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  • DCEmu Featured News Articles

    by Published on February 16th, 2010 16:46

    Reef Entertainment will release Sniper Elite on Wii in the summer.
    The game is based on the original 2005 release, which debuted on PS2 and has since launched on other formats.
    Reef’s CEO Peter Rezon said: “Sniper Elite represents our most ambitious project yet. We have taken a game that has been called ‘the Gran Turismo of war games’ and improved it. We believe this will be one of the most fun shooters launched in 2010.”
    Sniper Elite will take full advantage of the Wii’s Remote to make the action more immersive. The game puts players in the role of a sniper tasked with a series of missions in 1945 Berlin.
    The title is also compatible with the Wii Zapper and has been developed with add-ons such as this in mind, targeting Wii owners with gun-based peripherals. It also contains new levels and content that was not available in the original Sniper Elite.

    Added Rezon: “Following on from our recent launches of Free Running and Rogue Trooper: Quartz Zone Massacre, we are incorporating features that ensure Sniper Elite will be an essential purchase.”
    TV presenter Charlie Brooker told MCV last year that the 2005 original was one of his favourite titles.

    http://www.mcvuk.com/news/37576/Snip...te-targets-Wii ...
    by Published on February 16th, 2010 16:46

    Disney Interactive has officially confirmed the development of the video game tie-in for major summer movie license Toy Story 3.
    Developed by Avalanche, the open-world title is being created in close collaboration with Pixar and, as well as offering an adventure in line with that seen on screen, also promises to provide kids with a digital toy box, with a strong focus on creativity.
    “Toy Story 3: The Video Game addresses a fact understood by every kid – imagination is what truly brings toys to life,” Avalanche Software VP and GM John Blackburn stated.


    “That’s really what a toy box is about. We remember that kind of play from our own childhood, and it’s where we began as game designers. With this title, we want to encourage and reward creativity in others.”
    Disney Interactive’s VP of global marketing Craig Relyea added: “With Toy Story 3: The Video Game, audiences will have multiple ways to experience and enjoy the Toy Story world. Story Mode follows the film’s story and adventures, while Toy Box Mode gets to the playful heart of the Toy Story franchise. By combining the power of imagination with the Toy Story universe, the game appeals to the joy of play in all of us.”
    A Toy Story 3 iPhone app has also been confirmed. It will offer trailers, ticketing information as well as “light games and activities” and will cost $4.99.
    Toy Story 3 will be released on June 15th for Xbox 360, Wii, DS, PSP, PC and iPhone/iPod Touch.

    http://www.casualgaming.biz/news/298...Story-3-tie-in ...
    by Published on February 16th, 2010 16:45

    Britsoft publisher Codemasters has confirmed earlier rumours that its Guilford studio is working on a brand new first person shooter IP headed up by creative director Stuart Black – who, as has been noted, was the man behind Criterion’s 2006 outing Black.
    The title will be built using the EGO Game Technology Platform, which is the same engine that has powered recent hits such as Dirt 2, Race Driver: Grid and Operation Flashpoint: Dragon Rising.
    The game’s 80 man+ development team also includes former SCE London game director Tom Gillo and Andrew Wilson who previously was the senior producer of Black rock’s Split/Second.

    http://www.develop-online.net/news/3...rmed-by-codies ...
    by Published on February 16th, 2010 07:01



    Amazon now have the new Large screen Nintendo DSi XL on preorder

    Nintendo DSi XL allows the fun of handheld gaming to be shared with friends and family. The new Nintendo DSi XL handheld console sports two 4.2 inch screens, 93% bigger than the screen on the Nintendo DS Lite. In addition, the new screens have a much wider viewing angle, making it easy for people to watch and share the fun. Whether it's encouraging family or friends to beat your score on Dr Kawashima's Little Bit of Brain Training, solving the mysteries of Professor Layton together or simply offering 'helpful' backseat advice during a frantic race in Mario Kart, the Nintendo DSi XL opens up a new world of shared handheld gaming whilst breathing new life into your favourite Nintendo DS games as you experience them on the big screen. The new DSI XL handheld is a premium addition to the Nintendo DS family, coming pre-loaded with some top software: Dr Kawashima's: Little Bit of Brain Training: Arts Edition and Dictionary 6 in 1 with Camera Function and the Nintendo DSi Browser, which enables you to easily access the internet from anywhere with a Wi-Fi connection. Available in wine red and dark brown, the Nintendo DSi XL comes with a glossy sheen on top and matt finish on the underside that provides excellent grip when resting on a table or other surface during gameplay. It also features a larger pen-like stylus, making gameplay more comfortable and natural. The Nintendo DSi XL will feature the full capabilities of the original Nintendo DSi. Packed with features such as the ability to create, customise and share photos with friends and family, listen to and play with your music and sounds and download games through the Nintendo DSi Shop. Nintendo DSi XL is the fourth member of the Nintendo DS family which are currently enjoyed by over 100 million people around the world. It features the trademark dual screens and the simple-to-use controls that players have come to love, but will take your gaming experience to a new level.

