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  • wraggster

    by Published on June 14th, 2009 12:07

    News/release from Calvin

    Zombie Desert is a 2.5D platformer for PSP.
    Programmer: Calv!n
    Graphics Art: Harry

    __________ D O W N L O A D __________
    *** download ***
    I currently have some major bug issues with the sprites/gameplay so I will work this out over the next 3 days.
    The download is a debug build of the working tilemap engine.
    Controls:
    *D-pad - move the camera around to explore the scene.
    *R/L Trigger - zoom the camera in and out (NOTE: DEBUG VERSION ONLY)


    __________ S T O R Y __________
    It’s the 1950s, and you are flying somewhere over a desert in Texas when all of a sudden, GAMMA RAYS!!! Your plane looses control and you make a crash landing somewhere in the desert only to find that the source of the gamma rays are ZOMBIES! Left with no choice, you must blast your way out of the desert through heaps of zombies that want to tear at you if they get but a whiff of you.

    __________ G A M E & F E A T U R E S __________
    NOTE: Not all gameplay and bugs have been fixed. The above download is just an early engine build. Currently implementing some of the following features!
    * Creative retro style, pixelated 8 bit textures and graphics.
    * 3D level geometry.
    * Rich environments
    * Sharp animations.
    * Face paced action similar to Metal Slug.
    * 3 weapons: pistol, shotgun, and machine gun (possibly more to come)
    * Easy to use level editor for PC allowing for user to create maps and thus only limiting game play to one's imagination.

    __________ S C R E E N S H O T S & A R T __________
    I am currently waiting on more art and tiles from the graphics artist. It is sometimes difficult to coordinate with the graphics artist because of a 10 hour difference in timezones. I'm hoping that I can finish some stuff and add/update more things in the coming few days that we are allotted for debugging and updates.



    Download and Give Feedback Via Comments ...
    by Published on June 14th, 2009 12:04

    News/release from Brick



    PSPMarble is a homebrew game that adopted the style of the "Marble" game(remember that old retro game?)
    but also extended the gameplay to 3 dimensions , with physics and some new gameplay ideas.

    UP/DOWN : zoom in / out
    < , > : "Rotate" camera
    Analog stick : movement ( relative to active camera
    R Trigger : jump

    The features list is really huge , but here's some that i should mention:

    Highlighted features:
    -Uses a heavily modified version of LTE(Which i will release soon) that runs really fast
    -Physics based gameplay
    -Physics modifiers(platforms/jump pads)
    -Stacked events(physics animation & sfx events)
    -Advanced scene management with ranged triggers/events/geometry culling & light management
    -Dynamic scenes
    -Event driven tutorial mode
    -Dynamic "session caching" system
    -Hi-score system
    -LEVEL EDITOR(i will release the editor plus a quick tutorial soon)(WIN32 ONLY)
    -Comes with 7 levels( 6 mods , plus the tutorial)

    Download Here and Give Feedback Via Comments ...
    by Published on June 14th, 2009 11:56

    News/release from sg57



    Light Cycle 3D
    by SG57

    This is a PSP clone of a Tron Light Cycle racing game. Objective of the game is to make your enemies collide with the trail you leave behind you as you speed along the grid in cyber space.

    Features:
    - Variety of different skins from a Default black grid in cyber space to the classic environment from the Movie to a more 21st century-esque metal arena.
    - Variable number of enemies; go 1v1 or All v All with 4 speeding cycles in one cramped arena - good luck heh..
    - Variable speed allowing for greater or lesser difficulty (and chaos)
    - Custom paint jobs on your light cycle with 5 customizable components of your cycle; Hull, Window, Rims, Top and Chassis
    - Custom MP3 Playback support; PSP/MUSIC and /MUSIC directories supported, 1 level of sub-folders as well

    Under the Hood:
    - Uses Brick's LTE Lite Mod (with a Fader addition)
    - Particle Effects for explosions (more to come)
    - Framerate Independent Movement
    - A smooth 'chase' camera (to be used in my next project) and you can cycle through targets
    - GLTron resources
    - Uses PGE Wav and MP3 functionality - by InsertWittyName

    Bugs:
    - Weird graphical glitch in the engine itself (maybe..) that'll be fixed asap with material coloring (very bad tints)
    - Particles disappear the darker you set your hull's color (bug in engine with material type parameter i've deduced)

    These will be fixed asap!

