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  • wraggster

    by Published on July 16th, 2008 00:25

    News/release from Sylus101

    Hello everyone!!!!

    From a simple question on this very forum spawned an idea that I just ran with and became what I really hope is a useful little app.

    I present PIXELMAN, The Sprite Editor!

    In a vein of laziness, and general exhaustion, here's the Readme file in full:

    Welcome to Pixelman v0.90!

    I'm starting with version .9 because there are really only a couple of extra editions I have planned before being a true 1.0 final version, but this one is working well and I was dying to release something so here it is!

    File structure and FAT:

    The zip has things in the right place but basically you should have a pixelman folder with two folders named sprites and palettes inside it. pixelman.nds can be either on the root or inside the pixelman folder, at least that is what works on my R4 card. If in doubt, try either... actually I would be curious to hear if there is any issues with other cards.

    In the sprite and palette folders you can place output c files from PAGfx and the app will be able to read them. Any sprites or palettes you create will also save into these folders. Currently only sprites up to 20 frames are supported but if there is a demand for more, I can easily increase the sprite array size so just post on PALib and let me know.

    *Special Note and a big thanks to Themepark*
    When you save a sprite you'll get a .spr.c extention. This is because of a strange filename limitation that was discovered with FAT. Read the next paragraph to see what do do about it.

    Using your Pixelman outputted files with your own projects should be done with some experience as it's not automatically created with a nice all_gfx.h and all_gfx.c file. My best advice is to rename the files to your liking. Open then and make sure you name the sprite and the palette arrays as well. Put them in the gfx folder of your project if that's your normal practice and then edit both all_gfx.c and all_gfx.h to include them. It sounds like a tall order, but it's not all that painful. If you’ve got the skill then ignore this and do what comes natural. Any questions, please post and I'll be happy to answer.

    Pardon the general rough look of the app. I'm a terrible graphic artist and to some extent intend to use this to practice.

    Controls:

    Initially the controls are pretty self explanatory, just tap options with the stylus. Once you get started the controls are as follows:

    DPad arrows move the color selection box around the top screen. You can press L to have the screens switch and tap the color you want with your stylus. Obviously use the stylus to draw when the screens are in normal position.

    (These are generaly coded with Pad.Released by the way...)

    Press A to stamp the current drawing to sprite and Y to take current sprite frame and do the reverse.

    X and B change the current sprite frame.

    Press R to start and stop animating the sprite. While animated Up and Down on DPad increase and decrease the speed.

    Press Select to Clear the drawing screen.

    Start bring up an Options screen, all of which are self explanatory selections.

    Enjoy!
    Sylus “Not Stylus” McFrederickson

    To Come (soon, hopefully):

    Restart option, right now you have to shut down to start working on a new sprite.

    Loading of binary sprites. Saving to binary would be impossible for my C skill without major help.

    Option to not save palette as it is certainly unnecessary sometimes.

    Modification of individual palette colors.

    File name choice when saving.

    Listing of more than a few files in each folder. Right now only 8 or so fit on screen.

    Zoom function (partially worked on already) because working with 64 X 64 is almost pointless when trying to get pixel perfect accuracy.

    Update look and polish (consistency of fonts, etc...)

    Download and Give feedback Via Comments ...
    by Published on July 16th, 2008 00:18

    News/release from Cid2mizard

    Kukulcan and me, present a new version of FAT Player MikMod, the version 5.

    Changelog:
    -New interface, new graphics.
    -Improved performance of visualizeur frequency (zero values are now reset to zero).
    -Improving the fluidity of visualizeur (capture frequencies Accelerated).
    -Switch screen.
    -Managing channels (Power On/Off) with the stylus.
    -Add Repeat and Random.
    -Bug fix the opening, only compatible files are displayed (Warning not to file without extension on / Musics).
    -Bug fix the number page.
    -Many bug fix, (FAT, etc..) usually the player is much more fluid than before.

    The archive contains several Track module in almost all of these formats supported.

