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    by Published on March 2nd, 2007 06:30

    Following Xbox360 Hypervisor Vulnerability released on Tuesday, Crawler360 just released the first Xbox 360 homebrew app (non XNA). It uses the shader hack found in King Kong and requires kernel 4532 or 4548. This will not work on newer kernel versions and downgrading is no longer possible due to the effuse being blown in the latest kernel update. The source file must be compiled before use, read the readme file for directions.

    The readme file

    Xbox 360 Hypervisor/King Kong Exploit
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thanks to Anonymous Hacker's great work, I' m now able to publish my own
    little implementation of the exploit.

    I've used the full version of the King Kong game, as it has been shown to
    work by these anonymous people at 22C3, and it was the first one I found
    with editable shaders. Most games have these - KK was just the first one
    I've checked.

    So you need a KK full (USA or PAL doesn't matter, they are the same) DVD
    image (including video partition), and obviously a hacked drive firmware.
    You could also try hotswapping from your (hopefully existing!) KK original
    to the modified copy. Then you could go with a stock firmware.

    Why not using the KK demo? It would work the same (though the shader file
    format is different), but requires a firmware hack too, as the possibility
    to run it from DVD-R was blacklisted in a very early kernel already, which
    doesn't have the vulnerability.

    So, how does the hack work? Basically, the bugtraq post
    (http://www.securityfocus.com/archive/1/461489 in case you haven't read it
    yet) explains it all. All I did was to convert the series of memory writes
    into a shader, and writing a small serial loader stub.

    You need to connect the serial port to use this hack. Ready Speedy22's
    fine "Xbox 360 Motherboards and Headers" documentation, it's on J2B1.

    NOTE: It's LVTTL. Do not even think about connecting to an RS232 port
    directly.
    RS232 is +-12V, LVTTL is 3V. Think about what's happening when you connect
    your 110V equipment to 220V. You don't want to happen that on your
    southbridge.

    For example, use a MAX3232, or just use any of these USB serial port
    adapters which already output 3.3V.

    Speed is hardcoded to 115200/8N1.

    To modify your existing game image, start the "patcher" tool. It will patch
    your game image to include the loader. It is a bit lame, but works. The
    tool will also remove the three startup videos for a faster boot.

    When you launch the modified game, it will directly go to the main screen.
    Press start on a controller. It should display "LOADING", and then freeze
    while displaying "Acessing Content". If it doesn't freeze, you don't have
    the correct kernel version (4532 or 4548, but only 4532 was tested). See
    below on how to update.

    Now, the serial loader gets active. You should see a "Xe>" on the serial
    port. Now, upload your binary code (just as a binary blob). To terminate
    your upload, send 16x 'x'. It will be loaded to 0x01300000, and executed.

    Be warned, only CPU #0 is trapped. The other threads/cores are still
    happily executing, so you need to catch them.

    "Hello, world!"
    ===============

    Use the source, luke!

    compile with
    powerpc64-linux-gcc hello.S -o hello.o -Ttext=0x1300000 -nostdlib
    objcopy -O binary hello.o hello.bin

    HOWTO UPDATE (to the correct kernel)
    ============

    To clarify things again:

    If you have 4552, you are screwed. Sorry.
    If you have 4532 or 4548, it has to work. If it doesn' t work, something
    else is wrong, but please don't try to update.
    If you have pre-4532:

    Grab http://assets.xbox.com/en-us/hardwar...VD_10-2006.zip
    (check MD5SUM first: microsoft could have changed this file!
    the correct md5 is cd4db8e2c94266ab73513c361dd5b8f6)

    Burn it to a CD, and start it. It will update your console to 4532.

    - crawler360


    Source

    Download via comments ...
    by Published on March 2nd, 2007 00:40

    This is my 1st NDS homebrew project using devkitpro & PAlib. I had some trouble handling sound & sprites. The movement system leaves alot to be desired but, it was fun. Enjoy.

    download and give feedback via comment ...
    by Published on March 1st, 2007 23:25

    Earlier this year, Beats of Rage creators SENILE TEAM revealed their new Dreamcast project: The 'Micro Machines'-like 2D racer Rush Rush Rally Racing. The game will be published by the GOAT Store which also released the independent Dreamcast productions Feet of Fury, Maquipai, Inhabitants and Cool Herders.

    Now, Senile posted some excellent looking screenshots at their website showing the game's progress:










    Digg this story ...
    by Published on March 1st, 2007 23:00

    Art has released the source code to his X-Flash app for the PSP, heres the details:

    Hi Guys,
    Regrettably, I won't be able to update X-Flash in the near future, due to work
    commitments.

    I was only planning to add support for one later DAX firmware, since the topmenu_plugin
    mods don't work after that.

    The release if X-Flash source code does not mean that I won't update it someday.
    It is quite likely that one day, out of nowhere, an official V19 will appear unexpectedly

    I must warn PSP owners against using any derivative.. how do I put it...
    attempted updated produced by lamers.
    I would find it offensive to see X-Flash updates
    with no real merrit appearing on forums, although I expect it to happen.
    X-Flash has become diffucult program to keep up with myself, let alone somone
    else coming allong and trying to understand it.
    The released source is not obfuscated in any way. The three letter variable
    names are left as original, and many of them did mean something to me.

    Please do not ask for support. You will not recieve any from me for the same
    reason that I cannot produce updates.

