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  • DCEmu Featured News Articles

    by Published on February 27th, 2008 05:28

    RPGOne Translations is known for its multiple translations of classic games.

    From the official website:


    We've reached the point where we need to move on with projects, but in order to do that, we need help. Are you an ASM programmer who has experience with 8-bit and 16-bit ASM? If so, we're looking for your help! Check this news post for details.

    RPGOne's projects are currently in need of a new programmer, and we're looking for all the help we can get. Any ASM recoder interested in helping is invited to send us an e-mail telling us they're willing to contribute. A sample of your work (in the form of a patch to an existing game or a link to a project you helped with the recoding of and a few details of your part in that project) would be appreciated. Don't be afraid to offer to help if you're new to the scene, either; you have to start somewhere, after all!

    It should be noted, of course, that we can't pay anybody who's a part of RPGOne, as we contribute what we do to the community as a labor of love. Apologies if this isn't what you wanted to hear, but that's just how it goes. If you don't mind, then shoot an e-mail with the topic title "Applying for RPGOne ASM Recoder Position" to [email protected]. If you have questions, send an e-mail with the topic title "Questions About RPGOne ASM Recoder Position" to the same e-mail address. We're looking forward to hearing from you! ...
    by Published on February 27th, 2008 05:02

    This is an unofficial update to the original RDB included with Project64 v1.6

    Download it here

    Changelog:

    Changed Dark Rift LCB and CF
    Fixed invalid Goodrom naming (all v's to V's)
    Added Version numbers to several roms missing them.
    Added Banjo Kazooie (U) (V1.1) and Turok 2 Seeds of Evil (U) (V1.1)

    Download and give feedback via comments ...
    by Published on February 27th, 2008 00:56

    News/release from theoxylo:


    Hi all,

    I'm pleased to announce Rainbow Sprite Wars for the NDS. a 2D sprite-based shooter. The game is still very early, but I think it's to the point where it's at least fun to play for a few minutes. Still lots and lots of stuff to do...

    Thanks to everybody who makes NDS homebrew possible!

    New (2/25/08):
    ----------
    * more enemies (2 + 2 + 32)
    * new box enemy type (doesn't do much yet)
    * more colors (rainbow!)
    * top-screen controls (recommended)
    * 3 projectiles on screen (fire #4 to abort #1, etc)

    Controls:
    ----------
    * Drag to move
    * Tap to shoot
    * L to reset game after player collision (lose)
    * Start to pause
    * Y to show score and debug console
    * R to swap screens

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2008 00:53

    As reported by Erica Sadun over at TUAW, Apple has released the 1.1.4 firmware. No sooner had I posted [a comment on her blog entry] that I thought folks should wait to see what Zibri came up with for a 1.1.4 jailbreak, as I thought his was technically the most correct of the various 1.1.3 jailbreaks, Erica reported that Nate True had run Zibri’s existing 1.1.3 jailbreak on his 1.1.4 iPhone and it worked. Jailbreaking works, but he has not tested activation or unlocking yet, both of which he suspects are broken until Zibri updates “ziphone” for 1.1.4. This is all great news. I recommend that everyone just hold off a little bit, until Zibri has said he’s updated it for 1.1.4 and then go for it. If you check his blog, you’ll see he’s working on doing that, right now.
    Nate reported that after jailbreaking it, Installer.app thought OpenSSH was still installed, even though it no longer was, and that he couldn’t uninstall it (main script execution failure). I have released an update to OpenSSH that anyone with this issue can update to. If you update to it before you jailbreak your 1.1.4 iPhone, then you should be able to uninstall it ok, via Installer.app, even though it’s gone, as it will now ignore the error it gets when it tries to stop the now-missing daemon. You can then simply reinstall it. If you already jailbroke it and can’t uninstall it, just upgrade to the new version and you’re all set to go. Nate says the root password is still “alpine”.
    UPDATE: In comment #132 on Erica’s blog entry, mentioned above, Zibri says:
    “I already found everything..
    I just need to recompile, check new offsets, do a test and release.
    Expect a new version in a day.”

    http://blog.psmxy.org/2008/02/26/114...nd-jailbroken/ ...
    by Published on February 27th, 2008 00:52

    Ascot posted this release:

    SNES9X 1.43 GX Edition

    Please, keep source code when you made a change, this is an open source project.

