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    by Published on January 10th, 2007 23:03



    I went ahead and created a new settings file for 3GP Converter to allow 480x272 AVC conversions. This allows those who aren't tech-inclined to convert their videos for use with Dark_AleX's 3.03 OE-B firmware. Simply unzip the folder, run the program, choose your quality and convert. Enjoy!

    Download and give feedback via comments ...
    by Published on January 10th, 2007 23:02

    via pspfanboy

    Lately there have been rumblings that Sony will release another version of the PSP. Some say it may include a hard drive, an i-Tunes like downloadable games solution or even two analog sticks. These all sound like great additions to Sony's console if they're included, but if they do go all download with their next gen PSP what happens to UMD?

    I would personally prefer a downloadable solution as opposed to UMD (assuming the PSP gets a hard drive). Being able to download new PSP games from a PS3, computer or in store kiosk would not just add convenience, but would also reduce load times on the system. This would be important since one of the main gripes about the PSP is in fact the load times. Also, a gamer wouldn't have to swap a physical disc should they choose during their train ride to play a different game.

    The only issue with no UMD on the next PSP would only occur if there wasn't any kind of UMD slot on the system. For even if the PSP2 didn't manufacture new games on a UMD, Sony has a heritage in gaming when it comes to backwards compatibility. This would be even worse if Nintendo's next system played both DS and Gameboy games. It would have the potential to alienate the millions of current PSP owners and that's something Sony can not afford to have happen.

    Of course what should occur and what will occur can be very different things. Do you want the PSP2 to just use UMD again or would you like it to try either a cartridge or downloadable solution? Would you buy the next PSP if it didn't have a UMD slot at all? ...
    by Published on January 10th, 2007 22:59

    via pspfanboy

    An IGN Boards member, canedaddy, got his hands on the latest issue of EGM, and found something of interest to PSP fans. The Rumor Mill supposedly states that Square Enix is bringing over even more support to our favorite handheld: "Square Enix is whipping up a wild lineup for PSP this year ... These guys are serious too! I'm talking new games, remakes of old classics, and an all-new, unexpected Final Fantasy spinoff that will make the fanboys flip."

    We know that Square is bringing over Final Fantasy VII: Crisis Core and Final Fantasy Tactics to the PSP. What other surprises might they have in store for us? Let the speculation begin. ...
    by Published on January 10th, 2007 22:56

    Via PSPfanboy

    There sure has been a lot of hoopla over the PS3s lack of rumble. Gamers everywhere are decrying how this missing feature will make games less immersive and enjoyable. But yet, when it comes to gaming, there is a double standard between what is expected on a portable versus that of a console. There have been many generations of portables since the rumble feature was first introduced to gaming and yet, it has yet to be a standard feature on any handheld, it has just been built into a few game cartridges. Wouldn't that portable first-person shooter or driving game benefit from the inclusion of force feedback? The DS has a built in microphone and the PSP can browse the web, but neither have a feature that is standard on nearly every console for over two generations.

    Sure, some would argue that they don't need yet another feature that would help drain battery life, but like many feaures on a portable, it could be turned off if the user preferred. A handheld also has the screen built in, so if it were to rumble it would have to be low enough that it didn't have the screen shaking in your hand. But even this problem would be easily solved with minimal tweaking. So it seems that the lack of inclusion has little to do with technical issues. The main reason rumble is likely not included in portables is simply because gamers don't seem to be asking for it.

    But why does lack of rumble hurt a console's prospect in so many gamer's eyes, yet is okay when it's lacking on their portable of choice? If you had the option, would you want it included in your next PSP or DS? ...
    by Published on January 10th, 2007 22:53

    via ign

    Cake Mania is a port of the original PC game and the Back to the Bakery expansion pack. The game puts you in charge of running a cake shop, which means you'll be taking orders from customers, baking cakes, collecting money, and buying supplies. The DS version is controlled with the stylus and is mostly a matter of pointing to the people/objects you want to interact with.

    The story in the first game involves trying to save your grandparents' cake shop from going out of business. In Back to the Bakery, you're traveling the world trying to win an international baking contest. While no multiplayer is available, with 84 levels in all the single-player should keep you busy bakin'.

    The PC version of Cake Mania.

