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  • DCEmu Featured News Articles

    by Published on July 11th, 2008 17:41

    via Washington Post

    The gaming industry came out early and strongly in favor of the new features the iPhone brought to the scene just over a year ago. Developers constantly chatted about how eager they were to build applications for the device, but had to wait seven months before Apple ( NSDQ: AAPL) announced plans to offer its software development kit and launch an App Store where publishers could sell their work. mocoNews caught up with Sega Mobile VP Linda Chaplin today to talk about the iPhone's impact on the mobile gaming space and what it could spell for the future from other device makers. Here's some highlights from the interview:

    -- Impact on wireless industry:"We refer to the iPhone as the first version of mobile 2.0 ? I just think it's going to change our industry," Chaplin said. "It's been fantastic for the mobile industry as a whole. I think it has awakened the other hardware partners to want to do something more innovative. It's fantastic for us."

    -- Evolution in mobile gaming capabilities:"We're thrilled we can make more unique and exciting games." Most mobile games in Sega's catalog have four or five levels, while the publisher's first title brought to the iPhone, Super Monkey Ball, has 110 levels of play.

    -- App Store as sole distribution point and Apple's revenue share model:"We were a little bit limited with the type of value chain that we have been subject to in the past and it's tough. This is a much more fair revenue split ? we look forward to a much more publisher positive revenue split."

    More thoughts on content discovery and features yet to come, after the jump?

    -- Discoverability on the iPhone: The device has brought content providers an entirely revamped opportunity to be found in the gauntlet of mobile content floating around. "It's fantastic for discovery of content." It also opens up the playing field. "Let's face it, it's been really tough on discoverability and the ability to find content on the carrier deck ? we just weren't able to tap into the masses because they couldn't find the content."

    -- Still to come:"I think that we can still make it even better." The iPhone's accelerometer, for instance, "it's good for some types of games, but not great for others ? that's not something you can use in every type of game." What Chaplin would really like to see from the next leapfrog device is a physical d-pad: "There are so many unique things we can do ? there's so much out there that can be discovered ?there's nothing but excitement." ...
    by Published on July 11th, 2008 13:50

    CubicMan Deluxe is a fun and addictive puzzle game. The aim of the game is to roll a cube to stand upright on the destination point. It sounds simple but the 80 unique puzzles will give you hours and hours of challenge and good fun!

    CubicMan was first released for the Jailbroken iPhone/iPod Touch on ModMyiFone's repository and the response was overwhelming! We made lots of improvements to the game and brought it over to the official SDK. We are very excited to see it finally available on Apple App Store today. ...
    by Published on July 11th, 2008 08:29

    Q: What's New?
    A:
    1. Added: Enlarge the save size to 128Mbits
    2. Added: Multi-Skin. (Copy the new skin folder into scshell\skin)
    3. Added: Add new language CHT for Chinese version cart
    4. Updated: Updated ndsinfo.dat to #2404
    5. Fixed: Some games cant work in PATCH mode

    Download link:http://eng.supercard.cn/download/DSo...3_0403_eng.rar Supercard DS One (SDHC)

    Download link:http://eng.supercard.cn/download/DSone_V3.0_sp4_eng.zip Supercard DS One

    The updates are from the Chinese supercard web site and tested on my sdhc, EDIT: English site and links updated.



    paul ...
    by Published on July 11th, 2008 00:34

    Starting July 14, Xbox 360 fans across the globe will have the opportunity to go behind the scenes at the invitation-only E3 Media and Business Summit (E3) and see what's being unveiled for 2008 and beyond.

    Microsoft is bringing E3 home to the more than 12 million Xbox LIVE members across the globe by providing breaking Xbox 360 news directly from the event to their televisions.
    Viewers will have free access to the high-definition content and highlights from the not-to-be-missed Microsoft E3 keynote, which promises a host of surprising announcements.

    Additional content made exclusively available will include a daily wrap-up of all the news from the show floor, behind-the-scenes footage from E3, never-before-seen gameplay, screenshots and game trailers from some of the biggest and best games of 2008 and exclusive interviews with industry leaders and developers. Fans will also have the opportunity to customize their experience with new gamerpics and themes and have a chance to try out some of the latest games, including a downloadable demo of the highly anticipated Xbox 360 exclusive, "Too Human."

    These additions will enhance Xbox LIVE Marketplace's growing library of premium entertainment, which already equals more than 4,800 hours of total downloadable content (HD and SD). Xbox LIVE Marketplace is the leading destination for downloadable HD movies and television content.

    Don't miss any of the news and excitement Microsoft has in store for its Xbox 360 fans by gathering everyone together in the living room to and enjoy the E3 experience with E3: Bringing It Home. To download E3 content, go to Xbox LIVE Marketplace or visit www.xbox.com/LIVE. ...
    by Published on July 11th, 2008 00:31

    News/release from teknecal



    The Homebrew Browser allows you to grab the latest homebrew applications and games all through your Wii. No longer will you have to take your SD card out to load the files or transfer the files from your computer to the Wii or even use your computer. Once you install a homebrew application and you no longer want it on your SD card, you can delete it as simple as that!

