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  • wraggster

    by Published on July 19th, 2008 19:32

    Jonathan Janevski has gave details of what looks to be an awesome 3D graphics engine for the PSP

    features:
    -load heightmaps (complete)
    -creation of terrain mesh using CCW winding triangle strips (complete)
    -back-face culling (complete)
    -texture mapping (complete)
    -FPS style camera (complete)
    -lighting (complete)
    -quadtree LOD
    -software 3D clipping
    -multitexturing
    -texture splatting
    -skydome
    -dynamic day/night cycle running off PSP clock
    -shadows
    -water
    -objects (trees, vegetation, etc.)
    -billboarding
    -fake volumetric clouds



    More info --> http://jj.iamjunkie.net/psp.php ...
    by Published on July 19th, 2008 19:29

    News/release from Homemister

    That is right. LuaPlayerHM8 has been released today. You can download it from below or using the Update script.
    When using the Updater script it will automaticaly start the LuaPlayerHM Drivers install. For all who don't use the Updater script you will have to install them via the included LPHMDinstall.
    Regards
    Homemister

    %%%%%%%% NEW %%%%%%%%

    Fixed Wlan.startGameShare(filep ath) Now all homebrew work for gameshare.

    Added and Fixed System.autoCpu() now has power modes. 1 for saver, 2 for performance.

    Added Controls.wlan() returns 1 for on and 0 for off

    Added System.stopPRX() Will stop and unload a PRX file that has been loaded. It needs the unique name of the PRX file given when the PRX is loaded.
    Eg name = System.loadPrxKernel(file name) System.stopPRX(name)

    Fixed System.loadPrxKernel(file name) Will load a PRX into the kernel memory. Allows kernel functions to be used. returns a unique name

    Fixed System.loadPrx(filename) Will load a PRX into the memory. returns a unique name

    Fixed System.startGameSave() Saves game data Eg System.startGameSave("Nam e of savegame","Name of game","Details/message",data to save, "Name of the game*used to identify the save data")

    Fixed System.startGameLoad() Loads the save data selected Eg data = System.startGameLoad("Nam e of the game*used to identify the save data")

    Fixed Wlan.init(connection number) Can use just Wlan.init() to see all conections of use Wlan.init(1-10) to automaticaly connect to a specific conection.

    Added IntraFont * Use in between Gu.start3d() and Gu.end3d() *
    IntraFont.init() Call befor loading intrafont. Starts the IntraFont engine
    IntraFont.term() Ends the IntraFont engine
    IntraFont.load() Load a font 1 = Normal 2 = fast draw|less memory 3 = Large Memory 4 = Japaniese
    IntraFont.print() Prints the text to screen Eg IntraFont.print(x,y,TEXT, Size,Color,Glow) Color and Glow must be in a HEXIDECIMAL format Eg
    "0xFF0000FF" = red *****Use in between Gu.start3d() and Gu.end3d()
    IntraFont.color() (Red/Gree/Blue/Alpha) Returns a Hexidecimal Value for the color

    Added New TTF library (
    Font.init() Call befor loading Font. Starts the Font engine
    Font.print() Prints test to the screen with a font. Eg Font.print(x,y,"TEXT",col or,fontslot)
    Font.load() Loads a font to a font slot Eg. Font.load("ms0:/font.ttf",1) slots range from 1 to 5
    Font.unload() Unloads a font from a slot Eg. Font.unload(1)
    Font.term() Ends the Font engin
    Font.color() (Red/Gree/Blue/Alpha) Returns a Hexidecimal Value for the color

    Fixed System.startUpdate() Now works properly

    Added March33 and NP9660 use for ISO loading. *Only when LPHM Drivers are installed.

    Improved System.runeboot()

    Improved System.startPSX()

    Added Mp3me.setPos() Sets the position of the mp3 file can be used for FastFwd OR Back. Returnes the position of the file

    Added Mp3me.getPos() Returnes the position of the file

    Added Mp3me.stream() Will return the remaining buffer left of the mp3.

    Added Mp3me Will stream songs from the internet

    Added Mp3me.visL() Will return the Visualtion data for left channel.

    Added Mp3me.visR() Will return the Visualtion data for right channel.

