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    by Published on May 10th, 2007 23:43

    ttursas has posted a new release of his game for the DS:

    v0.2.6 (09-May-2007)
    * Updated to inflateTT-DS v1.2, so the data files are compressed
    a little better.
    * Found a couple of places where C99 style variable allocation was
    used, and cleaned them up.
    * When a player disconnects from a match all the bullets owned by
    him are deleted, so they don't appear as ghost bullets any more.
    * Made the interrupts use even less stack.
    * If the game server doesn't respond to a join message in 1.5 seconds,
    NO RESPONSE will be shown on the game screen.
    * The player's plane starts from an airfield when changing the
    level, not from the current location.
    * Gas is now blue.
    * Collectables don't spawn so close to the walls any more.
    * Remade the machinegun boost icon.
    * Added collectable icons for mines, bombs, missiles, heat seeking
    missiles, cluster bombs and invulnerability, and collecting
    a weapon icon will grant the player three shots.
    * Increased the collision distance for the collectables.
    * Increased the rate at which the airports refuel the planes.
    * The planes cannot crash to the airports any more.
    * Airports don't attract the planes if they are turbo boosting.
    * Decreased the amount of ammo the planes have when they spawn.
    * Added priority to collectable allocation, so that if there is no
    free space in the collectables array and we need to spawn e.g.,
    stars, we can overwrite less important collectables.
    * Added quick turning.
    * The player doesn't lose lives if he isn't engaged in a network match.
    * Added a new level: Rome.
    * Increased the maximum number of particles.
    * Cleaned up MUSTIKKA's level graphics.
    * Optimized collision checks.
    * It's possible to collect nine bullets to each special weapon.

    Download and Give Feedback Via Comments ...
    by Published on May 10th, 2007 23:36

    via TeamXbox

    SEGA® of America, Inc. and SEGA Europe Ltd. today announced an exclusive agreement with the award-winning production studio, Mondo Media, to create video game content based on the popular animated series, Happy Tree Friends™. Currently under development by Stainless Studios, Happy Tree Friends False Alarm™ is scheduled for release via digital download on PC and Microsoft’s Xbox LIVE® Arcade in Fall 2007.

    "We are excited to be partnering with Mondo Media to bring the irreverent comedy of the Happy Tree Friends to gamers worldwide,” said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "The dark humor and twisted characters of Happy Tree Friends will act as a great foundation for creating a fun and entertaining universe for gamers and fans of the show alike.”

    Happy Tree Friends is a wildly popular Internet phenomenon that debuted as a television series on G4 TV in the U.S. and on MTV in key markets overseas. Selling over one million DVD copies worldwide, Happy Tree Friends continues to thrill audiences online and maintains its position as a top ten most downloaded podcast on iTunes.

    Now taking the spotlight with its very own interactive game, Happy Tree Friends False Alarm features the furry woodland creatures in a host of dismembering and ill-fated calamities.

    Playing unlike any other action title on the market with its physics-based reactive environment, Happy Tree Friends False Alarm is an action-puzzle game that enables players to control one of three characters; Flippy, the emotionally tattered war-torn bear; Lumpy, the dim-witted blue moose; and Handy, an amputee beaver carpenter always eager to lend a helping limb. Using resources such as concrete, ice, gasoline, and nitroglycerin to augment the dynamic 3D environments, your goal is to save the Happy Tree Friends from hilarious disaster situations and their own bad luck. Play in 10 diverse levels designed exclusively for the Happy Tree Friends False Alarm game including mine shafts, candy factories and a museum, all of which are filled with outrageous outcomes and plenty of accidental mayhem!

    “Sega is a perfect partner for us because of their rich tradition of creating compelling, character-based games, and true to form they’re developing a truly original game that we think our fans will love,” said Kenn Navarro, the creator of Happy Tree Friends.

    For more information on Happy Tree Friends False Alarm, please visit the company press page at www.sega.com/happytreefriends. ...
    by Published on May 10th, 2007 23:35

    via VGGEN

    When Nintendo first showcased the Wii, light gun games were one of the many genres that seemed like a natural fit for the system. Unfortunately, once some practical hands-on time with the system was had, it soon became clear that it wouldn’t work as well as originally thought with the Wii Remote, due to the fact that you can’t just point at the screen and shoot, but instead have to mind the console’s sensor bar.

