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  • gunntims0103

    by Published on December 23rd, 2006 18:19

    new release via joek2100

    This is for 3.02OE-A and has been tested with it.

    This is a modified version of the opensource mp3 prx for irshell. It will play
    mp3 files from ms0:/PSP/MUSIC . It has random and sequential play modes,
    pause, next and a builtin "overclocker".

    seplugins/irsmp3.prx is the plugin. Read an 3.02OE (or higher) plugin install guide here
    near the bottom of the first post, look for "How to Install PRX's Manually".
    You could also copy the seplugins directory to the root of your memory stick if you don't have
    any other plugins installed.

    Having too many prxs loading at the same time can reduce compatibility or
    prevent it from working properly.

    It is also a good idea to wait until the game is finished loading up before starting playback.

    This will probably be the final release except for bug fixes, updates for newer versions of open edition firmwares.

    Controls:
    (The Note button is to the left of select)
    Note + Left Trigger = pause/resume playback
    Note + Right Trigger = switch playback mode between random and seqeuntial
    Note + D-Pad Left = previous song (only in sequential mode)
    Note + D-Pad Right = next song
    Note + D-Pad Up = Volume up (for the mp3)
    Note + D-Pad Down = Volume Down (for the mp3)
    Note + Triangle = Change CPU speed
    Note + Square = Toggle On Screen Display (default off)
    Note + Circle = Reload list of mp3 files (needed if you change the files in the music folder using usb)
    (when READY is displayed in the bottom left hand corner, press Note+ Left Trigger to start playback)
    Note + Cross = Change brightness level (from current up to maximum
    Changelog:
    0.1: Initial release
    0.2: Fixed usb,suspend and resume bugs
    Added a seperate flasher for vsh mode
    0.2b: Fixed a bug which could crash the psp if the mp3 filename was too long (Note there is still a limit of 100 mp3 files)
    Added subdirectory scanning (there can be any number of subdirectories)
    Added previous mode in Sequential mode
    Modified the controls
    0.2c: Fixed a bug that would cause a crash if there were more than the max # of mp3s on the memorystick
    Raised the playlist limit to 300 files
    Made on screen display off by default because it sometimes causes a crash
    Moved allocation of playlist to user mem. This may increase compatibility.
    0.3: Re-did the playlist code so no memory allocation is needed. This saves alot of mem and will reduce crashes.
    Reset to default CPU speed on exit
    0.3a: Added more CPU speeds
    Added a brightness toggle including maximum brightness(the one that normally requires your psp to be plugged in) (NOTE+X)
    0.3b: Added an independent volume button
    Should startup faster
    Made the on screen display stay on when Note + Square is pressed
    Added volume and filename to the on screen display
    0.4: Fixed for use under 3.02OE (probably final release)

    download and give feedback via comment
    download via joek2100 ...
    by Published on December 23rd, 2006 16:57

    new release via 0okm

    Thanks to Team C+D, moonlight, hitchhikr, Noobz, PSPDev  And all support me people.

    Experimental. Extremely dangerous.
     No warranty. Use on your own risk and responsibility.
     Anything may happen. We recommend you to avoid seeing/downloading/using this.
     Emergency exit ->
    http://www.jp.playstation.com/psp/index.html
    this CAUTION copy from SEC(nem)

    if you dont know how to use, Don't use it

    Removed instructions on how to install untill downdater becomes more stable!

    Use at your own risk!

    DCEmu announcment & Warning

    This downdater is extreamly experimental, and there has been a few bricks. DCEmu would like to give a warning to all who are about to try this downdater. You must relize that it is a first release and it is still very early in development. Im positive that a easy downdater will be released soon and that a future release with a more stable downdater will be released in the future.

    Thank you!


    Removed download link find Ookm's blog here

    *Fanjita is running some test on this downdater, also there are some who successfully downdated. Ill post results as it comes.*

    *update* fanjita has successfully downdated along with other users *update* ...
    by Published on December 23rd, 2006 16:16

    new release via Grimfate126

    heres what Grimfate126 had to say-

    well, i guess this is my christmas present to all lua devs, anim lib 4!
    from the readme:

    This is the fourth release of Animation Lib. This version now supports all sprite sheets. Which makes it very easy for LUA developers.