    Fixed Mp3me.percent()

    Fixed Mp3me.rawSongTime()

    Added PingPSP. In Adhoc send string "PINGPSP", start a timer and stop the timer when the Nickname of the pinged psp is returned with PING. Eg Adhoc.send("ping) the receved data will be "OtherPSP'sNicknamePI NG"

    Added Aac to Audio files able to be played (thx to sakya)
    Aac.load()
    Aac.play()
    Aac.stop()
    Aac.eos()
    Aac.gettime()
    Aac.percent()
    Aac.pause()
    Aac.songTime()
    Aac.artist()
    Aac.title()
    Aac.album()
    Aac.genre()
    Aac.year()
    Aac.trackNumber()
    Aac.layer()
    Aac.kbit()
    Aac.mode()

    Added Aa3me.setPos() Sets the position of the Aa3 file can be used for FastFwd OR Back. Returnes the position of the file

    Added Aa3me.getPos() Returnes the position of the file

    Added Aa3me.stream() Will return the remaining buffer left of the Aa3

    Added Aa3me Will stream songs from the internet

    Added Aa3me.visL() Will return the Visualtion data for left channel.

    Added Aa3me.visR() Will return the Visualtion data for right channel.

    Fixed Aa3me.percent()

    Fixed Aa3me.rawSongTime()

    Added System.getTachyon() return version

    Added System.getPommel() return version

    Added System.getBaryon() return version

    Added System.download() Use like the Webbrowser System.download(url,downl oad path) Must be in same directory as the LPHM Eboot
    Eg System.download("http://www.homemister.axspace.co m/LuaPlayerHM7.zip","ms0:/PSP/GAME/LPHM"),
    You can also use the Webbreowser to download files just put the download url in.

    Download Here and Give Feedback Via Comments ...
    by Published on July 19th, 2008 19:25

    News/release from DaMerv

    TruFlow version 1.0
    advanced coverflow type music browser
    by Da MerV

    Put the folder "truflow" in your "Games" folder. Your music goes in the "music" folder in the "truflow" folder. Add your cover art to the "music" folder with the same name as your mp3. The program will fetch cover art in the following order:

    1. PNG with same name
    2. JPG with same name
    3. id3 cover art
    4. General Album Cover

    Due to size limitations, some cover art might not be fetched if the image is too large. When you run TruFlow for the first time, it will index your music folder. All the cover art is copied to the cache folder. If you change your music folder, you must reindex the music folder. To do this, go into the menu and select "Reset cache". The button configuration is as follows:

    Cross: plays the selected album, select menu item
    Square: stops playing the current song
    Circle: pauses/plays the current song
    Triangle: displays/closes menu
    L/R: play previous/next song
    Left/Right: browse albums one by one
    Analog nub: scrolls through albums
    Up/Down: change selection in menu

    There is a slight delay when a song first starts. I have noticed some trouble with mp3's encoded at 320 or higher. If you experience any problems, please notify Da_MerV of the details. I can be found on forums.qj.net or on my website, merv.recoding.net.

    Thanks for trying TruFlow
    Special thanks to Sakya and Homemister for help with ME.

    Update is coming soon!

    Download Here and Give Feedback Via Comments ...
    by Published on July 19th, 2008 19:21

    News/release from psprogrammer

    Alright this is my own RPG. This release is a very early release, and is mainly just a proof of concept. It still contains some bugs. But the next release is to be rid of almost all of these bugs. So please post below with feed-back and suggestions for the game. thanx for downloading!!



    Download Here and Give Feedback Via Comments ...
    by Published on July 19th, 2008 19:16

    Some great news for any folks considering PS2 Development:

    News from LBGSHI

    I've been working on reviving Win32 homebrew PS2 development, by tackling its most irritating problem: that there currently isn't a working Win32 development environment available. As such, the only way to program with the (PS2Dev.org) PS2SDK has been via Linux, either actually installed, or from within a virtual environment.

    Hence, starting from a base of Lukasz Bruun's tutorial on installing the PS2SDK in MinGW, and with help from several people in the PS2Dev scene (who I will mention below), I've fixed, built, further fixed, and slightly revamped the MinGW environment and current PS2SDK, for use right out of the box (or the archive, in this case). Copied and pasted from the readme.txt I threw together:

    _________________________________________

    This is the fully compiled PS2SDK, using msys and MinGW (fixed), including gsKit (fixed) and the SDL port (for further graphics support), SDL Mixer (for better sound/music support) and ps2-packer-lite-0.4.4-win32 (for packing and unpacking, and in alignment with some sources floating around the 'net). Essentially, we have a fully-built, standard PS2SDK, and additional functionality through gsKit, SDL, SDL-Mixer, and PS2-Packer Lite.

