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    by Published on February 5th, 2009 21:00

    New from Mrmodchips



    XCM Wireless controller shell in smoke black for Xbox 360 not only change the style of your pad, but comes with extra features such as special buttons lightning and an improved D-pad for better directional control.

    XCM new wireless controller shell now comes with a new D-pad and LED kit set to light up all buttons.

    The XCM D-Pad has been redesigned and optimised. The new XCM wireless controller shell uses a much larger D-pad with more room to allow the d-pad to move more when using it. This will make sure you do not accidentally hit another direction on the d-pad while trying to access something else. For example when switching weapons on most first person shooters. ...
    by Published on February 5th, 2009 20:46

    This is the weirdest controller ive seen for a while, just take one looksy at this:



    Product Features
    Fully Functional Game Controller & Steering Wheel for Playstation 3
    State of the art 2.4GHz RF Wireless Technology
    9M Range, No Latency
    Advanced Motion Sensing Technology
    Real Driving Experience
    Enhanced Dual-Shock Function
    Macro Function Indication to assign a key sequence to one button
    Futuristic Design

    See what i mean its a very weird looking PS3 Controller check it out at Amazon UK ...
    by Published on February 5th, 2009 20:29

    Nintendo's exercise game Wii Fit is flying off the store shelves, only to collect dust on home shelves. Not many are actually using it after a few weeks.

    Brian Crecente, managing editor of the gaming blog Kotaku said, "I don't know a single person who has bought the game who uses it routinely after a month.... Everyone wants to work out, but nobody really wants to put the effort into it."

    Wii Fit creator Shigeru Miyamoto has previously gone on record and said that the game is less about people losing weight and more about broadening the videogame market.

    The game's balance board, like the Wii remote is intuitive and extremely sensitive. The internal scales detect the slightest shifts in weight. It works with Wii's wireless remote and requires four AA batteries. Weighing less than 9 pounds, it can tolerate up to 330 pounds. The included exercises focus on improving muscle tone and balance; not so much on weight loss..

    Nintendo Wii accurately measures your every movement as you step and shift to and fro on the Balance Board. There are 40 different challenges including strength training, yoga, aerobics and balance board games.

    Your progress is analysed, along with your BMI. A person weighing 150 pounds, standing at 5' 10" tall will be labeled as "normal," however, this is misleading; the Wii is not able to differentiate between muscle mass and body fat.

    Many who were excited to get their Wii Fit home, were soon to be disappointed. Disappointed with having to earn credits to unlock new game options. For example, the tightrope game may be fun, then the yoga pose, but next is the rowing squat. What if you don't like rowing? Oh well, too bad. It is a game of unlockables; a real turn off for many who are attempting this as a workout tool.

    The Nintendo Wii will help with balance and strength and beats going to the gym, but you're forced to unlock most of the activities and there is no way to create your own exercise program.

    Like with any other exercise equipment, it's fun until the novelty wears off. Nothing beats old-fashioned not-for-fun exercise that you can do even during a power outage.

    http://www.associatedcontent.com/art...collector.html ...
    by Published on February 5th, 2009 20:26

    Publisher Mindscape is to release a Coronation Street title on Nintendo’s DS which it describes as “an adventure and task based concept set within the theme of the famous fictional street”.
    The move comes thanks to consumer product licensee RTL Games, which is also behind an upcoming board game entitled Destination: Coronation Street.
    “Coronation Street is a national institution and was watched by over 78 per cent of the UK television population in 2008,” ITV Global Entertainment’s international merchandise and licensing director Aysha Kidwai.

    “We receive thousands of fan letters enquiring about the series every month. We’re responding to this huge demand by developing a range of exciting and innovative family targeted products inspired by the show.”
    Mindscape has previously released titles based on other TV licenses such as Deal or No Deal, Golden Balls and Ready Steady Cook.
    Coronation Street will be released on DS in Q4 this year.

    http://www.casualgaming.biz/news/281...-Rovers-Return ...
    by Published on February 5th, 2009 20:21

    GfK-ChartTrack has revealed to MCV that the Nintendo DS is teetering on the edge of a nine-million installed base in the UK.

    And director Dorian Bloch said that he believed the imminent launch of successor the DSi will give those numbers yet more of a boost.

    He told MCV: “We’re approaching nine million total DS units sold in the UK.

    It was at 8.8 million at the end of ‘08, so should pass that number by the end of ’09.

    “That’s a hell of a lot of DS handhelds already in the market, and there are quite a few publishers successfully exploiting those numbers, especially Ubisoft. We predict that the DSi launch will stimulate more growth.”

    http://www.mcvuk.com/news/33165/DS-c...on-9m-UK-sales ...
    by Published on February 5th, 2009 20:19

    Device to be sold alongside DS Lite when it launches in coming months, Nintendo boss confirms

    Nintendo chief Satoru Iwata has confirmed that the DSi is still on course to launch in Europe and America in the next six months - but has added that the device will cost more than its predecessor the DS Lite.

