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  • wraggster

    by Published on October 21st, 2008 20:05

    lbicelyne has released a new build of the Final Burn Arcade Emulator for the PSP, this emulator supports CPS 1, 2 and 3 and NeoGeo MVS Games and comes in 3 versions, Cant say whats new but try and let us know.

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:48

    Jayenkai has updated his Centipong game for DS:

    Centipong : Week 2 : Death by Flashing!

    "Focus Round" added. (Every 4th level)
    A few more pickups added.
    Red Flashing Death Pods added. (After the first Focus Round)
    Blue Flashing Freeze Pods added. (After the second Focus Round)
    And a couple of tweaks here and there.

    Oh, and tap L on the titlescreen to switch between Gap and No Gap
    And there's a DLDI edition that saves your score, too..

    Download
    ^It's always the same link, so that folk will always get the latest version!^
    ...
    by Published on October 21st, 2008 19:46

    News/release from ErrorA:

    2Dart started years ago as an online dart-scorekeeper, which I used when playing darts at home. The simple interface and lack of features always made me want to rewrite the whole bunch, but I never did.

    Now, four years later, I finaly picked up the project and wrote down the new requirements. One of them includes portability, so I can use it when darting at a friend's place. At that moment I looked at my Nintendo DS, and the idea was born.

    When the first version was ready, I liked it so much that I decided to share it with the rest of the world. After it's first release I kept developing new features. Now it even has a built-in game so you can still play darts, even when not around a dartboard!

    Current features (version 0.6)
    Scorekeeping mode
    In first menu, choose NO at the question "Play darts on DS?"

    Dartgame mode
    In first menu, choose YES at the question "Play darts on DS?"

    Left/right-handed user mode
    In first menu, and you can use the select button to switch during a game

    301 and 501 game mode
    In second menu

    Single or double player mode
    In second menu

    Game statistics
    After every game: dart count, dart average, highest score, lowest score, etc.

    Planned features
    Cricket game mode
    A few cricket and tactics modes, don't know whitch one yet.

    Animated darts
    I don't like the simple blue spots. Animator wanted!

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:42

    News via devfr

    I just release a new version of Micro Lua DS. The 2.0 beta.

    Here are the changes:

    - Display rate multiplied by 3
    - Some changes sytaxiques
    - Adding a system that allows Canvas to insert several objects there and display them in one line. The display canvas is about 100x faster than normal. I managed to display images in 5000 before a loss of FPS
    - Adding a read / write INI files
    - Adding a system ScrollMap. These maps show faster than conventional Maps. You can scroll to the pixel by pixel. However we can only display full screen
    - A function for getTile Maps and ScrollMaps
    - Bug fixes
    - Improved management system errors. Now error messages all the time refer to the code of the user and more like a library (except for Sprites).

    However, the system of both screens has been abandoned.

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:35

    Epic Rocks is a classic arcade game where you have to survive in an asteroid field for as long as possible. The game is only about getting the highest score and is designed for quick, fast gameplay. There are six different levels with various hazards like black holes to avoid, four different ships to command and a bunch of special weapons to utilize, including the devestating Beam Saber and the experimental Gravity Mine. Also included are a lot of flashy special effects and pumping music.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,27,2697 ...
    by Published on October 21st, 2008 19:33

    News/release from wplaat

    Pong2 is an open-source game based on the original pong game. This version have improve features. Paddle can be moved horizontal and vertical. Have 10 tracks of nice background music available. The player who first scores 10 points each level is the winner.

    Special thanks to my family for there support during the development

    21/10/2008 Version 0.4

    Add 4 game levels
    Improve gameboard layout
    Add game clock
    Add pause (+) button

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:12

    Orochi_X let me know via PM on the Lavalit forums that a new version of Openbor has been released, heres whats new:

    V2.2038

    New Animations

    Rise# , riseb , rises Rise animations are now dynamic. They also include riseb and rises for rising from a burning or shock knockdown attack respectively. If rise# is omitted , we default to the standard rise anim.

    Blockpain# , blockpainb , blockpains - As above , but for blockpain. If blockpain# is omitted , we default to blockpain. If anim blockpain is omitted , we default to the old style of replaying the block anim.

    chipdeath - If you have chipdamage enabled and you are killed whilst blocking , you can use this animation. Makes a nice "cheap K.O." animation! Defaults to the death anim that corresponds to the attack which killed the entity.

    Entity Header Command

    jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.

    Attack Commands

    jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.

    Defaults to 0.

    OTG - setting this to 1 will allow an attack to hit opponents in their lying state. The default , 0 , will not allow an attack to hit a lying opponent , regardless of bbox settings.