    This package is current, as of July 19, 2008 (and will probably remain current for some time, given the rate of updates to PS2SDK).

    To install, simply extract the mingw and msys directories into C:\, and run msys.bat, under c:\msys\1.0\. If you like, make a shortcut to msys.bat, and throw it on your desktop or Start menu, for quicker access. If you'll be checking things out via SVN (which you probably will, at some point), install Subversion by running svn-1.4.5-setup.exe.

    To test your environment, change directory up to 1.0 (type "cd .." without quotes), then cd down to local/ps2dev/ps2sdk/samples (type "cd local/ps2dev/ps2sdk/samples"), choose a sample and cd into its directory (for example, type "cd cube"), then type "make". If you get the message "No targets specified and no makefile found", there's likely a subdirectory that contains the source you're looking to compile (as there is in several of the samples). Simply type "ls" to list the directory's contents, choose a subdirectory, type "cd subdirectory" (replacing subdirectory with whatever it's really called, of course), then try typing "make" again. If you compile something, then later want to compile it again (perhaps you modified it, or modified your environment), simply type "make clean", then type "make".

    A little later, I'll provide a collection of compilable source, by many authors, which you can simply extract into your c:/msys/1.0/home directory, cd into after starting msys, and compile.


    Thanks go out to:

    Lukasz Bruun, for doing 99% of the work (this environment is based on his MinGW PS2SDK tutorial, with several modifications and fixes), and also for giving me a few nudges in the right direction involving gsKit, SDL, and romfs (the latter of which is still a work-in-progress).

    ps2devman, for providing some Cygwin files for gsKit - as MinGW couldn't properly build gsKit without them, and PS2SDK will no longer build in Cygwin, thus I had no direct way of getting the files myself - and for providing help with fixing gsKit, and helping to update some source code of his to compile with the current PS2SDK (the more compilable source, the better ).

    ptek, for providing several Cygwin files and some good info for the attempted romfs fix, which is still being worked on.

    Oobles, for PS2Dev.org.

    Many people, for PS2SDK.

    And everyone else in the PS2 development scene


    - LB, of GSHI.org

    Download can be found here: http://gshi.org/vb/showthread.php?t=3097
    ...
    by Published on July 19th, 2008 19:16

    Some great news for any folks considering PS2 Development:

    News from LBGSHI

    I've been working on reviving Win32 homebrew PS2 development, by tackling its most irritating problem: that there currently isn't a working Win32 development environment available. As such, the only way to program with the (PS2Dev.org) PS2SDK has been via Linux, either actually installed, or from within a virtual environment.

    Hence, starting from a base of Lukasz Bruun's tutorial on installing the PS2SDK in MinGW, and with help from several people in the PS2Dev scene (who I will mention below), I've fixed, built, further fixed, and slightly revamped the MinGW environment and current PS2SDK, for use right out of the box (or the archive, in this case). Copied and pasted from the readme.txt I threw together:

    _________________________________________

    This is the fully compiled PS2SDK, using msys and MinGW (fixed), including gsKit (fixed) and the SDL port (for further graphics support), SDL Mixer (for better sound/music support) and ps2-packer-lite-0.4.4-win32 (for packing and unpacking, and in alignment with some sources floating around the 'net). Essentially, we have a fully-built, standard PS2SDK, and additional functionality through gsKit, SDL, SDL-Mixer, and PS2-Packer Lite.

    This package is current, as of July 19, 2008 (and will probably remain current for some time, given the rate of updates to PS2SDK).

    To install, simply extract the mingw and msys directories into C:\, and run msys.bat, under c:\msys\1.0\. If you like, make a shortcut to msys.bat, and throw it on your desktop or Start menu, for quicker access. If you'll be checking things out via SVN (which you probably will, at some point), install Subversion by running svn-1.4.5-setup.exe.

    To test your environment, change directory up to 1.0 (type "cd .." without quotes), then cd down to local/ps2dev/ps2sdk/samples (type "cd local/ps2dev/ps2sdk/samples"), choose a sample and cd into its directory (for example, type "cd cube"), then type "make". If you get the message "No targets specified and no makefile found", there's likely a subdirectory that contains the source you're looking to compile (as there is in several of the samples). Simply type "ls" to list the directory's contents, choose a subdirectory, type "cd subdirectory" (replacing subdirectory with whatever it's really called, of course), then try typing "make" again. If you compile something, then later want to compile it again (perhaps you modified it, or modified your environment), simply type "make clean", then type "make".