    X-Flash source is released for educational purposes for all the people who
    wanted to know how I did various things.., not to encourage offspring.

    http://www.megaupload.com/?d=E3X64XN7

    Cheers, Art. ...
    by Published on March 1st, 2007 22:59

    The game seems to get some steady process. Here are the recent updates of the Development Blog from late February:

    Internal Beta 20-02-2007

    • New titlescreen
    • New Lava background
    • Bugfixes
    • First boss routine restored


    Last big boss arrived!

    Ealier this day we have recieved the last big boss from our gfx man! This means… all enemies are fully drawn and animated - it’s time to pull those into the game now.


    Titlescreen [16-02-2007]

    We are currently in progress to finalize the static titlescreen of the game. As soon as it’s completly finalized we are posting a screenshot and you guys can tell us what you think


    Energy Bar [14-02-2007]

    We have implemented an energy bar, this mean Giana will not die on first touch with an enemy. You still immediatly die if you touch fire, fall in a hole or if you go “swimming”. The game is getting much easier this way… don’t worry it will be still difficult enough



    Source: Gianas-Return.de ...
    by Published on March 1st, 2007 22:55

    via pspfanboy

    Namco Bandai just announced Smash Court Tennis 3 for the PSP. It'll feature 16 tennis stars, including Roger Federer, Rafael Nadal and Justine Henin. "We are thrilled to announce that the next iteration of our popular Smash Court Tennis series is set to appear on the PSP system," said Makoto Iwai, Executive Vice President and COO of Namco Bandai Games. "With the franchise's signature gameplay and new enhancements, Smash Court Tennis 3 is the perfect on-the-go package that's made for a jet-setting tennis pro."

    Virtua Tennis will be the game to beat for Namco's next. However, there's one feature that I'm particularly psyched about: the ability to compete against other PSP owners with a single UMD through Game Sharing. It's a horribly under-utilized system: being able to play tennis against any other PSP owner should offer a great deal of potential. ...
    by Published on March 1st, 2007 22:51

    Sony Computer Entertainment announced that it will update the PlayStation Store today with Namco's Tekken: Dark Resurrection for download. The game is a PlayStation 3 translation of the PSP title and features full 1080p support. Tekken: Dark Resurrection will retail for $19.99. We'll have our full review of the game soon, so keep an eye open for that.

    SCEA also announced that it will post a new MotorStorm video featuring a behind-the-scenes look at the game's development. The video features footage from Evolution Studios' shoot in Utah's Monument Valley and includes interviews will the designer and producers. MotorStorm is set to launch on March 6th in stores nationwide.

    A new trailer for a Warner Bros. film will also make its way to the store, though Sony didn't mention which movie it will be for.

    via ign ...
    by Published on March 1st, 2007 22:50

    Heres an excerpt

    Here are some words we won't be using in this preview: "hi-octane", "adrenaline-fuelled", "Penguin". That's because, unlike the flagrantly unimaginative language we tend to haul out when a new arcade racer rears its ugly head, EA's Burnout series has just about managed stay the right side of hackneyed. Despite annual updates, Burnout has successfully tweaked and reinvented its formula with each new iteration, constantly surpassing itself to keep its rightful place as king of the speed-obsessed pack.

    So then, it seems only fair that Burnout Dominator should take a congratulatory look at its heritage and reinterpret one of its most popular past features to form the heart of the new game. Of course, we're talking about Burnouts, last seen in Burnout 2. As Nick Channon, senior producer on Burnout Dominator explains, "With Dominator, we felt there was the opportunity to go back a little to the essence of the Burnout experience: driving as dangerously as you can, avoiding the crash. We wanted to return to that sense of weaving in and out of traffic, doing near-misses, really controlling with long drifts. The one thing we've been itching to do for a while is bring back Burnouts. Not just bring them back though, but build the game around it".

    Full article at IGN ...
    by Published on March 1st, 2007 22:40

    via ps3fanboy

    That's right -- the complaints about the PS3 dev-kits and all being really limited and tough to work with must have been grounded in some kind of fact, or else Sony wouldn't have released an all new set of tools for developers working on PS3 titles. This new kid, called PlayStation 3 Edge has "been put together by three first-party technology teams within Sony, the WWS Europe Advanced Technology Group, WWS America ICE team (a technology group based at Naughty Dog that specialises in graphics systems and tools for the PlayStation 3), and WWS America Tools and Technology group."

    This new thingie is described by Sony: "rather than an overarching engine, these teams have chosen to create specialized systems that demonstrate best practices of SPU and RSX utilization." So, is this a step in the right direction for PS3 software development? We submit that it certainly is. With better technology and tools made available to developers, not only will their game development costs decrease, but games will begin to look better and better, do more and more at once. Maybe next-gen titles will drop to $50 as a standard in a year or so. Oh, wait... the Wii already has them at that price. Well, those'll drop to $40 and below at that point. Pricing wars are fun. ...
    by Published on March 1st, 2007 22:37

    via next gen

    Anecdotal evidence from US brick-and-mortar retail outlets suggests that the 20GB version of the PlayStation 3 is heading for extinction, but Sony tells Next-Gen that's not the case--at least for the time being.

    "The type of model found in stores is completely up to what the retailer orders, so if they don't see a big demand for a particular SKU, they simply don't order it from us," explained Sony Computer Entertainment America PR head David Karraker. "We continue to manufacture both."
    "At this time there are no plans to change our US model offerings," Karraker stated. ...
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