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    by Published on September 22nd, 2007 21:41

    via Engadget




    We're on Sony's home turf when visiting their enormous booth at Tokyo Game Show 2007. We won't mince words about how it might (and effectively did) house a small nation state of PlayStation booth attendants, just be sure to take a quick look at the elaborate setups on the Eye of Judgment tables, the Little Big Planet grotto, and the Gran Tourismo 5 Prologue raceway. Also appreciated by us nerdy Engadget editors: the PS3 firmware timeline Sony posted near the rest of its highlights of PS3 home networking.


    Photographs of the booth tour here ...
    by Published on September 22nd, 2007 19:24

    Source: M33

    The custom firmware team M33 are taking a break.

    Here is what they said:

    Hello, World.

    After a hard discussion between every member of M33 (3 votes against 2),
    we have decided to take a little break before releasing anything else.
    (Take it as the russian winter that might come even when there is sun
    in front of us)

    The main reasons for this decision are as follow:

    First, looking at how have things have come since we started our work,
    we now know how might have felt other developers when there are much
    other interests that don't benefit to the entire Scene. We all know
    what we are talking about, and we will make our best to eradicate all
    of this rotted side of the world in which we are nowadays, in the near
    future.

    Second, to teach a lesson. A mayor percentage of the PSP (and others)
    Scene(s) has to think about what it has come into since there are lots
    and lots of people that just want to steal money and attention when they
    don't even deserve it. This has existed since the beggining, and this is,
    clearly, to that hackers-wannabe that modify a couple of files and want
    to be acclaimed as a God-like.

    And third, to have fun looking at how all this lamers that steal codes
    don't know what to do when there is no binaries or sources to modify ;-)
    Ok, that last one was kidding a bit... but that doesn't mean that it's
    not right :-P

    We know, of course, that lots of psp webpages will full with insults and
    lame plots (we surf daily most of them), but this won't make change this
    decision, so here's a little advice: Don't waste your breath reinforcing
    what we have just said, and have patiente. Also, don't look for guilty
    ones, as you might have to look deeply into every one that have demanded
    without any right to be released something that will be free for all of
    the scene, as always.

    Also, it's interesting to say that you should buy the games you like,
    gaving support to the ones that you think that they have done a good job,
    as we are all developers, and all the ones that stay hours and hours
    in front of a pc screen have their rights to have a remuneration for what
    is, after all, their job.

    And, by the way, to avoid lamers saying that we have lied or prophets
    telling lies to the Scene, 3.71m33 *is* finished, and will be released
    when we come back. (or a later version if needed)

    You can always contact us via a pm on pspx.ru forums, and on [email protected].
    Thanks for all the support till this day. See you all soon :-)

    Team M33

    I for one give my full support to them and think they should enjoy their break - they've deserved it.

    Discuss via comments ...
    by Published on September 22nd, 2007 16:10



    Hi All,

    fMSX is a famous emulator of the MSX, MSX2, and MSX2+ 8bit home computers.
    It runs MSX/MSX2/MSX2+ software on many different platforms including Windows
    and Unix. See http://fms.komkon.org/fMSX/ for further informations.

    It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

    GP2X-MSX is a port on GP2X of the version 2.7.0.40 of fMSX-SDL from Vincent van Dam
    that i had previously ported to PSP.

    What's new in this version ?

    - Huge speed improvements !
    - New graphics
    - Display and save thumbnail images for each save state
    - Add a simple intro splash screen
    - Support iso8859-1 fonts in print text functions
    (might be useful to translate menus in german, french ...)
    - Bug fix and code cleaning

    How to use it ? Everything is in the README.txt file.

    It's distributed under Marat Fayzullin's license for the original MSX part,
    and under GNU license for all the GP2X part.

    You can download it on my blog :
    http://zx81.zx81.free.fr/

    Enjoy,

    Zx. ...
    by Published on September 22nd, 2007 09:41


    Hi All,

    Here is a new version of PSPMSX the MSX series Emulator for PSP.

    For those who haven't seen previous versions, fMSX is a famous emulator
    of the MSX, MSX2, and MSX2+ 8bit home computers.
    It runs MSX/MSX2/MSX2+ software on many different platforms
    including Windows and Unix.
    See http://fms.komkon.org/fMSX/ for further informations.
    It has been first written by Marat Fayzullin, and later Vincent van Dam
    ported it on SDL.

    What's new in version 1.2.0 :

    - Huge speed improvements, it runs now faster than 60 fps
    using only 222Mhz PSP clock frequency
    - IR keyboard support !
    - New graphics and eboot icons
    - Display and save thumbnail images for each save state
    - Add a new render mode (fit height)
    - New speed limiter function
    - Add option to display fps rate
    - Now compatible with custom firmwares 3.x and PSP-slim
    - Add a simple intro splash screen
    - Support iso8859-1 fonts in print text functions
    (might be useful to translate menus in german, french ...)
    - Bug fix and code cleaning

    How to use it ? Everything is in the README.txt file.

    Sources are included, and are distributed under Marat Fayzullin's license
    for the original MSX part, and under GNU license for all the PSP part.

    ** UPDATE 9/23/2007 ** I've uploaded a new version to fix a bug (psp freeze when changing the ram size in the default settings). Thanks to 7th-son for his feedback.

    You can download it on my blog :
    http://zx81.zx81.free.fr/


    Enjoy, Zx. ...
    by Published on September 21st, 2007 21:21



    AhMan has just shared this excellent new early preview video with us which shows 2-player PS1 games using 2 PSPs via adhoc WiFi connection.
    You can get a glimpse of things to come in a new iR Shell public release some time in the future here:

    http://youtube.com/watch?v=86szS-wXcI0 <- Click to watch

    AhMan would like to point out that 2-player PS1 games via Adhoc is still in a very early development. It's not even in beta yet, actually.

