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  • DCEmu Featured News Articles

    by Published on December 15th, 2010 00:52

    News via http://www.gp32x.com/board/index.php...dpost&p=930219

    submitted by Rikku2000
    The Mana World
    - Beta Test
    Info:
    If you get some problems, please let me know.

    Keys:
    [Joy Up] - Arrow Up
    [Joy Left] - Arrow Left
    [Joy Donw] - Arrow Down
    [Joy Right] - Arrow Right
    [Help1] - Open Virtual Keyboard
    [Help2] - Switch Shift keys
    [Home] - Escape


    Download - http://u-ac.net/rikku2000/gamedev/da...-caanoo_r1.rar ...
    by Published on December 15th, 2010 00:50



    [ViDAR] was looking for a project to keep him occupied and settled on creating a VGA converter for his Game Boy. He had some difficulty finding pinouts for the LCD and CPU but working with what was known, and an oscilloscope, he found the necessary signal. Tap into just a few lines using those thin blue wires; Vsync, Hsync, clock, and two data pins. From there a development board with an Altera Cyclone II field-programmable gate array takes care of the heavy lifting. The board already has hardware for a VGA connection so it was just a matter of processing the incoming signals into the VGA standard. His demo video is embedded after the page break.

    Want a dedicated solution? Check out this Game Boy video adapter inside a VHS cassette.

    http://hackaday.com/2010/12/12/game-...using-an-fpga/ ...
    by Published on December 15th, 2010 00:47

    In honor of the 25th anniversary of Super Mario Bros., and the release of Super Mario All-Stars: Limited Edition, Satoru Iwata has gathered up more members of the Mario team for another round of questioning. The developers probed include Katsuya Eguchi, who joined the team in 1986, and Super Mario Galaxy director Yoshiaki Koizumi, who didn't join until 1991.

    As always, Iwata proves an expert interrogator, drawing neat information out of his employees. For example, New Super Mario Bros. on DS was originally conceived as a fifth game in the GBA's Super Mario Advance series. "After we released Super Mario Advance 4: Super Mario Bros. 3," says Hiroyuki Kimura, "people were asking if a '5' in the series would be released. That's right when the Nintendo DS system came out, which was perfect timing, so I thought if we're gonna make it, it should be a new title."

    Additionally, Koizumi describes the experience of working with Miyamoto on Super Mario 64, which Miyamoto directed himself. While Koizumi expected written instructions, instead he got, well ... "it was just Miyamoto-san and me in the office, and he starts showing me how Mario is supposed to swim while saying, 'It's not really a breast stroke, and not a crawl, but something like this maybe...?' And he was completely sprawled out on the desk doing these swimming motions." This is the part where you laugh, perhaps nervously.

    http://www.joystiq.com/2010/12/13/iw...ut-the-series/ ...
    by Published on December 15th, 2010 00:42

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2376

    Team-ACiD1C released a new version of its custom firmware, a modified XMB adding among other debug functions.

    This new version has been possible partly through the publication of Mount Alejandro.

    Features :

    - To launch from a USB key (Firmware Loader) or directly from the flash on your PS3 (Mount Alejandro)
    - Works on PS3 3.41
    - New category Haxx next Game
    - Check option for all games, and PS3saves gamedata (dimmed, not working yet)
    - Quick sign in Haxx Up
    - Preview Titlestore in Haxx
    - Preview Titlestore (in game) in Haxx
    - Install Packages in Haxx
    - App / home in Game and Haxx
    - Performance Bar
    - No memory limit
    - Quick preview
    - Clear Cache
    - User Information for game data (gamedata)
    - Various changes to the icons and text - POC
    - SaveData Ps1 / 2 mode showed JB
    - Custom firmware version in system info
    - Cosmetic changes

    Using a custom firmware is a dangerous operation for your console. We advise you to take precautions before making any changes to your dev_flash particular. ...
    by Published on December 15th, 2010 00:38

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2374

    The developer of the emulator anonymous PS3Sx recurrence by wearing this time Sega Megadrive emulator Genesis GX (EkeEke) on the PS3.

    Features :

    - 2 players
    - Support for Roma
    - Support Zip
    - Emulation for virtua racing please & Co

    To do:

    - Fix the problem causing her a slight glitch like a buffer its a bit too long?
    - Correct management of backups, although already functional, crashes with certain games. This is disabled for the moment.

    Install all the files. / Genplus. / Genplus / Roma /. Genplus / bios /. Genplus / state. / Genplus / sram dev_usb000 the root, ie, 1 USB port on your right. ...
    by Published on December 15th, 2010 00:35

    News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9422

    The Cyclops team, which announced the arrival of a new linker there is a little over a month, is back with new details on their youngest, but not least.

