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    by Published on August 1st, 2011 20:31
    1. Categories:
    2. Caanoo News
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    Newly released/updated for the Caanoo

    VICE for CAANOO by RIKKU2000This is an port of VICE C64 Emulator.Thanks to: Pickle and VICE-Team

    Download Here ...
    by Published on August 1st, 2011 20:31
    1. Categories:
    2. Caanoo News
    Article Preview



    Newly released/updated for the Caanoo

    Port of Freedroid classic 1.02"THE CLASSICAL FREEDROID: Freedroid is a clone of the classic game"Paradroid" on Commodore 64 with some improvements and extensions tothe classic version.Based on previous (0.6) gp2x sources (work done by ParkyDr).In this version i have scaled a font for better in game readability and added Caanoo support.27/07/2011Updated package fixed the .ini file to properly show and operate on Caanoo Main menu....thanks BAFelton !!

    Download Here ...
    by Published on August 1st, 2011 20:29
    1. Categories:
    2. Wiz News
    Article Preview



    Newly released/updated for the Wiz

    PocketSNES 7.2.0 fast & compatible binaries with 533MHz menu speeds, built with OpenWiz toolchain mainly for ThinkGeek WIZ with limited underclocking.

    Download Here ...
    by Published on August 1st, 2011 20:22
    1. Categories:
    2. Apple iPad,
    3. Apple iPhone

    iMAME4all is a iOS universal app done by David Valdeita (Seleuco), port of MAME 0.37b5 emulator by Nicola Salmoria & TEAM for all jailbroken iOS devices (iPad HD, iPhone 4G , iPod touch and older) and it is based on GP2X, WIZ MAME4ALL 2.5 by Franxis.
    It emulates arcade games supported by original MAME 0.37b5 plus some additional games from newer MAME versions.
    This version emulates over 2000 different romsets.
    Please, try to understand that that with that amount of games, some will run better than others and some might not even run with iMAME4all. Please, don´t email me asking for a specific game to run.
    Although the performance is very good with modern devices (all games I tested on iPad run practically perfect), owners of older devices should not expect a good performance; please turn off sound because that's very helpful.
    After installing, place your MAME-titled zipped roms in /var/mobile/Media/ROMs/iMAME4all/roms folder.
    Please use "clrmame.dat" file included in /var/mobile/Media/ROMs/iMAME4all to convert romsets from other MAME versions to the ones used by this version, using ClrMAME Pro utility, available in next webpage:
    http://mamedev.emulab.it/clrmamepro/
    I am releasing everything for free, in keeping with the licensing MAME terms, which is free for non-commercial use only. This is strictly something I made because I wanted to play with it and have the skills to make it so. That said, if you are thinking on ways to support my development I suggest you to check my other free works for the community.
    Other projects from author:
    http://code.google.com/p/xpectrum

    Version 1.8 beta: iMAME4all 1.8.B (Added analog touch stick, stick 2/4/8-way restrictors, stereo support, sound going out of sync fixed, fixed jerky gameplay and more...) ...
    by Published on August 1st, 2011 20:18
    1. Categories:
    2. PSP News,
    3. GP2X News,
    4. Wiz News,
    5. Dingoo News,
    6. PC News,
    7. Sega Dreamcast News

    The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:

    penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
    created by the wonderful folks over at http://www.senileteam.com.


    History
    ----------------------
    In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
    by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
    Fighters series. The game spread only by word of mouth, but it nonetheless
    amassed popularity very quickly. Senile Team soon released an edit pack allowing
    anyone interested to create a mod for the BOR engine.

    In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
    agreed, and OpenBOR was born. Development on the engine was continued by the
    community, and still is to this day.


    Available Platforms
    ----------------------
    OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
    to the following platforms are currently supported:

    * Windows
    * Linux
    * Mac OS X
    * Wii
    * PSP
    * Dreamcast
    * GP2X
    * GP2X Wiz
    * Dingoo a320

    In addition to the above, the original Beats of Rage engine (downloadable from
    the Senile Team website) is available for the following platforms:

    * DOS
    * Playstation 2
    * Xbox
    * GP32
    * Palmtop

    Download and Give Feedback Via Comments ...
    by Published on August 1st, 2011 20:10
    1. Categories:
    2. PSP News



    via http://www.romhacking.net/forum/inde...pic,12998.html

    From a group of people from different translation teams, we can now announce that The 3rd Birthday’s Spanish translation has been released. This is the third installment of the Parasite Eve franchise, even if it doesn’t share the main name, where we’ll control again FBI agent Aya Brea on her pursuit of her lost memories.