    No more dead links, no more extracting files, no more finding out if there is an icon.png and meta.xml in the homebrew application/game!

    Features
    Auto updating when your Homebrew Browser version is out of date
    One click download and install for each homebrew application
    One click deletion of homebrew applications
    Able to update your version of a homebrew application once an update comes out
    Caching of the homebrew application pictures
    Limitations
    Currently this application is limited to receiving homebrew applications that only use a single file (boot.dol/elf). E.g. Homebrew applications that load images,etc won't be on the Homebrew Browser list.

    Usage
    Run the included ELF with your favourite method to boot homebrew . Uses the Wiimote Controller with IR.

    A SD card icon under the homebrew application image means that you have the latest version of that homebrew application installed, while a clock icon means you don't have the latest version. You can update your installation of that homebrew application or install new homebrew applications by pressing A. You can delete homebrew applications provided that they have a SD card or clock icon by pressing B.

    10 July 2008 (v0.2.0a)

    Small bugfix, downloading Raytracer, Wiiwhiteboard, etc should now work

    Download and give feedback via comments. ...
    by Published on July 11th, 2008 00:08

    via psp hacks

    Update: Two point ten is out and it’s sportin’ analog action…

    Analog support in game (for sillyzombie666)
    Hunters spawn more frequently
    Exit to Menu from Season Select Screen
    Added image to binocular

    The hunted becomes the hunter in Code Red’s LUA-scripted adventure, “Deer Avenger Mini.” You’re put in the boots of Bambo and tasked with the duty of hunting those who killed members of family Cervidae. This is what Bambo does, who Bambo is… Live for nothing, or die for something.

    Recognize — “Deer Avenger” is a Simon & Schuster game available on both Windows and Mac platforms
    .

    Download and Give Feedback Via Comments ...
    by Published on July 10th, 2008 23:58

    via pspgen



    Hi everyone!

    So today I return with a stunning version 0.4 of my Homebrew: Space Monster Attack!

    News:

    -- New interface for the menu
    -- Nearly all been redesigned graphics
    -- From Monster Battle, the life of character is now saved between levels
    -- Two new characters have been added (it now has the choice between 4 characters)
    -- 6 levels are now present in Monster Battle mode before entering the final boss (formerly
    only 5 were available due to a bug)
    -- All minor bugs have been fixed
    -- New police writting
    -- Improved random mode Astroid Survivor
    -- Adding an animation of destroying monsters with a sound mode Monster Battle.
    -- Adding a new game mode: Chrono Destroy! (play modes are now number 4)


    Explanation on different modes of play:

    Monster Battle: you choose your decor, then your character, and go on an adventure through 6
    levels or you will destroy alliens before they kill you with your arms 2:
    Single bullets and fireballs, to be used with restraint and wisdom (only the number of 5!)
    course in the allotted time. And all this to happen to a boss ... recalcitrant.


    Astroid Survivor: you choose once more your scene and your character to go in
    a field of asteroids or you will survive as long as possible to you moving with the analog stick to achieve the highest score possible (which is saved and can be seen in the section Best score of the game).

    Chrono Destroy: Again you choose your background and your character.
    You then determine how much time you want your hard part (30 or 60 seconds choice) and voila you in an arena where you must destroy as many monsters as possible in the time that you have chosen to start (the best scores 30 and 60 seconds are also saved in the section Best scores)

    Two Players: the time has come to call your little brother or little sister
    for him to prove that you are the best. On the same PSP, each of you control a small character, and you shoot using the triggers L and R. Each shooting involving the enemy relates 2 points and is the first to 10 wins the match!


    Orders:

    In menus:
    -- X: OK
    -- O: Back
    For the rest of orders, go to the Help menu of the game!

    Download Here and Give Feedback Via Comments ...
    by Published on July 10th, 2008 23:49

    Charnold has released a new version of his excellent 3d FPS for the PSP.

    Heres whats new:

    07-09-2008 Version 1.0.6

    - some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

    editor changes:

    - set hitpoints of each enemy

    game changes:

    - set hitpoints of player (config.txt)
    - faster rendering of world geometry

    Download Here and Give Feedback Via Comments ...
    by Published on July 10th, 2008 23:47

    Nobody can deny the cuter qualities of the LocoRoco. The simplistic yet uniquely addictive PSP game was a breath of fresh air when it was released in 2006 -- easy to come to grips with, fun to look at, and downright charming once you broke out the headphones and learned all the neat little songs the Locos sung for you. Two years on, and the music is still stuck in the heads of thousands worldwide.

