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  • wraggster

    by Published on August 23rd, 2010 20:12

    News via http://www.nintendomax.com/portal.php

    radiodee1 updated to version 0.3 its platform game for the Nintendo DS retro , Awesomeguy

    http://android-awesomeguy.blogspot.com/ ...
    by Published on August 23rd, 2010 20:11

    News via http://www.nintendomax.com/portal.php

    Pencil offers version 1.7 of its utility Muti -Spot "WiiBuilder" allowing developers to convert jpeg , png, gif, bmp , xml , bmf , MP3, MOD, etc ... in header ( .c / .h ) compatible with their project. But also send your. fraud directly to the Wii via WiFi, etc. ...

    Changelog
    [ edit] Version 1.7

    * No Reload IOS Arguments and added to the Homebrew section
    * The default font size is 18 and the default start position IS 32

    http://wiibrew.org/wiki/WiiBuilder ...
    by Published on August 23rd, 2010 20:10

    News/release from Thatotherdev



    Its always nice to go start something new, simple and a little bit weird to remind yourself why developing things is fun.

    Hypno Blast is basically an on rails shooter but admittedly that was an afterthought. The visuals came first and what minimal gameplay there is was added to try and justify the little demos existence. Right now you just click on the purple circles to make them disappear but later I’ll add a scoring system along with a lose (and possibly a win) scenario. ...
    by Published on August 23rd, 2010 20:06

    News via http://thatotherdev.wordpress.com/20...n-development/



    I’m working with Ezekiel Rage on a Castlevania style game called The Prophecy. I’m programing and they’re doing everything else.

    You can check out their blog post for some more details.

    I’ll post more about it as it get closer to completion.

    http://go2.wordpress.com/?id=725X134...%2Fpage%2F2%2F ...
    by Published on August 23rd, 2010 20:05

    News/release from Thatotherdev

    Here is an update to something that I’m not particularly sure anyone ever cared for. Its a toy and not a game.

    I added “multiplayer” support so you can now use 4 wiimotes at a time. I added background music (White Cube Art Noise by essesq). Increased the number of gliders to 1000. Made them bounce when they hit the borders. I even improved performance.

    http://thatotherdev.wordpress.com/20...avity-glide-2/ ...
    by Published on August 23rd, 2010 19:58

    News/release from Jayenkai

    It's been a long while since I last posted a DS game.
    I keep meaning to do stuff, but AGameAWeek's been taking up a whole bucketload of my time.
    Still, this one's a quicky, and since I already had all the assets ready to go, I was able to clump it together in next to no time.

    The Gameplay

    Cardagain is a simple puzzler, but one that gets inexplicably harder as you go.

    Four cards appear on the table, each with one of two symbols.
    You have to remember where each one is, and then they're all flipped over.
    Two cards are flipped back, one of each pair, and you then have to flip over the other two in the same order.

    As the game progresses, the cards are shuffled around, and more cards are added, leading to a tougher game, as you try to memorise mountains of info all together.

    The Youtube video can explain it better. (..yes, it's also on iPhings)



    You can download Cardagain for DS here!


    The reasonings for it's "Slapped together" appearance

    I'm not sure if folk'll play it, since nobody seems to be playing it in any other format , so I haven't spent a lot of time on it.
    But I love the game, so I figured I'd let you try it.

    This edition is the absolute basics that are needed to play the game.

    If anyone does find themselves playing it, let me know, and I'll start putting together a bigger/better edition.

    At the moment, there's just a big-ass logo/rulesheet on the top screen, and the whole game takes place on the bottom one.

    If I ever do bother to update, I'll switch that out for a highscore table, add in saved scores, and then throw in some of the other card decks and things.
    As it stands, it'll do, because all signs point to the fact that nobody'll play it!

    Prove me wrong!!

    The Download

    Grab it here, slap it on your DS Cart, and play away!

    Let me know if you think I should build it up a bit.

    Ta muchly!

    http://forum.gbadev.org/viewtopic.php?t=17368 ...
    by Published on August 23rd, 2010 19:56

    Ant512 has posted a new release of Woopsi for the Nintendo DS:

    Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.

