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  • wraggster

    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:33

    News/release from 3r14nd

    I am putting both of these in one thread due to either one not working with the other..he he..

    One of these antiupdates only works on the classic where the other works on the slim. The slim version came from coolj and the classic version has been around since before my time here on the console.

    The classic version works on 3.10 OE-A up to 4.01 M33-2 and i'm sure beyond that.

    The slim version works for me on 3.71 M33 up to 4.01 M33-2 and i'm sure beyond that. I never had 3.60 M33 so I could not test it.

    I just figured I wanted them and finally found ones that work so I would post it.

    They have been re-named for each version of psp.

    Erland

    Download and Give feedback Via Comments ...
    by Published on July 4th, 2008 02:24

    News/release from MaGnaTeK of a new release of the Pandora Installer

    Latest update to include version 401M33 CFW, this firmware no longer needs to have the fatmsmod.prx installed and this update is to reflect that change.

    Download Here ...
    by Published on July 4th, 2008 02:16

    News/release from Dan369:

    Welcome to the Legend of Zelda Alpha 3 readme!!!

    since me actually liking(love) zelda games i took it upon myself to make my own and this is what i have so far...

    Alpha 3 is a damn well lot more playable than alpha 2 and 3 with various bug fixes and changes/alterations to alpha 3 from alpha 2 which will be explain more in the changelog!!

    This game is powered by the dan369 Zelda game engine based on zion one and has alot more features!!
    Wriiten in lua the game has been in development for ofter 2 months and the progress so far is outstanding and this well eventually good by the BEST zelda hombrew game on PSP .

    Changelog:::

    -Fixed bug where after going in Link_Study you Couldn't go in Links_Workshop
    -Fixed sword bug
    -[] is now the attacking button
    -was going to have an new move but it didn't look that good so it's GONE
    -Changed menu Imaged (MY GFX designer adas123 did this
    -Added 3 more new levels (2 off them are completely orignal and not in any other Zelda game) designed by adas123
    - Exit now working in Links_study so you don't have to find it
    -Links_aunt has now been added as a character so go talk to her she's in Links_Study
    -added Stool,Table and Writing desk to Links_study


    Things in progress::::

    -Inventory
    -Combat Engine
    -Enemy Ai
    -Save/Load functions
    -Options
    -New Move????

    Download and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:10

    At this point Sony Computer Entertainment hasn’t pulled any pre-E3 surprises yet. Their first party line up consists of tested franchises like Resistance, Buzz, and Motorstorm. Little Big Planet is the new IP of the bunch this holiday season. XAM’D: Lost Memories may be the other. The “XAM’D” most likely is a hip homonym for “examined”, but the title sounds more like a RPG, maybe an adventure game.

    So what is it? My first guess is something new, but Rezel Cross (pictured) also comes to mind. Rezel Cross is a role playing game released by Sony Computer Entertainment Asia with XMB combat. Yes, I admit the link is malleable. We’ll be scanning for more details on XAM’D to see if it bears any relation to Rezel Cross (unlikely), Coded Soul (doubtful), Yuusha no Kuse ni Namaikida or2 (wishful) or any other Sony published PSP/PS3/PSN game when we’re at Sony’s E3 press conference.

    http://www.siliconera.com/2008/07/02...ries%E2%80%9D/ ...
    by Published on July 4th, 2008 02:09

    News/release from Freeplay

    NewBTCNFedit by FreePlay v0.3 (July 2, 2008)

    Use this tool to build a customized pspbtcnf.bin file for firmwares not supported by PSPBTEdit.

    I designed this tool because I didn't have any way to load plugins in APP mode on 3.90m33-2... and Go! Messenger runs in APP mode.

    As with most of my releases, the source is included. Thanks to Dark_AleX for information about the new pspbtcnf format; this wouldn't have been possible without that. (Well, maybe it would be... but it would've taken a little longer.)

    Usage: btcnf -build | -extract -b | -e
    -e | -extract: extract pspbtcnf file to pspbcnf.txt
    -b | -build: build pspbtcnf file from pspbtcnf.txt

    The pspbtcnf.txt file should be pretty straightforward; it's just a list of modules paired with a list of modes each module is loaded in.

    Valid modes are VSH, Game, Updater, POPS, and App, abbreviated as V, G, U, P, and A. To make a module load in one of these modes, just add it to the list after the module name. They can be in any order, upper/lower case, doesn't matter.

    New in v0.3:
    * Since there are now more firmwares, it now saves the version of the pspbtcnf.bin file in the .txt file, and will use that when you rebuild the .bin file. If there is no version info present, it assumes version 3.90 (since that's the version assumed by previous versions of this program).

    Download and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:06

    News/release from Waywardson

    Hi everyone i would like to release a test/beta version of my star defender game i am working on.
    I was going to wait till it was completely finished to release anything, but i am running short on ideas and would like some feedback on how to improve the game play.
    Controls in menu:
    D-pad:up = change menu selection
    D-pad:down = choose menu selection
    Cross = select
    Controls in game play:
    D-pad:left = weapon select
    D-pad:right = weapon select
    Cross = throttle
    R = shoot

    Download and Give Feedback Via Comments ...
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