    The DSi is the third iteration of Nintendo's dual screen handheld and boasts bigger screens, a built in camera and downloadable content store amongst other tweaked and improved functions.

    It launched in Japan in late 2008 and has been a big hit with consumers in the territory.

    And in an interview with investors following its recent end-of-year financials, Nintendo boss Satoru Iwata has revealed more about the launch and manufacturing strategy for the DSi when it arrives in countries outside of Japan.

    He said: "I am imagining that launches of DSi overseas will be in the first half of the next fiscal year. As for change on production ratio of DS Lite and DSi, I would like to cite a historical fact that in Japan, DS Lite was more expensive than the original DS but the total demand converged on DS Lite very quickly. But in Europe, it did not happen so fast and these two had been sold together side by side for a long time. And in the Americas, as the total momentum of DS was very weak then, we had to set the price of DS Lite the same as the original. As a result, the demand converged on DS Lite early on.

    "This time, considering the current foreign currency exchange rates, there is no possibility of selling DSi overseas with the same price as DS Lite at all. There will have to be a difference in price. With this price difference, I think that the DS Lite and DSi will be sold side by side in the Americas and in Europe, but I will not be able to comment on their ratio today as we have not announced the prices and we will have to see how people react to the announcement."

    Iwata also provided information on the early adopters that bought the device in Japan, saying that consumers were a mix of core and casual gamers, suggesting Nintendo is still growing the games market: "Those who understood DSi earlier are, of course, those who actively gather information about video game industry.

    As these kind of people who already own DS start to try it first, they mainly account for the new owners of DSi at the early period.

    "You might feel that the gaming population is not expanding at all if the same consumers are buying. But they may have a family whose members can be a recipient of their very own DS. So my understanding is that we must not stick to see just what kind of people have actually purchased DSi, but to measure how DS users would expand and how and what kind of people will be the owners of his or her own DS in the end.

    "What I have talked about so far happened during nearly one month since the launch. In the second month, I mean December, more (various kinds of) people bought DSi. I have heard some reports like, 'As expected, those who seem to know much and well about videogames came in to buy' in November and 'much more various kinds of people are coming in to the store' in December, and those in the latter report are thought to be inactive to gather information of videogames; they did not see our websites beforehand, read the brochures in detail nor usually buy or read videogame magazines. These kinds of people came in and asked about the difference (between DSi & DS Lite) at retailers. After they learned the features of DSi, they were often grateful for the information, and gravitated towards the new DSi despite its higher costs and bought the DSi. And reports say those kinds of people are increasing.

    "DS Lite is still maintaining a consistent amount of sales even after the launch of DSi. There are two reasons; one is because of DS Lite’s GameBoy Advance software functionality, and another is because DS Lite has more variation of colors. Others are buying DSi in high percentages. We also have reports of purchase by those who have never touched a DS."

    http://www.mcvuk.com/news/33167/Iwat...-point-for-DSi ...
    by Published on February 5th, 2009 18:32

    via Engadget


    While Telstra's busy bragging about Android sets from HTC that don't yet exist, Australian rival Optus is making stuff happen. How? Easy: T-Mobile's G1 is being repurposed as the HTC Dream down here -- one of the phone's rumored names prior to its original release, you might recall -- featuring 2100MHz HSDPA, WiFi, and everything else you've come to know and love / hate about the world's first retail Android device. It'll launch February 16 on plans starting at $59 Australian (about $38) per month, so it'll be pretty accessible. Sure, Telstra, you may have some awesome devices in the pipeline, but a bird in the hand is worth two in the bush, if you know what we're saying. ...
    by Published on February 5th, 2009 18:29

    via Engadget


    It's no secret that Sony has been eyeing a shift to 45nm Cell processors in the PS3 sooner or later, but the always talkative David Reeves (Sony Europe's president) has now finally dropped a bit more specificity on the matter, while naturally still leaving the company quite a bit of wiggle room. Speaking to The Guardian newspaper, Reeves said that Sony is "always looking at ways to reduce costs," and that one of those measures is "replacing the current 65 nanometer Cell chip with a 45 nanometer one probably in middle of year."

    Reeves also expectedly talked up the PS3's multimedia capabilities, which he says will help the PS3 compete better with the Xbox 360 in the short term without the need for drastic price cuts, although he doesn't seem to complete rule out the notion of some increased affordability before the end of the year, saying "it will make progress" in that direction, no doubt with the aid of that aforementioned 45nm Cell processor. ...
    by Published on February 5th, 2009 18:20

    via Computer and Video Games


    Sony has updated Home to version 1.10, which clears out a list of bugs and adds a fair few handy tweaks to the whole software.