    All of you know how great is playing SNES games on Nintendo Gamecube, it's
    awesome to play a lot of games that made us had a lot of fun in our childhood.

    The version of this emulator was unupdated and almost forgotten, but (for me,
    it's more) playable, and no body wanted to do something about it, so I decided
    to make some changes to bring it to life.

    *Bin file & source code are included in file.


    Code:
    Version 0.0.8 [20080222]
    - Fixed displaying information about a ROM file.
    - Added saving SRAM file in SD Card with CRC32 ROM data, no LFN format
    (Must create snes9x\saves folders in your SD card, my mistake sorry).
    - Menu in saving SRAM file changed to choose SLOT and DEVICE to Save/Load SRAM.

    Download and Give Feedback Via Comments ...
    by Published on February 27th, 2008 00:45

    For those of you wondering (and not already discussing the news in the Kotaku comments section!), yes the PlayStation 3 included in the Metal Gear Solid 4 bundle announced earlier today will play select PlayStation 2 games via hardware and software emulation. SCEA PR manager Al De Leon confirmed that the hardware is similar to what was included in the 80GB Motorstorm bundle and will feature partial backward compatibility. While the original Metal Gear Solid for PlayStation should play without a hitch and Metal Gear Solid 2 is listed as having "no major problems", you may experience a hiccup or two playing the third MGS game.

    According to the official PlayStation 3 backwards compatibility database, Metal Gear Solid 3 has the following issues: "At various points throughout gameplay, the title performs at a significantly slower than normal performance speed" and "During various FMA sequences throughout the title, the FMA does not play as 'smooth' as normal." Not bad. Not bad at all.

    http://kotaku.com/361081/playstation...ard-compatible ...
    by Published on February 27th, 2008 00:44

    Sony is opening up its in-game advertising platform -- likely providing a boost to the already-burgeoning $400 million in-game-ad market and sparking a battle among the three key players who sell these ads.

    The maker of the PlayStation3 system will offer an open platform, meaning in-game-ad-serving companies Double Fusion, IGA and Google-owned AdScape all will be able to sell ads in games that run on PS3, according to people familiar with Sony's plans. The three companies will strike deals with the major game publishers creating PS3 games, such as Electronic Arts, Activision and Ubisoft. Increasingly, those who score the plum publisher deals will turn out to be the winners in the competitive and fast-growing space.

    "It'll come down to games and who has the largest catalog of games," said one person familiar with Sony's plans, but who did not have authorization to speak about it publicly.

    In-house sales team
    Sony is just starting to sell in-game ads and has its own PlayStation Network sales force to sell dynamic ads in Sony-produced games, such as the forthcoming "Pain" title. A Sony spokesman said the company doesn't comment on unannounced initiatives or products.

    The decision will ramp up the competition for prime publisher inventory in a battle not unlike that in the greater internet space. There is no internet-ad-serving company that has a lock on web ads; however, ad networks (and their portal owners) duke it out for the right to sell those ads on publisher websites. During the past couple of months, Yahoo has expanded the network of newspaper sites on which it sells ads, Microsoft has inked deals with Viacom and Dow Jones sites, and Google has re-signed The New York Times' website as an ad-network partner.

    While the ad-serving companies might have hoped for an exclusive contract to sell ads in PS3 games, analysts said that a more competitive model could benefit marketers and the in-game market in general. "Making things open only makes things better for marketers or people who want to place ads because they aren't the mercy of a given network," said James Belcher, a longtime video-game writer and senior writer at eMarketer. He said the market is already hypercompetitive. "Everyone's playing around with the best model -- how to charge, what gamers will and will not put up with."

    According to eMarketer data, video-game advertising is a $400 million category this year and is expected to grow during the next five years at a compound annual growth rate of nearly 23%.

