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    by Published on November 6th, 2008 19:16

    via Eurogamer


    Sony has already picked "loyal" European community members to join the PlayStation Home beta, and will send them invites when version 1.0 of the virtual world goes live.

    "Your next question is, 'How do you decide who gets picked?' and we had a couple of plans on how that was going to be done and my boss is away so I cant ask him which one he chose (yes, we've picked the names already and no, I'm not going to reveal the list)," said TedTheDog, Home community manager, on the European PlayStation forum.

    "I'll let you know what I can, once I find out, but both were broadly based on the concept of loyalty. That's very vague I know, I'll firm up what I can, but don't expect too much detail, it was really complicated last time."

    When Home version 1.0 will launch nobody knows, unfortunately, but with American PlayStation 3 owners being invited as we speak, the estimate is soon.

    And there's no need to worry if you don't get in, as TedTheDog says open beta "won't be far behind". Thank you TedTheDog. ...
    by Published on November 6th, 2008 19:15

    via Games Industry


    Grand Theft Auto IV for the PlayStation 3 has shot to the top of the Japanese software sales chart for the week ended November 2, according to data provided by Media Creat.

    Rockstar's controversial title saw 133,000 unit sales in its first week on the PS3, which comes after weeks of the platform's flagging hardware sales. Square Enix's Valkyrie Profile: Toga o Seoumono for the Nintendo DS followed behind at number two with 80,000 units.

    PS3 exclusive LittleBigPlanet debuted in third place with 52,000 units, with Pokemon Platinum for the DS coming in fourth at 47,000 units, and Wagamama Fashion Girls Mode, also for the DS, securing a place at number five with 40,000 units.

    Rhythm Tengoku Gold, for the DS, took sixth place with 39,000 units, while Grand Theft Auto IV for the Xbox 360 debuted at number seven with 34,000 units.

    Closing off the Japanese software chart were a number of new portable titles, each with approximately 26,000 unit sales, including the DS titles Personal Trainer: Walking and Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu + , as well as Monster Hunter Portable 2nd G for the PlayStation Portable in eighth, ninth and tenth places respectively.


    Japanese software sales chart follows:

    01. Grand Theft Auto IV (PS3)
    02. Valkyrie Profile: Toga o Seoumono (DS)
    03. LittleBigPlanet (PS3)
    04. Pokémon Platinum (DS)
    05. Wagamama Fashion Girls Mode (DS)
    06. Rhythm Tengoku Gold (DS)
    07. Grand Theft Auto IV (Xbox 360)
    08. Personal Trainer: Walking (DS)
    09. Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu + (DS)
    10. Monster Hunter Portable 2nd G (PSP) ...
    by Published on November 6th, 2008 11:00


    Finally, this day has come, we were looking forward for so long. redspotgames and Yuan Works are announcing that by this day “Wind and Water” Puzzle Battles” is ready for shipping and can be regularly ordered at the redspotgames online shop.
    While this is the day the first games will be shipped my mail, the official release date was already on November 1st 2008. In front of serveral hundred visitors “Wind and Water: Puzzle Battles” has been released, presented and sold previously at this date at the “Retro Gaming Connexion” in Congis-sur-Thérouanne near Paris, France.
    Yet customers who already preordered the game in advanced have received first copies of the game at the beginning of this week. Wholesalers and retailers will be delivered within this week as well.

    Source : http://www.redspotgames.com/wind-and...-for-shipping/ ...
    by Published on November 5th, 2008 23:52

    News from Alek

    Some odd news have reached my knowledge, about Datel's Action Replay, keep reading...


    Some of you might have noticed one of the newest stuff released by Datel, the "Action Replay" that allows you (on the PSP we'r talking about of course, i already know there is also a version for the Amiga for it, and of course this post isn't about that revision) to cheat and to use some "powersaves" within it's 64mb memory between other stuff, and all this for ~40USD.

    So, why would i or anyone care about this new release from Datel? Well, the point comes when you look onto how was it made.

    The following information it's confirmed and it has been studied, so let's hope this clears some doubts on this.

