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  • DCEmu Featured News Articles

    by Published on August 12th, 2008 21:21

    via Eurogamer


    Wondering how to transfer money into Fable 2 from the Xbox Live Arcade "Fable 2 Pub Games" due out tomorrow? Good news then, because Lionhead's been in touch to tell Eurogamer how it works.

    When you begin one of the pub games, you pick a gambler to represent you across all of the challenges. We'll call ours "Bertie". You can stick with one of these or swap between multiple personalities, and we're told Lynch, Daphne, Maya, Mongo and Poe will be some of the faces on offer.

    When you buy Fable 2 in October, create a hero - we'll call ours "Clert" - and then find a Gamesmaster either in a tavern or wandering wistfully down a road. Start playing whichever game variation the Gamesmaster offers, and you will be given the option to merge your hero ("Clert") with your gambler ("Bertie").

    Once merged, "BertieClert" will gain access to all the Live Arcade gambling funds you previously accrued. But be warned, "BertieClert" cannot be undone, just like a chemical reaction.

    Now, if you decide to go back to the Live Arcade pub games, you will play as "BertieClert", your hero from Fable II, who gambles directly using in-game gold. Clever.

    The Live Arcade pub games also let you merge several gamblers together, which can be combined with any of your heroes from Fable 2.

    Fable 2 is due out exclusively for Xbox 360 on my birthday, 24th October. ...
    by Published on August 12th, 2008 21:19

    via Games Industry


    Proper Games CEO Paddy Sinclair, who's company announced a key deal with Capcom for downloadable title Flock! at E3, has admitted to GamesIndustry.biz that he has "mixed emotions" about Microsoft's title cull for Xbox Live Arcade.

    Sinclair, formerly at Visual Science before establishing Dundee-based Proper Games in 2006, feels that while he's worried that his company's title "could just get lost in the morass of arcade conversions", he also sympathises with companies for whom those games that get cut are their "bread-and-butter...trickle of income".

    "Well, it's with mixed emotions really," he said of Microsoft's plans. "At the moment there is a little bit too much junk on there - that's not to denigrate the guys who have stuff there, but a way to tier and rate content would be nice.

    "Obviously as we're coming to Xbox Live for the first time, it would be nice to be prominent, and we could just get lost in the morass of arcade conversions... So to a certain extent I'm behind the concept of delisting games that aren't selling, aren't well-received, but I think it's a combination of the two.

    "But it's also the bread-and-butter for those companies - it may not be huge sales, but that thousand or so per month they are selling is a trickle of income, and it's just going to get sliced off...

    "Flat-out delisting perhaps isn't the solution - it's a step in the right direction - but hopefully they'll come back and have a facility whereby if it's been on Xbox Live Arcade, you can always pick it up from somewhere.

    "That's what I'd like to see, but I'd also like to see a way of properly categorising games - what's the most-downloaded game at the moment? What's been most bought?"

    Flock! was announced to acclaim at E3 this year, and is scheduled for release at the end of 2008 or the beginning of 2009 for the XBLA, PlayStation Network and WiiWare platforms.

    The full GamesIndustry.biz interview with Paddy Sinclair is available now. ...
    by Published on August 12th, 2008 19:48

    http://www.pso-world.com/news/0190-s...estern-release

    In a Gamasutra interview, Sega of America President Simon Jeffery hinted at a Western release for Phantasy Star Portable. Here is a quote from the interview:

    Gamasutra: I was amused to see the Phantasy Star Portable news, because it was like a lightbulb went off at Sega. "Maybe we should take our idea back from Monster Hunter!"
    Simon Jeffery: Right. (laughter) I think that's exactly what happened at Sega!

    Gamasutra: Capcom has had difficulty putting that model forward in the west, but Phantasy Star has done okay. Maybe not as well as it should, but okay.
    Simon Jeffery: It's done okay, and there's still quite a lot of people out there playing it every month.