    'Baked in'
    Dynamic in-game advertising refers to ads that are changed in and out of games post-development, from interactive placements to signage to sponsorships. Video-game advertising also includes ads that are "baked in" to games -- meaning they are integral part of the game's development and cannot be switched out once they're created -- and ads that run on the console communities, such as XBox Live and the Sony Home network, which is in private beta.

    Dynamic ads are considered less risky than baked-in integrations because they don't require a marketer to speculate whether a game will be a hit. Marketers can wait, see how a game performs and then buy ads in it -- much like buying "scatter" TV inventory.

    Sony's open platform is a clear departure from how things are done on Microsoft's Xbox, whose exclusive model means all dynamic in-game ads must be brokered through Massive, a company the software giant acquired in May 2006. That acquisition essentially closed off the opportunity for other in-game ad brokers to sell inventory in games that run on its Xbox and Xbox 360 consoles -- and it elevated the bet they are placing on Sony.

    Of course, one potential complication of an open philosophy is that, at least initially, Sony's decision will make in-game advertising harder to buy, as an advertiser could have to buy through as many as three different parties to place ads in a single game -- Massive for the title's Xbox version, another for dynamic ads in the version that runs on Sony's PS3 and a third for baked-in product placement in the game.

    Sony signed a deal with Nielsen over the summer to measure in-game advertising. In October, it hired Darlene Kindler, a veteran of the video-game business who was most recently at AdScape, to oversee its in-game advertising efforts.

    http://adage.com/digital/article?article_id=125318 ...
    by Published on February 27th, 2008 00:42



    A couple of University of Glasgow students have built a prototype of a program that brings haptic touchscreen technology to the iPhone. It's a buggy program, but even if the kinks get worked out a question remains: does anybody need it?

    Haptic touchscreens, as you probably know, provide tactical feedback when a button is pressed. In this case, the phone vibrates when you hit a button. As it stands, the program is extremely buggy, crashing out and leaving the vibrations going even after you've hit the button. But even if it was running perfectly, with a short vibration coming every time you hit a button, would you want it?

    First of all, having your phone vibrate almost continuously while you type a text message would be annoying. Secondly, it would suck up loads of battery life. Thirdly, it seems like it wouldn't really help at all. At this point, most iPhone users seem pretty used to the keyboard; it's not a major griping point. And while haptic feedback might come in handy for, say, selecting icons from the home screen, it's not going to allow you to select buttons or type without looking like you can with physical buttons. It seems more a gimmick than an upgrade.

    What do you think? If you had the option to download a program that added haptic functionality to your iPhone, would you do it?

    http://gizmodo.com/360927/iphone-hap...es-anyone-care ...
    by Published on February 27th, 2008 00:39



    From the publisher: Shin Sangoku Musou DS: Fighter's Battle (aka. Dynasty Warriors: Fighter's Battle) challenges you to team up with the greatest fighters in the Dynasty Warriors series. Use your tactics and commander cards to fight through 12 stages and conquer territory. With your awesome Musou attack you have the power to stop the hordes of enemy soldiers ready to strike. Unite all of China and victory will be yours! Wireless Vs. mode for up to 3 players Game controls and visual design created expressly for Nintendo DS

    Koei's region free Japanese version of Shin Sangoku Musou DS: Fighter's Battle for Nintendo DS™ is now available at a bargain price of US$ 9.90 only.

    http://www.play-asia.com/SOap-23-83-...9-en-84-n.html ...
    by Published on February 26th, 2008 23:48

    As Sony über-executive Phil Harrison prepares to leave the company this Friday after 15 years, GameDaily wondered what this would mean for PlayStation's Home. Harrison is credited as a leading proponent of the Home experience going back to its beginnings on the PS2. An SCEA spokesperson said that it's "business as usual for Home."

    At GDC '08 some new screens and tools were shown for Home, but there is still no announcement about release. The last major progress report from late '07 showed the program is coming along, but still faces some challenges.

    http://www.joystiq.com/2008/02/26/ha...ct-sonys-home/ ...
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