• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on January 28th, 2011 23:35

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16290.html

    Rockbot is a free (GNU-GPL) remake of the game Megaman / Rockman. The game is made with the SDL library, and ported to Linux, Windows, Dingoo and Playstation 2.


    Quote:
    After more than two months, we finnaly bring to you a new version.

    Go to our downloads section to get binaries for Linux, Ubuntu 10.04, Windows, Playstation 2 and Dingoo (Dingux).

    The changelog from beta7 is:

    corrigir problema de botões no menu (corrigir esquema de read_input e game_mode)
    array de teclas deve ser INT e não CHAR
    estrelas maiores devem ser cinza
    melhorar “pisca” do player quando invulnerável (está muito rápido)
    inimigos tem que ter um hit-timer para ficarem invencíveis por um segundo, como os players
    direcionar debug para arquivo stdout.txt
    spiked chain não deve ser destruída no hit
    chefes tem que ter um hit-timer para ficarem invencíveis por um segundo, como os players
    EDITOR: implementar fator de zoom
    direcionar debug para arquivo stdout.txt
    ajustar sensibilidade do análogo para PS2 e PC independentemente
    implementar direcional digital no PS2
    corrigir problema em que player muda tipo de animação no meio do pulo
    refinar velocidade e gravidade do pulo
    corrigir problema em “got weapon” onde não anda para o meio se passou dele
    teleporte voltado para esquerda não está aparecendo
    corrigir problema de pulo+espinhos depois de barreira
    descobrir porque player fica invulnerável após morte (hit == 1?)
    melhorar dano de espinhos
    plataformas que se movimentam “derrubam” jogador para dentro das paredes
    itens colocados via editor não estão funcionando corretamente
    pílula só deve ser barulho se HP OK – pular sobre escadas ainda está dando problema
    corrigir pequena discrepância na posição vertical da tela (área cinza)
    implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que está vivo – não pode ter 2 mortos simultâneos)
    (URGENT) corrigir scroll para 2 player mode
    (SERIOUS) em 2 player mode, ESC não sai do jogo (PC)
    criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto – ajuda com alguns ifdefs
    tecla de quit deve funcionar apenas em PC e Dingux
    (URGENT) objetos só testam player 1
    (SERIOUS) na água, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player/terrain apenas)
    menu deve ser chamado indepententemente para betabot e rockbot
    (FEATURE) betabot must shot two projectiles at once
    colorcycle deve ser aplicado também sobre nível 3 de tiles
    implementar sistema de checkpoints (no loadMap, se a posição do mapa for < RES_W, é checkpoint) – na versão 0.2 isso será uma lista em stage
    congelamento de tempo só pode parar um único chefe (magebot)
    animação de hit deve seguir o player/npc
    animações de hit devem sumir quando o player morrer ou trocar de tela OK – new gravity system more similar to megaman games
    (SERIOUS) quando atingido, se está segurando o botão de pulo, está pulando automaticamente
    add a animation state for transition between stand and moving called OK – add a “scroll lock” terrain type, similar to boss door, but without doors animation/sound
    (URGENT) blocks are falling
    to not block top and botton in colision. if player leaves by bottom, dies (holes).
    fix door/scroll-lock right to left (infinite loop) OK – show 3rd level on “ready”
    dying makes the music reset to apebot’s OK – (SERIOUS) stage intro dialog is showing again when player dies
    must show player and NPC on boss dialog OK – (SERIOUS) moving left/right platform not working
    (URGENT) crashing when loading a stage after beating a boss OK – teleporter is returning to the first used one always
    implement teleporters return (for 8 bosses room in skull castle) OK – (URGENT) create a new type of terrain that is meant to be checkpoint
    (URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.
    (URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)
    (see checkpoint terrain) – boss door 1 must save checkpoint – novos npcs: c) DONE – morcegos d) DONE – shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais
    allow user to define NPC direction in editor
    different damages according to weapon type for bosses OK – (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship
    (URGENT) fix jump on stairs
    (URGENT) items placed with editor are not being shown in game (do not allow dot in the name)
    (URGENT) player is heatting the head too soon
    colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)
    user key reading in intro is too slow, so keypresses are being lost (had a bug with new/load screen not showing)
    (SERIOUS) item colision check is bad (falling from ...
    by Published on January 28th, 2011 23:15

    News via http://www.nintendomax.com/viewtopic...fe2351e307e55f

    OdnetninI offers version 1.0 of " Poke-Pong "Pong like based on the theme of Pokemon.