    Gamasutra: So do you think you can take that market here with that title?
    Simon Jeffery: I think that it's not going to be a blockbuster success, but I think it will be a niche success. I'm certainly hopeful that it's more of a success in the west than Monster Hunter has been. There is a built-in audience for it already there.

    I think the crossover of the PSP ownership will work quite nicely, so we're fairly hopeful we can make something out of it. It's not going to be huge, but hopefully it'll be interesting.

    While a Western release has not been formally announced yet, these comments should be taken as strong indication that Phantasy Star Portable will be released outside Japan.
    ...
    by Published on August 12th, 2008 18:59

    Nuclear Bit messaged me in our forums a new version of his rather awesome looking Flight Demo for the PS3:

    Hi Wraggster,

    can you please change the flight demo attachment in this post : http://www.dcemu.co.uk/vbulletin/sho...d.php?t=132509
    to this new file, it has lots of enhancements (speed and render quality), also fog has been added



    The New version is now downloadable Via Comments, be sure to give your feedback ...
    by Published on August 12th, 2008 18:51

    Gusec has updated Mastermind DS, heres his release news:



    It's Mastermind, a codebreaking boardgame!

    I've finally completed my first game to the DS, with PAlib.
    It may still host a bug or two, so report if you find any!

    Rules
    The rules are simple;
    You should in eight attempts , try to guess the order and colour of four marbles, to your help you get stars each turn.
    Silver tells you that one of your marbles has the right colour but not the right position,
    and gold tells you that one of your marbles both has the right colour and the right place.
    It's up to you to find the right code with the hints you get!

    Information about this version
    I've tried to make it as stable as possible, though it's my first attempt!
    I'm going to improve the flow of the game, and maybe add a couple of functions, like a better HighScore-list or some unlockables.
    This is still an early version. So if you find anything weird, please let me know and I'll try and fix it!
    Secrets are none so far, besides one little easter egg that may occur if you lose...
    It contains three different levels of difficulty, from easy to almost impossible, so it should contain enough challenge.
    Level-setting reachable via Start, and HighScore-list (new game here to), Select.
    * 1.02 - Fixed memory flaws and slow graphics.
    * 1.03 - Improved sprite management. Version number added to description.
    * 1.20 - Fixed, brighter graphics, faster flow. Highscorelist added!
    * 1.22 - Stability - check! (+ flashing HighScore-row)

    Download and Give Feedback Via Comments ...
    by Published on August 12th, 2008 18:48

    News/release from Gefa:



    PaintMIXER is a drawing homebrew written in LUA, a clone of the well-known MSPaint.

    Features
    - Pencil Tool
    - Line Tool
    - Eraser Tool
    - Rectangle Tool -empty or full-
    - ChooseColor Tool
    - Zoom Tool
    - Triangle Tool
    - Irradia Tool
    - Move Tool
    - Filling Tool
    - Graffiti Tool
    - Circle Tool
    - Ellipse Tool
    - Brush Tool - 4 types -
    - Text Tool. Initially, are available 27 fonts.
    - Options Menu, in the witch is possible:
    - Begin a new picture
    - Load a new picture
    - Save the picture in two possibles formats: PNG or JPG.
    - Change analog sensibility
    - Choose a custom color
    v 2.6.0 ->
    - Now is possible to add new fonts. To do it, rename your font, increase the 'font_limit' variable present in the ini file, and copy your font in the resource/font directory.
    - Small improvements at the tools rectangle, circle, irradia.
    - Fixed some bugs.
    - Added a new option in the ini file, in the witch is possible to change the default analog sensibility.

    Download and Give Feedback Via Comments ...

    DSBash 

    by Published on August 12th, 2008 18:34

    Leinad has released a new version of DSBash for the NeoFlash Coding Contest, heres the full release info:

    Project description: With DSBash you can browse trough chat-quote-archives.

