• 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 April 5th, 2006 17:21

    Puck2099, ^MiSaTo^ and Neostalker are still working hard on their game Chocobo Crazy Championship. It's quite advanced already.

    Check out the vid --> http://www.gp32wip.com/ ...
    by Published on April 5th, 2006 17:20

    A small application to convert Windows format TXT files to Linux format.(Includes source.)

    Download Here --> http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,15,1422 ...
    by Published on April 5th, 2006 17:18

    Source Guyfawkes

    L_Draven has released a port of the Fenix based scrolling beatemup game Legends of Idhuriel to the GP2X. There isnt much information on the homepage which is also in Spanish and I dont have my GP2X with me at the moment. Visit the homepage at http://www.ldraven-entertainment.co.nr/ for the downloads. ...
    by Published on April 5th, 2006 17:17

    We have released another FREE theme for the Zodiac. We have also added an email form on our site so you can send comments and suggestions to us. Please take the time to use the form, we would like to know if we are just wasting our time creating free themes for the Zodiac. We hope that the Zodiac community is not totally dead. If it is, we are just beating a dead horse and will stop wasting our time with new stuff.

    We look forward to hearing from all of you.

    http://www.zodiacgear.com/ ...
    by Published on April 5th, 2006 17:15

    The Gameboy Emulator for the Ipod has been updated, heres whats new:

    dynamic binary translation
    coop support
    sound

    but:
    Save/Load broken

    Download Here --> http://sourceforge.net/project/showf...roup_id=144523 ...
    by Published on April 5th, 2006 17:08

    Is there a Bluetooth-equipped iPod on the way? UK girls'n'gadgets magazine Stuff certainly thinks so, based on a conversation it's had with an unnamed British retailer. If Apple's telling retailers to prepare for such a product, it can't be far off launching the thing.

    CEO Steve Jobs has, of course, been sceptical about such a device, claiming it adds one more battery - the one in the headphones - users have to remember to keep charged. Then again, he's expressed scepticism about not only Flash-based music players but also devices that play video too, and Apple has nonetheless released iPods with Flash and with video playback.

    What's made a Bluetooth iPod likely is iPod chip maker PortalPlayer's announcement it plans to integrate Bluetooth and Wi-Fi circuitry into its media processors, as Reg Hardware was first to reveal, in February. The move comes courtesy of a tie-in with UK-based Bluetooth chip design pioneer CSR, aka Cambridge Silicon Radio.

    A variety of accessory manufacturers already offer Bluetooth stereo audio add-ons for the iPod and other MP3 players, though all of them require a transmitter that clips onto the music machine. Bluetooth 1.2's A2DP extension handles the transmission of stereo data across the ether.

    The downside is you need bulky headphones that incorporate their own battery. That's fine if you like that kind of thing, but less satisfy for listeners who prefer compact, lightweight earphones. We hope Apple doesn't cut costs by dropping the 3.5mm earphone socket.

    Of course, Stuff's retail source could simply have his wires crossed, and be thinking of one of the many Bluetooth iPod accessories coming to market. We shall see.. ...
    by Published on April 5th, 2006 17:01

    The official website for the upcoming DS title, New Super Mario Bros., has been updated again. No more delays this time, instead Nintendo has managed to drop the brothers Mario on us a week earlier!

    Seeing as how the DS Lite is "due in May" in North America, we used simple logic, some grade school arithmetic, our intimate knowledge of the Gregorian calendar, and more than a little speculation, to arrive at the possibility that the DS Lite might accompany NSMB May 15th, just days after E3! Oh shiny DS Lite / Mario combo attack, you make us weak in the knees. ...
    by Published on April 5th, 2006 17:01

    The official website for the upcoming DS title, New Super Mario Bros., has been updated again. No more delays this time, instead Nintendo has managed to drop the brothers Mario on us a week earlier!

    Seeing as how the DS Lite is "due in May" in North America, we used simple logic, some grade school arithmetic, our intimate knowledge of the Gregorian calendar, and more than a little speculation, to arrive at the possibility that the DS Lite might accompany NSMB May 15th, just days after E3! Oh shiny DS Lite / Mario combo attack, you make us weak in the knees. ...
    by Published on April 5th, 2006 16:58

    The April edition of Nintendo's Japanese online magazine ran a long interview with Kazuo Yoneyama and Tomoyuki Sakiyama, two of the Nintendo engineers who worked on developing the DS Lite. The interview provides an interesting look at the development process and how the developers tried to balance the conflicting requirements of a portable console.

    Kazuo Yoneyama and Tomoyuki Sakiyama work in a department whose name loosely translates as "Technology Development Department." This is the department within Nintendo that's in charge of taking artist concepts for new hardware and turning them into working devices: positioning the buttons, selecting components, and ensuring that moving parts work smoothly.

    Yoneyama is an old-school Nintendo employee, who cut his teeth designing Donkey Kong arcade machines with legendary developer Shigeru Miyamoto, and has been working on portables since the Game Boy Color. Sakiyama is comparatively new to the division, but everything's relative: he already has both the original DS and the Game Boy Micro under his belt.

    Yoneyama starts off the interview by commenting on some of the subtle factors influencing the design of the DS. "It's not just a matter of making sure all the components can fit in the case, we also have to think about the total weight and how the machine balances from front to back and left to right when the user is holding it."

    The goal of reducing size can be at odds with enhancing usability, Yoneyama pointed out. "We knew that we couldn't make it so small that we sacrificed functionality. Of course, we wanted to keep the display the same size, and it wouldn't have worked to change the button positions much either. To reduce the size within those constraints, we worked together with component makers, and now we're using some custom-designed parts."

