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  • DCEmu Featured News Articles

    by Published on January 27th, 2007 20:37

    news via forbes

    Hong Kong -

    Nintendo reported Friday that sales of its new Wii videogame platform have pushed the company's earnings up 43% in the last year.

    The results helped Kyoto, Japan-based Nintendo (other-otc: NTDOY - news - people ) hit its 52-week high by closing at 34,150 yen ($281.14) on Friday. Nintendo's shares have climbed 113% in the last year.

    Nintendo’s net income topped 131.92 billion yen ($1.1 billion) for the nine months through December 2006, up from 92.19 billion yen ($764.6 million) in 2005, beating a 12-month profit forecast of 120 billion yen ($996 million) for this year.

    Much of that increase came from the Wii, the relatively low-priced game machine that Nintendo introduced last fall to compete with Sony's (nyse: SNE - news - people ) PlayStation 3 and Microsoft's (nasdaq: MSFT - news - people ) Xbox 360.

    Nintendo’s Wii has outperformed Sony's machine, which debuted at the same time. According to research house NPD Group, Nintendo shipped 1.1 million Wii consoles to the U.S. in November and December, 60% more than shipments of PlayStation 3. In Japan, Nintendo sold nearly 990,000 units in December, more than twice PlayStation3’s sales in two months, according to Tokyo research firm Enterbrain.

    Microsoft, meanwhile, lowered its forecast for its Xbox 360 machines, which it began selling at the end of 2005. The company had previously predicted it would sell 13 million to 15 million machines by the end of June. But yesterday Microsoft predicted it would likely sell 12 million consoles by that date. ...
    by Published on January 27th, 2007 20:34

    news via wii.vggen

    Speaking to Game Informer, Hudson Entertainment's John Lee hinted at the possibility of an original Games Channel for the Nintendo Wii.

    When he was asked about Hudson publishing original games on the Virtual Console, he stated: "Well, the VC was specifically designed to bring back classic games, not to introduce new content. So to answer your question specifically: No."

    "However, in the future, you should rephrase that question to: Are there any plans to launch original content on some downloadable service on the Wii, and you might get a different answer."

    CVG contacted Nintendo regarding the quote, and the company of course responded that it does plan to allow original content to be released via the Wii Shop. Which it naturally should've, since the company confirmed at last year's E3 that original content would be released at some point. It's not surprising that Nintendo would want to separate it from classic titles in some way. ...
    by Published on January 27th, 2007 16:34

    News/release from Sanguinus

    PC2PSP now has the Danzeff keyboard!!

    Preamble:

    Along time ago (26 days ago to be precise) I came back from a new years party. I was annoyed webcam was not vista compatible, An idea came to me dual-boot XP and use that for any thing that requires drivers unavailable for vista. I put in my XP disc but one thing never occurred to me this was a restore disc and unfortunately instead of installing XP on my external HDD. I reformatted my internal HDD and installed XP over vista . All my hard worked on source code was gone forever!!!

    Present-day (2 days ago) I finished my last A-level exam of this term I decide to rewrite PC2PSP and encorperate the features requested and make a fresh start on it so like a phoenix rising from the ashes here is PC2PSP MK-B.



    Improvements after recoding:

    Speed increase.
    Stability increase.
    Greater compatibility.
    Danzeff's Keyboard

    In rewriting this I have learnt much more LUA and much more VB6 so I have no regrets about rewriting it as it also gives a better release.

    My Website for news and stuff :- http://prox9.dnsalias.com/

    The source code is available upon request now it requires VB6 to compile it though.

    I have another idea for a huge speed boost so expect to here from me again in the next few days.

    Any bugs or errors (I have not tested it that thoroughly yet) please PM me or post in this thread. Included in the zip are USBHOSTFS and NETHOSTFS you will need IRSHell to run this. Instructions are in the readme.

    Enjoy

    Mike.

