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  • wraggster

    by Published on September 6th, 2006 23:00

    Mollusk posted this news:

    Here comes the official update after a few useless betas
    Main stuff you'll focus on :
    - Animated gif and their new commands
    - VBL functions
    - Stylus additions
    - No more compilation need on installation !
    - PAGfx compatibilty and error fixes

    Changelog :

    New Stuff
    ---------

    [Compilation] No longer requires install.bat

    [VBL] Added a custom function code in the VBL : PA_VBLFunctionInit(your function) will execute, each and every frame, a given function... This can be used to make counters or have critical codes run at full speed when you're low on CPU time. Be aware that too CPU-expensive functions might slow down your program or hang the DS if run from the VBL !!! PA_VBLFunctionReset() can be used to stop the custom function. An example was added (Other/VBLFunction)

    [2D/3D] Seperated the 2D init (still done by default in PA_Init). You can now use PA_Init2D to return to 2D mode after using 3D functions

    [Gif] Gif speed now works, only tested on emu for now. Thanks to Shaun for the solution Removed PA_SetGifSpeed

    [Gif] New commands available to change the gif speed while playing and pause it ! PA_GifAnimSpeed(float speed), PA_GifAnimStop, PA_GifAnimPause, and PA_GifAnimPlay. Check out the GifAnim example

    [Demos] Added the Bunny demo to the demo folder. It shows how to use sprite frames and pixel-perfect stylus collision to create stupid minigames


    Updated Stuff
    -------------

    [Stylus] Now includes Stylus.Downtime and Uptime, to know how long the stylus was held on the screen or off of it (check Input/Stylus2 example to see that in action)

    [Stylus] Added Stylus.DblClick, may need more testing though, also in Stylus2 example

    [DeSmuME] Reverted back to the old version, this one had 'Hickups'

    [Giflib] Changed its compilation, saves 4kb

    [Doc] Updated the doc


    Things Fixed
    ------------

    [Compilation] Fixed the 5 last warnings

    [Examples] FAT example back, thanks Creebo

    [PAGfx] Better declarations in all_gfx.h and .c, with #ifndef and CPP compatible stuff

    [PAGfx] Now works correctly when you don't precise the Sprite/Bg mode (256colors, etc...) Will take the most common mode by default (fixes PAGfx.exe errors and PAGfx Frontend import function

    [Draw] Draw functions fixed, thanks to PadrinatoR

    I know sourceforge might take a few hours to update, so I put the installer and the zip on an ftp :
    http://www.palib.info/Release/PAlib060905.exe
    http://www.palib.info/Release/PAlib060905.zip
    ...
    by Published on September 6th, 2006 23:00

    Mollusk posted this news:

    Here comes the official update after a few useless betas
    Main stuff you'll focus on :
    - Animated gif and their new commands
    - VBL functions
    - Stylus additions
    - No more compilation need on installation !
    - PAGfx compatibilty and error fixes

    Changelog :

    New Stuff
    ---------

    [Compilation] No longer requires install.bat

    [VBL] Added a custom function code in the VBL : PA_VBLFunctionInit(your function) will execute, each and every frame, a given function... This can be used to make counters or have critical codes run at full speed when you're low on CPU time. Be aware that too CPU-expensive functions might slow down your program or hang the DS if run from the VBL !!! PA_VBLFunctionReset() can be used to stop the custom function. An example was added (Other/VBLFunction)

    [2D/3D] Seperated the 2D init (still done by default in PA_Init). You can now use PA_Init2D to return to 2D mode after using 3D functions

    [Gif] Gif speed now works, only tested on emu for now. Thanks to Shaun for the solution Removed PA_SetGifSpeed

    [Gif] New commands available to change the gif speed while playing and pause it ! PA_GifAnimSpeed(float speed), PA_GifAnimStop, PA_GifAnimPause, and PA_GifAnimPlay. Check out the GifAnim example

    [Demos] Added the Bunny demo to the demo folder. It shows how to use sprite frames and pixel-perfect stylus collision to create stupid minigames


    Updated Stuff
    -------------

    [Stylus] Now includes Stylus.Downtime and Uptime, to know how long the stylus was held on the screen or off of it (check Input/Stylus2 example to see that in action)

    [Stylus] Added Stylus.DblClick, may need more testing though, also in Stylus2 example

    [DeSmuME] Reverted back to the old version, this one had 'Hickups'

    [Giflib] Changed its compilation, saves 4kb

    [Doc] Updated the doc


    Things Fixed
    ------------

    [Compilation] Fixed the 5 last warnings

    [Examples] FAT example back, thanks Creebo

    [PAGfx] Better declarations in all_gfx.h and .c, with #ifndef and CPP compatible stuff

