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  • DCEmu Featured News Articles

    by Published on September 17th, 2008 21:00

    After the nudge the other day i was finally treated to an opticians test today with the sneek peek of the new Gizmondo website! Unfortuntly the above joke was real the sneek peeks of the website are tiny so much so no real detail is given, appart from a general idea of what is to come.



    As you can see fans of spiderman may think of venom on first look as Rich explains
    “Center shape is an orb that changes and mutates as it spins…when each button is pressed, the assembly stretches, extends and rebuilds itself.. ENJOY!!!”

    Granted a first look all be it a tad late as Gizmondo do but somewhat dissapointing “Sneek peek” as it doesnt show much detail just of their art style. No information is availible of who is producing the website or what is on there but i’m sure we will fill you in on the next update.

    Will this be the art style Gizmondo chooses for their new shell/OS? looks good but we shall see in the future.

    http://www.gizmondoforums.com/2008/0...their-website/ ...
    by Published on September 17th, 2008 20:58

    New for pocket pc:

    Instructions for setting up Opera Mini in 1.2.6:


    1. Completely uninstall any previous versions of either GC Java Pack or GC Opera Mini.

    2. Install either GC Java Pack 1.2.6.cab or GC Opera Mini 1.2.6.cab, depending on whether or not you use Gmail.

    3. Open Opera Mini located in "Start->Programs->Opera Mini" folder. (For Java Pack users, Java and Gmail shortcuts remain in "Start->Programs")

    4. Follow the prompts and install. Once installed, a new link called Setup is created in "Start->Programs->Opera Mini." Opera Mini must be closed to run Setup.

    5. In Setup, there are several configuration options that can be customized at any time, including switching back and forth between using Opera Mini and Internet Explorer as the default browser.


    IMPORTANT: PLEASE READ


    To uninstall either GC Java Pack 1.2.6 or GC Opera Mini 1.2.6, you must run Setup in "Start->Programs->Opera Mini" and choose Uninstall.

    Follow the prompts, when it's done it will instruct you to finish uninstalling by removing it the normal way via Start->Settings->System Tab->Remove Programs.

    Failure to do this may leave you with improper browser registry settings. For your convenience, a backup of your registry settings are kept in "\GC Opera Mini Backups."


    Features:

    - Esmertec Jbed 20080428.2.1 *NEW*
    - Opera Mini 4.1 - Build 4.1.11355 20080522
    - Gmail 1.5.0.1193 *NEW*
    - Opera Mini signed as trusted (removes annoying prompt windows)
    - Gmail signed as trusted (removes annoying prompt windows)
    - Shortcut for Opera Mini 4.1 in Start->Programs->Opera Mini with icon. (Today Launcher icon supported)
    - Shortcut for Gmail in Start->Programs with icon. (Today Launcher icon supported)
    - Shortcut for Esmertec Jbed in Start->Programs.

    Code:
    Change Log


    1.2.6
    - 09-15-08 updated to Gmail 1.5.0.1193
    - 09-15-08 fixed a few bugs during install

    http://forum.xda-developers.com/showthread.php?t=402980 ...
    by Published on September 17th, 2008 20:56

    New for pocket pc:

    I proudly announce my brand new programm: G-Alarm.
    G-Alarm is a alarm clock with special mechanism to wake you up. I'm a person who needs some activity in the morning, so I decided to make a alarm which asks me to guide a ball through a labyrinth before I can stop or snooze the alarm.

    0.4.1 (2008/09/17)
    - [FIXED] Some new bugs of v0.4

    0.4 (2008/09/17)
    - [ADDED] One time alarm
    - [ADDED] Repeat options (play alarms for x minutes, repeat alarms x times)
    - [ADDED] Option: choose skin
    - [ADDED] Option: show maze only once
    - [ADDED] Skin improvements and skinnable snooze and stop alarm buttons
    - [FIXED] Backlight bug
    - [FIXED] Sound bug after alarm
    - [FIXED] Minor bugs on start screen when no alarm was set

    http://forum.xda-developers.com/showthread.php?t=422362 ...
    by Published on September 17th, 2008 20:42

    via Games Industry


    Forthcoming PlayStation 3 flagship title, LittleBigPlanet, is being considered by the development team at Media Molecule as much as a "service" as it is a videogame title, with the much-anticipated game drawing heavily from aspects of popular social networking and community websites such as Facebook and YouTube.

