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  • wraggster

    by Published on October 29th, 2008 21:26

    News/release from Eskema

    Hello people, once again im here to torture you with one of the worst homebrew i've ever made. Its a simple clone of bejeweled, you know, joint 3 pieces of the same color, and make points bla bla bla.
    Anyway heres a pic to show u this creepy game XD

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    by Published on October 29th, 2008 21:26

    News/release from Eskema

    Hello people, once again im here to torture you with one of the worst homebrew i've ever made. Its a simple clone of bejeweled, you know, joint 3 pieces of the same color, and make points bla bla bla.
    Anyway heres a pic to show u this creepy game XD

    Download and Give Feedback Via Comments ...
    by Published on October 29th, 2008 21:14

    Uberjack posted this news today:

    For those who are wondering, I’m not dead - just swamped with work and an unhealthy obsession with Fable II. Which is unusual for me, considering that I’m really not much of an RPG buff.

    Some great news in the PSP-3000 hacking front came and went, the most promising one being the motherboard of the new system — it’s a TA-90, hence “pandorizable”, though currently with some sort of protection. Let’s hope not for too long.

    In other news, I’ve noticed that while Atari800 has not seen any releases since mid-last year, work on it has been ongoing. While the changes are mostly structural (code reshuffling, etc…), they have made me consider an intermediate, possibly beta release of Atari800 PSP, based on code in the CVS repository. If that happens, I’ll most likely post a build in the forum for those interested to test (I’ll post an update here as well).

    For the Fuse fans, here’s the situation on future releases: Philip Kendall, the principal developer of Fuse, commented earlier about changes coming to a future release; these changes will be substantial (from the sound of it, and at least from a structural standpoint), going so far as to change how extended disk support functions. Fuse PSP is being actively developed, and will be updated when the next version of Fuse is released, or shortly before.

    There are other things being worked on at the moment, but as I’m not certain of their status, I’m going to keep any comments to myself, until I know for sure.
    ...
    by Published on October 29th, 2008 21:14

    Uberjack posted this news today:

    For those who are wondering, I’m not dead - just swamped with work and an unhealthy obsession with Fable II. Which is unusual for me, considering that I’m really not much of an RPG buff.

    Some great news in the PSP-3000 hacking front came and went, the most promising one being the motherboard of the new system — it’s a TA-90, hence “pandorizable”, though currently with some sort of protection. Let’s hope not for too long.

    In other news, I’ve noticed that while Atari800 has not seen any releases since mid-last year, work on it has been ongoing. While the changes are mostly structural (code reshuffling, etc…), they have made me consider an intermediate, possibly beta release of Atari800 PSP, based on code in the CVS repository. If that happens, I’ll most likely post a build in the forum for those interested to test (I’ll post an update here as well).

    For the Fuse fans, here’s the situation on future releases: Philip Kendall, the principal developer of Fuse, commented earlier about changes coming to a future release; these changes will be substantial (from the sound of it, and at least from a structural standpoint), going so far as to change how extended disk support functions. Fuse PSP is being actively developed, and will be updated when the next version of Fuse is released, or shortly before.

    There are other things being worked on at the moment, but as I’m not certain of their status, I’m going to keep any comments to myself, until I know for sure.
    ...
    by Published on October 29th, 2008 21:00

    zeGouky has posted a port of Rick Dangerous for the Nintendo Wii:

    mumuse having with the Wii and under the pressure of a fox not to mention his name, Team Magic offers * * finally Remasterisé Rick Dangerous (his THX, Dolby Digital, croquette dog ... or not ... ).

    On the menu:
    - Graphics whole again (Dalke powered)
    - New tunes (Elmobo powah)
    - News footage of early levels and ... new final sequence

    History:
    - 29.10.08: Version 1.0

    How to play:
    - Move Rick via the D-PAD
    - High Button 1 + to draw a ball
    - Low + Button 1 to ask a dynamite
    - Button Up or 2 to skip

    Other information:
    The Magic Team is back (or not:-D)

    After 2 years, it hurt us to see it stay in a corner, if I am motivated I will follow the DS version ... In any case it was something else running in stock and to avoid indigestion will go molo ;-)

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    by Published on October 29th, 2008 20:51

    Drunkencoders have today posted that Wii and Gamecube Xmas Themed entries will now be allowed in their Coding Contest, heres todays news:

    After much prompting Wii/Gamecube games will now be accepted. In order to keep things fair they will be judged separately with their own prize pool. Because I have no way to guess the number of entries to the Wii/Gamecube category I am going to go with a more dynamic prize split:

    1-5 entries: winner take all
    6-10 entries: 1st place 70%, 2nd place 30%
    > 10 entries: 1st 50%, 2nd 30%, 3rd 20%

    If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries. Good luck and 2.5+ months remain.

    http://www.drunkencoders.com/compo ...
    by Published on October 29th, 2008 20:51

