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    by Published on December 23rd, 2006 14:45

    new release via weltall

    heres what weltall had to say-

    Well as Dark Alex 302 OE firmware was released here it is a version made for it.
    All functions works fine and it's a lot more stable than devhook (so it wasn't firmware fault...)

    some things i want to clarify:
    those games which crashes are caused most probably by the use of volatile memory: to resolve this i need to remake the db loading function to read the db not completely then as a temporary work around you can do one of these.
    1-press L while loading your game. this will disable completely cwcheat and your game will work fine
    2-if you only want to use the other functions of cwcheat (not cheating) then you can remove the db or put it as cheat1.db so you will be able to load it when not required
    3-do a little db with only the problematic games and put the big db as cheat1.db and load it from menu when required and you aren't using problematic problems.
    I hope to get this fixed for 0.1.7 BETA1

    Then if you report a problem please tell me exactly how it happens. what are you doing, the game code, how did you install cwcheat and so on. thanks.

    as for peoples putting codes in the main db i'd like to ask that they be carefull to input the things correctly without _L _S _C ect.
    PSP Code (like ULJS/ULUS ecc..) => is the game id showed in the upper left part of screen in the cwcheat menu it must be complete in UPPERCASE and without spaces
    Game Title => the game name not for example codelines (yes i've got them there :S)
    Cheat Description => the name of the cheat
    for adress and value don't delete the zeroes when you don't use the line plus please mantain the correct format for cwcheat which is hexdecimal 8 numbers and the command number as the first number in the address (for most codes)
    and finally don't misuse the enabled ? if the code is a must to work then enable it else leave it disabled because enabling it will annoy users
    thanks

    Whats been done, and what the program does

    cwcheat for Dark Alex 3.02 OE - A custum firmware.
    this is a cwcheat built to work fine with 3.02OE without the presence
    of devhook and with all function intact.

    it has all the function of cwcheat 0.1.6.
    this means that you can:
    -cheat in your games (the db and the config are loaded from ms0,
    if you don't have them it will still work only it will go for default
    config and you will have an "empty" db)
    -CHANGE THE CPU CLOCK IN GAME WHEN YOU WANT IT WITHOUT REFLASHING EVERYTIME!!
    this means that you can put a default cpu/bus clock that will be set when
    loading in the config file (change the cpu clock in the menu and save the
    config in the config menu) but also you will be able to change in every moment
    and without touching the flash the cpu/bus frequence!!
    -use remapsp to change the annoying buttons of some games
    -my screenshootbmp mod which uses volatile ram to do the screenshoot stopping the
    game for less than one sec!
    -standard screenshoot version
    -brightness changer which uses the screen button (what you use to change brightness normaly)
    it works up to the 4^ level

    INSTALLATION/MANUAL/EASY

    1-copy the folders under MS_ROOT in your memory stick ROOT (which is the main folder not the PSP folder)
    2-power up your psp while pressing R
    3-go to advanced -> Advanced configuration
    4-Enable by pressing X on Plain modules in UMD/ISO
    5-select back for two times
    6-Select plugins
    7-Press X over cwcheat.prx [GAME] it will say ENABLED
    8-exit recovery and enjoy

    INSTALLATION/MANUAL/IF YOU HAVE MORE MODULES ALREADY INSTALLED

    1-copy the dh folder to have the db and remapsp files installed in the root folder
    2-go to seplugins folder and copy cwcheat.prx there
    3-open game.txt with a text editor and add this line: ms0:/seplugins/cwcheat.prx
    4-power up your psp while pressing R
    5-go to advanced -> Advanced configuration
    6-Enable by pressing X on Plain modules in UMD/ISO
    7-select back for two times
    8-Select plugins
    9-Press X over cwcheat.prx [GAME] it will say ENABLED
    10-exit recovery and enjoy

    download and give feedback via comment ...
    by Published on December 23rd, 2006 13:28



    Hi All,

    Mancala is a board game familly, originated in East Africa. The word "Mancala"
    came from arabic word "naqalah" that means literaly "To move". PSPMancala
    is the "Awari" variant, and even if the rule of this game is simple, the complexity
    can be compared to chess Game.

