• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on March 11th, 2010 23:24

    News via http://www.nintendomax.com/portal.php

    Spinal proposes an update of the loader file. Nds "DSision3", navigation is done by visualizing the covers in Cover Flow.
    Latest update - 10.03.2010

    Added setting for soft reset through ysmenu, see d_system / options.ini
    Now works on SDHC
    changes to system folder d_system. (must use new DScovery.exe to set up card) ...
    by Published on March 11th, 2010 23:11

    News via http://www.nintendomax.com/portal.php

    BALROG offers version 1.3 of FireGhouls. Game code in Lua, requires the interpreter Micro Lua DS to run.

    Version 1.3 (Final):
    Major improvements to the user:
    -Added a backup system.
    -Now monsters tremble: the difficulty of the shot is somewhat increased and the game is more fun and, I think.

    http://sites.google.com/site/poramadev/home ...
    by Published on March 11th, 2010 23:11

    News via http://www.nintendomax.com/portal.php

    BALROG offers version 1.3 of FireGhouls. Game code in Lua, requires the interpreter Micro Lua DS to run.

    Version 1.3 (Final):
    Major improvements to the user:
    -Added a backup system.
    -Now monsters tremble: the difficulty of the shot is somewhat increased and the game is more fun and, I think.

    http://sites.google.com/site/poramadev/home ...
    by Published on March 11th, 2010 23:08

    News via http://www.nintendomax.com/portal.php

    Ced-le-penguin realizes the stable version 0.4 "Micro Lua DS Simulator" that could be described emulator coded in lua projects with Micro Lua DS Risika. Indeed, Micro Lua DS Simulator can run on PC projects by simulating the Lua interpreter Micro Lua DS.

    And here's the final version 0.4 of MLS! Very Happy

    Changes:

    * OpenGL is now the display mode by default mls.ini
    * OpenGL problems resolved: most white rectangles instead of images or distorted images, or FPS unbearably low (on older graphics cards fro in OpenGL rendering software). If you're still having problems with OpenGL, including pause, take a look at the file mls.ini it contains additional options for OpenGL
    * Screen.drawTextBox () now supports the newlines
    * New window "keyboard shortcuts" in the Help menu (or Ctrl + K)
    * Zoom: in some cases, return to 1x zoom was not done
    * Zoom: changing the zoom is disabled when it is fullscreen
    * The configuration file is provided mls.ini instead of mls.ini.dist (the user should rename)

    http://microlua.xooit.fr/t179-Micro-Lua-Simulator.htm ...
    by Published on March 11th, 2010 23:08

    News via http://www.nintendomax.com/portal.php

    Ced-le-penguin realizes the stable version 0.4 "Micro Lua DS Simulator" that could be described emulator coded in lua projects with Micro Lua DS Risika. Indeed, Micro Lua DS Simulator can run on PC projects by simulating the Lua interpreter Micro Lua DS.

    And here's the final version 0.4 of MLS! Very Happy

    Changes:

    * OpenGL is now the display mode by default mls.ini
    * OpenGL problems resolved: most white rectangles instead of images or distorted images, or FPS unbearably low (on older graphics cards fro in OpenGL rendering software). If you're still having problems with OpenGL, including pause, take a look at the file mls.ini it contains additional options for OpenGL
    * Screen.drawTextBox () now supports the newlines
    * New window "keyboard shortcuts" in the Help menu (or Ctrl + K)
    * Zoom: in some cases, return to 1x zoom was not done
    * Zoom: changing the zoom is disabled when it is fullscreen
    * The configuration file is provided mls.ini instead of mls.ini.dist (the user should rename)

    http://microlua.xooit.fr/t179-Micro-Lua-Simulator.htm ...
    by Published on March 11th, 2010 22:25

    I just played SOCOM 4 with the newly-named PlayStation Move controller. And now I know how the PlayStation 3's motion-sensitive controller is not just a me-too Wii controller.

    For those who need the basics, the PlayStation Move is a remote-like motion-sensitive controller with a sphere at the end. The sub-controller is an off-hand controller being offered for some Move games. The Move controller connects to the PS3 with the help of a PlayStation Eye camera, which detects the Move's colored sphere, while tilt sensors in the move transmit their position data to the PS3.

    But at first glance, the whole thing seems like just another version of the Wii Remote and Nunchuk.

