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  • DCEmu Featured News Articles

    by Published on June 21st, 2010 16:38

    Assassin's Creed Brotherhood's one-city setting, Rome is big enough that it'll take you "hours" to cross on foot, Ubisoft Montreal designer, Patrick Plourde told CVG.

    Speaking in a recent interview (read part one now), the Brotherhood designer said that Rome was simply "too big" to include in the last game.


    "We actually went to Italy two years ago to do a scouting trip to take pictures for references. When we saw the city of Rome we said ok, this place is just too big and we'd rather we have Venice and Florence which are very true to pure renaissance." He added: "We said Rome would have to be brought in later.

    "To bring in a twist instead of having a couple of medium size cities, relatively speaking, we said we're going to build this one big playground. It's as large as a Kingdom and the different districts feel like different cities.

    "At that time, the original city walls from the classical period were still standing but inside the city walls were fields, crops, and abandoned areas. Then a smaller medieval down-town part and there was of course the Vatican, but it wasn't even built, there wasn't even the huge St. Peters square."

    Plourde explained that in order to navigate the "very big" city the developer's introduced inner-city horse travel in Brotherhood.

    "It's going to feel very big," he said, "that's why we're bringing the horse and allowing it to be in the city so we can explore. On foot it would take in-game hours."

    Ubisoft put out a brand new Assassin's Creed: Brotherhood trailer (and a release date) last week.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on June 21st, 2010 16:37

    Platform holder Nintendo has insisted that the infamous Vitality Sensor is still in the pipeline and will still be launched.
    The device was conspicuous by its absence from the company’s E3 press briefing. Considering the negative response the peripheral’s unveiling at last year’s event generated, some had speculated that it might have been scrapped altogether.
    However, Nintendo of America’s Cammie Dunaway has confirmed that it’s alive and kicking, though she did concede that perhaps E3 was not the best venue to give it a second airing.
    “We're continuing to work on the Vitality Sensor,” Dunaway told GameSetWatch.
    “As we thought about what we wanted to bring to E3, we realised we had a really packed agenda. We also thought about the atmosphere at E3, which is noisy and adrenaline-filled, and loud and stressful, and it just didn't seem like the best environment to introduce a product that's really about relaxing, so we decided we'd think about other venues that would be more appropriate.”

    http://www.mcvuk.com/news/39680/Vita...ensor-lives-on ...
    by Published on June 20th, 2010 23:12

    News/release from AtomicDryad

    ACHTUNG! WARNING! DISCLAIMER! Before you use this, be sure to know how to use RECOVERY MODE to disable the plugin, if you put in a bad replacement.

    This is cxmb with matchung's changes for 5.50gen functionality, plus the ability to load individual theme related files from the memory stick (rco/bmp/pmf/prx/etc). Thus, one can use different components of different themes without having to unpack and repack .ctf files, or write anything to flash0.

    Detailed desc:
    If any file exists on the memory stick in the /cxmb/override/vsh/module, /cxmb/override/vsh/resource, or /cxmb/override/font folders, it will load the file -instead- of whatever is (or isn't) in a .ctf.

    Yes, this includes .prx files, (except for paf.prx, common_gui.prx, and vshmain.prx which will be added later). This means you can hex edit htmlviewer_plugin.prx and change the 'online instruction manuals' link to whatever, without unpacking and repacking your .ctf. This also opens the possibility for homebrew to edit this sort of thing onboard - for now, pspconsole's hex editor works great for onboard tweaking.

    This is intended for theme developers, power users, and anyone who wishes to use their own gameboot, 01-12.bmp, sounds, or whatever, instead of what may be in the loaded theme.

    As CXMB is licensed under the GPL, the full source code is provided in the source directory.

