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    by Published on December 24th, 2006 17:13

    via ign

    Sony's big year end gift for those who put up with long lines and a sparse lineup of launch titles to become an early adopter of the PlayStation 3 arrived to the Japanese PlayStation Store on Saturday night at midnight, right on the dot. And as a surprise bonus, the US store received the demo at the exact same time.

    That's right, in case you haven't already, log on to the PlayStation Store with your PS3 and start downloading the 630 megabyte demo, because it's already live!

    For those who weren't lucky enough to get their hands on a PS3 in time for Christmas (or, perhaps, you're waiting for Santa to deliver the new system in a couple of days), here's our impressions having unlocked everything in the demo.

    As detailed in our story from earlier in the week (go there for a full demo car list, and some comments from GT series producer Kazunori Yamauchi), the Gran Turismo HD Concept demo includes ten cars, selectable in a variety of colors, and one track. Spend some time with the demo, though, and you'll find a whole lot more than that.

    You start off with one car, the Suzuki Cappuccino, which can be raced on the Eiger Nordwand track, itself a lengthier version of the track that was included in the Tokyo Game Show build of the game. You only have access to a time attack mode initially. That means you, by yourself, racing against the clock. The game gives you a target time. Clear a single lap under this time, and you earn a new car.

    There's an interesting little progressive game in this mode of play, as you unlock the cars. New vehicles are given out in order of increasing performance. Each new car requires that you clear the course in even less time than the one before it. This isn't too much to ask, since you have a faster vehicle at your disposal, but as you'll find out once you get your hands on the faster vehicles, a fast ride comes with some challenges of its own.

    Once you've cleared the time attack mode with the Ferrari 599, the entire game opens up. You gain access to a reverse version of the track, as well as tuned versions of each vehicle. You also gain access to a drift attack mode, which awards points for drifting through those tough turns.

    Unlocking all the content took me about a half hour. I'm not the best racer out there, so perhaps Polyphony hasn't been too tough with the time goals.

    Even once you've unlocked everything, there's still plenty to do in the demo, thanks to its network features. The demo includes a network ranking mode, which lets you view separate rankings for all cars in all track and mode configurations. You can even view and save replay data from the top ten performers. A couple of our new videos have been taken from Japan's finest racers (or, at least, the best among those who actually own a PS3 and stayed up until midnight to download the demo).

    With this early look at GT5, Polyphony has managed to show how things are supposed to be done on the PS3. Visually, the game is far improved over the Tokyo Game Show build. That version had framerate problems, no lighting, and blurry crowds. Those problems have been taken care of here. The framerate is solid, the environment is fully lit, with environmental reflections on your car and actual shadows when entering the tunnel midway through the course, and the crowds actually move around. The game has also been spiced up with some nice effects, like an impressive glare as you emerge from the track's tunnel, and those waving flags that PS3 developers seem to love (see MotorStorm and Heavenly Sword).

    One thing we've come to appreciate with the demo is how much detail Polyphony has been able to push out. In addition to just about the finest car models out there, the track is packed with detail, from dozens (or possibly hundreds!) of animated spectators, to thick patches of trees, and even fully realized mountains in the distance. In our new videos, in addition to racing and replays, we've included a clip focused exclusively on the background scenery of the tracks, so you can see for yourself why we're so impressed. This video consists of footage that loops in the background as you wait to begin a race.

    As good as it looks, the demo still shows room for improvement. The spectators are still pretty stiff overall, with some elements of the crowd standing perfectly still as others move around in fixed patterns. The game also has some imbalance in its cars and backgrounds. The cars look so perfect that the occasional blurry texture and flat surface in the background stands out. Then again, these two problems are really only notable when you drive slowly through the tracks, something you probably won't be doing during real races.

    As a slight correction, we made a comment in an early version of this article about having problems with the game's image quality. This was actually a problem with a setting on the IGN Japan television. GTHD looks nice and smooth, at least running in 720p, which is how we tested it.

    Considering GT5 is a ways from ...
    by Published on December 24th, 2006 17:06

    new release from FreshMilk

    heres what Freshmilk had to say-

    Hi All, and welcome to the 10th Release of TTR, v1.0!

