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  • DCEmu Featured News Articles

    by Published on October 4th, 2007 03:51

    New version of the Game Boy Advance/Nintendo DS emulator for PC.

    Changelog:

    - help: updated gbatek standalone version 2.5 (about one hundred news since 2.3)
    - vram viewer: supports extended palettes in bg map windows (eg. magnetica demo)
    - nds/help: added ds 3d overview chapter (basics on geometry/rendering engines)
    - nds/help: added ds technical data chapter (containing some basic overview)
    - nds/help: replaced ds various chapter by new ds memory control/timing chapter
    - nds/sound: fixed major unreported bug in 80x86 code sound_bias SWI function
    - nds/3d/help: corrected shininess formula (ie. fixed that max cos 2 angle mess)
    - nds/3d/help: added caution: specular reflection WON'T WORK on camera rotation
    - nds/3d/help: maths basics of vector-by-vector multiply (and purposes thereof)
    - nds/3d/softlight: allows light+color nonsense double def (eg castlevania clip)
    - nds/3d/softlight: much better light-accuracy, and now supports shininess_table
    - nds/3d/softlight: lighting fully calculated by software (without opengl light)
    - nds/timing: split timings for nds7 (fast access) and trashy nds9 (slow access)
    - nds/timing: split addr_clks_table to CODE/DATA addr_clkc_table/addr_clkd_table
    - nds/timing: emulates "half" cycles on 66MHz/nds9 (tcm/cache and n32/2 thumb)
    - nds/timing: emulates nds7 exmemstat gba-slot timing bits (like nds9 exmemcnt)
    - nds/timing/help: added detailed/tested nds7/nds9 code/data memory-timing chart
    - nds/timing/cache: allows more CPU load on bios/mainram when cache is enabled
    - nds/timing: emulates shared N32 access time for two NDS9 thumb 16bit opcodes
    - cpu/speedup: precalculates opcode-timings on interseg-jumps (usually faster)
    - cpu/speedup: faster conditional opcode handling (maybe yet another 3% faster)
    - cpu/speedup: thumb: uses 16bit reads (3% faster on non-32bit-aligned addr's)
    - cpu/speedup: replaced dumb jmp exec_opcode by exec_opcode_mac (ca. 10% faster)
    - cpu/speedup: added more code alignments in cpu-core (not significantly faster)
    - nds/help: added note that 66MHz-nds9 actually runs MUCH SLOWER than 33MHz-nds7
    - nds/cpu: emulates superslow nds9 memory access time (bios,wram,vram,oam,etc)
    - nds/cpu: emulates operand-independend ARM9 multiply time (eg. slow thumb time)
    - nds/wram: emulates wramcnt mapping (no idea if it's used by any games though)
    - nds/3d: adjusted z-rounding (avoid opengl-clip-plane in club house games demo)
    - cpu: emulates cp15-trace-id, debug: disass auto-comments on trace-id and bist
    - nds/help: fixed key1 [scratch] writeback lsw/msw are exchanged (thanks simon)
    - nds/help: cp15 info on trace-id, bist, cache debug/test, supported cache cmds
    - cheat: fixed occassional crash on delete cheat (push/pop) (thanks Hiei Youkai) ...
    by Published on October 4th, 2007 03:51

    New version of the Game Boy Advance/Nintendo DS emulator for PC.

