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    by Published on April 23rd, 2007 19:44

    via ign

    Square Enix is all set to release its biggest DS title yet, Final Fantasy XII Revenant Wings. Japan's gaming press has been covering the gambit out of the game leading up to its Thursday Japanese release, with previews, interviews and even the first spoiler-filled strategy guides.

    We'll hold off on our own preview until when we have the game in our hands later this week. But prior to that, we thought we'd translate a few bits from a recent interview with the monthly Nintendo Dream magazine in which Square Enix's Shinji Hashimoto shared some thoughts on the future of the Final Fantasy series, with particular attention to how it applies to Nintendo.

    Nintendo Dream first noted that this was Hashimoto's first appearance in the magazine. Hashimoto himself admitted that he hasn't appeared in an all-Nintendo magazine for quite some time. In fact, after jointing Square Enix in 1995, his first work with the series was as promotions producer for Final Fantasy VII. This was, of course, the first time the series moved away from Nintendo platforms.

    Moving away from the history lesson, Nintendo Dream asked Hashimoto to comment on what makes Final Fantasy what it is. "For Dragon Quest, we're developing DQIX with the series founder, Yuji Horii, in the central role," responded Hashimoto. "But Final Fantasy has a different producer and director for each title, which is why we've been able to release up to part 13. However, with the director and producers continuing to change, when asked 'What is Final Fantasy?', it's hard to give a clear, concise answer."

    The current set of Final Fantasy projects can be divided into four groups, explained Hashimoto. There's the Fabula Nova Crystallis (Final Fantasy XIII) group, the Ivalice Alliance (Final Fantasy Tactics, Revenant Wings) group, the Crystal Chronicles group (working exclusively on Nintendo hardware, Nintendo Dream states) and the Final Fantasy XI group.

    For its followup question, Nintendo Dream revealed an interesting bit of trivia about Nintendo. According to the magazine, Nintendo has a gathering which one can think of as a "Zelda Steering Council" of sorts that discusses what's appropriate and inappropriate for Zelda games. According to Hashimoto, Square Enix does not have something like this for the Final Fantasy series. Even the design of the Chocobo characters, for instance, changes with every game.

    So what, in the end, is Final Fantasy? Hashimoto attempted to give an answer. "If forced to give the essential common points for FF, there are Chocobo-like living creatures, there are crystals, there's travel via air ships, there are items such as potions... and the genre is RPG. While there are some exceptions, in general there aren't 'sequels,' so the games that are part of the 'numbered series,' will always come to a self-contained conclusion. VII's sequel is not VIII, and VIII's sequel is not IX."

    As for the games that did have sequels, including the various Compilation of Final Fantasy VII products, Hashimoto noted that these are developed under the eye of those who made the originals. It's not the case that Square Enix has handed off the FFVII world to an unrelated team.

    Although speaking with a Nintendo magazine, Hashimoto brought up Final Fantasy XIII as a comparison for Square Enix's decision to expand upon the FFVII storyline through the Compilation project years after the game's original release. "Different from something like VII, which we expanded upon afterwards, with Fabula Nova Crystallis FFXIII, we've thought about an expansive world setting from the start. Under the idea of wanting everyone to be sucked into the world for 10 years, we're preparing a number of categories." He likened this approach to films like Star Wars, Harry Potter and Lord of the Rings.

    Moving on to Nintendo specifics, the magazine asked Hashimoto for some of the selling points of Revenant Wings. "We're centering it around the story of a new adventure involving the heroes who appeared in Final Fantasy XII. There's content that will make people who played XII happy, and we're also making it easy to get into the world for those who are entering XII for the first time with the DS. The gameplay systems are also made to be easily played on the DS."

    Other high-profile Square Enix titles for the DS include Final Fantasy Crystal Chronicles and Final Fantasy Tactics A2. "The DS version of FFCC is, in terms of development, further along," said Hashimoto. "I believe that when you play it, you will think to yourself, 'there is an action RPG this beautiful.'"

    Hashimoto made brief mention of the Wii version of Crystal Chronicles. "Recently, I was able to check the progress on the Wii version. It's coming along extremely well. However, developing a game that makes use of the Wii remote is difficult. For our Wii game Dragon Quest Sword, adjustments related to the remote took a long time."