    Rumors about LocoRoco 2 have been buzzing around for over a year now (former Sony vice president Phil Harrison inadvertently confirmed it when he mentioned how he was playing "LocoRoco's next version" at the 2007 DICE event), but now we've got official confirmation: the Locos are heading back to the PSP, and it's going to be as cute as ever. As before, you use the L, R, and Circle buttons to help the strangely cute LocoRoco across a dangerous planetary landscape, with the merry blobs singing and generally having a good time along the way.

    The Moja Troop, the vaguely rasta-ish aliens that got in the LocoRoco's way in the previous game, are back -- and as director Tsutomu Kouno tells Weekly Famitsu magazine this week, they've learned how to sing themselves. "The Moja Troop are back with some new bosses, but this time they've also learned some songs," he says. "They've been practicing as hard as they can, and they've learned how to use music to sap the energy out of everyone. Now nobody feels like doing anything, so the LocoRoco have to go around the world and pep everyone back up again." Does that mean you'll be hearing the Moja singing away if you approach one? It sure does. "They're pretty good, too!" Kouno claims. "You'll also run into other enemies as the game goes on -- not friends of the Moja, but there's a boss that has transformed these creatures and has them under his control, and he uses them to attack the LocoRoco."

    The original LocoRoco was a hit among both hardcore PSP maniacs and the more casual audience, and Kouno is quick to point out that the sequel won't lose the first game's light, quick gameplay and simple charms. "We've tried our best not to change the core gameplay too much," he says. "We're being careful to keep it from getting too complex, and in addition to that, we're putting in lots of new features for people who played the first game to enjoy." Among those new features is a wealth of new abilities that the Locos learn as you go on: "In the first game you could only swim on the surface of bodies of water, but here you can dive underwater," Kouno says. "You could catch yourself on a rope by biting on it earlier, but you can bite down on more stuff this time -- you can even pull things out entirely with your teeth. We'd like to have more places where the player and the LocoRoco work together to do things, giving you a taste of what it's like playing with them."

    No release date has been proffered for LocoRoco 2, which Sony Computer Entertainment says is about 75 percent complete.

    http://www.1up.com/do/newsStory?cId=3168605 ...
    by Published on July 10th, 2008 23:45

    You can say what you want about Sony Computer Entertainment's first-party games, but you can't fault them for being unartistic. In fact, they've got a reputation for off-beat games that goes all the way back to the launch of the original PlayStation, a fact brought to the forefront once again with Patapon, which hit stores in February and charmed the pants off PSP owners worldwide. Sony and Patapon designer Hiroyuki Kotani aren't waiting around for the afterglow to fade away from their efforts, though -- they're already working on a sequel, and it could be in our hands as early as this winter.

    "We had been thinking about a sequel ever since we were working on the overseas version of the original," Kotani (whose previous work includes overlooked PS2 puzzle game Bombastic) told Weekly Famitsu magazine. "I wanted to make a sequel, and I was thinking about how best to go about it. We had a few different directions in mind when [SCE producer Junichi] Yoshizawa finally ordered us to make a multiplayer game in the Patapon universe."

    Without a doubt, four-player ad-hoc multiplayer is the biggest new addition to the Patapon sequel, tentatively titled Patapon 2. The idea behind the co-op multiplayer mode is simple. In Patapon 2's single-player story mode, you'll occasionally come across giant eggs -- some of which contain helpful items, some of which hold smaller eggs inside. In order to hatch these suckers, you'll have to team up with other players and navigate a special enemy-laden multiplayer battleground, using the traditional pata-pata-pata-pon drumbeat to heft the egg forward and defending it whenever monsters loom nearby. Once you arrive at the special egg-hatching altar at the end of the field, all four players will perform a hatching ceremony, a sort of tribal drumline where everyone has to match their rhythms together to crack open the egg.

    As Kotani put it to Weekly Famitsu, the original Patapon lacked multiplayer because he thought it would be too hard for players to come to grips with. "You control a lot of characters at once in Patapon, so we thought multiplayer would be too difficult to deal with," he says. "You wouldn't have any idea which fighers were under your control. That's where the Hero Patapon come in." These Hero Patapon, amusingly enough, play a similar role to the "heroes" in real-time strategy games like Warcraft III -- they're a central unit to your Patapon army, a very powerful character that can be further customized and strengthened with the special items you earn in multiplayer. "[The Hero Patapon] are strong, but the enemies are just as strong this time," Kotani notes. "There are lots more bosses and midboss-type enemies this time. We've got about double the amount of content to explore, just in terms of the number of stages alone. Add the customization options to that, and to be honest, you may never get to fully explore every bit of it."

    Patapon 2 has a release date set for winter in Japan, although no international release plans have been announced yet. "I'd like to get people playing this as quickly as possible," Kotani commented. "People really liked the game when it debuted, and I don't want people forgetting about it if we disappear for too long."

    http://www.1up.com/do/newsStory?cId=3168612 ...
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