    A little later, I'll provide a collection of compilable source, by many authors, which you can simply extract into your c:/msys/1.0/home directory, cd into after starting msys, and compile.


    Thanks go out to:

    Lukasz Bruun, for doing 99% of the work (this environment is based on his MinGW PS2SDK tutorial, with several modifications and fixes), and also for giving me a few nudges in the right direction involving gsKit, SDL, and romfs (the latter of which is still a work-in-progress).

    ps2devman, for providing some Cygwin files for gsKit - as MinGW couldn't properly build gsKit without them, and PS2SDK will no longer build in Cygwin, thus I had no direct way of getting the files myself - and for providing help with fixing gsKit, and helping to update some source code of his to compile with the current PS2SDK (the more compilable source, the better ).

    ptek, for providing several Cygwin files and some good info for the attempted romfs fix, which is still being worked on.

    Oobles, for PS2Dev.org.

    Many people, for PS2SDK.

    And everyone else in the PS2 development scene


    - LB, of GSHI.org

    Download can be found here: http://gshi.org/vb/showthread.php?t=3097
    ...
    by Published on July 19th, 2008 19:11

    Raphi2 has posted a new homebrew release for the DS, heres the info from the coder himself:

    I released my next PAlib programm. It's DSRoomMaker. With DSRoomMaker you can build your own styled room with a few objects. I'm going to add more items and different rooms in the comming versions. Current is v0.8. Maybe I add custom objects using the FAT system.



    Download Here and Give Feedback Via Comments ...
    by Published on July 19th, 2008 18:32

    Ritz has today released what looks to be one of the best looking Homebrew Games for the Nintendo DS.

    Take a look at these screens:



    Heres what ritz has posted about his game:

    sonic is the development name for my homebrew nintendo ds 3d game project. some notable features include skeletal animation, static & dynamic point lights, shadow volumes, skyboxes, picking, gravity and object & environment collision detection. in the near future i will build the game logic, a.i., scripting and i hope to include an interactive 3d map builder for easy world creation and object & creature placement

    Download Here and Give feedback Via Comments

    Thanks to Nintendomax for posting the news and correct url of the author. ...
    by Published on July 19th, 2008 18:24

    News via Nintendomax:

    News/release from MasterDJE:

    MasterDje out a new version of "Chuck Norris Facts DS", which includes exceptional jokes on our beloved Chuck Norris. This new release brings honour the multilanguage with the Japanese, the German, Italian, the English and the Spanish.


    The interface is translated to 70%: it lacks 20% German, 8% of things to restore order and still 2% to explain that I do NOTHING to Japanese, gome nasai everything ...

    Notice to German, if someone (or, of course) reasoned (e) wants to bring a handful of facts and the various texts of the interface, it will have its name roughly somewhere (hence, bottom , Looks well ...) and my gratitude. there is a little more, I leave you?

    Download Here and Give Feedback Via Comments ...
    by Published on July 19th, 2008 17:38

    News/release from Paines:

    Vorton is a remake of the classic game Highway Encounter.

    From Wikipedia:
    Highway Encounter is a strategy/action game played from a 3D isometric perspective in which you must successfully
    chaperone a bomb along a long, straight stretch of highway and into the alien base at the end of it. There are
    thirty screens to pass through and most are filled with hazards that threaten to block your progress (such as
    barrels) or destroy you (aliens and explosive mines).

    Players control a robotic "Vorton" (resembling a dalek from Doctor Who) and one of the things that provides Highway
    Encounter with its unique appeal is that the bomb is constantly being pushed onwards by your extra lives - four more
    Vortons, who accompany you along the highway. It is in fact possible for all your extra lives to be lost without the
    player character being destroyed once.

    Controls:
    Jostrick - Move the roboter
    B - Shoot
    Select - Exit to Menu


    Issues/Known Bugs:
    There is a ton of issues/bugs. This is a Beta release to keep the GP2X Community happy. Hope you like it a bit.


    Thats all for now.
    Best regards

    paines
    [email protected]

    Download Here and Give Feedback Via Comments ...
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