    However, that hasn’t stopped developers, and the Wii has seen a recent influx of planned light gun-like games, including the upcoming on-rails shooter Resident Evil: Umbrella Chronicles from Capcom and Sega’s newly announced Ghost Squad. If that last one sounds strangely familiar, that might be because it is already a light gun arcade game being ported over to the Wii - with a few little extras in tow, like a four person multiplayer mode. More information about Ghost Squad can be found in the full press release below:

    SAN FRANCISCO (May 10, 2007) – SEGA® of America, Inc. today announced the development of Ghost Squad for the Wii™ Console. Developed by SEGA’s AM2 arcade division, Ghost Squad became a smash hit upon release and was the top-earning arcade gun game in 2005 for SEGA’s arcade division. The Wii version brings the arcade experience home and adds a number of new Wii-specific gameplay modes and features. The game features the use of the Wii Remote™ as a multi-purpose tool that allows players to easily control the targeting of on-screen enemies, defuse bombs, and rescue hostages. The battle to eradicate global threats in Ghost Squad begins Holiday 2007.

    With a squad of three others, players will traverse three different mission areas each comprised of multiple levels, unlocking 25 high-powered weapons as they progress. Within each level there are a series of selectable alternate routes that will provide the gamer with increasing challenges as enemies attack from unexpected places. Weapon selection is varied across a wide array of weapon types ranging from machine guns, submachine guns, pistols, sniper rifles, shotguns, and even crossbows. Ghost Squad will feature an Arcade mode, a Multiplayer mode for up to four players, and more!

    "Ghost Squad brings the classic light gun blaster experience that SEGA made popular in the arcades to the Wii," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "With a more robust multiplayer experience than even the arcade version and numerous unlockable items and stages adding replay value, Ghost Squad will be the ultimate shooter experience for the Nintendo Wii console."

    The world in Ghost Squad is overrun with terrorism, affecting all corners of the globe. In an effort to combat the malicious plans of the terrorist groups, the U.N. created the Global Humanitarian-Operation and Special Tactics Squad aka "Ghost Squad." This team of elite soldiers is comprised of the "best of the best" from both domestic and foreign military and special operations forces. Ghost Squad missions involve entering a situation with stealth, executing extreme prejudice upon terrorist subjects, and leaving a target area with no trace of their prior presence. ...
    by Published on May 10th, 2007 23:30

    News/release from Stravingo:

    Hi everybody!

    After Ka-BoOm, here is my second game on NDS, Setsuzoku no Puzzle, that can be translated by "Puzzle of connections". Yes, I tried to give a "Japanese touch" to my game ;-)
    This game is loosely inspired by Match-it, a 1989 arcade game from Tamtex. The rules of this puzzle game are very simple: you have to remove all the tiles on the screen by connecting tiles that have the same color and same symbol. The link between these two tiles must be free and must have at most two corners. Obviously, you play in limited time! Some tiles are special: stars and moons. You can connect stars with stars whatever their colors, same thing for the moons. Moreover, when you remove these special tiles, you stop the time for some seconds.


    At each level, the time goes faster and faster. At highest levels, your brain will be strongly solicited to track as fast as possible the tiles to remove! Luckily, if you are stuck, you can use some limited help by pressing button X. This help will automatically remove identical tiles. You begin the game with 3 helps, and you gain one more help at the end of each level if you didn’t use any help during this level.


    It is possible that you come up with a puzzle that is impossible to complete when you cannot remove any more tiles. This is rare, but I detect this case. Consequently, if the game doesn’t tell you that there is no more moves, then there remains a solution. If there is no more moves, then this is a game over, but I am working on a better solution.
    This is only a early 0.1 version of the game, fully playable, but it lacks some features: highscores management, better graphics, as well as some new entertaining features in the gameplay.

    One more thing: play this game on a real DS, and not on an emulator! It would be tooo much slow, with to much graphical bugs.

    Download and Give Feedback Via Comments ...
    by Published on May 10th, 2007 23:07

    News from Joyrider

    Willems Soft Released yet another puzzle game, this time it's blips!

    Blips is a puzzle game like sokoban except that you need to collect "stars" here and avoid the dynamite. Boxes can be blown up using the dynamite. There are 26 levels included from the orginal "bips" game made by Bryant Brownell. The game has a built in level editor so you can create new levels on your own and release them as levelpacks. You can also play upto 25 of your own ogg/mod music files. And lastly there is skin support. A Big thanks goes out to donskeeto for creating the music !

