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  • DCEmu Featured News Articles

    by Published on July 11th, 2009 21:10

    News via Dreamcast ES

    Pxdrum is a drum simulator platform written in C + +, using SDL and SDL Mixer and there are versions for PSP, Windows, Linux and Mac, and adds the Dreamcast now (doh!).

    The program is written by James Higgs, its website is: http://jum.pdroms.de/

    Here are two downloads, the full Commission with all necessary files (including demo songs) and a zip with the binary (needed to download data files from the website of the author). Does not include source code for the express request of the author.

    NOTE: This is a beta version, not that it works on a real dreamcast, was tested only in NullDC. Please try to tell me that this can work. Complaints, comments, suggestions and insults are welcome (or not?).

    CDI:
    http://rapidshare.com/files/25426689...um12-beta1.zip

    BIN:
    http://rapidshare.com/files/25426802...-beta1-bin.zip
    ...
    by Published on July 11th, 2009 19:18

    Wejp has released a new version of GMU for the Dingoo a320:

    Here is a new Gmu Beta release for the Dingoo A320. This release comes with some major improvements and bugfixes including:

    Backlight power-off is now functional on the Dingoo (backlight will be turned off when the hold mode is enabled as well as after a configurable amount of time without pressing a button)
    FLAC decoder now comes with meta data tag support
    MP3 decoder does no longer crash Gmu with broken/invalid files
    Gmu is highly configurable. It is always worth it to have a look at the README.txt file. Especially if you are having trouble running Gmu, make sure you have read the “Installation” section of the README.txt file.

    Gmu is a music player for portable gaming consoles. There are versions available for the GP2X (both F100 and F200 devices are supported) and for the Dingoo A320. Gmu supports lots of audio file formats and includes various features. For an overview have a look at the features list below.

    Features
    Supports Ogg Vorbis, MP3, MP2, Musepack (MPC), FLAC, WavPack, various module formats (MOD, XM, IT, S3M, STM, …) and lots of ADLIB tracker formats
    m3u playlist import/export
    Various play modes including random and repeat modes
    File browser
    Playlist
    Cover viewer (Gmu supports jpg, png and bmp image files and cover images embedded into ID3v2 tags)
    Hold function (turns off display backlight for power saving)
    Customizable key mappings and skin support to be able to change Gmu’s look & feel


    Download and Give Feedback Via Comments ...
    by Published on July 11th, 2009 18:55

    Slaanesh has released what is probably the biggest release so far for the Dingoo A320, MAME the arcade emulator supporting thousands of games is now on the Dingoo:







    Heres some of the much needed info to get this working:

    MAME4ALL Dingoo is a port of MAME 0.37b5 emulator by Nicola Salmoria for the Dingoo portable consoles. MAME4ALL is also available for the GP2X, Wiz and GP32.
    To see MAME license see the end of this document.
    It emulates all arcade games supported by original MAME 0.37b5 plus some additional games from newer MAME versions.

    Official web page for news, additional information and donations:
    http://users.bigpond.net.au/mame/dingoo/


    2. CONTROLS
    -----------

    Standard in-game MAME controls:

    - D-Pad: UP, DOWN, LEFT and RIGHT.
    - Buttons A,B,X,Y,L,R: MAME buttons 1,2,3,4,5,6.
    - Button SELECT+START: Insert credit.
    - Button START: Start game.


    Extended controls in game (to access menus and options)
    All use the SELECT button + an additional button.
    This is analagous to pressing "SHIFT" and another key on a regular keyboard.

    - Buttons SELECT+L: Show profiler.
    - Buttons SELECT+R: Show FPS.
    - Buttons SELECT+A: Enter/Exit MAME menu.
    - Buttons SELECT+B: Enter/Exit Volume menu.
    - Buttons SELECT+X: Pause.
    - Buttons SELECT+L+R: Exit (to frontend menu).


    The "MAME menu" (see above) can be used to:

    - Redefine DEFAULT keys for all games.
    - Redefine keys for the current game.
    - Display game information.
    - Set Auto-fire options.
    - Enable cheats.

    Controller Notes:

    - All keys can be redefined, including the "shifted" SELECT keys.
    In some cases this is essential. ie. Robotron.
    - To type OK when MAME requires it, press LEFT and then RIGHT.


    3. Game Selector
    --------------------
    MAME can be run directly from the 'mame' executable by using command line options. However, a far easier way of running MAME is using the 'mamefront' Game Selector. This will launch 'mame' with the options chosen.

    The Game Selector will automatically save specific options for each game.

    The Game Selector will search for MAME ROMs found in the ./roms directory. Games found will be displayed in the game list.

    - Use UP and DOWN to select a game.
    - Use LEFT and RIGHT to page up and page down.
    - Press A to select the game to play.
    - Press SELECT+L+R to exit.