    Actualy supported: bash.org [atm down but I hope they come back -_-] , qdb.us and german-bash.org
    It's a 99% recode of the last version >.<

    Note: bash.org seems to be down atm... I hope its back online asap, but while its down, you can use qdb.us instead. So dont say "hey I see the menu and nothing happens"... Bash.org isnt my page, I just love it and coded the reader, im not responsible for the pages the browser supports~

    Changelog:
    - Skinning added
    - Auto Detecting for the DSBash folder, Put it anywhere you want to
    - DLDI isnt required anymore, if you dont patch it, it uses the skin inside the rom
    - german-bash.org and qdb.org added
    - Screens can be switched now
    - hundred times faster - removed mass of useless VBLs during download process
    - massive speedup, because now 50[bash.org], 20[qdb.org], 5[german-bash random], 50[german-bash latest] quotes which are on a downloaded page are stored in the ram and can be browsed without downloading a new page every quote.
    - Removed the "save to favo.txt" and bookmark function, they were so useless. Also I dont like the risk to harm the card with mass-dldi read/writes
    - Buttons can be configured now
    - German only - Special characters are "translated" to ae,oe,ue now
    - You can change the font size while reading now (If a quote doesnt fit on the screen )
    - You now can define the minimum vote value for Top-Mode in your config file [Standart / No-DLDI = 0, so no negative voted quotes are shown]

    Howto[for those to lazy to doubleclick on README]

    Quote
    Quickstart:

    Configure WIFI with any official WiFi game like Mario Kart DS.
    Copy DSBash.nds to your DS and start it.
    If you dont want to use skinning or manual button configuration you dont need to patch it with DLDI.

    Skinning & Advanced configuration:
    To use this you have to patch the rom with DLDI or your card has to support auto-DLDI patching.

    Copy the "DSBash" folder inside this archive to your card.
    [Put it there you want to... the application will search on the card for the folder]
    DON'T RENAME IT! The app will explicit search for "DSBash".
    Inside that folder there is a config.ini , open it in an editor.
    Edit the config file as you want, I've put comments to everything, I hope they are understandable...
    Note: For every skin you have to open a new tag
    [skinname]
    And then write the config for it (like the blacknwhite one)
    If a skin-file is set wrong the skin inside the ROM is used.
    To change the activated skin you have to edit
    skin = blacknwhite;
    on the top in the config file. So you can keep more than one skin-configuration in the file.

    @Pictures: It has to be in the bmp format, 24bit or 8bit.

    If you dont use the configuration file, here the standart button-config:
    Up/Down: Next/Previos quote
    A = Switch the screens
    Select = Reduce font size
    Start = Increase font size
    Top quote / random quote / Latest quotes = Not defined. the standart buttons are very big

    Download and Give Feedback Via Comments ...
    by Published on August 12th, 2008 18:31

    http://psx-scene.com/forums/427371-post35.html

    Oh, the heck! It seems like a good time to anounce it now... just to not make other coders double the work that's already done (well, unless you want to... there is nothing bad about it).

    I already have PSX emulator for PS2 called "PS2PSXe" (obvious, isn't it?). At first I wanted to make it as pcsx port, but this emulator isn't very optimal and well coded (and on PS2 we have to use everything we can to make it work realtime). That's why most part of it is written from scratch, just few parts remained... but I'm working to getting everything written from scratch.

    The good thing is that the architecture matches in general, so CPU code is really simple. For memory access I used hardware TLB capabilities of PS2 (same for hardware access), so the memory access is also faster than on PSX. The PAD is just translated and sent almost directly to IOP side... it's now also very compatible. Memory cards are emulated and can be stored on any media (alternatively they could be simply translated to use real PSX MC in PS2 memory card slot). The SPU is also simply translated and almost directly send to IOP side (though, the sound is a little bit jerky... I'll probably have to create some intermediate buffer first). The cdrom part is handled almost entirely on IOP in asynchonous mode, so it just reads some sectors ahead while the main program uses already transferred data on EE side... it's also quite fast (I use host mostly, but it works fine with usb and hdd, too). It supports, of course, subchannels and cdda (cdda is dummy supported, it simulates laser head movement and playback, but in fact nothing is played nor data is accessed). The GTE is done on VUs (not that there is really a need to, GTE commands are not a big part of the whole load... it was more like fun to work on it... and became quite a hell now when I try to synchronize it now with new HW GPU core, so I'll probably dump it for some versions now). MDECS are handled mostly with IPU, though, I didn't make them independent of the emulation yet (which means they go through emulated CPU first), but I'm working on it (it can be done, there are emulators that handle it this way). COP0 emulation is very simplistic (no real support for debug functions, though there is some code that simulates it enough to make games using it work).

