• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on December 17th, 2006 23:13

    The DCEmu Review site is at it again with another review for the Nintendo Wii, heres an excerpt:

    Even before the Nintendo Wii was officially released, Target had these for sale. There were two packs that had 3 in each. One pack has Zelda Edition (green), black/clear, grey/black. The second pack has Mario Edition (red), blue and pink. Eventually, stores all other stores started to sell them separately or in two-packs and have more colors for users to choose from such as orange and the colors listed above (not including the Limited Edition skins). Great thing about these skins is that they were Official Nintendo products and have WII stamped on it. Certain colors also glow in the dark (I know pink does and probably blue, others dont).

    Applying the skin is fairly hard at first. Since its new, the rubber will be tight to fit on the Wii Remote. When you remove it and put it on a couple of times, it gets easier. Once its on, it fits perfectly.

    All buttons are accessible but the (-) and (+) and HOME button do get covered by the skin since it is no longer bulging out. If this bothers some of you, you can simply make the holes bigger. The comfort of the skin is very nice and doesnt add any extra thickness or weight to it.

    Full review here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=46287 ...
    by Published on December 17th, 2006 23:06

    PspEncyclopedia v0.1

    This is the first build of PspEncyclopedia, I would like to take the time out to thank mr.nick666 for the graphics, I would like to thank pspdemon for the eboot icon. I Thank Wikipedia.org for providing alot of information.

    Whats been done

    + start screen is implamented
    + Encyclopedia gui is implamented (Thanks to mr.nick666 for graphics)
    + Credits screen is implamented
    + Instruction screen is implamented
    + 12 catagories can be viewed

    whats needs to be done

    + add better graphics for the credits, instructions screen
    + add 40 more catagories
    + recode button functions
    + code cleaning

    Download 1.0 eboot if you are a 1.0 firmware user, download 1.5 eboot if you are a 1.5 firmware user. Place the correct folders in your game folder.

    I would like to thank all who have tried out PspEncyclopedia.

    download, screen, and give feedback via comment ...
    by Published on December 17th, 2006 22:59



    Hi All,

    GNU-Go is an ASCII command line GO game running on MacOS X,
    Windows and many Unix systems. (see GNU go Web Site)

    It has been written by Man Li, Wayne Iba, Daniel Bump, David Denholm,
    Gunnar Farneback, Nils Lohner, Jerome Dumonteil, Tommy Thorn, Nicklas
    Ekstrand, Inge Wallin, Thomas Traber, Douglas Ridgway, Teun Burgers,
    Tanguy Urvoy, Thien-Thi Nguyen, Heikki Levanto, Mark Vytlacil, Adriaan van
    Kessel, Wolfgang Manner, Jens Yllman, Don Dailey, Mans Ullerstam, Arend
    Bayer, Trevor Morris, Evan Berggren Daniel, Fernando Portela, Paul
    Pogonyshev, S.P. Lee and Stéphane Nicolet and Martin Holters.

    I've sucessfully ported the source code of the latest version 3.6 of GNU-Go,
    and i've added a real Graphical User interface and it's now working fine on PSP !

    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/.

    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.

    Special thanks to all PSPSDK and GNU-Go developpers.

    Enjoy,

    Zx.

    Download and Give Feedback Via Comments ...
    by Published on December 17th, 2006 22:29

    News/release from jiggle:

    Hi everyone, I released a little app recently for booting devhook etc from boot up with 2.71se . I looked at the problems some people had, some didnt like the display, the timer, the place it loaded apps from. Ive been playing around with it for a few nights and its now as was asked for (I think).

    To install;
    Extract zip to your memory stick root eg: E:\
    Restart psp with R button held
    Enable autoboot from psp/game/boot/eboot.pbp
    Exit

    (Optional)
    change the config.tx with a text editor if you want different directories or settings

    Features:
    config.text add your own homebrew folders to each button,
    switch display on or off, timer on or off
    auto boot or go to xmb, switchable (runs whatever you chose for circle)
    10 or 3 second delay times
    altogether 6 buttons can be used (individually)

    pressing down goes straight to xmb (if 10 seconds is too long)

    pressing select displays your config

    to set up your own buttons or switch display et, just edit the config.txt in psp/game/boot
    Hopefully this now covers every thing wrong with the last versions

    I havent found any bugs yet, except the config having a music sign next to each line, no real problem. Post if you find any problems

    Please let me know what you think, any comments welcome

    jiggle

    Bug found, I didnt change the name in the readme, oh well

    Download and Give Feedback Via Comments
    via jiggle ...
    by Published on December 17th, 2006 22:25

    Via PSPfanboy

    It looks like Sega's support of PSP is just starting. Their upcoming After Burner looks like it'll translate really well on the handheld. Interestingly, the upcoming PSP version of Full Auto 2 also looks good. Actually, it looks to be more fun than either its Xbox 360 or PLAYSTATION 3 brethren.

    Gamespot focuses on the new content featured on the handheld. With ten new weapons and ten new cars, and more customization options, it appears the PSP version of the game will feature the most functionality.

    IGN focuses on the destructible environments. Apparently, you can easily lock-on to destructible targets in the level. This simplified approach fares much better than the console original, and will most likely create far more explosive, and interesting, races.

    Finally, 1UP takes note of one very peculiar advantage the PSP Full Auto seems to have: better graphics, or at the very least, better art direction. The next-gen versions take place in one city, and seem to made up of various shades of brown. The PSP version features tons more color and environmental variety, as the game spans locales all over the world, from Europe, Asia and North America.

    It's clear that the development team behind the PSP version of the game simply cares more about gamers. The original Full Auto didn't get the best reviews, but looking at all the new content in the PSP version, it looks like the franchise's best will appear on the handheld.

