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    by Published on August 4th, 2006 14:08

    Lik Sang are now selling Every Extend Extra, unlike Play Asia they ship worldwide so heres the newsagain:



    Created by Bandai and developer Q Entertainment and published by Buena Vista Games, Every Extend Extra is a puzzle game that, at first glance, resembles Lumines thanks to its slick visual style. Described as an action shooting game rather than a puzzler, the gameplay is set to a music beat as you build up combos and charge blasts to burst floating obstacles and avoid being hit down as you float through metaphorical virtual worlds built around concepts of human behavior.

    More info / buy here --> http://www.yesasia.com/?/info.php?pro...2&lsaid=219793 ...
    by Published on August 4th, 2006 13:59

    EA has lifted the cover off FIFA 07 this morning, the inevitable next instalment in its long-running football videogame series.

    Following the FIFA World Cup title, it's back to the grit of league play and FIFA 07 boasts 27 leagues from 20 nations, with 510-plus teams accurately represented. Naturally, we're promised a number of improvements over the last game, EA telling us to expect the likes of enhanced passing and positioning, new AI for added realism and new shooting mechanics.

    In addition, the publisher is making a big deal about EA Sports Interactive Leagues (covering the F.A. Premier League, Bundesliga, French League, Mexican 1st Division), an online mode - not featuring in all versions of the game, note - that's new to the series that "enables you to pit your club against supporters of your real-world opponents."

    Play your games according to the real-world schedule", EA further explains about Interactive Leagues. "When they play, you play. Track your team's progress as the aggregate results determine your club's position in the league table. Now you actually take to the pitch for the glory of your club."

    Plus, FIFA fans can look forward to an improved and enhanced Manager Mode that allows you to create your own club and an eight-player social football frenzy in the FIFA 07 Lounge. Erm, yay.

    To date, we only have official word on PC, Xbox, PS2 and GameCube versions of FIFA 07, which are due for release in September 2006. Keep eyes peeled for an in-depth preview of EA's latest appearing on these pages later today and don your managerial sheepskin to ponder where the next-gen version might be...

    Screens Here ...
    by Published on August 4th, 2006 13:57

    If there's a better way to wrap-up the week than with a load of rocket-launching car screenshots, then we'd like to hear it (beer drinking omitted, obviously). Either way, here's a selection of tooled-up motors for you to gawp at in the latest batch of Full Auto 2: Battlelines screenshots.

    The PS3 sequel continues the shotgun-blasting, time-rewinding gameplay that debued on the Xbox 360, though it naturally adds a number of improvements including the obligatory car and weapon list update and even-more destructive, "stunning and strategic" racing environments.

    At the moment Full Auto 2 is penned in for a winter 2006 arrival. We'll let you know if it turns out to be any good or not, but it's certainly nice to see it on its new platform.

    Screens Here ...
    by Published on August 4th, 2006 13:54

    Raphael has released a new version of PMP Mod the Media Player for the PSP, heres the release details:

    After quite some requests and some thinking, I finally decided to do a little “mallocs revival” version of PMP Mod. For all who don’t know, malloc was the one that started modding jonnys original PMP Mod and got me started on the subject. He added a very nice resume function, lumi and volume boost (integrated in the official version already) as well as a info overlay during playback (also in official version) and some other small addons.
    From there, I added more informational filelist outputs and a GUI and eventually ended with the infamous PMP Mod 1.02M4.02g3 version.

    Since then, a lot has changed. Jonny highly improved the playback speed along with many internal changes in the code and also released the now famous PMP Mod AVC. However, these versions all lacked some of the nice features from the old version, but now they are back (apart from the GUI ;P).