    Download and Give feedback Via Comments
    ...
    by Published on July 16th, 2008 00:10

    Eke-Eke has released a new version of his Gameboy Emulator for Wii and Gamecube:

    GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy

    This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.

    This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.


    -=[ CHANGELOG ]=-


    Quote:

    15/07/2008:
    . added Wii mode support
    . added wiimote/nunchuk/classic controller support (WII version)
    . added libfat support
    . added automatic SRAM & FreezeState option
    . added 50hz (576i) TV mode support (autodetected)
    . added Progressive (480p) TV mode support (autodetected)
    . added various display aspect ratio support (ORIGINAL, SCALED, STRETCH)

    Download and Give feedback Via Comments ...
    by Published on July 16th, 2008 00:04

    Eke-eke has released a new version of the Master System/Game Gear Emulator for Wii and Gamecube

    This is a port of Charles MacDonald's SMS Plus emulator, based on Softdev's last release, with some compatibility fixes and additional features. Download the latest version and execute smplus.dol on your Gamecube or Wii with your prefered method and then load a rom from ISO9660 DVD or from SDCARD. If you use SDCARD, roms must be placed in the previously created directory /smsplus/roms. Savestates need a /smplus/saves/ directory.

    Read smsplus.txt for detailled options and full credits.

    KNOWN ISSUE: expansion controllers (Nunchuk or Classic) are sometime not detected upon initialization. To solve that, simply deconnect and reconnect it from the wiimote.






    [FEATURES]

    accurate Sega Master System & Game Gear Emulation with sound
    FM unit emulation (Japanese Master System)
    2 Players support
    Savestate support (compressed, saved on MCARD and SDCARD)
    Load a game from SDCARD or DVD (4.7GB support for Wii users)
    SMS BIOS support
    3D glasses faking
    Light Phaser & Paddle emulation
    internal Game Database for automatic configuration
    Zipped rom support (.zip only)
    Original NTSC & PAL progressive rendering modes (240p/288p) support
    Interlaced (576i/480i) & Progressive (480p) TV mode support
    Wiimote, Nunchuk & Classic Controller support (WII mode only)
    full Overscan area (horizontal & vertical colored borders) emulation
    [HISTORY]

    Please read history.txt for a complete changelog.

    Quote:
    15/07/2008:
    -----------
    [SMS, GG]
    - added an option to disable original Sprite Limit emulation (reduce sprite flickering)
    - added an option to display the hidden parts of the original Game Gear LCD screen
    - added Laser Ghost in "Light Phaser" game database
    - fixed a bug which prevented "normal" games displaying correctly after loading a 3D game

    [NGC/Wii]
    - added automatic alphabetical filesorting (Marty Disibio)
    - fixed Wii/Gamecube RESET button handler (softreset)
    - added support for horizontal wiimote handling in Menu (activated when wiimote is not pointed towards the screen)
    - added custom input ports setting (PHASER,PADDLE, GAMEPAD or NONE), this is still automatically set for games which need specific peripherals
    - keys mapping are now saved in config file
    - when Classic Controller is inserted in Port #1, Wiimote #1 can now be used to control player #2
    - "Soft-Reset" key is now fixed to avoid accidental resets: Buttons + & - on wiimote/classic controller, Triggers L & R on gamecube pad
    - fixed "stretch" mode being canceled after loading a new game
    - fixed SMS BIOS detection (place the BIOS rom on SDCARD in /smsplus/SMS_BIOS.sms)

    Download and Give feedback Via Comments ...
    by Published on July 15th, 2008 23:59

    News via nintendomaX

    Montpsy realizes the final version of his game reflexes "Ultra FastReflexes" here is the comprehensive review.

