• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • wraggster

    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    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.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    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.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    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.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 12:04

    Jeff Lait has released a new version of Powder for Various Consoles

    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.

    You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.

    I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.


    Fireball and Cloudkill always explode at the end of their trajectory.
    When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
    Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
    You can wish for bones and corpses without them instantly dissolving. (Garron)
    You can no longer fetch items that have teleport fixed. (Eris Discordia)
    When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
    Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
    When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
    The floor of the kiwi room is now the proper floor tile.
    Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
    Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
    buildall.sh should work with --use-home-dir again. (garron)
    The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
    No experience for killing your pets.
    Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
    Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
    Cancelling your choice in the Wish menu no longer costs a turn.
    Fix potential crash when you are killed by splash damage from a thrown item. ...
    by Published on April 18th, 2010 11:55

    On this day in 1990, Nintendo announced its international campaign against software piracy, filing lawsuits in both the U.S. in Canada to stop the sale of counterfeit games for its Nintendo Entertainment System.

    Piracy had always been a thorn in Nintendo's side, and while it had gone after bootlegers in the past, it had never done so with such fury. Not only did Nintendo file a number of lawsuits on this day, it also very clearly announced its intention to further sue anyone else it caught importing, renting or selling the bootleg games.

    "What's happening here is an outrageous theft of Nintendo's valuable intellectual property rights," said Nintendo legend Howard Lincoln in a press release.

    "Crooks in the Far East have made verbatim copies of legitimate Nintendo video games and have packaged these counterfeits in multiple game cartridges," he continued. "We intend to protect the enormous investment made by this company and its authorized developers in creating popular Nintendo video games. We also want to protect our players for whom the word Nintendo means quality and value. To that end, we plan to sue video rental outlets, retailers, distributors and importers who deal in counterfeit Nintendo software. We will sue counterfeiters and their customers wherever they are located. We have committed and the necessary resources to do so."

    The most popular form of counterfeit cartridges were those that housed multiple games, usually from early in the system's life. Super Mario Bros. 3 was also a popular target for bootleggers, as there was a delay of well over one year in-between its introduction in Japan and release in the United States.

    "Nintendo is working closely with U.S. Customs inspectors at ports of entry around the country to ban the importation of these counterfeit cartridges and to seize and destroy any incoming shipments," said Lincoln. "We greatly appreciate the assistance and close cooperation Nintendo has received from U.S. Customs."

    Days earlier, a Taiwanese couple was famously arrested for immigrating bootleg NES games after a dramatic sting operation orchestrated by Nintendo and the U.S. Customs that involved the hidden cameras, microphones and $10,000 in marked money. But that's Another Day in History.

    http://www.1up.com/do/newsStory?cId=3178871 ...
    by Published on April 18th, 2010 11:44

    Flubba has released a new version of his PC-Engine/TurboGrafx16 emulator for the DS.

    heres whats new

    Fixed a bug that affected Blazing Lazers and timing of ADPCM which affected Sapphire.

    *Fixed CPU cycles per scanline (455, confirmed on hardware).
    *Fixed timing of scroll register writes.
    *Fixed Sprite DMA IRQ handling.
    *Fixed savestates a bit (should be compatible between versions now).
    *Fixed scaling after loading savestate.
    *Fixed caching of Bios.
    *Better timing of ADPCM playing (still no sound though).
    *Debug output now optional, also more info is written. ...
    by Published on April 18th, 2010 11:40

    News via http://www.gp32spain.com/

    New version of this text file viewer for GP2X Wiz.
    Change the font type and has 3 display modes: Text Viewer, Viewer and Bookmark directories.

    Not know the new features, since the readme is in Korean, though apparently now includes picture viewer and ability to play music while you read or see pictures, comics, etc.. ...
    by Published on April 18th, 2010 11:37

    News via http://retroactionmagazine.com/retro...print-archive/

    Issue 6 of MAXIMUM – the multiformat magazine edited by Richard Leadbetter – has been released over at Out-of-Print Archive and what a fine cover to go with a games packed issue. The release was scanned, edited and compiled by meppi, who also had the hard choice of picking four articles to accompany the magazine. The four online articles chosen are the MAXIMUM close-up: Panzer Dragoon Zwei (Saturn), interview with id Software on Quake (PC), the Sony Playstation Expo ‘96 feature and the D&D Shadows Over Mystara (Arcade) feature. All this and more can be found at the MAXIMUM 6 page at Out-of-Print Archive.

    http://www.outofprintarchive.com/cat...aximum006.html ...
    by Published on April 18th, 2010 11:35

    News from Zodttd;

    Hello all,

    I missed you! Yes, it really has been over four months since we last spoke. But I’m back and ready to go!

    So what have I been doing these past few months? Truthfully I’ve been trying to get outside more and enjoy the world. I spent nearly two years straight programming all day and night. It really ruined my social life. I took the time to find balance in my life. I didn’t post here for so long in hopes things calmed down. People were posting very nasty things, and I just couldn’t handle it at the time.

    No worries though, as I have been working hard, in spurts, on many projects for not only the iPhone & iPod Touch, but the iPad as well! I made sure to fund comex with an iPad so he could work on the iPad jailbreak. I also have been keeping close tabs on geohot’s work. The good news is, we’re just in a waiting state. The jailbreaks are prepped to go. So whether it’s 3.1.3 on the iPod Touch 3rd Gen, 3.2 on the iPad, or 4.0 on the iPhone…it’s prepped.

    This all has me very excited to bring my emulators on to the iPad. As you can see, I have released some videos of the iPhone versions of snes4iphone and n64iphone running on the iPad during the iPad’s release. They are available on my blip.tv video host here: http://zodttd.blip.tv. The WiiMote is already supported and tested to work on the jailbroken iPad as well! I’m working on iPad specific emulators that take advantage of the extra resolution to allow for better full screen controls that don’t get in the way of the action. I have friends such as westbaer ready to work on a general frontend/launcher for all my emulators. This can allow for easy updating of the user interface. I also want to add per game configurations.

    I also am working on a few iPad specific App Store titles. I released OpenTTD for iPad which was a huge success, making the top 20 iPad games! But OpenTTD’s team sent a pull request to Apple and it was taken down nearly instantly. I will be making a post to see if I can get some support in getting it back up. Stay tuned for that.

    In non-Apple related news, I have released Card Drop Deluxe on Intel’s AppUp store for netbooks. I am working on psx4pandora on the OpenPandora handheld. I might get a Nokia N900 to help support the port of my psx4all project’s port to that device. But most impressive of all is the 1300+ signatures received for me to support Android developments of VLC and some higher end emulators. It can be seen and supported here (http://www.petitiononline.com/ZodAndro) I’m working on getting a new Nexus One (as my previous one is on loan to a friend) so I can start developing on it.

    As for this site, I plan to keep things very simple here. I will blog, and maintain a wiki for my projects. I really want to keep things friendly without the need to moderate much. So please be kind to others.

    So I welcome you back with open arms and I’m glad to be back.

    Thanks,

    http://www.zodttd.com/wp/2010/04/in-the-shadows/ ...
    by Published on April 18th, 2010 11:27

    News via http://dingoonity.org/

    Alekmaul has updated his spout port

    Quote
    V3.0 : 17/04/2010
    + change to new dingoo_sdk (thanks flatmush and harteex ^^)
    so now, spoout can work with all a320 models !
    + add highscore management (5 scores saved in spoout.sav) ...
  • Search DCEmu

  • Advert 3