    This is a very good homebrew made especially for all fans of Pokemon, as well as being fun, it's very visually appealing. As mentioned we can choose between any of the 2 modes of play. Fronton mode ourselves against the machine. And 1P vs 2P mode can play in the company of a friend, but not wirelessly, if not, using the D-Pad and buttons on the DS.
    The following additional data were provided by the author.

    * This homebrew has been inspired by the game Pokémon Pinball: Ruby & Shapphire.
    * The Pokeball you used a "Moon Dance".
    * The scenario is based on games Gold Heart / Soul Silver NDS.
    * The intro screen is similar to that of Pokémon Platinum.
    * The intro music is the 1st season of the series.

    Controls:

    * Stylus / D-Pad: Player 1.
    * Digital Pad Arriba / X: Soccer la pokeball.
    * A / Y: Player 2.

    http://nds.scenebeta.com/noticia/poke-pong ...
    by Published on January 28th, 2011 23:09

    The 3DS is a power-hungry device, a fact that Nintendo isn't hiding in the latest issue of Iwata Asks. Nintendo's Ryuji Umezu noted that the 3D display mode not only requires the device to render each image twice, but requires brighter brightness than a flat image. "In order to make it look just as bright as usual, you have to increase the brightness of the backlight, which increases the power used by even more," Umezu pointed out.

    Thankfully, there are still some steps users can take to increase the longevity of the 3DS battery, such as turning off the wireless functionality (when it's not needed). Perhaps the most important of the power-saving options, though, is the system's "power save mode." Employing a technology called "active backlight," this feature "precisely controls the brightness of the backlight according to the brightness of the screen being displayed," Umezu explained. "When the screen as a whole is dark, the backlight itself gets darker, which saves power."

    The energy savings offered by the power save mode should make it a requisite for every 3DS player. "With the backlight set to the brightest level and the power save mode turned off, battery duration was about three hours," Umezu said. "But if you use the power save mode under the same conditions, it gets about 10–20 percent longer." That's almost an extra half hour you could spend grooming your Nintendog ... or cat!

    http://www.joystiq.com/2011/01/28/ni...e-illuminated/ ...
    by Published on January 28th, 2011 23:07



    When Battle & Get: Pokemon Typing DS was first revealed during last year's Nintendo Conference, we figured "players" would have to use their styli on an on-screen soft keyboard in order to type out pokémon names. But, of course, that would have been exceedingly silly.

    Instead, the typing tutor title will ship with a Bluetooth keyboard that connects to the DS through the Bluetooth-equipped game cartridge. This new peripheral isn't entirely ridiculous (maybe like 90 percent ridiculous) -- according to Nintendo president Satoru Iwata, the prototype keyboard connects to iPhone and Android devices just fine, though Nintendo won't guarantee such compatibility. But if you've been asking for a Nintendo-designed Bluetooth keyboard, here you go!

    Would-be pokémon typists will be able to Battle & Get the game and keyboard (its exact size is unknown) in Japan this April. A release outside of Japan has not been announced.

    http://www.joystiq.com/2011/01/28/po...ooth-keyboard/ ...
    by Published on January 28th, 2011 23:05



    Don't feel like a Sports Champion? Feel like a PlayStation Move Hero instead? Then, you'll want to go to Toys R Us to get your hands on the newest PlayStation Move bundle. For $99.99 (the same price as the current bundle), you'll get a PlayStation Eye camera, one PlayStation Move controller and a copy of the Ratchet/Sly/Jak mash-up game, PlayStation Move Heroes. The bundle does not include a navigation controller -- odd, considering the box says it will "enhance your gameplay."