    This patch translates 99% of the texts and 100% of the graphics ingame. There’s some minor graphic bugs, but they won’t stop anyone from beating the game the 20 times needed for that steamy shower scene ...
    by Published on August 1st, 2011 19:53
    1. Categories:
    2. PSP News,
    3. PS3 News

    Sony has announced plans to start releasing US and Japanese PSone emulations in Europe via the PlayStation Store.

    While the firm hasn't confirmed any specific titles or release dates yet, Ross McGrath of the PlayStation Store team said a few are "already in process".

    Here's a handy guide explaining what it all means for you guys:

    Publishers who own the rights to release PSone titles that were previously only available in the US and/or Japan will now be able to apply to have them released on the SCEE PlayStation Stores (providing they are rated by the appropriate ratings boards for each territory).
    All titles will be published 'as is', with either English or Japanese language game content where available.
    All titles will run at 60 Hz and you will need a 60 Hz capable display to play them properly.
    This also means that if a PAL version of a title has been unable to pass QA in SCEE, but the NTSC version is already available on the PlayStation Store in SCEA or SCEJ, we can look at publishing that version instead. We cannot simply take the US version and publish it immediately, as it has to be reprocessed for SCEE, but at least we know the title should already be relatively bug-free.
    Sony added: "With this news in mind, we'd love to hear from you what titles you'd like to see available in Europe for the first time - make yourself heard in the comments and with the most requested titles we will speak to publishers on your behalf."

    http://www.computerandvideogames.com...ing-to-europe/

    Finally a very smart decision ...
    by Published on August 1st, 2011 17:01
    1. Categories:
    2. PS3 News

    Eight Days, a PlayStation 3 exclusive cancelled in 2008, would have been "jaw-dropping", according to one developer who worked on the game.

    Richard Bunn, who left Sony earlier this year to co-found Crazy Horses developer Nice Touch Games, told Eurogamer some of Eight Days' unannounced features "would have definitely impressed" had it made it out the door.

    Eight Days was a third-person action game in development at Sony Computer Entertainment's London studio.

    It was first shown at E3 in 2006 as one of the hot prospects on PS3 for the future. Its unveiling was handled by a suitably juicy trailer that showed plenty of driving action with exploding gas tanks in a desert-style location.

    But in mid-2008 Eight Days, alongside fellow SCE London-developed PS3 exclusive The Getaway, was cancelled.

    Some thought it was canned because of a lack of online multiplayer, but Bunn told Eurogamer Eight Days was misunderstood in this regard.

    "It was going to have online co-op," Bunn said. "The entire concept behind the game was based around buddy gameplay. Imagine Uncharted, where you have two Nathan Drakes, and you can cover swap between each other and chuck ammo between each other. That was pretty much the game.

    "We fully intended to have online co-op support. No multiplayer, but online co-op. We definitely didn't have any plans to do multiplayer modes."

    Bunn worked on Eight Days for four months, but Nice Touch Games co-founder David Green built the tools that powered it and the AI that ran it.

    "The game was looking spectacular," Bunn continued. "A lot of what was shown off publicly had a bit of a mixed review. But what was going on in-house at the time was looking quite spectacular.

    "I designed a new opening level for them. My goal there was to make the opening level every bit as good as something you would see in God of War. We had that fully playable in prototype form and it was jaw dropping. It was exceedingly good. All of the other level designers on the team were doing great work.

    "It's just what had been shown publicly was a bit hit and miss. And then the amount of work that needed to go into finishing the game was phenomenal. But it had some great features in there."

    Bunn went into some detail on Eight Days' gameplay – destined never to make it to gold master.

    "It had directed moments, which were big cinematic scenes similar to God of War," he said. "It had driving sections. It had duck and cover style gameplay. It was pretty spectacular. Some of the stuff that was never shown publicly would definitely have impressed if it had ever made it out into the public."

    When Sony ceased production of Eight Days and The Getaway, it said it took the decision because "it was deemed that with the incredibly strong list of exclusive first party titles coming up both this year and in the near future, resource should be reallocated to enhance those projects closer to completion".

    "It had been in pre-production for a long time and had soaked up a lot of money," Bunn said. "You have to think back as well, this was when the PS3 was in its infancy and was considered overpriced and it wasn't doing as well as Sony had hoped.

    "Eight Days had already cost a fair amount of money. They'd done their maths and said, 'it's going to cost this much to finish the project,' which I'd rather not disclose. It was quite a bit. It was about another year's worth of development, so you can probably work out roughly for a big game how much that might have come to. And then they basically said, projecting forward what the PS3 user base is going to be a year from now, you're going to have to be way above the trend on user tie-in to make a profit.

