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    by Published on July 8th, 2008 19:30

    Updated release from Beardface

    WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.

    Physics Tools Overview
    Tools Overview:

    Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
    Draw Circle - Draw Circle
    Draw Box - Draw Box
    Joints

    Rope Joint - Connect two objects by a rope
    Click on two Objects to connect them
    Rotate Joint - Create a rotation joint using 2 objects
    Click on two objects to set up a rotation relationship
    Pulley Joint = Click on three objects to set up a pulley system
    2nd object is the pulley anchor
    Object Control

    Mobile Objects - Keep this selected to allow these objects to move
    Frozen Objects - Keep this selected to freeze objects you create
    Sim Control

    Run - Run the simulation
    Stop - Freeze/pause the simulation (Good for building)
    2008.07.08 - v1.3.0

    Changelog:
    +In Game Help
    +Pen Drawing added
    +Reset Button Added
    +Added BG Music
    +Bug fixes
    +Initial action sounds (Using Sndlib)
    +Intro Screen while wiiphysics constructs
    +Main Menu
    +Added Prismatic (Slider) Joint
    +Added Settings Menu
    +Added configurable Color
    +Added configurable Density
    +Added Show/Hide Menu Button
    +Increased world size (no longer hit the bottom with too many objects)
    +Fixed layout
    +Reset velocity to 0 if you grab an object
    +Fixed Freeze Unfreeze (Hit B while you have object selected to swap)
    +Dynamic Gravity Setting GUI
    +Dynamic Restitution GUI (Change individual object bouncieness)
    +Dynamic Friction GUI

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2008 19:30

    via Eurogamer


    Damnation developer Blue Omega reckons there was "no frigging way" BioShock should have ended up being successful.

    Game designer Jason Minkoff was comparing it to Damnation to illustrate that all you can do in the shooter genre is pour your heart into a project and hope it gets noticed.

    "We're just making the best we can, because a good game is a good game. And if you make a good game, somebody is going to notice and somebody is going to play it," Jason Minkoff told Eurogamer on our trip to see Damnation.

    "Take BioShock: no frigging way that thing should have actually worked out. Fantastic game, awesome design, and beautiful artwork, but the thing is a damn underwater Steampunk 1930s combo thing. How should that ever have done well?

    "But it's a damn good game. They just put their hearts into it and happened to hit the mark. And that's what we're trying to do."

    Minkoff went on to talk about the lottery of launching and finding you're maybe not in fashion that season, or launching and hitting it "right on the nose" and winding up as successful someone like Valve.

    Whatever the result, Minkoff firmly believes a good game will not go unnoticed by a publisher and hey presto you get your next project commissioned.

    Damnation is due out on PC, Xbox 360 and PS3 this winter. ...
    by Published on July 8th, 2008 19:16

    PeterM a resident coder here at DCEmu has posted some great new for PS3 Homebrewers:

    Oh well, that’s graduation all done and I’m now back at work full time. Surprisingly though, because I’m not both studying and working, I’ve got a little more free time in the evenings!

    After working so much with Quake, I felt quite fed up of looking at its code. I needed to work on something else.

    So I’ve been beavering away on a PS3 Linux version of Cave Story and I’m happy to say it’s nearly done. This is a fresh port based on Pixel’s source code, instead of the earlier SDL/GP2X/x86 Linux port by Simon Parzer and I. There were a few things which I wanted to do a little differently in the code to make it more portable to systems which didn’t have SDL, such as the iPhone or WiiWare.

    Those ports sadly fell through, but because Pixel gave Simon and I permission to port to Linux, I thought it would be a nice idea to port to this particular flavour of Linux that a few folks may have in their living rooms.

    But anyway, I still need to do a few things before I can release it:

    Get my wireless controller working in Linux.
    Make a configuration file which maps the controls suitably.
    Some memory usage optimisation.
    Write up some documentation.
    Work out how to make an .RPM.
    Cave Story looks great on the big screen, so I’m quite excited that it’s nearly finished. I just hope I’ve found all the byte order bugs!

    http://aaiiee.wordpress.com/2008/07/...s-nearly-done/

    Sounds awesome although i wish there was a real homebrew for PS3 rather than PS3 Linux ...
    by Published on July 8th, 2008 19:06

    via Games Industry


    Japanese RPG specialist Square Enix has confirmed support for Apple's iPod with the announcement of a brand new and exclusive role-playing game.

