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  • wraggster

    by Published on May 26th, 2010 01:01

    News via http://www.psp-ita.com/?module=news&...6&view_reply=1

    The screen is always too strong or too weak a level and between each other? Lightpad is a handy plugin developed by XMB Mootjeuh that lets you change the brightness as desired using the analog (up to increase or down to decrease) to allow to adjust the brightness to every situation, exceeding 4 preset limits.

    Controls:
    Analog UP: Increase brightness
    Analog DOWN ': Decrease brightness ...
    by Published on May 26th, 2010 01:00

    News via http://www.psp-ita.com/?module=news&...4&view_reply=1

    Released the second beta version of ICheat, a convenient package that will install directly from the PSP the best tools available for cheating on the PSP, for our convenience.
    Among the packages available NitePR, DayPR, Italian cwcheat, MKULTRA and others. ...
    by Published on May 26th, 2010 00:57

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

    thermo_nono moved vrsione 0.3 of "KnightmareDS", an adaptation of the shoot em up released on MSX in 1986.

    Here are our loyal Knight Popolon back on our screens for our greatest happiness.

    Modifications compared to the original game: I first tried to make a port as faithful as possible to this game so I reproduced the map stage01 "pixel-perfect, the graphics are drawn from a image found on the web offering the solution of the game and reworked by myself on M $ Paint. music has also been recovered on the internet and converted into midi format. IT by the software 'OpenMTP' on the advice of blah. Regarding the scenar and gameplay, I relied on the Roma game and an emulator MSX and for this work I have been the least faithful to the original: - break the premium squares of first time. - Waves of monsters appear at different times than the original (though I try to respect the max scenar original).

    What remains to be done:

    * Code cleaning
    * Update of 'nil' missing output of prog
    * Trimmings speed, moving monsters, damage
    * Complete the managements of arms (the damage, but especially the movement of the boomerang)
    * Puts the monsters and the boss and he set an attack strategy
    * Add sounds 'SFX'
    * It still lacks some graphics and code snippets (exploding monsters, shields, fire)
    * Automate the sequence of stages. (Loading of maps, trajectories of monsters ..)
    * Porting of 2-8 courses (if it remains the VRAM available ^ ^)
    (...) * ...
    by Published on May 26th, 2010 00:54

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

    Fantasix offers version 0.65 of its RPG-coded lua, "The Black Mage Adventure. The project is still in its infancy, but you can discover the excellent work already done on it. ...
    by Published on May 26th, 2010 00:50

    via nmax

    Jeff lait has released a new version of Powder for consoles,PSP, GBA and Nintendo DS

    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.


    Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine.

    The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play.

    iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>


    Help menus are no longer off by one. (Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
    Remove potential crash when zapping wand of invisibility off map.
    Items are no longer revealed by hostiles searching.
    Status message "Searched" when you search to make it more clear you did something by searching.
    Correct lighting tests for giant mobs along with looser LOS requirements to see them.
    No longer crash if a rolling boulder kills the caster and then fills a hole.
    You can click-drag on display text to scroll it.
    Chris Lomaka's tiles have been updated with some nice new additional icons.
    Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
    The Akoi Meexx 10x10 and 12x12 tilesets are enabled in SDL builds. The 10x10 has had a round of manual smoothing applied to it.
    Status bar on iPhone now rotates and is hidden in landscape mode.
    iPhone now uses native keyboard controls.
    If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
    ...
    by Published on May 26th, 2010 00:50

    via nmax

    Jeff lait has released a new version of Powder for consoles,PSP, GBA and Nintendo DS

    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.


    Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine.

    The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play.

    iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>


    Help menus are no longer off by one. (Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
    Remove potential crash when zapping wand of invisibility off map.
    Items are no longer revealed by hostiles searching.
    Status message "Searched" when you search to make it more clear you did something by searching.
    Correct lighting tests for giant mobs along with looser LOS requirements to see them.
    No longer crash if a rolling boulder kills the caster and then fills a hole.
    You can click-drag on display text to scroll it.
    Chris Lomaka's tiles have been updated with some nice new additional icons.
    Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
    The Akoi Meexx 10x10 and 12x12 tilesets are enabled in SDL builds. The 10x10 has had a round of manual smoothing applied to it.
    Status bar on iPhone now rotates and is hidden in landscape mode.
    iPhone now uses native keyboard controls.
    If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
    ...
    by Published on May 26th, 2010 00:50

    via nmax

    Jeff lait has released a new version of Powder for consoles,PSP, GBA and Nintendo DS

    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.


    Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine.

    The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play.

    iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>


    Help menus are no longer off by one. (Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
    Remove potential crash when zapping wand of invisibility off map.
    Items are no longer revealed by hostiles searching.
    Status message "Searched" when you search to make it more clear you did something by searching.
    Correct lighting tests for giant mobs along with looser LOS requirements to see them.
    No longer crash if a rolling boulder kills the caster and then fills a hole.
    You can click-drag on display text to scroll it.
    Chris Lomaka's tiles have been updated with some nice new additional icons.
    Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
    The Akoi Meexx 10x10 and 12x12 tilesets are enabled in SDL builds. The 10x10 has had a round of manual smoothing applied to it.
    Status bar on iPhone now rotates and is hidden in landscape mode.
    iPhone now uses native keyboard controls.
    If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
    ...
    by Published on May 26th, 2010 00:46

    Ant512 has released a new version of Woopsi for the DS

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

    Woopsi version 0.99.1 has been released:

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

    This version fixes bugs in the slider and scrollbar gadgets.

    Fixes:
    - Rewrote SliderVertical and SliderHorizontal again to improve accuracy.
    - Removed jumpGrip() from all slider gagdets.
    - Added setValueWithBitshift() to all slider gadgets.
    - Added getMinimumStep() to SliderVertical and SliderHorizontal.
    - Removed getValuesPerPixel() from all slider gadgets. ...
    by Published on May 26th, 2010 00:45

    Lino has released a new version of his Facebook for DS App, heres whats new:

    New update for my homebrew, here's the changelog :


    Fixed bugs in ram disk management.
    Fixed a bug in cyassl library (login error -12).
    Added support for EZ 3in1 Plus. (Not tested, please report me suggestion and bugs)
    Added new friendships request capabilities.
    Added avatars in Notifications Feed.
    Added support for PNG images.
    Added support for GZIP connections.

    Please report me all bugs found. The code is located at http://code.google.com/p/fb4nds/ ...
    by Published on May 26th, 2010 00:43

    News/release from NEON725

    I began this project some time ago when I decided I wanted to play D&D in the car when I had access to nothing but some paperwork and my own imagination. Simply put, it is a dice roller that can roll a certain number of dice of varying sizes.

    I had intended this to be a total game manager, including quick combat functions, automatic skill rolling, saves, and etc., but I lost the source code. I don't know if I'll remake this, but for now, have the last good build that was on my card when the source was lost. ...
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