    That's according to company co-founder Alex Evans, who explained to GamesIndustry.biz some of the game's online functionality.

    "We tried to take inspiration from millions of websites," he said. "My current favourite that I use all the time is Last.fm. But the thing is taking all of those ideas and turning them into a console experience.

    "[Media Molecule co-founder] Mark Healey is really useful there - I don't know if he's playing the fool, or is just a fool, but we have this tagging system in that's really cool... except he kept saying he didn't understand, he didn't know what tagging was, so he wasn't going to do it because he didn't see the point.

    "But he was really useful, because basically he took these ideas I knew from the web and tried to turn them into console things. Like if you just mash X, we think you should go somewhere interesting - that doesn't apply to the web, but it does apply to consoles."

    Evans went on to describe one example of the game's community-specific features regarding the use of photos in-game.

    "So we've got the standard webby features, and my favourite one is the photos in the game - you can take screenshots, but as with everything in the game it's physical, so you can frame a shot, take it, then you can stick it," he explained.

    "But then you can upload it as well, and we use it in a variety of places, so every level has a feed of photos. Say you design a GamesIndustry.biz level - anyone who goes in that level and takes a photo, that photo will go on the feed. Anybody searching for that level will see the feed and be able to judge if it's a good level.

    "But it gets even cooler, because that feed also applies to people, so it's a bit like somebody's subscription channel on YouTube."

    And Evans believes that while the levels will keep gamers hooked for a long time, the people that create the most popular ones could gain cult status.

    "Creators are just as important as levels, so as a creator we have world rankings of who's the coolest creator, or who's the coolest community-minded commenter or sharer," he said.

    "So you can be a little bit competitive if you want to be, and you'll have feeds of photos of you - levels that you've been in, photos people have taken of you. Then we take it even further, like Facebook. In any photos we know what kind of Sackboys were in it, who they were logged in as, so we put a box around their face which you can click and go and see that person. So if there's a cool level with a guy wearing an awesome costume, you just D-pad up to him and hit X, and now you can see his levels, his favourites.

    "My favourite features are how you navigate around in a social way - so rather than just being a type-in text bar, which you can do but is a bit clunky, it's much more that you play a level, it will find more recommended levels like that, then you see a cool guy, click on him... it's that kind of jumping around. That's the most obviously different feature set.

    "The nicest bit about the online side is that we treat it as a service, so if we can iterate. I love the way that people abuse - in the good sense of the word - features, that the community will find and start building up around, and we want to support that. We'll add features to the community side that are specifically for the community," he added.

    The full interview with Alex Evans, in which he also explains how the team plans to expand the game in future - including the possibilities around creators monetising their content - is available on GamesIndustry.biz now. ...
    by Published on September 17th, 2008 20:39

    News via wiibrew

    Tantric has released a new version of the Game Boy Advance emulator for the Nintendo Wii and Nintendo Gamecube, heres whats new:

    [What's New 1.0.0]

    Now compiles with devkitpro r15
    One makefile to make all versions
    Complete rewrite based on code from SNES9x GX
    Now has a menu! ROM selector, preferences, controller mapping, etc
    Wiimote, Nunchuk, and Classic controller support
    Button mapping for all controller types
    Full support for SD and USB
    Load/save preference selector. ROMs, saves, and preferences are saved/loaded according to these
    'Auto' settings for save/load - attempts to automatically determine your load/save device(s) - SD, USB
    Preferences are loaded and saved in XML format. You can open VBAGX.xml edit all settings, including some not available within the program