    In this version, since its our tenth, we thought we'd try to do make something that everyone would enjoy, so who better to ask than yourselves? We decided to dedicate this version of TTR to you, the user, whom without none of these releases would have became known. Everey suggestions that was made for every version thus far have been taken in to account, and new features added based on what you have said. If you don't wanna read all this, you can find a change log at the bottom of this post. I expect that most of you may not of heard of TTR, or may not have played it before, therefore, heres a short overview of what TTR is:

    TTR stands for Table Top Rally, which is like your average Car-Dodging style game plus one. Rather than having the same boring old layout everytime you play, there are new cars, interchangeable backgrounds and cool music. If none of these appeal to you, everything I just mentioned can be custimized and changed with the minimum of effort, in 5 minutes, to make the game look and feel just how it should. And with our new feature, custom cars, the game's already limitless boundries are stretched even further.

    This is basically the perfect game for the office, on the road, or having a wee, for an addictive fast-paced thrill game as you swere and dodge to avoid a firey death at the hands of oncoming traffic. Read on to find out more.

    Now that we've got that out of the way, lets look at who was involved in this release:

    Freshmilk - Coder, Developer, and basically Inventor of TTR
    -Skyline- - GFX artist and Co-Owner of the project, whom without none of this would be possible.

    Now that we know all about TTR and what it stands for and who made it, lets take a look of some screen shots of the new pimped GFX:



    Personally, I think these GFX are awesome, considering that it took just 2 days to completely remodel this game. I would like to take this oppertunity to thank my new partner -skyline- for all his hard work, as I can't stress enough on just how much effort he's been putting into TTR. Me and -Skyline- would also like to take this oppertunity to wish you all out there a very xmas, you all deserve it.

    ChangeLog

    General
    - Up and down animation for rally mode have been removed by popular demand, as it caused a few glitches in the gameplay.
    - In the past I had shamefully ignored what you had to say about the old awkward button select menus; so they've been eliminated, to be replaced by new, sexy looking menus.
    - All the bugs found in v0.9 have been fixed; and may i take this oppertunity to apologize for that very rushed release.
    - Security added to the highscore system; try changing it on a pc to see what happens...
    - Everytime a new highscore is reached, a screenshot is saved in TTR's directory.

    GFX
    - The GFX have been completely remade by my partner -Skyline-, who has been working flatout over the past 2 days to bring you this new version of TTR.
    - New pimped edition, as suggested by many of you fans.
    - The version mix ups have been fixed, we are currently at version 1.0.
    - 4 New strips for you to own.

    New Features
    - A new health system, as desired by so many gamers.
    - A new health attribute has been added to cars, so that you can choose the ride that best suits you.
    - a new screenshot system to help you, ermmm, do something, lol.

    Garage
    - A side scrolling garage has been devised, to make your car selection just that little bit easier.
    - Some of the older rides have been drafted in to add to that retro feel of TTR.
    - A whole new host of cars have been put together with the old to make for a whole new gameplay expirience.

    Music
    - The older tunes from v0.7 have been brought back based on your votes.
    - Music has been added to the EBOOT, just to make it that extra bit special.

    Have fun playing, but remember:
    Leave your comments, they are always appreciated!

    download and give feedback via comment
    download via Freshmilk ...
    by Published on December 24th, 2006 16:57

    Alekmaul has released the first public beta of his new Amstrad 6128 Emulator for the DS called AmeDS, heres the translated whats new/info:

    Here the adaptation of a Amstrad emulator for DS!
    It is an adaptation, at the beginning, of Caprice32 of Ulrich Doewich (http://sourceforge.net/projects/caprice32/). Then, the emulator followed much modification to try to make it faster, thing to which I am not for the not arrived moment…

    Presentation
    Amstrad CPC 464 is a micro-computer of the range Amstrad CPC, with posting colors, comprising 64 KB of RAM, 32 KB in ROMANIAN and using the language Locomotive BASIC 1.0, considered by some impassioned the best BASIC having ever existed.

    Amstrad CPC 6128 is an evolution of Amstrad CPC 464 inside the range of Amstrad CPC. It had the same Z80 processor to 4 MHz, but was equipped with 128 KB read-write memory (including 64 KB of memory paginated) instead of 64 KB, and 48 KB read-only memory instead of 32 KB. In more it laid out of a disk drive 3 inches whose capacity could go up to 178 KB per face, much faster than the cassette player, and integrated a language BASIC in read-only memory. It was delivered with diskettes comprising two versions of the utility and operating system CP/M (CP/M 2.2 and CP/M3+) many.

