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    by Published on October 14th, 2008 00:16

    Pac has updated his fps homebrew for the DS, heres the release info:

    Well, thanks everyone for the encouragement and sugestions. First I've uploaded a new version, that includes some of the improvements some of you have mentioned.

    First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it's optional, there's a menu at the beginning. Though you can use the stylus to look around, you can't look up and down, not because it's difficult to implement but because you can't do it in the original control scheme. Also everything in this game it's at the same height, no need to look up and down.

    I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it's a motion sensor!, so it's still tense. There is too a new decorative element, a light column thing, I think it looks good.

    About other things, I don't think I'll code a tool set for this. The game it's almost at the point I wanted it to be so I'll probably start something else. When that happens I'll release the source code, though I don't think it'll be that useful, it's ugly and full of hacks. Anyway there are still things I want to do with this! Right now I'm trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that's easy to do.

    So that's it, please try the new version, it's still a bit buggy but plays fine I think:

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    by Published on October 13th, 2008 23:43

    Last week, we gave you the chance to ask Patapon 2 game designer Hiroyuki Kotani your questions about the follow up to this year’s unique PSP hit. A few days ago in SCEI’s Tokyo offices, I passed those questions on to Kotani-san (through an interpreter). He was happy to answer your questions on camera:

    The next day, he introduced Patapon 2 Don Chaka (Japanese title) to the media at Tokyo Game Show. I transcribed the event, which should answer even more questions you may have about the game.

    Kotani: We received a lot of requests after the first one, which shaped Patapon 2

    • More customization
    • Want to create original Patapons
    • Want to play Patapon Longer
    • Want to enjoy Patapon with friends.

    The game takes place on an unknown island after the first game. There, the Patapon are blocked by the Karmen, a mysterious masked clan, blocking the Patapon’s path to the true Earthend. That’s where you come in.

    Early on, you’ll encounter a lost Patapon, who is the Hero Patapon. The Hero Patapon features in both single player campaign and multiplayer.

    In ad-hoc MP, the missions involve Magical Eggs

    Kotani-san brings 3 players up to help, including Andrew Yoon of PS3 Fanboy and Dale North of Destructoid. One controls the new wizard class of Patapon (Mahopon), another takes control of the bird rider (Toripon), another new Patapon class.

    The goal of the mission played is to carry an egg to the goal, where the egg can hatch and reveal a mask, which can then be used in the single player campaign. The 4 players cooperatively battle a giant bird boss equipped with a lethal, um, gas attack. When they get into Fever mode, meteors rain from the sky in attack.

    Once the players get into the rhythm, they are able to take down the avian monster using Attack, Withdraw, and March commands. The players are then launched a rhythm game (similar to the “make it rain” miracle in the original Patapon), only longer and more complex. At the end, the egg hatches, and they receive a mask, which is equippable in the single player mode.

    Kotani-san runs through some comparisons with the original game (basically, significantly more levels, items, Rarepon varieties, classes, and more in the sequel). He also reveals a Game Sharing mode, where 4 players can play missions with a single Patapon 2 UMD.

    All of the new features were added due to player feedback, and Patapon 2 is more accessible than the original. He finishes up by saying that he designed Patapon 2 with “the idea of players smiling in enjoyment” as they play.

    We’ll continue to bring you Patapon 2 news as we get closer to release, which will be 2009 in North America.

    Video Here --> http://blog.us.playstation.com/2008/...n-2-questions/ ...
    by Published on October 13th, 2008 22:03

    via Eurogamer


    Ubisoft has popped a demo of Brothers in Arms: Hell's Highway on Xbox Live Marketplace.

    The sampler parachutes in at 1.32GB, and offers up an early portion of the tactical World War II shooter to get to grips with.

    Brothers in Arms: Hell's Highway is already out to buy, of course, but with a score of 7/10 is exactly the type of game - we like to think - that demos are useful for.

    Or you could read our Brothers in Arms: Hell's Highway review. ...
    by Published on October 13th, 2008 20:35

    I last posted about this back in July and yesterday it was updated, heres the full release info from the official page:

    Inferno DS is a port of the Inferno Operating system to the Nintendo DS.

    Inferno DS aims to use the distributed nature of Inferno with the variety of input methods, for the hardware capabilities of the DS like wifi, touchscreen, graphics & audio (see TechnicalBackground) to create new and interesting ways of interacting with computational resources.

    The GsocProjectIdeas wiki page includes some application examples like gaming, VoIP, jukebox and accessing remote resources using the styx(5) protocol.

    whats new

    inferno-ds, fixes to screen.c, r4ds reads and arm7/touch.c (rev 175)

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    by Published on October 13th, 2008 20:26

    News via nintendomax

    EvilSpoon who also participates in the "devil Compo dev-en Neumbeur touuu" presents "Lil'Bastard" in which you need to design using the stylus your paper maché ball and then run in Class

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    by Published on October 13th, 2008 20:09

    Its been a while since our own StrmnNrmn has been around although i remember a PM about the hacking of DCEmu sometime in january, but the N64 Emulator for PSP has had no real new version since then bar some unofficial versions that caused some fun on the forums.