    Caveats:
    * For now, one must have a .ctf theme loaded for /cxmb/override/ to work.
    * As in the original cxmb, lflash_drv->funcs->IoWrite is -not- hooked.
    * Semi-bricking possible if one puts in a bad .prx or .rco - this can be fixed by disabling cxmb-override.prx in recovery mode.
    * Adding certain stuff like 01-12.bmp will require a reboot. Others like gameboot.pmf do not require it. When in doubt, reboot.
    * Simply tossing in a gameboot.pmf will not change the playing time. Find or edit the appropriate vsh/resource/opening_plugin.rco. MyGameboot.prx is a better plugin if you simply want this functionality.
    * Likewise, 01-12.bmp with multiple images will not work if the chunksize for individual images is different in vshmain.prx(?). Find a theme that you like and rip/edit the 01-12.bmp from that.
    * The included binary outputs debugging messages, which are normally invisible but may have a performance impact.

    Tested so far:
    * Firmware: 5.50gen d3final, (5.00m33 should work)
    * .ctf Themes: P3T (endlessparadigm.com/forum/showthread.php?tid=21518) , V1 (endlessparadigm.com/forum/showthread.php?tid=18662) , stock 5.50gen files.

    Tested replacements - (much more is possible):
    01-12.bmp (wallpaper)
    gameboot.pmf (pre-game video)
    htmlviewer_plugin.* (web browser)
    opening_plugin.rco (bootup intro, gameboot delay)
    topmenu_plugin.rco (menu strings)
    osk_plugin_500.* (keyboard)
    rss_browser.* (rss reader)
    system_plugin.* (sounds)
    impose_plugin.rco (volume adjustment bar)

    Links (censored because I might be a no good dirty spammer)
    Project page: code.google.com/p/cxmb-override/
    Download: cxmb-override.googlecode.com/files/cxmb-override-0.1.7z
    Mirror: fnord.to/psp/cxmb-override-0.1.7z

    Installation:
    * copy cxmb/cxmb-override.prx to the cxmb folder on your memstick.
    * (optional) copy the cxmb/override folder to cxmb/override on your memstick. This contains a gameboot and 01-12.bmp that have been tested to work (yes, the wallpaper is moronic :P).
    ** in /seplugins/vsh.txt, disable ms0:/cxmb/cxmb.prx
    ** in /seplugins/vsh.txt, add ms0:/cxmb/cxmb-override.prx 1
    *** You can simply replace cxmb.prx too.

    Usage:
    * To replace a gameboot.pmf or 01-12.bmp, toss it into /cxmb/override/vsh/resource/ You may need to put an opening_plugin.rco with the right delay as well.
    * The above likely applies to waves and whatever was included in TheCraziness1's 'XMB RCO Patcher'

    Debuggery:
    The logfile debugging function in the original cxmb croaked with high volume logging. The included binary prints to stderr instead, which means psplink and pspsh.exe are needed to see informative messages. If you want to help debug issues, a .zip of a working psplink and utilities can be provided.

    I would appreciate testing and source review, as I am not -that- familiar with C or PSP programming.

    Todo:
    * TESTING (mostly done I believe).
    * Reading from /cxmb/override without a loaded ctf.
    * Retry-on-error for read/seek/open/etc as in .ctf files
    * Find a better way to check for a file's existence than just attempting to open. This applies to .ctf too.
    * vshmain.prx and others.
    * conf.txt options for debugging/enabling/etc.
    * optional 01-12.bmp chunksize and gameboot.pmf delay handling.
    * options for per-module override exceptions (such as not allowing the browser to use a custom font, etc).
    * overriding more than just 3 flash0 dirs without croaking (flash0:/kd/* in game mode?)

