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    by Published on March 17th, 2007 13:10

    via ign

    Last week IGN Wii stopped by SEGA of America's San Francisco headquarters to play its new Wii undertaking, Alien Syndrome. Veteran gamers will undoubtedly remember the franchise, whose roots date back to the 1987 Sega Master System original, known today for its frantic top-down, two-player-compatible gunplay. The two-decade-old effort told the story of Troopers Ricky and Mary, elite members of the Earth Command Soldiers charged with the task of defending the planet from an extraterrestrial threat that could mutate man and machine alike into dangerous and grotesque abominations. The project delivered relentlessly fast twitch-finger shooting action and eventually made its way, in various updates, to everything from the Atari ST to NES and Game Gear.

    The new Wii title, developed by Totally Games, takes place approximately 100 years later. This time, gamers control Lieutenant Aileen Harding, a 21-year-old soldier who is just as tough as she is beautiful. There are several differences between this new and improved sequel and its aged predecessor, the first of which is that the franchise is no longer restricted to the action genre. Rather, the game branches out into the realm of the RPG, enabling players the option to upgrade Harding's abilities as she runs-and-guns her way through alien-infested interiors and exteriors. Another key separator is the fundamentally changed (for the better) Wii control setup, which we'll get to momentarily. And finally, the new build features a four-player cooperative mode, as opposed to a two-player one.

    Before we go over gameplay specifics, though, let us first take readers into the world of Alien Syndrome. The title unfolds thousands of years into the future as humankind is regularly finding and terraforming distant planets so that they may become inhabitable. Somewhere out in the darkness, the Seti-Alpha 5 Terraforming Station has gone quiet. Despite repeated attempts to communicate with the facility, Earth Command receives no response. And that's where the seasoned Harding comes in. Only after the soldier arrives on site does she discover that the age-old Alien Syndrome is behind the mystery, and she takes it upon herself to rid the galaxy of the enemy once and for all. It's basic sci-fi exposition, to be sure, but there's history here and SEGA has stuck with it.


    Players control the game with the nunchuk and shoot in any direction with the Wii remoteReaders may not realize it, but there's much more to Alien Syndrome than meets the eye. Sure, it's packed full of traditional top-down shooter mechanics, but it's also got a meaty single-player mode. There are 15 diverse levels that range from the insides of infested ships to factories and more, and each presents individual side-quests, too. There are some 100 different enemies, five major bosses and 15 sub-bosses scattered throughout those many levels. There's a lot. In fact, SEGA is promising more than 20 hours of uninterrupted gameplay.
    The Wii game is controlled with the nunchuk - both its analog stick and the attachment itself. The stick moves the character about the universe and tilting the nunchuk manipulates the camera. The configuration requires a mental rewire, in our experience, because players will instinctively want to hold manual control over the camera with a traditional stick. However, as soon as the functionality becomes familiar - it took us several minutes - Harding will be able to whip through stages even as the perspective remains stable. Shooter fans will be happy to learn that the Wii remote is used to direct the gun of the soldier as she blazes through the various stages. Players simply point in the direction they want her to shoot, tap the A or B button the device, and she will quickly gun down her opponents. There is really no comparison between this new configuration and an analog stick because the precision and speed gained by using the pixel-perfect accuracy of the Wii remote puts it in a class of its own. The controls feel both spectacularly responsive and speedy - two musts for an endeavor of this type.

    A droid hovers alongside Harding though the levels and acts as the heroine's personal locker and swap shop. Not only does it store items she picks up along the way - it also houses weapons, armor and energy. It can drop out or store new items at any time and, when it's not simply carrying necessary equipment, it even acts as an AI backup of sorts. It's not a terribly impressive fighter, but it does shoot off a few rounds here and there and will come in handy as a fighter from time to time.


