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  • DCEmu Featured News Articles

    by Published on April 28th, 2009 17:07

    I made a cradle for Dingoo Digital A320, maybe it's a useless accessories, you decide, here is a video

    ...
    by Published on April 28th, 2009 13:23

    It's official, Marvel VS Capcom 2 is coming out for PSN and XBLA!


    Source: http://www.capcom-unity.com/sven/blo...s_mvc2_is_real


    In what will inevitably go down as the worst kept industry secret in recent years, I’m very happy to finally be able to confirm that Marvel vs. Capcom 2 will be coming to Xbox Live Arcade and PlayStation Network this summer.

    The deal took a good while but it’s probably our most requested title to bring back, so Marvel and I and a few other people here at Capcom rolled up our sleeves and got it done. I can’t stress enough, if you ask for something loudly enough and long enough, we’ll work very hard to make it happen.

    So while you may have been able to surmise that something was going on with MvC2, we do still have a few surprises up our sleeves. Let me tell you a little more about how and why this version of MvC2 will be the definitive version.

    1. It’s based on the Dreamcast code base – While the PS2 and Xbox versions of MvC2 were great, there are a few niggling issues in them that have caused the competitive community to continue using the Dreamcast version of the game. We wanted to bring you the very best version of the game, so we listened to the community and started with the Dreamcast.

    2. There is online – With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular. Naturally leaderboards and some form of stats tracking (details to be provided at a later date) will also be in the mix. So on the net code side, you’re pretty much assured the best fighting game net code ever created for consoles.

    3. HD upscaling options – Given that most people play Xbox 360s and PS3s on HD TVs, it’s important to help make the game look better. We’ve refined our real-time sprite filtering to use even more advanced techniques and we’re providing two upscaling options for the sprites… one we’ve termed “Crisp” the other we’ve termed “Smooth”. It’s a matter of personal preference for which one you’ll enjoy more. For purists, if you’d like you can use the “Classic” setting, which leaves the sprites completely unfiltered. Because the filtering is applied in real-time, you can change these settings on the fly, mid-match if you choose. Our producer will be showing you some comparison screenshots in the coming days to better clarify the differences. The backgrounds in MvC2 are all 3D, and when rendered at higher resolutions look fantastic. The original textures and assets from the Dreamcast were actually much higher quality than the Dreamcast could really display at the time and when shown in HD, the impact is really quite amazing.

    4. Widescreen – Again, with most people playing on HD displays, we wanted to figure out how to implement widescreen support. To do so, the camera field of view was widened (which we’re able to do because of the 3D backgrounds effectively running off the “edges” of the 4:3 scenario) and there are a few camera tricks that minimize any impact on the gameplay. Play area is unchanged, and this is not a zoom and crop like HD Remix was. To put it simply, the gameplay area will be in a 4:3 field, while the viewing area will be widescreen. At the same time, for purists and competitive play, a 4:3 option (with vertical bars on the left and right) still exists.

    5. No unlocking – While we love giving people unlockables in games, for this outing, there’s not a lot of surprises in terms of what characters are in the game. All 56 characters will be unlocked at the start for immediate play, again great for tournament play where players won’t need to mess with save game data or hacked versions (/shame).

    6. Music Options – We love MvC2 but the original “jazzy” music has long been criticized even by ardent fans. Independent music volume controls and support of custom soundtracks on PS3 and 360 we deemed an important feature. Purists will still have what they love and fans of customization are also served.

    And as an added bonus, some of you will get to play it sooner than you think. The US PlayStation network will have the demo available for download this week (Europe’s PSN should follow not far after). Surprise.




    Theres a hd teaser for the newMarvel Vs Capcom 2 release here:

    http://www.tu4ar.com/ ...
    by Published on April 28th, 2009 13:23

    It's official, Marvel VS Capcom 2 is coming out for PSN and XBLA!


    Source: http://www.capcom-unity.com/sven/blo...s_mvc2_is_real


    In what will inevitably go down as the worst kept industry secret in recent years, I’m very happy to finally be able to confirm that Marvel vs. Capcom 2 will be coming to Xbox Live Arcade and PlayStation Network this summer.

