• 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 July 7th, 2009 23:57

    Newly released for the GP2x



    Port of Meritous, an action-adventure dungeon crawl game by Lancer-X/ASCEAI.

    Download Here ...
    by Published on July 7th, 2009 23:55

    Newly released for Wiz from GPH:

    Wiz SDL libraries

    With this SDL files you can eliminate tearing. It only works flawlessly with a few titels. I succsessfully tested:

    -Sqdef
    -Blix2x
    -Reminiscence

    Just copy to two files "libm.so.6" and "libsdl-1.2.so.0" to the folder of the game.

    http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,23,138 ...
    by Published on July 7th, 2009 23:53

    pembo has updated BootMii Configuration Editor to v2.1:

    BootMii configuration editor allows you to change the values in the /bootmii/bootmii.ini file without having to take out the SD card and edit it on a PC.

    ChangeLog
    Version 2.1
    English, French, Italian Portuguese and Spanish languages available to select from within the settings menu. Thank you to the following people who have provided translations
    French - Vlad
    Italian - Raiden
    Portuguese - zedascouves
    Spanish - Mokona Modoki/Comepiedras
    Adjustments to the text positioning to cope with some of the longer words that the new translations bring.
    Game cube controller compatible.
    Use the D-Pad to move through the options,
    'A' to select a menu option,
    'Start' to bring up the settings menu
    Boot Delay extended. It can now be changed from 0 up to 10 seconds
    576i/480i detection and adjustment. Vertical positioning is adjusted slightly depending on which video mode is selected and the height of the screen
    Wiimote vibration. Wiimote vibrates when you enter the start menu
    BootMii Configuration Editor Logo always shows in bottom right corner
    Wii Power Button now turns off wii without having to hold for 5 seconds
    Wii Reset Button now resets the console
    Power button on wiimote now powers down the wii

    Download Here ...
    by Published on July 7th, 2009 23:51

    Brian has updated ONScripter to v07.2009 :

    ONScripter is an opensource cross-platform clone of the NScripter Visual Novel engine. The original ONScripter was written by Opagee the fork that supports the English language is maintained by Haeleth

    v07.2009

    Merged latest upstream changes
    Fixed mp3/audio issues

    Download Here ...
    by Published on July 7th, 2009 23:49

    In the latest episode of "Iwata Asks," Nintendo president Satoru Iwata headed down the ivory staircase of the Kyoto office to visit with his lowly serfs in the Wii Sports Resort development team. He sat in a throne opposite team members Zenichi Yamashita, Takayuki Shumamura, Takuhiro Dohta, and Kenta Sato to learn about the development of the upcoming game, set for release in North America on July 26th.

    Kenta Sato moved from being the programmer of Wii Sports tennis to the table tennis and swordplay programmer in Wii Sports Resort. Takuhiro Dohta worked on the disasterous Wii Sports boxing, and used this Iwata Asks to justify his game, as it came together "in an incredibly short space of time," according to Iwata. Takayuki Shumamura went from Vision Trainer on the DS to Wii Sports Resort, and Zenichi Yamashita, programmer of baseball and boxing of Wii Sports, moved to Check Mii Out Channel and then Wii Sports Resort.

    While most on the team shared the same experiences with the limitations of the Wii Remote and had the same opinions, Sato explained how limiting the Wii Remote accelerometer could be in his experiments, and wished the controller could detect better movement. His excitement returned when he heard about the Wii Motion Plus. "All those things we hadn't been able to do up to now would become possible."

    Dohta noted that the motion twisting of the Wii Remote had an inherent lag due to gravity prediction, but the Wii Motion Plus eliminated this problem. In one technical demonstration, the developers could manipulate a doll by twisting and turning the Wii Remote and Motion Plus peripherals. They all exclaimed "Sundome!" which means that they could stop the doll at the exact, precise moment they wanted to.