    [PAGfx] Now works correctly when you don't precise the Sprite/Bg mode (256colors, etc...) Will take the most common mode by default (fixes PAGfx.exe errors and PAGfx Frontend import function

    [Draw] Draw functions fixed, thanks to PadrinatoR

    I know sourceforge might take a few hours to update, so I put the installer and the zip on an ftp :
    http://www.palib.info/Release/PAlib060905.exe
    http://www.palib.info/Release/PAlib060905.zip
    ...
    by Published on September 6th, 2006 22:56

    Lick has posted the first OFFICIAL Release of DSLive Weather for the Nintendo DS, heres the release info:

    First Official Release that includes graphics. Aestus, that’s heat in Latin. I’m sure you guys agree that this release is hot!

    Changes (from Tepidus release):
    - Better layout current condition.
    - One global server setting, so you don’t have to type that for each and every profile.
    - Left and Right switches between profiles.
    - Touching the information will switch between units (F/C, miles/km).

    Installation Notes:
    - Make sure to create a directory in the root, named “DSLiveWeather”. (If you’re upgrading from previous installations, remove the trailing exclamation icon (”!”) from the directoryname.)
    - You must use the file ‘weather/fetch2.php’ from the server ‘lick.huuf.net’. Must.
    - You might want to delete reports.b, because there has been a change in the way DSLW loads that file. Though you don’t -need- to do it.

    Bugs
    Please report any bugs that you find so I can remove them ASAP.

    Download and Give Feedback Via Comments ...
    by Published on September 6th, 2006 22:51

    Via http://www.pcsx2.net/

    Current WIP on the PCSX2 0.9.2 beta has led to the PAL (SCES 5049x) version of Final Fantasy X being Playable. Thanks to a variety of fixes made by various members of the team, including;

    MTGS / DC mode stability - Great for Dual Core / CPU users!

    IPU fixes, including fully working sound in videos

    Pause and sync issues, no more random hangs, looping etc

    SPU2 fixes, including ADMA, and timing related issues.

    With MTGS (Multi Threaded GS) / DC (Dual Core) features gaining improved stability, the game can be played at 'enjoyable' speeds, ranging from a base speed of 29 FPS in the most intense areas, right up to the peak speeds of over 140 FPS.[1]

    This means that the US, Japanese and finally the European versions of Final Fantasy X are fully playable!

    Enjoy the shots posted on the PCSX2 official forums! here
    ...
    by Published on September 6th, 2006 22:45

    Via WorthPlaying

    Guerrila announced some of the extra features that will make Killzone: Liberation the game fans have been crying out for, including innovative interaction online and more downloadable content

    Taking full advantage of the power of PSP, Killzone: Liberation comes packed with features including the single player mode, game-share capabilities, a unique third person viewpoint, providing players with a more strategic perspective to take in all the action, as well as a Tactical Command System, in which players can give orders to an AI buddy during intense stand-offs with the enemy. There are also a variety of six-player Ad-Hoc multiplayer modes including Deathmatch, Team Deathmatch, Assault and Capture the Flag thereby offering the diversity that Killzone fans and PSP owners are expecting.

    The game launches on October 31st, 2006, simultaneously to the official community website at Killzone.com, promising to be one of the most interactive PSP websites to date. Here players will be able to access un-lockable content, construct their own profile, maintain friend lists and track their own personal achievements.

    Shortly after the game's launch the Infrastructure mode with two new multiplayer maps will be available as a free download from the official site. This mode will deliver the same level of functionality as the Ad Hoc mode but will allow Killzone fans to test themselves against players across the globe. Also available after the game's Halloween launch will be a new chapter of the game, extending the storyline beyond the UMD experience. The chapter will contain four additional missions, new challenge games and multiplayer maps

    Until then, however, fans will be able to hone their skills on some of the latest features that make this version of the game such a unique proposition.
    ...
    by Published on September 6th, 2006 22:42

    Via PSPFanboy

    Looks like Sony's ready to counterattack against that libtiff exploit that's been so helpful to homebrewers over the past few days. The European PSP site has revealed text suggesting the impending release of firmware version 2.81. Most likely, it won't include any new functionality. However, I hope Sony will prepare a downloadable demo to coax us into upgrading, just because free game demos are always yummy.

    More Info ...
    by Published on September 6th, 2006 22:39

    Heres all the info

    LTE Game Engine 2 is the new graphic engine release by LTE Studios, it comes with a big speed improvement against LTE 3D Engine and now it has got most popular features of commercial engines.

