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    by Published on February 2nd, 2009 23:00

    News/release from strata8



    'Parallel Worlds: Combined' is a new platforming game I am currently working on. In it, there are various 'worlds'. Each world will have it's own levels, characters, and enemies, and music. It features a unique camera system, realistic AI, fantastic levels and music, and, of course, my own 'Jelli' world, designed entirely by myself. Extra worlds, levels, and character suggestions/submissions are very much welcomed in the 'Parallel Worlds: Combined - Forums' (link below)

    Rough Backstory (not final):
    You are a character, in your own world, and in your own time. You enjoy life: hanging out with friends, training your skills, talking with girls, etc. But, one day as you are relaxing at your favourite holiday location, a freak wormhole opens up and drags in one of your most prized possessions (unique to your character). In a desperate attempt to retrieve it, you leap in after it, and enter a dark void. Suddenly, you find yourself in a large, open space with various wormholes and portals around you. As you go over to have a look inside one, you find yourself getting sucked in. Desperately, you try to grab something around you, but this effort ends up being futile as there usually isn't anything in a wide open space, anyway. Finally, you succumb to the pull of the wormhole, and end up in a strange world full of mystical (or not so mystical) creatures and characters.

    Now, you must adventure through various areas, jumping on enemies and leaping from world to world. There's one problem, though. You soon realise that all these worlds are parallel, meaning that the object you seek to find is in every world, just in a different form. This makes it extremely difficult for you. Will you find your prized possession? Or will you just end up with a flimsy plastic clone? It's all up to fate... I mean.. you, of course.

    Alpha 3 Released!

    Changes in this version:
    -Ground enemy system completed (very buggy)
    -You can now jump on enemies to kill them
    -Beautified the game a bit

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    by Published on February 2nd, 2009 22:55

    News/release from Karakh

    In minesweeper hold L/R to flag mines, press Start for menu.
    (should probably add controls to the 'help' button)



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    by Published on February 2nd, 2009 22:52

    Bootlegger has released a new application for the Nintendo DS that turns your DS into a spirit level, heres the screen and release details:



    Ok, heres my first NDS application - for users with a DSMotion card, a Spirit Level!

    V0.7 out now. Please download from http://homepages.manx.net/bootlegger...ogramming.html
    Should have working DSerial code thanks to Bram (see zoelen.net)
    I am calling this the final beta release - if I dont hear anything bad about it soon, i will tidy up the code and put
    some error checking facilities in if you dont have a a DSerial or DSMotion card and release Version 1.0
    Enjoy
    Bootlegger

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    by Published on February 2nd, 2009 22:46

    News/release from Karakh

    Just a Lights Out clone I wrote over the weekend. My first attempt at using PAlib, turned out better than I expected.

    This officially replaces tetris as my 'bathroom' game.



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    by Published on February 2nd, 2009 22:39

    CraigIx posted this news and a new video on the Pandora Blog:

    Hello everyone, Craig here,

    Whoops, I forgot to post this here, but it's a video of the Pandora running a real desktop.

    We have maxed things up a bit by playing an MP3, loading up firefox and the GIMP at the same time.

    It deals with it pretty well considering we have no hardware acceleration yet.

    Video Via Comments ...
    by Published on February 2nd, 2009 22:39

    CraigIx posted this news and a new video on the Pandora Blog:

    Hello everyone, Craig here,

    Whoops, I forgot to post this here, but it's a video of the Pandora running a real desktop.

    We have maxed things up a bit by playing an MP3, loading up firefox and the GIMP at the same time.

    It deals with it pretty well considering we have no hardware acceleration yet.

    Video Via Comments ...
    by Published on February 2nd, 2009 22:30

    Updated release from wplaat

    Pong2 is an open-source game based on the original game of Pong. Pong2 has improved features over the original. The paddle can be moved horizontally and vertically. 10 tracks of background music are available during game play. The first player to score 10 points in each level is the winner. Special thanks to my family for their support during the development of this game.

