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  • DCEmu Featured News Articles

    by Published on March 28th, 2006 20:42

    News from Lik Sang

    Konami knows the lure of lush ladies in a fighting game, so that over a year ago the publisher already tried their hands at an all-female wrestler with Rumble Roses. Now the sequel has hit the Xbox 360, everything from the bold entrances to the scantly clad costumes and bone crushing gameplay is here in full high def glory. With Xbox Live you can also go online and team up with another beauty in the all-new Tag Team and Elimination modes, or compete in a free-for-all Battle Royal. There's more than 40 different vixens to choose from, and team dynamics are affected by each girl's attitude towards one another. Each wrestler's popularity with the crowd will rise or fall too, based on her fighting style and match results. Earn enough popularity and become a "superstar" with a new entrance sequence and upgraded moves. While fighting your way through your character's abilities will slowly evolve also, and depending on how you fight, your attacks may grow more powerful; your walking may become quicker, etc.

    Beyond unlockable costumes, character editing goes into impressive detail, including everything you'd expect and a few you wouldn't, like muscle tone and breast size. When you're not fighting online, you can also upload and download images from your character photo shoots. Further game modes include a Queen's Match where the looser embarrasses herself in a Penalty Game where you not only get to choose what acts your opponent performs, but what they wear while doing it! Then there's the Handicap Match where a submission or pin fall by either partner ends the fight, a Pure Humiliation Match that can only be ended by an H-move, or a classic old school style Street Fight. With more in-depth gameplay than the first title, Rumble Roses XX has breasts, brains and balls all in one. Developed in conjunction with Yuke's Entertainment, famous for the SmackDown series, the US edition is in stock now, while the Japanese version is also coming up this Thursday. ...
    by Published on March 28th, 2006 20:39

    News from Lik Sang

    Tomy, who brought us the smashing Naruto: Gekitou Ninja Taisen series for GameCube, plus the Naruto RPG and Naruto: Saikyo Ninja Daikesshu series for the GBA and NDS, have something special lined up for this April 27th. Those who laid hands on Jump Superstars, still a hot seller almost eight months after its release, will know how much chaotic fun a four player beat 'em up can be on the DS. Naruto: Saikyo Ninja Daikesshu titles however have typically been side scrolling action affairs, but this 4th instalment breaks the mould and comes out a full on four player melee fighting fest instead!

    All the action plays out up on the top screen, taking place in huge 2D environments across roof tops, jungles, cliffs, trains, snowy mountain tops and more. Meanwhile the touch screen is used to display each of the four character's stats, a useful radar and selection of hot quick moves. You can also use the stylus to draw Jutsu seals which let rip giant super moves and massive damage. The accompanying pre-rendered cut scenes then play out down there while the fights continue to roll on up top.

    Beyond beating each other down there's a variety of multiplayer modes to try, from missions such as finding treasures and scrolls, to protecting someone and more. Exact gameplay details remain scarce, but a single player storyline mode has been confirmed, having you fight various opponents, animals, bosses and even your own Bunshin (clone).

    More at the link above ...
    by Published on March 28th, 2006 20:39

    News from Lik Sang

    Tomy, who brought us the smashing Naruto: Gekitou Ninja Taisen series for GameCube, plus the Naruto RPG and Naruto: Saikyo Ninja Daikesshu series for the GBA and NDS, have something special lined up for this April 27th. Those who laid hands on Jump Superstars, still a hot seller almost eight months after its release, will know how much chaotic fun a four player beat 'em up can be on the DS. Naruto: Saikyo Ninja Daikesshu titles however have typically been side scrolling action affairs, but this 4th instalment breaks the mould and comes out a full on four player melee fighting fest instead!

    All the action plays out up on the top screen, taking place in huge 2D environments across roof tops, jungles, cliffs, trains, snowy mountain tops and more. Meanwhile the touch screen is used to display each of the four character's stats, a useful radar and selection of hot quick moves. You can also use the stylus to draw Jutsu seals which let rip giant super moves and massive damage. The accompanying pre-rendered cut scenes then play out down there while the fights continue to roll on up top.