    Many thanks to all donators who are making this possible !

    (This is a follow-up to the previous video from a couple of weeks ago which showed 2-player PSX games on PSP using a PC and RemoteJoy. If you would like to see that video again (or you simply missed it) then please check here again: http://www.youtube.com/watch?v=cAc-_-DsAPc)

    DIGG THIS NEWS

    ...
    by Published on September 21st, 2007 20:54

    Nexus Studios have posted about their new homebrew game claiming it will have Quake 3 Graphics on PSP, heres the news from them:

    Well it's about well over due for a new update for Project Warmonger for PSP. A lot has been going on in life so it's been hard to put something together properly. In today's update I'd thought I'd shed some light on some of the technology aspects of the game we're doing as well as some little news updates.

    We are currently in the pre-production stage but are very close to starting full production. Right now we're working on getting most of the kinks out of our technology side of things. Something I can talk on right now is how the engine renders environments. Unfortunately right now I cannot give any media of our progress but I can say that some recent stress testing that we can render huge environments within the engine and keep a stable smooth 60 fps and we have not even done any proper optimization. Our goal in the end is to hit a stable 30 FPS considering we will have lots of action going on but we will try to hit above that mark.

    If I we're to compare the environment that we testing to a current game I would probably say take the map "Blood Gulch" from the game Halo (a map everyone basically knows), now on its own Blood Gulch is a pretty large environment on its own but still manages to keep everything in sight, nothing really fades away due to short draw distance. What we're able to render is a map approximately 3 times the width and 2 times the height of Blood Gulch but still have everything in sight, meaning you can look at a structure at the other side of the map and not have it fade away or pop out. This is just the view distance, not even the actual size of the map; we can render maps much larger, you just won't be able to see that far, even still it's quite impressive!

    Now you're probably wondering with rendering such large environments we must be taking a great hit on the other graphical sides of things. I can safely say that this is not the case, with these large areas we're still able to have super sharp textures that keep detail and don't lose detail and a reasonable poly count for models. Graphically we can pull of a quality very similar to Quake 3 arena which for a PSP game (let alone a homebrew game) looks darn good.

    So that's what we can say right now, again what I'm saying is not final since things can change from when we start till we finish. We are soon ahead on starting full production, once we get the last hitches going out then we can start hopefully mid to end of September. We're still shooting for this year but we may have to delay, again not final but we want to make it as best as we can before releasing it.

    We hope you enjoyed this; we're trying to now be more frequent on the updates since we have been quiet for a while.

    http://www.nexusclanonline.com/nexus-studios/index.html ...
    by Published on September 21st, 2007 20:32

    News/release from Zalo:



    Gea vs CoDOS is the first game developed with ZEngine, a multiplatform 3d engine. Currently supported platforms are: NDS, Symbian s60 and PC. ZEngine is not currently available for download, but it will be pretty soon.

    In Gea vs Codos you take control of GEA a super heroin that has to capture the photons trapped in the atmosphere by the greenhouse effect. Co2 particles won't make the things easy for you. This is a one button game, so only key up will be used.


    http://zalods.blogspot.com/ ...
    by Published on September 21st, 2007 20:32

    News/release from Zalo:



    Gea vs CoDOS is the first game developed with ZEngine, a multiplatform 3d engine. Currently supported platforms are: NDS, Symbian s60 and PC. ZEngine is not currently available for download, but it will be pretty soon.

    In Gea vs Codos you take control of GEA a super heroin that has to capture the photons trapped in the atmosphere by the greenhouse effect. Co2 particles won't make the things easy for you. This is a one button game, so only key up will be used.


    http://zalods.blogspot.com/ ...
    by Published on September 21st, 2007 20:19

    via joystiq

    When Mario & Sonic at the Olympic Games was first announced earlier this year, those of us who grew up during the 16-bit console wars were both shocked and titillated by the premise of playing a video game starring the former arch-rivals. Surely the universe had gone topsy turvy, as not since comic book's Deathmate had the world seen such a prodigious crossover.

    Wacky or not, however, Sega Sammy expects big things from the forthcoming title, with the company anticipating sales of 4 million units. If accurate, this would equal nearly 20 percent of the sales of all games sold by Sega Sammy over the previous fiscal year. The prediction was made by the firm's corporate director Masanao Maeda, who interestingly did not elaborate on when he believes the games will reach this prestigious milestone.

    Realistic? Given the amount of namedropping associated with this title, and that its development at Sega is being overseen by Nintendo's Shigeru Miyamoto, all signs points to 'possibly.' Mario & Sonic at the Olympic Games hurdles to retail for both the Wii and Nintendo DS this Christmas. ...
    by Published on September 21st, 2007 20:19

    via joystiq

    When Mario & Sonic at the Olympic Games was first announced earlier this year, those of us who grew up during the 16-bit console wars were both shocked and titillated by the premise of playing a video game starring the former arch-rivals. Surely the universe had gone topsy turvy, as not since comic book's Deathmate had the world seen such a prodigious crossover.

    Wacky or not, however, Sega Sammy expects big things from the forthcoming title, with the company anticipating sales of 4 million units. If accurate, this would equal nearly 20 percent of the sales of all games sold by Sega Sammy over the previous fiscal year. The prediction was made by the firm's corporate director Masanao Maeda, who interestingly did not elaborate on when he believes the games will reach this prestigious milestone.

    Realistic? Given the amount of namedropping associated with this title, and that its development at Sega is being overseen by Nintendo's Shigeru Miyamoto, all signs points to 'possibly.' Mario & Sonic at the Olympic Games hurdles to retail for both the Wii and Nintendo DS this Christmas. ...
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