    Key Features:

    2D pong gameboard with special graphical effects.
    Five game levels
    Game player score is shared on internet.
    WiiMote, Classic Controller device support
    10 background music tracks
    Several sound effects

    A new version of Pong2 is released with the following changes:

    01/02/2009 Version 0.96
    - Improve third intro screen.
    - Added small game menu.
    - Added credits screen
    - Improve help screen.
    - Added release notes screen.
    - Increase http receive buffer size to 8196 bytes.
    - Use only one unique cookie number during the game.
    - Split game logic, button events and screen output in source code.
    - Build game with libogc 1.7.1 and devkitPPC r16 compiler

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    by Published on February 2nd, 2009 22:15

    Camden business raid reveals the largest-ever seizure of illegal game copying devices yet

    Monday 2nd February/... Business premises in Camden were raided last week, resulting in the largest ever seizure of illegal game copying devices in the UK. The company, which cannot yet be named for legal reasons, continued its illegal trade online, despite receiving seizure notices from HMRC (Her Majesty's Revenue and Customs).

    The raid was carried out on Thursday 29 January by officers of Camden Trading Standards, accompanied by the Metropolitan Police and an investigator from ELSPA (the Entertainment & Leisure Software Publishers Association). The raid resulted in the discovery of more than 50,000 illegal game copying devices, along with counterfeit games console peripherals for the Nintendo Wii™, Xbox 360 and PlayStation®3. The seized items have now been sent for forensic examination by ELSPA.

    Investigators had exposed a fully operational production line. Mail sacks were filled with packages containing illegal game copying devices awaiting despatch to customers across Europe. The company continued to trade despite seizure notices issued by HMRC detailing the copyright and trade mark infringements for each consignment seized over the last year.

    Prior to the raid, several covert test purchases were made From The company's website by ELSPA investigators as part of their ongoing activity against IP theft.

    The business is believed to have imported more than 38,000 illegal game copying devices, some 32,000 of them imported since December 2008.

    Michael Rawlinson, Managing Director of ELSPA, said today: “Our investigators are out in force working with Trading Standards Departments across the UK, combing everything from Sunday car-boot sales to auction websites in search of counterfeiters. The devices found in Camden are highly illegal and offenders caught trading such items face criminal prosecution. ELSPA would like to thank Camden's Trading Standards department and all other attending authorities for their efforts in stamping out this criminal activity which ultimately threatens thousands of jobs in the country's games industry.” ...
    by Published on February 2nd, 2009 22:12

    There's no letting up for Square Enix's Final Fantay crossover fighter! Dissidia has now recorded its second month in a row at the top of Japan's sales charts, according to January sales stats released today by Enterbrain.

    Over the period covering December 29 through January 25, Dissidia sold 186,352 units, bringing its sales total since its December 18 release up to 846,614 units. The title has long since topped Crisis Core as Japan's fourth best selling PSP title (the top three are all Monster Hunter).

    Also notable this month was Animal Crossing City Folk. The Wii entry in the Animal Crossing series crossed the million mark over the month. Its DS counterpart, as we reported last week, crossed the five million mark recently.

    Here's the full top ten for the month, with life-to-date sales in parentheses.

    1. Dissidia Final Fantasy (Square Enix, PSP): 186,352 (total 846,614)

    2. Rhythm Heaven (Nintendo, DS): 169,567 (total 1,520,238)

    3. Wagamama Fashion Girls Mode (Nintendo, DS): 158,103 (total 707,451)

    4. Animal Crossing: City Folk (Nintendo, Wii): 148,702 (total 1,044,004)

    5. Kirby: Ultra Super Deluxe (Nintendo, DS): 146,700 (total 1,002,127)

    6. Monster Hunter Portable 2nd G PSP the Best (Capcom, PSP): 143,782 (total 342,899)

    7. Wii Fit (Nintendo, Wii): 141,902 (total 3,109,199)

    8. Pokemon Platinum (Pokemon, DS): 119,482 (total 2,306,819)

    9. Mario Kart Wii (Nintendo, Wii): 119,440 (total 2,122,755)

    10. White Knight Chronicles (Sony, PS3): 112,904 (total 315,937)

    http://uk.wii.ign.com/articles/950/950047p1.html ...
    by Published on February 2nd, 2009 22:06