    Changelog:

    - help: updated gbatek standalone version 2.5 (about one hundred news since 2.3)
    - vram viewer: supports extended palettes in bg map windows (eg. magnetica demo)
    - nds/help: added ds 3d overview chapter (basics on geometry/rendering engines)
    - nds/help: added ds technical data chapter (containing some basic overview)
    - nds/help: replaced ds various chapter by new ds memory control/timing chapter
    - nds/sound: fixed major unreported bug in 80x86 code sound_bias SWI function
    - nds/3d/help: corrected shininess formula (ie. fixed that max cos 2 angle mess)
    - nds/3d/help: added caution: specular reflection WON'T WORK on camera rotation
    - nds/3d/help: maths basics of vector-by-vector multiply (and purposes thereof)
    - nds/3d/softlight: allows light+color nonsense double def (eg castlevania clip)
    - nds/3d/softlight: much better light-accuracy, and now supports shininess_table
    - nds/3d/softlight: lighting fully calculated by software (without opengl light)
    - nds/timing: split timings for nds7 (fast access) and trashy nds9 (slow access)
    - nds/timing: split addr_clks_table to CODE/DATA addr_clkc_table/addr_clkd_table
    - nds/timing: emulates "half" cycles on 66MHz/nds9 (tcm/cache and n32/2 thumb)
    - nds/timing: emulates nds7 exmemstat gba-slot timing bits (like nds9 exmemcnt)
    - nds/timing/help: added detailed/tested nds7/nds9 code/data memory-timing chart
    - nds/timing/cache: allows more CPU load on bios/mainram when cache is enabled
    - nds/timing: emulates shared N32 access time for two NDS9 thumb 16bit opcodes
    - cpu/speedup: precalculates opcode-timings on interseg-jumps (usually faster)
    - cpu/speedup: faster conditional opcode handling (maybe yet another 3% faster)
    - cpu/speedup: thumb: uses 16bit reads (3% faster on non-32bit-aligned addr's)
    - cpu/speedup: replaced dumb jmp exec_opcode by exec_opcode_mac (ca. 10% faster)
    - cpu/speedup: added more code alignments in cpu-core (not significantly faster)
    - nds/help: added note that 66MHz-nds9 actually runs MUCH SLOWER than 33MHz-nds7
    - nds/cpu: emulates superslow nds9 memory access time (bios,wram,vram,oam,etc)
    - nds/cpu: emulates operand-independend ARM9 multiply time (eg. slow thumb time)
    - nds/wram: emulates wramcnt mapping (no idea if it's used by any games though)
    - nds/3d: adjusted z-rounding (avoid opengl-clip-plane in club house games demo)
    - cpu: emulates cp15-trace-id, debug: disass auto-comments on trace-id and bist
    - nds/help: fixed key1 [scratch] writeback lsw/msw are exchanged (thanks simon)
    - nds/help: cp15 info on trace-id, bist, cache debug/test, supported cache cmds
    - cheat: fixed occassional crash on delete cheat (push/pop) (thanks Hiei Youkai) ...
    by Published on October 4th, 2007 03:50

    New version of the Game Boy Advance/Nintendo DS emulator for PC.

    Changelog:

