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  • Zack

    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on August 20th, 2009 22:00

    Via RetroEmu.com - Home Of LuaPlayer Euphoria

    A little update regarding LuaPlayer Euphoria aka LPE.

    I will be referring to LuaPlayer Euphoria as LPE throughout this post.

    The source :

    From now onwards each release of LPE will be accompanied with the source code. I apologize for not doing so to date. I'm not usually one to break GPL, (my Wolfenstein 3D releases were always accompanied with source code), so I won't be doing it anymore.

    I would also like the chance to explain why I didn't release the source from the offset.

    The reason why I didn't release the source was because of me adding new features in such a rush, that the implementation of some of them was sloppy to say the least and I didn't want anyone gaining a false opinion of my coding credentials by looking at rushed sloppy code.

    I am going to pretty much "gut" what I have done so far (bar speed optimizations, as they were done right) and redo them in a proper manner.

    The Future :

    I have so many things that I have planned to add to LPE it's not even funny.
    bar the obvious ones such as : Mp3 Playback via Me, Math on VPFU etc. I plan to finish implementing all Sony System functions (Osk, Netprompt etc) and much more. I am always open to new requests and features so please don't hesitate to ask.

    As for release schedules :

    I pretty much work on this when and if I please. You have to understand that I work 5 days a week, have a social life now and then (too complex to go into here ) and also work on my own applications and games.

    I go though phases were I work on something non-stop, then like to move onto another project, then return to the previous one. It's how I roll.

    Please never assume that if you don't hear from me regarding LPE, or I don't post frequently for a substantial period of time that LPE is dead. It will never be dead until it is finished. Take Wolfenstein 3D as proof of that. Sure it took forever to finish (due to my nature of jumping between projects) but it got done in the end. (although I still need to add custom control mapping support ).

    LPE vs HM/PGE

    Another thing I would like to bring up. I often hear people say "which is the best?", for me there isn't a best. At the moment HM and PGE are way more feature filled than LPE sure, that won't stay like that forever. Another thing to note, is that I am not doing this to spite HM/PGE or for any competition whatsoever. The goal of this project is to finish what was started and keep LuaPlayer as LuaPlayer, and not to make things confusing.

    Whichever you choose to use is fine by me. For me the philosophy behind the LuaPlayer project is : "We provide the interpreter, you make the program".

    PGE and HM's goals are more inline with taking out some of the things required for making programs (in my opinion). Such as built in TileMaps and Animation functions. That is fine, and great for lua programmers to use. It does however take away experience in learning for yourself (which is my philosophy behind LPE at least). You could argue "why reinvent the wheel when the wheel already exists?". My argument to that would be "if you don't reinvent the wheel, can you truly understand how the wheel works?".

    Anywhoo that's getting into a much bigger topic that I don't plan on covering here.

    To Finalize :

    So that's it. I hope that filled you guys in on the source code issue, the LPE vs PGE/HM argument, and the future of LPE.

    Thanks for all your support so far and thanks for coming to retroEmu.com and supporting the site also.

    Kudos! ...
    by Published on July 26th, 2009 02:45

    Via : RetroEmu - Official LuaPlayer Euphoria Forum

    Hi!

    First of all, I would like to start off by apologizing for the HUGE delay between V4 > V5. The reason for this is just simply lack of enthusiasm to do anything but watch TV or sleep when I got home from work or on my days off.

    I assure you that there will be a few releases coming up over the next few days and I will try never to disappear like that again

    So whats new? Well only a small changelog but release worthy I reckon. I was going to wait till I was finished adding the Sony Utility functions (ie. Osk, netprompt etc), but I felt a release was long overdue and the new features are release worthy.

    So enough blabbering... Here is whats new :

    New Features :

    System

    System.dialogue(STRING, OPTIONS) - Brings up the Sony Message Dialogue window, with your text.

    System.about() -- Shows the LuaPlayer Euphoria version, credits and info (using Sony message dialogue system)

    Ogg support/playback.