    Song Summoner: The Unsung Heroes goes on sale this week for iPod Nano, iPod classic and fifth generation iPod, and uses songs on the music player to determine in-game abilities and stats.

    Developers and publishers already supporting the iPod include Harmonix, Sega, Gameloft and Electronic Arts. ...
    by Published on July 8th, 2008 19:04

    via Eurogamer


    Konami has updated Metal Gear Online with two free new gameplay modes: Team Sneaking and Headshot Only.

    Team Sneaking lets all the members of one team play as a Snake-style secret agent, invisible unless spotted. Their objective is to infiltrate and attack their goal, but if the defending team spots them they will have to hide until a timer runs down.

    Just like the single-player, then, except online. Some, like our own Dan Whitehead, would argue that there should have been more of that in MGO to start with. As he pointed out in his 7/10 review, MGO's Sneaking Mission - where one player plays as Snake - was the only real nod to the game's traditions.

    The other mode, Headshot Only, should be self-explanatory. We hope anyway, or we've seriously misjudged our audience.

    You can keep up with MGO's ongoing updates via Konami's official website, and we'll continue to note them here. After much faffing around downloading the PS3 2.41 firmware earlier we can also confirm that the above modes are available to European gamers, too. ...
    by Published on July 8th, 2008 19:02

    via Computer and Video Games


    Too Human, the game that rivals Duke Nukem Forever in terms legendary development stretches, is almost, finally ready for release.

    The 360 exclusive bruiser has been dated for August 19, and - in case you've managed to dodge its epic ten year 'conception' time - it's about a gritty Nordic future where machines battle bald blokes with massive hammers.

    It's been getting some hit-and-miss feedback from the games press, but we enjoyed it for what it is when we played it earlier this year - a decent co-op hack 'n slasher.

    You can check out the latest video via this link, and look out for more hands-on impressions and our verdict shortly.

    Phew. A whole Too Human story without mentioning the Epic lawsuit or NeoGAF. We deserve some Chewits for that.


    Screenshots ...
    by Published on July 8th, 2008 19:00

    via Eurogamer


    Sony Worldwide Studios president Shuhei Yoshida has revealed more about why The Getaway PS3 and Eight Days were cancelled - stating that both titles were only in the pre-production phase.

    "People were doing the right things on the projects, and there were things in the games that were working really well," he told Threespeech.

    "But the projects were coming to the end of the pre-production stage, and that is the time when we evaluate every product. Because after that, we would assign more resources to them, and they would really become major investments.

    "This is a regular appraisal process for every project," Yoshida continued. "We do evaluate and cancel projects all the time, because we do start more projects than we finish, and if we finished the same number of projects that we started, that would mean we were not taking any risks at all, and that wouldn’t move our industry on any further."

    The Getaway and Eight Days were first shown at E3 in May 2005, but only in tech demo form. Hardly any more was said about the games until last month, when Sony cancelled development on both titles, citing a need to reallocate resources.

    At least network service Home is still on track. When asked by Threespeech whether it'll be here in time for Christmas Yoshida replied, "We certainly hope so - every indication is positive."

    So what's with the delay? "With the timing of the launch, we’ve always set target dates, such as the end of last year or spring of this year, but our problem is always implementing features, testing with beta users, getting feedback and making modifications," said Yoshida.

    "When we become confident that it is good enough to make it available to all users, that would be the right time. We have been making good progress, but recently, we have been thinking that this fall is the timing we will work towards." ...
    by Published on July 8th, 2008 18:59

    via Games Industry


    Metal Gear Solid 4: Guns of the Patriots and Grand Theft Auto IV have finally dropped off the top ten of the software sales chart in the UK, for the week ending July 5, according to figures from Chart-Track.

    Super Smash Bros. Brawl has held onto the top spot while Battlefield: Bad Company retains its position at number two.

