• 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.
  • PSmonkey

    by Published on January 31st, 2006 05:50

    I just felt like saying this.

    I today, theoreticaly, made a new first for the psp. It's ungodly ugly, slow (1.5fps) and wont progress farther in the near future. Yet on a technical test it's damn interesting.

    It's nothing complex (a simple port from pc with much cleaning) yet it might open a huge can of worms on the psp scene.

    Exspect a full anouncement & release (bin & src) in a few days by wragster (it will be a dcemu exclusive). There will be some baggage to this release (i am fed up with another sites brown nosing certain coders) but it will be my statement & a cheap technical laugh to give me a short 2 day break on iris.

    Thats all i say for now. Iris is not suffering over this. Iris is my #1 priority now. This was just done for kicks (and something i've been thinking about for months).

    ...
    by Published on January 25th, 2006 18:36

    Hey guys, I though it would be a good time to give you all a status update.

    It has become increasingly apperent to me that the code base is getting messy and I still have yet to properly plug things into the correct location or made it easy to expland on parts (like say suport for multiple model file formats, ex md2/md3/md4/hl). So I have desided now is probably the best time to port & rewrite the project to CPP. This way it will be cleaner and easier to work on. I also plan to start making parts open source for others to include into their project.

    So the plan is to now stop where I am at and rewrite everything into cpp. Once the rewrite is done, I think everything is acceptable enough to push the long over due BspViewer 0.3 out the door. After that I plan to polish up more game mechanics for the iris 0.2 release.

    Oh also sometime tonight or today. I will post up a video of the current build to BspViewer/Iris engine so you can see it in action. It's quite nice with improved box collission, jumping, & sliding suport (now you can go up & down stairs or slopes in the enviroment).

    So that is about it for now. I promiss I wont disapoint for the next wave of releases regarding both projects. ...
    by Published on January 11th, 2006 22:01

    Hey everybody,

    Iris is now avalible for download. Just head over to the dcemu compo page (see below for link). hope everybody enjoys it AND FOR THE LOVE OF GOD, PLEASE FEEDBACK FEEDBACK FEEDBACK !!! I will need your guys input for future builds in making it a more fun experience. So please hit me up with anything and everything and I will take them all into consideration.

    So have fun & here are some more screenshots (see forum post)

    http://psp-news.dcemu.co.uk/psp30codingcomp2.shtml ...
    by Published on January 9th, 2006 01:50

    Well it's time to give you all an update & introduction to the project me, MGfox & Produkt have been cooking up recently (sorry if this anouncement is somewhat incohearent, i'm lacking on sleep atm).

    So today I introduce to you Iris. Iris is a game built off the bsp rendering engine I have been working on for the past few months. The game is ment to be a simple yet fun 3rd person Deathmatch game for the psp. Old Quake mappers will have the additional fun of making their own maps & characters to use in the game. The maps are based on quake 3 bsp format & the character are based on quake 2 MD2 model format.

    Insted of giving you guys some unoptimised quake 3 maps. MGFox & Produkt have steped up and created 3 wonderful maps that will be included in the release as well as the posibility of 2 more maps (if time permits).

    Sadly due to time limits, our dcemu compo entry might more be an alpha then a real release (too much to do) but we plan to get a second build out asap to add what we want.

    With out further delay, time to check out the screen shots !! ...
    by Published on January 3rd, 2006 17:06

    Well its the start of the new year and thus means time to get my ass back in gear. So here is info as to whats going on globaly.

    1) BspViewer 0.3 is being delayed some more. This is all in due to me cleaning up the source code and trying to re organise things. This is a good thing because hopefuly next build you can start loading and unloading maps & md2 models with out having to reboot the app every time. As well hopefuly let you select any map by filename insted of the bs testXX.bsp setup now.

    2) My ass is in high gear over the Dcemu compo. I have 7 days to pretty much write a game. See below for more info regarding this.

    3) Bof3 trans is dead 100%. We gave up mostly because its not worth the time investment with capcom finaly bringing an english release early this year. Plus this give me more free time to work on the 3d engine. Clessy contains all rights to the code and my documentation. He is free to do as he pleases with it (so its up to him if the info will be released).

    4) ngPsp might see an update release in the comming months. My good friend yoshi has taken the time off to port the code to the newest sdk (I was on the original nem setup). This is great as it saves me weeks from getting it done. Once thing settle a little on the 3d engine. I will jump back over and get things cleaned up and finaly get a damn freaking multiplayer build out (sorry it took over a year, ran into many adhoc bugs that someone else figured out now).


    ---------------------------------------------------
    Dcemu Compo

    Ok so what do I got cooking? Well me (coder), MGFox (Map Maker) & Produkt (Texturing & Lighting) are working on a very small and basic FPS/TPS for the psp. The maps will be very small but the basis is that users can build their own maps if they wish or use their favorite quake 2 character models.

    So far there is tons of work to be done. I do plan to keep updating this project to some extent after the compo release. The only thing is I am a little worried the compo entry might be more of a alpha build then an actual game (due to there being so much needed to be done).

    Anyways. See Forums for an early screen shot of the game. Keep checking back for this screenshot to evolve. ...
    by Published on December 22nd, 2005 21:37



    Hey everybody,

    I just wanted to take a time to wish everybody a merry christmas & wonderful new year. Today is my last day at work before holiday break and starting tomorrow I am off for a week & few days. Durring that time I will be trying to spend as much time as I can with my wonderful girlfriend since she is off from school (she is a full time student at mcgill university). So durring that time things might slow down a bit but I will try to keep you guys updated on all my progress over the holidays.

