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  • DCEmu Featured News Articles

    by Published on September 17th, 2010 00:05

    News / release from leooomichel

    Hi everyone!

    I'm here to present you a game I'm currently developing, with FlavR, and that we are proud to throw into the fight to death that will be that competition! (I am doing too much?)

    Here are some info:
    Devs: FlavR & I (Léo)
    Style: Defence (you know, those kind of games in which you are in your house, and try to defend it by fair means or foul.) / horror (you know those kind of games in which you feed your dog, go to work... yeah? Well it's the opposite.)
    View: 2D
    Language: C using libge (but who cares?)

    You wil have to defeat zombies in 10 stages, everyone is ended by a QTE scene, don't miss it or you will loose. To complete a stage, juste kill the appropriate number of zombies ( or more of course) and complete the QTE sequence.
    The commands are simple, use up and down or stick to target, press cross to shoot, sqarre to reload, triangle to change weapon.

    There's 10 levels, three differents backgrounds.

    The story isn't finished, we don't have already done all the pics, but all stages are ready, and you can play them of course.

    We want to thank:
    NeoFlash.com for the Neo Summer Retro Coding Contest 2010 (of course )
    Xtreamlua.com for its community
    PSP-Hacks.com for the Homebrew Idol 3
    SceneryBeta.com for the Scenery Beta 2010 ISH
    JiiCeii for the blood pic and the BorderedPrint function
    Metal Slug for the enemies sprites
    and kevinr for memprx and his help to learn Léo C-Programming

    When you play, you can choose between 4 weapons(switch with triangle):
    -The pistol, 7 bullets in a magazine, 30 damage per bullet.
    -The Uzi, 25 bullets in a magazine, 20 damage per bullet.
    -The M16, 30 bullets in a magazine, 15 damage per bullet.
    -The Machinegun, 70 bullets in a magazine, 10 damage per bullet.

    There are 4 types of enemies:
    -The Basic, 100 Health Points(HP)
    -The Teacher, 130 HP
    -The Female, 160 HP
    -A last enemy we let you discover

    You have to choose a difficulty, it just change reloading time.

    You can see your best score at the scoreboard.

    I think I have quite introduced the game, I let you look at the screenies:

    ...
    by Published on September 17th, 2010 00:02

    News / release from highronn



    Title : Hide-And-Seek
    Descript : Hunted down by a chaser, a victim has to survive in a closed structure during a limited time. You play victim part against an IA or a friend who take chaser part.
    Gameplay : Isometric view in a 3D environment
    Type : Hack'N'Slash
    Language : C++
    Multiplaying: 2 players

    FIRST RELEASE
    Here is the first realease of our game
    Extract directly on letter where your psp is open - Hide-And-Seek folder must be in PSP/GAME/ folder

    To be honest, we are a little bit disappointed in the result ... we really worked hard to have a good gameplay and wanted a real own identity for this game.

    Maybe we expected too much, we were 14 people in the beginning, 16 in the end. We thought we could go very far but we had lots of problems (it is hard to develop without appropriates dev tools and it's also difficult to manage so many people). We wanted to have everything homemade (that is the purpose of the contest right ?? ) so we did create the concept, the drawings, the sounds, the engine ...the only thing we didn't do ourselves were the homebrew libraries that we used (and we are thankful for the guys who did them) .

    We did everything we could considering the time we had. Just hope that you will like the game and if you do, we may continue this project because we really want to finish it. And if you don't then it's ok, we are glad to have worked together and learned stuff

    We'll keep you posted for further updates

    Known bugs:
    - Some bounding box problem in level - you might blocked at some places - but nevertheless its helpful for the gameplay
    - Ground clipping problem
    - When you lose the game - there is no return in the main menu (it will be fix quickly)
    - When you click Home + Quit -> psp will block - you need to up starting button until it stop
    - When you launch the game loading screen may or not appear
    - Movements with joystick might bug when you turn the camera - press L to put it behind and fix movements

    We're even proud of what we have done - Thanks for your comments and we hope that you will be afraid - that is our goal ...
    by Published on September 16th, 2010 23:58

    News / release from Calv!n



    Yes folks, the long awaited Zombie Desert is finally here. Blast your way through hordes of zombies.

    The bottom line: if it moves, shoot first ask questions later!

    Pistol not hot enough for you? Get your hands on a blazing chain gun, or better yet, a pump action shotgun fit for the Terminator himself! Do work as waves of zombies seek to gorge themselves on your brains. ...
    by Published on September 16th, 2010 23:56

    News / release from Oby1Chick

    Hello guys,

    I have finally chosen to reveal the game I made for PSP-Hacks' 2010 Horror show, also named as Homebrew Idol 3. I have been developing it for a while, anyway, here are the game main characteristics :

    Republic of Zombies


    Republic of Zombies is a 3D 1st person view survival based on the same principle as Nazi zombies mode in Call of duty series. The scene takes place during the cold war, in a hospital in Russia, where chemical experiments have turned all the patients into.. zombies ! You have to survive endless waves of attacking, groaring and moaning undeads and repair barricades to keep them out of the part of the hospital that you try to keep safe.

    There is no limit to the levels. Zombies become stronger and faster upon completion of each round. There is only one map for the moment, but if people like my work, I may expand the game. I am sorry but there is no any kind of multiplayer gameplay currently, and I don't think I will have enough time before the deadline to add one . However, that may be an other thing I'll try to add if you enjoy my homebrew .

    By the way, you have 8 weapons available to kill those damned zombies.

    4 primary weapons : Gun, Heavy gun, Minigun and Rifle.
    4 secondary weapons : Baseball bat, Chainsaw, Crowbar and Shovel.