    - help: updated gbatek standalone version 2.5 (about one hundred news since 2.3)
    - vram viewer: supports extended palettes in bg map windows (eg. magnetica demo)
    - nds/help: added ds 3d overview chapter (basics on geometry/rendering engines)
    - nds/help: added ds technical data chapter (containing some basic overview)
    - nds/help: replaced ds various chapter by new ds memory control/timing chapter
    - nds/sound: fixed major unreported bug in 80x86 code sound_bias SWI function
    - nds/3d/help: corrected shininess formula (ie. fixed that max cos 2 angle mess)
    - nds/3d/help: added caution: specular reflection WON'T WORK on camera rotation
    - nds/3d/help: maths basics of vector-by-vector multiply (and purposes thereof)
    - nds/3d/softlight: allows light+color nonsense double def (eg castlevania clip)
    - nds/3d/softlight: much better light-accuracy, and now supports shininess_table
    - nds/3d/softlight: lighting fully calculated by software (without opengl light)
    - nds/timing: split timings for nds7 (fast access) and trashy nds9 (slow access)
    - nds/timing: split addr_clks_table to CODE/DATA addr_clkc_table/addr_clkd_table
    - nds/timing: emulates "half" cycles on 66MHz/nds9 (tcm/cache and n32/2 thumb)
    - nds/timing: emulates nds7 exmemstat gba-slot timing bits (like nds9 exmemcnt)
    - nds/timing/help: added detailed/tested nds7/nds9 code/data memory-timing chart
    - nds/timing/cache: allows more CPU load on bios/mainram when cache is enabled
    - nds/timing: emulates shared N32 access time for two NDS9 thumb 16bit opcodes
    - cpu/speedup: precalculates opcode-timings on interseg-jumps (usually faster)
    - cpu/speedup: faster conditional opcode handling (maybe yet another 3% faster)
    - cpu/speedup: thumb: uses 16bit reads (3% faster on non-32bit-aligned addr's)
    - cpu/speedup: replaced dumb jmp exec_opcode by exec_opcode_mac (ca. 10% faster)
    - cpu/speedup: added more code alignments in cpu-core (not significantly faster)
    - nds/help: added note that 66MHz-nds9 actually runs MUCH SLOWER than 33MHz-nds7
    - nds/cpu: emulates superslow nds9 memory access time (bios,wram,vram,oam,etc)
    - nds/cpu: emulates operand-independend ARM9 multiply time (eg. slow thumb time)
    - nds/wram: emulates wramcnt mapping (no idea if it's used by any games though)
    - nds/3d: adjusted z-rounding (avoid opengl-clip-plane in club house games demo)
    - cpu: emulates cp15-trace-id, debug: disass auto-comments on trace-id and bist
    - nds/help: fixed key1 [scratch] writeback lsw/msw are exchanged (thanks simon)
    - nds/help: cp15 info on trace-id, bist, cache debug/test, supported cache cmds
    - cheat: fixed occassional crash on delete cheat (push/pop) (thanks Hiei Youkai) ...
    by Published on October 4th, 2007 00:19

    Via: Geocities

    Japanese coder Mediumgauge updated his PSP file editor/browser to version 3.9.


    Changelog:

    General:
    - Fixed a bug Filer was crashed when it opened a broken mp3 file.
    - Added a feature when ripping UMD image to append extra records that could not be accessed from filesystem. (bottom 2k-6kbytes)

    Filer:
    - Added a feature to view Kbytes / Mbytes mode.
    - Added a feature to set timestamp of file/folder to NOW.
    - Fixed a bug in Russian mode Filer was crashed when it opened file information.
    - Added to show “filesystem size” and “described size in ISO” in UMD device information.

    Text viewer:
    - Fixed a bug Some characters could not be drawn in EUC-jp mode.


    Download and Give Feedback Via Comments ...
    by Published on October 3rd, 2007 20:59

    Released today at Play Asia



    features
    Famitsu Wave Magazine
    Japan's No.1 selling video game magazine
    Check out all the latest game news every month
    Includes a DVD disc featuring latest game footage

    description
    The Famitsu Wave is Japan's No.1 selling video game magazine. It features all the latest video game news and pictures from Japan's upcoming video games.

    Each magazine includes a DVD disc with video game footage. The DVD disc is NTSC Region 2 encoded. ...
    by Published on October 3rd, 2007 20:55

    Released today at Play Asia



    features
    Gameplay – There are over a thousand different ways to complete this game. Each level is uniquely built so that you can solve them in multiple ways.
    Modes – Learn the origins of the Kurupoto and their star friends in the Story Mode or play the Normal to unlock all of the constellation pieces.
    Bonus – Surpass the highest score in each constellation to unlock a myriad of images.
    Touch Screen Support – Utilize the touch feature to rotate the screen.

    description
    This title is so fun, cute and addictive that you don’t want to put it down. Simply tap the Touch Screen and rotate the puzzle pieces that stand between your beloved stars and their haloes. With over 100 levels and thousands of possibilities, this game brings great replay-ability and lasting value, all the while testing your mental prowess ...
    by Published on October 3rd, 2007 20:52