    Not quite. There are key differences:

    -Fewer buttons: The Move controller is actually even more streamlined than the Wii Remote. Nintendo's Remote still offers/confuses a new player with a d-pad, plus, A, minus, 1 and 2 buttons as well as a home button and B trigger. The Move has its own home button and underbelly trigger, but just five other points of button input. That makes the controller actually feel a little naked and therefore likely even less daunting to a new player — unless they need their controllers to look like TV remotes.

    -No wasted batteries: The Wii remote sucks up AA battery juice. The Move and its companion sub-controller are rechargeable via the same mini-USB connection used to charge the PS3's main controller.

    -A smarter controller: I played SOCOM 4, a third person-shooter, with the Move pointed at the TV like a gun and the sub-controller in my left hand to command character movement. Wii games that were controlled with Remote and Nunchuk could be befuddled if the player pointed the Remote away from the screen. If you were playing a shooter and aimed just off the screen, the game's camera might start spinning or the game would pause and ask for the player to point at the TV again. The combination of camera sensors — the Sony Eyetoy on top of the TV detects the presence of the Move — and a gyroscope prevented SOCOM 4 from getting confused. When I moved my controller to point off of the TV, the gyroscopic sensors kept track of my movement. The same thing happened when a SOCOM developer blocked the Eyetoy camera. The precision of the controller diminishes in these situation. but the PS3 doesn't lose track of the device.

    -No wire!: The Wii Remote and Nunchuk are tethered by a short cable. The PS3 Move and its subcontroller are not.

    -No off-hand gyro: The Wii Nunchuk has a sensor that detects motion, more crudely than does the Remote. The PS3's version of the Nunchuk, does not have a motion sensor, according to a developer I was speaking to. There's a chance that is not final, but that is the case with the controllers at Sony's showcase event today. But that's why two-handed boxing-style games were shown with two Moves. On the Wii, those kinds of games are handled, with supposedly less precision, with a Remote and Nunchuk.

    -The colored ball: The colorful sphere at the pointing end of the Move is the thing that the PlayStation Eye uses to detect the presence of the Move. The color changes. In the demo I played with SOCOM 4, the sphere was orange. Why? Because the software detected that there was no orange in the background. If we had been in a different room, the color would be different. The Wii's signature hue may be white, but this varying color at the end of the Move will likely prove to be the Move's visual trademark.

    -The Z: Without a Wii MotionPlus, the Wii Remote cannot accurately sense depth.The Wii's sensor bar doesn't know how close the player is standing to their TV, nor can it recognize movements toward or away from it. The PS3, however, can detect such movement in the Z-plane. It does this thanks to the sphere at the end of the controller. If the player moves the Move toward themselves, the PlayStation Eye camera sees the sphere shrink and therefore knows the controller has been moved in the Z-plane. Clever. [UPDATE: Readers point out that a standard Wii Remote can sense some depth. I have even played games — a long time ago — that ask for the Wii remote to be pulled in or out. I never found that detection to be all that precise and believe the PS3 Move, based on how the tech was described to me, should be able to detect Z-plane movement more effectively, without needing to be pointed directly at the TV, as the Wii Remote must be.]

    Those are the differences, all less obvious than the similarities. The PS3 Move is being shown to support shooters and table tennis, fistfighting and co-op platforming. These may be familiar templates to Wii gamers who have sampled Metroid, Wii Sports, and Super Mario Galaxy. But at the nitty-gritty level, some of the PS3 Move's difference offer some nice feature improvements — maybe a drawback or two — and something that isn't quite the Wii-too it appears to be at first glance.

    And, hey, the Sony person showing me SOCOM didn't even make me wear the controller's ...
    by Published on March 11th, 2010 22:23



    Zipper Interactive's recently revealed SOCOM 4: U.S. Navy SEALs is one of the games we were least expecting to be fully playable with the PlayStation Move controller. Can a hardcore online shooter stay competitive with a motion control scheme ?

    Fortunately for the less curious SOCOM fan, the Move controller is not a requirement. The game can obviously be played with a DualShock controller. Based on my hands-on time with the Move in SOCOM 4, a game that requires both liberal use of motion controlled aiming and the numerous buttons, players will be more accurately served sticking to their familiar gamepads.