    Woopsi 0.99.3 is now available:

    http://www.sourceforge.net/projects/woopsi

    This release fixes a number of bugs. Some of the code has been tidied up. The only change that could have an impact on user code is the removal of drawHorizLine(), drawVertLine(), drawCircle() and drawFilledCircle() from the GraphicsPort class. The drawLine(), drawEllipse() and drawFilledEllipse() methods will now automatically call the optimised form if it is available.

    Fixes:
    - WoopsiString::compareTo() no longer inlined (fixes SF bug 3017420).
    - Moved unused FixedWidthFontBase class into extras directory.
    - Moved putSDLPixel() and getSDLPixel() into FrameBuffer class from woopsifuncs files.
    - Added copy() to all bitmap classes.
    - Replaced call to woopsiDmaCopy() in Graphics::copy() with call to copy() method of bitmap class.
    - Graphics::drawEllipse() automatically calls drawCircle() if both radii are equal.
    - Graphics::drawFilledEllipse() automatically calls drawFilledCircle() if both radii are the same.
    - Graphics::drawCircle() and drawFilledCircle() are protected.
    - Graphics::drawLine() automatically calls drawVertLine() or drawHorizLine() if lines can be optimised.
    - Graphics::drawVertLine() and drawHorizLine() are protected.
    - Removed GraphicsPort::drawCircle(), drawFilledCircle(), drawHorizLine() and drawVertLine().
    - Fixed TinyFont (broken in last release).
    - Moved woopsiRGB() macro from woopsifuncs.h to graphics.h.
    - Moved woopsiDmaFill() and woopsiDmaCopy() into new dmafuncs files.
    - PackedFont1 clips correctly.
    - Gadget collision detection uses routines in Rect class.
    - All GraphicsPort routines use Rect class.
    - Rect::hasDimensions() returns false for negative sizes.
    - Rect::getIntersect() and getAddition() work correctly for negative sizes.
    - Removed Rect::fromDimensions().
    - Rect::fromCoordinates returns a rect rather than a pointer to a rect.
    - Tidied up SDL pad updating in woopsifuncs.c.
    - Removed woopsiLidClosed() from woopsifuncs.c.
    - Added dmafuncs.h to woopsiheaders.h.

    New Features:
    - Added Rect::contains().
    - Added Rect::copyTo().

    http://forum.gbadev.org/viewtopic.ph...16fad0a4d5e5d3 ...
    by Published on August 23rd, 2010 19:54

    Pate has posted more WIP news of his Dos Emulator for the DS

    I got my free DSTwo flash cart last Monday, so I have been working on DS2x86 ever since. It took me all of Monday evening to get the DS2x86 framework (tester routine calling the MIPS ASM CPU emulation code, and it returning properly back to the tester routine) to run without crashing, so on Tuesday evening I was able to start working on the actual CPU opcode emulation with MIPS ASM language. I am actually using a strict TDD (Test Driven Development) coding technique when working on DS2x86. With DSx86 I usually coded something, then tested it with some test games, and only if that failed I coded more thorough tests. With DS2x86 I implement the test routines (or improve the old tests I used in DSx86) first, and only then start coding the actual opcode handlers. I do this because the MIPS ASM language is very unfamiliar to me, and also because I am now using the Lazy Flags approach, so I can no longer use the ARM CPU to calculate the correct x86 CPU flags for me.

    By Saturday morning I had implemented the first four opcodes 0x00..0x03 (the various ADD opcode versions). Each of these actually have 256 different modrm bytes for all the different memory address modes, and as there are 6 different segment override possibilities, plus the case with no segment override, each of these opcodes actually has 7*256 different cases. My test routine runs each of these cases with random input values, and tests for correct results and correct emulated CPU flags state after the run. So in fact I had over 7000 different cases, including their unit tests, coded and tested by Saturday morning. Pretty good progress I think, considering I was only able to work on it for a few hours every evening.


    The images above are screen captures from the default SDK console, using a screen capture code by BassAceGold, another SDK tester (thanks for the code!). The first one is from Saturday morning, with the first four opcodes working and opcode 0x04 stopping with an invalid result (0x59+0x1C=0x1C). The second one is the current (Sunday midday) situation. I have skipped opcode 0x0F, as it contains a lot of different 386 opcodes, and also the 386-versions of the already coded opcodes are mostly missing. The Lazy Flags handling does not yet calculate correct Overflow flag for SUB/SBB opcodes, so that too still needs work. I have the 386-specific FS and GS segment registers already supported, and also the immediate 32-bit versions like ADD EAX,0x1234567 are already coded and tested. But since my first priority is to get Norton Sysinfo running, I can leave supporting most of the actual 386-opcodes for later.