    Exspect great things next year. Hopefuly the year will start off with a blast with the up and comming dcemu compo & we will see where things progress from there.

    Anyways Happy Holidays,
    PSmonkey ...
    by Published on December 10th, 2005 23:22

    Hey guys. Though I would post up some more pictures of the up and comming bspviewer version 0.3. The major difference in this version is lightmaps & Bsp tree/PVS implementation.

    The version will be released sometime this year (need to finish a few more things).

    Oh FYI, the reason for a new post is because people are missing out on seeing the improvement.

    So head over to the forums and check out the pictures (if you are viewing from the website).

    ** Few Notes **
    Picture 1 is Texture & lightmap blended together. Picture 2 is Vertex colors applied to texture surface then lightmap blended on top of it.

    Strange color squares in the enviroment are from color reduction to lightmaps. I am still working on a correct color reduction method (since lightmaps use more then 256 uniq colors). ...
    by Published on November 23rd, 2005 19:24

    Can someone please help me get a xbox 360 core unit!!

    I have the cash to pay for everything but i'm not about to spent $600 to buy a core off ebay (what a joke). but if someone can help get me a core please contact me via the forums.

    Ps. spread the word !!! PSmonkey needs an xbox 360 to play ridge racer 6. So HELP ME PLEASE !!

    -- EDIT --

    I've ordered a japanese xbox 360 insted. I will be getting mine sometime next week (i ordered a while ago but just now updating the first post so the site reflects it). ...
    by Published on November 23rd, 2005 19:00

    -- For website viewers, Visit forum link for files --

    Here is the latest version of the map viewer & a map pak to play with (includes maps & textures).

    Do enjoy !!

    Please note, if you wish to view your favorite quake 3 map, you will probably have to conver the textures to 24bit or 32bit uncompressed TGA images. Quake 3 uses a mix of TGA & JPG images.


    From Readme.txt
    ////////////////////////////////////////////////////////
    // Quake 3 Bsp Map Viewer (ver 0.2a)
    ////////////////////////////////////////////////////////
    // By PSmonkey ( nemo.dcemu.co.uk )

    // Icon by pochi
    http://pochistyle.pspwire.net/

    // Info
    ////////////////////////////////////////////////////////
    This is a simple app that lets you view a quake 3 bsp map
    file on the psp. Development is on going so this is far from final!

    // Suported Features
    ////////////////////////////////////////////////////////
    .) Renders Quake 3 Bsp Maps.
    .) Suports Polygon Surfaces.
    .) Suports Mesh Objects (statues, candles, etc).
    .) Preliminary Bezier Suport. (only some draw).
    *Note: For debuging purposes, the bezier control points will be rendered as lines.
    .) Suports Vertex Coloring.
    .) Suports 24bit RGB or 32bit RGBA Uncompressed TGA Images
    .) Simple Camera Navigation.

    // To Do
    ////////////////////////////////////////////////////////
    .) Add Suport for Billboard Surfaces.
    .) Fix Bezier Surfaces.
    .) Suport More Texture Formats.
    .) Suport "Quake 3 Shaders" (do not confuse with pixel shaders).
    .) Transverse the BSP for Hidden Surface Removal.
    .) Optimise Rendering

    // To Use
    ////////////////////////////////////////////////////////
    1) Make sure you have a Quake 3 map named testXX.bsp in "fatms:/BspMaps/". XX represents a number from 0-99
    ..) Example "G:\BspMaps\test00.bsp" (replace G: with your psp drive letter)
    *Note: Texture path is relative to map location. So put the texture folder into "fatms:/BspMaps/"
    ..) Example "G:\BspMaps\Textures\" (replace G: with your psp drive letter)
    2) Run BspView

    // Controlls at title screen
    ////////////////////////////////////////////////////////
    Change Map - D-Pad Up & Down (Down increments)
    Load Map - X

    // Controlls in Viewer
    ////////////////////////////////////////////////////////
    Movement - D-Pad (think quake style)
    Move Camera Up - Right Trigger
    Move Camera Down - Left Trigger
    Rotate X Axis - Triangle & X
    Rotate Y Axis - Square & Circle
    Reset Camera - Start
    Debug Mode - Hold Select (Note, input changes to below but no menu shows)

    // Controlls in Debug Mode
    ////////////////////////////////////////////////////////
    Disable Textures - Left Trigger
    Enable Textures - Right Trigger
    Modulate Texture Mode - D-Pad Up
    Blend Texture Mode - D-Pad Down
    Additive Texture Mode - D-Pad Left
    Replace Texture Mode - D-Pad Right


    // Where to obtain more Quake 3 maps
    ////////////////////////////////////////////////////////
    .) Go to http://www.fileplanet.com quake 3 map section.
    .) If you get a .pk3 file, rename it to .zip, open the zip then go into the maps folder to get to the bsp maps.

    // Greetings
    ////////////////////////////////////////////////////////
    Clessy, wraggster, Pochi, Zeenbor, MGFox, Produkt, all at dcemu, everybody who suported ngPsp!!

    // Special Thanks
    ////////////////////////////////////////////////////////
    ID Software, People who wrote the docs on parsing the Q3 Bsp file & the guy who made the chq2 dm mappak! ...
    by Published on November 7th, 2005 06:43

    They make unspeakable horror.

    So here it is in picture form.
    *note, if reading from the website. Click comments to see the pictures* ...
    Page 6 of 7 FirstFirst ... 234567 LastLast
  • Search DCEmu

  • Advert 3