    Future?:
    - Online Multiplayer for sure! Race against your mates across the world hah...
    - Free-turning, no longer restricted to 90-degree turns
    - Free-riding, no longer restricted to a flat playing field, add some hills, some loops, some jumps
    - Different game types; adds some guns, missiles, blinding flashes, tar, invisibility, you name it

    Controls:
    ~-~Main Menu~-~
    D-pad - select option
    X - select
    O - back/cancel
    L/R Trigger - Cycle through Mp3s

    ~-~Customization~-~
    Up/down - pick R, G or B values to edit
    Left/Right - chance current component color you're editing
    X - save
    O - go back

    ~-~In Game~-~
    Left/Right - turn
    X - Play again (at screen)
    O - back to main menu (at screen)
    L / R / L+R Trigger - Look left, right or behind (if you're dead you change the camera's target)
    Start - Pause

    ~-~Pause Menu~-~
    Start- unpause
    L / R Trigger - cycle through your music

    Download and Give Feedback Via Comments ...
    by Published on June 14th, 2009 11:29

    News/release from pspflashsystem



    labKillHomer3D is running on both PSP and PC (windows (xp, vista...) a linux and a wii version are going to come )

    GAME:
    Your goal is to leave the labyrinth. For this, you must kill homer simpson else you won't be able to leave this labyrinth. Besides, there is a minimap to help you.
    When you shoot Homer, he cry some sounds very amusing so install and play to have fun

    MAP'S EDITOR:
    You can create your map in this mode! For this, there are four elements (wall, empty, player, homer and exit) to hang
    and you can save your map with the name which you want thanks to editor's keyboard

    I don't want to say more about this game else I'll break the suspense

    So, let's explain commands but you can know all buttons directly in game's menu

    IN MENU:
    Up and down to move the cursor
    Right or left to change homer's language's sound (english or french)
    Cross to select your choice

    IN GAME:
    Cross, triangle, circle and square to move the player
    Analog pad to move the camera
    L + Analog pad to move the camera more precisely (good think if you want to shoot more precisely mr homer )
    R to shoot
    Select to go to the "sky mode" for a total view of your labyrinth or exit this mode
    Start to go to the menu (valid also in homer's show)

    IN MAP'S EDITOR:
    R to change the current element
    Cross to hang the current element
    Start to go to editor's menu
    Up, down, right and left to move editor's cursor
    Analog pad to move editor's cursor faster

    Don't forget that my code is under GNU General Public License: so, please respect this license
    I've coded my engine with my game named PFST3DEngine. This engine allows you to use:
    frustum culling, 2D, freefly camera, circle collision, font (ttf or image's fonts), load .obj, load .md2,
    a particule system optimized, timer, list file of a directory, use texture image and many more again...
    To use my engine, you must have sdl libraries and pspgl installed.

    Version 1.0: Initial release (06/06/09)

    Version 2.0: (12/06/09):

    Walls are a lot brighter
    lights fixed
    Now implemented an AI: so Homer moved is more "intelligent" : he runs away when you come
    pspjoke's bug lol solved
    Now just a part of the mini map is drawn so it's more hard to find the exit consequently it's more funny
    The text is now more clear
    Added a new splashscreen effect and a new opening animation
    When you shoot new particules are drawn
    Also when you shoot homer, now he jumps

    Download Here and Give Feedback Via Comments ...
    by Published on June 14th, 2009 10:06

    News/release from Slippy



    Bomberman-inspired MMORPG.
    Every kill is +4 to your experience
    Every death is a -1 to your experience.
    100 Experience points = 1 level

    Art is completely modifiable and expandable, allowing individual servers to offer custom packs (although certain resources are shared)
    (Will release the art tools a bit later on)

    Controls (In Game)
    Digital/Analog = move character
    Select = bring up OSK
    Start = bring up quit menu
    X = plant bomb

    Controls (Menu)
    Digital/Analog = move cursor
    X/Start = select
    O = go back/cancel

    Dimensions
    ======================
    There's 8 players max per map, so what this means is that after a map gets filled, a new dimension is created to hold the new set.
    To switch dimensions, one needs to enter and leave a map.

