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  • DCEmu Featured News Articles

    by Published on June 27th, 2011 15:36
    1. Categories:
    2. PSP News

    via http://wololo.net/wagic/2011/06/27/p...e-winners-are/

    Wow. 5 months after we announced the PSP Genesis competition, there we are with our final list of winners. First of all, I want to say choosing those was tough. We tested all the entries for almost a month (and this taught me a lot, from an organizer point of view, a judge point of view, but also as a homebrew developer… I’ll probably blog about that one day), and debated for a few days to decide who would be the 3 winners… this ended up in a 2h hot discussion on IRC in which we reached our conclusion.

    Here goes, in reverse order:
    They didn’t win, but were nominated by some of the 4 judges
    These entries almost made it, but were eliminated by stronger opponents in the final vote. It’s probably not gonna feel so good for their creators to know that they were that close to getting a nice cash prize, but we want as many homebrews as possible to get recognition in this competition, so I hope that at least mentioning the quality of these entries will help raise awareness on those:

    •Localizer by Draan. This plugin lets you translate your XMB and all PSP Messages into the language of your choice, even if (especially if ?) Sony didn’t include your language on their device. The source shows a huge investigation of all the strings of the system, and a very solid and useful concept.


    •PSP3D by PSPWizard (aka AnMaBaGiMa). This plugin allows you to see actual 3D with the help of colored glasses, in many 3D games. What’s amazing is that it does it in a clever way, actually finding the 3D shapes in the game. A brilliant concept, and a nice implementation.


    I also have a personal list of my 28 favorite entries, and I’ll blog about that one day.

    Guys, this is not over, there are other prizes in this competition and you might still get those.

    4th. SHELL by Arnold. He didn’t win, but we have something for him
    After a long discussion, the judges were still split on Arnold’s SHELL. This is a great concept, extremely promising, but we thought there is a risk this doesn’t live up to its expectations if the scene doesn’t follow up. SHELL doesn’t get one of the 3 prizes, but what we are offering here is a promise for dev help. I can’t reveal too much in there yet as the right people still need to be contacted, but some of the judges personally committed to help big time with this project.



    3rd. Some1′s Failsploit gets 400$
    Congratulations to the first Kernel Exploit to ever join a Homebrew competition. What can we say? Kernel exploit ARE a big deal, and there’s no way the judges couldn’t acknowledge that. This exploit brought freedom to thousands of PSP users around the world, and is what allows us to run Custom Firmwares on the latest OFW as I type this. Congrats to Some1.



    2nd. Team pro’s Pro CFW get 750$
    CFW Pro was my personal favorite. I am actually still running 5.00 m33 on some of my machines, but there is no doubt that Pro CFW is shaping the future of Custom Firmwares on the PSP. The pro team has been consistently delivering quality updates over the past months, turning what was initially a “simple” Hen into a CFW working in several environments. Icing on the cake, it went open-source recently, which is the first time a custom firmware does that on the PSP, and let me tell you, it was about time . This is one of the most promising projects in this contest, but also one of those that accomplishes the most already. Congrats guys!



    1st. Drakon’s Lamecraft gets the big 1900$ prize
    Our big winner is Lamecraft. It’s always difficult to choose and announce the winner. There will always be people to say that this one is not even a game. Or that it is just stealing a concept. Or that we shouldn’t even dare compare a simple homebrew game to a brilliant plugin or a CFW. But the thing is, this entry came out of the blue, and in the course of a few weeks, created a massive community of players. It is pushing some of the limits of the PSP, and doing things nobody thought was actually doable on this small hardware. It also went open source recently, so we are confident that it will keep improving. To us judges, this homebrew was a massive shock in every aspect, and we sure hope this keeps going. Congrats Drakon!



    The Genesis compo is not over!
    This is not over yet! We at /talk are still voting for the audience prize (Note that it won’t go to Lamecraft, Pro CFW, or some1′s exploit, as per the vote’s rules I won’t give this prize to one of the 3 winners), I myself still need to decide which open source entry will get my 100$ prize, our sponsors at Daxhordes.org also have a 100$ audience vote, psp-hacks.com are also voting for a psp go + a 50$ cash prize, and pspgen are also choosing 3 entries that will respectively get 500$, 300$, and 200$.

    So keep voting!