    Quote:
    History:
    [v 1] Add 4 languages (5 in all) depending on the configuration of the DS (English, Deutsch, Italiano & Español)
    [v 1] Adding a new tune
    [v 1] Adding a splash MLLib!
    [v 0.3] Gestion Des HighScores
    [v 0.3] Saving the best score in the file 'Ultra-FastReflexesScores.sav'
    [v 0.2] Integrating timer
    [v 0.2] Time Management reflex record and the average reflex
    [v 0.1b] Fixed bug that forced a switch off / turn the DS to a new part
    [v 0.1] Adaptation on DS
    [v 0.1] Discover this game on PSP

    How to play:
    When you press "Start", the game starts
    The corresponding images each has a touch of the DS stylus or appear, press the right button as soon as possible
    Attention has not deceive if it is lost!

    Download and Give feedback Via Comments
    ...
    by Published on July 15th, 2008 23:54

    Fuzzy has posted a new release of his Super Smash Bros Rumble game for the DS:

    i've got something you might want
    have a look: It's the 3rd Demo !!
    (Now on rapidshare)
    Yeah! it's out! but...has got some bugs :/
    Anyway..

    What is new?
    -Some music titles
    -A start of an options submenu to set the cam following you or positioning in the middle of al characters. (not final graphics, i'd better say that^^)
    -Victory theme
    -Battletime can be set over 5 min (if musicbugs appear i'm sorry)
    -Air dodging with L and R in the air
    -CPU level is set to 9 when selected ( to prevent people saying the ai is too weak ;P )
    -two new stages (Onett and Yoshi's Island)
    -Luigi, playable and as cpu

    --------------------

    Luigis attacks:
    X/Y/UP => Jump
    Down => cowering
    2X Down => dropping through small grounds
    up+B => superjump / Firejump
    up+A => Head smash
    down+A => ground smash
    A(in the air) => airkick
    A => simple smashing
    down+B => spinning
    A+Left/Right => this rocket attack
    L/R (in the air) => Dodging
    L/R/ (on the ground) => shield

    think thats it..

    --------------------

    known bugs:
    -music starts playing different tracks after one is finished.
    -spinning an opponent next to a wall trhows the hit one through the wall.
    -some collision errors (especially with Luigi on Yoshi's Island if i remember it right)
    -character behaviour outside the screen

    So have fun !!

    Download Here and Give Feedback Via Comments ...
    by Published on July 15th, 2008 23:43

    News via gxmod

    taeky, a member of our forums, we propose a new version of his original game for PSP: ParKing, which passes to version 1.3.

    The goal is to park the car as soon as possible. Currently, 3 levels are available.

    News / Corrections:

    -- Adding a 3rd level
    -- Adding a 3rd vehicle
    -- Improved graphics
    -- Downloads file records
    -- Optimization script
    -- Fixed bug minors
    -- EBoot LuaPlayer HM 7.0

    Commands Thursday:

    Triangle: Forward
    Round: Back
    Croix: Brakes
    Right: turn right
    Key left: turn left
    Square: pause
    Start: Repeat
    Select: Main Menu
    L + R: Screenshoot

    Download and Give feedback Via Comments ...
    by Published on July 15th, 2008 23:34

    via pspgen

    Stifpsp, developer of our forums and a member of the team voxtex just make a MOD for TetriAbetes 1.50b2 of Dragula96. This mod gives you a theme in GTA IV and 2 music.

    To add your own music in TetriAbetes 1.50b2 MOD GTA IV v3, create a file in the folder tetriabetes MUSIC located at the root of your Memory Stick. The music must be at *. MP3 format for easier reading them.

    Download and Give feedback Via Comments ...
    by Published on July 15th, 2008 23:23

    Hellcat has updated his Pandora Installer for 3.xx kernels, heres whats new:

    LAST UPDATE:
    Revision 4: (15.07.2008)
    - added a new menu system for more easy navigation of all available options
    (I ran out of buttons for new functions *lol*)
    Usage should be a bit more easy now, less confusion....
    - added option to install TimeMachine IPL to the MemStick
    (the IPL is build in, not required to have it as file on the MemStick)
    - added option for installing a DDC stick! ("Desparter Del Cementario", or however it's spelled ;-) )
    Now you can finally make a MagicStick with this app that also works perfectly on the Slim and
    installs a recent CFW! :-)
    No need for any additional tools or setups.
    (3.40 module extraction based on M33's PSARDumper)
    - added option to modify a DDC MagicStick to launch ELF-Menu, instead of the original
    DDC ressurection.elf - already presupplied with NAND-Tool (propperly set up) and the
    original ressurection to be launched from the menu.
    For all you maintanance needs :-)
    - It now looks for the 1.50 updater under "150.PBP", no longer under "UPDATE.PBP"!
    - The required updater .PBPs are checked on startup and missing ones a are noted in a warning at the bottom of the mainscreen


    Key features
    Prepare (repartition and format) your memstick for Pandora
    (to reserve space for the MS IPL)
    since revision 3 you can also choose the name after format (see below)
    Make normal battery to Pandora one
    Make Pandora battery to normal one
    Install a full 1.50 to the memstick, including the Pandora (classic, Fat and 1.50 only)
    Install a full 1.50 to the memstick, including DAX' DDC universal unbricker for Fat+Slim
    Install optional tools (ELF-Menum NAND-Tool) to a DDC stick, already propperly set up and ready to use
    Backup current battery serial to file
    Restore battery serial from file
    (if trying to restore from a backupfile without one beeing present,
    the default serial will simply be used instead)

    Download and Give feedback Via Comments ...
    by Published on July 15th, 2008 23:14

    Updated release from Torch:

    This is a simple plugin I made a long time ago for my personal use. I just found the source code while going through some old stuff on my computer, so I thought I'd clean up the code a bit and release the plugin.

    I realize that there are other plugins that feature similar functionality but I wrote my own because I wanted to be sure its coded optimally, as there are a few careless ways in which these functions can be improperly used (the point of this after all is to conserve battery life).

    It does the following when the Hold switch is enabled:
    * Switches off the LCD backlight.
    * Switches off the actual LCD screen.
    (This is important because the backlight and actual screen are two different things. You can have an image being displayed on the screen while the backlight is switched off, such that you can see the image if you use a flashlight. You can also have the screen switched off while the backlight still illuminates the powered off screen.)
    * Underclocks the CPU to 61MHz
    (Sony has changed the clock speed functions such that only certain combinations of speeds work correctly. Simply trying to underclock to arbitrary values will result in the CPU simply running at the stock speed. I have verified that Hold+ successfully underclocks to 61MHz.)
    * The original screen brightness and clock speed are restored when the Hold switch is released.
    * Prevents the PSP from going into suspend mode if you accidently push the power switch too far when turning off Hold mode.
    * Allows operation of the PSP with the display turned off, to change volume, skip songs etc.

    Usage:
    Turn on the Hold switch to automatically disable the display and underclock the CPU. Turn off the Hold switch to return the CPU to normal speed and enable the display.

    If you push the ANALOG UP button when turning off the hold switch, the display will remain switched off and the CPU will remain underclocked, but you can operate the PSP. This is useful if you just need to adjust the volume, fast forward/rewind, or to skip to the next song, without unnecessarily turning on the display. To return to normal, just press the Screen button.

    If you push the ANALOG UP button when turning on the hold switch, it will only lock the keypad like normal Hold mode. The display and CPU speed will not be changed, so that you can watch videos etc. with the keypad locked.

    Installation:
    You can install it in the seplugins folder, and make an entry in VSH.txt. Thus it will be active in the XMB. Its also possible to use it in games by adding it to GAME.txt, but some games may crash etc., if the CPU is underclocked to such a low value.

    Optionally, its also possible to install it in your PSP's flash0 so that it will work without a memory card. For this you can use FreePlay's "NewBTCFNedit" and enable it for VSH mode in the all the PSPBT?NF.bin files. Add it after vshmain.prx.

    Credits:
    Thanks to adrahil for helping with preventing the suspend mode.

    Changelog v2.6
    ----------------------------------
    Modified the code a bit so that it should work better in GAME mode, although I don't really support using it in GAME mode.

    Download and Give feedback Via Comments ...
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