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  • wraggster

    by Published on July 18th, 2010 22:25

    News/release from mjsdude

    Well since this is such an old project I feel that I wil not continue it and add things that I expected. I will finally just call it finished. I guess this holds the record for longest time spent on a dsgm game lol. Anyway's here it is.
    Oh Also this only has black unless you select colors with the GH pad.
    You hold the colors down while drawing.
    Select Clears the Screen
    Yellow Held Down is Random Colors.
    1 major thing I learned from this project is dont plan to big.
    Most of you probably weren;t even here when it started. lol ...
    by Published on July 18th, 2010 22:16

    News/release from padnoter

    Hi,

    Attached is my first DS app. It's a file manager for managing homebrew files on your DS card. It's most useful feature is that it allows you to transfer files from your PC to your DS card via your home wifi (thanks to Pete Lockwood for help on this bit) - this was the main reason I developed it - I got fed up unplugging microSD cards all the time
    .
    You can navigate folders/rename/delete/move files/create directories etc.
    Via nifi you can send files from one DS to another.

    There are some config options to setup when you run it, to set;
    root dir (hopefully will allow other DS type cards to use this - I use R4s)
    PC ip address (for PC->DS comms)
    Wifi AP (default wifi access point)

    There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for FileManager article)

    To use the PC->DS wifi transfer you will need the files in the 2nd attachment (PCwififiles.zip), this include executables for the PC along with C/C++ source if you want to compile yourselves. The files named copy2nds.* are for ubuntu, the send_to_ds*/main.cpp is the windows version. For windows you drag a file onto the .exe to run the PC side. For ubuntu use the shell script which will send the .nds file from the current directory (you will need to edit the dir named in the .sh for where you place the .exe file)

    It will run under the no$gba emulator - but wifi/file functions won't work, so not v. useful, apart from viewing the screen.

    Hope it's useful to someone.

    Cheers
    pn ...
    by Published on July 18th, 2010 22:00

    News/release from hoitjuh55

    Hello everybody,

    Last month I made a new DS program. It's called RouteBoards.
    It will show you exit/intersection boards that are on a route you made yourself!

    Usage:
    1. Make your own boards and routes on your PC (Windows only).
    First you have to make boards with RouteBoardsDB and put them in correct order (with a direction) with RouteBoards Editor.
    RouteBoards Editor will generate the routes and a file calles Routes.sav (output dir is db/).
    2. Upload the boards and routes to your flashcard.
    Second you have to upload the boards and routes in a specific directory on your flashcard.
    Routes (.rbr) and Routes.sav: FAT:/RouteBoards/route/
    Boards (.dbe): FAT:/RouteBoards/db/
    3. Open the routes on your DS.
    Start RouteBoards on your DS and select a route. Now you can scroll through the boards!

    In RouteBoards you can also set the brightness and the background (one for day and one for night).
    In the package (.zip) are two example routes.

    Suggestions are welcome.

    - hoitjuh55 ...
    by Published on July 18th, 2010 21:56

    Pate has released a new version of his Dos Emulator for the Nintendo DS, heres todays news:

    This is mostly a fix version after the somewhat buggy version 0.20. This version includes the finished AdLib emulation, and I fixed the problem introduced in 0.20 with the Direct SB mode where the start of the BIOS F000 segment was overwritten with corrupt data. This version also has a lot more of the opcodes refactored to use the new more robust memory handling, which also means that this version will run slower than the previous version. Norton SysInfo tells that this version runs at 9.9 times original PC, while the version before any of these internal changes ran at 11.5 times original PC. I am still not even half way done with the internal refactoring, so the next version might still be slower, until I get all the refactoring done and can again start optimizing things.

    I spent about half my time working on the internal refactoring, and the other half with debugging and testing programs that behaved badly in the previous version. Here is a list of the specific programs I tested and the changes they required, where applicable.