    * Datel' Action Replay does uses code that isn't from itself, code that isn't distributed to be used the way they use it anyway. The code involving this terms is, for first instance, the Pandora forged IPL block, and on second place but of course not less important, Booster's IPL SDK.

    Also,

    * It has been confirmed that Datel' Action replay does interfere on the Custom Firmware code

    And also, less important but indeed interesting,

    * They use a bigger memory footprint due to the graphics involved in it, and it's interesting also to mention that they had a pretty small database, that being compared it to cwcheat one, this first one isn't even a database tbh.

    So, what's your choice? A stealing-code small device, or a Fresh homebrew development with a huge happy users history?

    Thanks to VoidPointer and Dark_AleX himself for the tip and confirming this
    ...
    by Published on November 5th, 2008 23:52

    News from Alek

    Some odd news have reached my knowledge, about Datel's Action Replay, keep reading...


    Some of you might have noticed one of the newest stuff released by Datel, the "Action Replay" that allows you (on the PSP we'r talking about of course, i already know there is also a version for the Amiga for it, and of course this post isn't about that revision) to cheat and to use some "powersaves" within it's 64mb memory between other stuff, and all this for ~40USD.

    So, why would i or anyone care about this new release from Datel? Well, the point comes when you look onto how was it made.

    The following information it's confirmed and it has been studied, so let's hope this clears some doubts on this.

    * Datel' Action Replay does uses code that isn't from itself, code that isn't distributed to be used the way they use it anyway. The code involving this terms is, for first instance, the Pandora forged IPL block, and on second place but of course not less important, Booster's IPL SDK.

    Also,

    * It has been confirmed that Datel' Action replay does interfere on the Custom Firmware code

    And also, less important but indeed interesting,

    * They use a bigger memory footprint due to the graphics involved in it, and it's interesting also to mention that they had a pretty small database, that being compared it to cwcheat one, this first one isn't even a database tbh.

    So, what's your choice? A stealing-code small device, or a Fresh homebrew development with a huge happy users history?

    Thanks to VoidPointer and Dark_AleX himself for the tip and confirming this
    ...
    by Published on November 5th, 2008 23:50

    Art has updated his Laser Invadors game, heres the release info:

    Hi Guys,
    This is a laser control game based on the PSP laser control idea by califrag. Laser Invaders is coded from scratch, using the ps2dev.org Go!Cam demo
    as a template.



    The screenshot doesn't really convey the idea, so here's the videos:
    PSP and laser area view:
    http://au.youtube.com/watch?v=AA9kmoSB73c
    PSP screen closeup:
    http://au.youtube.com/watch?v=j97p1ePJyh8

    The idea is to shoot all invaders in as short time as possible.
    Shooting the UFO will win you a time bonuses which are
    deducted from the time before the skill level report is calculated.
    The time is displayed at the end of the game, and then any earned
    time bonus is subtracted before determining the player skill level.

    Quote:
    PITIFUL
    DISGRACEFUL
    PATHETIC!
    HOPELESS!
    NOT BAD
    EXCELLENT
    LEGENDARY
    TOP GUN

    Quote:
    Update for V2:
    - screen glitch fix
    - added another invader type
    - up to three invaders on screen

    Laser Invaders requires a Go!Cam if that wasn't already obvious.
    Cheers, Art.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 23:50

    Art has updated his Laser Invadors game, heres the release info:

    Hi Guys,
    This is a laser control game based on the PSP laser control idea by califrag. Laser Invaders is coded from scratch, using the ps2dev.org Go!Cam demo
    as a template.



    The screenshot doesn't really convey the idea, so here's the videos:
    PSP and laser area view:
    http://au.youtube.com/watch?v=AA9kmoSB73c
    PSP screen closeup:
    http://au.youtube.com/watch?v=j97p1ePJyh8

    The idea is to shoot all invaders in as short time as possible.
    Shooting the UFO will win you a time bonuses which are
    deducted from the time before the skill level report is calculated.
    The time is displayed at the end of the game, and then any earned
    time bonus is subtracted before determining the player skill level.