    It has been developped on linux for Firmware 1.5 and i hope it works also
    for 2.x using the great eloader (0.99x) from http://www.noobz.eu/.

    The AI is based on the source code of H. Huseby & G.T. Lines, for their
    implementation of the classical Minimax algorithm.

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

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    How to play ? Here is the rules available from awari.cs.vu.nl :

    Awari is played on a board where each player owns 6 pits. In the initial
    position, all pits are filled with four stones, thus the initial position has
    48 stones.

    The player to move chooses one of its own, nonempty pits and removes all
    stones from the pit. The player then sows the stones, counterclockwise, over
    the remaining pits.

    If the last stone is sown into an enemy pit that contains 2 or 3 stones
    after sowing, the stones are captured.

    In this case, if the second last pit is also an enemy pit that contains 2 or
    3 stones, they are captured as well, and this process is repeated clockwise,
    until the own pit, or an enemy pit containing less than 2 or more than 3
    stones is reached.

    The player who captures most stones, wins the game. The game end when a
    player cannot move, however, to avoid such a situation early in the game, it
    is not allowed to do a move that leaves the opponent without countermove,
    unless all moves eradicate the opponent.


    Special thanks to all PSPSDK developpers.

    Enjoy, and Merry Christmas,

    Zx. ...
    by Published on December 23rd, 2006 13:28



    Hi All,

    Mancala is a board game familly, originated in East Africa. The word "Mancala"
    came from arabic word "naqalah" that means literaly "To move". PSPMancala
    is the "Awari" variant, and even if the rule of this game is simple, the complexity
    can be compared to chess Game.

    It has been developped on linux for Firmware 1.5 and i hope it works also
    for 2.x using the great eloader (0.99x) from http://www.noobz.eu/.

    The AI is based on the source code of H. Huseby & G.T. Lines, for their
    implementation of the classical Minimax algorithm.

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

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    How to play ? Here is the rules available from awari.cs.vu.nl :

    Awari is played on a board where each player owns 6 pits. In the initial
    position, all pits are filled with four stones, thus the initial position has
    48 stones.

    The player to move chooses one of its own, nonempty pits and removes all
    stones from the pit. The player then sows the stones, counterclockwise, over
    the remaining pits.

    If the last stone is sown into an enemy pit that contains 2 or 3 stones
    after sowing, the stones are captured.

    In this case, if the second last pit is also an enemy pit that contains 2 or
    3 stones, they are captured as well, and this process is repeated clockwise,
    until the own pit, or an enemy pit containing less than 2 or more than 3
    stones is reached.

    The player who captures most stones, wins the game. The game end when a
    player cannot move, however, to avoid such a situation early in the game, it
    is not allowed to do a move that leaves the opponent without countermove,
    unless all moves eradicate the opponent.


    Special thanks to all PSPSDK developpers.

    Enjoy, and Merry Christmas,

    Zx. ...
    by Published on December 23rd, 2006 13:28



    Hi All,

    Mancala is a board game familly, originated in East Africa. The word "Mancala"
    came from arabic word "naqalah" that means literaly "To move". PSPMancala
    is the "Awari" variant, and even if the rule of this game is simple, the complexity
    can be compared to chess Game.

    It has been developped on linux for Firmware 1.5 and i hope it works also
    for 2.x using the great eloader (0.99x) from http://www.noobz.eu/.

    The AI is based on the source code of H. Huseby & G.T. Lines, for their
    implementation of the classical Minimax algorithm.

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

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    How to play ? Here is the rules available from awari.cs.vu.nl :

    Awari is played on a board where each player owns 6 pits. In the initial
    position, all pits are filled with four stones, thus the initial position has
    48 stones.

    The player to move chooses one of its own, nonempty pits and removes all
    stones from the pit. The player then sows the stones, counterclockwise, over
    the remaining pits.

    If the last stone is sown into an enemy pit that contains 2 or 3 stones
    after sowing, the stones are captured.

    In this case, if the second last pit is also an enemy pit that contains 2 or
    3 stones, they are captured as well, and this process is repeated clockwise,
    until the own pit, or an enemy pit containing less than 2 or more than 3
    stones is reached.