    To get to the lobby:
    Walk south in The Jungle to a little 'entrance'

    ======================
    Changelogs
    ======================

    ======================
    Revision D: (in progress)
    ======================

    Todo:
    1) Add sound effects
    5) Add in-game menu for top (global) scorer charts
    6) Add better player movement prediction (current implementation is a shabby one, but quick to implement)
    13) Potential state transition-bug: Add watchdog to check if net context is down, and game context is up. If so, shut down game context, and pull up menu context.
    18) Add anti-cheat position check server side (requires #17) (There's two types of checks, maximum distance per second, and actual server side collision )
    21) Resolve the teleportTo and moveTo issue
    36) Fix awkward camera position.
    37) Fix zbuffer ranging to reduce zbuffer-overlapping polygons.
    40) Add animated texture support (use to animate water)
    44) Implement Dan's OSK for the people that want it
    45) Fix issue where, when PSP's wifi-panel fails, the input is applied to both the fR menu and the wifi panel
    48) Make pressing start not bring up the log off message box, but add a log off menu
    50) Fix announce command in server
    51) Don't discard user IDs in the chat module
    52) Investigate D48 occurrence in server and client code
    54) Add setPos server command
    55) Add ping and ping back function
    56) Send version # on register
    57) Add bombom collision, right now the player can "step over it"
    58) Fix bug where on other's PSPs, the death animation is looped instead of played once
    59) Fix bottom "hint" bar whose smoothing was turned off by accident
    60) Fix DH logo whose smoothing was turned off by accident
    61) Fix lag (lol, first find the source I guess)
    62) Fix explosion alpha-conflict
    63) Fix vsync issue where the map draw flickers and the black background can be seen
    64) Fix issue where players can't see their own level (always says 0) but others can
    65) Fix annoying chat scrolling bug

    ======================
    Revision C: (latest)
    ======================
    http://sanik.imk.cx/redux/faintReduxRevC.zip

    Fixes from B:
    0) Tag (EBOOT images)
    35) Add player respawn time out and selection (requires #17)
    3) Add bombom planting (Lobby = no bombom planting) (requires #33)
    11) Add temporary time out to prevent users from clicking [Submit] in the menu like mad
    17) Add collision map loading server side
    20) Add time indep. movement by getting the ticks in the game_think function
    24) Add colors to chat text to denote when server speaks, you speak, and others speak (changed my mind, not going to implement this)
    28) Add player dying.
    29) Add background to help tint areas around text to be easier to read.
    32) Add player radius check in collision detection, instead of just the center.
    33) Add place item packet
    34) Remove the player misalign hack
    41) Add ?, /, ', :, and a bunch of other missing ASCII keys to the OSK; Note: |~[]{} are not on OSK cause they're game-reserved keys!
    42) Promote chat messages to TPC-over-UDP (some may notice that some messages get lost; this is due to me using a lossy send mode for chats.)
    43) Implement sgl_splitSprite() for drawing large textures as split chunks (speed boost)
    46) Fix issue where, a player goes to another map, their X/Z coords are changed to match the 'door' of the new map, yet this change is visible for a few seconds on the old map.
    47) Phase out "POLL_EVENT" packet, and replace it with anti-cheat server-side version.
    49) Read events from the ESM map and not hard coded into the server
    53) Add setExp server command

    Download and Give Feedback Via Comments ...
    by Published on June 14th, 2009 10:01

    News/release from Xigency



    A Team Duck production.

    Edit: Now updated to version 1.1d

    The first official PSP version of Chronicles, made from scratch, is making its debut here at the Homebrew Idol 2 competition.

    Chronicles is a first person action-adventure game for the PSP. Fight your way past ghosts, goblins, and whatever those other things are to get the secret key to the locked gate, then hop across some platforms to land yourself into the next of 6 challenging levels.

    Backed by Team Duck's 3D Tedge engine, which we built from scratch, this game boasts beautiful visuals complete with dynamic lighting, a full particle system, 3D collision, model loading from files, among other features. This game is just a taste of what our engine is capable of doing. Take a peak at the level files, made with Milkshape3D, and feel free to modify and create your own levels. I intend to improve this set of levels and release another episode pretty soon.

    Use the analog stick to move, X to slash your sword, and O to jump.
    If you have any questions, concerns, or inquiries, please drop by the forums here and let me know! I hope you guys enjoy the game!

    Changes in version 1.1b:
    -Fixed clipping 99% (by restructuring the rendering and implementing software clipping), just a few tweaks for the last little bit
    -Main menu and pause menu added
    -Loads dungeon lists from files to easily allow for new "episodes"
    -Improved performance on most levels
    -Other tweaks
    -Added a final level and two bonus levels, teasers for the next level pack

    1.1c:
    -Fixed clipping 100%
    -Fixed game pause glitch
    -Misc. tweaks

    1.1d:
    -Fixed gate and key masking

    Team Duck
    Greg "xigency" Tourville

    And a big thanks to Slasher, Youresam, and my family. I wouldn't have been able to make this in one weekend without all their help.