    Alien Syndrome moves quickly and features nice particle and lighting effectsThe robot is a necessity because Alien Syndrome is chock full of upgrades for equipment, items and - most important of all - for Harding herself. There are more than 80 weapons in the game that can be assigned to primary and secondary fire buttons. Gamers will get the X-d 99 Impulse Laser - some may remember it from the original ...
    by Published on March 17th, 2007 12:56

    Cedric witha NeoFlash Coding Comp Entry has updated his wireless gamepad app for the Nintendo DS:

    Heres the info:

    This program aims to act like a wireless gamepad.

    History :
    Version 0.2


    Settings Gui, no need to edit xml file

    Animated menus, just for fun

    Automatic backlight shutdown after à choosen time

    Touch screen work as an analog stick with one or more DSes at the same time

    Turbo keys!

    ds2key 0.6 compatibility mode (keys + touch screen)

    Open Source!

    [Server] : xml config too.

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 12:53

    Zarxrax had updated his DS application called DSLearnJ:

    Heres more info:

    DSLearnJ is a homebrew application for the Nintendo DS that I created so I could learn Japanese Kanji more easily.

    Updated DSLearnJ to version 0.5. The program was completely rewritten from scratch. I have finally included all of the basic functionality, making the program actually useful now. There is still lots of room for improvement though, and code is still incomplete in some places (like the file menu).

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 12:50

    MangledLftThumb has updated his RiverCrossingDS game:

    Heres whats new:

    Updated RiverCrossingDS to v0.25.
    Added a couple more puzzles & some animations with the help of my kids.

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 12:47

    M3 Team have released a new version of their software:

    Heres whats new:

    M3DS Simply Kernel upgrade to v1.03, it supports upgrade feature of Skin DIY, which is the expansion of formal feature of Skin DIY, it allows to all options of text colors on the Skin, the more features will be added in coming kernel upgrade.

    Download Here ...
    by Published on March 17th, 2007 12:41

    Keoniomega has posted an entry into the Neoflash Coding Comp:

    Fall Down DS v. 1.01
    ------------
    This game is based on the classic TI-Calculator game, Fall Down.

    Able to work on Max Media Dock and DSEmuME for sure.

    ------------
    Gameplay:
    Move the ball with the stylus
    Try to fall through the openings in the bars of blocks

    ------------
    Known Bugs:
    If you fall from too high, you can skip a row of blocks
    There is a way to earn unlimited amount of points, but I won't tell
    If you lose, you have to reset

    ------------
    Future Improvements:
    Be able to restart without having to turn off the system
    Music (nothing fancy)
    Better Collision detecting
    Saved High Scores List
    2 Player (not anytime soon but hopeful)

    ------------
    Credits:
    Keoniomega - Main Programer

    [edit] UPDATE: I've fixed the bug with restarting. All you need to do is hit start when you lose. [\edit]

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 12:33

    Spinal has posted an entry in the Neoflash Coding Comp, heres the details:

    This is a very great puzzle game for the Nintendo DS, the gameplay is simple, yet very addictive!

    Please note this if for FAT cards only (sorry) and must be Dldi patched to work (it is currently patched for R4DS).
    Sensitive will create a folder on your card called 'sensitive' for storing its data. Please do not delete this (unless you no longer play SensitiveDS).

    [edit] SensitiveDS is compatable with DSMotion Card, so you can tilt your way around this extremely fun puzzler. [edit again] Just insert the motion card on the main title screen and a logo will apear on the top screen to show you have inserted it correctly.

    In each level you must move the disk over every orange and green tile then get to the exit. If you fall off, you must start over.

    There are five options in the main menu, they are -

    [1] Instructions - Give you a breaif explanation of how to play.
    [2] Challenge - Play as many levels as you can in one life.
    [3] Puzzle - Complete each puzzle to unlock the next one.
    [4] Custom Levels - Play some levels created with the Level Editor.
    [5] Level Editor - Create your own levels to play in custom mode.

    Any comments are welcome.

    Thankyou.