    As for other Nintendo-based Final Fantasy product, the magazine began by asking about possible Virtual Console downloads ...
    by Published on April 23rd, 2007 19:38

    News from LeOS

    Gp2x Gaming League Round 4: Voting started

    Third round of the GP2X Gaming League ended. Sebastiaan won this time playing Nois2sa Stage 10: 4.420.840
    Endless Insane: 4.808.030
    http://www.gpark.nl/forum/viewtopic.php?t=742

    We've nominated 6 great games, the one that gets the most votes will be played in the next round.
    Everybody can join the votes, you only have to register and vote for the game you'd like to play.

    http://www.gpark.nl/forum/viewtopic.php?t=795

    You can join and leave the league whenever you want, of course missing a month will cost you points (IMG:style_emoticons/default/smile.gif)

    FAQ: http://www.gpark.nl/forum/viewtopic.php?t=635

    The forum: http://www.gpark.nl/forum/ ...
    by Published on April 23rd, 2007 19:37

    News from Micket

    I was originally hoping to have time to update UADE for this release, but it's quite a bit of work to use it so i'm not going to hold back these updates any longer

    Download HERE --> http://www.micket.com/oldplay.zip

    Made a new theme;


    VERSION 1.10
    * Improved plugin priority list (will skip to next plugin if song can't be
    played with the current one, until it works or all fails)
    * Added another name suggestion for new saving new playlists, same as dirname
    as well as increased the upper limit for NEW: plalistXX.opl to *many*
    * Minor graphical things;
    Some linespacing (1 px in browser and 2 in infobox)
    Increased range of equalizer (not sure why Sasq intentionally limited it)
    so it reaches the top of it's box now.
    * Changed behaviour for directories that dont fit in browser views title
    as well as adding zipped dir's in there.
    * Added start dir in config file. Usage; DIR=../music or DIR=/mnt/sd/music
    * Made a new default theme
    * Made volume increase less at lowest volumes.
    * Very basic support for zipped m3u's for kss, hes, ay.
    If file is named FooBar.kss then m3u must be named FooBar.m3u just as
    unzipped files would be. Naturally they have to be in the same zip (and dir in zip).
    * Added (fast) seeking in CBR MP3 and MP2. Still a small lag due to old buffers
    already filled that you'll probably have to live with.
    In VBR songs the accuracy is expected to be way off.
    * Calculating track length for VBR MP3's using the Xing header.
    * Added support for mono in MP3 and MP2.
    * And as usual some various bugfixes hardly worth mentioning

    On my TODO i currently got;
    Formats:
    * Update/Redo UADE
    * GSF
    * PSF
    * xmp (if better then modplug?)
    * Midi
    * Lossless formats

    Other:
    * Database for adplug
    * Zipped dualfiles (like smpl.*)
    * Help menu (not sure where to place it though.. or what button to activate it with) ...
    by Published on April 23rd, 2007 19:36

    News from Nagelfar:

    just captured a gameplay video for my Boomshine remake and put it on Youtube for your utter enjoyment



    The game itself is almost ready to be released in full and you can already download a 3 level demo here! ...
    by Published on April 23rd, 2007 19:32

    New released of the Spectrum Emulator for the DS:

    ZXDS is an upcoming emulator of Sinclair ZX Spectrum for Nintendo DS, written by Patrik Rak. It is still in a very early stage of development, but it already has some noteworthy features, like emulation of Spectrum 128k (including sound) or TAP/TZX support.

    + Both TAP and TZX tape files are now loaded at high speeds whenever possible.
    + Z80 snapshots are now supported.
    + Save state support via in-memory/on-card write-through save slots for 10 Z80 snapshots.
    ! Happy birthday, Speccy...

    Download and Give Feedback Via Comments ...
    by Published on April 23rd, 2007 19:28

    News from Wiili.org

    WiiLi.org start's the bounty with $499, taken from the original donations made to the site to get the dedicated server.
    The Money goes to and is controlled by the people from distrowatch.org, or another well know person/site. osnews? , slashdot?
    We can setup a chip-in (created by distrowatch.org?) so that people interested in contributing chipin to the bounty.
    Also The chip-in mechanism allows for other people to include the chipin on their sites:
    Distrowatch decides on the winner and sends the money.
    No time limit, the fund will keep increasing until the goal is achieved.
    It's called WiiLi.
    Who gets the money?

