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  • wraggster

    by Published on June 27th, 2007 02:30

    Jesse has already posted a new version of the impressive paint app for the Nintendo DS, heres some info:

    Current features

    Plain circle brush where pressure controls opacity

    512x384 image resolution with 1 stage zoom

    Replay the whole painting process of an image

    Hue-circle and luminance/saturation-triangle style palette

    Simple Load/Save support

    Planned features

    Better precision for small brushes

    Fixing of minor painting artifacts

    One additional zoom level

    Pressure calibration

    Slightly more advanced brushes

    Simple levels tool

    Wifi support

    Download and Give Feedback Via Comments ...
    by Published on June 27th, 2007 02:27

    Sektor has released an updated version of his game for the DS, heres the info from the page:

    Andrew Jenner created Digger Remastered. Maxim Sobolev converted it to use SDL. I did a quick port of the SDL version to Nintendo DS. This is a classic game originally by Windmill Software. You have to dig around the map and eat all the emeralds or kill all the hobbins/nobbins to pass a level. I have not added sound to the DS version yet (I don't think Digger's SDL sound code is complete but I can easily add new sounds). If you have a DLDI compatible device, scores will be saved to digger.sco on the root of your card.

    Controls:
    D-pad to move
    A to shoot
    Select to pause (I know Start is normally pause, I didn't pick Select, it just worked out that way)

    Just for fun, I tacked on motion support. You can connect a DS Motion Card at anytime and use tilt to move instead of d-pad

    Download and Give Feedback Via Comments ...
    by Published on June 27th, 2007 02:23

    Nameless has updated his astrology app for the DS, heres whats new:

    24/06/07: Version 0.5: - New bill of character - Greek Addition of the characters - Addition of a screen of loading - Graphic Recasting - Addition magnitude of stars - Change of page with gauche/Y and droite/A in “Search” - Adjustment of the colors lines/grid/light in the options - Adjustment of the luminosity of the screens in the options - Possibility of giving to zero of the parameters

    Download and Give feedback Via Comments ...
    by Published on June 27th, 2007 02:19

    New from Xflash:



    I included (cf sources) 192 files XML of patterns of shooting. Some pass very well, others request our poor DS enormously. At all events to be able to judge performance, test this release only on hardware and not on emulator. I soupconne strongly that the intensive use of the software interruptions (SWI) related to mathematics are very badly emulated…: - (

    Download and Give Feedback Via Comments ...
    by Published on June 27th, 2007 02:15

    New from Minishlink is in his words an arcade game for the Nintendo DS.



    Download Links:

    Version 1.0 UNSTABLE DLDI
    Version 1.0 UNSTABLE No_DLDI ...
    by Published on June 26th, 2007 20:10

    Brandon has updated his Roguelike RPG Game for the DS and GBA (2 Seperate Versions), heres the long whats new:

    Warning: The keyboard handling for SDL started as an ugly hack trying to present to POWDER the button layout of the GBA. I've largely removed that hack in exchange for a system that uses peeking of keys rather than trying to track keyboard states. This should be easier to manage and less error prone. However, be warned that there may be cases where hitting the wrong key causes POWDER to hang. If you encounter such a thing, please let me know! Similarly, you will note the repeat rate for keypresses is now unified. I'd appreciate any comments if this is a better or worse situation.
    Exciting: This version introduces the ability to replace POWDER's tile set on platforms other than the GBA by merely adding the correct file to the correct directory. Look for the Art Pack which has directions on how to do this.