    As gameplay starts customers walk up to the counter and place a cake order. They'll specify the size, color, and shape of cake they want, and it's up to you to get them what they ask for. It'll take a few moments to bake each cake, during which time more customers might enter and place more orders. The game is an exercise in multitasking, as you'll have to work quickly while maintaining accuracy.

    Your customers' happiness is represented by the number of hearts above their head. The more hearts they've got, the happier campers they are. Customers range from Average Joes to Cupid and Santa Claus.

    Each level has a monetary goal you need to reach, and once you do you'll progress to the next stage. You'll also be able to buy kitchen upgrades when you have enough cash.

    Action is handled on the touch screen with the stylus. Touch a customer to take their order, then touch the right ingredients to make their cake. The top screen is your view from behind the counter. Customers will be staring you down while waiting for their orders, and their hearts will decrease if you take too long.

    Cake Mania has been popular on PC, and it could be a good fit for the DS. Majesco is offering two full games in this package for $19.99, so it stands to be a promising budget title. ...
    by Published on January 10th, 2007 22:50

    Heres an excerpt:

    At Ubisoft's preview event last week held at the numbingly cold Dogpatch Studios south of Market Street, a handful of reporters attended to observe a real-time demo and play the single- and the multi-player game. The game ran on the Xbox 360; the PS3 version wasn't there. But due in March for both Xbox 360 and PS3, GRAW 2 already looks fantastic. To be honest, its looks are a little deceiving. The visual improvements are subtle on one level, huge on another. At first look, you'll initially see very little. The character models are slightly more detailed and the vehicles all look decent, but if you look closely at the environment textures, you'll see a marked difference. The variety and detail is impressive. The first couple levels I played didn't really show off the changes I had hoped to see. By looking closely, improvements in shadows (you'll see full, complete shadows), transparencies, and a torrent of special effects (heat blurs, lens flares, particles, animations) will slowly show themselves.

    Full preview Here ...
    by Published on January 10th, 2007 22:46

    Via IGN

    How many times have you started up an RPG and wondered why you can't actually define the main character? If you're playing a role, shouldn't you have a chance to make the characters into whatever you want them to be? What's more, shouldn't you be able to pick and choose what quests to complete or characters that join your party? Well, Xseed Games' upcoming title, Valhalla Knights looks like it will give RPG fans this kind of flexibility with action RPG gameplay. We got our hands on a preview copy of the game and gathered these new impressions of the title.

    The story of Valhalla Knights takes place in a strange land where elves, dwarves, halflings and other mystical creatures live together in some degree of harmony. However, it's also a dangerous realm plagued with monsters and other strange beasts that stalk the land. Players take on the role of a mysterious hero who's lost their memory and wakes up at an inn with no idea of how they got there or who they are. The lone information that they possess is that they are descended from a legendary hero, and that knowledge helps motivate them to discover who they actually are. It also plays into the level of customization that the game offers.

    You'll do loads of dungeon crawling in Valhalla Knights.

    Initially, characters can choose to be a fighter, mage, priest or thief, which helps define their affinity for magic or powerful attacks. However, unlike most RPGs, you're not going to be restricted to this classification for the entire adventure. At any point in time, players will have the opportunity to select a sub-job of any one of the other classes, bolstering their abilities without losing any of their attributes. For example, a high level fighter can choose to be a mage as a sub-job to gain incredible magic attacks and resistance to spells. There are even new jobs that can be discovered as you complete quests and adventure throughout the world.

    While you can get any available quest that you want to take on by applying for them at guilds in town, you aren't forced to complete quests in any particular order. Nor are you forced to travel alone. In fact, you'll have the opportunity to hire up to five additional party members of differing classes to take with you into combat. It may initially seem like overkill, but you'll definitely need the help, because the large numbers of enemies that you'll face during fights can be somewhat daunting. However, you won't have to wade through turn-based gameplay. Valhalla Knights plays somewhat similar to that of Final Fantasy 11 and other MMO type games with an emphasis on action.

    Battles will be large, fast and furious.

    By pulling the R button, players can target a specific enemy, which they can then attack by hitting either the X or Circle button to trigger various combinations. You're not restricted by hand to hand combat either. Pulling the L button allows you to engage in ranged combat with enemies. While it may seem like button mashing, there's a strategic facet to the game as well: players can switch control of party members at will to use their skills or direct the other characters in your group. Tactical directions to your characters are key, because without proper management, many of the characters can be separated and easily killed off by the various beasts that you'll face. We'll have more on Valhalla Knights soon, but for now, check out these new screens of the game.