    The new Website brings you this new version of the LTE Game Engine (which old name was LTE 3D Engine), this new version has many new features and general speed improvements, read the changelog in the game engine area for further information

    - Changed name from LTE 3D Engine to LTE Game Engine

    - Added support for Mipmapped textures. Mipmapping gives an high speed improvement.
    By default all textures are mipmapped, you can disable this feature with
    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS , false);

    - Clipping comes necessary when your meshes has big triangles, but for model and object
    meshes (like the character) this is not necessary. By default now clipping is not
    enabled by default: if you need the engine to clip your mesh type
    node->setMaterialFlag(video::EMF_CLIPPING, true);

    - Mesh triangle subdivision: Now it's possible to subidive the triangles of your meshes
    wich sides are greater than a value. You can do this using the Mesh Manipulator:
    SceneManager->getMeshManipulator()->subdivideTriangles(YourMesh, MaxSideSize)

    - Added support for rendering into textures. This feature is very common, and the
    engine now can do it. Look at the RenderToTexture example for further information.

    - Multitexturing is now supported. This feature is limited because it doesn't support
    multi texture coordinates, and it takes one more rendering pass (PSP GPU doesn't support
    one-pass multi texturing). Look at the SpecialFX example for further information.

    - Added Sphere mapping: this effect is now supported. To enable sphere mapping for your
    scene node type node->setMaterialType(video::EMT_SPHERE_MAP).

    - Added B3D Mesh support with full bone animator.

    - Added celshading effect for your IAnimatedMeshSceneNode. To enable this feature for your
    scene node simply do: node->addCelshadingSceneNode(). Look at the documentation for
    further information.

    - Added support for Dynamic Shadows. Look at the Dynamic Shadow example for further
    information.

    - Added ATRAC3 Audio support. Note that you can set position, get position, get duration,
    only for mp3 audio files.

    - Now the File Browser sort the list pushing the folder on the top of the list.

    - The speed of the mouse cursor is proportional to the current frame rate, this allows
    to use the cursor also at lower framerate.

    - General speed improvement

    - A Lot of Bug fixes

    - Changed the intro logo screen and music effect

    More Information ...
    by Published on September 6th, 2006 22:34

    Delight1 has released a Mac installer version of Eloader, heres the info:

    to use this installer you must have the eloader098 folder in the root of the memory stick!!
    i have included the folder so you don't have to find it your self. you must also have a psp folder in the root of the memory stick with both a photo, and a savedata folder in it.

    before running this you should copy (? c) the name of your memory stick. when you run this program it will then ask for the name of your memory stick. you can either type it in or paste it (? v).

    it will also ask you if you want to install a gta save game. if you say yes it will let you pick which you want. and you can choose to install the windows utilitys...

    last time i did one of these at least one person said i was trying to take credit so here goes the credits: all credits to the eloader goes to the people that made it, not me :P

    ps. tell me if i need to fix something....

    Download and Give Feedback Via Comments
    via delight1 ...
    by Published on September 6th, 2006 22:29

    Mathfacts has released an asteroids type game for the PSP, heres the info from his site:

    Objective:
    Avoid the rocks and shoot them to destroy them. Rocks break into smaller rocks until they are ultimately destroyed. Avoid the UFO, it will attempt to shoot you. Use the options screen to adjust many of the game play features. The game keeps track of your highest score.

    Controls:
    X = shoot
    square,up = thrust
    O = hyperspace
    left,right = rotate ship
    triangle = spawn ship
    analog = rotate ship
    select = options menu,

    Download and Give Feedback Via Comments ...
    by Published on September 6th, 2006 22:22

    Via IGN

    Today Namco Bandai announced that Bounty Hounds, the upcoming sci-fi action title for the PlayStation Portable, will ship to retailers nationwide on September 12.

    Bounty Hounds tells the story of Maximilian, the valiant leader of a ruthless band of mercenaries charged with scouting out planets deemed fit for habitation. The game utilizes stylized 2D and 3D cut scenes which are graphically inspired by comic books in order to tell the story of Maximilian and his band of rogues.

    As Maximilian, players will be able to make use of over 500 weapons, battle 40 alien species, and tackle 40 missions. Namco Bandai also promises extensive replayability as each dungeon is randomly generated making for a unique single-player experience on every play through. Bounty Hounds also features a game sharing mode which allows multiple players to battle it out using only a single copy of the game.

    Bounty Hounds for the PSP will be available in stores across North America next week for a suggested price of $39.99. ...
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