    Note: We will be contacting the winners very soon to send them their prizes. Please ...
    by Published on June 27th, 2011 15:33
    1. Categories:
    2. Xbox 360 News

    From team-xecuter.com:
    The whole team at Xecuter have been busy, busy bees during the Spring months. So busy in fact that we have a whole new product range developed and ready for launch over the coming weeks – all codenamed “Project CK3i”.
    Official Site: http://team-xecuter.com

    http://www.xbox-scene.com/xbox1data/...uuxTAdcxdb.php ...
    by Published on June 27th, 2011 15:30
    1. Categories:
    2. Xbox News

    Hyper_Eye released a new version of Odamex for the Original Xbox:
    I am pleased to announce the release of Odamex 0.5.3. Due to the gravity of one of the bugs discovered almost immediately after the release of 0.5.2 an Xbox release announcement was not made for that version. For that reason I am posting both changelogs for this release.

    This release breaks save game compatibility. This version of Odamex will not load saves from previous versions of Odamex.

    I have updated the included freedoom.wad to the 0.7 version. This wad is a complete Doom2 replacement wad and can be used to play Odamex and load doom2-based wads and modifications if you do not own Doom2.

    Odamex 0.5.3 (r2284)
    * Features
    -Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp
    -Restored dead player's view following the actor who killed them.
    * Bug Fixes
    - Sometimes players would make a death scream when switching to spectate. Fixed.
    - Some video modes were duplicated under video mode options. Fixed.
    - Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled.
    - Fixed trash information spamming the console when launching odamex from odalaunch under linux.
    - Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF.
    - Player death scream wouldn't be audible if the player respawned instantaneously. Fixed.
    - Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers.
    - Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp.
    - Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed.
    - Display names should only target living players. Fixed.
    - fork would crash. Fixed.

    Odamex 0.5.2 (r2241)
    * Features
    - Much of the code is now shared between client and server. It is much more manageable and less desync prone
    - Platforms are now much better optimized
    - Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines.
    - The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake.
    - Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default.
    - Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5.
    - Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp
    - Added -fork to control the PIDfile of a server. Defaults to doomsv.pid.
    - Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors."
    * Bug Fixes
    - Screenshots broke in 0.5.1 due to the directx transition. Fixed.
    - Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed.
    - Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed.
    - Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients.
    - Several vanilla demo desyncs are fixed.
    - Weapon changing desyncs are fixed.
    - Sometimes you would see the flag while you carried it. Fixed.
    - 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them.
    - Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations).
    - Clients could be kicked with "szp pointer was NULL," randomly in games with many players.
    - The CTF HUD display broke in 0.5.1. Fixed.
    - Projectile sounds (Player and Monster) would play multiple times online. Fixed.
    - Fixed the wrong light levels on some orthogonal linedefs.
    - The marine death animation played too fast online. Fixed.
    - Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed.
    Official Site: http://odamex.net/,

    http://www.xbox-scene.com/xbox1data/...ykkAaYDnTh.php ...
    by Published on June 27th, 2011 15:29
    1. Categories:
    2. Apple iPad,
    3. Apple iPhone

    Besides Manomios emulators, some more apps are currently being updated supporting the iControlPad.
    One of the developers asked Apple if it is okay if he adds support for the iCP into his app and they replied that this is fine as long as it uses their official BT Stack as well the app features touchscreen-support as well.

    This is some great news, as it opens the door for officially available games to support the iControlPad!

    .http://icontrolpad.com/node/27 ...
    by Published on June 27th, 2011 15:26
    1. Categories:
    2. Nintendo DS News,
    3. Nintendo 3DS News,
    4. Nintendo Wii News

    Nintendo will re-release original Kirby adventure Kirby's Dream Land on the 3DS this week.

    The Game Boy title introduced gamers to the pink puffball way back in the monochrome days of 1992.

    It's also the first appearance of series antagonist King Dedede. The game lays out the franchise's fundamental features, including Kirby's inhale attack and platforming style.

    Kirby's 'copy' ability doesn't feature however. It turned up a year later in 1993's Kirby's Adventure on NES.

    Available this Thursday for €4 (about £3.50), Kirby headlines an otherwise meagre list of downloadable morsels:

    Kirby's Dream Land - 3DS Virtual Console - €4
    A Fairy Tale - 3DS/DSi Ware - €/200 DSi Points
    Successfully Learning German: Year 3 - 3DS/DSi Ware/WiiWare - €5, 500 DSi Points, 500 Wii Points
    Need a free Kirby fix now? Nintendo launched the Kirby TV Channel for Wii last week, which streams episodes of the Kirby anime.

    http://www.eurogamer.net/articles/20...-3ds-this-week ...
    by Published on June 27th, 2011 15:22
    1. Categories:
    2. DCEmu

    The Supreme Court of the United States has issued its opinions on Brown v. The Entertainment Merchants Association, a case which argued the Constitutionality of a (since struck down) California state law which banned the sale of "violent" video games to minors. The majority opinion, decided upon by seven of the court's nine Justices, is to once again strike down the law.