    Features
    Wiimote, Nunchuk, Classic, and Gamecube controller support
    Custom controller configurations
    SD / USB support
    SRAM & State saving
    MEM2 ROM Storage for fast access
    Auto frame skip for those core heavy games
    Notes from the Developer
    ZIP/DVD/SMB/GameCube Memory Card support are NOT implemented yet. The current build does NOT have adjustable frameskip. Frameskipping is set to 'AUTO' and cannot be changed. While speed is generally near perfect, sound tends to rebuffer as a result of frameskipping, so in-game music may suffer as a result, sounding like a CD-skipping. This does not occur with Gameboy Color games or original Gameboy games, which do not use the frameskip function.

    Installation
    If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
    ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
    Launch the emulator using your Loader.


    Download and Give feedback Via Comments ...
    by Published on September 17th, 2008 20:39

    News via wiibrew

    Tantric has released a new version of the Game Boy Advance emulator for the Nintendo Wii and Nintendo Gamecube, heres whats new:

    [What's New 1.0.0]

    Now compiles with devkitpro r15
    One makefile to make all versions
    Complete rewrite based on code from SNES9x GX
    Now has a menu! ROM selector, preferences, controller mapping, etc
    Wiimote, Nunchuk, and Classic controller support
    Button mapping for all controller types
    Full support for SD and USB
    Load/save preference selector. ROMs, saves, and preferences are saved/loaded according to these
    'Auto' settings for save/load - attempts to automatically determine your load/save device(s) - SD, USB
    Preferences are loaded and saved in XML format. You can open VBAGX.xml edit all settings, including some not available within the program

    Features
    Wiimote, Nunchuk, Classic, and Gamecube controller support
    Custom controller configurations
    SD / USB support
    SRAM & State saving
    MEM2 ROM Storage for fast access
    Auto frame skip for those core heavy games
    Notes from the Developer
    ZIP/DVD/SMB/GameCube Memory Card support are NOT implemented yet. The current build does NOT have adjustable frameskip. Frameskipping is set to 'AUTO' and cannot be changed. While speed is generally near perfect, sound tends to rebuffer as a result of frameskipping, so in-game music may suffer as a result, sounding like a CD-skipping. This does not occur with Gameboy Color games or original Gameboy games, which do not use the frameskip function.

    Installation
    If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
    ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
    Launch the emulator using your Loader.


    Download and Give feedback Via Comments ...
    by Published on September 17th, 2008 20:27

    One of gaming's hottest rumors became truth today with the revelation that Capcom will be bringing Tatsunoko VS Capcom to the Wii. Famitsu got first details in its newest issue.

    The arcade version isn't due for final release until December, but the magazine states that the Wii version will feature new elements, including the option for simplified Wiimote-based controls (just an option -- the game also supports a full controls via the Classic Controller).

    Capcom is also working on an original character for the Wii version, the genie Hakushon Daimaou. The current cast will all be there as well, of course.

    Also included are a set of mini games. Capcom is preparing a mini game for each of the included characters.

    Tatsunoko VS Capcom will see its Japanese Wii debut on December 11. The game is currently 70% complete.

    http://uk.wii.ign.com/articles/910/910758p1.html ...
    by Published on September 17th, 2008 20:25

    Video game accessories have just reached a new stage of technological innovation with the introduction of TeknoCreations's InCharge remote charger for Nintendo Wii. Designed to charge one or two Wii remotes, the InCharge is the first and only charging station that will power Wii remotes without having to remove Silicon skins or most other similar protective covers.

    Using the power of Lithium Polymer battery packs, the InCharge for Wii provides up to 25 hours of battery life on a full charge and is 50% lighter than other charge solutions for Wii. Likewise the InCharge, which retails for $34.99, uses a contactless inductive charging solution rather than metal contacts to charge each Wii remote. With the InCharge, gamers can save money on batteries as well as eliminate complications that arise from dirty or greasy battery contacts that occur with other Wii chargers.