    Quote:
    PITIFUL
    DISGRACEFUL
    PATHETIC!
    HOPELESS!
    NOT BAD
    EXCELLENT
    LEGENDARY
    TOP GUN

    Quote:
    Update for V2:
    - screen glitch fix
    - added another invader type
    - up to three invaders on screen

    Laser Invaders requires a Go!Cam if that wasn't already obvious.
    Cheers, Art.

    Download and Give Feedback Via Comments ...
    by Published on November 5th, 2008 23:47

    Seems that the N64 emulator for the PSP is now being worked on via different coders, heres the news from Kreationz

    Well, I'm not the only dev working on this and this update concerns me and two other devs.

    1. My progress
    I looked into the cache last night and found that the instruction list for the dynarec was being invalidated when it wasn't necessary. This eats up a small chunk of CPU cycles. So a bit more speed from better cache handling there. Also some new code I put in for GoldenEye had an adverse effect speed wise on other games so I'm going to look into making it game specific. (It only helps Golden and Army Men that I know of, but I can turn it on for other games that exhibit the same shaking they do.)

    2. Wally's progress
    Wally has been hard at work fixing some micro code issues which should help compatibility. At least one more game now runs with his new code.(Space Station Silicon Valley) I don't have it yet, but when I get it I'll test it for speed and see if I can further improve it.

    3. Chilly Willy's progress
    Chilly Willy has been working on something Strmn left off on that wasn't quite in the R14 betas that circulated around. He has just given me code to move audio processing to the ME. What this means is that with audio on it won't bog down the CPU quite as much(there's still a hit from it, but not as much.)

    Side Note to #3: Audio code is currently based on Azimer's 0.55 plugin, but he has offered me a later version of the code which is now feasible to use thx to Chilly's new code.

    With all three of these updates we now have better speed and compatibility than any prior version of Daedalus(R12-R14 included). There will be another Alpha in 2-3 days max. After this is tested(in bout a week), the SVN will go online. All the developers will have access. Then in December everyone will have read-only access with the developers having write capability. The first public beta will come out about that time. (Read: Early December.. 1st-5th time frame.)
    ...
    by Published on November 5th, 2008 23:47

    Seems that the N64 emulator for the PSP is now being worked on via different coders, heres the news from Kreationz

    Well, I'm not the only dev working on this and this update concerns me and two other devs.

    1. My progress
    I looked into the cache last night and found that the instruction list for the dynarec was being invalidated when it wasn't necessary. This eats up a small chunk of CPU cycles. So a bit more speed from better cache handling there. Also some new code I put in for GoldenEye had an adverse effect speed wise on other games so I'm going to look into making it game specific. (It only helps Golden and Army Men that I know of, but I can turn it on for other games that exhibit the same shaking they do.)

    2. Wally's progress
    Wally has been hard at work fixing some micro code issues which should help compatibility. At least one more game now runs with his new code.(Space Station Silicon Valley) I don't have it yet, but when I get it I'll test it for speed and see if I can further improve it.

    3. Chilly Willy's progress
    Chilly Willy has been working on something Strmn left off on that wasn't quite in the R14 betas that circulated around. He has just given me code to move audio processing to the ME. What this means is that with audio on it won't bog down the CPU quite as much(there's still a hit from it, but not as much.)

    Side Note to #3: Audio code is currently based on Azimer's 0.55 plugin, but he has offered me a later version of the code which is now feasible to use thx to Chilly's new code.

    With all three of these updates we now have better speed and compatibility than any prior version of Daedalus(R12-R14 included). There will be another Alpha in 2-3 days max. After this is tested(in bout a week), the SVN will go online. All the developers will have access. Then in December everyone will have read-only access with the developers having write capability. The first public beta will come out about that time. (Read: Early December.. 1st-5th time frame.)
    ...
    by Published on November 5th, 2008 23:41

    It didn't take too long for Sony's latest Ratchet & Clank adventure to drop down to budget price. Secret Agent Clank is available for only $20 -- that's half off its original retail price. For those weathering the PSP software drought blues, this might be something you may want to check out.

    http://www.amazon.com/exec/obidos/AS...kiangagenew-20

    via pspfanboy ...
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