    After selecting a game, configuration options are available:

    - Use UP and DOWN to select the option you want to change.
    - Use LEFT and RIGHT to change the option.
    - Press A to start the game (and save the configured options).
    - Press B to go back to the game list.

    Configuration options:

    - Dingoo Clock:
    300 - 420 MHz options are available. 336 MHz is the standard value. Use greater values at your own risk!.

    - Video Depth:
    Sets MAME's internal video depth (NOT the Dingoo's video depth).
    8-bit is generally faster though some games require 16-bit.
    Auto: The emulator uses the most suitable video depth.
    8 bit: The emulator is forced to use 8 bit color (DEFAULT).
    16 bit: The emulator uses 16 bit color.

    - Video Aspect:
    The video aspect is configured with the following combination of options:
    Normal: Nominal video resolution (320x240). Games with a resolution less than this have a black border.
    Scale: The game display is scaled to fill the entire screen (NOT IMPLEMENTED YET).
    Scale Correct: The game display is scaled to fill as much of the screen keeping it's original aspect ratio (NOT IMPLEMENTED YET).
    Rotate: The display is rotated from landscape to portrait orientation.

    - Video Sync:
    Normal: Single buffer and dirty buffer is used (DEFAULT).
    VSync: VSync activated (NOT IMPLEMENTED YET).
    DblBuf: Double buffer without dirty buffer (NOT IMPLEMENTED YET).
    OFF: No video synchronization, use manual frameskip.

    - Frame-Skip:
    Auto: The frameskip is adjusted automatically in real time (DEFAULT).
    0 to 11: The frameskip is manually adjusted. The selected frames each 12 are skipped.

    - Sound:
    The sound options are the following ones:
    ON: The sound is activated. 8, 16, 24, 32 KHz sound mixing rates are available in both mono and stereo, (16000hz mono DEFAULT).
    OFF: The sound is disabled. This can vastly improve the speed of the game.
    Fast sound: Improve performance at the cost of sound quality.

    - CPU Clock:
    The clock of the CPUs can be adjusted from 50% to 200%. The nominal value is 100% (DEFAULT) and the CPU is emulated accurately.
    The clock can be safely underclocked to about 80% to gain performance in almost all games (be careful because some games could not run correctly). Use lower values to get more performance but probably several more games would not run correctly. Also the clock can be overclocked up to 200%.

    - Audio Clock:
    The clock of the audio CPUs can also be adjusted from 50% to 200%. The nominal value is 100% (DEFAULT). See "CPU Clock" above.

    - CPU Cores:
    (NOT IMPLEMENTED YET)

    - RAM Tweaks:
    (NOT IMPLEMENTED YET)

    - Cheats:
    ON: The cheats are enabled. To access in game press SELECT+START and enter the "Cheats" menu.
    OFF: The cheats are disabled.
    Note: The high scores are not saved if cheats are enabled!!!.

    - Auto-Fire:
    To access the auto-fire configuration, during game press SELECT+START and enter the "Auto-Fire" menu.



    4. INSTALLATION
    ---------------
    ...
    by Published on July 11th, 2009 18:48

    September’s first party Wii game is Forever Blue: Call of the Sea aka Endless Ocean 2 in North America. Multiple retailers in Japan confirm Arika’s underwater exploration game will be ready on September 17. We have to wait a bit longer for Endless Ocean 2. A domestic release is planned for the first quarter of 2010.

    In Endless Ocean 2 players track fish and collect salvageable treasure to sell. There is a story to follow, something about searching for the Dragon’s Song, with a woman named Oceana, if you need a reason to scour the ocean. Nintendo added Wii Speak support to online play and you get a dolphin to train. You can even bring the dolphin underwater and use it as a swimming aid.

    http://www.siliconera.com/2009/07/10...-in-september/ ...
    by Published on July 11th, 2009 18:42

    Newly released for DS:



    Hoshi no Mamoribito is the newest Dragon Quest game and the newest world in which you can live your alternate life. Beautiful CG movies, new music arrangements with a full orchestra and a grand setting make a true epic fantasy world comes to life.

    All sorts of customization are available, create your own character, determine his or her job. To make your party well rounded, create more characters for your own customized team. Turn on the Wi-Fi facility of your hand held console and ask your friends in the real world to join you on your adventure.

    http://www.play-asia.com/SOap-23-83-...j-70-376c.html ...
    by Published on July 11th, 2009 18:39

    If you had told us five years ago that 2009 would be a year to remember for 2D fighters, we would've called you a crazy person and erased you from our buddy list. Sure enough, with solid releases Street Fighter IV and BlazBlue already dropping this year, and Marvel vs Capcom 2, Tatsunoko vs Capcom and, as the above video shows, King of Fighters XII awaiting release, we would've been the crazy one. If you're a fan of the occasional bout of two-dimensional fisticuffs, then you've got a lot to choose from this year.