    -## OGG Functions

    Ogg.init() -- Initialize the Ogg System.
    Ogg.load(filename) -- Load a Ogg.
    Ogg.play() -- Play a Ogg.
    Ogg.stop() -- Stop a Ogg.
    Ogg.pause() -- Pause a Ogg.
    Ogg.kill() -- Stop and Free a Ogg.
    Ogg.free() -- Free a Ogg.
    Ogg.endOfStream() -- Get the end of a Ogg (ie . if Ogg.endOfStream == 1 then).
    Ogg.getTime(string) -- Retrive the current play time position of the Ogg.

    --MP3 CHANGES!--

    Also .. I realized that I stupidly forgot that "end" is a reserved keyword in Lua, so Mp3.end() would never have worked...

    Thus it is now :

    Mp3.kill()

    -----------
    Uses IntraFont By BenHur.

    Speedups : about 8>10fps - according to my testers (Thanks Osgeld and Cmbeke!)
    There is also new eboot art but who cares Sorry all of the Sony Utility functions are not yet implemented. I am working on it, just wanted to get you an update out. There will be more of the Sony Utility functions available in V6

    Future plans..

    Just to let you all know, I am still taking requests, & always will be. If you would like a new feature to be added, or something improved, please submit it at the official forum : LuaPlayer Euphoria Forum

    If you find any bugs please, please, please submit them here (I can't check everywhere!) : LuaPlayer Euphoria Bug Submission Forum

    Plans :
    Right first off, I am also going to work on the PC Lua Interpreter too. So you can do all testing on the PC. It will have the Mp3/Ogg support obviously. Things like the Sony OSK/message dialogue will be Cloned/mimicked.

    I don't know when the first release of that will be made, however my plan is to get the PC version up to par with the current state of LuaPlayer Euphoria, then once done, they will be released side by side in future.

    Aside from that, I am still working on it. Tidying it up, adding code, optimizing code etc. It's not going to be completed in a few weeks, but I will keep plugging away until I feel the project is completed
    As always, you will find samples of the New functions and the old ones too in the "Samples" folder, located in the download.

    So thanks! And enjoy LuaPlayer Euphoria's latest release! ...
    by Published on May 20th, 2009 21:57

    Ciao!

    So I finally got motivated enough on my one day off this week to do at least something. (Don't know what was wrong with me today :/)

    So I got a few complaints about basing LuaPlayer Euphoria off v.20 as opposed to v.16 which had no module loading and thus had more free ram.

    So rather than be an idiot and start over using the v.16 source, I instead have removed module loading from the code I am using (v.20).

    I know it's a small change, I am just throwing it out there to make sure I didn't break anything whilst doing it. So testing and feedback would be great.

    I don't really want to go making loads of big changes until I am assured that this is still just as stable as V3, and nothing new is broken.

    So feedback is appreciated!

    Please see "Functions & Features.txt" in the download for usage, and the "Samples" folder for examples of the new features and code system in action

    If you would like to request a feature be added, please do so at the official forum : LuaPlayer Euphoria Forum

    If you use this please leave a comment!

    "LuaPlayer Euphoria Uses intraFont by BenHur"

    Download & Give Feedback Via Comments ...
    by Published on May 17th, 2009 21:42

    Hola

    Hey.

    So after a bit of work I bring you LuaPlayer Euphoria V3.

    New Features, Improvements, Bug Fixes & Changes :

    New Features :

    1) IntraFont support. You can now load and blit fonts without the huge slowdown the built in font function has

    How to use it ? Go to Samples/IntraFont for a working usage example.

    Improvements :

    1) Speed increase. Roughly between 20>40fps.
    2) screen:clear() is now faster.

    Bug Fixes :

    1) screen:clear() now actually works. (it didn't in V2)
    2) Image alpha on created images, colors, and loaded images now works.
    3) 3D things I broke are now fixed (so 3d wise it is the same as .20 was).
    4) FPS counter no longer flickers when not using waitVblankStart().
    5) Checking for input (i.e pad = Controls.read()) no longer caps the framerate to 60fps. I suggest you use waitVblankStart() if you need to cap it to 60

    Changes :

    Ok, so all of the function names in V1 & 2 have changed. I meant to do this from the beggining but rushed so much I didn't quite get to it. The function names now ring true to the default LuaPlayer naming convention.

