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    by Published on April 18th, 2010 16:48

    An all-new first-party Natal project has been outed by a US movie director. But don't get too excited, hardcore 360 fans - this sits very much in 'casual' territory.

    River Rush was detailed on the blog of US movie exec James Gunn, who recounted his experiences at a Microsoft showcase.

    In addition to the already-seen Ricochet, Gunn played River Rush alongside a friend from MS, called Dave. Dave sounds like fun.

    Here's how Gunn described it:

    It's a game where you stand side by side in a river raft, so it's two people playing at once. To move right, you have to step right; to move left, you have to step left. As you rush down right rapids, you have to jump up and slap floating stars in the air - the whole raft jumps up every time you do.

    This game was even more exhilarating than the kicking one, and even more aerobically challenging. In fact, I'd say the ONLY drawback to the Natal some people may have is that you have to get up off your ass to play it. But, for me, a person who likes exercise and gaming, it's sort of a dream come true. An hour of playing Natal every night will definitely burn calories.

    Dave's avatar was a girl during River Rush, probably because Dave feels like a little princess inside, and I suddenly realized how awesome it would be for my avatar to molest Dave's. As my avatar rubbed its crotch against Dave's avatar's ass the Microsoft folks started laughing and said that was the first time they had seen anyone do that. I was extremely proud of myself. I'm sure millions of little assholes will follow in the wake of my avatar-raping, but I want it to be noted in my Wikipedia page that I was the very first.

    Warming him to the hearts of core gamers everywhere, Gunn added:

    Whether I'm historically acknowledged or not, the Natal was an amazing piece of technology and I'll be the first one in line to buy one when they come out during the holidays. Bayman told me there were boxing and football and other Natal games coming out, but I really, really can't wait to shoot someone on that ****ing thing.

    Amen, sir. Amen.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
    Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
    Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
    Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
    Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
    Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
    Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
    For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
    Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
    Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
    Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
    Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
    Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
    Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
    For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
    Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
    Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
    Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
    Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
    Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
    Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
    For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
    Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
    Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
    Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
    Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
    Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
    Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
    For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 11:55

    On this day in 1990, Nintendo announced its international campaign against software piracy, filing lawsuits in both the U.S. in Canada to stop the sale of counterfeit games for its Nintendo Entertainment System.

    Piracy had always been a thorn in Nintendo's side, and while it had gone after bootlegers in the past, it had never done so with such fury. Not only did Nintendo file a number of lawsuits on this day, it also very clearly announced its intention to further sue anyone else it caught importing, renting or selling the bootleg games.

    "What's happening here is an outrageous theft of Nintendo's valuable intellectual property rights," said Nintendo legend Howard Lincoln in a press release.

    "Crooks in the Far East have made verbatim copies of legitimate Nintendo video games and have packaged these counterfeits in multiple game cartridges," he continued. "We intend to protect the enormous investment made by this company and its authorized developers in creating popular Nintendo video games. We also want to protect our players for whom the word Nintendo means quality and value. To that end, we plan to sue video rental outlets, retailers, distributors and importers who deal in counterfeit Nintendo software. We will sue counterfeiters and their customers wherever they are located. We have committed and the necessary resources to do so."

    The most popular form of counterfeit cartridges were those that housed multiple games, usually from early in the system's life. Super Mario Bros. 3 was also a popular target for bootleggers, as there was a delay of well over one year in-between its introduction in Japan and release in the United States.

    "Nintendo is working closely with U.S. Customs inspectors at ports of entry around the country to ban the importation of these counterfeit cartridges and to seize and destroy any incoming shipments," said Lincoln. "We greatly appreciate the assistance and close cooperation Nintendo has received from U.S. Customs."

    Days earlier, a Taiwanese couple was famously arrested for immigrating bootleg NES games after a dramatic sting operation orchestrated by Nintendo and the U.S. Customs that involved the hidden cameras, microphones and $10,000 in marked money. But that's Another Day in History.

    http://www.1up.com/do/newsStory?cId=3178871 ...
    by Published on April 18th, 2010 11:44

    Flubba has released a new version of his PC-Engine/TurboGrafx16 emulator for the DS.

    heres whats new

    Fixed a bug that affected Blazing Lazers and timing of ADPCM which affected Sapphire.