    These are followed by Lego Indiana Jones: Original Adventures in third and HB Studio's Wii game Big Beach Sports at fourth place.

    Mario & Sonic at the Olympic Games is the first in a spate of titles to see a reappearance on the top ten, jumping up from eleventh place last week to eighth. Wii Play climbs up three places to reappear back on the chart from twelfth to ninth place, and The Bourne Conspiracy closes the chart at tenth, up five places from last week.


    The UK software chart follows:

    1. Super Smash Bros. Brawl
    2. Battlefield: Bad Company
    3. Lego Indiana Jones: Original Adventures
    4. Big Beach Sports
    5. Beijing 2008
    6. Top Spin 3
    7. Wii Fit
    8. Mario & Sonic at the Olympic Games
    9. Wii Play
    10. The Bourne Conspiracy ...
    by Published on July 8th, 2008 18:56

    Sony has released firmware version 2.41 for the Playstation 3. It is a patch of 2.40 that deals with the problems the previous update had that affected a small number of consoles - causing them not to function correctly. Get it via System Update on the console or download it via pc from Sony's official website. ...
    by Published on July 8th, 2008 18:27

    Notaz has today posted a new version of Picodrive for the GP2X but also let it slip that a new PSP Version is on its way too, now we may not get all the features the GP2X Version gets but heres a looky at the new features for the release:

    Yep, yet another release of my Genesis/MegaDrive/SegaCD emu.

    So what's new this time?
    I've added some support for Sega Pico, which was not-so-famous Sega toy, based on MegaDrive hardware. I think PicoDrive is the first emu (remember SVP) to have some kind of support for that system. I've done this just because of the emu name (hey fDave, why have you named it like this?).

    I've managed to improve performance again, after some more talks with Lordus (jEnesis/jEnesisDS author) and Exophase. Many games, which needed some push to run fullspeed (full 50/60fps) with accuracy settings enabled (like Comix Zone), should do that fine @ 200MHz now. SegaCD games should perform a bit better too.

    I've also removed "accurate*" settings, as disabling them no longer gave any significant improvement with the new code. Now all games should just work, without any messing with options, and "bug" reports, which were configuration issues really, should go away, I hope. Unfortunately this is not yet true for SegaCD, but I hope to improve that in the future.

    Another new thing is the bin_to_cso_mp3 tool, which converts cue/bin rips to cue/iso/mp3, made from Exophase's bin_to_iso_ogg. This is the tool I recommend using to get best rips for this emu.

    Complete changelog:
    Added some basic support for Sega Pico, a MegaDrive-based toy.
    Added proper support for cue/bin images, including cdda playback. .cue sheets with iso/cso/mp3/wav files listed in them are now supported too (but 44kHz restriction still applies).
    Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
    Greatly improved Sega CD load times.
    Changed how scheduling between 68k and z80 is handled. Improves performance for some games. Credits to Lordus for the idea.
    YM2612 state was not 100% saved, this should be better now.
    Improved renderer performance for shadow/hilight mode.
    Added a hack for YM2612 frequency overflow issue (bleep noises in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.). Credits to Nemesis @ spritesmind forum. Works only sound rate is set to 44kHz.
    Implemented some sprite rendering improvements, as suggested by Exophase. Games with lots of sprites now perform better.
    Added better idle loop detection, based on Lordus' idea again.
    "accurate timing" option removed, as disabling it no longer improves performance.
    "accurate sprites" was removed too, the new sprite code can properly handle sprite priorities in all cases.
    Timers adjusted again.
    Improved .smd detection code.
    ARM: fixed a bug in DrZ80 core, which could cause problems in some rare cases.
    ARM: fixed a problem of occasional clicks on MP3 music start.
    Minor general optimizations and menu improvements.
    Fixed a bug in Sega CD savestate loader, where the game would sometimes crash after load.
    Fixed a crash of games using eeprom (introduced in 1.40b).
    download here

    PS: PSP fanboys (I see quite a few of them at these boards lately) will get their release in a few days too.
    PS2: somebody was reporting that Silpheed was crashing for them, can you retest? I couldn't myself as it's very difficult to reproduce.

    Nice to hear another toy is coming for Picodrive fans ...
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