    The player who captures most stones, wins the game. The game end when a
    player cannot move, however, to avoid such a situation early in the game, it
    is not allowed to do a move that leaves the opponent without countermove,
    unless all moves eradicate the opponent.


    Special thanks to all PSPSDK developpers.

    Enjoy, and Merry Christmas,

    Zx. ...
    by Published on December 23rd, 2006 13:01

    I havent spent much time on this release although there wasnt alot to do for it. This month i have been coding alot on v0.4.
    Look out for that release soon.

    It has the same controls as before

    D-PAD to move around
    Triangle to stop the music playing
    Square for screenshot

    I have added a whole new Different look to the game for this release.

    New cars
    New Menu
    Special Menu added (Just for this release)
    New road added
    Various other little bits added as well.

    I wish all of you a Merry Christmas and a Happy New Year

    Any bugs you find please email me at [email protected]

    download, screen, and give feedback via comment ...
    by Published on December 23rd, 2006 12:43

    via Gamelife

    As we begin the runup to Wired's annual Vaporware Awards, I thought I'd take some time to chronicle the history of one of the most egregious examples of vaporware ever perpetrated on an unsuspecting public: Gran Turismo 4 Mobile.

    Gran Turismo 4 Mobile was one of the first PSP titles ever announced when it was shown off at E3 2004. It was only available as a video demonstration, but Sony gave it special attention. They showed off the game's box and UMD disc, which were emblazoned with the following paragraph:

    "Gran Turismo Anywhere" -- Gran Turismo 4 Mobile, coming from the Gran Turismo series, is the PSP version of the real driving simulator. Its product quality is not at all inferior to its PS2 counterpart, and is compatible to competition over wireless LAN, a unique feature to the PSP.

    They even showed off a special GT4-branded PSP hardware. It's safe to say that GT4 was, at the time, the strongest argument in favor of buying a PSP. Which made it all the more ridiculous that it apparently never existed.

    Typical of the breathless coverage by the games media was this article from IGN, ironically titled "GT4 PSP is Real." And who could blame them? From all appearances, it was real -- as real as anything else on PSP, given that the vast majority of the software was video-only at that point. It was enough to make Nintendo DS look old and busted, no matter how much fun Metroid Prime Hunters was at that show.

    But that was all we ever heard about it. Realizing that they had to say something, Sony's Japan offices kept delaying the game by bits and pieces. First it got pushed back to Spring 2005. Then, after E3 2005 came and went with nary a mention of the game, it got pushed to 2006. Two Tokyo Game Shows came and went with nothing. Meanwhile, developer Polyphony Digital was announcing and shipping other games, like the motorcycle racing game Tourist Trophy, and now Gran Turismo HD for PlayStation 3 (which was cancelled, turned into a downloadable "concept demo" to be released this month, and replaced with Gran Turismo 5).

    1up interviewed the series' producer Kazunori Yamauchi in April 2006 and asked point-blank what was going on. Yamauchi's answer indicated that they weren't anywhere near close to completion on the game, and indeed brought into question whether it was even going to happen at all:

    1UP: Finally, can you give us any update on Gran Turismo PSP?

    KY: We are in the works. It is going forward. It does exist. We're working on it. We don't have a release date, of course. A question for you is do people out there really have high hopes for a GT version on PSP?

    1UP: I think so, yeah. Back when it was first talked about, people got really excited. I guess it's kind of fallen off the map because it hasn't really been talked about since then, but it'll be big news.

    KY: Another question. Which do you think would you or the users would like to have first: a PS3 version of Gran Turismo or PSP version of Gran Turismo?
    That really should have ended anyone's hopes for Gran Turismo 4 Mobile. At this point, Yamauchi's suggestions (and just the fact that they've stopped talking about Mobile) would seem to indicate that if they ever do bring out a Gran Turismo game for PSP, it won't be GT4 Mobile. But the damage has been done, as they say. ...
    by Published on December 23rd, 2006 12:23

    New for the GP2X by Sebastien:

    This is a remake of DopeWars, largely based on dopewars-1.5.12 (http://dopewars.sourceforge.net/). This is not a port, but my own version coded from scratch (that's why it looks kinda crappy).

