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  • DCEmu Featured News Articles

    by Published on May 1st, 2009 18:20

    News via streetskaterFU

    Hello everyone!

    Well some truth is to be known about the current statements about the Rumors that dashhacker has reversed the PSP remote play functions. Well all good and dandy but there is some news to be said about it.



    Back when I was working on E-Premo I did alot of research in the dumps of the ram. And there are a few things that the PSP and the ps3 needed to get to connect.

    ps3_name
    ps3_mac
    ps3_keytype
    Anyways. They got this with 2 little pluggins from the PSP itself.

    flash0:/vsh/resource/npsignin_plugin.rco
    flash0:/vsh/module/npsignin_plugin.prx
    Reversing those can also get you some basic information, and thats most likely what he did and tried to make a big hype about it.

    Being the fact they have now upgraded the remote play a bit it may be a bit more advanced. They use 3 different keys based off the base64 algorythm *spelling*. Anyways it has to do with alot of signin and auth over an http network as the PS3 acts like a server on port 9293. And it runs off multiple information off the flash and relates it as Native: . It also works with certs, and UID (uniqueId).

    There were also some sha keys as well and I never got to the point of figuring out where they came to use, but I'm sure they pull a point in authorizing everything.

    Anyways, to basicly emulate the remote play you would have to fully emulate the PSP and use the stock remote play function as creating your own remote play will not correctly or even allow you to connect with the PS3.

    Thanks. Kid101skater
    ...
    by Published on May 1st, 2009 18:20

    News via streetskaterFU

    Hello everyone!

    Well some truth is to be known about the current statements about the Rumors that dashhacker has reversed the PSP remote play functions. Well all good and dandy but there is some news to be said about it.



    Back when I was working on E-Premo I did alot of research in the dumps of the ram. And there are a few things that the PSP and the ps3 needed to get to connect.

    ps3_name
    ps3_mac
    ps3_keytype
    Anyways. They got this with 2 little pluggins from the PSP itself.

    flash0:/vsh/resource/npsignin_plugin.rco
    flash0:/vsh/module/npsignin_plugin.prx
    Reversing those can also get you some basic information, and thats most likely what he did and tried to make a big hype about it.

    Being the fact they have now upgraded the remote play a bit it may be a bit more advanced. They use 3 different keys based off the base64 algorythm *spelling*. Anyways it has to do with alot of signin and auth over an http network as the PS3 acts like a server on port 9293. And it runs off multiple information off the flash and relates it as Native: . It also works with certs, and UID (uniqueId).

    There were also some sha keys as well and I never got to the point of figuring out where they came to use, but I'm sure they pull a point in authorizing everything.

    Anyways, to basicly emulate the remote play you would have to fully emulate the PSP and use the stock remote play function as creating your own remote play will not correctly or even allow you to connect with the PS3.

    Thanks. Kid101skater
    ...
    by Published on May 1st, 2009 18:17

    News/release from pedroduarte0

    This time, good news for people who want to run PS2Doom from memory cards:

    Now the .WAD file is loaded from the same directory ps2doom.elf resides, so this avoid the mess of having files at the root of USB storage devices. As a consequence, the files can be entirely placed at memory cards. USB storage devices are still supported, of course.

    Currently, HDD is not yet supported. To detect the device name and full path of ps2doom.elf I just parse the main’s argv[0] string. It seems that when launching from HDD using uLaunchELF, the device name appears as “host:”… So I’m not sure on how to detect when ps2doom is executed from HDD. Any help?

    I believe HDD support will be added along with a config file where would be listed all the .WAD paths to feed a WAD selector.

    Another feature added :
    - The Quit option menu now boots back to the OSD PS2 Browser

    Download and Give Feedback Via Comments ...
    by Published on May 1st, 2009 18:13

    Since early April, fans have voted to see which of their favorite Guitar Hero songs have found a spot on the highly anticipated set list for Guitar Hero Smash Hits. The initial votes put the original Guitar Hero and Guitar Hero II on top. The voting continued this past week and established Guitar Hero III: Legends of Rock as the clear winner. Stay tuned to SmashHits.GuitarHero.com to see which songs from Guitar Hero Encore: Rocks the 80s are featured in Guitar Hero Smash Hits when the complete set list is revealed next week.

    Guitar Hero Smash Hits explodes onto store shelves on June 16, 2009 with 48 master tracks now playable for the entire band, including the following tracks from Guitar Hero III: Legends of Rock:

    Guitar Hero III: Legends of Rock
    Pat Benatar - "Hit Me With Your Best Shot"
    Living Colour - "Cult Of Personality"
    Heart - "Barracuda"
    Kiss - "Rock And Roll All Nite"
    AFI - "Miss Murder"
    DragonForce - "Through The Fire And Flames"
    Priestess - "Lay Down"
    Slayer - "Raining Blood"

    Previously announced tracks:

    Guitar Hero
    Pantera - "Cowboys From Hell (Live)"
    Franz Ferdinand - "Take Me Out"
    Queens Of The Stone Age - "No One Knows"
    Joan Jett & The Blackhearts - "I Love Rock N' Roll"
    Boston - "More Than A Feeling"
    White Zombie - "Thunder Kiss '65"
    Blue Öyster Cult - "Godzilla"
    Helmet - "Unsung (Live)"
    Queen - "Killer Queen"
    Incubus - "Stellar"
    Ozzy Osbourne - "Bark At The Moon"
    Deep Purple - "Smoke On The Water"
    The Donnas - "Take It Off"
    The Exies - "Hey You"