    Here’s what’s new:
    - fixed rightmost cutting bug with newest FontGen 0.4+ fonts
    - fixed clipping bug in glyph blitter
    - fixed crash bug when trying to play non-avc videos
    - fixed uppercase bug in filelist
    - fixed non-showing subtitles bug when playing a short part twice in a row
    - added file sorting, subtitles and files are ordered by filename now, rather than creation time
    - added USB connection in filelist
    - added filesize/modification time display in filelist
    - added video information display (resolution, codec, fps, duration)
    - added resume function (start with O to skip resume)
    - added saving and loading of playback settings (audio stream, aspect, zoom, lumi/volume boost, subtitle/color)
    - added display of number of found subtitles
    - added file deletion function (SELECT)
    - changed sensitivity of buttons in filelist, fast scrolling only after pressing button 1/3 second

    These additions are also about to be added to the standard version PMP Mod 2.02, however, there were some problems which have to be fixed first. So stay tuned.

    Along with this release comes yet another version of FontGen, which adds back all Windows codepages from 1250-1258. This was neccessary, because some of the ISO8859 fonts weren’t compatible with subtitles generated in windows and led to wrong output of the subtitles (cyrillic for example).

    Download and Give feedback Via Comments ...
    by Published on August 4th, 2006 13:51

    mark.sparky has released an Horse racing game for the PSP, heres the release details:

    Hey, everyone this is my first game for the psp. It is where you bet on one of six horses and try to make as much money as you can. To install simply put the extracted folder into the the luaplayer folder on you psp. And also is there a music artist which can do music for me. Here is a list of what is done and is to do.

    Done: the basic game
    graphics
    what is to come

    To Do: music
    mini-games
    more...

    Download and Give Feedback Via Comments ...
    by Published on August 4th, 2006 03:02

    The original page is here,

    http://neocdz.hp.infoseek.co.jp/psp/cps2.html

    Here's what I could translate from the page. (My Japanese is a little rusty) If this translation is used elsewhere please give credit to me (BelmontSlayer), as this took almost 45 minutes!

    Japanese To English Tranlation

    When I first made my CPS1 emulator, the emulation of the Musashi M68000 (The core of MAME) wasn't running so good. After figuring out how the core operated I was able to emulate the remodeling of C68K. Even more suprising was that sound worked quite well!

    When i decided to try CPS2, the processing of sprites was actually easier than CPS1. Sprite proccessing is a big factor in emulation.

    The PSP has 32MB of memory, but the OS takes 8MB by itself, so only 24MB memory can be used. Because 4MB is used for the emulator, you can only use 20MB as the data area for the ROM of the game. But, memory is not enough alone. If there is no XOR table for the encoding cancellation of ROM, its not very usefull.

    I tried using sound with the emulator. As for BGM (Background Music) there is no problem, but because the SE (Sound Effects) cracks somewhat, it becomes a matter of concern. I tried lowering the volume, but it isn't solved that simply.

    Also, there are several sprites displaying strangely. This is also a problem unless it is solved.

    I tried using the same cache system as my NEOGEO emulator, and was able to move in-game. But, according to my expectations that's not good enough. Because the emulator is slowly reading the cache file, the game play very slow. The reason is that smooth animation when using sprite cache is not effective.

    The CPS2 emulation is a small advancement. But throwing out the project halfway, without a regret is kind of hard.

    My motivation is slowly declining. (NJ laughs)
    I still haven't decided if I will release this or not.

    End Of Tranlation

    So hopefully he will release the source code...But it seems as if he thinks smooth emulation isn't possible.

    -- Update --
    A test build has been posted on the website. You can download it by following the link at the top of this news article.

    Just a note, Make sure you run your rom zip though the included converter. Games will not run without the cache file. ...
    by Published on August 4th, 2006 00:35

    Sorry for the second release in less then a week. This version addresses some bugs that were presented in 1.0.1.

    Read the change list, view a screenshot (of 1.0) and download the newest version here. ...
    by Published on August 3rd, 2006 22:04

    Cast your minds back to the days of the Super Nintendo and Megadrive and those days only the very hardcore imported games, but nowadays the world is much smaller thanks to the Internet and because of stores like LIK Sang and SuccessHK.