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 12:29

    ai3gtmc has posted an entry in the Neoflash Coding Comp, heres the details:

    Hi
    this is a theme flasher it can flash the following files:
    01-12.bmp
    topmenu_plugin.rco
    opening_plugin.rco
    GAMEBOOT.PMF
    System_PLugin_bg.rco
    System_PLugin_fg.rco
    System_PLugin.rco
    Game_Plugin.rco
    Photo_Plugin.rco
    Impose_plugin.rco
    ltn0.pg


    while loading it automatically backup:
    01-12.bmp
    topmenu_plugin.rco
    opening_plugin.rco
    GAMEBOOT.PMF
    System_PLugin_bg.rco
    System_PLugin_fg.rco
    System_PLugin.rco
    Game_Plugin.rco
    Photo_Plugin.rco
    Impose_plugin.rco
    ltn0.pg
    to ms0:/theme folder if u don't have that folder Make one

    ****WARNING****
    If You Don't Know What Flash0 is I don't Recommend You Use This Program
    It Can partially or PERMANENTLY brick Your PSP.
    I don't take responsibilities if something wrong happened to your PSP.

    ****Copyright Policy****

    You Cannot COPY,MODIFY,REPRODUCE
    THIS Program Without Permission.

    ----USAGE----
    put the ThemeFlasher and ThemeFlasher% in ms0:/psp/game for 1.50 users

    and ms0:/psp/game150 for Custom Firmware users

    Put all you Theme(rcos,bmp,ltn0.pgf) Files in ms0:/theme folder

    Download and Give Feedback Via Comments ...
    by Published on March 17th, 2007 11:16

    Dragonminded has released a new version of his excellent app for the Nintendo DS:

    Heres whats new:

    Update log is as follows:
    - Sped up text display routines a lot, helping with larger text and html files.
    - Vastly improved HTML rendering mechanism, large HTML files don't bog down any more.
    - Switched to latest dsWifi from CVS as it no longer freezes on my DS.
    - Added ,
    and
    to HTML renderer.
    - Added flac support to the sound player.
    - Added primitive sid support to the sound player.
    - Added nsf support to the sound player.
    - Added spc support to the sound player.
    - Added ability to check card type in plugins.
    - Added ability to move the cursor with the stylus on the configuration and irc pages.
    - Added ability to customize colors with colors.ini file.
    - Changed the sound player volume maximum to 400%.
    - Changed vCard loading to load simple unicode files, though only ascii charset is supported still.
    - Changed behavior of HTML renderer when leaving tags to fix bad HTML coding.
    - Changed behavior of default settings creator to direct people to the correct IRC server.
    - Fixed issue where keyboard repeats didn't work on the configuration screen.
    - Fixed screen swap glitch with text input box on the scribble pad.
    - Fixed potential bug with vCard separator, fixed naming issue with vCard separator.
    - Fixed slight issue with mp3 playback clicks, but had to take oversampling down to 2x.
    - Fixed memory leak in plugin loading.
    - Fixed
     tag not changing to fixed width. 
    - Fixed bug in HTML syntax highlighting with more than one tag property that wasn't quoted.
    - Fixed language being wrong issue when there is no config.ini file.
    - Fixed issue where L and R GUI widgets were not clickable on picture viewer.
    - Fixed a wordwrapping bug that popped up on the IRC window affecting scrolling.
    - Fixed text color inconsistency on configuration page 3.
    - Fixed issue with help screens and absolutely no help pages available.

    Download and Give Feedback Via Comments

    *Some users have compained about corrupt zip files etc, if you have a problem with this just redownload it again. Some downloads can time-out if the site is particularly busy* ...
    by Published on March 17th, 2007 11:08

    ZodTTD has released a new version of his excellent GBA Emulator for the GP2X,

    Heres whats new:

    New in v9008:
    - Updated the way autoframeskip works. Should be better now. Still has a max frameskip value.
    - Added a slight performance increase to the dynarec.
    - Added sync() to make sure files such as savestates and in-game saves are saved properly to the GP2X.

    Download and Give Feedback Via Comments ...
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