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    by Published on December 10th, 2006 12:09

    Updated - Bugfix Version Released

    Ryo has released a new version of his replacement menu for the GP2X, heres whats new:




    GMenu2X now supports application manuals visualization.
    The manuals will be automatically detected when creating a new link or when using the scanner.
    When a manual is present for the selected application, there will be a flashing information icon (i). If you press the Y button it will be displayed.

    There are 3 kind of manuals supported:

    1. Graphic manuals, just like discussed in this topic.
    A 20px bar is drawn at the bottom of the screen to display navigation instructions.
    There is no limit to the number of pages (except for the dimension of the image the gp2x/sdl can handle) and manuals width should be a multiple of 320px
    Pages can use alpha-transparency, they are drawn on top of the menu background.
    To be recognized the name must be "nameofgpe.man.png"

    2. Text manuals.
    This is a manual written in simple text with a special syntax to define multiple pages.
    Define a page by writing it's title in square brackets and the text under it.
    No limit for the number of the pages.
    To be recognized the name must be "nameofgpe.man.txt"

    Example:
    CODE
    [Introduction]
    Introductive text
    .....
    ...
    .
    [Controls]
    A = Attack
    B = Jump
    .....
    ...
    .
    [About]
    Developed by....
    Thanks to...
    Released under GPL


    3. Readmes.
    GMenu2X will simply display the text of normal readmes
    To be recognized the name must contain the word "readme" and the extension must be ".txt"

    Output Logs
    Enable the output logs in the GMenu2X options and the output of the applications launched by GMenu2X will be logged to a text file. There's also a log viewer.
    Logging applications that have a lot of output may slowdown the execution.
    Also note that if the application is not being wrapped by GMenu2X (if the application relaunches the menu by itself), the output of GMenu2X will be logged as well...

    Volume controls
    GMenu2X can set the volume of the gp2x mixer before launching an application. This will only work with applications that don't reset the volume at the start.
    It is particularly useful for applications that don't provide volume controls.
    A+VolUp: Increase link's volume
    A+VolDown: Decrease link's volume
    A+VolUp+VolDown: Reset link's volume

    Improved selector
    If you enable the selector browser in the link's options, the selector will be able to change directory so that it will not be limited to it's starting directory.

    Download Here --> http://gmenu2x.sourceforge.net/ ...
    by Published on December 10th, 2006 12:03

    Via Gamescentral

    I finally received my component cables from Nintendo and I am going to tell you all about my results.

    First, for all of you that don't have the component cables yet the wii is capable of working with widescreen settings in 480i but 480i is natively a 4:3 ratio (640x480). So how does this work. Basically the wii sends out a (640x480) image that it knows your TV is going to stretch so the image it sends out is kind of squished and ready to be stretched by your widescreen TV.

    What does this mean? This means if you don't have your component cable and you run your wii in 480i Widescreen things will lose clarity. Try running it 4:3 and you will see the difference.

    Once you get your component cables there is good news! The Wii outputs anamorphic, EDTV 16:9 DVD Quality at 480p (720x480). 480p is not natively a 16:9 ratio it's a 4.5/3 ratio and has 12.5% more pixels than 480i. Most DVD players will output 480p in 16:9 by stretching it and then sending the image to the display. Instead the Wii outputs the full (720x480) resolution and lets the TV handle it. Luckily 480p (720x480) is easily converted to a 16:9 ratio by your screen with no resolution loss.

    Let's take a look at a couple of pics I snapped that really capture this. 480i with rca cables first, then 480p, click to see full scale:

    One thing that I was not expecting was how much brighter the colors looked as well. Makes sense since component cable has separate wire for red blue and green. You can easily see this in the pictures. The other benefit of course is less jaggies and more detail that I was expecting. In my personal opinion the 480p looks very hi def and I am no longer worried about the wii's graphic capabilities. Some of the levels in monkey ball are amazing and I am sure Super Smash Brothers and Super Mario Galaxy are going to look fantastic. We are talking about a system that is still twice as powerful as the GameCube.