    It's as if millions of piggy banks suddenly cried out in terror, and were suddenly silenced ... by giant hammers.

    http://www.joystiq.com/2009/07/10/ki...h-a-new-video/ ...
    by Published on July 11th, 2009 18:38

    UK regional Xbox director Neil Thompson feels parents still fail to grasp that modern consoles aren't "toys." Thompson, who is also a member of ELSPA, explained to MCV that "every responsible member of the video game industry" needs to play an active role in keeping the education process "front of mind." He is speaking specifically about letting parents know that each console has content filters and other specialized tools for them.

    So, sit down this weekend with a clueless parent (obviously, that wouldn't be a parent who reads this site) and educate them on responsible console ownership with children. Or, if you'd like to be more passive aggressive, send them the link to the ESRB's resource page on how to set up parental features.

    http://www.joystiq.com/2009/07/10/mi...onsoles-arent/ ...
    by Published on July 11th, 2009 18:37

    You're more likely to see Xbox Live and PSN get a sequel of Tatsunoko vs. Capcom: Ultimate All Stars than a port of the original, says a Capcom producer.

    That's because "the game is optimized for the Wii system, especially the graphics features," Capcom's Ryota Niitsuma told VideoGamer.com. "So if we were to port it to PS3 or Xbox 360 we would have to make the game from scratch, and in that case we might as well just make a sequel of the series on those consoles rather than porting it."

    Note: That does not confirm either that a sequel is being made, or that anything in the franchise is being made for XBLA or PSN. Niitsuma's just sayin'. "Currently, no," is the answer to "will TvC be released on 360 or PS3." But, "We would like to see the reaction of the western market when we release the game on Wii."

    Ah, yes, so that places 360 and PS3 gamers in the position of needing Wii gamers - to shell out in large numbers once Tatsunoko vs. Capcom releases in the winter. At least, those who have any hope of seeing this game on their console down the line.

    Capcom: No plans for Tatsunoko vs. Capcom XBLA/PSN port

    http://kotaku.com/5312458/360-ps3-st...-capcom-sequel ...
    by Published on July 11th, 2009 18:37

    You're more likely to see Xbox Live and PSN get a sequel of Tatsunoko vs. Capcom: Ultimate All Stars than a port of the original, says a Capcom producer.

    That's because "the game is optimized for the Wii system, especially the graphics features," Capcom's Ryota Niitsuma told VideoGamer.com. "So if we were to port it to PS3 or Xbox 360 we would have to make the game from scratch, and in that case we might as well just make a sequel of the series on those consoles rather than porting it."

    Note: That does not confirm either that a sequel is being made, or that anything in the franchise is being made for XBLA or PSN. Niitsuma's just sayin'. "Currently, no," is the answer to "will TvC be released on 360 or PS3." But, "We would like to see the reaction of the western market when we release the game on Wii."

    Ah, yes, so that places 360 and PS3 gamers in the position of needing Wii gamers - to shell out in large numbers once Tatsunoko vs. Capcom releases in the winter. At least, those who have any hope of seeing this game on their console down the line.

    Capcom: No plans for Tatsunoko vs. Capcom XBLA/PSN port

    http://kotaku.com/5312458/360-ps3-st...-capcom-sequel ...
    by Published on July 11th, 2009 18:35

    The National Science Foundation has given two universities a million dollars to study whether video games can improve thinking skills in the elderly. They're using Boom Blox in the research.

    The grant to the universities - N.C. State and Georgia Tech - is part of the federal stimulus package and will span four years of research. Phase one of this study will seek to identify the qualities a game must have to improve cognition - memory, problem-solving, critical thinking and the like."

    "We want to determine the components an effective game should have," said Dr. Anne McLaughlin, an assistant professor of psychology at N.C. State, and the study's principal investigator.

    After determining which game qualities deliver the greatest improvement in cognitive function, phase two will seek to develop guidelines for "a new class of video game for older adults," and also develop a prototype game that follows those guidelines. State seems to be supplying the analysis, with Tech coming in to create the game. The study will last from September this year to August 2013.

    Boom Blox was chosen as the study game because its "novelty, attentional demand and social interaction may be manipulated by the researchers."

    I think it's significant for a number of reasons: They're moving the Wii-as-therapy fad beyond the examination of physical benefits. They're starting with a reasonably current and commercially successful title. And they're trying to spur games development. (And I went to N.C. State, but no one should really care about that.)

    http://kotaku.com/5312492/study-exam...erly-cognition ...
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