    Beyond beating each other down there's a variety of multiplayer modes to try, from missions such as finding treasures and scrolls, to protecting someone and more. Exact gameplay details remain scarce, but a single player storyline mode has been confirmed, having you fight various opponents, animals, bosses and even your own Bunshin (clone).

    More at the link above ...
    by Published on March 28th, 2006 20:37

    News from Lik Sang

    Winning Eleven returns to Japan for its 10th anniversary. Usually, the annual revamp gets released during the summer, but Konami is naturally jumping on the World Cup hysteria bandwagon [Editor: who else got their Argentina-Netherlands tickets yet?] this year and intends to have Winning Eleven 10 ready on April 27th, which we couldn't be more excited about. While visually the PS2 has been mostly maxed out now, major changes in the new WE include more content (national teams, licences, game modes) and tuned handling. Fans of the series (titled Pro Evolution Soccer in Europe) can expect another perfect and simply fun to play soccer simulation, that will be popular long after the last rerun of this year's World Cup's best goals and most spectacular actions from Ronaldinho & co has aired.

    As we look ahead to next month, there's just four weeks left till April 27th when Winning Eleven 10 scores again on PS2.



    Concerning gameplay, the new WE 10 overall seems to come off as more dynamic than last year's version. Dribbles have been added and there's a more sensitive cursor change, when you select your active player, resulting in faster changes altogether. The referee issues less yellow and red cards now, while it's also possible to start a match again directly with a simple button combination. The game flow is likely to feel even more natural with all the dedicated effort the soccer experts at Konami put into this year's title. Even beginners are taken care of: simply set up an automatic strategy depending on your team's type of play (English, Brazilian, Asian style etc.). Updated with the latest transfers, Winning Eleven 10 will offer a comprehensive library of real-life players to have at your disposal for fantastic, soccer action filled gaming sessions.

    New licenses will include the English national team plus Italy, Netherlands, Spain and Argentina also entering the virtual lawn from your PS2 this time. On top of that, Bayern Munich is licensed as well, as are African countries. Graphically, the reactions of players have been reworked for the better and we can look forward to new animations here too. Massive soccer content, visual brilliance and what not only fans of the series regard as the most authentic gameplay for this genre, Winning Eleven 10 sure is worth your bet already. What greater way than to celebrate/replay the 2006 World Cup's events? If your favorite team fails to convince in Germany this year, with this title you'll have the means to set the record straight: right there in front of your PS2. Later this year, we hope for the first Nintendo DS version of Winning Eleven then. Certainly interesting how touch screen and stylus control will come into play there. ...
    by Published on March 28th, 2006 18:24

    On any site or team you play to your strengths, recently with the madness that is the Homebrew scene and the explosion across many consoles i have not been able to do justice to the Dreamcast site here at DCEmu UK, with that in mind its my great honor to hand over the batton of responsibility to Darksaviour69 who is one of the hardest workers and supporters of the Dreamcast Scene, with his contacts that span across all Dreamcast sites.

    I will still be here but i can concentrate on the other 50 sites i post news on .

    Now ill hand you over to the capable hands of Darksaviour69 the webmaster of Dreamcast News ...
    by Published on March 28th, 2006 17:59

    On April 14, next-gen warfare advances onto a new battlefield with the release of Battlefield 2: Modern Combat on Xbox 360. We can't believe anyone hasn't at least glanced vaguely at this title by now, but just in case you've only recently emerged from under a rock, we'll provide a very brief recap: it's a multiplayer-focussed title of modern day warfare with infantry and vehicular combat.
    You'll find more details by directing eyes left to our previous coverage of the game, but EA has released new screenshots from BF2 today, so while you tick off yet another 24 hours on your countdown-to-release wall chart, why not take a peep at them too.

    http://www.computerandvideogames.com....php?id=136389 ...
    by Published on March 28th, 2006 12:03

    Introduction

    JGE++ (Jas Game Engine++) is a hardware accelerated 2D game engine for PSP (using GU) and Windows. It's inspired by the popular game engine HGE on MS Windows. In fact the Windows' counterpart is basically a wrapper of HGE.