    They announce that indeed it would be able to run in native mode DSi, which would make the first real DS linker (other backward compatibility mode using the DS).

    This opens the door to a new generation of homebrew (and later to commercial games) that could benefit from additional capacity of the DSi: camera, SD card, more power (ram, processor). A free copy will be distributed to the same legitimate homebrew developers who request them.

    Quote:
    As promised, the Cyclops team is proud to announce a revolutionary new feature to its next linker, available soon. The competition that currently does to run the linkers in DS mode, depriving them of features unique to the DSi: camera, wifi improved, additional RAM, processor speed greater, DSP, etc..
    IEVO the linker will be the first market to enable these features, initially for the homebrew, and later for commercial games. It will be possible to take advantage of multiple ways, and we are sure that the homebrew scene will be pleased to support these features.

    The Cyclops team will be happy to provide free, homebrew developers to legitimate copies of their linker to assist development. Please send an email to "[email protected]" for more information.


    A new era seems well and truly on, much to the delight of fans of homebrew. ...
    by Published on December 15th, 2010 00:28

    Updated Release from Gogy



    First let me ask you one question:
    Who amongs you don't know 'lode runner' this wonderful game form the 80's

    Well if there are some who don't, that's a shame... no i'm kidding

    I have finished a new update for Lord Runner:

    "-150 levels included
    -new graphics
    -AI has been improved
    -more parameters to change (volume, graphism, ...)
    -a lot of little bugs have been corrected
    -new menu

    Or else you have this direct link:
    http://www.archive-host.com/count-636218-LordRunner.zip ...
    by Published on December 15th, 2010 00:10

    News via http://retroactionmagazine.com/retro...aniac-issue-2/

    We joyfully praised the launch of RetroManiac issue 1 a few months back and the team have now published issue 2. So, how does this issue fare? Well, the production qualities haven’t changed, which is good, as they are truly excelent. The team clearly have a designer who knows how to produce a finely balanced editorial/image production, taking advantage of the digital functions of the format, including superb use of anchor links on the contents page.

    The cover feature, Sonic 4 Episode 1, is given the headline slot in the reviews section, where it was also nice to see some homebrew games featured as well. We’re still not sure about a couple of the Retro Gamer style regular articles – you know, the two-page spread screenshot with a squashed editorial to one side. And come on guys… a Spanish publication using a Sega Genesis cover art image of Sonic the Hedehog? However, we forgive you, because this is a quality piece of work, definitely the best ezine currently publishing, but pretty please produce an English translated version.

    http://retromaniacmagazine.blogspot....-numero-2.html ...
    by Published on December 15th, 2010 00:08

    News via http://www.romhacking.net/forum/inde...pic,11889.html

    It is getting quite chilly in some parts of the world! The holiday season is just under foot, and what better way to celebrate than with a Christmas/winter themed hack!

    Toadette’s Christmas Adventure is a short easy hack based on Super Mario Bros ready for your enjoyment!

    Tired of graphics ripped from other games? Tired of the same standard Mario enemies showing up again and again? Well, no worries! Everything* is drawn from scratch to help bring new life into the environment!

    With music from the Mother series, it is a present play from start to finish! Enjoy the excuse plot of your brother being captured! Stomp Sporin, kick Harballs, and stop Fungrowth!

    Romhacking is not only about the game, it is about fun. This hack should bring a smile and a laugh. So enjoy, and Happy Holidays to all! ...
    by Published on December 15th, 2010 00:06

    To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
    Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
    Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
    Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
    Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
    Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
    Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
    For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.

    Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS and Now Apple Iphone

    Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.

    My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.

    Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.

    When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.


    The delete key should work on Macs. (Konstantin Stupnik)
    Typos in the animate forest description fixed. (Paul Nguyen, Kender)
    You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
    Items that fall in a hole will not be revealed up on the next level's map. (Kender)
    Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
    No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
    The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
    Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
    Giant Spiders have defences better fitting their explevel. (Mental Mouse)
    The earth hammer is now made from stone as you'd expect. (Kender)
    The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
    Typo fixed in Golden Tridude description. (Mental Mouse)
    Clarify cave troll description. (Metnal Mouse)
    s/byte/sting/ for scorpion description. (Mental Mouse)
    Clarify butcher skill description. (Mental Mouse)
    Water elementals no longer leave corpse.
    Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
    Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
    Vampire bats will no longer chase players which they aren't interested in. (Kender)
    Option to email character dumps on the iPhone to get them out of the black box.
    Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
    Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone. ...

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