    I've hit my 256th tile. ARGH!!!
    Added Belweir's library to level 21.
    Minotaur moved up to level 15, caverns now start a level earlier.
    The creature memory of your intrinsics is now saved.
    Creature kill list now sorted by creature difficulty - highest expvalue creatures will show first.
    If you fizzle a wand zap, the wand is now marked as cursed.
    Throwing cursed weapons or potions has a chance of fumbling and throwing them on the ground. In this case their cursed state will be noted.
    New skill, ambidextrous.
    The floppy hat and plain robes are gaudy, not guady. (David Damerell)
    Wielding a platemail in the off hand no longer grants you a powerful shield.
    You can now patch the Windows, Linux, and DS versions by adding a subdirectory called "gfx" with the appropriate .bmp files. You can find template .bmp files inside the latest artpack. The new graphics options show up as "From Disk" in the Tile menu.
    Due to a mixup in the DS community, I've taken a hit to my humility stat to add my name to the title screen. Hopefully this clears up the confusion there.
    Your armour value now reflects your skill in your armour, so as you gain skills your armour value will go up. You will see much higher values now, but the underlying code hasn't changed.
    Funny messages inform you if you try to walk out of the map. (David Damerell)
    Lava tiles are always lit now.
    Quizar's level is now dark.
    Chainmail is a flexible, not an flexible.
    Paper items that fall in lava burn now.
    Divination now spelled correctly. (David Damerell)
    Corpses, statues, and bones are now "a brown slug corpse". This is shorter than "a corpse of a brown slug" and also avoids embarassing phrases like "stop playing with corpses of a brown slug". (David Damerell)
    Sapphire, not saphire. Conscious, not concious. Rat tails, not tales. (David Damerell)
    [L] and [R] work as page up and page down in text viewers.
    If your secondary weapon is two handed, it will no longer attack during dual wield.
    You are explicitly allowed to put two handed weapons in your off hand if your primary hand is single-handed. They will not dual-wield but this may be useful in the case of staves.
    Equipping a two handed weapon will dequip your shield to free up the space.
    [SDL] 100% CPU usage on some menus is fixed. (R. Alan Monroe)
    [SDL] Previously, it was possible to get into a bad state where POWDER will be idle but would stop accepting key presses. This would often happen on info screens. This has been fixed, but I may have introduced new problems :< (R. Alan Monroe)
    [Linux] The executable bit should be set on the powder executable in Linux. (David Damerell)

    Download and Give Feedback Via Comments ...
    by Published on June 26th, 2007 20:10

    Brandon has updated his Roguelike RPG Game for the DS and GBA (2 Seperate Versions), heres the long whats new:

    Warning: The keyboard handling for SDL started as an ugly hack trying to present to POWDER the button layout of the GBA. I've largely removed that hack in exchange for a system that uses peeking of keys rather than trying to track keyboard states. This should be easier to manage and less error prone. However, be warned that there may be cases where hitting the wrong key causes POWDER to hang. If you encounter such a thing, please let me know! Similarly, you will note the repeat rate for keypresses is now unified. I'd appreciate any comments if this is a better or worse situation.
    Exciting: This version introduces the ability to replace POWDER's tile set on platforms other than the GBA by merely adding the correct file to the correct directory. Look for the Art Pack which has directions on how to do this.