    The majority opinion, in clear terms, states:
    Like the protected books, plays, and movies that preceded them, video games communicate ideas-and even social messages-through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player's interaction with the virtual world). That suffices to confer First Amendment protection. Under our Constitution, "esthetic and moral judgments about art and literature . . . are for the individual to make, not for the Government to decree, even with the mandate or approval of a majority."
    The decision falls in line with other decisions of the lower courts regarding video game-banning legislation, such as the respective decisions of the Northern District of California Court and the Ninth Circuit Court of Appeals, both of which found the law unconstitutional. There was, of course, a dissenting opinion (in this case, representing the concerns of Justices Thomas and Breyer) which states:
    The practices and beliefs of the founding generation establish that "the freedom of speech," as originally understood, does not include a right to speak to minors (or a right of minors to access speech) without going through the minors' parents or guardians. I would hold that the law at issue is not facially unconstitutional under the First Amendment, and reverse and remand for further proceedings.
    We're sure to hear more from the Entertainment Software Association and other games lobbying groups in the coming hours, but the word from the highest court in the land is a promising one: Games, regardless of content, deserve the same First Amendment protections afforded to all other forms of expression in the United States

    http://www.joystiq.com/2011/06/27/su...alifornia-law/ ...
    by Published on June 27th, 2011 15:20
    1. Categories:
    2. PC News
    Article Preview



    When Microsoft released its Kinect SDK we marveled at the impact it could have on desktop interaction; sure enough, Kevin Connolly's Kinect Natural User Interface has made our geeky pipe-dreams a reality. His inspiration for project? Not surprisingly, the Minority Report UI (aka g-speak). Similar projects like MIT's hack do exist, but it's brilliant knowing that another emulation has been made rather quickly with Redmond's tools. In a brief video using the Kinect on Windows 7, he demos various ways of manipulating on-screen content with hand gestures and body tracking -- neglecting his mouse in the process. It's still a work in progress, but the results are already quite striking, so take that ancient input device and click past the break for the full demo.

    http://www.engadget.com/2011/06/27/k...-in-windows-s/ ...
    by Published on June 27th, 2011 15:19
    1. Categories:
    2. Apple iPad

    Singapore, the country infamous for fining residents caught chewing gum in public, will begin issuing iPads to its army, air force, and navy recruits in November. Considering all able-bodied male citizens are required to serve for two years, a large portion of the city-state's population could eventually be using the Apple tablet. Troops will use the iPads to upload stills and video to the military's online education platform, and will also use custom-build apps, currently being developed by "military contractors" (app devs). Only about 8,000 iPad 2s will be distributed in the first round this fall, but Singapore's defense ministry plans to hand out more tablets next year -- to be timed with the release of a Singapore-themed Angry Birds, we assume.

    http://www.engadget.com/2011/06/27/s...s-to-incoming/ ...
    by Published on June 27th, 2011 15:18
    1. Categories:
    2. Apple iPad,
    3. Apple iPhone

    An anonymous reader noted a forum post that looks to be confirming that Apple will be fighting downgrading in iOS 5 quoting
    "This will only affect restores starting at iOS5 and onward, and Apple will be able to flip that switch off and on at will (by opening or closing the APTicket signing window for that firmware, like they do for the BBTicket)."

    http://apple.slashdot.org/story/11/0...OS-Downgrading ...
    by Published on June 27th, 2011 15:16
    1. Categories:
    2. PC News

    Some have argued that Mozilla's switch to a faster release cycle has made it more difficult for companies to use Firefox, but the open-source browser maker isn't too bothered, according to one employee. Asa Dotzler, community coordinator for Firefox marketing and founder of Mozilla's quality assurance scheme, said Firefox is for "regular users" — not businesses. "Enterprise has never been (and I'll argue, shouldn't be) a focus of ours," he said. "A minute spent making a corporate user happy can better be spent making many regular users happy. I'd much rather Mozilla was spending its limited resources looking out for the billions of users that don't have enterprise support systems already taking care of them.

    http://news.slashdot.org/story/11/06...Not-Businesses ...
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