    For people like me in the UK its great to be able to go out and buy the latest USA and Japanese games and at half the price they would cost me in my home country.

    Sony and Nintendo have already made their PSP and Nintendo DS/ GBA/GB Micro handhelds region free but on the console front we have never had a region free console.

    The Xbox 360 has several games that are region free but the majority of the games are not and there really is no reason for it.

    Lets Explore reasons why they may not want Region Free

    Incompatible TV Display

    Years ago when everyone had crappy TVs this would have been a real sticking point, i even remember buying an American Snes and having to use a Commodore 64 Monitor to display the games.

    But nowadays with nearly everyone having TVs that can display both PAL and NTSC images and some lucky buggers having state of the art HD TV theres really no point in the Display issue, so thats one of the list.

    Sales In Each Territory

    The 3 main areas for game sales are Japan, USA and Europe and even though the heads of each area want to keep the sales for themselves in that area they must understand that only the hardcore and eager ever really import anyway so the majority of game sales will occur in the area its meant to be, one other beauty for Region Free is that if a game isnt to be released in a certain area but the import markets show that it would be successful then its a win win situation for the Game and console makers.

    Different Power Supplys

    Another area in which theres really no need not to have region free, the PSP with its power supply showed us we can use it to charge the console anywhere, so if they can do it for Sonys Handheld then why not for the others.

    Conclusion

    Come on Nintendo, Sony and Microsoft, if you want us gamers to really enjoy the consoles your selling to us then let us have the choice, you can do it for the Handhelds, so whats stopping you for the Consoles.

    Region free consoles will benefit the whole gaming industry, you know it makes sense.

    Do you agree or not agree, if you agree give a reply and lets show the makers of consoles that we want REGION FREE ...
    by Published on August 3rd, 2006 21:00

    Bodom-Child has released what has to be one of the very best looking DS Games ive seen, heres a translation from French to English of the release info:

    Arcomage is a card deck of the type Heroic Fantasy, which made its first appearance in the role play PC Might & Magic VII, as an additional play/a search which was practised in the various taverns of the play. Thereafter, 3DO and Ubi Soft made of it a play PC with whole share, in the form of Shareware.

    Being fan of this play since I played excellent Might & Magic VII, I decided to adapt it on DS, with the agreement of Dr. Vince (which develops a version GBA with Bobby), and consequently to present it occasion at the Neoflash contest. Unfortunately, I leave on holiday very soon, and I return at the date of closing of the inscriptions for the contest, with the result that the play is not completely finished for the moment (not of mode 2 players, not of mode Wifi, lack of animations, only in English for the moment…).

    However it is fully playable in mode 1 player, and resembles the version much the final version

    History:

    Wednesday August 2, 2006: Version 0.9

    How to play:

    You lay out each one, you and your enemy, of a castle and a floor protecting it, all two of a certain size.

    Your goal is either to destroy the enemy castle, or to assemble your castle to the maximum size of 100.

    For that you have resources (Mana, Pierres, Or), which increase with each turn according to the number of generators (Temples, Carrières, Gold mines) that you have.

    With the beginning of the turn you have a hand of 6 charts with the various effects, which require each one a certain number of resources to be played.

    If you have enough resources to play it, place your cursor above and press A. If on the contrary you wish débarasser chart, press X.

    In each case, your turn is played and comes that from the computer.

    After its turn, you recover a new chart and your resources are increased according to your generators.

    And so on until the victory… or the defeat?

    Enjoy .

    Check out the Awesome Screens and Download and Give feedback Via Comments ...
    by Published on August 3rd, 2006 20:44

    A new release of the board game for the Nintendo DS by johanb123, heres the details:

    It recently occurred to me that most people have no idea how to play this game, so I've added brief in-game descriptions of both buildings and roles. Also, I fixed a bug that has been causing random crashes, thanks to iball over at dcemu for pointing this out.

    Download and Give Feedback Via Comments ...
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