    The control layout in the pre-alpha build of SOCOM 4 required aiming the ever present targeting reticule with the glowing Move controller. Character movement—strafing and running—was performed with the Move sub-controller's analog stick. Movement and point-aiming didn't take too long to get a grip on, but I was very happy to be playing as an indestructible SEAL, thanks to god mode. I took a lot of damage while playing my very first Move game.

    The control complexity started to kick in when I was forced to perform any SOCOM 4 action that went beyond moving and shooting. The four face buttons—circle, square, triangle and X—are positioned not in their normal, familiar spots, but rotated about 45 degrees clockwise, flanking the Move logo button (aka the squiggle). My thumb's transition from analog stick to d-pad on the Move sub-controller, which also sports its own square and circle buttons, was another awkward motion.

    For the record, the squiggle button is not necessarily a replacement for, say, the L1 button of a DualShock. The squiggle zoomed in the camera in the control method we were using, but Zipper staffers indicated the button's use may be defined per game.

    Surely, some of this controller dexterity will come in time, after spending more than 10 minutes wielding both Move accessories, but it made my SOCOM 4 experience rather clumsy. Fortunately, Zipper Interactive reps say they have plenty of playtesting ahead of them, as well as plenty of development time before SOCOM 4's release later this year, so it's possible that Move control could eventually become the preferred option.

    Is it likely? Maybe not, but at least adventurous SOCOM fans eager to play something more core-oriented with their Moves will be able to test their motion controlled headshot skills online against others.

    http://kotaku.com/5490642/socom-4-on-the-move ...
    by Published on March 11th, 2010 22:20



    Kotaku has already provided the first ever official, up-close look at the Sony's PlayStation Move motion-controller. Now, it's time to look at models pretending to play with it. Can't wait!

    http://kotaku.com/5490887/first-look...oshop/gallery/ ...
    by Published on March 11th, 2010 22:09

    No surprise here: Sony just officially announced the PlayStation Move motion controller at GDC 2010, calling it the "next generation of motion gaming" because it's so precise -- latency is about the same as the DualShock 3. As expected, it uses the PlayStation Eye camera to track the controller, and Sony says it becomes an "extension of your body." The plan is not only to engage casual gamers, but to use the precision of the controller to create "new experiences for core gamers" -- many of the demo videos we saw involved using a controller video in each hand, and there were quote a few demos of action / RPG games. We also saw a demo of Move Party, which uses the camera to do augmented reality gaming and video chat. The demos are pretty impressive -- Sony's not kidding when it says the Move is incredibly precise. There's also going to be a secondary "subcontroller" with an analog stick for shooters -- you can play all the way through SOCOM4 with just the Move and the sub-controller. (Yes, it's just like the Wii Nunchuk, only wireless.)

    You'll be able to get Move in three ways: in a bundle with a PS3, standalone, and in a starter kit targeted at "under $100" with the PS Eye, a controller, and a game. That's all the pricing info we have right now, but it certainly sounds aggressive -- Sony says they're treating this like a major console launch, so expect to see this everywhere when it launches around the holidays.

    http://www.engadget.com/2010/03/10/p...unched-at-gdc/ ...
    by Published on March 11th, 2010 22:08



    At last, we've felt Sony's long awaited motion controller, now at last officially known as "PlayStation Move," in our unworthy, sweaty hands. We have a bunch of videos on the way, but for now you can revel in our first close-ups of the controllers in the gallery below. Here are some of our initial thoughts:
    The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable batteries.
    The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.
    We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.
    The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.
    The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.
    As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.
    The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected "left handed," it was putting our sword arm forward instead of our shield. Right-handers didn't seem to have similar problems, and we're sure this will be ironed out in time, but it certainly shows that the controllers aren't magical in their space-detection prowess.
    As would be expected, you're supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there's a sweet spot that users will undoubtedly have to learn.
    Lag is less prominent on Socom 4, and we'd say we're pretty accurate with the controller already, though the framerate choppiness of this pre-alpha build obviously hampers that a bit. We did get a slight feel of being in "scene to scene" shootouts instead of a free-roaming FPS, perhaps a design choice to mitigate the limited camera movement offered by the controller, but we'll have to see more levels to know for sure.

    http://www.engadget.com/2010/03/10/p...irst-hands-on/ ...
  • Search DCEmu

  • Advert 3