    Screens at the link above. ...
    by Published on December 10th, 2006 11:39

    Nintendo has retracted a statement made by Reggie Fils-Aime, who said yesterday that Nintendo would be shipping one million units to the United States by the end of the year. We tend not to pay particularly close attention to the estimates that the "big three" console manufacturers make about how many units they expect to ship. Particularly with the new generation of consoles, these targets have more often than not been missed when applied to the real world. But given Nintendo's relative successes this time around, this particular retraction could tell us one of two possible things about the situation that Nintendo currently finds itself in. Either they're having manufacturing issues (possible), or they're diverting units to the rabid masses over in Europe (we'd like to think this is equally likely). There is a third possible scenario: Reggie thought it would be fun to get the press to put a nice round figure of one million behind the Wii launch, which would bring us neatly back to the reason why we don't take these kind of announcements very seriously.

    via engadget ...
    by Published on December 10th, 2006 02:36

    NJ has released new versions of his NeoGeo MVS and CPS 2 Emulators for the PSP

    Heres the translated whats new from the releases

    First heres the CPS2 News

    When the ZIP data compressed file is used, you can use those of the time before that way, but
    Because as for the non data compressed file type is modified, please do again to draw up. Please refer to readme_cps2.txt of converter.

    MAME abolishing the XOR table, if it is to become completely the cryptographic cancellation with CHD,
    Because it cannot correspond with PSP, above this perhaps renewal it is not. Temporarily in the future how it becomes, watchful waiting.

    Now the NeoGeo MVS News:

    Because it seems that mslug4 does not operate normally it corrected. Because the memcard folder was not drawn up automatically, it corrected. At the time of DEBUG BIOS use it corrected the fact that the picture transforms. Already truly end. Above this there is no intention of attaching one stamp, is. mslug4 it freezes still? Once, it tried playing some time ago to the ending, but Problem does not occur. Now trying, after all, it does not freeze. It is from the [wa].

    When UNIVERSE BIOS is used, when WORK ROM TEST is indicated in the time of the first starting, Opening one time menu, you close, (clears texture) with the test ends immediately. (Exceeding the texture size which the quantity of sprite guarantees, speed has decreased substantially
     Just with it is thought, but as for correcting with other BIOS influence it probably will put out to speed because is, leaving.)

    Download and Give Feedback Via Comments ...
    by Published on December 10th, 2006 02:02

    Clive posted this news:

    Ok, so here's something new you can do with your wiimote. So me and My brother came up with an Idea how to controll Winamp on PC using Nintendo Wii remote, Check this out @ Youtube
    http://www.youtube.com/watch?v=Qyu-ETf-izU

    and here's instructions in english how to do this by yourself.
    http://www.consoletech.org/sekalainen/wiiremote.html

    Credits:

    Karri Junttila For developing the idea and making this possible
    Petri Junttila For Posting the video and making the instructions how-to

    Brought you by Team Consoletech
    ...
    by Published on December 10th, 2006 01:57

    MSN have posted an article detailing the Top 10 worst games of all time, heres the top 10 in list form:

    1. E.T.: The Extra-Terrestrial (Atari, 1982)
    Platform: Atari 2600

    2. Super Columbine Massacre RPG (Danny Ledonne, 2005)
    Platform: Windows

    3. Custer's Revenge (Mystique, 1982)
    Platform: Atari 2600

    4. Daikatana (Eidos Interactive, 2000)
    Platforms: Windows, Nintendo 64, GameCube

    5. Pac-Man (Atari, 1981)
    Platform: Atari 2600

    6. Smurf Rescue (Coleco, 1982)
    Platforms: ColecoVision, Atari 2600

    7. Shaq Fu (Electronic Arts, 1994)
    Platforms: Sega Game Gear, Sega Genesis, Super Nintendo, Amiga, Game Boy

    8. Make My Video (Digital Pictures, 1992)
    Platform: Sega CD

    9. Prince of Persia: Warrior Within (Ubisoft, 2004)
    Platforms: PlayStation 2, Xbox, GameCube, Windows, cell phone, PlayStation Portable (as Prince of Persia: Revelations)

    10. Elf Bowling (NStorm, 2005)
    Platform: Nintendo DS

    Do you agree or disagree with the list ...
    by Published on December 10th, 2006 01:53

    via ign

    Microsoft's Xbox 360 has enjoyed success in North America, Australia and the UK, but Japan remains elusive. Despite offering exclusive games from Japanese developers and multiple 360 pack-in bonuses, the new Xbox console is having difficulty gaining traction in the Land of the Rising Sun.