    Drunkencoders have today posted that Wii and Gamecube Xmas Themed entries will now be allowed in their Coding Contest, heres todays news:

    After much prompting Wii/Gamecube games will now be accepted. In order to keep things fair they will be judged separately with their own prize pool. Because I have no way to guess the number of entries to the Wii/Gamecube category I am going to go with a more dynamic prize split:

    1-5 entries: winner take all
    6-10 entries: 1st place 70%, 2nd place 30%
    > 10 entries: 1st 50%, 2nd 30%, 3rd 20%

    If we dont break $150 on the Wii/Gamecube prize pool it will be winner take all regardless of the number of entries. Good luck and 2.5+ months remain.

    http://www.drunkencoders.com/compo ...
    by Published on October 29th, 2008 20:46

    Updated today from Sylus101

    Sprite Designing/Testing/Creating/Animating On the GO!

    Just so it's clear and the purpose of the app isn't in question (as I think it might be) this is intended to be a developers helper in designing/modifying sprites, particularly for use with PALib, but since there is a binary export now I'm gathering they could be used with any dev platform (not like there are many others...).

    This is NOT meant to be a stand-alone a program where you make neat-o animations.

    Welcome to the v0.93.0b release of Pixelman, the first to introduce the Sprite Testing Arena I've been working on for the last few months.
    I'm really really hoping to have as many people as possible to check this one out. All instructions are in the Readme included.

    10pm 10/27 Updated ReadMe with how to quit the Sprite Arena (Hold R and Press Start).

    Download and Give Feedback Via Comments ...
    by Published on October 29th, 2008 20:42

    News/release from Bassacegold:



    Well after a short month, I finally got around to polishing this app off and releasing it

    Mario Paint Composer DS is an indirect remake of the music composer tool found in the Super Nintendo game “Mario Paint” with a few new adaptations which I added in from the PC version created by unFun Games (http://www.unfungames.com/). Please note, I am not responsible for the pc version, these two programs merely share the same name and that is all. This is not a direct port of any version, it is completely coded by myself.

    Features: These are new features continuing from the ones already in the snes version

    -Saving and Loading of songs
    -Sharp and Flat notes
    -more lower ranged notes
    -4 new note types
    -4 notes per can be played at once rather then the 3 limit
    -Longer songs

    Feel free to check out the forums for songs to download, to share your own creations, report bugs or even to drop a suggestion you would like to see in the next version.
    The forum can be found here: http://nds-help.com/mpcforum/
    PLEASE CHECK OUT THE README.TXT FOR INSTALLATION INSTRUCTIONS AND CONTROLS


    Heres whats new in this release:

    –Koopa Release–

    -Fixed the D sharp note to play the right sound
    -Fixed end of song detection
    -Removed the appearance of being able to place notes while a song is playing
    -Last song saved/loaded’s file name will be remembered in the save menu so you don’t have to retype it out
    -Can now cycle through all note states with the D-pad (meaning you can make the note natural,sharp or flat rather then just sharp and flat)
    -More error checking for FAT operations (Checks if mpcsongs folder is on card, if not then will create the folder. Also detects if FAT was initialized properly)
    -Better eraser controls (Double Tap note to delete it)
    -can now save author name in file
    -When loop is turned on, will loop from last note played rather then the end of the last page
    -increased max tempo and tweaked the tempo slider a bit
    -Added High A, High A Sharp, High B and High C notes
    -prevents users from typing restricted symbols in filename (while saving)
    -Can view other pages on top screen using L and R to scroll through pages (hold L or R to scroll faster)
    -News system! Click the envelope button (make sure wifi is configured)
    -Note type selection tweaks
    -saving compatibility hopefully fixed
    -new graphics
    -Running/jumping mario at the top now

    Download and Give Feedback Via Comments ...
    by Published on October 29th, 2008 20:37

    News/release from Kayvon

    It's the classic Missile Command game, rewritten for the Nintendo DS! Shoot down the incoming missiles and protect your cities. Earn a new city every 10,000 points or, if you already have all four, get a huge point bonus.

    High scores are automatic if you have DLDI patching. Most modern cards do this automatically, but if you don't see high scores showing up, you need to manually DLDI patch. The scores are stored in the \DATA directory, if one exists. Otherwise they're stored in the root directory.

    * * *

    I made this game from scratch in three weeks. The first week was learning how to program for the DS, which I had never done before. The game itself was programmed during week two. The third week was simply playtesting.

    If you're aspiring to program games, the best thing you can do is take math classes. Take all the math classes offered in high school and learn as much as possible. It makes programming much easier and your games will be fast and more efficient. I have a solid math background (I'm an engineer), but I still wish I had paid more attention in my college Linear Algebra.

    UPDATED Oct 28, 2008 (A friend loaned me a slot-1 flash cart!)
    * Rumble Pak now supported
    * Flash cart icon created
    * Minor bug fix

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