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    by Published on December 10th, 2010 23:58

    Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.

    The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.

    Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.

    Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.

    Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.

    Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.

    There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.

    Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.

    Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.

    Gran Turismo lifetime sales are below:

    Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
    Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
    Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
    Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
    Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
    Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
    Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
    Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
    Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m

    http://www.eurogamer.net/articles/20...game-sold-most ...
    by Published on December 10th, 2010 23:58

    Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.

    The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.

    Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.

    Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.

    Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.

    Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.

    There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.

    Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.

    Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.

    Gran Turismo lifetime sales are below:

    Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
    Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
    Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
    Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
    Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
    Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
    Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
    Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
    Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m

    http://www.eurogamer.net/articles/20...game-sold-most ...
    by Published on December 10th, 2010 23:58

    Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.

    The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.

    Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.

    Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.

    Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.

    Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.

    There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.

    Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.

    Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.

    Gran Turismo lifetime sales are below:

    Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
    Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
    Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
    Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
    Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
    Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
    Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
    Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
    Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m

    http://www.eurogamer.net/articles/20...game-sold-most ...
    by Published on December 10th, 2010 19:42


    Why pay $15-$99 for a jailbreak/downgrade device when you can purchase a Matrix PS3 for only $6.66 from PriceAngels and DealExtreme. This is by far the cheapest jailbreak device on the market. And get an extra 8% off with this coupon code:



    Features :
    • Before use please download: http://www.matrixps3.com/Download.html
    • Fully updatable via USB on your PC using MatrixPS3 update software.
    • USB Plug and Play solution that installs in seconds without any need to open up the PS3.
    • support boot hdd game without BD.
    • Supports any available type of firmware for the PS3. Can load directly PSGROOVE .hex files and Payloads .BIN files
    • Can be removed once started. No need to have the USB key always into your PS3!
    • Does not break your warranty seal.
    • Compatible with all PS3 models, both Fat and Slim.
    • Supports all regions: USA, JAP, PAL and KOREA.
    • Optimized and enhanced code (most competing products simply use available code)
    • Disables forced software updates and will never brick your console.
    • Supports most games and homebrew applications.
    • Easy-to-use software for backing up, managing, and playing games from external USB Hard Drive.
    • Playing games from HDD is much more enjoyable, benefiting from greatly enhanced seek and loading times.
    • Supports installing homebrew application on PS3 and external USB media.
    • Simple and clear illustrations will guide you to install step by step.
    • MatrixPS3 is supplied blank. Users can download the latest “Firmware Manager” from our website and choose what firmware they prefer to install from the many available!

    Official Homepage : Matrix PS3

    Images via comments ...
    by Published on December 10th, 2010 16:33

    Hi Everyone! There’s been a lot of talk about what shooter games will be like using motion control. We know that some of you gamers might be a bit hesitant to put down the gamepad, but we believe the upcoming PlayStation Move sharp shooter will make motion control for shooter games quite irresistible. Available concurrently with the highly anticipated Killzone 3 in Feb 2011 for $39.99 (MSRP), the sharp shooter is perfect for gamers who want to experience the most realistic action possible.


    The PlayStation Move sharp shooter houses both the motion controller and navigation controller, giving you complete control over aiming, movement and interaction within the game. It will truly offer the most intuitive and immersive control experience ever found in a shooter game. It was designed for both comfort and precision, including easily accessible buttons, a responsive digital trigger, adjustable shoulder stock and convenient access to the navigation controller. In addition, the sharp shooter has incorporated a firing mode selector, realistic pump-action and a reload button that allow for new ways of engagement.

    So what games will you be able to use the PlayStation Move Sharp Shooter with? The PlayStation Move sharp shooter was designed specifically with games such as Killzone 3 and SOCOM 4: U.S. Navy SEALs in mind and even comes with a Killzone 3 and SOCOM 4 sticker pack. Other compatible titles include Time Crisis: Razing Storm and Dead Space Extraction, but you can expect many more upcoming games that will work with it as well.