    I've hit my 256th tile. ARGH!!!
    Added Belweir's library to level 21.
    Minotaur moved up to level 15, caverns now start a level earlier.
    The creature memory of your intrinsics is now saved.
    Creature kill list now sorted by creature difficulty - highest expvalue creatures will show first.
    If you fizzle a wand zap, the wand is now marked as cursed.
    Throwing cursed weapons or potions has a chance of fumbling and throwing them on the ground. In this case their cursed state will be noted.
    New skill, ambidextrous.
    The floppy hat and plain robes are gaudy, not guady. (David Damerell)
    Wielding a platemail in the off hand no longer grants you a powerful shield.
    You can now patch the Windows, Linux, and DS versions by adding a subdirectory called "gfx" with the appropriate .bmp files. You can find template .bmp files inside the latest artpack. The new graphics options show up as "From Disk" in the Tile menu.
    Due to a mixup in the DS community, I've taken a hit to my humility stat to add my name to the title screen. Hopefully this clears up the confusion there.
    Your armour value now reflects your skill in your armour, so as you gain skills your armour value will go up. You will see much higher values now, but the underlying code hasn't changed.
    Funny messages inform you if you try to walk out of the map. (David Damerell)
    Lava tiles are always lit now.
    Quizar's level is now dark.
    Chainmail is a flexible, not an flexible.
    Paper items that fall in lava burn now.
    Divination now spelled correctly. (David Damerell)
    Corpses, statues, and bones are now "a brown slug corpse". This is shorter than "a corpse of a brown slug" and also avoids embarassing phrases like "stop playing with corpses of a brown slug". (David Damerell)
    Sapphire, not saphire. Conscious, not concious. Rat tails, not tales. (David Damerell)
    [L] and [R] work as page up and page down in text viewers.
    If your secondary weapon is two handed, it will no longer attack during dual wield.
    You are explicitly allowed to put two handed weapons in your off hand if your primary hand is single-handed. They will not dual-wield but this may be useful in the case of staves.
    Equipping a two handed weapon will dequip your shield to free up the space.
    [SDL] 100% CPU usage on some menus is fixed. (R. Alan Monroe)
    [SDL] Previously, it was possible to get into a bad state where POWDER will be idle but would stop accepting key presses. This would often happen on info screens. This has been fixed, but I may have introduced new problems :< (R. Alan Monroe)
    [Linux] The executable bit should be set on the powder executable in Linux. (David Damerell)

    Download and Give Feedback Via Comments ...
    by Published on June 26th, 2007 19:11

    News from Craigix:

    http://www.lugradio.org/live/2007/index.php/Main_Page

    7th-8th July 2007 ... The Lighthouse, Fryer Street, Wolverhampton, UK

    We are going to be there with the GP2X, anyone fancy coming? We will be selling at a discounted price and will also talk about what our future plans are Wewill have the '2x on LCD panels too.
    ...
    by Published on June 26th, 2007 19:01

    News from Zodttd:

    Hi everyone,

    A small but good status update on psx4gp2x. I've actually been working on the psx4all ARM Dynarec (psx4gp2x) for some time now, off and on. After bothering Exophase enough, he is starting to come to his senses and help me out with psx4all.

    Thanks to Exophase, a night full of coding (and lots of work for me to do in the day!) helped us produce a disassembler for the psx4all ARM Dynarec which produces not only the MIPS disassembly from the PSX side of things, but also the dynarec'd ARM disassembly for the corresponding MIPS code! This is going to be extremely helpful for improving the dynarec performance overall!

    As you may notice from the above code (besides a bug or two in the output), the dynarec is saving and restoring two registers almost constantly on and off the stack! This can be easily changed for the better! Also see how much that small block of MIPS code is taking so many ARM instructions? This is due to many things, but a large chunk of it can be reduced by changing the way I handle the differences between direct/indirect branches, as well as IRQ checks. I'm outputting too much code for checking IRQs and since its done at the end of each block, with such small blocks, it's way too much overhead.

    Then Exophase gave me a good idea to change the way IO is handled. Since I learned about PSX emulation mostly from FPSE/PCSX, they used a plugin model. My model, although it doesnt use plugins, is similar, and doesn't benefit from performance increases that can be had by using a more unified approach for moving IO data.

    The short of things: Exophase has been a HUGE help already! Expect good things from psx4all to come. This work helps not only psx4gp2x, but other ARM based ports of psx4all as well.
    ...
    by Published on June 26th, 2007 18:59

    News/release from hal9000

    Stable version of my GP2X port of this puzzle / dungeon crawling game.

    New features:
    - Undo (even when you are dead!)
    - Mimic view: in zoom mode, switch between your mimics.

    Bug fixes:
    - Bug fixed in fullscreen interpolation (looks nicer now)
    - Invisibility potion does not cause slowdown anymore.
    - Character does not get stuck on new level anymore.
    - Some other minor bug fixes...

    The README file contains additionnal tips to recover your lost profile, too.

    Download: http://julien.carme.free.fr/drod-gp2x-1_0.zip
    ...
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