    Download from here ...
    by Published on May 10th, 2007 22:48

    via pimpware

    Flv streamer update, full Wii playback
    Now that WPA was tackled (if you downgrade to 3.10 )

    The FLV streamer side needed an update. No changes in the PSP binaries

    1. No more pimpy color borders. Movie will always try to go full screen.

    2. Full length flv playback on Wii. Tested with some long movies

    3. Better UI while playing (click on movie). Adjust volume and play/pause. Tested on Wii.

    To start a new movie, refresh the page.

    Download PiMPStreamerSetup-0.91.msi
    ...
    by Published on May 10th, 2007 22:48

    via pimpware

    Flv streamer update, full Wii playback
    Now that WPA was tackled (if you downgrade to 3.10 )

    The FLV streamer side needed an update. No changes in the PSP binaries

    1. No more pimpy color borders. Movie will always try to go full screen.

    2. Full length flv playback on Wii. Tested with some long movies

    3. Better UI while playing (click on movie). Adjust volume and play/pause. Tested on Wii.

    To start a new movie, refresh the page.

    Download PiMPStreamerSetup-0.91.msi
    ...
    by Published on May 10th, 2007 22:43

    Via next gen

    Oft-muttered rumors of a new PSP are once again in circulation. Sony is, according to industry tittle tattle, definitely working up a smaller lighter version of its handheld. Questions such as 'when' and 'what will they do about storage' aren't finding answers right now though the company is sticking with UMD. Don't say you're surprised. This is Sony, after all. ...
    by Published on May 10th, 2007 22:39

    New from SuccessHK



    The DSC-W55 comes with a brushed aluminium facing and an exciting palette of fashion colours: in addition to silver and sleek black there's a further choice of vibrant blue or candy pink finishes that stand out from the crowd. Crisp, clear images are assured courtesy of the 7.2 effective megapixel sensor and Real Imaging Processor. Setting the user-friendly Mode Dial to High Sensitivity (REI)* mode boosts the maximum sensitivity of both cameras to ISO 1000: this makes it easier to grab blur-free pictures, even when you're shooting indoors without flash or in low light conditions. Sony Clear RAW NR noise reduction algorithm suppresses picture noise at highest sensitivity settings for clearer, more natural images. ...
    by Published on May 10th, 2007 22:37

    StrmnNrmn has posted the fourth update post in 24 hours, this time with even greater news:

    Ok, I know the last thing I said yesterday was:


    Anyway, given the work involved Goldeneye isn't an immediate priority, but I am thinking about it.


    I couldn't quite resist having a quick hack to see if I could get Goldeneye working using the third method I outlined. It turned out to be relatively painless to crowbar in the required changes, and I'm pleased to say that I've managed to get Goldeneye booting again!

    With the changes, Daedalus now dynamically pages the Goldeneye ROM into the PSP's RAM so that it no longer requires a free 12 MiB. I now check the instruction pointer on every instruction fetch in the interpretive core*, and raise a TLB Read Miss exception if required. If this happens, it causes Goldeneye's exception handler to realise that the required code isn't in memory, and to load it in from ROM before continuing execution.

    So here are the first screenshots of Goldeneye running under Daedalus R12 - you can see there are a handful of graphical glitches to sort out, particularly on the main menu:











    Not bad for an hour's work!

    There's still quite a long way to go though. Firstly, I can still only get the rom running with dynarec disabled on the PSP, so the framerate is currently just 6-7 fps. Interestingly it runs fine with dynarec on the PC with the same set of changes, so this indicates a bug somewhere in the PSP dynarec implementation. Secondly, I've not been able to get in-game yet - it just seems to hang with a black screen shortly after starting to load the level. I've not figured out whether this is just running very slowly without dynarec and taking its time, or if there's another bug to be fixed somewhere.

    Getting the rom booting is a great first step though - it can only continue to improve from here

    -StrmnNrmn

    *I probably want to tidy things up to avoid doing this for most other roms as it can be quite expensive - especially if dynarec is disabled.

    Don't forget to leave a thank-you comment at StrmnNrmn's blog! Fantastic work! ...
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