    The first person to:

    Boot Linux on the Nintendo Wii without voiding the warranty.
    Using attached hardware on USB, etc, is fine, as long it is documented what it does and where to obtain/build it.
    X needs to run.
    Wiimote, keyboard, mouse, dvd drive, sd-card and network support.
    Documentation off the code execution technique on the Wiili.org wiki.
    Youtube video and how-to.
    Any files used to do it must be provided
    Needs to show the full av cable during the whole video to make sure it is for real
    No cutting out parts of the video
    Just an idea, feel free to contribute. Keep this away from Digg or alike until we have a more precise idea of how to make this work.

    It's not an easy task! The chip-in thing could make the bounty go very very high!

    Good idea but id rather see a hack to make homebrew on the Wii rather than boring linux :P ...
    by Published on April 23rd, 2007 19:26

    Crunchy2 has released a new beta of his Snes emulator for Nintendo Wii and Nintendo Gamecube:

    Here for all to try is version 2.0.1b2 of Snes9xGx. Here's a list of some key changes:

    - Now reads a global preferences file. All preferences are now global except for joypad configuration and calibration. The latter two are still stored in the SRAM for each game and only apply to that game. Other settings are now stored in a preferences file and apply to every game. If you aren't saving preferences you'll get the defaults and any changes to preferences will be temporary, but global prefs will carry over to subsequent rom launches (i.e. like it was before b1.)

    - Auto loading of SRAM is now an option. Auto saving of SRAM is still an option. Both default to OFF. If you want them on permanently, change the setting and then save the preferences.

    - Comes in 6 flavors, each one is for a specific preferences and auto save/load SRAM location. For instance there is one for a memory card in slot B, another for an SD card in slot A, another for SMB and even one now (yes, for you sindrik), that does not load a preferences file at all. Choose the one you want or collect them all! You can still, of course, manually save and load SRAM wherever you want.

    - SD SRAM saving has been fixed! You can now load and save SRAM from SD card, including importing and exporting to other platforms. Also you can boot either the sdslota or sdslotb variant to have everything done with the SD card, whichever slot you put it in.

    - menus rearranged again, hopefully for the better. For one thing, the Zoom option now resides in the Emulator Options menu and has been renamed to "C-Stick Zoom". Like all the options in the Emulator Options menu, it is now a global setting. The emulator options menu has a "Save Preferences Now" menu item. The Joypad configuration menu has a "Save Config/SRAM" menu item for convenience - joypad config is per game and thus still stored in the SRAM file.

    - many under-the-skin changes - take a look at the source code

    Known problem: SMB loading may fail on occasion (at least it does on my wireless network every once in a while), but I'm hoping that I've at least stopped it from crashing/hanging when this happens. Let me know how it works for you. Overall it works pretty well for me.


    HOW TO USE THE DOL FILE
    ---------------------------------
    If you are using an SD Card adaptor (SD Gecko or equivalent), set up your SD card (and Action Replay if you are using that to load SDLOAD) as instructed, then copy the "snes9xGx201b2-sdslota.dol", or your choice of dol file, to your SD card. Also create an "SNESROMS" folder and a "SNESSAVE" folder at the top level of the SD card. Put your SNES roms in to the "SNESROMS" folder. SRAMs and the preferences file will be stored in "SNESSAVE". Insert the SD card into your SD card adapter, and plug that into slot A. Boot SDLOAD via Action Replay or however you do that, and run "snes9xGx201b2-sdslota.dol" (but you might want to rename it to a shorter name as SDLOAD doesn't display long file names properly) via SDLOAD.

    If you are making a bootable DVD, I recommend, though it isn't required, creating an SNESROMS directory at the top level of the DVD and put your SNES roms in there - see note number 10 above. For example, if you are using "BootableDisc3" to create your bootable DVD, then, in addition to renaming "snes9xGx201b2-mcslotb.dol" (or whichever dol you wish to use) to "bootldr.dol" and putting that into "my_bootable_disc", also create a folder called "SNESROMS" within "my_bootable_disc" and copy all of your SNES roms into there. Also put in a filler file in the top level of the "my_bootable_disc" folder if necessary to make the DVD at least 500 MB in size. Then run BootableDisc.bat and burn the resulting iso file to DVD. See the documentation that came with "BootableDisc3" for details on using that tool - there's more to it than this!

