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  • wraggster

    by Published on July 31st, 2006 02:19

    Just a quick heads up to say that im going to open the new DCEmu Portal site, the portal site is at http://www.dcemu.co.uk and grabs the news from each of the News forums (News forums are forums only Staff and Coders can post new threads in), since we moved the Dreamcast site it has looked a little stale but because of Soullys new design and the excellent DCEmu Mascot (which pays homage to our Dreamcast beginings) it has really transformed into a very nice site.

    Its so great to see the community growing and also because some staff members have taken over the running of some sites which helps my workload, the biggest help is DS69 and the major revamp of all the Dreamcast Scenes releases into an archive/site that will be the greatest place ever for reliving the best Homebrew scene of the last few years.

    The DCEmu Weekly mag will be an excellent community project that in time will cover all consoles and a real addition to our network.

    Thanks again to all the staff, coders and members and guests who visit the DCEmu Homebrew and Gaming Network. ...
    by Published on July 30th, 2006 22:07

    Sephnroth posted this news:

    Okay, time to release Shadow Warrior binary and source for GP2X

    Its no where near finished, no sound and a few bugs mentioned in the README file. But I know people were asking about it and as its going to be some time until I can work on this again because im busy with TTX I figured I would put out what I have.

    If anyone wants to take the source and finish the port, be my guest If not I will be finishing it after TTX

    enjoy!

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2006 22:02

    Kojote has posted 2 rather nice screenshots of the excellent platform game over at the Gianas Return Progress-Blog site.

    Check them out here --> http://www.gianas-return.de/ ...
    by Published on July 30th, 2006 21:57

    If true some very sad news via Next Gen:

    The Entertainment Software Association (ESA) shindig has been a staple of game industry life since the mid-1990s. However, we understand the larger exhibitors have jointly decided that the costs of the event do not justify the returns, generally measured in media exposure.

    Publishers believe the multi-million dollar budgets would be better spent on more company-focused events that bring attention to their own product lines rather than the industry as a whole.

    Well placed sources say the news that larger exhibitors were pulling out had prompted urgent meetings among publishing executives. They decided that, without the support of the larger software publishers and hardware manufacturers, there would be no point in continuing.

    ESA president Doug Lowenstein will likely announce the news some time within the next 48 hours, possibly on Monday. It's likely that the ESA will seek to limit the damage by organizing some form of lesser event in May, possibly even with the E3 brand, but this will be no more than a fig-leaf. The days of an industry event attended by all the major publishers, spending big money, are gone.

    Calls to ESA staff are not being returned at present.

    If true its very sad for the gaming industry. ...
    by Published on July 30th, 2006 21:31

    Heres info about Nintendos Wii from an unknown developer:

    The Wii Hardware

    - Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
    - Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
    - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
    - The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.

    Wii's Optical Disc Drive

    - Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
    - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
    - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.

    General Overview

    - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
    - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
    - Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
    - Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
    - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
    - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
    - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
    - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.

    The Wii Control System

    - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
    - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
    - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
    - The rumble motor can be turned on and off and the intensity can be changed.
    - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
    - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
    - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
    - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
    - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.

    Thoughts on the console ? ...
    by Published on July 30th, 2006 21:22

    Jeremy1026 has updated his Yahtzee game for the PSP, heres whats new:

    Well, I released v1.0 on friday, and I had some positive responses, but also had some requests for the game. I did my best to fulfill some of those requests. I added a highscore, so you can show off to your friends how good you are at rolling computer generated dice. And I added 2 player mode, so if that same friend as previously mentioned thinks that your highscore is fake, you can just beat them and show them who's who.

    As always, more information can be found in the readme. Have fun with this version, and keep the feedback rolling, its the best way to help make the game better.

    Download and Give Feedback Via Comments
    via jeremy1026 ...
    by Published on July 30th, 2006 21:09

    MPH has released PSPLZMA, what is that you ask, well heres a discription taken from the wiki:

    LZMA, short for Lempel-Ziv-Markov chain-Algorithm, is a data compression algorithm in development since 2001 and used in the 7z format of the 7-Zip archiver. It uses a dictionary compression scheme somewhat similar to LZ77 and features a high compression ratio (generally higher than bzip2) and a variable compression-dictionary size (up to 4 GB).

    Heres whats in this release:

    Portage of :

    LZMA SDK Copyright (C) 1999-2006 Igor Pavlov

    - Only extract and check function without password.
    - Read function is performed by a 128ko buffer.
    - Write function doesn't use memory.

    PRECAUTION :

    Use the parameter f=off to disable filters on executables files when you compress your archive else theses functions cannot decrypt the archive (only one coder supported).

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2006 18:45



    SamuraiX and the team over at Bor Revolution have posted a new Dev Build of the fighting game Beats of Rage which is also known as OpenBor (ill let others explain the differences. heres whats new:

    New Features:

    Entered by Fugue

    Vaulting:

    Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one whose graphic only has the transparent color in it) with a delay of 1 before the VAULT animation begins.
    Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
    At the moment, all it does is put you behind the opponent.
    The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
    One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.

    New attack types:

    There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.). Also, there are new SDIE and BDIE animations, which will be played when a victim is killed by a shock attack or a burn attack, respectively.

    CHARGEATTACK:

    If this animation is present, players will use it instead of the last attack in their atchain when they hold down attack for three seconds and let go.

    ATTACK4/Attack chains:

    There's now a new attack animation, ATTACK4. The only way that players will use it, though, is if you specify it with atchain.
    You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
    If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like atchain 1 2 3 0 0), although it isn't neccessary.

    Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
    Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).

    That's it for my stuff.


    Entered By SamuraiX

    MAX_SPRITES increased to 5000 from 4000

    MAX_SOUND_CACHE increased to 256 from 128

    p1lifex & p2lifex:

    New controllable variables for "x" Place new variables in "levels.txt"

    p1lifen & p2lifen:

    New controllable variables for "Number of Lives" Place new variables in "levels.txt"

    p1name & p2name:

    New controllable variables for "Name of Players" Place new variables in "levels.txt"

    e1name & e2name:

    New controllable variables for "Name of Enemies" Place new variables in "levels.txt"

    AutoGameSave for DOS & SDL

    Automatically Saves current level during gameplay to file nameofgame.sav under SAVES folder. Can be loaded from "Load Game" under the main menu.

    AutoHiScoreSave for DOS & SDL

    Automatically Saves HI Score in nameofgame.hi under SAVES folder. Hi score is only saved prior to shutdown and only loaded once pakfile has been selected to play. This fixed the curroption of having different characters on different games played.

    PSP, DC, DOS, SDL Merged to one Source File OpenBOR.C

    Lastly, Do visit http://borgeneration.com since they are hosting the releases.

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    ...
    by Published on July 30th, 2006 14:34

    DreaDNought has followed up his release of the Sony vs Hackers game with a new game where Mario must catch the PSP, one thing comes to mind is that Mario would probably give the PSP a good kicking because its taking some cash from his Nintendo masters, but anyway..

    Download and Give Feedback Via Comments ...
    by Published on July 30th, 2006 14:26

    The PSP Scene is a worldwide scene and today we have news of a Russian PSP Magazine thats actually of a high standard, everyone here at DCEmu Labs were impressed with the 3 magazines released by the team over at PSPX, check it out for yourself over at this address --> http://www.pspx.ru/ ...
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