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2007 16:25

    via pspfanboy

    We've all read about how good Sega's upcoming After Burner game might be, but we haven't seen it in motion. That is, until now. Sega's After Burner seems to have something that a similar-looking game, MACH, is sorely missing: speed. Check out IGN's video of the game in motion and judge for yourself: is After Burner on your radar list?

    Video Here ...
    by Published on January 27th, 2007 16:22

    via pspfanboy

    Japan loves monsters, and so should you. The upcoming Monster Hunter Portable 2nd is easily the most anticipated game in the console's history (in Japan, at least), and it's easy to see why. The beautiful graphics, the incredible soundtrack and the DRAGONS!!! There's no release for America so far, but hopefully the influx of e-mails I've left Capcom should change that.

    Video Here ...
    by Published on January 27th, 2007 16:18

    via IGN

    The innovative control system of the Wii has certainly provided developers with the means to offers gamers a whole new gaming experience, but it also allows us to play some old favorites the way we always imagined they should have played in the first place. There may be no better example of a genre where the unique play style of the Wii-mote plus nunchuk combo fits more perfectly more than fighting games, and no discussion of fighting games would be complete without a nod to the classic Mortal Kombat franchise.

    At a recent Midway event in Las Vegas, we got a chance to see a pre-taped demonstration of Creative Director Ed Boon in control of the game on Nintendo's Wii console. We also got a chance to talk to Ed a bit about the changes in the Wii version, which you can check out in the most recent edition of IGN Weekly.

    "We wanted to make the game so easy your grandmother could play it." -- Ed Boon, Creative Director

    While you might think playing a fighting game designed with specific button and thumbstick sequences used to perform complicated fighting combos would be difficult to translate to another type of controller device, from watching the tape, it looked like most of the moves in the game were very intuitive, and were executed exactly how you would expect them to work. For example, to perform Scorpion's famous spear thrust, you pull back the Wii-mote and lash out at your enemies to send your deadly spike plunging into their chest cavities. Likewise, Scorpion's spin kick is performed by twirling the Wii-mote in a circular fashion. As Ed explains, "We wanted to make the game so easy your grandmother could play it."

    Of course, dramatic fatality moves have always been a big part of the Mortal Kombat franchise, and the Wii adaptation is no exception. Fatalities will also be performed with the special movement-detection features of the Wii-mote, although they tend to be a bit more complex than the other basic fighting moves. For example, to pull off Scorpion's neck-cracking, sword-slashing fatality ender, you move the Wii-more down twice, left semi-circle, right semi-circle, and end with a slash gesture.

    Although you can use the Wii-mote and nunchuk to play the game, purists and fans of standard fighting controls will also be happy to hear that MK: Armageddon also supports the classic controller as well as the GameCube controller on Wii. You can also play using only the Wii-mote.

    For the most part, Mortal Kombat: Armageddon will be comparable to its PS2 and Xbox counterparts. However, the Wii version will include a new gameplay type: Endurance. Endurance mode pits you against a continuous series of enemies with no rest between rounds. You won't get any extra health or resets between bouts, so it's up to you to battle as many opponents in a row as possible.

    Midway has been onboard with the Wii for a while now as development of the Wii version started shortly after the PS2 and Xbox versions were released last year. The game is nearly complete, and should be released on the Wii this April. Although the game wasn't actually playable at the Midway event, Ed did say they would be bringing a build of the game by for us to play in a few weeks, so we'll have more on Armageddon for you then. ...
    by Published on January 27th, 2007 15:56

    Barta`s entry into the Palib Coding Comp

    Heres the details:



    Hello,

    This is my entry for the compo. I made the text orange to meed with the orange theme
    It's been tested on Dualis and my M3-lite.

    Does anyone remember Valhalla for the Amiga? It was called a speech adventure because the main character talks to you when you instruct him to do something.
    This is my port to the DS. It takes a lot of hacking graphics and speech.
    This version is far from finished but if I wait till it's finished this competition
    is called 'DS coding compo 2010' or something.