    Released today at Play Asia



    features
    Quick fun action games for PSP!
    200 micro-games & 10 Boss Games - included in the game
    Multi-player modes - Mega party mode (more than 1 000 players by web site) / Turn based multiplayer (Vs mode)
    Today urban cultures & designs - Street sports, nerd attitude, pixel art universe, graph, stickers...
    Intuitive gameplay - many playlists of five second micro-games
    2D casual gameplay - enhanced by online features
    Original soundtrack - with Daft punk, Mr Oizo, Missmood and many more.
    Online bonus - new micro-games & play-lists online

    description
    Bringing fast and furious bite-size gaming to PSP for the first time, HOT PIXEL comprises 200 deviously crafted micro-games based on a quirky and original story premise and drawing inspiration from street culture and the digital lifestyle.

    In HOT PIXEL the player is charged with guiding the central character, a half-skater, half-nerd named Djon, through a typical day in his pixellated digital world. The world of HOT PIXEL features fast paced and varied micro-games ranging from the eccentrically outrageous, through to the subtle and cool, dipping into Atari's rich video game history for inspiration along the way. ...
    by Published on October 3rd, 2007 20:51

    via MCV


    After a prolonged period of uncertainty concerning possible format exclusivity, Gamespot reports that Namco Bandai will release both Ace Combat 6 and Beautiful Katamari exclusively on Xbox 360 later this month in North America.

    Both are titles that, bar for one outing on Game Boy Advance for Ace Combat, were formerly PlayStation exclusives.

    Quirky roll-‘em-up Beautiful Katamari will be released in the US on October 16th at a budget price of $39.99, whilst Ace Combat will arrive a week later on October 23rd.

    No news on any European release dates have yet emerged, though it had been suggested at one point that Beautiful Katamari could end up being a download only title. ...
    by Published on October 3rd, 2007 20:50

    Released today at Play Asia



    description
    More Crime-Solving Action
    Break down the evidence and bring suspects to justice in five all-new, bizarre crimes. Unravel longer cases, search bigger crime scenes and uncover hidden evidence in unique locations like never before.

    Go Deeper into the Evidence
    Master new forensic tools and find more evidence than ever. Use the new Garage Lab to examine large pieces of evidence like cars and trucks. Recreate gunfights with ballistic lasers, uncover shocking secrets with video analysis, and much more.

    The Ultimate CSI Experience
    Experience your very own CSI episodes as you piece together clues with the real CSI actors. Take part in dramatic interrogations, create grisly crime reenactments and explore atmospheric crime scenes inspired by the show.

    Now on Next-Gen Consoles
    For the first time CSI fans will be able to play on the Xbox 360™ video game and entertainment system from Microsoft and the Wii™ home video game system from Nintendo. Use the Wii Remote™ to navigate through a crime scene or experience cinematic-style graphics on the Xbox 360. The user interface has been completely redone with a console audience in mind so that it is more user-friendly and more like the show than ever. ...
    by Published on October 3rd, 2007 20:48

    Released today at Play Asia



    When the game is on the line and the ball is in your hands, what will you do? Will you penetrate, drive the lane and rise above the rim for a monster dunk, or find an opening on the perimeter and sink a game-winning three? Take control of the game with a full arsenal to win the one-on-one match-up from every spot on the floor with NBA LIVE 08.

    Providing an unrivaled level of authenticity to the sport, NBA LIVE 08 introduces hot spots, where real NBA shot data is used to illuminate the locations on the floor where your players are most effective. Couple this with all-new signature go-to Moves that capture the essence of the NBA's best, and you can now play the game on a console like you see it from the stands.

    Pass the ball inside and rule down low with 'own the paint' post play. String together combos of fakes and shots to fool your defender into committing and create space for the game-defining bucket.

    On the perimeter, in the paint, and with unparalleled depth, dominate with your go-to move with NBA LIVE 08. ...
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