    Here are the new functions and names (also included in the download) :

    -- New Functions & Features List. Including Usage --

    -## System Functions

    System.setCpuSpeed(number) -- Set the Cpu speed. Options : 100, 222, 266, 333.
    System.showFPS() -- Show the current FPS.
    System.quit() -- Exit back to the XMB.

    --REQUIRED SYSTEM FUNCTIONS (must be called in your loop)

    System.startGu() -- Start the GU
    System.endGu() -- End the GU

    -!! Please see Either Samples/Mp3 or Samples/IntraFont for usuage examples

    System.

    -## MP3 Functions

    Mp3.init() -- Initialize the Mp3 System.
    Mp3.load(filename) -- Load a Mp3.
    Mp3.play() -- Play a Mp3.
    Mp3.stop() -- Stop a Mp3.
    Mp3.pause() -- Pause a Mp3.
    Mp3.end() -- Stop and Free a Mp3.
    Mp3.free() -- Free a Mp3.
    Mp3.endOfStream() -- Get the end of a Mp3 (ie . if Mp3.endOfStream == 1 then).
    Mp3.getTime(string) -- Retrive the current play time position of the mp3.

    -!! Please see Either Samples/Mp3 or Samples/IntraFont for usuage examples

    -## IntraFont Functions

    IntraFont.init() -- Initialize the IntraFont System.
    IntraFont.load(filename) -- Load a font using intrafont (ie. font = IntraFont.load("font.pgf")).
    IntraFont.print(font, x, y, textSize, color, text) -- x, y & textsize are floating point variables (ie. 0.1, 1.0).
    IntraFont.unLoad(font) -- Unload the loaded font.

    -!! Please see Either Samples/Mp3 or Samples/IntraFont for usuage examples

    -## Automatic Functions (Do not need calling)

    Image swizzling -- Automatic upon loading an image
    All the readme/function files have been updated to reflect this release.

    Future :

    Plenty of stuff planned, MP3 Playback on the media engine, ogg playback on the media engine, more optimizations, additions of PSP Sce features such as savedata dialogue, OSK etc.

    If you would like to request a feature be added, please do so at the official forum : LuaPlayer Euphoria Forum

    If you use this please leave a comment!

    Download & Give Feedback Via Comments ...
    by Published on May 15th, 2009 19:40

    Hey.

    So after a bit of work I bring you LuaPlayer Euphoria V2.

    New Features / Improvements :

    1) Speed increase. Take the below as a reference :

    Sample Demo (included in v1 release, blits a 480x272 image and plays a mp3) speed benchmarks :

    LuaPlayer Euphoria V1 :

    Cpu Speed @222mhz
    Performance : 228 FPS.

    LuaPlayer Euphoria V2 :

    Cpu Speed @222mhz
    Performance : 263 FPS.

    2) New function :

    systemQuit()

    Will return to the xmb if called.

    Hmm..

    Yeah I know I posted quoting 1045fps, I just couldn't get that build stable enough to release for now. I have some things to take care of so rather than giving you nothing, I decided to post this worthwhile update.

    All the readme/function files have been updated to reflect this release.

    Future :

    Seen as there is a bit of interest in this, I think (might not yet) I might make my own LuaPlayer from scratch, keeping function names the same etc. Or I might just keep improving this one. I will think about it

    If you would like to request a feature be added, please do so at the official forum : LuaPlayer Euphoria Forum


    Download & Give Feedback Via Comments ...
    by Published on May 15th, 2009 01:46

    Hey everyone. So I have been working on a update for LuaPlayer 0.20. Not for long but a few major changes that result in a huge speed boost.

    I will take the rest from the readme files :

    What is LuaPlayer Euphoria ?

    LuaPlayer Euphoria is a branch of LuaPlayer that is optimized for speed, Whilst staying true to
    the ease of use and function names we have all grown to love.

    What can it do? What makes it different to the normal LuaPlayer ?

    It can display images up to 100%+ faster than
    the default LuaPlayer, by automatically swizzling the images as there loaded.

