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  • wraggster

    by Published on October 30th, 2009 23:55

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

    Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.

    Quote:
    Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!

    Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!

    Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.

    * Your tame creatures now have a heart beside them badges to identify them as such.
    * Switching to a different res tile will no longer cause a crash. (Inu)
    * Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
    * Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
    * Hopefully backspace will work on OSX. (Nathan Bogue)
    * Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
    * Jumping when buried prohibited. (Nathan Bogue)
    * Kobold thieves are properly pluralized. (Nathan Bogue)
    * Living frosts are now bloodless. (Nathan Bogue)
    * Digging upwards on special levels has more significant results. (Nathan Bogue)
    * Remove the console window on Windows.
    * Shattered trees will drop their occupants. (Nathan Bogue)
    * Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
    * PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
    * Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
    * [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
    * Ctype.h is included in map2c.cpp now. (Ben Hjelt)
    * New tileset from Chris Lomaka.
    * One new room.
    * Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)


    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:55

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

    Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.

    Quote:
    Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!

    Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!

    Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.

    * Your tame creatures now have a heart beside them badges to identify them as such.
    * Switching to a different res tile will no longer cause a crash. (Inu)
    * Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
    * Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
    * Hopefully backspace will work on OSX. (Nathan Bogue)
    * Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
    * Jumping when buried prohibited. (Nathan Bogue)
    * Kobold thieves are properly pluralized. (Nathan Bogue)
    * Living frosts are now bloodless. (Nathan Bogue)
    * Digging upwards on special levels has more significant results. (Nathan Bogue)
    * Remove the console window on Windows.
    * Shattered trees will drop their occupants. (Nathan Bogue)
    * Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
    * PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
    * Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
    * [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
    * Ctype.h is included in map2c.cpp now. (Ben Hjelt)
    * New tileset from Chris Lomaka.
    * One new room.
    * Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)


    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:55

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

    Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.

    Quote:
    Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!

    Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!

    Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.

    * Your tame creatures now have a heart beside them badges to identify them as such.
    * Switching to a different res tile will no longer cause a crash. (Inu)
    * Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
    * Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
    * Hopefully backspace will work on OSX. (Nathan Bogue)
    * Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
    * Jumping when buried prohibited. (Nathan Bogue)
    * Kobold thieves are properly pluralized. (Nathan Bogue)
    * Living frosts are now bloodless. (Nathan Bogue)
    * Digging upwards on special levels has more significant results. (Nathan Bogue)
    * Remove the console window on Windows.
    * Shattered trees will drop their occupants. (Nathan Bogue)
    * Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
    * PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
    * Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
    * [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
    * Ctype.h is included in map2c.cpp now. (Ben Hjelt)
    * New tileset from Chris Lomaka.
    * One new room.
    * Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)


    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:55

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

    Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.

    Quote:
    Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!

    Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!

    Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.

    * Your tame creatures now have a heart beside them badges to identify them as such.
    * Switching to a different res tile will no longer cause a crash. (Inu)
    * Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
    * Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
    * Hopefully backspace will work on OSX. (Nathan Bogue)
    * Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
    * Jumping when buried prohibited. (Nathan Bogue)
    * Kobold thieves are properly pluralized. (Nathan Bogue)
    * Living frosts are now bloodless. (Nathan Bogue)
    * Digging upwards on special levels has more significant results. (Nathan Bogue)
    * Remove the console window on Windows.
    * Shattered trees will drop their occupants. (Nathan Bogue)
    * Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
    * PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
    * Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
    * [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
    * Ctype.h is included in map2c.cpp now. (Ben Hjelt)
    * New tileset from Chris Lomaka.
    * One new room.
    * Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)


    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:51

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

    A small update "Manic Miner The Lost Levels" by team "Headsoft" appeared this morning, a remake of the game platform Manic Miner (ZX Spectrum, 1983). Nothing on this small change but it requires some bug fixes.

    Quote:
    Installation

    We recommend the EFS version for most people. For people exeriencing problems with the safe-show EFS should try the FAT version. This game requires a patch DLDI compatible card to play.

    * EFS Version - Just copy the included ManicMinerLL.nds file to your backup card and play.
    * FAT Version - MMLL Copy the folder included in the archive to the root of your sd card. Copy the ManicMinerLL.nds to anywhere on your card.
    * DSTT Cards - You need to be running the DSTT v1.17a unofficial firmware available from here.

    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:48

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

    blabla offers version 3.1 of "Pokemon Mini-Game", a homebrew coded in Lua, which now includes 16 mini-games on the theme of Pokemon. Game that requires Nano Micro Lua Lua DS or DS v3 to work.

    Quote:
    Version 3.0! (2.65> 3.0)
    It adds a mini-game called Chance Race or should be betting on a pokemon and hope he wins!
    But the big news is the multiplayer mode with 3 mini-games!

    I updated my homebrew! 3.0> 3.1
    This version sorts all the files!

    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:46

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

    Ghuntar offers the Alpha version of its 011 clone of Gauntlet on the DS, "Ghuntlet. The project is coded in Lua, so you'll need the Lua interpreter Nano.

    Quote:
    No one will call it an alpha 011 (but hey, it makes the R47 on googlecode):

    http://ghuntlet.googlecode.com/files/Ghuntlet_r47.zip

    - Added the stairs can get (unless it is down ...) from level to level.
    - Added map editor http://ghuntlet.googlecode.com/files...editor_r47.zip ==> Send me your creations! (Well, okay, I have not written a doc, but it will come)
    - Working Party OOP to improve and optimize all this?

    Ghunt @ r!

    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:44

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

    BALROG offers version 2.0 of its "Pong like" Lua-coded for the DS "PingPong". You will need the Nano Lua interpreter to run it.

    quote:
    Major improvements to the user:
    Correction of most bugs.
    -We can now be paused.


    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:42

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

    Benjani13 proposes a new version of its game coded in Lua for the DS, Mario Sokoban "which is now called" Sokoban All Stars ".
    Games requiring the interpreter or Nano Micro Lua Lua.

    Quote:
    There is now a small menu that explains the game and keys, and another to choose your characters.

    You have the choice between 37personnages from the world of Mario, Sonic and some others (link, samus ect), hence the name change of my Homebrew.

    The only change in the game and we can not leave the screen and I added a few levels.

    Download and Give Feedback Via Comments ...
    by Published on October 30th, 2009 23:41

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

    Birslip put online version 0.4 of its multi Shoot 'em up "Dududu", in which you control a plane using your stylus and must shoot the birds!.

    Quote:
    Well too bad for Flash ... it will be for the promotional site! Cheesy
    To celebrate, a new version (and DS), with the addition of a map (with full of sheep!), And the pattern a little shmup ...

    PS: to choose the level you must press L or R in the menu (nothing will happen, but that's normal, it's a beta! L -> Level brand new, R -> Old level! )

    Download and Give Feedback Via Comments ...
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