    Preorder at Amazon UK ...
    by Published on February 15th, 2010 23:11

    News via http://streetskaterfu.blogspot.com/2...ck-patent.html

    Recently a new patent by a SONY employee was published on the patent site at faqs.org. It seems it is SONY's answer for Geohot's progress. Take a look here:


    "A method, system, and computer-usable medium are disclosed for controlling unauthorized access to encrypted application program code. Predetermined program code is encrypted with a first key. The hash value of an application verification certificate associated with a second key is calculated by performing a one-way hash function. Binding operations are then performed with the first key and the calculated hash value to generate a third key, which is a binding key. The binding key is encrypted with a fourth key to generate an encrypted binding key, which is then embedded in the application. The application is digitally signed with a fifth key to generate an encrypted and signed program code image. To decrypt the encrypted program code, the application verification key certificate is verified and in turn is used to verify the authenticity of the encrypted and signed program code image. The encrypted binding key is then decrypted with a sixth key to extract the binding key. The hash value of the application verification certificate associated with the second key is then calculated and used with the extracted binding key to extract the first key. The extracted first key is then used to decrypt the encrypted application code." ...
    by Published on February 15th, 2010 23:06

    News/release from Dragonminded:

    So I got tired of scrolling through a flat text file to see if I had a particular game before buying it at a swap meet. A few weeks ago I buckled down and threw together a program that can load SQL dumps and display them on the DS. Included is the ability to load multiple tables and filter down based on the text of one or more columns. Since everything visual is gathered from the database it should be compatible with just about any SQL dump you throw at it.

    Should support:
    - CREATE, INSERT instructions
    - As many entries or strings until memory runs out
    - SQL style character escapes ('' not \')

    Known issues:
    - No scrolling for more than 9 tables in a database.
    - Only handles "text" (should handle integers but I never tested it).
    - Hacky UI.
    - No support for multiple databases.
    - "Contains" option is not implemented.

    Possible additions or updates:
    - Contains, group select, greater/less than support
    - Better string handling to take less memory and run faster
    - Your idea here!

    To use this, DLDI patch with your particular card driver. Create a directory named database at the root (can be hidden if you want). Every file inside /database/ will be loaded and treated as a SQL table dump.

    The file itself is available here. http://www.dragonminded.com/ndsdev/SQLDisplay.nds ...
    by Published on February 15th, 2010 23:00

    News via http://www.wii-addict.fr/forum/WiiXp...10-t18627.html

    Updating rev110 in the file explorer on the Wii made by dimok and r-win.
    Forwarder v3 always available

    You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.

    QUOTE
    R110
    - Changes in graphical bar spot FTP.
    R109
    - No changelog, but many files updated
    R108
    - Updated language file
    R107
    - Code tidying and fixes
    - Removed all compile warnings
    - Improved memory usage of libtiff
    - Improved memory usage and copying of files loading up
    - Made a little speed up due to that for copying
    - Added forgotten loop mode for background music
    - Added the AutoConnect setting back to the Settings Because for connecting LAN seems to cause a crash (You need to turn it on you first start)
    - Added missing translations in some places
    - Proper use of ogglib (vorbisidec) no more tremor (thx to Tantric)

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2010 22:55

    ThemeMii 0.2 released by Leathl

    http://wiibrew.org/wiki/ThemeMii

    ThemeMii is a manager for Wii Themes.
    The .NET Framework 2.0 is required to run this application!

    It's currently able to:

    Load mym files and edit them
    Create new mym files
    Create a csm from any mym
    Create a mym from a csm
    Browse through base app's for path's (including TPL preview)
    Download base app's from NUS
    Automatically manage source's and image width and height

    Version 0.2
    Made the window resizable
    Added some basic instructions "? -> Help"
    Added ability to install a theme directly to a nand backup (Tools menu)
    Added option to Lz77 compress containers for smaller csm's (enabled by default!)
    Added option to keep the extracted base app (enabled by default!)
    Added save prompt when closing application (can be turned off)
    Added I4, I8, IA4 and IA8 as TPL formats (not compatible with MyMenu!!!)
    Fixed TPL formats (all images were RGB5A3 before, didn't matter what you selected)
    Fixed a bug when downloading base app
    Fixed previewing of Lz77 compressed non-tpl images (base app browsing)
    csm to mym: Fixed errors with Yaz0 compressed files
    csm to mym: Fixed forgotten containers in mym.ini

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2010 22:53

    Dop-IOS v9 released by Marcmax

    Dop-IOS lets you download and install any IOS from Nintendo servers. You can also apply the trucha bug to them.

