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  • DCEmu Featured News Articles

    by Published on July 15th, 2006 12:55

    A new release of the Snes Emulator for the GP2X by NK, heres the release details:

    1.now you can overclock without anything (please press select button in rom selecter)
    2.use Squidge's MMU hack (10frame~ increased)
    3.save and save state compatible with SquidgeSNES (please move old save files from save to snes)
    4.fix the shutdown bug in ASMcore mode

    control

    in rom selecter
    ©, X : upper folder
    ¨, B, stick click : run game (with sound) or open folder
    A : run game with ASM core (no sound)
    Select : change clock
    Start : EXIT
    L, R : change skin

    in game

    stick click + Select : display FPS
    stick click + L + Select : reset the SNES
    stick click + Start : save state
    stick click + L + Start : load state
    stick click + R : back to rom selecter

    Download and Give Feedback Via Comments ...
    by Published on July 15th, 2006 12:51

    Skywalker has released a new port of the ScummVM Interpreter for the GP2X, heres whats new:

    # BASED on ScummVM 0.9.0 stable code Smiley: contento!
    # FIXED mouse code - Don`t more stops when you change your direction Smiley: Muy contento!
    # FIXED sound code - Trying with a new configuration (please send me your feedback).
    # ADDED new Aspect Ratio code - I add a new code, now you can do change on/off the aspect ratio correction.
    (This code no exist in scummvm code, is been created by me Smiley: Muy contento!)
    # Little changes that i dont remember now :-? (heheh)
    # New supported Libs:
    * Raw audio.
    * MP3 audio.
    * OGG Vorbis audio.
    * Mpeg Videos (Broken Sword 1 and 2)

    Download and Give Feedback Via Comments ...
    by Published on July 15th, 2006 12:45

    Dragonminded has released a new version of his organiser app for the Nintendo DS, heres whats new:

    2.1

    Fixed wav playback bug!
    Fixed crash bug relating to extremely long file extensions (thanks BackBon3)
    Fixed issue with saving bookmarks.
    Fixed some issues with shoutcast playlists and streams.
    Fixed a weird issue with renaming.
    Changed vCard parsing, should be far more compatible with vCard files now, especially vCard 3.0.
    Changed calendar/day planner written dates to reflect DD/MM/YYYY setting
    Changed bookmarks to auto delete oldest one when you add more than the maximum.
    Added default homebrew save path. Edit the ini file for this option.
    Added .cfg as a text type.
    Added sort by date option on the homebrew database.
    Added messagease keyboard style.
    Added support for 8bit wav playback.
    Added simple proxy support. See the ini for details.
    Added support for loading many more tracker formats, and mp2.
    Added wav file recorder for voice memos.
    Recoded keyboard from scratch, making it bigger, and fixing the shift bug.
    Took out crappy handwriting recognition.
    Improved keyboard speed by a bit, hopefully making typing easier.

    Download and Give Feedback Via Comments ...
    by Published on July 15th, 2006 12:41

    Our regular snoop around retail websites has revealed a potential release date and price for the Wii. A spokesperson for the website Shopto.net has spoken to Pro-G stating that they believe the Wii will retail for £149.99 when it's released in October this year. This will be in line with prices rumoured for a few months, but the October date is marginally earlier than the November date industry insiders had expected. The information is said to come directly from Nintendo, although is subject to change before release.

    That's not all. According to the spokesperson, the Xbox 360 will retail for under £200 before Christmas, although which system will fall below this key price point isn't clear. Our best guess is that it will be the Core pack, which currently retails for £210.

    via prog ...
    by Published on July 15th, 2006 12:37

    Figures from Nintendo claim that combined sales of both Nintendo DS hardware iterations amounted to just under 600,000 in June – a figure with which NPD’s estimates of 593,000 agree. PSP sales for the month were put at 221,000, with no information yet available for the Game Boy Advance – which had previously beaten both new portable formats in the U.S.

    NPD has also revealed a figure of 277,000 unit sales for the Xbox 360 – above previous estimates, but still below the PlayStation 2 total of 312,000 units. Xbox sales were put at 24,000 with no figures available for the GameCube. ...
    by Published on July 15th, 2006 12:35

    Via IGN

    The Big N has been relatively hush-hush about the details of its innovative new Wii console and controller, choosing to release information during major events and then going quiet on the subject. But in official Wii developer documentation obtained by IGN, the company defines many of the hardware specifics and functionalities for its upcoming Wii controllers. We have some of those revelations below.