    *Fixed CPU cycles per scanline (455, confirmed on hardware).
    *Fixed timing of scroll register writes.
    *Fixed Sprite DMA IRQ handling.
    *Fixed savestates a bit (should be compatible between versions now).
    *Fixed scaling after loading savestate.
    *Fixed caching of Bios.
    *Better timing of ADPCM playing (still no sound though).
    *Debug output now optional, also more info is written. ...
    by Published on April 18th, 2010 11:40

    News via http://www.gp32spain.com/

    New version of this text file viewer for GP2X Wiz.
    Change the font type and has 3 display modes: Text Viewer, Viewer and Bookmark directories.

    Not know the new features, since the readme is in Korean, though apparently now includes picture viewer and ability to play music while you read or see pictures, comics, etc.. ...
    by Published on April 18th, 2010 11:37

    News via http://retroactionmagazine.com/retro...print-archive/

    Issue 6 of MAXIMUM – the multiformat magazine edited by Richard Leadbetter – has been released over at Out-of-Print Archive and what a fine cover to go with a games packed issue. The release was scanned, edited and compiled by meppi, who also had the hard choice of picking four articles to accompany the magazine. The four online articles chosen are the MAXIMUM close-up: Panzer Dragoon Zwei (Saturn), interview with id Software on Quake (PC), the Sony Playstation Expo ‘96 feature and the D&D Shadows Over Mystara (Arcade) feature. All this and more can be found at the MAXIMUM 6 page at Out-of-Print Archive.

    http://www.outofprintarchive.com/cat...aximum006.html ...
    by Published on April 18th, 2010 11:35

    News from Zodttd;

    Hello all,

    I missed you! Yes, it really has been over four months since we last spoke. But I’m back and ready to go!

    So what have I been doing these past few months? Truthfully I’ve been trying to get outside more and enjoy the world. I spent nearly two years straight programming all day and night. It really ruined my social life. I took the time to find balance in my life. I didn’t post here for so long in hopes things calmed down. People were posting very nasty things, and I just couldn’t handle it at the time.

    No worries though, as I have been working hard, in spurts, on many projects for not only the iPhone & iPod Touch, but the iPad as well! I made sure to fund comex with an iPad so he could work on the iPad jailbreak. I also have been keeping close tabs on geohot’s work. The good news is, we’re just in a waiting state. The jailbreaks are prepped to go. So whether it’s 3.1.3 on the iPod Touch 3rd Gen, 3.2 on the iPad, or 4.0 on the iPhone…it’s prepped.

    This all has me very excited to bring my emulators on to the iPad. As you can see, I have released some videos of the iPhone versions of snes4iphone and n64iphone running on the iPad during the iPad’s release. They are available on my blip.tv video host here: http://zodttd.blip.tv. The WiiMote is already supported and tested to work on the jailbroken iPad as well! I’m working on iPad specific emulators that take advantage of the extra resolution to allow for better full screen controls that don’t get in the way of the action. I have friends such as westbaer ready to work on a general frontend/launcher for all my emulators. This can allow for easy updating of the user interface. I also want to add per game configurations.

    I also am working on a few iPad specific App Store titles. I released OpenTTD for iPad which was a huge success, making the top 20 iPad games! But OpenTTD’s team sent a pull request to Apple and it was taken down nearly instantly. I will be making a post to see if I can get some support in getting it back up. Stay tuned for that.

    In non-Apple related news, I have released Card Drop Deluxe on Intel’s AppUp store for netbooks. I am working on psx4pandora on the OpenPandora handheld. I might get a Nokia N900 to help support the port of my psx4all project’s port to that device. But most impressive of all is the 1300+ signatures received for me to support Android developments of VLC and some higher end emulators. It can be seen and supported here (http://www.petitiononline.com/ZodAndro) I’m working on getting a new Nexus One (as my previous one is on loan to a friend) so I can start developing on it.

    As for this site, I plan to keep things very simple here. I will blog, and maintain a wiki for my projects. I really want to keep things friendly without the need to moderate much. So please be kind to others.

    So I welcome you back with open arms and I’m glad to be back.

    Thanks,

    http://www.zodttd.com/wp/2010/04/in-the-shadows/ ...
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