    We have some more peripherals news to share with you. In addition to the PlayStation Move sharp shooter, a new “Jungle Green” DUALSHOCK 3 wireless controller will also be available in February 2011 for $54.99 (MSRP), to coincide with the upcoming launch of Killzone 3. There is already a wide array of colors available in the DUALSHOCK 3 family. Tailored to the core fan, the new “Jungle Green” controller will add yet another option for you to accessorize.

    We hope you’re all as excited to get your hands on the PlayStation Move sharp shooter or the “Jungle Green” DS3 controller as we are. Enjoy!

    The Sharp Shooter attachment looks mighty sexy while the Jungle Green DualShock controller reminds me of the Xbox 360 Halo Edition.

    Source: PlayStation Blog

    Images via comments ...
    by Published on December 10th, 2010 09:05

    Newly released/updated for the Caanoo:

    With this software your Caanoo becomes a timer...

    More... ...
    by Published on December 9th, 2010 23:30

    Metronome 1.3 released by Westy92

    This is the first metronome ever coded for the Wii game system. This application will help you keep a tempo while practicing an instrument.

    http://wiibrew.org/wiki/Metronome ...
    by Published on December 9th, 2010 23:28

    BoltThrower Demo v0.01 by Titmouse

    Ver 0.12 - 08/12/2010

    Added missle hits
    Added Spore spinny things
    Bad ships go boom

    http://wiibrew.org/wiki/BoltThrower ...
    by Published on December 9th, 2010 23:25

    News via http://psx-scene.com/forums/f6/neo-race-v0-2-a-72666/

    I put together an updated version of Neo Race. It doesn’t have everything I wanted to get into it but I probably wont be working on PS3 stuff much until next month so I figured I would just post what I have done now.

    There is some simple lighting now. You move a little faster. Some changes to the controls (the sixaxis steering has been left unchanged) have been made and there have been some other little things changed. There was going to be some old style full screen motion blur and zoom tied to your speed but it turned out being unusable slow on PS3 (which is odd considering how well it worked on my antiquated PC).

    More importantly though I’ve added a track editor. Its far from done but it is incredibly easy to use so you can put together tracks very quickly and you can save whatever you make. You can only have one saved track at a time (there is no race track selection screen yet) but you can exit out of the editor and then play what you where working on without needing to save so you can play around with it without overwriting whatever you have saved.

    If you want to get your saved track from of your PS3 (using a file manager or FTP client) and store it elsewhere or share it it’s the “track.txt” file located at “/dev_hdd0/game/NEOR66666/USRDIR/”. I would love to see anything you make.

    I would really like to know what everyone would like to see done with the track editor. Are there any kinds of freely place able objects that you would like to have? Would you like to be able to control the width of the track? Do you like the way that each checkpoint in the track is automatically rotated (which makes it a lot less time consuming to lay out the track and have nice turns) or would you prefer to have control over their rotation? How do you feel about the buildings? Any input would be appreciated. ...
    by Published on December 9th, 2010 23:24

    News via http://www.psp-hacks.com/2010/12/08/...ayer-released/

    Who’s still coding PSP homebrew in Lua? FlavR is … in fact FlavR recently released a whole new Lua player: XtreamLua Player, or XLP for short. Geecko actually sent word because XtreamLua Player utilizes gLib2D, which we told you about in the past.


    XtreamLua Player

    •The gLib2D, library developed by Geecko.
    •intraFont-G, which is a model developed by the Geecko intraFont of BenHur, you can write a text with intraFont and rotation.
    •aalib, a library for playing sounds in MP3, OGG, WAV and AT3.
    •The management of keys
    •System messages Sony OSK official and the official system backups
    •Management of Timers
    •File management (list, rename, delete, etc …)
    •Many functions on time (date, time, etc …)
    •everal function Power (battery, cpu, etc …)
    •“So many other functions, such as function of intraFont JiiCeii, or a function to know the current FPS.
    Pretty cool if you’re new to PSP development and looking for somewhere to start. XLP includes a few samples to get you going too ...
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