    The JPCSP Team have released a new build of their Java PSP Emulator for Windows,

    Heres whats new:

    r912 fixed system time (nanos -> micros) Jan 25, 2009 pfft.whatever
    r911 more patches thanks to raziel1000 Jan 22, 2009 [email protected]
    r910 Fix divide by zero (Issue 66) Jan 21, 2009 [email protected]
    r909 Patch for Patapon provided by raziel1000 Jan 20, 2009 [email protected]
    r908 fixed SceKernelSemaInfo Jan 19, 2009 pfft.whatever
    r907 ops i commented out something by accident Jan 19, 2009 [email protected]
    r906 fixed a small bug in sceKernelThreadInfo (write was 2 bytes wrong ) Jan 18, 2009 [email protected]
    r905 Patches for Castlevania X and Patapon provided by raziel1000 and snkmad. Jan 18, 2009 [email protected]
    r904 ... messed up the last commit. This time: updated ResolveUnmappedNIDs tool, you can now copy paste lines from html logs as well as output directly copied from the log window. Last time: fixed thread issue in pspge. fixed endianness issue in mpeg module. tweaked devctl 0x02425818 to 32mb empty ms (values still guessed). Jan 16, 2009 pfft.whatever
    r903 updated ResolveUnmappedNIDs tool, you can now copy paste lines from html logs as well as output directly copied from the log window. fixed endianness issue in mpeg module. tweaked devctl 0x02425818 to 32mb empty ms (values still guessed). Jan 16, 2009 pfft.whatever
    r902 +1 Implemented sceUtilitySavedataInitStart mode 8 (Issue 51). Enhanced test program SavedataTool to test mode 8. Jan 16, 2009 [email protected]
    r901 improved io seek. added fatms0 mapping to ms0 (untested). removed context switch from fast check sema when inside callback, who knows what will happen if the sema wanted to wait. converting ge sync(type=queued) to sync(type=done). Jan 15, 2009 pfft.whatever
    r900 fixed PSF write (value offset was not getting updated) Jan 15, 2009 pfft.whatever
    r899 fixed ioXXXAsync -> context switch -> waitAsync blocking forever. added devctl 0x02015804, 0x02015805, 0x02425823. Jan 14, 2009 pfft.whatever
    r898 accidentally left GE callbacks disabled in the conversion - restoring Jan 14, 2009 pfft.whatever
    r897 Fixed 2D display to no longer ignore depth information. - ZTST: fixed for 2D. Not yet fixed for 3D. - CLEAR: set DepthFunc to GL_ALWAYS instead of clearing the depth buffer Tested with 2dstudio.prx and different games. E.g. display problems in ToE are now fixed. Jan 14, 2009 [email protected]
    r896 Fixed 2D display problems: - ATST: do not disable ALPHA_TEST when reference value is 0 - CLEAR: ALPHA_TEST is always disabled in clear mode - TME, ABE, ATE, ZTE: they have no effect in clear mode (other flags not tested) Tested on a real PSP using 2dstudio.prx Jan 14, 2009 [email protected]
    r895 +1 Added test program 2dstudio.prx to test different parameter combinations when drawing 2D objects. Jan 14, 2009 [email protected]
    r894 Added jaxen and jdom to .classpath for Eclipse Jan 14, 2009 [email protected]
    r893 oops, didn't comment out a test properly Jan 13, 2009 pfft.whatever
    r892 missed a file for the last commit. other minor changes. Jan 13, 2009 pfft.whatever
    r891 re-wrote emu thread <-> graphics thread interaction. list sync implemented. old code/files will be removed later. Jan 13, 2009 pfft.whatever

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