    Download and Give Feedback Via Comments ...
    by Published on June 14th, 2009 09:56

    News via psphacks/pspgen

    Take a seat PSP-3000 owners, this time it ain’t all about you… Released for the PSP-1000 (Fat) and PSP-2000 (Slim) is Custom Firmware 5.50 GEN-A Build 4 from PSPGEN’s own GENyUS.

    What you need:

    A PSP-1000 or 2000 v1 or v2
    A PSP running CFW 3.52 M33 or higher
    What you get:

    All features of Sony’s Official Firmware 5.50
    Launch UMDs / ISOs / CSOs and demos requiring 5.50 or below
    Launch homebrew
    Launch PSOne (POPs) games
    Access to recovery mode (change CPU speed, enable/disable plugins, registry hacks, flash access, etc…)
    I just installed 5.50 GEN-A on my Slim and it works beautifully. It’s simple: unzip the archive, copy everything under PSP/GAME/UPDATE to your memory stick, and run the updater from the [GAME] menu.

    Props GENyUS; Nice work.

    Note: DO NOT attempt to flash or install CFW 5.50 GEN-A on a PSP-3000 or TA-088v3 hand-held. You will render your PSP a useless brick.

    Download Here and Give Feedback Via Comments ...
    by Published on June 14th, 2009 09:33

    News from streetskaterfu

    Many user would like to communicate with their friends on PS3. As there's no default application for it we thought of just writing our own if it is possible. So we done a lot of research already, but still work in progress. The base to work on is definitive there and we will try to successfull finish this nice project. What I can tell you so far, is that the PSN messaging is based on the XMPP protocol, used by several IM-programs like Jabber



    The pic above is the application to check for the real nickname which the PSN uses to login.

    We also just finished an application to filter the real nickname you will need to login into the PSN later. You will just need to enter your normal PSN account name and the program spits out your messanger nickname. With this nickname, you can then login into the messenger environment to be able to send pics and messages to your PS3 friends. We hope it's possible to have all running soon and be able to give you a usefull addon for the PC, so you don't need to feel "alone", just you'r not on your PS3 and can type with your friends ;-) ...
    by Published on June 14th, 2009 09:22

    DCEmu Member dantheman released this over at gbadev, heres the full release notes from the man himself:

    In my CS class at my university last semester, we learned C by programming for the GBA. For one of my projects, I took the sourcecode from a GBA WinS demo and greatly expanded upon it, firstly to make it much faster, and secondly to add user input so that different visual effects could be generated. I turned it in long ago, but continued to work on it for further improvements. I eventually installed DevKitPRO and ported it to the DS for speed purposes, then made a version that could rotate around the center of the screen with the DS's additional horsepower. Finally, I made a small branch-off program that creates a starfield on the DS screen, with variable speeds.






    Constructive criticism is greatly appreciated. I know it's not a cool game or anything, but it did take a lot of work to make and I think it's a fairly interesting visual effect at the very least. Would people be interested in the sourcecode at all? I'm more than willing to release it, though it would take me a bit to clean it up for ease of understanding.

    Download and Give Feedback Via Comments ...
    by Published on June 14th, 2009 09:22

    DCEmu Member dantheman released this over at gbadev, heres the full release notes from the man himself:

    In my CS class at my university last semester, we learned C by programming for the GBA. For one of my projects, I took the sourcecode from a GBA WinS demo and greatly expanded upon it, firstly to make it much faster, and secondly to add user input so that different visual effects could be generated. I turned it in long ago, but continued to work on it for further improvements. I eventually installed DevKitPRO and ported it to the DS for speed purposes, then made a version that could rotate around the center of the screen with the DS's additional horsepower. Finally, I made a small branch-off program that creates a starfield on the DS screen, with variable speeds.






    Constructive criticism is greatly appreciated. I know it's not a cool game or anything, but it did take a lot of work to make and I think it's a fairly interesting visual effect at the very least. Would people be interested in the sourcecode at all? I'm more than willing to release it, though it would take me a bit to clean it up for ease of understanding.

    Download and Give Feedback Via Comments ...
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