    Heres a F&A for those who are confused

    Q: what IS animLib??
    A: its a library of functions meant to help lua devs with doing animations.

    Q: why should i use it?
    A: have you ever tried making an animation in lua? you know all those arrays and timers you have to make? and all the loops? well, animlib does this for you, and you can pretty much play an animation in only TWO LINES OF CODE (one to load the anim, one to blit it)

    Q:doesnt animlib 2 also have sprite sheet support? why should i use this instead?
    A: Animlib 2 only supported single column or single row sheets. with this version, you can use ALL SPRITE SHEETS. also, in animlib 2, sprite sheets were REALLY REALLY complicated. in this version, its even easier than blitting a normal animation!

    New Functions

    function SS.new(header, extension, nWidth, nHeight, where) -- loads a new animation, REALLY EASY.

    function SS:blit(x, y, delay) -- blits a current sprite sheet. EVEN EASIER.

    function SS:advancedBlit(x, y, delay, numLoops) -- same as SS:blit() but adds a loop functionality

    function SSause() -- pauses the sprite sheet

    function SS:resume() -- resumes the sprite sheet

    function SS:reset() -- resets the sprite sheet

    function SS:free() -- frees the sprite sheet from memory

    function SS:resetLoop() -- resets loop number, you should call this everytime after you use the SS:advancedBLit() function

    function SS:getTime() -- returns the current timer time

    function SS:getRow() -- returns the current row of the animation (not really needed)

    function SS:getColumn() -- returns the current column of the animation (not really needed)

    function SS:getLoops() -- returns the number of lops the animation has made. (only if youre using the advancedBLit function)

    as i said before, loading sprite sheets with this version is so easy. i cannot emphasize this enough.

    tutorial for loading/blitting spritesheets:

    -------------------------------------------------------------------------------------
    function SS.new(header, extension, nWidth, nHeight, where)
    -------------------------------------------------------------------------------------

    this function loads a new sprite sheet. arguments:

    header - the name of the sheet (without the extension)
    extension - the extension of the image
    nWidth - the width of every "frame" in your sprite sheet. ALL FRAMES MUST HAVE THE SAME WIDTH FOR ANIMLIB TO WORK!
    nHeight - the height of every "frame" in your sprite sheet. ALL FRAMES MUST HAVE THE SAME HEIGHT FOR ANIMLIB TO WORK!
    where - use this if your image is in another folder
    -------------------------------------------------------------------------------------
    function SS:blit(x, y, delay)
    -------------------------------------------------------------------------------------

    see? this is what i meant by how EASY it is. all you have to give is:

    x - x position of the animation.
    y - y position of the animation.
    delay - the delay you want inbetween frames, (in millisceonds)

    if you cant give that much info, then animlib is not for you.

    -------------------------------------------------------------------------------------
    function SS:advancedBlit(x, y, delay, numLoops)
    -------------------------------------------------------------------------------------

    this is the EXACT SAME THING as the previous blit function, BUT, this one lets you loop it a certain amount of times.
    with the OTHER blit function, it would continue endlessely, with this one, you can set how many loops you want it to do.

    numloops - the number of loops you want it to do

    after those number of loops, it will stop showing the animation.

    ALL OTHER FUNCTIONS ARE SELF-EXPLANATORY

    IMPORTANT:when loading a sprite sheet, you have to call it like this:

    Variable = SS.new(whatever)

    NOT

    Variable = ANIM.new(whatever)

    ONE MORE THING:

    i recommend reading this tutorial, before using this lib: (it might help a bit) find that here

    To use simply put this in your code:

    dofile("animLib.lua")

    --at the beginning ...
    by Published on December 23rd, 2006 14:45

    new release via weltall

    heres what weltall had to say-

    Well as Dark Alex 302 OE firmware was released here it is a version made for it.
    All functions works fine and it's a lot more stable than devhook (so it wasn't firmware fault...)