    For more information about HGE, please visit its web site at:

    http://hge.relishgames.com.

    With JGE++, you can build a project as a Windows executable or a PSP EBOOT image with the same source code without any modification. This means the game development process, including coding, debugging and testing, can be done mainly in Windows. However, since JGE++ is still under development and not heavily tested, it is recommended that the PSP EBOOT image should be built and put onto a PSP for testing from time to time just to make sure everything is working properly.

    Of course you may also put in platform specific codes with #if/#else/#endif.

    SkyAnimator is introduced with JGE++ v0.2b. It is a visual tool written by
    HuangYZ for creating sprite animations. HuangYZ has ported the runtime library to JGE++ and this gives JGE++ a very powerful animation system to play with.

    Contents of the JGE++ package

    - JGE++ v0.2b (source + lib)
    - SkyAnimator lib
    - JGE++ demo (source + assets)
    - SkyAnimator demo (source + assets)
    - StarBugz (source + assets)
    - Mario Demo (source + assets)


    Prerequisites

    libpng
    libz
    mikmodlib


    Directory Structure

    Code:
    ____JGE
    |    |___HGE (Windows backend)
    |    |___include (JGE++ header files)
    |    |___lib
    |    |    |___psp (lib files for PSP)
    |    |    |    |
    |    |    |    |___libjgesky.a (SkyAnimator lib)
    |    |    |    |___libjge.a (JGE++ lib)
    |    |    |
    |    |    |___win (lib files for Windows)
    |    |         |
    |    |         |___JgeSky60.lib (SkyAnimator lib for VC6.0)
    |    |         |___JgeSky71.lib (SkyAnimator lib for VC2003)
    |    |         |___jge.lib (JGE++ lib Release version)
    |    |         |___jge_debug.lib (JGE++ lib debug version)
    |    |
    |    |___src (JGE++ source files)
    |
    |___Demo
    |    |___bin
    |    |___Debug
    |    |___JGEFramework
    |    |___Release
    |    |___src
    |        |___GameApp.cpp
    |        |___GameApp.h
    |            
    |___Mario (same structure as Demo)
    |
    |___SkyDemo (same structure as Demo)
    |
    |___StarBugz (same structure as Demo)

    To build the JGE++ lib for Windows

    Open "JGE.dsw" in JGE directory with Visual Studio 6.0. With the BATCH BUILD option, select "REBUILD ALL".


    To build the JGE++ lib for PSP

    Change to JGE directory, then

    make clean
    make install

    or just run the batch file "mk.bat"


    To build a project for Windows

    Open "xxx.dsw" in the project directory with Visual Studio 6.0 and build for either "Release" or "Debug".


    To build a project for PSP

    Change to the project directory, then

    make clean
    make

    or just run the batch file "mk.bat"


    To run on Windows

    You need DirectX 8.0+ installed.

    Key mapping:

    Code:
    PSP                     WINDOWS
    ------------------      -------------
    UP/DOWN/LEFT/RIGHT      W/S/A/D
    ANALOG CONTROL          UP/DOWN/LEFT/RIGHT
    TRIANGLE                8 on NumPad (with NUMLOCK)
    SQUARE                  4 on NumPad (with NUMLOCK)
    CIRCLE                  6 on NumPad (with NUMLOCK)
    CROSS                   2 on NumPad (with NUMLOCK)
    SELECT                  CTRL
    START                   ENTER
    HOME                    F1
    HOLD                    F2
    NOTE                    F3
    L                       Q
    R                       E

    To run on PSP

    With firmware 1.50 PSP, use KXploit Tool to transfer the proper EBOOT.PBP
    onto your memory stick. Then you need to copy the entire folder "Res" into
    the appropriate folder.


    License

    SkyAnimator(libjgesky/JgeSky60.lib/JgeSky71.lib) is free software. You can use it anyway you like at your own risk. Copyright (C) 2006 HuangYZ.

