• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • wraggster

    by Published on December 3rd, 2006 16:22

    Papafuji has released a new graphical adventure for the Nintendo DS, heres the info:

    - You'll find in these pages a lot of text and graphic classic adventure games and interactive fictions... Most of these games have been developped in the 80's and have been given to public by their respective authors, and can now be played freely

    - Some exceptions come from Infocom (except the Zork serie), Lucasarts and Sierra game that are not free and can be bought on their respective websites -

    - hope you'll have a lot fun with these games and good luck for your adventures...

    Info about this release

    Sorcerer of Claymorgue Castle
    - brand new graphic version of Scott Adam's Classic Adventure #13

    Download and Give Feedback Via Comments ...
    by Published on December 3rd, 2006 16:16

    New release from N64Francois

    Heres the translated details:

    Presentation:

    Since step badly of time, I wanted to give me to code with PALib (which I had temporarily given up with the detriment of OSLib de Brunni on PSP).
    Today, it is thing ridge! I thus present my new project to you: Bloops DS
    It is one pêle-mixes with various plays flash which I could exploit the Net (I took as a starting point the play GLOOPS for the GFX, and by various other plays for the decorations).
    The goal of the play is to destroy a maximum of Bloops in order to prevent that they reach the top of the screen.
    The more you are far in the play, the more new Bloops arrive quickly by bottom.

    History:

    03/12/2006
    - Setting on line of version 0.1 of BlOOps DS (version beta)

    How to play:

    The play is played Stylet entierrement.
    To destroy Bloops, you must touch a group from at least 2 of the same color.
    It is impossible to destroy them when a new line of Bloops is being formed.
    To put the play in Pause: START
    To activate/decontaminate the music: BUTTON B

    Other information:

    The play is far from being perfect, there remain to me several things with règler or to improve (I have to begin the project it has only approximately 10 days there).
    As you can note it, there is no noise, but that a basic music: it is because I currently meet a bug when I use a file MOD and a file RAW simultaneously (I would carry out new tests in the next days).

    Download and Give Feedback Via Comments ...
    by Published on December 3rd, 2006 15:55

    News/release from Jeremysr:

    The original one I released had an invisible bad bug in it that made almost all cells die unless you drew really slowly. This one fixes that and adds some more features described in readme.txt which I'll quote.

    readme.txt:

    DSlife by Jeremysr
    [email protected]
    ------------------

    What is Conway's Game of Life? Go here to find out: http://en.wikipedia.org/wiki/Conways_life

    DSlife follows the same rules as Conway's Life. It comes in three versions: 32, 64, and 256. These numbers are the width of the array of cells in the game of life.

    DSlife_256: 256x192 cells, each cell is 1x1 pixel
    DSlife_64: 64x48 cells, each cell is 4x4 pixels
    DSlife_32: 32x24 cells, each cell is 8x8 pixels (most accurate for creating life patterns)

    With DSlife_256, you can draw on the screen to create life, but the only way of erasing life is to clear the whole screen. With DSlife_64 and DSlife_32, you tap the screen to create 1 life cell at a time, or, if the cell already has life on it, erase that life.

    Menu:

    Start simulation - Starts the life simulation after you have drawn life on the screen
    Clear screen - Destroys all life making the screen white
    Speed - Changes the speed ranging from 0 to 9. 0 being the slowest, 9 being as fast as the DS can go. (Which isn't too fast )
    Rules - Changes the rules of life. There are 10 preset rules, the default being normal life (23/3).
    Save to... - Saves the speed and rules and life array currently being shown on the bottom screen to a file on the root of the card (DSlife_32.life, DSlife_64.life, or DSlife_256.life). If they don't exist DSlife will create them. You can only save one at a time. To edit them on the computer, open them in a text editor and from line 2 to the end of the file is the life array. 0's are dead (white) and 1's are alive (black).
    Load from... - Loads the speed and rules and life array from a file (DSlife_32.life, DSlife_64.life, or DSlife_256.life) on the root of the card.

    All of the menu options are selected or toggled using the A button.

    In this directory there are DSlife_*.life savefiles that you can put in your root directory:

    DSlife_256.life - Gosper's Glider Gun pattern
    DSlife_64.life - Diehard pattern
    DSlife_32.life - Glider pattern

    ---

    Thanks to felix123 for the variable speed and lid checking code!

    Download and Give Feedback Via Comments ...
    by Published on December 3rd, 2006 15:50

    Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC

    Heres more details:

    GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.

    In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:

    W = glove.z > -50 cm
    S = glove.z < -70 cm
    A = glove.x < -10 cm
    D = glove.x > 10 cm

    You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.

    You can even use it to control multiple mouse pointers with multiple mice.

    System Requirements
    You will need:

    Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
    DirectX 8 or above.
    There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
    You don't need any special hardware.

    Hardware Supported
    Nintendo Wii Remote (Wiimote)

    Download and Give Feedback Via Comments ...
    by Published on December 3rd, 2006 15:40

    Via retrothinking

    Do you like big numbers? Do you? Do you really, sir? You'll like this, then. Nintendo's Wii, the little games console that comes with a free stick for waving around, has become the fastest selling next-generation video games console, selling over a million units in just 2 weeks. That's a hell of a lot of units.