    An announcement on a site that uses the StrmnNrmn name (but not the official home) says a new coder is to take on the rather hard task of emulating the N64 on PSP:

    A new Dev that came here hoping to help Daedalus and the community has declared he is going to try and tackle Daedalus! Shinydude100 came here and is teaming up with our other 2 devs that have stumbled across the Daedalus source code in hopes of bettering from where StrmnNrmn left off. His current plans are to implement a newer and improved Zilmar graphics plugin in an effort to increase performance slightly and will help compatability a bit with microcode work.

    Here is some quotes from Shinydude100 about what he has planned for his first release:

    "This should be supported for the PSP, and if all goes well, we should see increased performance, and even better texture rendered on the floors of games like Legend Of Zelda: Ocarina of time, and Diddy Kong Racing with actual polygons appearing. By change, i do not mean i'm suggesting, i mean i'll change the graphics plugin to an 07 graphics based Plugin which should support our PSPs. GRAPHICAL IMPROVEMENT is a BIG thing when it comes to the emulated FPS we get on Deadauls."

    ~Shinydude100
    Deadauls Coder--Keeping it Alive...

    Its supposed to be released sometime in October, lets hope its no red herring ...
    by Published on October 13th, 2008 20:09

    Its been a while since our own StrmnNrmn has been around although i remember a PM about the hacking of DCEmu sometime in january, but the N64 Emulator for PSP has had no real new version since then bar some unofficial versions that caused some fun on the forums.

    An announcement on a site that uses the StrmnNrmn name (but not the official home) says a new coder is to take on the rather hard task of emulating the N64 on PSP:

    A new Dev that came here hoping to help Daedalus and the community has declared he is going to try and tackle Daedalus! Shinydude100 came here and is teaming up with our other 2 devs that have stumbled across the Daedalus source code in hopes of bettering from where StrmnNrmn left off. His current plans are to implement a newer and improved Zilmar graphics plugin in an effort to increase performance slightly and will help compatability a bit with microcode work.

    Here is some quotes from Shinydude100 about what he has planned for his first release:

    "This should be supported for the PSP, and if all goes well, we should see increased performance, and even better texture rendered on the floors of games like Legend Of Zelda: Ocarina of time, and Diddy Kong Racing with actual polygons appearing. By change, i do not mean i'm suggesting, i mean i'll change the graphics plugin to an 07 graphics based Plugin which should support our PSPs. GRAPHICAL IMPROVEMENT is a BIG thing when it comes to the emulated FPS we get on Deadauls."

    ~Shinydude100
    Deadauls Coder--Keeping it Alive...

    Its supposed to be released sometime in October, lets hope its no red herring ...
    by Published on October 13th, 2008 19:58


    Ah, the Entertainment Software Ratings Board website, a wellspring of information on upcoming, yet-to-be-announced titles. Titles like Marvel Vs. Capcom 2, which has recently had two new consoles added to its listing. Joining the PlayStation 2 and the original Xbox are the PlayStation 3 and Xbox 360, which would seem to indicate that the title will be coming to Xbox Live Arcade and the PlayStation Network. Of course just because the ESRB rated the game doesn't mean it's a sure thing, but further proof has appeared in the NeoGAF forum thread concerning the rating showing Marvel Vs. Capcom 2 on Microsoft's PartnerNet, the closed version of Xbox Live used on development units.

    If Capcom can manage to get stable online multiplayer working with Marvel Vs. Capcom 2 and deliver it to PSN and Xbox Live Arcade, I will never ask for another 2D fighting game again. I promise.

    Via: Kotaku ...
    by Published on October 13th, 2008 19:56

    News/release from tlaft

    slt a tte community psp! voila, now I sort my mp3 player who goes to v2. there is a viewer who was added, the type of writing and reading bar mp3 which is fine ... Do I forget to mention is that to view the info you press the up arrow and hide the down arrow. voila. I leave the download link of the link av screen:





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    by Published on October 13th, 2008 19:46

    Bioroid has updated his sample based step sequencer, for the Nintendo DS, heres the details:

    GrooveStep Public Beta 2 for the Nintendo DS is here! Compressed with 7-zip. This is primarily a bug fix release and has no new features.

    What is GrooveStep?

    --- GrooveStep is a portable sample based step sequencer and that allows people to write music anywhere with the Nintendo DS.

    Is GrooveStep a game?

    --- No, GrooveStep is not a game. It is an application for writing music.

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