    According to a Famitsu Marketing data survey, 113,000 Xbox 360 units have been sold in Japan this year. Over the past 11 months, Sony has sold 1.4 million PS2s. The new releases of PS3 and Wii have already trumped Xbox 360 yearly sales in just a handful of weeks. Even the Game Boy Micro, a niche collectible, managed to sell 150,000 units this year. To be fair, Xbox 360 outsold GameCube in 2006 as Nintendo's now-defunct console sold under 100,000 units.

    Microsoft is hopeful that the newly-released RPG from Mistwalker Studio, Blue Dragon, can spark renewed interest in the 360 in Japan. ...
    by Published on December 10th, 2006 01:33

    Heres an excerpt

    Here's the gist of Wii gameplay: The system is motion-based, meaning that the actual movements of two controllers are translated into sword parries, baseball bat swings, steering wheel motions and so forth. The primary controller is a remote that is held in your right hand. The remote has a directional pad, A and B buttons, and the equivalent of START and SELECT buttons; and if you turn the thing sideways, you have what functions like an old 8-bit NES controller. (For Wii racing games, you hold it sideways and rotate it from an imaginary center-point like you would a steering wheel.) If you point the remote at your TV, you'll find a moving icon (or crosshair, in shooting games) that serves the way a mouse cursor would on your computer. This is how you generally navigate start screens. The remote rumbles—nothing new. But it also communicates with you through a tiny speaker. It talks, whirrs and reminds you that it's your turn in, say, a game of bowling. And it boasts a power button, too, allowing you to turn off your unit from your seat. I should also note here that I've exhausted the two AA batteries required of two of my four controllers already.

    For some games, you're required to attach the remote to a smaller, left-hand controller that Nintendo is asking us to call a "nunchuck." The nunchuck interacts with the remote via a three-foot cord and features two more trigger buttons, plus an analog stick. This comes into play in first-person shooters, Madden, or any game where you have to use two control pads. In Call Of Duty 3, for example, you move your infantryman using the nunchuck's stick, and point the controller at the TV to maneuver his eyesight and aim.

    Finally, there's the gaming unit itself, a snazzy white casing that is about the size of three DVD cases stacked onto each other; and a pencil-sized receiver that is placed on top of your TV. (The later is what your controllers interact with.) The console physically echoes Nintendo's previous system, the GameCube, in its minimalism, but is actually quite complicated. I was pleased to learn I wouldn't have to run an internet cord into my living room as the Wii has built-in wireless internet access. (I was slightly less pleased that it took just short of an hour to configure my wireless connection.) The Wii also plays GameCube games and can interact with GC controllers; and it has a port for SD memory cards. My editor pointed out that Wii doesn't come with a component cable and complained of being forced to go directly to Nintendo to buy one, but that has yet to bother me.

    Full article Here ...
    by Published on December 10th, 2006 01:30

    Via Kotaku

    And I'd always thought of the Dutch as an easy-going kind of people. These two sure aren't.

    The Wii shortages in Europe look like they've taken their toll on some people's grip on reality, with the last remaining Wii at the MediaMarkt store in Zwolle, in the Netherlands, going to the winner of an impromptu bout of fisticuffs (well...some shoving and grappling, at least).

    While on the one hand it's kind of sad seeing people reduced to this kind of behaviour, it does beg the question: how awesome would it have been if the initial PS3 shipment allocations went down like this? Lines are for pussies, real men fight for their consoles.

    Video Here ...
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