    Adventures of Robin Hood needed a better Stack Pointer handling.
    Silpheed needed refactored string opcodes, which are now mostly done. The common REP MOVS and REP STOS variants now use the new improved memory access handling, while the less common REP SCAS and REP CMPS, and the really rare REP INS and REP OUTS still use the old method. I also fixed a problem in the internal debugger and a rather nasty bug in the port input emulation that could crash DSx86 completely, both of which happened with Silpheed. It should now run pretty much perfectly, including the complete intro.
    SimAnt also needed the refactored string opcodes, but this time for EMS memory handling. I have only played the tutorial game for a little while, but it runs at least that far without problems.
    Catacomb gave an "Unsupported INT" call whenever a key was pressed. This was caused by it calling the original BIOS INT9 handler without pushing the flags, so when the INT9 call returned it popped flags from a location in stack that could contain whatever data. The data it popped happened to contain 1 in the bit that went into the CPU Trap Flag. So, the next opcode caused a CPU single step trap, which then caused an unsupported INT call when there was no handler for the single step interrupt. I fixed this problem by turning the Trap Flag back off and ignoring the Single Step interrupt when no handler is present.
    Castle Master had stopped working in version 0.15. This was due to my improved Vertical Blank handling. I am still not quite sure why my swapping the Vertical Blank bit hanged Castle Master, but in any case I adjusted the Vertical Blank bit reporting once more. Now it reports Vertical Blank during DS hardware screen scanlines 128..191 (just before the real vertical blank interval). This seemed to still keep the horizontal smooth scrolling in Supaplex, but also allowed Castle Master to run. This fix should also help with the slow palette animation in History Line, and possibly other games.
    F29 Retaliator needed quite a few JPE and JPO opcode hacks. It used those opcodes (which are not natively supported by DSx86, so I need to add game-specific code for each game that uses those opcodes) in several locations in the code, so I am still not sure I found and added them all. The game does get in-game fine now, though. Please send me debug logs if you get this game to drop into a debugger with "Unsupported opcode".
    Operation Wolf had an unsupported EGA opcode in the demo game. I refactored this opcode to use the new memory handling, and the demo game seemed to perform fine. I couldn't figure out how to start the actual game, though, so I'm not sure if this game works properly yet.
    Super Solvers: Challenge of the Ancient Empires! also had a problem with it needing a JPO opcode. I added support for this opcode at the start of the "India & China" part of the game, but haven't tested whether the problems in other parts were fixed by this also. Please send me a debug log if you still get opcode errors in this game.
    Windows 3.0. This is perhaps the biggest new application that runs in this version. I had seen a YouTube video of someone testing Windows 3.0 on DSx86, and it seemed to report that "DOS version 3.1 or newer is required", which did not make much sense when DSx86 reports DOS 5.00 by default. So, I decided to install my old Windows 3.00a floppy disks in DOSBox and see what is going on with it in DSx86. Here is a list of the things I needed to fix to make Windows 3.0 run.
    After Windows queried the DOS version (5.00) it proceeded to scan the low memory for a string "CON". When found, it looked for the three next occurences of this string in memory, and reported "Incorrect DOS version" if all three of these occurences were not at equal distance from each other. A rather peculiar check for a DOS version... Anyways, it found the text "CON" in the System File Table in DSx86, for stdin
    ...
    by Published on July 18th, 2010 21:52

    News/release from a2h

    ColumnsDS is a recreation of the Columns game from ages ago. It's still an alpha though, so it's incomplete and there'll probably be bugs. Although it doesn't look like it was designed in Paint in two seconds, mind you. Oh, how to play, you ask? It's pretty simple, just match up 3 gems either horizontally, vertically or diagonally. ...
    by Published on July 18th, 2010 21:49

    News/release from padnoter

    Hi,

    Attached is (playable) beta of a game called "IT".
    Yes it's based on the kids' game of IT or Tag. But rather than DS generated opponents, this game is multi-player - so it needs to be loaded on to mulitple DSs... they will all connect with each other and then you can play the game against real opponents.

    Use the keypad arrows to move around. Apart from just tagging the other player (the IT player is shown as on fire), you can also collect treasure for points.

    I've tested on 3 DS all playing together. It can be played on a single DS, but there will be no one else to tag.... just treasure to collect & the map to explore.

    It's still in "beta" but playable. The nifi works well (thanks to Pete Lockwood for showing me originally how to do this). Debug mode can still be enabled (press A) - which will give you all sorts of info on the top screen (X to rotate thru'). Press A again to disable it.