    Screen Via Comments ...
    by Published on December 17th, 2006 22:15

    Article from IGN

    Shocker from this year's Jump Festa. Remember the PSP entry in the Compilation of Final Fantasy VII series? You know, the one that's known officially as "CC," or "Crisis Core," but is often referred to as "VW," or "Vaporware"? It's very real. And it's going to make you look at Sony's portable gaming system in a whole new way!

    Square Enix debuted the first playable version of Crisis Core at the Jump Festa event in Tokyo this weekend. IGN braved the hour wait to see what the two years of near silence has been about. We walked away with a limited edition Crisis Core PSP case and the conviction that Square Enix's programmers have unlocked new powers hidden deep within the system.

    Crisis Core, in case you weren't paying attention the few times that Square Enix has actually talked about the game, tells the story of Zack, an elite soldier in the Shinra Corporation who appeared only momentarily in the main Final Fantasy VII game as a past friend of Cloud. Here, he gets a full game built around his adventures fighting for the Shinra in the build up to FFVII.

    The playable demo had two scenarios. The first scenario started off with Zack in his home base. His commander orders him out on a mission to investigate a missing soldier. Sephiroth, the villain from FFVII, had been ordered to do this particularly important mission, but had rejected the order. Following this opening sequence, Zack and a Turk head off to a mountainside area where they begin their investigation, revealing lots of story details as they converse. The scenario came to an end with a few simple fights followed by a big boss fight versus Ifreet.

    The second scenario started off in a forest, with Zack and another character already out on a mission. Following a few simple battles, Zack faces off in a stand-off with a dozen or so guards, with new ones appearing as you defeat the current set. Clear this, and you enter a castle, and face off against two giant beasts simultaneously.

    Crisis Core has action and menu-based elements. You have full control over Zack when moving around, and can rotate the camera with the left and right triggers. Every now and then, you'll get into a random battle. The battle takes place on the same screen as regular movement, with no transition or loading.

    But the controls do change a bit. While you're still free to move Zack around the battle field, the right and left triggers select a command from a command bar, which is then executed by pressing the X button. In the demo, Zack had a number of commands available to him. To attack enemies, you set the command bar to attack. Spells like fire, blizzard, cure and their higher level counterparts are also located on the command bar and used in the same fashion, although they deplete magic points with each use.

    When the command bar is set to attack, the game has somewhat of an action feel to it, especially given that you can use square to perform a quick roll maneuver and triangle to block incoming attacks. The only thing missing is a jump.

    Battles consist of multiple enemies on screen at once, sometimes totaling over 12. Some enemies can be taken out with standard blade attacks, while others are positioned on higher ground and require that they be knocked out with spells. As you might expect, some spells are more effective against certain enemies; a fire spell won't work against Ifreet, for instance.

    I couldn't figure out a way to target specific enemies. It seems that the game automatically targets the closest enemy, and changes the target automatically as you move around. This wasn't a problem in the demo, and that will hopefully be the case in the final.

    I also couldn't get the details on another prominent gameplay system. The top-left corner of the screen houses a roulette which, from time to time, rewards Zack with some sort of power up. One of these power ups resulted in a screen-clearing summon spell.

    From a strictly gameplay standpoint, Crisis Core seems solid, with a fast pace and the potential for a good mix of action and menu-based battle systems. But my attention at Jump Festa was focused on something besides the gameplay.

    Taken strictly on technical merits, Crisis Core is the most impressive PSP game I've ever played. In fact, with the PSP's small screen providing an assist, I'd go so far as to say that Crisis Core looks better than most PS2 games out there.

    During cinematic scenes, the character models are detailed and fully animated. Battles contain screens with double digit enemies, and giant bosses. All that, and full voice, wihtout any pauses for loading!

    The Ifreet boss was particularly impressive. In addition to showing off gorgeous fire effects, with Ifreet himself engulfed in flames as he fights, at one point during the demo, Ifreet cast a full-motion-video based summon spell of his own. The game managed to switch into and out of the full motion video sequence without turning to a blank screen.

    Crisis Core seems ...
    by Published on December 17th, 2006 22:06

    Lick has released a new version of his DS Ipod app for the Nintendo DS to Licks Media Player, heres whats new:

    Added progress bar. Fixed some bugs

    Download and Give Feedback Via Comments ...
    by Published on December 17th, 2006 21:49

    Tomaz has updated his homebrew puzzle game Tiled.



    Tiled v2 has the following changelog:

    * Added option to choose between 4x4, 6x6 and 8x8 puzzles
    * Added a timer and a store the best time for each puzzle.
    * Made some nicer fading effects
    * Added a background image.
    * Added a penguin puzzle as requested

    So far it has only been tested on FW 1.5

    Download and Give Feedback Via Comments ...

    h4cker 

    by Published on December 17th, 2006 21:48

    News/release from sumiguchi

    Hey everybody...I was playing some Splinter Cell Dual Agent this morning...and decided to make a bring the computer/equipment hacking mini-game to the ds. I spent about 3 hours making h4ck3r - so take it for what it's worth. (no nice graphics!)

    How to play:
    Each column has a key, and your ds will automatically hack each of the 10 rows in each column to find the key. When it has found the key it will lock it for the row. You don't have enough time to let your ds do all the hacking for you, so when it has locked a row - touch it to apply the key to each row in the column.

    Lock keys for all 5 columns before time runs out. Each round allows less time. There are two equipment upgrades that will make your ds hack faster.

    You don't need to news this.

    Download and Give Feedback Via Comments ...
    by Published on December 17th, 2006 21:30

    A new release of the Nes Emulator for the GameBoy Advance has occured.

    Cant tell you whats new .

    Download and Give Feedback Via Comments ...
  • Search DCEmu

  • Advert 3