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  • wraggster

    by Published on January 23rd, 2010 01:37

    News/release from Baro:

    Hello you guys! I don't know if you remember this from the old board. It's Tanuki Tail, a Legend of Zelda style game I'm developing. The thing is still in progress and there's still a lot of things to do in the engine until I start making the actual levels of the game, because engine goes before content.
    If you saw it in the old board, maybe you won't notice too much progress, but that's because I've been busy with college stuff, and also spent some time making the script compiler as a tool I will use for multiple things in the game.

    But let's get into the stuff. As I already said, the game will be on the style of the zelda games (console versions, think of Minish cap and earlier), but instead of items you'll transformate yourself to gain a set of abilities (for example, transformate into a bird to be able to fly for a while, but also be smaller so you can sneak in small places, and that sort of things). The engine of the game is being designed so each transformation changes almost all your attributes: size, speed, jump, accelleration... Also, in the actual game, you will be able to select your next transformation by drawing in the bottom screen.

    Right now I've done the basics, the collision system (perfectioned two or three times... I keep finding mistakes that take me days to fix from time to time), map loading (partially. I load maps divided in blocks of tiles, with collisions and block data separately), the basis of the script system and movement of characters, including things like pushing eachother and stuff. They don't attack yet though.

    Although the game is in 2D, I'm making the maps having different heights for each block, having slopes, etc. This and treating the objects as cilinders give the game a slight idea of a rudimentary, theoretical 3D world.
    I think the result of the engine can be very interesting. If everything goes well, I'll probably maybe perhaps likely release it as open source so it can serve as basis to other games.


    HOW TO USE THE ENGINE DEMO
    THAT IS ATTACHED TO THIS POST IF THE UPLOAD WENT ALRIGHT

    Don't pay attention to ugly green things and ugly world map. Those are placeholders.
    Untested on hardware. Works on No$GBA
    Pad to move, A to jump. X and Y to change into an ugly test thing or go back to the cap dude. R to run a script I've put into the game (just a message).
    You won't transformate if there's no room for your transformed shape. The green thing is taller and wider.
    On the east part of the map (move right) there's something that looks like a +. They're slopes, you can walk into them while you're the dude. The green things can't climb them (this is done in purpose, there's a parameter that sets the maximum height a character can climb).
    Check corners and inclinated walls. The engine turns away making movements smooth and avoiding getting stuck when running into those kind of walls, and other characters
    The yellow thing at the bottom part of the map represents a building. Now, this will be very weird to explain because you don't see its volume, just the ground below it, but I'll try: you can enter through the dithered block in the south part in the building, and then there's a two floor staircase (slopes are those 4x4 blocks with 4 different colors in them). On the bottom screen you may see a clock, and a number that represents your height (sometimes they disappear), so when you climb the first slope (as the dude, the green thing can't even get in) you'll see your height increasing, as well as the position of the sprite.
    The staircase goes up clockwise, twice around the center pillar (in yellow), then you can walk on the roof (height 88).
    I hope you get this because heights, slopes, multiple slopes in a single block, parts of the block being collisions and others not, and all these things that make my blocks a quite easily customizable (for me as designer) volume are a very interesting part of the project.
    Once again, press R to run a script that shows a message. The font (PAlib's original) is a placeholder that will be replaced by a better looking, taller, non-monospace font in the future.
    Once again, take in account that subsequent maps will have a more visually explicit volume, so you actually know where are you walking.
    The green 'enemies' will chase you if you're close enough, otherwise they will stay and face random directions. Remember you can push them away if you are cornered
    Reply with comments, ideas and things you don't like, except the ungliness of placeholders, on which I agree beforehand


    Enough of the engine: let's talk about the game and what will it be about
    The game is being made entirely by me, currently. Slowly but steady.

    So this will be the story of the game, more or less:
    As you will see the story is not suitable for creationists. Too bad.

    The game is set in a post-apocaliptic future, where an evil leader of a certain country launched an atomic bomb with unclear intentions, causing the continents to collapse and making them
    ...
    by Published on January 23rd, 2010 01:15

    Newly released at Consolesource



    The Wode Jukebox is more than just a mod chip for Wii and really is a revolution in the way you will be able to play your backups and out of region games. Not only does the Wode Jukebox let you play backups of your original games and import games on disc for DMS to D3 drives but it also has USB support. This means that you will be able to plug in external USB devices such as USB drives and even USB hard drives to store and load your games from.

    The Wii Wode Jukebox comes with an easy to use LCD screen built into the stand that displays what titles you have on the external USB storage and a neat little toggle switch to let you navigate the hard drive, just find the title you are looking for and at the press of a button the game is loaded directly off the hard drive. You can now have your entire collection of Wii games stored on a hard drive which are easily accessible using the LCD screen and toggle switch to load, all your original games can be kept in a safe place and in perfect condition.