    Why:
    rco_patcher.prx provides functionality for replacing .rcos only, and doesn't work with cxmb. I am too lazy to constantly unpack and repack CTF themes while testing stuff.
    ...
    by Published on June 20th, 2010 23:08

    News/release from flofrucht



    Hello ,i released a new Homebrew called " New Customizer"

    With New Customizer you can :
    *install gameboot(placed at root "gameboot.pmf")
    *install wave(placed at root "system_plugin_bg.rco ")
    *install coldboot or bootsound(placed at root"opening_plugin.rco)
    *install 01-12 , 13-24.bmp (placed at root)
    *install font(placed at root "Itn0.pgf")
    *install credits picture(placed at root "name_plate.png" must be 480x272)

    A function for flash backup will come soon. ...
    by Published on June 20th, 2010 23:03

    News/release from Duke

    Hi guys,

    I updated kgsws's port of PSP Legacy. Here are the release notes:


    PSP Legacy (Third Release) by Duke
    ----------------------------------
    Features added:

    - Music support (MP3)
    - Volume sliders
    - Cheat menu
    - Turbo (Player Setup)
    - Improved save game names
    - Reorganized HUD

    Bugs fixed:

    - End of level screens completely fixed (stats, animations, splats, arrow, sounds (Heretic))
    - Restored original Heretic end of level behavior (fraction stats, no rolling count)
    - Intermission screens completely fixed (added missing text, increased width and max patches)
    - End of game screens completely fixed (stretched, fixed scroll)
    - DM and Coop score screens completely fixed (redesigned)
    - Dozens of graphics stretched/centered
    - Fixed map selection list (Heretic episode 4 and 5 did the same thing)
    - Added Heretic bonus maps (E4M1 in 3 episode version, E6M1, E6M2, and E6M3 in 5 episode version)
    - Fixed Heretic menu sounds
    - Fixed DOOM 2 and Heretic quit sounds
    - Restored Heretic skill 5 behavior (no confirm, no respawn)
    - Restored Heretic death sound behavior (wimpy, normal, crazy, gib)
    - Fixed Heretic tome and flight spinning icons
    - Fixed Heretic netgame weapon kill messages (uses its own now, not DOOM's)
    - Fixed bug improperly reporting tome + mace kill as telefrag
    - Fixed bug causing all multiplayer servers to be skill 3
    - Fixed netgame timelimit
    - Fixed Connect Server menu (spacing, name overflow)
    - Fixed menus escaping to wrong menu
    - Fixed text spacing in status messages and console
    - Adjusted sky textures
    - Can no longer end game if not playing
    - Loading empty game no longer ends demo sequence


    Because the music support is for MP3s, you are free to add whatever music you like to the game now. However, if you're like me and you enjoy the original music, I have already created a music pack with the original OPL synth tunes from DOS. It's a little on the large side, but if space is an issue for you, you can always grab an MP3 converter and lower the bitrate (currently 192kbps).

    The automap and rendering bugs have not been touched on because I don't know pspgu and don't have the time to learn it right now.

    PSP Legacy Music Pack, 262 MB:
    www.itsduke.com/files/PSPLegacyMusicPack.zip ...
    by Published on June 20th, 2010 22:59

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9266

    Many people were counting on Sony to unveil a PSP 2 during E3 2010 and it was missed. Oh for sure that the firm must cogitate but that should not be done immediately since John Koller of Sony Computer Entertainment America has raised the life cycle of the PSP in a Video interview given to Joystiq :

    "There are quite a life cycle of 10 years for the PSP, and probably more. We talked about it like 'we will be in the business of the PSP as long as we are in the PlayStation business, because we believe absolutely in the notebook market. (...) I think this is an opportunity for the long term and we will stay there. Now in terms of where we are in the current life cycle, I think we do try and be at our own pace. We've just announced that we reached 60 million units worldwide, which is a very good figure for the PSP, we have the support of many good developments. We always say that a platform will turn off the tap when the developments off. We have 70 games to reach this year we have 70-80 who arrive next year, it's a platform very healthy. "

    The PSP is first released December 12, 2004 in Japan, which should give us a little leeway to save. And for every tear with Nintendo's Nintendo 3DS by the way ...

    http://mobiles.gx-mod.com/modules/ne...p?storyid=9266 ...
    by Published on June 20th, 2010 22:58

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=1737

    GeoHot held its conference during the Night of Hack and thanks to one of our members, Wasit, which could attend to it, we offer this summary of the presentation of ps3 hack.