    Derived from the CPC 464, the CPC 6128 had in practice less free read-write memory for the user than his predecessor. On the one hand the 128 KB of RAM actually consisted of 64 KB of paginated memory, on the other hand its operating system charged the pilot of the disk drive in addition to the pilot of the cassette player.

    Download and Give feedback Via Comments ...
    by Published on December 24th, 2006 16:51

    Lotti has released a new version of the game MancalaDS, heres whats new:

    Sprites Changed
    Added Animations (pretty cool)
    Added Sounds (Note from Lotti: "mmm i haven't found them on the net.. so i have to capture them plugging cable form line out to line in :. in fact they have a bit of noise")
    Everything is Mario's Style now.

    Download and Give Feedback Via Comments ...
    by Published on December 24th, 2006 16:42

    New release from Ruckage:

    Blingo is a clone of a very popular online game called Slingo. The game is a cross between a slot machine and bingo.
    The aim of the game is to try to fill the board within 20 spins by matching numbers that appear on the reels with a matching number in the same column.

    Download and Give Feedback Via Comments ...
    by Published on December 24th, 2006 16:38

    ^MiSaTo^ and Puck2099 have released a new Wonderswan Emulator for the GP2X, heres whats new:

    WS2X is a wonderswan (mono, color and swancrystal) emulator for GP2X

    Download and Give Feedback Via Comments ...
    by Published on December 24th, 2006 16:33

    New release from Wejp of his Music player for the GP2X:

    I have released Gmu 0.4.0.

    Changes since the last version include:

    * Playlists can now be saved to disk
    * Gmu now includes a simple setup tool to configure most settings without the need to edit gmu.conf with a text editor
    * The track number is now shown on the track info screen
    * A new option DefaultPlaymode for selecting the default playmode (normal playback or random)
    * The cursor in the playlist screen can follow the current track (optional)

    Download and Give Feedback Via Comments ...
    by Published on December 24th, 2006 16:30

    The Buzzer has shared a random gameboot loader for 3.02 OE-A. This is a feature I've always wanted. :thumbup: Here's the read me:

    Random GameBoot Loader v1 For 3.02 OE-A For PSP

    Note: a custom opening_plugin.rco will cause a crash if using the psx emu so be aware of this!

    First it requires you to flash two files to the right place that flash0 folder path is
    To flash you use PSPFiler v2.0
    After flashing the two files, one will change the gameboot path to ms0:/seplugins/gboot/
    The other file will get rid of the SCE words that will go ontop of gameboots if not flashed.

    Now the fun part
    Download and store gameboot pmf files into gboot
    Please don't store random files there because I did not do a good file type checking
    Enable the randomgameboot in the recovery plugins of 3.02OE for vshex
    Now it should choose a random gameboot each time it goes to vshex.

    It will also choose the same gameboot sometimes

    This might be buggy because I really don't know c that well to do file handling stuff

    NOTE: FLASHING THE OPENING_PLUGIN.RCO WILL makes ps1 games not work.

    -TheBuzzer


    This mod IS legal. Custom Gameboot (.pmf files) are NOT. So please, no linking or uploading gameboots.
    Download via Comments ...
    by Published on December 24th, 2006 16:30

    Zico has released a new version of his D1X Rebirth release, heres the info

    An interpreter for Descent 1.
    Runs very nice at 250mhz with sound.

    Download and Give Feedback Via Comments ...
    by Published on December 24th, 2006 16:27

    New release from Craigix of his winamp clone for the Gp2X

    New in 2.0:

    Screen on/off, auto off, timed off etc.
    Full new design virtual keyboard (very fast and neat)
    Full creation/editing of playlists inc file names etc.
    Full album art support
    CPU speed selectable, CraigAmp runs well at only 100mhz.
    Search and View by: Artist, album, genre, song or any search string.
    Fast Forward & Rewind (inc song length with status bar)
    Various screen layouts (album art, full file info, combinations)
    Around 8-10 hours battery life possible at minimal settings.

    Download and Give Feedback Via Comments ...
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