    Sakiyama explains, "For instance, the DS Lite uses two different LCD displays. The bottom one is the same as the display in the DS, but the top one is different. The lid tends to get bumped, so we were looking for an LCD module that was both stronger and slimmer than the one in the DS. We had trouble finding a pre-existing part that met all our requirements, so we worked with an LCD manufacturer in a process of trial and error to create a customized part. Rather than shoehorning an existing LCD module into the slimmest case that it would fit in, we designed and built an LCD module that fits a slim case and is also exceptionally durable."

    At this point in the interview, Yoneyama pointed out that the same concerns of space and durability led them to use customized speakers in the DS. However, all these custom parts have their drawbacks as well, he notes, "We have to be very careful about adding cost to the finished product, and we're also aware of the possibility that some factories may have trouble producing our parts. Taking these issues into account, working out where it makes sense to use custom parts is something that we lose a lot of sleep over."

    One of the high points of the DS Lite is the brighter displays, compared to the DS. At the same time, the battery life is the same as the DS--an impressive piece of engineering magic. When asked how they pulled it off, Yoneyama said "the battery looks the same as the DS, but it actually has 20 percent more storage capacity...The DS Lite screen is so bright that it might be a little uncomfortable to play in a dark room. To address that, and to offer some power savings, we've added four selectable brightness levels to the DS display."

    Sakiyama followed up by noting that they also scrimped in other areas to feed the screen more juice: "while the display is power-hungry, we were able to wring a lot of power savings from the surrounding circuitry."

    They briefly discussed the new stylus (longer and wider to accommodate older users--a group they hadn't considered when designing the original DS) and the updated buttons and D pad, which offer a feel that's close to the GameCube controller. Then Yoneyama summed up his thoughts on portable development. "For a portable console, you can't afford to neglect durability. Rather than having our users pay several thousand yen to fix the console if they drop it, we'd rather that they be able to spend that money on buying games instead. With that in mind, we've beefed up the internal structure and layout, and we've spent a lot of time doing strength testing. Of course, when you strengthen the device, you also struggle with weight and size...that's a conflict that's been with us since the time of the Game Boy." ...
    by Published on April 5th, 2006 16:58

    The April edition of Nintendo's Japanese online magazine ran a long interview with Kazuo Yoneyama and Tomoyuki Sakiyama, two of the Nintendo engineers who worked on developing the DS Lite. The interview provides an interesting look at the development process and how the developers tried to balance the conflicting requirements of a portable console.

    Kazuo Yoneyama and Tomoyuki Sakiyama work in a department whose name loosely translates as "Technology Development Department." This is the department within Nintendo that's in charge of taking artist concepts for new hardware and turning them into working devices: positioning the buttons, selecting components, and ensuring that moving parts work smoothly.

    Yoneyama is an old-school Nintendo employee, who cut his teeth designing Donkey Kong arcade machines with legendary developer Shigeru Miyamoto, and has been working on portables since the Game Boy Color. Sakiyama is comparatively new to the division, but everything's relative: he already has both the original DS and the Game Boy Micro under his belt.

    Yoneyama starts off the interview by commenting on some of the subtle factors influencing the design of the DS. "It's not just a matter of making sure all the components can fit in the case, we also have to think about the total weight and how the machine balances from front to back and left to right when the user is holding it."

    The goal of reducing size can be at odds with enhancing usability, Yoneyama pointed out. "We knew that we couldn't make it so small that we sacrificed functionality. Of course, we wanted to keep the display the same size, and it wouldn't have worked to change the button positions much either. To reduce the size within those constraints, we worked together with component makers, and now we're using some custom-designed parts."

    Sakiyama explains, "For instance, the DS Lite uses two different LCD displays. The bottom one is the same as the display in the DS, but the top one is different. The lid tends to get bumped, so we were looking for an LCD module that was both stronger and slimmer than the one in the DS. We had trouble finding a pre-existing part that met all our requirements, so we worked with an LCD manufacturer in a process of trial and error to create a customized part. Rather than shoehorning an existing LCD module into the slimmest case that it would fit in, we designed and built an LCD module that fits a slim case and is also exceptionally durable."

    At this point in the interview, Yoneyama pointed out that the same concerns of space and durability led them to use customized speakers in the DS. However, all these custom parts have their drawbacks as well, he notes, "We have to be very careful about adding cost to the finished product, and we're also aware of the possibility that some factories may have trouble producing our parts. Taking these issues into account, working out where it makes sense to use custom parts is something that we lose a lot of sleep over."

    One of the high points of the DS Lite is the brighter displays, compared to the DS. At the same time, the battery life is the same as the DS--an impressive piece of engineering magic. When asked how they pulled it off, Yoneyama said "the battery looks the same as the DS, but it actually has 20 percent more storage capacity...The DS Lite screen is so bright that it might be a little uncomfortable to play in a dark room. To address that, and to offer some power savings, we've added four selectable brightness levels to the DS display."

    Sakiyama followed up by noting that they also scrimped in other areas to feed the screen more juice: "while the display is power-hungry, we were able to wring a lot of power savings from the surrounding circuitry."

    They briefly discussed the new stylus (longer and wider to accommodate older users--a group they hadn't considered when designing the original DS) and the updated buttons and D pad, which offer a feel that's close to the GameCube controller. Then Yoneyama summed up his thoughts on portable development. "For a portable console, you can't afford to neglect durability. Rather than having our users pay several thousand yen to fix the console if they drop it, we'd rather that they be able to spend that money on buying games instead. With that in mind, we've beefed up the internal structure and layout, and we've spent a lot of time doing strength testing. Of course, when you strengthen the device, you also struggle with weight and size...that's a conflict that's been with us since the time of the Game Boy." ...
  • Search DCEmu

  • Advert 3