    "The InCharge is a powerful and effective tool that every Wii fan can benefit from," commented Mark Kasok, TeknoCreation's VP of Sales and Marketing. "Our designers have completely eliminated the metallic contact points that always seem to fail over time due to excessive accumulation of dirt, grime, sweat and grease. And gamers no longer have to constantly remove and replace their protective remote skins. Simply drop the Wii remote into the cradle and it will quickly recharge for up to twenty five hours of gaming." Continued Kasok: "The InCharge is the most convenient, cost-effective and technologically advanced charging station available to Wii fans."

    InCharge Product Highlights:

    Charges through Nintendo Silicon skins and most other protective skins


    Uses Lithium Polymer Batteries for increased charging power and reliability


    Charge up to two Wii remotes simultaneously


    Non-metal conductive charging solution (charge not affected by dirt or grime)


    Up to 25 hours of battery power per charge


    Rapid recharge solution


    50% lighter than other charging solutions


    Easy to read LED charge indicator lights


    Easy to clean and saves on battery cost

    http://uk.wii.ign.com/articles/910/910938p1.html ...
    by Published on September 17th, 2008 20:24

    Capcom's been pretty quiet following the shocking announcement of Monster Hunter 3's platform switch from the PS3 to the Wii. Now, with more than 2.5 million sales of the recent PSP version firmly establishing the series as one of Japan's biggest, the Wii version has at long last come back into the spotlight with a huge blowout in the latest Famitsu.

    The magazine scored an interview with two key hunters, producer Ryozo Tsujimoto and director Kaname Fujioka. The concept for the game, according to Tsujimoto, is to restart Monster Hunter from scratch, filling the game with new ideas. The switch in platforms from the PS2 to the Wii was one of the reasons for this big rethinking of the series, Fujioka explained.

    Monster Hunter 3 will place players on a new field: an unexplored island. This setting appears to offer a lot of variety, from thick forests, to dark caves, all the way to deep underwater environments surrounding the island.

    The two developers spoke at length about the new swimming component of the game. Players will have full swimming controls over their in-game counterparts when exploring the underwater environments. Outside of hunting for giant submerged beasts, you'll also be able to hunt fish which can later be used as ingredients.

    While you'll have most of your land-based abilities available to you while underwater, including the ability to use long-range weapons, you'll have to keep one thing in mind when swimming: air. You have an air gauge which depletes with time, similar to your stamina gauge when running about on land.

    In addition to the water environments, you'll be able to explore dark areas, like caves. To light up your surroundings, you make use of torches. Without torch light, these areas would be too dark for hunting.

    MH3 will also include brand new monsters. Capcom is approaching this area of the game from a fresh start as well. Fujioka expects that the monsters reappearing from past installments will have a certain freshness about them.

    One particular creature is getting particular attention. An giant underwater dragon creature, who happens to be known as king of the waters, is the game's main monster, Fujioka revealed. This dragon can actually survive outside the water, so players will be able to face off against him while swimming or walking, depending on preference.

    Monster Hunter 3 will see the return of one element of the series that has been missing from the recent PSP entries: online play. Online mode can be played in four player groups, just like the PS2 installments.

    The game retains the concept of a "city," which acts as a lobby for chatting and meeting with other players. When playing solo, this city becomes a village that slowly expands with new facilities and access routes for the island.

    While Capcom isn't ready with a final release date for Monster Hunter 3, the game is far enough in development that it will be making a playable appearance at the Tokyo Game Show, which kicks off in Japan on October 9. Expect full hands-on impressions from IGN's monster hunters then.

    http://uk.wii.ign.com/articles/910/910744p1.html ...
    by Published on September 17th, 2008 20:20

    Eke-Eke has today released a new version of his Gameboy Emulator for the Nintendo Wii and Nintendo Gamecube:

    Heres whats new from the read me:

    17/09/2008:
    . fixed "Press Button A" issue with Wiimote controllers
    . added fast scroll using wiimote D-PAD

    Download and Give feedback and Compat Reports Via Comments ...
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