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    by Published on June 11th, 2007 23:30

    via Eurogamer


    This week's additions to the American Virtual Console which you probably can't access anyway are Sonic the Hedgehog 2, Golden Axe II and Lode Runner.

    Sonic 2 (Megadrive, 800 Wii points) sees the little blue fellow darting from left to right in massive, multi-path 2D platform levels in pursuit of Dr. Eggman/Robotnik/whatever - and putting pay to whatever it is he's doing with the Chaos Emeralds. It introduces Tails, but don't hold that against it.

    Also from the Megadrive cupboard comes Golden Axe II, which also-also sees players marching left to right in the fearless boots of a barbarian, a dwarf or an Amazon warrior "sorting out" various enemies we can't for the life of us remember and joining up for a bit of head-to-head two-player when the going gets Game-Over.

    Finally, Lode Runner (NES, 500 Wii points) is about collecting nuggets across increasingly challenging 2D puzzles, and the NES version features an Edit Mode for making your own levels. It's actually the second game in the series to appear on Virtual Console, following Battle Lode Runner (TurboGrafx-16, 600 Wii points), which was released in late April.

    However, none of the three above have been released on the European service. Will one of them become this Friday's 100th addition to the European Virtual Console? We don't know. If we had to speculate, we'd phone in sick. ...
    by Published on June 11th, 2007 23:12

    News/release from Vodkkaa:

    USBon v0.2 by vodkkaa

    -unzup to ms0:/seplugins
    -add to vsh.txt

    RTrigger to toggle USB on and off

    changelog:

    v0.2
    -toggle usb with R
    +added use of dsx library by pspjunkie
    +optimization of code thanks to hallo007

    v0.1
    -toggle usb on with R
    -Toggle usb off with L

    Download and Give Feedback Via Comments ...
    by Published on June 11th, 2007 23:08

    News/release from Test30:

    Hello

    I have done this interesting plugin of FW 3.40 OE-A
    because make no until now.

    this plugin is called Fastpower.is my first version.

    this plugin off your PSP in fast form in the
    XMB and a game same what quickpower.

    INSTRUCTIONS

    it copies the folder seplugins in the root of your MS
    and to select it in recovery (already surely everybody knows this)

    Suspended your PSP: press L+R

    OFF your PSP: press Select

    it works in the 3.10/3.30/3.40

    CREDITS

    This plugin I made thanks to vodkkaa

    Download and Give Feedback Via Comments
    via test30 ...
    by Published on June 11th, 2007 23:04

    via playstation blog

    It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.

    PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.

    At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.

    Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.

    We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.

    Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
    ...
    by Published on June 11th, 2007 23:04

    via playstation blog

    It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.

    PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.

    At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.

    Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.

    We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.

    Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
    ...
    by Published on June 11th, 2007 23:02

    via ps3forums

    I just got a email for a playstation underground survey about the psp and one of the questions was regarding psp-ps3 features....perhaps something we could see in the future:

    http://i102.photobucket.com/albums/m...g?t=1181576918 ...
    by Published on June 11th, 2007 23:02

    via ps3forums

    I just got a email for a playstation underground survey about the psp and one of the questions was regarding psp-ps3 features....perhaps something we could see in the future:

    http://i102.photobucket.com/albums/m...g?t=1181576918 ...
    by Published on June 11th, 2007 22:56

    Mollusk has released a new version of his sudoku game

    Heres whats new:

    Optimizations on the memory used and the rate loading (even if one does not see the difference for reasons which I will explain thereafter)

    New code of generation of sudokus, symmetrical. Little tested, it goes, is slower than the old code (approximately that takes time that one had gained on the loading)

    New format of skins (same as front one but with 2 lines moreover to support the new buttons)

    Undo/Redo, on 2048 levels. Ca makes kind 30 minutes of play if one makes 1 modification/second, I think that that will be enough After all, a grid contains only 81 boxes…

    Reorganization of the code history to make cleaner, but that everyone of fout

    Installation of the system of statistics and safeguard, but nonfunctional here. It is a version beta, I said to you, therefore I had the flemme to hide that Confirmation when one leaves Intensified brightness of the lines on the screen top for more legibility (messed up on moved)

    Improvement of the recognition of certain figures for several people (I do not know any more which but those that one subjected to me)

    Download and Give Feedback Via Comments ...
    by Published on June 11th, 2007 22:41

    Eatit has released his own mod of the Snes emulator for the Wii and Gamecube:

    Hi there,
    I finally have a pretty decent version(IMO) of my Snes9xgx2.0.1b6a modification running.

    This is Mod1(Version1.0)

    I have included the readme.txt file as well as a file called usage.txt to explain what changes have been made and the operation of them within the emulator.

    This modification was mainly tested on Final Fantasy 2(The game get's really steady framerates on the world map.) and is mainly intended for RPG gamers and people who generally like to be able to modify their Turbo Framerate.

    Let me know how you guys like it and if you encounter any problems.

    Main Changes:

    Highlight: Turbo Mode Speed toggling available(Press the C-Stick up/down to change your speed) this allows you to change your emulators turbo speed to the following settings: 2x, 4x, 6x, 10x, 12x, 15x, and 20x.

    I felt this was a worthy modification because every one of these framerates runs silky smooth(Unless your playing a GFX Chip game such as Star Fox as it already has a low framerate).

    1.) Z Trigger is now used for Turbo Mode.
    2.) Z Trigger can be changed back to select by simply moving your C-Stick to the right and switched back to Turbo by doing it again.
    3.) NGCZoom has temporarily been disabled to allow my speed up function usage.(Will add another menu option later).

    The Source and compiled .dol files can be found below.

    Sorry for anyone using SDSlot A I mistakingly used my own test file for this update and it was not named -sdslota. It should be corrected now .

    IMPORTANT: NGCZoom in the Emulator Options Menu must be enabled in order for the Turbo Framerate +/- to work. Make sure you view the Usage.txt file before playing to see what new features are included.

    WARNING: FREEZE STATES ON A MEMORY CARD ARE AT RISK OF BECOMING CORRUPTED UNTIL CRUNCHY2 Fixes the problem!

    Download and Give Feedback Via Comments ...
    by Published on June 11th, 2007 22:36

    Nes6502 has released a new version of his port of ZSNES, the Snes emulator for the XBOX.

    What's new/fixed?

    * Fixed crashes related to running out of RAM in HD modes. You should be able to use any skin in 720p or 1080i and have no crashes ever. If you are an HD user that has been waiting to upgrade, then now is the time.
    * Several (too many to list) HD GUI fixes. If you are an HD user, you will be pleased at the new tweaks.
    * Added 720p and 1080i versions of all the skins. If you are going to run in 720p or 1080i, don't try to configure everything yourself (it takes FAR too long). Change to a 720p or 1080i skin and this will setup the GUI for you. This method will only require minor tweaks for your TV.
    * The HD setting is now applied from the skin ini file.
    * Removed a lot of dead code.
    * Removed the TV calibration option since I assume it's not really being used by anyone. This frees up more RAM.
    * The database files are loaded/unloaded on the fly to free more RAM
    * Fixed the virtual keyboard to display correctly in 720p and 1080i.
    * Added larger font sizes for the game guide and GUI (the game guide was too small to read in 720p and 1080i. This is fixed)
    * Loading game guides 1MB and up should work now in HD resolutions (but don't go too crazy with the file sizes).

    http://forums.xbox-scene.com/index.php?showtopic=607654 ...
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