    Guitar Hero II
    Avenged Sevenfold - "Beast And The Harlot"
    Rage Against The Machine - "Killing In The Name"
    Rush - "YYZ"
    Lynyrd Skynyrd - "Free Bird"
    Foo Fighters - "Monkey Wrench"
    Iron Maiden - "The Trooper"
    Nirvana - "Heart-Shaped Box"
    Lamb of God - "Laid To Rest"
    The Police - "Message In A Bottle"
    Wolfmother - "Woman"
    Kansas - "Carry On Wayward Son"
    Stone Temple Pilots - "Trippin' On A Hole In A Paper Heart"
    Warrant - "Cherry Pie"
    Alice in Chains - "Them Bones"
    Danzig - "Mother"
    Jane's Addiction - "Stop!"
    Reverend Horton Heat - "Psychobilly Freakout"
    The Sword - "Freya"
    Mötley Crüe- "Shout At The Devil" ...
    by Published on May 1st, 2009 18:07

    Electronic Arts is pushing the DS not just in the West, but in the East as well, where EA Japan has just announced an original action adventure game for the system. The game is called Shonen Kininden Tsumuji and promises ninja action set in dungeons.

    You take control of Tsumuji, a young ninja in training. One day, a mysterious group of ninjas attacks the mountain retreat of Tsumuji, his family, and his childhood friend Momo. It's up to Tsumuji to save the bunch, making use of a large shuriken known as "Senpuuki."

    Actual gameplay details are scarce, but we know you'll be exploring dungeons and using the stylus to guide Tsumuji in fights against ninja foes. There also appears to be be somewhat of a collection component to the game, as EA says you'll have to gather "secrets" from hidden places, like under floors and behind walls.

    We have a feeling information should be forthcoming on Shonen Kininden Tsumuji shortly, however, as the game has already appeared in playable form. EA showed the game in January at Japan's World Hobby Fair event, but asked the Japanese media to refrain from speaking about it. The title will be reappearing this weekend at a Coro Coro Comics sponsored event at the Suzuka Circuit raceway. This hopefully means official details will follow through the usual Japanese sources like Famitsu.

    For now, we have just one piece of artwork for you. Take a long look, and wonder what a Japanese EA game will be like.

    http://uk.ds.ign.com/articles/978/978703p1.html ...
    by Published on May 1st, 2009 18:05

    FluBBa has released his first Emulator for the DS and its of the arcade game Green Beret.



    heres the details:

    I've finaly got my thumb out and "finnished up" my first DS emulator
    It plays Green Beret and Green Beret alone.
    To make it work you have DLDI patch the .nds file first and then create a gberet folder on your card, either in the root of the card or in the data folder in the root. Now put the unzipped rom files in the gberet folder.

    I'm very interested in how this works on different cards, or if you can make it work at all. The .nds file is prepatched for DS-X cards.

    Download and Give Feedback Via Comments ...
    by Published on May 1st, 2009 17:59

    Copper continued to improve its emulator roms MAME Game PAC MAN and 60 other similar games, "DS PACK.

    Reminder:
    Pack-DS emulates up to 60 MAME roms in. Zip.
    -The resource pack contains screenshots, cabinets, flyers, marquees to copy in the same place as your ROM.
    -The pack contains the png images as well as a batch to convert them into resources compatible with the emulator.

    Quote:
    * I switched the arrows keys and the L / R. ...
    * That said cyclo ds evolution using L / R to change the page (and I still find it more logical), but good because I use more my AceKard 2i to test at this time ... To see so if more people prefer the old keys, it is not excluded that I spare again ....
    * I took the opportunity to improve the reset, I do save the hi-score until it has actually changed (which accelerates the return to the menu otherwise) and I cut the sound before the backup which should avoid unpleasant noise ...

    Download and Give Feedback Via Comments ...
    by Published on May 1st, 2009 17:38

    Piko has released Piko's QuakeGX 0.05:

    Piko GX 0.05

    Fixed compatibility bugs with libogc 1.7.*.
    TCP Client enabled, thanks Q1Rev.
    Better nun chuck controls.
    Shouldn't need nun chuck reattached to be detected.
    Removed old file system access methods.
    Bug fixes.
    Bugs

    Configuration file doesn't save
    Gamecube controller disabled, until final input reorganization.
    Skins in multi player do not render.
    Crashes on exit some times.

    Download and Give Feedback Via Comments ...
    by Published on May 1st, 2009 17:36

    Tantric has released Super Mario War Wii 1.1:

    This is a port of Super Mario War to the Wii, using SDL Wii. It should be fully functional (with the exception of netplay - which requires someone (hint) to port SDL_Net). To make this port possible, I've had to rewrite significant portions of SDL Wii, particularly a complete re-write of the file, video, and sound systems. However, I'm hoping this work will encourage other developers to port more SDL-based games and applications to the Wii.

    Download Here and Give Feedback Via Comments ...
    by Published on May 1st, 2009 16:42

    The GBA Emulator for Wii and Gamecube has been updated, heres the details:


    A Game Boy/Game Boy Color/Game Boy Advance emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.

    Features
    Wiimote, Nunchuk, Classic, and Gamecube controller support
    SRAM and State saving
    IPS/UPS/PPF patch support
    Custom controller configurations
    SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
    Compatiblity based on VBA-M r847
    MEM2 ROM Storage for fast access
    Auto frame skip for those core heavy games
    Turbo speed, video zooming, widescreen, and unfiltered video options


    [2.0.1 - April 30, 2009]

    * Multiple state saves now working
    * Built with more stable libogc/libfat
    * Fixed settings saving glitches
    * Fixed Mortal Kombat GameCube controller bug
    * Fixed Zelda DX palette bug
    * Fixed Harry Potter 1-3 keyboard bug

    Download and Give Feedback Via Comments ...
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