    The deal took a good while but it’s probably our most requested title to bring back, so Marvel and I and a few other people here at Capcom rolled up our sleeves and got it done. I can’t stress enough, if you ask for something loudly enough and long enough, we’ll work very hard to make it happen.

    So while you may have been able to surmise that something was going on with MvC2, we do still have a few surprises up our sleeves. Let me tell you a little more about how and why this version of MvC2 will be the definitive version.

    1. It’s based on the Dreamcast code base – While the PS2 and Xbox versions of MvC2 were great, there are a few niggling issues in them that have caused the competitive community to continue using the Dreamcast version of the game. We wanted to bring you the very best version of the game, so we listened to the community and started with the Dreamcast.

    2. There is online – With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular. Naturally leaderboards and some form of stats tracking (details to be provided at a later date) will also be in the mix. So on the net code side, you’re pretty much assured the best fighting game net code ever created for consoles.

    3. HD upscaling options – Given that most people play Xbox 360s and PS3s on HD TVs, it’s important to help make the game look better. We’ve refined our real-time sprite filtering to use even more advanced techniques and we’re providing two upscaling options for the sprites… one we’ve termed “Crisp” the other we’ve termed “Smooth”. It’s a matter of personal preference for which one you’ll enjoy more. For purists, if you’d like you can use the “Classic” setting, which leaves the sprites completely unfiltered. Because the filtering is applied in real-time, you can change these settings on the fly, mid-match if you choose. Our producer will be showing you some comparison screenshots in the coming days to better clarify the differences. The backgrounds in MvC2 are all 3D, and when rendered at higher resolutions look fantastic. The original textures and assets from the Dreamcast were actually much higher quality than the Dreamcast could really display at the time and when shown in HD, the impact is really quite amazing.

    4. Widescreen – Again, with most people playing on HD displays, we wanted to figure out how to implement widescreen support. To do so, the camera field of view was widened (which we’re able to do because of the 3D backgrounds effectively running off the “edges” of the 4:3 scenario) and there are a few camera tricks that minimize any impact on the gameplay. Play area is unchanged, and this is not a zoom and crop like HD Remix was. To put it simply, the gameplay area will be in a 4:3 field, while the viewing area will be widescreen. At the same time, for purists and competitive play, a 4:3 option (with vertical bars on the left and right) still exists.

    5. No unlocking – While we love giving people unlockables in games, for this outing, there’s not a lot of surprises in terms of what characters are in the game. All 56 characters will be unlocked at the start for immediate play, again great for tournament play where players won’t need to mess with save game data or hacked versions (/shame).

    6. Music Options – We love MvC2 but the original “jazzy” music has long been criticized even by ardent fans. Independent music volume controls and support of custom soundtracks on PS3 and 360 we deemed an important feature. Purists will still have what they love and fans of customization are also served.

    And as an added bonus, some of you will get to play it sooner than you think. The US PlayStation network will have the demo available for download this week (Europe’s PSN should follow not far after). Surprise.




    Theres a hd teaser for the newMarvel Vs Capcom 2 release here:

    http://www.tu4ar.com/ ...
    by Published on April 28th, 2009 01:39

    News via gxmod

    Bossk proposes a new version of the excellent port of ScummVM on Wii.

    This version incorporates the main features added by dhewg, plus:

    - Activation of the virtual keyboard (dpad down).
    - Remap certain buttons (subject to change thereafter)
    home = GMM (F6 instead of F5)
    bottom = virtual keyboard
    left button = 3 (not yet tested)
    9 = right button (not yet tested)
    - Support DVD with DVDx
    - Support SDHC
    - Performance FAT / SD improved

    News / corrections:

    - No major changes. Some improvements here and there.

    Download and Give Feedback Via Comments ...

    Nim 

    by Published on April 28th, 2009 00:43

    News/release from indrora

    Howdy, y'all!

    I'm brand SPANKIN new to the developer side of the PSP homebew scene, so I thought I'd gen up a game I love for the PSP.

    Nim!

    Its a simple game. Try beating the cpu player

    Its written in LUA using PGE Lua.

    I've hosted it on my personal site:
    Nim for the PSP

    the game itself is addictive, and I'd appreciate feedback


    UPDATE!
    Found some bugs, did some tuning. Check the changelog for more information or just read on...