    Download and Give Feedback Via Comments ...
    by Published on April 23rd, 2007 19:24

    via Nintendo Wii Fanboy




    Those crafty haxxorz are at it again, this time finding an exploit in the trial version of the Opera browser for the Wii. In hitting up the URL of a certain JPEG image, the browser can be made to crash, allowing malcode (we're assuming it's an abbreviation for "malicious code," we're not 1337) to be implemented. Of course, this exploit can be null and void if you manually updated your Opera browser to the latest version (which we're sure most of you have), but those of you still with the trial version might want to go ahead and update.

    ...
    by Published on April 23rd, 2007 19:22

    Eke-eke has released a new version of his Gameboy emulator for the Nintendo Wii and Nintendo Gamecube, heres the release info:

    GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy

    This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.

    This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.

    -=[ CHANGELOG ]=-

    23/04/2007:
    . corrected a little bug with SRAM/STATE saving
    . modified key config upon request: SELECT is now assignated to Y Button

    -=[ FEATURES ]=-

    .Gameboy and Gameboy Color emulation with sound
    .DVD & SDCARD support for rom loading
    .Savestate load/save on Memory Card
    .SRAM & RTC load/save on Memory Card
    .support for zipped roms


    -=[ WHAT'S MISSING ]=-

    .Mono Gameboy palette user configuration
    .RTC Synchro: Here's a note about RTC, taken from original gnuboy's doc:

    Quote:
    Some roms, notably Pokemon ones and Harvest Moon, use a realtime clock to keep
    track of the time of day even when they're not running. Since gnuboy is just an
    emulator, it can't work like a real cartridge and make things like this keep
    happening while the emulator is not running. However, it can resync the Gameboy
    realtime clock based on your computer's clock when it starts. This is what the
    "syncrtc" option does. By default it's enabled. If you disable it, then no time
    will seem to have elapsed between when you exit the emulator once and when you
    start it again the next time.



    =[ MENU ]=-

    Play Game : Run the game you just loaded or return to game

    Game Info : Some informations about the ROM

    Reset Game: Reset emulator

    Load New Game:
    . Load from DVD: DVD must be ISO9660
    . Load from SDCARD: Roms must be placed in a directory named GBROMS
    The maximum number of files per directory is 1000. You can use subdirectories.

    Emulator Options: . Scale X, Y: Let you modify the size of the display screen
    . Filtering: Gnuboy can filter screen colors to make them look more washed out or faded
    like on a real GBC. You can also allow this for Mono GB games by setting the value to "ALL"
    . Sprite Sorting: Enable/Disable sprites to be sorted and prioritized according to their x
    coordinate when in DMG (Mono GB) mode.
    . Force Mono : For GBC games to run in Mono GB mode.
    . GBA Features: Unlock gba-only features in some cgb games (See Zelda Oracle's serie)
    . SRAM AutoSave/Autoload: this is actually disactivated

    Memory Card Manager:
    . SRAM Manager: Let you load/save SRAM and RTC data on the Memory Card
    . STATE Manager: Let you load/save Savestate and RTC data on the Memory Card
    The size of the created savefiles is variable and depends on the ROM type.

    Stop DVD Motor: save the DVD Lens life

    SD/PSO reload: if you used SDLOAD to load the DOL, this let you come back to SDLOAD menu


    =[ CONTROLS ]=-

    .Z Button let you come back to the menu when playing a game
    .A is Gameboy Button A
    .B is Gameboy Button B
    .START is Gameboy START Button
    .Y is Gameboy SELECT Button

    Download and Give Feedback Via Comments ...
    by Published on April 23rd, 2007 19:16

    New from the Specialist is the tool to convert Western Digital Hard Drives into ones accepted by your Xbox 360, heres some info:

    Attached is the latest version of the hddhackr. It works with the new 120 gb signature. However, this current version can not dump the hddss.bin file automatically from that drive, you'll have to manually dump sectors 16-22 with a tool like winhex and save them as 'hddss.bin'. After that, continue as normal with the hddhackr and everything will be fine.

    Also, I'd like to stress that there are 2 versions of the WD BEVS drive out there: the 'RST' and the 'LAT' version. This tool currently ONLY supports the 'LAT' version ! You can find on the sticker of the HDD which version it is. I'll hope to be able to support the RST version of the drive in a future version of this tool

    Download and Give Feedback Via Comments ...
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