly 14 has just been released. Many of you will know that I have been editor of PSPWeekly right up until PSPWeekly Issue 13 and it is no longer in my hands. The new PSPWeekly team have released their first issue, which is Issue 14 and have brought a new and unique style of writing to PSPWeekly. You can download the new version of PSPWeekly from the link below.

    http://www.pspzones.com/forum/index....tails&f_id=517

    Thanks for your support and downloads during my time as editor and I hope you continue to read future issues of PSPWeekly. ...
    by Published on July 27th, 2006 09:51

    If you are currently on v1.00-2.60 DO NOT UPGRADE!!! Doing so will result in you no longer being able to play ANY homebrew. This is merely for those who have v2.71 and developers who want to look at the file.

    USA Update
    Download Here

    EUR Update
    Download Here

    UK Update
    Download Here

    JAP Update
    Download Here

    AU/NZ Update
    Download Here

    KOR Update
    Download Here

    HK/SG Update
    Download Here

    TAI Update
    Download Here

    Thanks to BelmontSlayer for the thread!

    This update gives the ability for RSS Video Feeds through the browser. ...
    by Published on July 26th, 2006 15:22

    It appears that apple have cleverly planned to redesign the next-gen IPOD, currently the best selling music player in the us. A new patent passed says the following:

    A method for initiating floating controls on an electronic device, the method comprising: detecting the presence of an object above and spaced away from a surface of the electronic device; and displaying a particular graphical user interface element on a display of the electronic device when the object is detected above the surface of the electronic device.

    An mock-up of the new interface is attached in the comments. ...
    by Published on July 25th, 2006 20:01

    PsPmad has released his XxPsPmadxX Custom Firmware Patch v0.1. Here is what he has said about this release:

    This Custom Firmware was tested by me. *You will still use it at your own risk*
    this Custom Firmware includes Autobooting Button configuration. which means you
    will be able to choose which button you would like to push to autoboot your
    favorite Homebrew,Emulator,and ect....

    -Release Note-
    Autobooting Button configuration
    RTRIGGER enters Recovery Mode ("Thanks Harleyg for his Recovery 0.2")
    Look in the config file for more information.

    * No kxploit
    * No corrupt icons
    * No intro

    -Available Button Configurations-

    UP
    DOWN
    LEFT
    RIGHT
    TRIANGLE
    CROSS
    SQUARE
    CIRCLE
    SELECT
    START
    HOME
    NOTE
    HOLD
    LTRIGGER

    *rtrigger is used for Recovery mode so i didnt implement it*

    -Next Release-
    Autobooting Combo Button configuration (ex. R+L autoboot)


    You can check out the thread and download here.

    Enjoy! ...
    by Published on June 2nd, 2006 09:57


    I've been flooded with emails about "Where's PSPWeekly?!" so I thought it was only appropiate to inform you that PSPWeekly is not cancelled, it has only been delayed. The following template images are only mock-ups of Issue 13 by Sony PSP so any feedback would be appreciated. Thanks and enjoy!

    ...
    by Published on June 1st, 2006 07:09

    Now here's something very interesting. Firmware 2.71 has been officially released on Sonys websites!

    You can check out the video here. (via PSP3D forums)

    You can download it here from Sony.

    Unfortunately my own server is down at the moment so you'll have to download it from the original location.

    FEATURES:

    --Game demos can now be downloaded from the internet and saved to the Memory Stick duo

    --Video output can now be displayed correctly when external tuner is selected in Location Freeplayer.

    Enjoy!
    Edit: This update is available via network update. ...
    by Published on April 20th, 2006 08:09

    Vivendi Universal Games' Sierra Entertainment has announced the development of Miami Vice The Game, a thrilling third-person action shooter inspired by the Universal Pictures crime drama, Miami Vice, in cinemas July 28, 2006. Set in present-day Miami, players will go deep undercover as narcotic officers Sonny Crockett and Ricardo Tubbs in the rich, glamorous and decadent world of Miami Vice -- a place where badges don't count. Developed by UK-based Rebellion, Miami Vice The Game will be available exclusively for the PSPTM (PlayStation®Portable) system in July 2006. The development of the game comes through an agreement with Universal Studios Consumer Products Group.

    "By taking full advantage of the advanced technology on the PSP system, Miami Vice The Game will deliver action-packed missions and highly-detailed locations that capture the danger-filled lives of the film's main characters and immerse players in the authentic world of Miami Vice," said Cindy Cook, Chief Strategy and Marketing Officer for VU Games.

    In Miami Vice The Game, players follow a storyline set just before the events of the film. Gamers must build up the nefarious reputation necessary to infiltrate the seedy underbelly of South Beach, and ultimately bring down the organization of an "untouchable" South American drug lord. Gamers can also choose to play as either Crockett or Tubbs, or team up via wireless to play each mission cooperatively.

    Key game features include:


    THE MIAMI VICE EXPERIENCE – Play as undercover cops Crockett and Tubbs in the notorious world of Miami Vice -- the mansions, the money, and the mayhem -- set in present-day Miami

    DESIGNED EXCLUSIVELY FOR THE PSP SYSTEM – Experience cutting-edge motion capture, highly-detailed environments, and lighting effects inspired by the film created to maximize the technology of the PSP system

    COOPERATIVE PLAY – Play as partners with wireless action

    MORE THAN A STRAIGHT SHOOTER

    Drug Trading – Raise needed capital and build reputation by managing drug inventory

    Hacking – Unlock sensitive information (security codes, locations, etc.)

    Interactive Cutscene Encounters (ICE) – Continue to boost reputation through dramatic interactive cinematic encounters with powerful drug lords

    REPUTATION BUILDING DYNAMIC – Establish rep as a major player in the narcotics world through contraband trading, aggressively interacting with drug barons, and pursuing criminals with reckless abandon

    HIGH-POWERED ACTION MISSIONS – Armed with intelligence from informants and utilizing hacking skills, take on the enemy in varied locations with an impressive array of weapons

    BOAT GUNPLAY – Experience high-speed chases through Miami's treacherous waterways while engaging in boat-to-boat shootouts

    Miami Vice The Game will be available exclusively for the PSP system in July 2006 for a suggested retail price of £34.99, with a BBFC 18+ rating.for more information, please visit the game's official website at www.miamivicepsp.com. ...
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