    In this version you can move around, look at everything, pick up things and drop them back on the floor.
    No use of objects or operating levers, yet!
    Feel free to wander around, look at things and listen to what your character has to say. The skull in the lower left room talks back

    Controls:
    Press start at the intro
    Moving with the control pad
    A look at things, walls, floors, anything
    B pick up and put in your ruksack
    Select something from your ruksack with the stylus and put it down with the X
    The Y lets you toggle between normal mode and invisible mode
    In invisible mode you can walk through anything (usefull for testing).

    Todo:
    - Operate things and use objects
    - Find out how to add even more text speech to the game.
    It has 144 sounds included, and adding more gives a compile error:

    bin/ld.exe: address 0x2406118 of build.elf section .bss is not within region ewram

    - Rewrite the map routine. The map is now a huge background scrolling underneath the main character. As the map has to change (opening doors etc.) it's better to use sprites (I think)

    BartA

    Download and Give feedback Via Comments
    ...
    by Published on January 27th, 2007 15:45

    Nightfox has released a new game called SpiritsDS, heres the crappy google translation:

    Then we are here, making official a project which we initiated days ago already, after seeing the possibilities that offered our flaming DS to us in some possible adaptation of the classic ones that we enjoyed in our young years. We have chosen Spirits de Topo Soft like inspiration source, since in its day it made us spend long hours in front of the MSX in our case and the double screen of the DS offered an excellent possibility for an adaptation inspired by this game.

    The Staff for this project is made up by KeyFrame, in charge of the design and drawing of sprites of the game, ToniMax, in charge of the graphs of bottom, Lord Lyron, composer and author of musics and effects of sound and NightFox in charge of the programming and design of the game.

    At the moment we have ready part of the motor of the game, the related thing to scroll (if, will have scroll), one first version of the system of collisions, the change of map and the DualScreen system that the pertinent action in each one of the two screens shows to us in time real.

    In this phase of the programming, we are using the original graphs of the game to help to develop to a faithful mapedo but the possible thing us to the original one (one authenticates jewel of Awkward person Soft). As the new bottoms are ready and sprites we will be them incorporating to the project.

    Download and Give Feedback Via Comments ...

    Znax 

    by Published on January 27th, 2007 15:40



    Birslip has ported a rather great looking Flash Puzzle game over to the Nintendo DS:

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2007 15:30

    Nick Spacek posted this on his blog:

    I've been working on this for a week or so, picking up stuff about C++ along the way. The code's pretty dirty at the moment (I'd like to think it's at least designed half well, but I won't make that claim yet. ). I wanted to just release this early version so that it would be out there for anyone interested.

    You can find some Bible texts here: http://www.o-bible.com/dlb.html

    The format is like this:
    bookname chapter:verse text
    each on its own line. That's all that the reader parses at the moment.

    I wanted to be able to get around quickly, so what it does is build an "index" file of a sort. The first time you open a Bible text it will take a little while (there's a little loading text). Both the KJV and BBE versions I linked should work. Hopefully any with similar structure should work as well. Anyways, the first time it will build the index file which should have a .bfo extension. It records the position of the beginning of each chapter in the text file, so getting to any verse involves looking up the file position for the chapter and searching for the verse.

    Apparently the BBE version is not working 100%. The file seems to be parsed ok, and it worked the first time (when the index was created), but upon loading it the second time it can't find the text or something. I'll figure it out sometime this weekend probably.

    Nick

    Features


    Indexed browsing

    Crappy interface (can only move by verse, chapter, and book, one at a time)
    No searching
    Doesn't support multiple formats (doesn't even [fully] support the one format it's supposed to )


    Links

    Bibles: http://www.o-bible.com/dlb.html
    Plugin: http://nick.spacek.googlepages.com/dsoBib.dsp
    Things to do

    New icon (doh, meant to do that!)
    Get rid of unnecessary buttons
    Loading animation
    Thanks DragonMinded for the suggestions!
    ...
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