    some things i want to clarify:
    those games which crashes are caused most probably by the use of volatile memory: to resolve this i need to remake the db loading function to read the db not completely then as a temporary work around you can do one of these.
    1-press L while loading your game. this will disable completely cwcheat and your game will work fine
    2-if you only want to use the other functions of cwcheat (not cheating) then you can remove the db or put it as cheat1.db so you will be able to load it when not required
    3-do a little db with only the problematic games and put the big db as cheat1.db and load it from menu when required and you aren't using problematic problems.
    I hope to get this fixed for 0.1.7 BETA1

    Then if you report a problem please tell me exactly how it happens. what are you doing, the game code, how did you install cwcheat and so on. thanks.

    as for peoples putting codes in the main db i'd like to ask that they be carefull to input the things correctly without _L _S _C ect.
    PSP Code (like ULJS/ULUS ecc..) => is the game id showed in the upper left part of screen in the cwcheat menu it must be complete in UPPERCASE and without spaces
    Game Title => the game name not for example codelines (yes i've got them there :S)
    Cheat Description => the name of the cheat
    for adress and value don't delete the zeroes when you don't use the line plus please mantain the correct format for cwcheat which is hexdecimal 8 numbers and the command number as the first number in the address (for most codes)
    and finally don't misuse the enabled ? if the code is a must to work then enable it else leave it disabled because enabling it will annoy users
    thanks

    Whats been done, and what the program does

    cwcheat for Dark Alex 3.02 OE - A custum firmware.
    this is a cwcheat built to work fine with 3.02OE without the presence
    of devhook and with all function intact.

    it has all the function of cwcheat 0.1.6.
    this means that you can:
    -cheat in your games (the db and the config are loaded from ms0,
    if you don't have them it will still work only it will go for default
    config and you will have an "empty" db)
    -CHANGE THE CPU CLOCK IN GAME WHEN YOU WANT IT WITHOUT REFLASHING EVERYTIME!!
    this means that you can put a default cpu/bus clock that will be set when
    loading in the config file (change the cpu clock in the menu and save the
    config in the config menu) but also you will be able to change in every moment
    and without touching the flash the cpu/bus frequence!!
    -use remapsp to change the annoying buttons of some games
    -my screenshootbmp mod which uses volatile ram to do the screenshoot stopping the
    game for less than one sec!
    -standard screenshoot version
    -brightness changer which uses the screen button (what you use to change brightness normaly)
    it works up to the 4^ level

    INSTALLATION/MANUAL/EASY

    1-copy the folders under MS_ROOT in your memory stick ROOT (which is the main folder not the PSP folder)
    2-power up your psp while pressing R
    3-go to advanced -> Advanced configuration
    4-Enable by pressing X on Plain modules in UMD/ISO
    5-select back for two times
    6-Select plugins
    7-Press X over cwcheat.prx [GAME] it will say ENABLED
    8-exit recovery and enjoy

    INSTALLATION/MANUAL/IF YOU HAVE MORE MODULES ALREADY INSTALLED

    1-copy the dh folder to have the db and remapsp files installed in the root folder
    2-go to seplugins folder and copy cwcheat.prx there
    3-open game.txt with a text editor and add this line: ms0:/seplugins/cwcheat.prx
    4-power up your psp while pressing R
    5-go to advanced -> Advanced configuration
    6-Enable by pressing X on Plain modules in UMD/ISO
    7-select back for two times
    8-Select plugins
    9-Press X over cwcheat.prx [GAME] it will say ENABLED
    10-exit recovery and enjoy

    download and give feedback via comment ...
    by Published on December 23rd, 2006 05:17

    new installer/release via Chaos Zero

    heres what chaos zero

    Well here they are! The easy installers for 3.02 OE-A and, finally, for DevHook 0.51.0100.

    So what are you waiting for? Christmas?