    Consolesource are offering free shipping at this time also. ...
    by Published on January 23rd, 2010 01:12

    News via http://www.eurasia.nu/modules.php?na...ticle&sid=2517

    First of all, happy new year to everyone and welcome to 2010. Looks like it’s going to be a good year for Xbox 360 enthusiasts with all those neat applications coming in on almost a daily basis now. We have not held a winter sleep either and continued to further improve the Cygnos360 V2. We have made major improvements to our Cygnos360 v2 Firmware which is now in 1.03 final. (you can get it here) We have significantly increased the flashing speed for 16Mb xbox 360 NANDs.
    With the new firmware v1.03, programming takes 24 seconds and reading 28 seconds. That is a full image, not a partial! ...
    by Published on January 23rd, 2010 01:11

    News via http://www.wii-addict.fr/forum/mPlay...77-t18183.html

    scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.

    This new drive can read files from:

    SD-HC
    USB
    Video & DVD DATA DVD
    Samba SMB (manager partarge file)
    RADIO

    QUOTE
    Version 0.77
    - Added function wiilight
    - Synchronized with the official mplayer
    - Added function Opencor-amr
    - Timeout of the Wiimote now depend on the level of battery charge
    - More information at startup
    - Fixed the texture maximum resolution
    - Minor changes on video

    Download and Give Feedback Via Comments ...
    by Published on January 23rd, 2010 01:04

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

    Source Code Playstation Emulator Psx4Wiz of HardyxBased on the code of Psx4All released in May 2008. In this emulator many programmers have worked since its inception as Unai, Zodttd, Hlide, Chui, and Tinnus Franxis.

    The new in this version are:
    - Selection of cpu speed from 100 to 800 mhz.
    - Fixed the buttons X / Y and L / R that were changed.
    - Use of wiz_lib to accelerate the painted screen.
    - Disabled the sound, thus earning some frames.
    - Skin background in the menus of the emulator.

    There is a version higher than this in the hands of Zottd not yet released.

    Download and Give Feedback Via Comments ...
    by Published on January 23rd, 2010 01:01

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

    Smyp port brings the game engine Opentyrian for wiz. The game has a style to a component Martians clearly addictive. The controls will be improved in this version.

    For engine operation is necessary introduce folder in the original game files to MSDOS (freeware).


    Download and Give Feedback Via Comments ...
    by Published on January 23rd, 2010 00:58

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

    Hopez brings this port game created by Joe Larson based on the popular portal Valve, created completely with ascii characters. The source code is included in the archive.

    Download and Give Feedback Via Comments ...
    by Published on January 23rd, 2010 00:46

    New from Divineo UK



    Xecuter has designed a simple switch for all the Liteon drives that enables firmware full read/write. They have also included an On/OFF Led to show correct operation when switching to 0x72 vendor mode.

    The installation is very simple and takes about 60 seconds if you have some small experience with a soldering iron. It has been tested with the original DOSFLASH methods and also the new Jungle Flasher 0.1.69. All Liteon drive versions have been tested with 100% Success. There is no need to remove the LT Switch after it has been installed - simply switch to normal mode.

    •Enables Read/Write on Liteon 74850, 83850, 93450 DVD Drives
    •Easy Install
    •Enable / Disable Switch
    •On/Off LED
    •No Need To Uninstall
    •Works with all tools including latest Jungle Flasher ...
    by Published on January 23rd, 2010 00:44

    New from Divineo China



    - Converts the old analog signal to the new High Definition standard digital signal (HDMI)

    - Supports two input signals, YPbPr (YCbCr) and VGA (RGBHV)

    - Compatible with PS2, PS3, Original Xbox consoles, Wii, Xbox 360, PSP Slim and more

    - Compatible with any component (YPbPr) signal (i.e.: DVD Player, DVB, Cable box, Satellite receiver, etc)

    - Converts VGA signal and AUDIO signal to HDMI signal

    - Converts YPbPr signal and AUDIO signal to HDMI signal

    - VGA and YPbPr signals can be connected simultaneously. Choose one signal output by the “VGA/YPbPr” switch

    - Input resolution for YPbPr is 480i, 480p, 576i, 576p, 720p, 1080i, 1080p, 50HZ or 60HZ

    - Input resolution for VGA is 640*480, 800*600, 1024*768, 1280*720, 1280*768, 1920*1080, 50HZ or 60HZ (Note: the PC monitor should be set as 60HZ when you connect Mayflash HDMI Converter with your PC computer)

    - Plug-n-play, no driver required

    - Two power supply options: DC charger and USB cable (Note: The two kinds of power supply CANNOT be connected simultaneously) ...
    by Published on January 22nd, 2010 22:36

    News via http://www.wii-addict.fr/forum/Showm...3b-t18165.html

    Leathl We are announcing the public release of ShowMiiWads 1.3b

    ShowMiiWads is a file manager for Windows wads. and requires the. NET Framework 2


    QUOTE
    CHANGELOG V1.3B
    ===============
    Fixed-reading and writing of Japanese characters (this time really!)
    -Added Mobile Phones (for varying driveletters)

    CHANGELOG v1.3
    ===============
    -Note: License upgraded to GNU GPL v3!
    -Added extracing BootMii of NAND Dumps (code from Ben Wilson, thanks!)
    -Batch of extracting VCPic's (VC Titles only, PNG's will be resized to 192 x 112)
    Fixed-reading and writing of Japanese characters
    -Fixed displaying of titles of DLC WADS

    Download and Give Feedback Via Comments ...
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