    The idea of a Wii Sports sequel came about well before the creation of Wii Motion Plus, but was put on hold when the developers couldn't come up with clever new ways to enjoy sports. The idea was revived when the Wii Motion Plus was introduced.

    Miyamoto stepped in to introduce what he had in mind as "The Island Concept." Here, he wanted to produce a place that had a personality like Mario or Donkey Kong, and could take on a life of its own, potentially licensing it out as a franchise. The idea started in Wii Fit but it has been expanded in Wii Sports Resort as Wuhu Island. Miyamoto hopes to continue with concepts starring this island in games such as adventure titles, role-playing games, and city building simulations.

    When Wii Motion Plus made its debut at E3 2008, the team made ready Frisbee Dog, Sword Play, and Power Cruising. The team had a fourth game in mind to demonstrate Wii Motion Plus: Archery. The team had produced a test version by then but wasn't convinced that Wii Motion Plus had the ability to read small, slow, and subtle movements that's necessary in that sport. Obviously, that changed throughout development, and Wii Sports Resort features a very accurate rendition of archery.

    The development team fought with an inherent problem of the Wii Motion Plus's gyroscope technology: temperature drift. As players move the Wii Remote, it would gradually get out of sync due to subtle changes in temperature and humidity. It was an issue so strong that the team was worried that it couldn't make Wii Sports Resort. It got to the point where the designers conceived of a sword fighting game where you only swung the sword once to prevent drift. Drift was a problem in Wario Ware Twisted on the GBA as well, but the designers got around it by keeping games at five seconds, and recalibrating at the start of the next game. Eventually the problem was resolved with a technique that Miyamoto's holding close to his chest. But it's a technique that actually calibrates the sensor as it's being moved – the more it's waved, the more accurate it gets.

    The choice to call the game Wii Sports Resort came about when the idea of "Wii Sports 2" was being thrown around. The original title was to be "Wii Sports 2 – Resort," but those gamebangers at Nintendo of America helped streamline the name by insisting the "2" be dropped.

    Table Tennis was brought in as a "resort" title instead of regular tennis for two-fold: the team wanted to keep repeat sports appearances to a minimum, and the Wii Motion Plus seemed tailored for the more subtle, rapid fire gameplay of ping pong. Airplane Flyover evolved from using an analog stick to using the Wii Remote exclusively because it felt more intuitive to the player.

    Bowling and Golf have been reintroduced in Wii Sports Resort, with improvements. The team wanted to improve the control and experiences in both games: adding a 100-pin challenge and tweaking the throwing in Bowling, and improving the swing and adding 18 holes to golf. The team managed to get more holes into the final product while the hardware team continued final work on the Wii Motion Plus devices, giving the Wii Sports Resort team the extra time it needed.

    http://uk.wii.ign.com/articles/100/1001671p1.html ...
    by Published on July 7th, 2009 23:27

    News via http://www.geocities.co.jp/Playtown-Yoyo/6130/

    Fudroyd is a Gameboy emulator written in C for Android devices. It's a port of an emulator I originally wrote for Windows but never released (a SEGA 32X version exists, though it was rewritten entirely in SuperH assembly language).

    The main difference between this port and the Windows version is that the Android version uses SDL, whereas the Windows version used GDI.

    News
    2009-07-04:

    Added Gameboy Color emulation.
    Added emulation of MBC3 (except for RTC).
    Added emulation of MBC5.

    http://jiggawatt.org/badc0de/android/fudroyd/index.html ...
    by Published on July 7th, 2009 23:27

    News via http://www.geocities.co.jp/Playtown-Yoyo/6130/

    Fudroyd is a Gameboy emulator written in C for Android devices. It's a port of an emulator I originally wrote for Windows but never released (a SEGA 32X version exists, though it was rewritten entirely in SuperH assembly language).

    The main difference between this port and the Windows version is that the Android version uses SDL, whereas the Windows version used GDI.