    3.02 OE-A BASIC Installer

    Includes the following options:

    * Install 3.02 OE-A
    * Install Recovery Folder for OE-A

    DevHook 0.51.0100 Installer

    * Install DevHook 0.51.0100 (3.02 Firmware)
    * Includes custom Eboot by me

    SE/OE Users: To use DevHook, you must set your GAME folder to 1.50 kernel in the Recovery Menu.

    Download 3.02 OE-A BASIC for SE Users
    Download 3.02 OE-A BASIC for 1.50 Users
    Download DevHook 0.51.0100 Installer

    download via links and give feedback via comments ...
    by Published on December 23rd, 2006 04:08

    news via ign

    A journey back into the tomb that started the phenomenon.

    The first Tomb Raider sparked a revolution in the games industry. It mixed exploration and action with a level of sexiness unheard of at the time. Games had seen their share of vixens, sure, but never had one grabbed the imaginations of gamers as a legitimate hero. Add to this a truly remarkable rise to stardom - think Mario or Sonic - and Lara Craft is easily one of the biggest names in the business. So when Crystal Dynamics comes along and wants to put out a remake of the original Tomb Raider adventure, there's plenty reason to get excited.

    Lara Croft Tomb Raider Anniversary will follow the same basic path as the original. Players will assume the role of a young Lara Croft as she navigates a series of long-forgotten crypts to find ancient treasures. The developer wanted to make sure Anniversary distils the essence of Lara's first outing by focusing on puzzles and solitary exploration. And really, there's no better way to do it. Look at the commercial and critical success of Tomb Raider Legend, for example. It embraced the formula set by the first game and simply refined it. Crystal Dynamics will follow the same formula Lara's next outing.

    Here's the shortest way to describe it: Anniversary will play like Legend. Everything that made Legend such an enjoyable game will make a comeback. This includes the context-sensitive sequences and flexible controls. Lara can now shimmy along ledges at different speeds and jump toward tree branches and poles with abandon. There's no need to stand in the perfect spot to make a jump since Lara can latch on to several surfaces and hold on for dear life. And really, this is precisely what made Legend so fun. It didn't tease players with lush environments by not letting them explore it the way they wanted and neither will Anniversary. Players can set their own pace as they find their way through jungles, caves and forgotten structures.

    The brief demo shown to IGN saw Lara exploring ruins near Peru in search of an artifact known as the "Scion." One of the first things Lara encounters is a reworked version of the classic gears puzzle from the first game. Instead of simply placing a few cogs in to get it to work, Lara now has to use her new abilities to scale the massive gears and explore the nearby environment for parts. The puzzle makes real-world sense, too. Solving it is a matter of logic, just the way a puzzle should be. Later in the demo, Lara showed off one of her new moves: perilously hopping between a series of narrow poles. It's a risky maneuver that helps add a level of uncertainty, according to developers. Lara also retains the grapple she used in Legend, so players can expect to swing through certain locales as well.

    Players will also recognize the combat. Lara can now flip and twirl around her enemies far more gracefully than in the first game. And while the demo didn't show it, there's a good chance the slow-mo aspect from Legend will appear as well. Speaking of combat, Anniversary has all the bats, raptors and bears that players fought in the first game. Only here, the look a whole lot better. The demo showed a few combat sequences that took place in a lost jungle, complete with packs of nicely-modeled raptors. Unfortunately, the demo ended right when the T-Rex stomped on the scene. It didn't even offer a glimpse of the thing - the screen just shook and there was a roar - but it's probably a remarkable sight, like the rest of the game.

    In short, Anniversary looks very promising. It looks to offer everything a Tomb Raider fan could possibly want in terms of presentation and gameplay. The PSP version of the game will mirror the console release in terms of content, though it will add several multiplayer modes. It's also a good thing that Crystal Dynamics decided to build the game from the ground up and not settle for a rehash with better visuals.

    screens via comments ...
    by Published on December 23rd, 2006 04:01

    news via ign

    Hundreds of readers suggest how to make PSP more powerful in 2007. Are you listening?