    Here are the details courtesy of a Home rep:

    New features
    • We have added a new "Remove Player" function that allows the creator to remove people from a Game Launching session. This is complemented by the Block Player function, accessible via the Safe Screen, which can be used to stop people rejoining.

    Changes and Improvements

    We are constantly tweaking and enhancing various game elements to improve your experience in PlayStation Home. Updates in 1.10 include:
    • The speed of the initial log-on process has been improved and a progress bar has been added to provide you with more information about what is happening.
    • Items that you have already purchased will now be loaded when you first log-in, reducing the loading time when you enter stores in the Mall.
    • Other players' avatars will now load faster when you enter a space.
    • The names of Home reward items will now be shown when you obtain them.
    • Download priorities have been changed so that certain graphics and images (like thumbnail images and World Map chips) will download more quickly.
    • The inventory system (that stores Home Reward items) has been reworked and made more robust. We have also implemented additional safeguards to help ensure that you cannot inadvertently lose any of your items.
    • The Chat log window will now always be displayed on top of any other on-screen graphics, except when zoomed in to a video or poster. When zoomed in, the chat window will no longer display.
    • The size of the text box has been improved on message boards in Clubhouses.
    • The option to "Block voice chat" has been changed to "Block chat," which will allow you to block both voice chat and text chat at the same time. Players blocked with this feature will not be automatically added to the block list on your Friends list.
    • The game camera will now go into attract mode once you have been idle for more than 3 minutes.
    • The "Resign sub leader" command has been removed from the Menu Pad. Club leaders will now have to downgrade sub leaders if they wish.
    • We have further improved the UI for a variety of systems including Game Launching, Clubhouses and the Store.
    • We have made several memory optimizations to improve client stability.
    • We have made graphical improvements to particle systems and water effects.

    Bug fixes
    • Furniture in Personal Spaces will no longer occasionally vanish when you leave lights or lamps turned on.
    • Single-seat chairs and sofas can no longer be occupied by more than one person at a time.
    • You can now turn lighting objects on/off in your Personal Space.
    • Furniture layout issues in Clubhouses have been resolved.
    • The "Refresh Club Menus" option in the Menu Pad should now work as intended.
    • Dates will now be displayed on Clubhouse bulletin board messages.
    • A fix has been applied to the Home Safe Screen reporting process.
    • Your screen will no longer freeze if you leave a game session with the game disc ejected.
    • Item names and prices will now display correctly in the Mall.
    • Wallpapers will now be displayed properly when you invite friends to your Harbour Studio.
    • You will no longer be able to make a phone call to players who have deactivated voice chat.
    • You should now be able to use two-seater sofas properly.
    ...
    by Published on February 5th, 2009 17:48

    Announcing -- Patapon DS

    Hey everybody,
    I'm working on a new project, Patapon DS. Those who don't know what Patapon is, believe me, it's a fantastic game! Wanna know more? Check google (Type "PATAPON" and choose a link)! It's not a port, it's a huge remake! You can see the screens for how far I am. I'm using PAlib, and the game futures the 3D (2D) engine, so you can display 512 patapons with they spears. The game contains only the so called (by myself) spear-engine, but no beat-engine (also called by myself). In the screens I'm attacking with the Y-button, and walking with the B-button. I'm currently working on code cleaning, so it will be easier to make different levels (yes, incl. in-game editor). I'm not planning publishing my very early build yet, but I do my best when the Beat-engine will working.

    The game will featuring:
    -The first 15 levels of the original game (maybe more, I'm working on demand) + all boss fights
    -custom levels made by me, like "300" or "Boss Rush"
    -level editor (in-game, so editing on the go!) -->Making levels like three dinosaurs, with 5 pata-plains(warthog's), and desert-heat
    -all mini-games (bonbonbooon tree, flower, talking mountain, ...)
    -as many as possible patapon-mutants ( = Tree of life included)
    -all the songs:
    >PATA-PATA-PATA-PON
    >PON-PON-PATA-PON
    >CKAKA-CKAKA-PATA-PON
    >DON-DODON-DODON (all miracles)
    >PON-PATA-PON-PATA
    >and others invented by myself
    -3D sprite use = 1024 sprites on the screen at once
    -blood and eventually gore (very easy done !)

    This is not my first project, it's the second one. My first project is a physics-engine, written by myself in C++, using trygoniometry.

    Please left a comment

    see my blogspot: http://ederagon.blogspot.com/

    EEragon ...
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