    News
    2009-07-04:

    Added Gameboy Color emulation.
    Added emulation of MBC3 (except for RTC).
    Added emulation of MBC5.

    http://jiggawatt.org/badc0de/android/fudroyd/index.html ...
    by Published on July 7th, 2009 23:26

    News/release from James Jacobs



    This is a port of a subset of the Ami/WinArcadia 11.71 emulator to the
    Nintendo Game Boy Advance platform, for the purpose of emulating the
    Super Bug and Capture games.
    The emulator has been optimized for speed and size. The emulation is not
    as comprehensive as that provided by Ami/WinArcadia, but everything needed
    for adequate emulation of the Super Bug and Capture games is present
    (except the noise generator). Features could be added back in from Ami/
    WinArcadia if desired, to enable support of other games.
    The program was written in C using HAM 2.8.0 and Visual HAM 2.4.2.
    Source code is included.

    Keys are:

    START: start
    SELECT: difficulty
    A: fire
    B: autofire on/off (Super Bug)/fire (Capture)
    D-pad: move
    L: switch game
    R: pause/unpause

    1.1a: Mon 6 Jul 2009.
    . Bug fixes.

    Download and Give Feedback Via Comments ...
    by Published on July 7th, 2009 23:26

    News/release from James Jacobs



    This is a port of a subset of the Ami/WinArcadia 11.71 emulator to the
    Nintendo Game Boy Advance platform, for the purpose of emulating the
    Super Bug and Capture games.
    The emulator has been optimized for speed and size. The emulation is not
    as comprehensive as that provided by Ami/WinArcadia, but everything needed
    for adequate emulation of the Super Bug and Capture games is present
    (except the noise generator). Features could be added back in from Ami/
    WinArcadia if desired, to enable support of other games.
    The program was written in C using HAM 2.8.0 and Visual HAM 2.4.2.
    Source code is included.

    Keys are:

    START: start
    SELECT: difficulty
    A: fire
    B: autofire on/off (Super Bug)/fire (Capture)
    D-pad: move
    L: switch game
    R: pause/unpause

    1.1a: Mon 6 Jul 2009.
    . Bug fixes.

    Download and Give Feedback Via Comments ...
    by Published on July 7th, 2009 23:04

    Wow heres a surprise, acoder by the name of Wiredbomb0 has posted what appears to be a Dingoo Emulator for Windows, heres the full release details:





    I present, the DingooEMU (or DEMU). The idea behind this is so that themers (you know who you are) can test their themes in real-time (haven't gotten to that part yet lol) without constantly copying files across to their dingoo to see how it looks. Since it is only an emu, it's not going to look 100% correct, but from my tests, it's pretty much 95% (the only issue is the font, so don't ask lol). To use it:

    1) Download DEMU from here | old
    2) Extract DEMU.exe into your res folder (so it's in the same folder as the folders for a,b,c,d,mainface etc)
    3) If your icons are not in folder 'a', copy them across (like if you were testing them out in the folder b, just swap the folder names around)
    4) Then run DEMU. You will need to have all the icons used on the main menu for it to run (gives an error if you don't).

    This is only alpha testing, so I really need you guys to post back with bugs. In a way, try and crash the sucker

    NOTE: I've limited how far across the menu you can go, and so you can't go pass Radio. When I get a chance, I will put in the missing information, and remove the limit. Otherwise, there would be issues.

    SPECIAL NOTES: For the menu effect (that circle effect), I have used the 3dgame.png files (going from 1 to 10). If I didn't, the program would lag very much, or use a hell-of-a-lot of ram. So, just edit that one, and then replace it with the other png files later.

    If you have any problems, suggestions, I would be glad to hear it!

    Changelog
    -------
    0.0.3
    All menu items can now be selected! (nothing will happen though lol)
    -------
    0.0.2
    Downward menu selecting
    Menu button circle animation
    -------
    0.0.1
    Loading of all horizontal icons
    Names associated with each icon

    Download and Give Feedback Via Comments ...
  • Search DCEmu

  • Advert 3