    "The presentation was very technical, it outlined the various exploits on different machines, the iphone / ipodtouch / IPAD to the PS3 via the nokia 1661.

    PS3 side, not much new compared to what we could have as info on his blog (analysis, and finally the hard way to crack the machine). However, it was a good summary of the whole, putting forward the main point of the story, namely that the PS3 is technically hacked (we have access to reading and writing in the LV1), and GeoHot does not invest in research to exploit (or at least he did not speak publicly). The hackers around the world have all the cards (Dump LV1) to find faults.

    What was not in charge but he told our members before the presentation is that we can not consider custom firmware for PSP ", ie a modified LV2 , to avoid compromising any security of the PS3. It is therefore the party to which addressed first: find a weakness in the LV1, to have it load a LL2 unencrypted.

    Compared to the hypervisor, it is a hypervisor IBM seems very secure. This is the same whether in otheros and gameos. According GeoHot, there is no difference in access to the GPU side gameos otheros that side, and the lack of 3D acceleration in otheros is simply because there is no driver for. Obviously the lack of official documentation of hypervisor calls do not help to develop one. "

    Big thank you to Ouassa for its report live from the conference.
    http://ps3.gx-mod.com/modules/news/a...p?storyid=1737 ...
    by Published on June 20th, 2010 22:56

    News via http://www.psp-ita.com/?module=news&...9&view_reply=1

    After the recent release of Prometheus Mod 3.5 for TA-088v3 PSP 2000 and PSP 3000, here come the good news for PSP owners 1000 and 2000 that support the installation of CF 5:50 GEN-D3. The new creature Hrímfaxi coder (aka liquidzigong) is called 5:50 Prometheus and contains all the features already seen in the version 5.03, this means full support for titles that require firmware 6.20.
    More in the box below.

    Installation:

    Quote:

    Installation Procedure
    1. Install the CF 5:50 GEN-D3
    Second. Download the archive 5:50 Prometheus (Download to view news)
    3. Extract the archive file 5:50 Prometheus PSP / GAME
    4. Start the installer Prometheus 5:50
    5. Install the 5:50 press Prometheus

    After installing the 5:50 Prometheus may experience incompatibilities with backups made previously.
    To remedy this problem with the copy on your PC and decrypt sgdeemer before loading the games started on 5:50 Prometheus.

    WARNING: PSP-ITA assumes no responsibility in case of malfunction of the console due to improper use of the program

    We thank you for reporting Notonlyeyes
    ...
    by Published on June 20th, 2010 22:54

    News via http://www.psp-ita.com/?module=news&...1&view_reply=1

    After a period of calm in the world of custom firmware, something finally moved horizon. A few days ago, the coder Hrímfaxi (aka liquidzigong) has released a mod for the CF 3.5 GEN-C that for sure will make happy owners with TA-088v3 PSP 2000 and PSP 3000.
    This mod whose code name is 5.3 Prometheus, Will also launch the latest titles released that require firmware 6.20.
    More in the box below.

    Installation:

    Quote:

    Installation Procedure
    1. Install and run ChichHEN (or MHUSpeed)
    Second. Install CF 5.3 GEN-C
    3. Extract the archive file 5.3 Prometheus PSP / GAME
    4. Start the installer 3.5 Prometheus
    5. Install the 5.3 Prometheus pressing X

    WARNING: PSP-ITA assumes no responsibility in case of malfunction of the console due to improper use of the program

    We thank you for reporting Bianchi.r ...
    by Published on June 20th, 2010 22:51

    News via http://streetskaterfu.blogspot.com/2...blog-post.html

    The project started as one to let PS3 work without the BDD. That's easy by ripping the drive hardware but the firmware board. This was just a fun project.

    While I sniffed all ports used by the BDD I started thinking about an emulation of the drive. At the moment iQD, me and a few more friends collect the correct hardware which is needed to realize a decent analyze of the Blu-Ray drive. We'll keep you updated ;-) ...
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