    There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for "IT the game" article)

    It will run under the no$gba emulator - but wifi functions won't work, so single player only.

    Enjoy.

    Cheers
    pn
    ...
    by Published on July 18th, 2010 21:42

    If the above picture is to be believed, it looks like Microsoft's Zune Pass is gearing up to make its UK debut. An across-the-pond tipster via LiveSide apparently stumbled upon (and was able to successfully score the 14-day trial) a Subscription page with pricing tiers. In addition to the tryout period, there were also options for a £8.99 (about $13.74) one-month pass and £26.97 / $41.23 for three. Further details are just barely hinted at in the sidebar, but if it's anything like the US progenitor, we're looking at an all-you-can download music service and ten DRM-free MP3s each month, playable on Windows, Xbox 360 (soon), Zune devices (still not available outside US), and Windows Phone 7. We know Microsoft is planning to move its "challenging" music service into every country its phones will venture, but that little tidbit doesn't absolve this image of scrutiny. Try as we might, our UK editors are unable to find this screen anywhere. According to the original tipster, even though he has access to the trial, he still can't use it. We'll keep digging and will let you know what we find.

    http://www.engadget.com/2010/07/18/z...teased-priced/ ...
    by Published on July 18th, 2010 20:15

    WiiMC 1.0.5 released by Tantric and rodries.

    WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui

    Features
    Attractive libwiigui-based interface, designed with the Wii in mind
    Most essential difference from MPlayer CE and the like: completely GUI based, fiddling .conf files should never be necessary (except for on-line media)
    Picture viewer
    Music player
    On-line media support
    FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
    Network playback via SMB, HTTP, and FTP
    Multi-language support: Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish

    Changelog
    1.0.5 - July 14, 2010
    Synced to MPlayer r31641
    Added volume control in Music area
    Added option to hide DVD functionality from the UI
    UTF-8 SMB support
    Ability to use both USB ports (requires updated IOS 202 – WARNING: older versions of IOS 202 are NO LONGER supported)
    Increase max SMB shares to 9
    Fixed sleep timer
    Added “Now Playing” to screensaver
    Disable screensaver while slideshow is active
    Increased video auto-play limit from 20 to 50
    MMS support (thanks denper!)
    Improved online stream display (thanks gazstone!)
    New SHOUTcast support (WARNING: updating will overwrite your onlinemedia.xml to install new links – backup your old links if necessary)
    Audio language setting
    Jump to and highlight folder when going up one level
    Highlight file when returning to menu
    Save settings when power button is used
    Added option to use static folder locations
    Display parent directory beside Up One Level
    Improved restore points behavior
    Other miscellaneous improvements/corrections
    Language updates

    http://wiibrew.org/wiki/WiiMC ...
    by Published on July 18th, 2010 20:14

    Castles of Dr. Creep released by segra

    Castles of Dr. Creep is a 1984 Commodore 64 game written by Ed Hobbs and published by Broderbund Software.

    This project is an open source rewrite, allowing you to play the game using an image (D64) of the original disk.

    Presently it can compile and play on both Windows, Nintendo Wii, and Linux (Ubuntu specifically has been tested).

    SVN-270 Windows and Nintendo Wii Packages are now available for download

    Wii WAD/Dol Version now available! (sound is buggy)
    Options Menu is now implemented
    Level selection is now done via the options menu, by pressing F1 during the intro (this does however limit the number of castles accessible)

    Wii Instructions:

    Depending on how you intend to launch the game, you need to Download atleast 'wii_SD_drcreep-270.zip'.

    If you want to install it as a channel, you will also require 'Castles of Dr. Creep - REEP.wad'

    wii_SD_drcreep is extracted to your SD Card (you also need to copy the D64 into the data folder, same as the other versions).

    Download Here ...
    by Published on July 18th, 2010 20:12

    Yahtzwii 3.1 released by chris

    It's Yahtzee for the Wii

    Changelog
    v3.1 14/07/2010
    Added Spanish language support.
    Fixed bug with undoing Bonus Yahtzees in Triple Yahtzee. (thanks Ricky de Jong)
    Fixed error in displaying Triple Yahtzee highscores.

    http://wiibrew.org/wiki/Yahtzwii ...
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