    "At the time tie-in for a very good game was about ten per cent of the user base. They said we needed to be two or three times above that to be able to make a profit. It's not the sort of thing that ever happens.

    "And plus, Uncharted had just come out. So, they already had a third-person action game in the stable. At that point they decided they were going to re-purpose the Sony Soho studio as being an EyeToy, motion gaming studio and move away from doing games like The Getaway and Eight Days, at that location.

    "It was a crying shame for a lot of people," Bunn recalled. "There were a lot of people who had worked on it a lot longer than I had. So it wasn't a huge blow for me personally. Some people had put several years into it. It was really sad to see those guys have lots of work go."

    It seems Eight Days was farther along the development line than The Getaway, which at one point was headed up by L.A. Noire chief Brendan McNamara. "They were just building a tech demo," Bunn revealed.

    He also noted that both cancellations occurred shortly after Phil Harrison was replaced as Sony Worldwide Studios boss by Shuhei Yoshida.

    "He [Harrison] left and Shuhei Yoshida came on board as head of worldwide development," Bunn said.

    "He did the rounds basically doing a big shake-up. He saw where the successes had been at ...
    by Published on August 1st, 2011 17:00
    1. Categories:
    2. Nintendo 3DS News

    Classic Pac-Man headlines this Thursday's set of fresh eShop offerings.

    The version on offer, released under the system's Virtual Console banner, is the monochrome Game Boy edition, originally launched in Europe in 1991.

    Do you really need Pac-Man on your 3DS? This week? If so, the €4 (about £3.70) asking price might tempt you to take a nibble.

    Wait a few more weeks though and you can get meaty full release Pac-Man & Galaga Dimensions. It's coming as a retail release for 3DS at the end of the month and features spruced-up versions of Pac-Man and Pac-Man Championship Edition (the DX version of which scored a rare 10/10 last year).

    Also this week - arcade action in feline puzzler Go! Go! Kokopolo and dark survival fighting in The Lost Town: The Dust.

    And finally, the Wii gets a look in with budget Nordcurrent racer Monochrome Racing.

    Pac-Man (GB Virtual Console) - €4
    Go! Go! Kokopolo (DSiWare) - €8, 800 Points
    The Lost Town: The Dust (DSiWare) - €5, 500 DSi Points
    My Australian Farm (DSiWare) - €2, 200 DSi Points
    Monochrome Racing (WiiWare) - 500 Wii Points

    http://www.eurogamer.net/articles/20...pdate-04-08-11 ...
    by Published on August 1st, 2011 16:58
    1. Categories:
    2. DCEmu

    There is a new Street Fighter world champion: Japanese player Fuudo.

    At the Evo fighting game tournament in Las Vegas, Fuudo, using Fei Long, defeated US player Latif, using Crimson Viper, 3-0 in the grand final.

    Tournament favourite and 2010 world champion Daigo "the Beast" Umehara finished fourth. Poongko, using Seth, defeated Daigo in a top eight bracket match.

    Daigo recently switched main character, from Ryu to Yun, following the release of Super Street Fighter IV Arcade Edition.

    Elsewhere, the Marvel vs. Capcom 3 tournament saw an upset as tournament favourite Justin Wong managed only third.

    PR Balrog sent US player Wong home, using Dante, Wolverine and Tron Bonne to defeat Wong's Wolverine/Akuma teams.

    But it was Viscant, using Wesker, Haggar and Phoenix, who went all the way, defeating PR Balrog 3-0 in the final.

    Super Street Fighter 4: Arcade Edition results:

    Winner: Fuudo (Fei Long)
    2. Latif (C.Viper)
    3. Poongko (Seth)
    4. Daigo Umheara (Yun)
    5. Kindevu (Yun)
    5. Tokido (Akuma)
    7. Wolfkrone (C.Viper)
    7. Flash Metroid (Zangief, C.Viper)
    Marvel vs. Capcom 3 results:

    Winner: Viscant (Wesker/Haggar/Phoenix)
    2. PR Balrog (Wolverine/Dante/Tron/Amaterasu)
    3. Justin Wong (She Hulk/Wolverine/Akuma/Storm/Wesker)
    4. Combofiend (She Hulk/Taskmaster/Spencer)
    5. Noel Brown (Wolverine/Wesker/Akuma/Phoenix)
    5. Filipino Champ (Magneto/Sentinel/Phoenix/Dormammu)
    7. X-Ray (Dante/Amaterasu/Magneto)
    7. Mine (Wesker/Taskmaster/Phoenix)

    http://www.eurogamer.net/articles/20...east-is-beaten ...
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