    Like the standalone game, this will be available on March 22nd.

    http://www.joystiq.com/2011/01/28/pl...sporty-bundle/ ...
    by Published on January 28th, 2011 23:03

    We had quite the interview with Sony's Jack Tretton, but we certainly didn't corner the market on hot new NGP details -- Eurogamer and Game Informer quizzed the company's Andrew House and Shuhei Yoshida, respectively, and came out with some important tidbits about the quad-core gaming handheld, particularly regarding pricing. Though Tretton seemed to suggest we'll see a price somewhere northward of the Nintendo 3DS's $250, Yoshida was quoted as saying "It's not going to be $599," laughing off the idea that the system would cost as much as the PlayStation 3's infamous appraisal at launch, and House said that Sony "will shoot for an affordable price that's appropriate for the handheld gaming space."

    While none were willing to cough up a real ballpark estimate, the SCEE president revealed one way that the cost might come down: pushing out a lesser model, a strategy we've seen before. House said that while all devices come with WiFi, "a separate SKU will have 3G," making us wonder which of the handheld's other groundbreaking features might carry a premium. After all, OLED screens don't come cheap.

    http://www.engadget.com/2011/01/28/s...9-wifi-only-v/ ...
    by Published on January 28th, 2011 23:01



    Thought Honeycomb was just for tablets? Well, it's not! Sure, tablets might be Google's main thrust with the release, but we've been able to dig up enough evidence in the preview SDK's emulator released yesterday to suggest that these guys are still keeping their eyes on the smartphone prize.

    Here's how it works: the emulator can be set to load at an arbitrary screen resolution. By default, that's WXGA, 1280 x 768 -- perfect for tablets, but obviously a wee bit large for even the biggest smartphones. Well, it turns out that setting the emulator to WVGA (like you might find on a modern mid- to high-end smartphone) triggers a moderately different shell UI that lacks most of the whiz-bang home screen stuff Google's shown on the Honeycomb tablets. In fact, the default launcher crashes out entirely, which means you need to install a replacement (Launcher Pro works nicely) just to play around.

    Once you get in, it's pretty raw, but you immediately notice that the emulator's got some traces of smartphone support. Notably, the status bar reverts to a more smartphone-friendly form, albeit one with pre-Gingerbread background coloration and incorrectly-inverted font colors. The lock screen (pictured above) is back to its old form, not the webOS-esque circular lock in the Honeycomb tablet UI. The browser -- which has been completely revamped in Honeycomb -- works, though without visible tabs; Google might be thinking that they'd take up too much real estate on a screen this small.

    Again, you can't glean much here, but it's interesting primarily because the emulator knows to revert to a smartphone UI layout at the lower resolution -- a possible sign that Honeycomb will be a true dual-mode, dual-purpose platform from day one. And even if it isn't, it looks like they're setting themselves up for a two-UI strategy down the road.

    http://www.engadget.com/2011/01/28/a...phone-support/ ...
    by Published on January 28th, 2011 22:49

    UK retailer GAME has lowered its 3DS price to £219.99.
    The firm was originally selling the device for £229.99, but that price has come under pressure following aggressive moves from rivals ShopTo, Play and Amazon, all of which are selling the device for around £200.
    GAME has also revealed a string of 3DS bundles, ranging from £239.99 to £249.99.
    HMV has also lowered its price to £219.99.
    A 3DS price war has been erupting since Nintendo set the trade cost last week. Most retailers went for £219.99, but now many online stores are selling the device for even less.

    http://www.mcvuk.com/news/42780/GAME-cuts-3DS-price ...
    by Published on January 28th, 2011 22:44

    It finally happened. Sony unveiled the PSP2 yesterday and, like polite birthday boys and girls who found out about a surprise party months (and months) in advance, we all gasped and stood with looks of faux-surprise on our faces.

    While the announcement of the PSP sequel - codenamed Next Generation Portable (NGP) - might not have been anything close to unexpected, many gamers will have been pleasantly surprised by what Sony has managed to produce.


    The NGP is looking like a bit of a powerhouse as far as portable gaming is concerned, and we can't wait to see what its true capabilities really are.

    But as with any announcement, there was a LOT to take in. Here are some key facts you might have missed that illustrate what the Sony NGP is all about:

    British company ARM, which has built NGP's CPU, usually gears its creations towards good battery life, according to TechRadar. Sony's pitching battery life between 4-6 hours.

    NGP contains an ARM Cortex-A9 core (4 core) CPU. This is well ahead of other recent mobile devices, whose manufactures have only recently begun installing Dual Core in the latest handsets. The iPad also uses ARM Cortex designs in its system on a chip (SOC).