    Screens Via Comments ...
    by Published on January 10th, 2007 22:32



    Deniska has updated his awesome Map This! application for the PSP with a new Beta release, heres whats new:

    CHANGES
    -----------

    - address lookup for US addresses (via TIGER line data)
    - reverse lookup (shows the closest known house numbers or intersections)
    - new logo, startup screen, wallpaper (contributed by DaxDce)
    - re-designed interface: new fonts, menus, some layout changes, more skinable data panels, battery & signal icons, etc..
    - some bug fixes: clock desplay, POI layout problem, etc.
    - bundled with small NYC map and corresponding geodata file. (~1Mb)


    Creation of US geodata file:
    I provided a set of scripts & programs (all with sources) to get the Tiger Line data from US Census Bureau. They have been tested under cygwin (http://www.cygwin.com)...
    Perhaps someone (in7ane?) could convert that code in to some kind of GUI program.

    To generate the geodata file for a state do following:
    1) copy geocoder folder to your cygwin home directory
    2) navigate to that folder (using cd command) under cygwin prompt.
    3)run following command:
    ./geo-map.sh [2-letter state abbreviation in capitals]
    Example: ./geo-map.sh NY
    4) wait for a few hours while it creates geodata.dat file
    5) copy geodata.dat file to your map's folder.

    Some notes:
    -Some code and ideas were borrowed from Dan Egnor's geocoder (http://ofb.net/~egnor/google.html) but the data was rearranged and compressed to allow reverse geocoding and ~3x smaller resulting file.

    - Intergrity of comressed data in geodata.dat file can be cheked with decompr comand:
    ./decompr deodata.dat [zipcode]
    This should extract all the geo entries for a given zipcode (useful for troubleshooting)
    - With some minor alteratoins the script can be used to produce geodata file for any given area (from few zipcodes to few states)
    I attached the county codes file for easy reference to tiger line data.
    Perhaps a reference file, listing min/max GPS coordinates for each county could be created. The program then would compare the map's lon/lat span with those coordinates to extract a set of counties corresponding to that map and process only these counties.

    Download and Give Feedback Here ...
    by Published on January 10th, 2007 22:15

    News from the Command And Conquer DS Clone Project :

    Just thought I'd post what part of the game I'm working on right now... and it's the game! That's right I'm now starting to make headway into the actual game core, even though it's early days. The concepts of players (whether AI or human), armies, units, buildings, tech trees and more have been coded in. While I'm working on the game code I'm adding a VERY simplified rendering routine for it which basically involves coloured blocks. This will gradually be replaced by nice graphics as the game progresses. I still think the hardest part of this project will be to squeeze in all those nice graphics on the poor little DS, but it'll be a fun challenge.

    I'm now starting work on the path finding, which is a very important part of an RTS. So far I think I'll go for the tried and tested A* technique with a heuristic friendly to a low memory/cpu environment. I'm looking at ways of sharing A* work between groups of units given the same destination to save CPU time and also ways of breaking up the task over consecutive frames.

    This is the part of the project I've been really looking forward to, until now putting the framework in has largely been a pain, but actually writing the game is the fun part Oh and don't worry, I'm writing the code with network support in mind from day one. Though it won't be WiFi enabled for a good while yet I'm taking the first steps in that direction now.
    ...
    by Published on January 10th, 2007 22:09

    News/release from pouer256

    Presentation:

    Veiled it is great classic power 4 relates to the ds.

    History:

    - Beginning of January 2007: making of contact with ass itch for the gfxs
    January -5, 2007 first version finished does not contain the checking.
    January -10, 2007 addition of the checking and the development of the gaining tokens.
    January -10, 2007: First version available on Player Advance.

    How to play:

    - To touch the colone where you want to put your token with the stylet.
    - To support on does not matter that it touches or U rl' touch screen at the end of the part to start again one of them.

    To come:

    - To modify graphics so that is more “pretty”
    - Can be a IA if I have time and if is not too hard.
    - Addition of better sounds.
    - Addition of a menu.

    Download and Give Feedback Via Comments ...
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