    Fixes and Alterations

    Setting {nospecial} to 1 in a level header will now no longer disable freespecials. Also , I've expanded the option so that setting it at 2 will , infact , disable freespecials too.

    Falling entities now have nograb enabled by default.

    Single set mods now auto load that set instead of going through the rather redundant motions of selecting it.

    Fix by DC - didhitscript now executes when item is collected (item is attacker, collecting entity is defender). Item scripting won't have to be nearly as hacky.

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:12

    Orochi_X let me know via PM on the Lavalit forums that a new version of Openbor has been released, heres whats new:

    V2.2038

    New Animations

    Rise# , riseb , rises Rise animations are now dynamic. They also include riseb and rises for rising from a burning or shock knockdown attack respectively. If rise# is omitted , we default to the standard rise anim.

    Blockpain# , blockpainb , blockpains - As above , but for blockpain. If blockpain# is omitted , we default to blockpain. If anim blockpain is omitted , we default to the old style of replaying the block anim.

    chipdeath - If you have chipdamage enabled and you are killed whilst blocking , you can use this animation. Makes a nice "cheap K.O." animation! Defaults to the death anim that corresponds to the attack which killed the entity.

    Entity Header Command

    jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.

    Attack Commands

    jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.

    Defaults to 0.

    OTG - setting this to 1 will allow an attack to hit opponents in their lying state. The default , 0 , will not allow an attack to hit a lying opponent , regardless of bbox settings.

    Fixes and Alterations

    Setting {nospecial} to 1 in a level header will now no longer disable freespecials. Also , I've expanded the option so that setting it at 2 will , infact , disable freespecials too.

    Falling entities now have nograb enabled by default.

    Single set mods now auto load that set instead of going through the rather redundant motions of selecting it.

    Fix by DC - didhitscript now executes when item is collected (item is attacker, collecting entity is defender). Item scripting won't have to be nearly as hacky.

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 19:12

    Orochi_X let me know via PM on the Lavalit forums that a new version of Openbor has been released, heres whats new:

    V2.2038

    New Animations

    Rise# , riseb , rises Rise animations are now dynamic. They also include riseb and rises for rising from a burning or shock knockdown attack respectively. If rise# is omitted , we default to the standard rise anim.

    Blockpain# , blockpainb , blockpains - As above , but for blockpain. If blockpain# is omitted , we default to blockpain. If anim blockpain is omitted , we default to the old style of replaying the block anim.

    chipdeath - If you have chipdamage enabled and you are killed whilst blocking , you can use this animation. Makes a nice "cheap K.O." animation! Defaults to the death anim that corresponds to the attack which killed the entity.

    Entity Header Command

    jugglepoints - The total amount of juggle points an entity has. Defaults to 0. Setting Jugglepoints to -1 will make this entity immune to juggles. See below for more details.

    Attack Commands

    jugglecost - If the victim is in the air and the attacker's jugglecost is equal to or lower than the victim's total jugglepoints , the attack will connect. If this happens , the jugglecost is subtracted from the victim's juggle points giving them a new (lower) total. If the next attack's jugglecost is still lower than the new value , that too will connect , lowering the total points again. Once jugglecost is higher than the remaining jugglepoints , the attack will not connect.

    Defaults to 0.

    OTG - setting this to 1 will allow an attack to hit opponents in their lying state. The default , 0 , will not allow an attack to hit a lying opponent , regardless of bbox settings.

    Fixes and Alterations

    Setting {nospecial} to 1 in a level header will now no longer disable freespecials. Also , I've expanded the option so that setting it at 2 will , infact , disable freespecials too.

    Falling entities now have nograb enabled by default.

    Single set mods now auto load that set instead of going through the rather redundant motions of selecting it.

    Fix by DC - didhitscript now executes when item is collected (item is attacker, collecting entity is defender). Item scripting won't have to be nearly as hacky.

    Download and Give Feedback Via Comments ...
    by Published on October 21st, 2008 18:51

    Hi MotorStorm fans! One week to go until the launch of MotorStorm Pacific Rift. Hopefully you’ve been getting some good information on the game from Nigel and the team from Evolution Studios in their weekly MotorStorm Monday posts.

    If you haven’t seen it yet, please keep your eyes out for the recently completed commercial of MotorStorm Pacific Rift. In an effort to introduce the new, remote island location, there were a few real-life Stormers who strapped into their ATVs, bikes, buggies and trucks and jumped from a C-130 Hercules at 10,000 feet in an effort to start the invasion of Pacific Rift. No special effects on this jump … just pure adrenaline and gritty attitude.

    Check out the commercial above along with some photos from the shoot.

    http://blog.us.playstation.com/2008/...-the-invasion/ ...
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