    Sony has dubbed the curvaceous chassis of NGP 'Super Oval Design'. The platform holder claims it has been specially created to ensure more comfort in longer play sessions than PSP1.

    Sony claims that the combination of two touchpads and thumbsticks allows for "touch, grab, trace, push and pull" moves of the fingers.

    NGP's GPU - SGX543MP4+ quad-core - is built by Imagination Technologies, another British company based in Hertfordshire.

    NGP's quad-core GPU setup is four times as powerful as top-of-the-range current mobile platforms.

    Every game for NGP will be provided with Sony's LiveArea, where users can share info and communicate other players. Additionally, NGP users will be able to view an Activity log, constantly updated with accomplishments from those playing the same game.

    NGP has a five inch, 960 x 544, 16:9 OLED screen. In terms of resolution, that's almost the same as the native rendering resolution of both Alan Wake on Xbox 360 and Call of Duty: Black Ops on PS3. The original PSP sported a 480 x 272 display, for those of you who love to compare.

    The NGP resolution is in the same ballpark as the iPhone 4's Retina Display, which is 960x640. The Apple phone has a much higher pixel density though, since its screen is only 3.5 inches.

    NGP operates with more than 2.5 times as many pixels as the Nintendo 3DS. That's even when you consider the 800x240 stereoscopic resolution of the Ninty handheld.

    The console packs a Six-Axis motion sensing system behind its screen. That includes a three-axis gyroscope and a three-axis accelerometer - that's one motion sensor more than the iPad (which is missing a gyroscope) and one less than the PlayStation Move, which also houses a Terrestrial Magnetic Field sensor.

    Sony has dropped the UMD format in favour of Flash cards, which can store the full software titles plus add-on game content or the game save data directly.

    Flash cards with more capacity will be made available in the future to allow for bigger games, according to Sony.

    Despite all this killer tech, Sony said NGP won't cost as much as $599 - the price at which the PS3 launched.

    82 third-party developers have already signed up to work on the NGP. That's 48 in Japan, 16 from North America and 18 from Europe

    You might not get it by Christmas: Sony has only confirmed that "at least one" territory will see a pre-Xmas launch.

    There are 14 titles confirmed so far, including iterations of Killzone, Call of Duty, Uncharted, LittleBigPlanet, Resistance and WipEout.

    It's here for the long term. Yoshida-san told Kotaku: "The portable is a totally different beast. It's still emerging and in a transitional stage. We are developing a platform to last a long time."

    Its size is 182mm x 18.6mm x 83.5mm. Let's compare and contrast to other console lengths: the original PSP is 169mm, the DSi is 137mm, the 3DS takes up 134mm and Apple's diddy little iPhone 4 is just 115.2mm.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on January 28th, 2011 22:43

    Microsoft has announced the results for its fiscal second quarter - the three month period ending December 31, 2010 - with record revenue and EPS on the board.

    In total the software giant pulled in $19.95 billion in overall revenue, up $931 million on the same period in 2009, with profits stacking up to $6.63 billion.

    Earnings per share was also a record figure, weighing in at 77 cents - with results propelled by higher than expected sales of Kinect, while Windows 7 license number passed the 300 million mark.

    The Xbox 360's new motion controller - which sold 8 million units in its first 60 days on sale - helped the corporation's Entertainment & Devices division to grow by 55 per cent year-on-year to post revenues of $3.7 billion and an operating income of $680 million.

    Those figures set it as the fourth-biggest division by revenue, behind Business (at $6.032 billion), Windows and Windows Live (at $5.054 billion) and Server and Tools (at $4.390 billion).

    "We are enthusiastic about the consumer response to our holiday line-up of products, including the launch of Kinect," said Peter Klein, CFO at Microsoft. "The 8 million units of Kinect sensors sold in just 60 days far exceeded our expectations.

    "The pace of business spending, combined with strong consumer demand, led to another quarter of operating margin expansion and solid earnings per share growth."

    Other quarter highlights included the launch of Windows Phone 7 and the integration of Bing into Yahoo search in the US and Canada.

    http://www.gamesindustry.biz/article...uarter-article ...
  • Search DCEmu

  • Advert 3