    JGE++/JGE++ Demo/SkyAnimator Demo/StarBugz/Mario Demo are released under GPL and below is the license agreement:

    "This program is free software; you can redistribute it and/or modify it ...
    by Published on March 28th, 2006 10:38

    Nintendo Co.'s new wireless features for its DS portable video-game player include a free service that will let consumers beam game demos and other content directly to the device. Beginning this week, the company plans to deploy electronic kiosks at thousands of U.S. retailers including Best Buy Co. Inc. and GameStop Corp.

    Owners of the dual-screen DS who go near the kiosks will automatically receive a notice on their devices offering game demos, movie trailers and other content for temporary download. The information will be erased from the DS once it's turned off. The service uses the DS's local-area wireless networking capabilities, which until now had been used just to facilitate head-to-head play by gamers near each other.

    Nintendo also said it was adding voice chat to the sci-fi action game Metroid Prime: Hunters. Players who join up for multiplayer battles over Nintendo's wireless Internet service will be able to talk to each other through the system's built-in microphone before and after games, but not during, said Reggie Fils-Aime, Nintendo of America Inc.'s executive vice president of sales and marketing. At least one game for rival Sony Corp.'s PlayStation Portable offers a more robust feature. Teammates in SOCOM: U.S. Navy SEALs Fireteam Bravo can talk to each other wirelessly during battles.

    Fils-Aime added that a slimmed down, all-white Nintendo DS Lite would go on sale in Japan next month. Handheld video games and hardware helped buoy the industry to record sales of $10.5 billion in 2005, according to the NPD Group research firm. Nintendo said it has sold about 4 million DS systems in North America since it was launched in late 2004. Another 4 million PlayStation Portables have been sold in North America since the unit went on sale last March, according to Sony. ...
    by Published on March 28th, 2006 10:38

    Nintendo Co.'s new wireless features for its DS portable video-game player include a free service that will let consumers beam game demos and other content directly to the device. Beginning this week, the company plans to deploy electronic kiosks at thousands of U.S. retailers including Best Buy Co. Inc. and GameStop Corp.

    Owners of the dual-screen DS who go near the kiosks will automatically receive a notice on their devices offering game demos, movie trailers and other content for temporary download. The information will be erased from the DS once it's turned off. The service uses the DS's local-area wireless networking capabilities, which until now had been used just to facilitate head-to-head play by gamers near each other.

    Nintendo also said it was adding voice chat to the sci-fi action game Metroid Prime: Hunters. Players who join up for multiplayer battles over Nintendo's wireless Internet service will be able to talk to each other through the system's built-in microphone before and after games, but not during, said Reggie Fils-Aime, Nintendo of America Inc.'s executive vice president of sales and marketing. At least one game for rival Sony Corp.'s PlayStation Portable offers a more robust feature. Teammates in SOCOM: U.S. Navy SEALs Fireteam Bravo can talk to each other wirelessly during battles.

    Fils-Aime added that a slimmed down, all-white Nintendo DS Lite would go on sale in Japan next month. Handheld video games and hardware helped buoy the industry to record sales of $10.5 billion in 2005, according to the NPD Group research firm. Nintendo said it has sold about 4 million DS systems in North America since it was launched in late 2004. Another 4 million PlayStation Portables have been sold in North America since the unit went on sale last March, according to Sony. ...
    by Published on March 28th, 2006 10:36

    Source - Drunken Coders

    Xtreme posted this update to his guide:

    Whats new on 1.03:
    In this version, the below problems from version 1.02 have been fixed:

    1. The error code is now displayed when a shared setting error occurs.
    2. The problem that caused error 51303 to occur was fixed.
    3. The problem that occurred during Internet connection determination was fixed.
    4. Settings are now set to their default values when a shared setting error occurs.
    5. The following problem was fixed: if the shared settings fail when the WAN IP is
    192.168.0.x, the IP becomes 192.168.2.1 and the installation terminates.

    You don't have to modify your drivers if your dongle is listed here:

    27.03.2006 - Added Sweex LC100060 drivers, Download links fixed
    01.02.2006 - I updated the 7-Zip packages!

    More info --> http://forum.gbadev.org/viewtopic.php?p=64904#64904 ...
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