    The last part, and the bottleneck right now is GPU that uses software rendering. It's based on Pete's P.E.Op.S GPU plugin, though many fixes had been done to make it work much faster on PS2 as well as make some games run at all and other display everything properly. New HW GPU is still under development, but right now it makes most games work more than two times faster (it shouldn't be much lower in final version, as the most time consuming part: VRAM writes and reads are already implemented... though, a little bit suck yet ).

    Anyway, the status is: it is quite compatible. Already runs some simpler games at full speed, some more demanding (like final fantasy series in cities) at 35-45fps (let's assume for simplicity 50fps is 100% for pal and 60fps is 100% for ntsc... though it's not that simple), while some really demanding 3D games at ~17-25fps... Currently the worse speed is achieved in games that are using a lot of Vram->RAM and RAM->Vram transfers all the time. The new HW GPU doubles that (ie. it gives in FF9 in cities ~85-105 FPS). Only few people tested this app, but dlanor (a mod here and co-developer of uLE) wasted a lot of his time on the tests (probably even more than I did ).

    Though, recently ESR and few other projects have stopped the development... but I'll be on it shortly (I hope I'll be able to finish everything while there still are some PS2 users around ).

    Just wanted to let you know . Oh well, it's not a secret anymore (I even posted a beta testers recruitment post some time ago, but only two persons answered, and only one decided finally to help - you guessed, dlanor ).
    ...
    by Published on August 12th, 2008 18:28

    News from Toaster Mage

    http://digital-haze.net/ndsrs.php
    Well, as much as I am against advertising, I would like some feedback on this app.

    Its a flash card program, much like Anki, Mnemosyne, etc.

    notable features:
    * xml based file
    * png support
    * sound(.wav) support
    * freetype for text rendering(support for any language)

    Download Above and Give Feedback Via Comments ...
    by Published on August 12th, 2008 18:25

    Crediar has released a new version of his Menu hack for the Wii that enables Region Free Wii and Gamecube although used wrongly can brick your Wii:

    Starfall, formerly HackInstaller, is an application developed by Crediar to patch the system menu to include new features.

    Installation
    Just run the application with the Twilight hack or Homebrew channel, or any other prefered method. Follow the on-screen instructions from there.

    Information
    These hacks only work with the System Menu 3.2E(v290) or 3.2U(v289). If you have any other version, it will just return to the loader.

    This tool does not update any SHA1 hashes or signatures. Currently IOS isn't checking those, but that could be fixed in a future update.

    Just load it and carefully read the on screen stuff otherwise you won't be able to install it.

    All hacks are optional and can be installed or removed separately.

    The Rescue Menu is a built-in menu by Nintendo, it doesn't make your Wii unbrickable. If you install another System Menu, all hacks will be removed.

    Your System Menu will only be patched, it won't be deleted. This makes the patch progress very brick safe.

    New features
    Replace healthwarning with backmenu
    Skip disc update check
    Features
    Region free GC games with video mode patch
    Region free Wii games
    Region free channels
    No mainmenu BGM
    Start rescue-menu when Y is held on 1st GC controller
    Remove rescue-menu diagnostic disc check
    Coming Soon
    Wii region free with video patch
    Copy 'nocopy' savefiles
    more to come

    Download and Give Feedback Via Comments ...
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