    It also features Mp3 support. This is done on the main processor for now. Don't worry however, this is a optimized mp3Player.
    Whilst displaying a 480x272 image and playing a Mp3 file, LuaPlayer Euphoria can achieve
    up to 228 FPS (Frames Per Second) running at only 222mhz!. (SEE SAMPLE DEMO FOR PROOF!)

    It also features CPU Speed control. Which can be done by the user. So you can set the PSP's CPU to either : 100, 222, 266 or 333mhz.

    Another feature, albeit trivial, is a built in FPS Function. By simply calling "showFPS()" you can see your game/applications
    current FPS out of 60 frames. If you want to see its "True" FPS, comment out screen.waitVblankStart and pad = Controls.Read() - as these
    cap the framerate to 60.

    The last feature (so far) is the ability to properly free images. I don't know if this worked before but anyway...
    Simply call "freeImage(myImage)" (with myImage being the image you want to free) and it will remove the image from memory.
    It goes without saying that you should not be displaying the image your trying to free at the time of freeing it.

    + A lot more to come!

    It is slim and phat compatible. Should work on 1.0>5.xx firmwares. Should also work
    on chickHen.

    Why use this over PGE or LuaPlayer HM ?

    Well thats a good question. If you don't like the way PGE lua or LuaPlayer HM are set up (ie function names, calls)
    and prefer the old lua player in that sense (just not the performance), then LuaPlayer Euphoria is the answer
    you have been looking for.

    Where can I find the new functions list?

    In the download see the "Functions & Features" text file.

    Has all the usual function names changed?

    No and they never will. Even with new features I am trying to keep
    the naming convention and required function calls to a minimum. After all no-one likes having to call 4>6 functions just to initialize the graphics now do they

    Are we going to see more in the future ?

    Provided there is genuine interest from a decent sized group of people then yes. I wont be doing this
    for the good of my health... lol.

    So yeah, if there are enough people using it, and enough people interested in the project I will keep working on it.
    I will also try my best to add any new features you desire.

    If you would like to request a feature be added, please do so at the official forum : LuaPlayer Euphoria Forum


    Download & Give Feedback Via Comments ...
    by Published on May 7th, 2009 15:37

    Release via the official site : RetroEmu.com

    Hey Wolfenstein fans!

    So it's finally here. Wolfenstein 3D V6.0!!

    Why has the version number skipped from 5.2 to 6.0?
    That is because I always said that 6.0 would be the final version, and this is the final version of Wolfenstein 3D PSP from me

    So what's new? What's changed?

    Well, one feature a lot of you have been craving is finally implemented (courtesy of Chilly Willy) .. AutoMap. See below screenshot :



    A guide on how to use automap is contained inside the download (hint hold Square then press Select To enter/exit automap)

    Another new update is to the Game Loader. I have mentioned previously that I wanted to re-write the Game Loader from scratch and make it's theme more fitting with the game.

    Well now it is, with a nice clean UI to boot. It also has the song back from the first Game Loader.

    See the below screenshot :



    The deathscreen. Oh how I loathe it. I worked on it for a few hours and got no-where fast. I may have been working on the wrong place or fixing the wrong code but I got it to work everytime. Except when your facing the guard. Why? I don't know. It works 80% you could say. If your not facing an enemy when you die... the screen will turn red, if you are it won't. If anyone wants to fix this the code is there for you to do so

    The only other change is the save file names now (instead of being "y") are saved as the map name you are on. So whatever map you are on, the games save name will adopt that.

    Screenshot of new eboot art :
    Thanks to roseRouge and wolverine666 from deviant art (I used there images).



    So your leaving?

    Nope I am currently (don't get too excited) working on a port of Shadow Warrior to the PSP and my own game. I don't know when either of these will be ready so please don't ask

    What now?

    Go off and enjoy Wolfenstein 3d/Spear Of Destiny on your PSP!

    You may need to install the patch file below for your version of Wolfenstein 3D.

    Screenshot of Wolfenstein 3D PSP in action :



    Obviously if any new bugs are introduced as a result of this update I will fix them and re-release
    Thanks and enjoy

    Download & Give Feedback Via Comments ...
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