    Initial Release (0.01)
    - Its out there now! woohoo!
    Second Release (0.02)
    - Found a big crash where for whatever reason, there was a really nasty hang when trying to exit when at endgame or about screen. Offending code was a simple while(pge.controls.presse d() == false) do pge.controls.update() end loop, just added "and pge.running()" to check for running state.
    - Updated the graphics a tad. Now the main background is simpler and there's more information on the about(/help) screen.

    Download and Give Feedback Via Comments ...
    by Published on April 28th, 2009 00:31

    Publisher Mastiff let IGN in on the news that the Renegade Kid-developed DS first-person shooter, Moon, has seen a significant price reduction effectively immediately. The title, which earned praise for its cutting-edge 3D engine, tight controls and intriguing plot set to the backdrop of the moon, previously retailed for $29.99 and now sells for $19.99.

    We've done the math. That's $10 cheaper. The same $10 you spent on crack instead of Moon when it debuted and you promptly ignored it. Now's your chance to do something good for yourself -- kick the drug habit for good and intoxicate your soul with a balanced, fun first-person shooter tailor-made for Nintendo's handheld.

    "Moon for $30 was a deal. Moon for $20 is a steal. I know I'm going to buy another copy!" Renegade Kid director and owner Jools Watsham told us. You see that? He made the game and even he can't refuse the new price tag.

    Before you run screaming to your nearest games retailer, cash thrust forward in your hands, be sure to check out the official Moon website as a painful reminder of what you've been missing for the last several months. If you feel a little guilty or even downright ashamed of yourself, that's okay. You should.
    http://uk.ds.ign.com/articles/976/976973p1.html ...
    by Published on April 28th, 2009 00:28

    News via nintendomax

    jgc146 performs a version of its new puzzle game "Poppins" in which you have to burst the balloons of the color designated as soon as possible. On the menu, options and adjustable animation explosions.

    Quote:
    a few more things added.

    click-sound on / off
    -pop sound on / off
    difficulty-a better selection
    -and "the bursts"

    Download and Give Feedback Via Comments ...
    by Published on April 28th, 2009 00:26

    News via nintendomax

    Coda we propose a new homebrew "Duckslinger R49" simulating a keyboard on which you can play multiple octaves.

    Download and Give Feedback Via Comments ...
    by Published on April 28th, 2009 00:19

    Flarup has released Kidspaint 1.2

    Kidspaint is a painting program mainly for kids

    ChangeLog
    Version 1.2
    Added 'Full mode' with undo/redo functionality (this is the mode where new features most likely will be added)
    Some code cleanup

    Download and Give Feedback Via Comments ...
    by Published on April 28th, 2009 00:17

    Gecko OS 1.9 has been released;

    Gecko OS (formerly Gecko Region Free) by Nuke lets you load Wii games from other regions.

    Gecko OS/Gecko Region Free was created with the homebrew libogc library. No certs, TMD, Tik, keys or other Nintendo copyright material were used or attached in the file, making it a pure homebrew release. No Datel code was used either, so please don't call this a clone etc as this and Freeloader work in completely different ways.

    The decryption is done by the hardware, not in software and the correct IOS version of the game booting is selected and used. This is done by reading the information off the DVD using the low level read commands and then passed back to the starlet.

    My own apploader was written, and will completely ignore the update partition, no patching is done except a region flag which is required.

    This of course only works with Wii games.

    Changelog
    Gecko 1.9
    Added channel loading with hooks, channel menu supports same database.txt format as AnyTitle *Deleter MOD to replace the channel IDs with channel names (put database.txt at the root of the SD card)
    Ocarina works on channels
    ELF/DOL loading from geckoload now works
    Optionally the directory data/gecko can contain the codes folder, patch folder, gameconfig.txt, config.dat, and background.png instead of the root of the SD card
    GC memory cards are no longer detected as a USB Gecko
    Changed how exit works; if a loader other than the homebrew channel was used (or an old version of the HBC) it will return to the system menu
    Fixed a text overlapping bug that would happen if a disc error occurs and Ocarina is on

    Download and Give Feedback Via Comments ...
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