    One of the big questions about the Wii-mote has remained how it will be powered. Official documentation on the topic offers some answers. The pointer will accept two AA alkaline batteries, which will keep it going for a considerable amount of time. If the precision aim functionality of the pointer is being used in games, the device will run for approximately 30 hours. If only the accelerometer functionality is being utilized, the Wii-mote will operate for 60 hours on two AA batteries.
    The controller communicates with the Wii console via Bluetooth technology on a 2.4GHz band.


    The Wii-mote features 6KB of "non-volatile" memory, whose exact purpose remains a mystery. IGN Wii speculates that this throwaway memory could possibly be used in conjunction with the Wii-mote's recently revealed internal speaker. It's also possible that this memory could enable players to store custom settings for the controller. However, official documentation does not specify one way or the other. In fact, Nintendo is currently offering developers no means to interact with the controller's internal speaker despite showing off games such as The Legend of Zelda: Twilight Princess, which spotlighted the hardware feature at E3 2006 in Los Angeles.

    Recent photos of the Wii console's front flap showcase a button called SYNCHRO, whose purpose seems fairly obvious. The SYNCHRO button is, according to documentation, used to identify Wii controllers that can be used with the console. It assigns each controller a wireless ID number. Evidently gamers first press the SYNCHRO button on the console itself and then find and press another SYNCHRO button located inside the battery compartment of the Wii controller. Documentation also suggests that gamers can hold down the 1 and 2 buttons on the Wii-mote to accomplish the same task.

    All of the buttons on the Wii controller are digital in nature. This includes (obviously) the D-Pad, as well as A, B, 1, 2, -, +, Power and SYNCHRO. The C and Z buttons on the nunchuk unit are also digital.

    The sensor bar that interacts with the Wii-mote must be placed "above or below" the television set. The bar itself is about 20 centimeters in diameter and features two sensors, one on each end.


    The Wii-mote's LEDs serve two roles. The first is to show which player is communicating with the console at a given moment. Player 1 will light up on the far left, Player 2 the next over, and so on. The second purpose is to illustrate battery life. Upon booting up, four LEDs blink when the controller has between 75% and full power. Three LEDs blink to show 50% and 75% power. Two LEDs blink to show 25% and 50% power. And one LED blinks to illustrate anything below that.

    The Wii-mote features a built-in rumble motor that can be turned on or off. It does not offer varying degrees of rumble sensitivity. However, according to documentation, more intense vibrations can be simulated if developers rapidly trigger the motor on and off.

    Light sources from fluorescent and halogen lamps, plastic, mirrors and more may occasionally interfere with the pointer, based on official documentation. To eliminate this interference, the pointer must identify the sensor bar and mark its two coordinates. When pointing with the Wii-mote, the unit is actually interacting with the sensor bar, which then translates data to the television, in effect simulating a direct aim to the television.


    Interestingly, according to documentation the Wii-mote is able to act as something of an eye, measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis, which means that it is more or less seeing a megapixel image. Whether or not this data can be interrupted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera. This is, of course, purely speculative on our part, but stranger things have certainly happened - like, for instance, an internal speaker.

    Developers tell IGN Wii that they are expecting to get classic Wii controllers in early September, which suggests that Nintendo is serious about providing this third input alternative for Virtual Console endeavors.

    We contacted Nintendo of America for comments on our latest findings.

    "There are many details that we've divulged about the console, but there is also more to learn," said the subsidiary's PR manager, Matt Atwood, in a telephone conversation. "However, Nintendo does not comment on rumors or speculation."

    Nintendo's new generation console is officially set to launch sometime ...
    by Published on July 15th, 2006 12:29

    New Game Released from SuccessHK:



    Popular arcade game "Mawasunda!!" has been upgraded and comes on NDS! Twenty five mini games are included. By using the touch pen, players can enjoy differently from the original one. Turn it around quickly, sometimes slowly... various acitions are necessary. "Power", "Brain" and "Technique" are the most important to play this game.

    ...
    by Published on July 15th, 2006 12:28

    New Game Released from SuccessHK:



    In addition to the familiar Bomberman gameplay, Bomberman Land features a host of minigames which you can play solo or with your friends via Wi-Fi connection.

    ...
    by Published on July 15th, 2006 03:35


    A coder by the name of theHobbit has just released Game Music Emu v0.1, a port of Shay Green's Game Music Emu library for the PSP.

    From the readme:

    - This uses the Game_Music_Emu sound engine that supports the following formats:

    GBS Nintendo Game Boy
    VGM/VGZ Sega Master System/Genesis/Mega Drive/Mark III/BBC Micro
    GYM Sega Genesis
    SPC Super Nintendo
    NSF Nintendo NES (with VRC6, N106, and FME-7 sound)

    - plus i have added support for PSX (psf playback) using sexypsf port by yaneurao.


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    ...
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