    December 22, 2006 - The PlayStation Portable continues grow in ability and features, with new updates and system overhauls released to enhance the system. Still, PSP owners are eager to see the system play at its maximum potential, to use all of that horsepower inside this powerful handheld system for bigger and better features. We want system-wide abilities that make gaming on PSP better and faster and more reliable, like cross-game Friend Lists and more common Game Sharing. We want multimedia that's open and that plays just about anything we can stick on a Memory Stick. We want PlayStation Store on PSP so we can download and play games and demos, just like big-brother system PS3 can do. We want PlayStation Network on PSP so we can talk with our friends on PSP (or PS3) over text, voice or maybe even video. We want developers to have the option to unlock the full 333MHz ability of the PSP, giving us peak performance for even more incredible games and features. In short, we want the PSP to be all that PSP can be.

    What started as just a goof in our write-up of the new PSP v3.03 Update on what we'd like to see next time spurred a flood of emails to IGN about what readers would like to see the PSP's next system update include. Some of your ideas are out-there, while others sound completely doable in future PSP updates (and, if we wanted to get snarky about it, we could mention that some features have already been done by the PSP homebrew/hacker community, but since most PSPs lock this content out for fear of piracy, few gamers get to enjoy these unofficial PSP programs.) After the first 300 messages came rolling in, we knew we had to share these -- we also knew we had to get these ideas out there in the hopes that Sony would see what PSP owners are thinking about and pick up some of the ideas for the system.

    Rather than dump a few responses in a mailbag, we gathered up out of the bag as many of the good ideas as we could find and put them together in one big, long, long, big collection of notes. (You can read all eight pages over your own choice of eight crazy nights!) And although we have no way of making Sony make any or all of these wishes and ideas come to life on PSP, we'll see about what we can do to get the list over to the SCE office in the hopes that they get an idea of what dedicated PSP owners are looking forward to happening on the system as it moves into its third year of release. Here's to hoping that we all get our PSP wishes granted in 2007...

    post your comments here
    via ign ...
    by Published on December 23rd, 2006 03:13

    news post via Birdman2078

    Well I just did somthing big... I just completely dumped everything on psp. The flash0, flash1, flash_lower.bin, flash_upper.bin, and more... FULL KERNAL ACCESS... YOU HAVE TO
    WITH PATCH SFO TO USE

    HERE IS THE LINK FOR YOU TO DUMP

    -www.Deviantpsp.com

    find original post here ...
    by Published on December 23rd, 2006 01:04

    news via cubed3

    If you haven’t done so already be sure to check out the previously released trailer right here, then once that’s out of the way position your clicking device over the link below and prepare yourself for some awesome screenshots and character art.

    As reported in the above article, Revenant Wings tells the story of Vaan and Panelo, two of the main characters from FFXII. Vaan is 18 years old in the game, and has just fulfilled his dream of getting his own plane. He keeps himself free of politics and family life and travels the skies as an air pirate. The 17-year-old Panelo serves as his navigator.

    If you’re anywhere near as excited about this title as we are we know you’ll be sure to check back regularly for more updates just as soon as we get our grubby mitts on them, but for now, enjoy!

    Screen Shot:

    ...
    by Published on December 23rd, 2006 01:01

    news via punchjump

    Nintendo Co.'s Nintendo DS swept Japan sales charts to outsell new console offerings in the territory.

    Media Create Co. on Fri. reported that the DS sold 319,708 units from Dec. 11 to Dec. 17. The number of units sold is nearly three times the closest hardware competitor, Nintendo's Wii console.

    In addition, the DS ranked seven titles in top ten software sales in the same period. Leading the charts are Pokemon Diamond and Pokemon Pearl at No. 1 and No. 2 respectively. Incumbent action game New Super Mario. Bros continues an impressive run at No. 6.

    The Nintendo DS is the best-selling handheld hardware in global markets at over 21 million units sold. The touch-screen handheld was the No. 1 selling hardware in the U.S. in Nov. and continues to sell out in retail stores due to holiday demand.

    New titles for the DS include Elite Beat Agents, Yoshi's Island DS, and Final Fantasy III. ...
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