    I've tried, or am trying, to stay close to the original, like the "antique" mode of dopewars-1.5.12.

    I'd appreciate feedback and comments, because my version is far from finished. The current version is a BETA and not finished by a long shot.

    Controls are quite simple, B is select an option, X is cancel. The joystick navigates you through the menus. You can use left / right in the Buy and Sell menus.

    Download and Give Feedback Via Comments ...
    by Published on December 23rd, 2006 12:20

    News from Unfathomable Depths

    Hello everyone - here are some screenshots of my new game for the GP2X 'Powerslide'. Its top a down scrolling racer with psuedo-isometric graphics. The finished game will feature 8 tracks, 3 levels of difficulty and Ill release the details on how you can put together your own tracks.

    The game code is about 50% finished. I reckon Ill finish it before the New Year, if not just after.

    ...
    by Published on December 23rd, 2006 12:18

    spoyser posted this news:

    Version 1.03
    AKA Christmas 2006 Release

    Virtual Keyboard finally implemented making most games fully playable - YIPPEE
    Keyboard is toggled On/Off with 'Y' button
    Keyboard Controls
    'Joystick' Moves Cursor
    'X' Presses key indicated by cursor

    'Select + Joystick' Moves Keyboard
    'Start' makes keyboard transparent
    'Left Shoulder' presses Enter on keyboard
    'Right Shoulder' presses Clear on keyboard

    Other minor changes

    1. Some games, eg Satellite Attack/UFO automatically map the GP2X joystick to the correct joystick (for those that don't use the 'Switch Sticks' menu item).

    2. Removed mapping some key mappings:
    L Shoulder 0 - Remains
    R Shoulder 1 - Remains
    Y - Removed (Use Keyboard)
    A - Removed (Use Keyboard)
    X - Removed (Use Keyboard)

    3. Executable renamed to o2em_gp2x (ie no extension) to avoid confusion (hopefully) with the supplied scripts (as suggested by ZE_RO)

    Download and Give Feedback Via Comments ...
    by Published on December 23rd, 2006 12:05

    via gamasutra

    Although the question of a Christmas number one has little meaning in Japan, where the main gift giving period occurs later than in the West, the market has nevertheless behaved in a similar manner with older mass market titles reasserting themselves at the top of the charts.

    The week is unusual in that although only one title sold above 100,000 units the sales for the rest of the top ten were remarkably even, with multiple games sharing the expanded business of the week. The top sellers were the two Nintendo DS Pokemon games, with the dual SKU title now having sold around 3.5 million copies in Japan alone.

    Nintendo’s latest Kirby game (to be known in the West as Kirby Squeak Squad) also saw a resurgence in sales, along with New Super Mario Bros. and Sega’s Oshare Majo Love and Berry aimed at young girls. Interestingly this is the only week all year when a Touch! Generations title has not be in the Japanese top ten.

    The highest new entry of the week was a DS entry in ChunSoft’s core Mystery Dungeon series, one of the few games in the franchise which does not use a cross company license from Nintendo or Square Enix. The latest in the Wild Arms role-playing series also performed well at number eight, as did Pokemon Battle Revolution – the first major new release since the launch of the Wii and its first online title.

    Western gamers though may be surprised to find that The Legend of Zelda: Twilight Princess has charted only at number thirty-three, while the only other Wii titles outside the top ten are Wii Play at number twelve, Wario Ware: Smooth Moves at number thirty-six and anime license Bleach Wii at number fifty.

    However, the software to hardware sales ratios still remain largely the same as during the launch week, with Nintendo again only managing to ship around another 100,000 consoles this week. Stock has been similarly limited for the PlayStation 3, which has only two titles in the top fifty: Motor Storm at number thirty-five and Ridge Racer 7 at number forty-nine.

    As is by now commonplace, the Nintendo DS was the best selling hardware of the week by a considerable margin, with a total of 319,866 unit sales. The Wii was next at 108,237 units, followed by the PlayStation 3 at 70,942, the PSP at 48,962 and the PlayStation 2 at 37,730 units. ...
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