    I think the font used by the SDK is not the best possible, especially the small letter g is pretty unclear, but this is certainly good enough for debug printing. The MIPS cpu is set to run at 120MHz by default (I believe that is the lowest speed it can run), which is fine while coding the tester program. There is an API call in the SDK to change the CPU speed, up to 396MHz I believe, so I am thinking of adding a configuration option to DS2x86 where the user can choose the CPU clock speed. Running at higher speeds will probably drain the battery pretty fast, so always running at the highest speed is not a good idea.

    Anyways, I am already at opcode 0x27 DAA. This is one of the weird BCD (Binary Coded Decimal) opcodes that use the Adjust Flag (which is not properly supported in DSx86). Now with DS2x86 I can support the Adjust Flag properly, so I can finally code the DAA opcode so that it will always give correct results. Even though this opcode is very rarely used, it will be good to have it working correctly. :-)

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on August 23rd, 2010 19:52

    Pate has posted a new release of his excellent Dos Emulator for the DS,heres whats new etc:

    This version has only minor fixes, as I have been busy with other things (work-related stuff and the SuperCard DSTwo version of DSx86). The changes in this version are the following:

    Maupiti Island memory allocation problem (as mentioned in the previous blog post) has been fixed.
    Support for tweaked 640x400 EGA mode added (used in Mahjong Fantasia, for example).
    Fixed the hang in Bart vs. the Space Mutants. The hang was caused by two timer interrupts happening immediately after each other. This should not normally happen, but as DSx86 uses the host machine timer IRQ to drive the emulated PC timer IRQ, it is possible for a timer IRQs to happen during screen blitting, which in turn might have interrupted the handling of the previous timer IRQ. I adjusted the timer IRQ handling so that timer IRQs that happen during screen blitting are ignored.
    Fixed the Space Hulk "Error in MIDI code!" problem that was introduced in 0.22 (caused by the new AdLib Timer 2 handling for B.A.T. 2). I improved the AdLib timer handling so that both B.A.T. 2 and Space Hulk are happy.
    Fixed the unsupported INT call at the start of Fire & Ice (it tries to load custom EGA fonts, which is not yet supported).
    Added some missing graphics opcodes, based on the error logs I have received.

    I also spent several hours tracing the null pointer jump problem in the Superhero Legend of Hoboken game, but could not fix it yet. I found out that the problem is caused by a routine overwriting data in the stack, so that the routine then returns to address 0000:0000. This same routine is used without problems hundreds of times before it fails, so tracing the actual reason for the failure is pretty difficult and time-consuming.


    Not a lot of changes, and as I am moving my focus from DSx86 to the new SuperCard DSTwo version, at least for the time being, it is possible that DSx86 itself will progress very slowly for a while. I will possibly increase the two-week release cycle, especially if I have not had time to do any worthwhile improvements.

    DS2x86 progress
    I have not yet received the free DSTwo card that SuperCard has sent me, so I have not been able to fully start coding for it yet. I have been learning MIPS assembly language and have started converting some of the ASM macros I have used in DSx86 to MIPS ASM for DS2x86, though. I am using mostly the same ideas that I have used in DSx86, but will include 386/486 opcodes from the start, and will switch from using the CPU flags directly to a Lazy Flags-type approach. MIPS has so many general purpose registers that I believe I can fit the lazy flags into registers, which should make the code run reasonably fast. Not as fast as the ARM version, obviously, but on the other hand the MIPS processor has quite a bit higher clock speed.

    I hope the DSTwo card arrives next week!

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on August 23rd, 2010 19:50

    News/release from Equipted

    Here it is Jet fighter final lol hope you guys like it first levels pretty easy second stage you need a lil more stratergy last stage pretty easy but im done with this game and wanna try something new

    http://dsgamemaker.com/forum/viewtopic.php?f=28&t=5474 ...
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