    It's selling around 78,000 units a day, considerably more than the PlayStation 3's 22,000 units a day and the Xbox 360's 20,000 units a day.
    Dead-on-the-money numbers are still flying higher than the R's Stannah stairlift can go, but numbers here are aggregates compiled from retailers in North America, Japan, Europe and that place Australia is, and are as accurate as you're gonna get.

    The Nintendo DS is still sales king overall, selling around a billion units a minute. Way to go, daddy-o. ...
    by Published on December 3rd, 2006 15:37

    Alekmaul has released a new version of his Arcade Emulator for the Nintendo DS:

    Heres the translated whats new:

    Afflicted, not of safeguard of the high scores in this version...: (... I have too much of work maintaining on another emulator to implement it

    Complete recasting of the engine and thus whole rewriting of the emulated plays

    Scramble, Galaxian, Solomon' S Key, Penguin Kun wars are playable

    Addition of too many playable plays (104...) to quote them

    Optimization of the management of the sprites and tiles (direct access to the memory)

    The sound, finally..., in the pacman and clones

    Download and Give Feedback Via Comments ...
    by Published on December 2nd, 2006 21:55

    News/release from Sasq:

    These are some text adventure interpreters I have ported to Nintendo DS; It was accomplished by first porting GLK (a library for handling Interactive Fiction) and then compiling GLK-versions of the compilers.

    - Frotz
    Plays new and old (Infocom) zcode format adventures. Currently the only
    interpreter confirmed to handle load/save correctly.
    Includes games like Zork, Hitchhikers Guide to the Galaxy etc

    - Level9
    Plays old level9 adventures.
    Includes Knight Orc, Snowball etc

    - Magnetic
    Plays Magnetic Scrolls adventures. Graphics are not handled correctly at the moment so avoid copying over the GFX-files. Includes The Pawn, Guild of Theives etc

    - Nitfol
    Another interpreter for zcode. Is actually more modern then FROTZ, but the GLK-versions has problems with the titlebar & fixed width window.


    This is the first release and contains a few known and unknown bugs.
    I will release a fixed v1.1 after feedback.

    Download and Give Feedback Via Comments ...
    by Published on December 2nd, 2006 21:44

    News/release from Metalbrain:

    After this week's DSP emulator update, I've taken a look at that Z80 Exerciser, and fixed several flags bugs, a bug I've detected in DAA and even a bug loading the z80 file from that page. Also, as I finally received the official blessings from Hermes more than a month ago, I've decided to call this version the final 1.3:

    What's new from 1.3b3:
    - Fixed a bug when loading some .z80 files with version 1.45 .
    - Fixed a bug on DAA instruction.
    - Fixed flags behaviour for several instructions: BIT*, CPI, SBC & SCF.

    * > BIT n,(HL) is still not perfect, since it doesn't use the MEMPTR hidden register, but I don't think emulating it is worth the effort.

    Download and Give Feedback Via Comments ...
    by Published on December 2nd, 2006 21:39

    Dodswm posted this news/release:

    Here's my hex edited devhook for 2.71, Devhook 0.45 and devhook 0.46 (credit to Dark Alex & Booster!)

    Note: When installing the firmware onto your mem stick, DO NOT overwrite any of the files from this package, or it will not work.

    Just do a normal devhook install, and the devhook folder on the mem stick root is "HD" not "DH".

    Just needed to hex edit a few files!

    Now i have Devhook 0.5 booting 2.82 from mem stick (DH folder), and devhook for 2.71 booting from flash (HD folder) on my 2.71se-c!

    Download and Give Feedback Via Comments

    DCEmu is only interested in the UMD aspects of this release, NO ISO discussion whatever ...
    by Published on December 2nd, 2006 21:23

    Via Joystiq

    We were in Osaka this morning to see the delivery of Nintendo's Wii to the world's greatest DS fans. Stores across Japan received a total of 400,000 Wii consoles. In Osaka, Japan's second city, 2,800 units were allocated to the Umeda branch of Yodobashi Camera alone, while Bic Camera in Nipponbashi received 650 systems. Both locations were sold out within an hour of opening.

    Compared with last month's farcical PS3 launch, there were notably fewer auctioneers-in-the-making at today's Wii debut. Most people we met were genuinely looking forward to playing games with their new purchase. (There are Wii lots on Yahoo! Auctions, but the going rate is only marginally higher than the retail price: typically Y30,000 (US$260) via auction, compared with Y25,000 (US$217) in stores.)

    The Wii's software tie-in ratio, too, seems to be more encouraging than that of the PlayStation3. Most customers in line at Yodobashi Umeda bought Zelda, while significant numbers also went for Wii Sports and Hajimete no Wii.

    Numerous methods of retail were used to launch the Wii, and these varied from store to store. Yodobashi kept its customers camped overnight in a parking lot, distributing numbered tickets to determine the order of entrance, before opening its doors at 7am. Bic Camera also opened at 7am, although most of the 650 people in line there didn't arrive until the first trains of the morning began to run at around 5am.

    Famitsu reports that the Tokyo Ikebukuro branch of Bic Camera sold out if its allocation of 1,200 units, while the Tokyo Yuuraku-cho arm of Bic Camera declared the console "sold out" at 5.41am when the 1,500th person arrived in the queue there.

    Sales figures from around the country are still coming in, but we'll keep you informed of the final stats just as soon as we get them ...
  • Search DCEmu

  • Advert 3