    Version 9
    added IOS selector at start (you don't need cIOS249 anymore)
    added an IOS version to download selector
    updated to all new IOS versions

    http://wiibrew.org/wiki/Dop-IOS

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2010 22:43

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14613.html

    A new version of the Nintendo 64 emulator Mupen64Plus has been released. It´s the first version, that supports linux and windows.


    Quote:
    The latest Mupen64Plus code, version 1.99.3, is now released! For those of you who haven´t been following our development saga, I´ll spill some bytes explaining the re-archeticture that Mupen64Plus has undergone. The biggest change is that Mupen64Plus is no longer an application; it is now a library, just like the plugins. All of the user interface code has been removed from the emulator core and all of the plugins. With the latest versions of Mupen64Plus, and extra component called a Front-end application is required; this program makes use of the Mupen64Plus emulator and attached plugins, and controls all non-game aspects of the User Interface. This design has some big advantages: the user-interface application can be developed independently of the core emulator, the emulator itself is much simpler, and the code is more portable. In fact, I have ported the emulator and plugins to Windows and it all builds perfectly in Visual Studio.

    There are also a couple of temporary downsides to this re-design. First, all of the old GUI code was completely removed (though it is still available through SVN). The only Front-end application which I am releasing in the Mupen64Plus bundle is mupen64plus-ui-console, which is a command-line only program. Fortunately it is quite usable, because the input plugin now supports auto-configuration for controllers that it recognizes, and even cheat codes are supported in the new command-line front-end.

    The other side-effect of our re-architecture is that Mupen64Plus is no longer compatible with the older plugins. The plugin API was changed and improved and going forward any plugin must be compatible with our improvements in order to be usable with Mupen64Plus. I have upgraded and will be maintaining the following plugins: an SDL input plugn, an SDL audio plugin, the Hacktarux/Azimer RSP-HLE plugin, and the Rice video plugin. These are all included with the Mupen64Plus release bundles. Wahrhaft has also ported the Arachnoid, Z64, and (old) Glide64 video plugins, which are available in source form at: http://bitbucket.org/wahrhaft/.

    I feel very confident about the quality of this Mupen64Plus release. I believe that it´s ready for general use by everyone and packaging for linux distributions. I was ready to call this one 2.0, but I decided to hold off because there are a few longer-term developments still going on which may end up requiring changes in the API. Since I want the final "2.0" API to be very stable, I thought it would be best to hold back and get this one out the door as another 1.99.x release, even though I feel it´s read for the 2.0 name. Here are the major changes since the last ´user´ release, which was 1.99.1:

    Core Emulator Library
    New feature: support for Gameshark 3.3 patch codes
    Lots of minor bugfixes
    Upgraded Plugin API to better handle errors and avoid crashes
    Win32 support

    Audio Plugin
    Completely re-wrote buffering/synchronization code to fix chopiness problems, allow better user control, and fix speed controller
    Win32 support
    bugfix: SDL volume control will always be used on systems without OSS support

    Input Plugin
    New feature: auto-configuration uses an .ini file instead of hard-coding the controllers in the source code
    Many new controller auto-configs, including original & 360 X-box, PS3, and others
    Better rumble support; several important bug fixes
    Win32 Support

    Console Front-End Application
    New feature: command-line option --set for setting arbitrary configuration variables
    updated MAN page for all the changes made in the 2.0 re-architecture
    Win32 support

    Rice Video Plugin
    New feature: compile-time option for opengl debugging
    bugfix: Many hi-res texture fixes
    bugfix: in ConvertImage.cpp none of the 4-bit conversion functions could handle 1-pixel wide textures
    Win32 support
    Several important makefile fixes
    Detailed changelogs are available in the RELEASE files

    Quick start (Linux)
    The easiest way to start running and testing this release is to download a binary bundle package from the Google Code site (link below), unzip it into a directory, and run it with this command: "./mupen64plus m64p_test_rom.v64". You can run it directly from this directory, or to install it to your system, simply do "sudo ./install.sh". Likewise, to un-install it, "sudo ./uninstall.sh"

    Quick start (Windows)
    For Windows users, download the bundle-win32 zip file from the Google Code site (link below) and unzip it to a directory. Bust out your DOS prompt (Start->Run->cmd.exe or the "Command Prompt" in Start->Accessories). Once you have the command-line window, ´cd´ to the directory where you unzipped the win32 bundle. Then run "mupen64plus-ui-console.exe mupen64plus.v64" to start up the test ROM. Press Escape to exit. Use the ´--help´ command-line option to get a list of all available options. The last argument is always taken to be a path to an uncompressed N64 ROM image to run. Sorry but there ...
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