    You need to choose one primary weapon and one secondary weapon at the beginning of the map. I will maintain the suspense a bit longer and won't post any screenshot for the moment, but I can tell you that the project is going very well. I'm using Blender and the LTE Game engine for my whole game. I use PSPSDK without cygwin shit and my homebrew is Compatible with all PSP's - maybe HBL I just don't know as I have only a PSP-1004.

    I am done with the scene (fully low-poly textured environment that runs smoothly on PSP, even fat) , the collisions (Aaaw, those were a pain in the ass, with transparent walls and flyings fans going through the walls at 200m/s lol), the shading (Dynamic lighting, even for weapons and zombies), the menu, the weapons attacks, and the zombies (A lot of different actions available in the 200 frames they have for their animation). I still need to setup the round system, to make zombies spawning correctly and to add sounds - that I've already chosen, with a freaking dreadful background ambiance .

    Oh and by the way : I am alone, and not so experimented in 3D game engines. I was already making a 3D car game, C3D Burning Wheels, but I had to stop it for the competition and I will continue the project once I will be done with Republic of Zombies.



    ...
    by Published on September 16th, 2010 23:46

    News / release from dan369

    The game is a zombie top-down shooter. It's a pretty basic kill X amount of zombies in a round, whilst trying to stay alive, and picking up ammo boxes to re-fill your ammo.

    Controls:
    Rotate the analog stick to rotate the cursor.
    Pressing the RTRIGGER will move you in the direction of the cursor.
    Press Triangle to swap through your guns.
    Press X to shoot.
    Press the LTRIGGER and RTRIGGER at the same time to run, though you can only run for a limited time (watch the red meter on the screen).


    Version 1.1
    --------------------------

    -Fixed running bug
    -Changed The reloading status to also having a bar, gives the player a better visual reference onto when reloading will be done.
    -Added in Background, it's just some nice blood effects but looks rather cool (IMO)
    -Added in 4 sounds, 3 are for the guns, the other sound is for when the bullet hits the zombie
    -Misc changes: Zombie are a tiny bit faster, death animation faster, how long dead zombies stay on screen has been reduced, limited the number of ammo boxes available at any time to 5 (So hopefully, no more constant spraying with the machine gun )
    -Probably forgot one or two other things .

    Known issues:
    -Does lag after round 6-7 if i remember correctly, due to the amount of zombies on-screen. I could limit this but i thought it would take away the challenge of the game.

    Btw, thanks to elite for help with the sounds . Saved me loads of time searching through the vast array of possibly useless sounds. ...
    by Published on September 16th, 2010 23:41

    News / release from Marach

    Hello, my first post.
    This is my PSP port of a game Meritous by Asceai.
    I hope you like it like I do. Please report bugs, comments, complains and love letters in this thread.

    Meritous PSP 1.4

    INFO:
    It's a dungeon-crawl-action game. You travel through thousands of rooms killing monsters, finding artifacts and dealing with bosses. Controls are explained in readme file. Plot and more game help is explained in the in-game help file opened by pressing Select. The game has 3 endings! Wuss mode is for less experienced, but I recomend playing always in normal mode. Game fits into PSP screen - all content is reordered to fit.

    Know issues:
    - HOME button not working
    - Attempting to quit freezes the game; the only way to quit the game is taking off the battery ...
    by Published on September 16th, 2010 23:36

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=1902

    Dream has released a port of destination PSGroove D2Prog programmer , originally scheduled for a chip Wii, D2Pro .

    It will be necessary to make physical changes on the programmer and reprogram the PIC before transforming into a clone of the PS free jailbreak . ...
    by Published on September 16th, 2010 23:35

    News via http://x360.gx-mod.com/modules/news/...p?storyid=3001

    COz released a new version of Launch Xbox 360 Dash ( JTAG ) . Currently , this version is only compatible with freeBOOT 9199 .

    To recall, Dash Launch allows you to boot your console on an application of your choice ( usually as an alternative dashboard Freestyle Dashboard ).

    New / fixed:

    - Plugins now use logical paths to the image of Quick Launch Buttons
    - Option on the Y button to exit the miniblade under NXE to launch the application directly related to the button / default .
    - Adding options common ( 9199 ) content and patch ping limit
    - Launch Dash works primarily with system processes , and running completely during animation boot
    - Change Total dash.xex , which should lessen the problem splits CD or a few seconds of NXE
    - Removal of persistence on paths and dependency 0/1/2 Caps for detection
    - Back to NXE Via miniblade for system settings and other functions without having to use RB
    - Addition of internal memory ( NAND big block ) as a possible peripheral
    - Added xell loader to set the patch and adding a . xex to run Xell
    - Removed reboot in case of fatal patches
    - Added parameters reboot / shutdown in case of fatal error
    - Upgrading aesthetic installation screen , the console does not go over at the end of the installation
    - Added file . ini install in the updater
    - Added the update patches to install

    http://www.xbins.org/nfo.php?file=xboxnfo1875.nfo ...
    by Published on September 16th, 2010 23:34

    DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash. The latest compiled rev of DaedalusX64 can be found below, and I will try my best to upload the latest rev when I'm aware of it's commit. Thank you DaedalusX64 Team, and keep up the hard work.


    What's changed in this revision:
    Revision 576
    [+] Using a dither to make 16bit mode look like 32bit mode (just like the old 3DFX voodoo days)

    http://forums.daedalusx64.com/viewto...t=2640&start=0 ...
    by Published on September 16th, 2010 23:31

    news via http://psx-scene.com/forums/showthread.php?t=66115

    The last part of the puzzle has finally been made public in "assembly" format now, for the original PSJailbreak design.

    The first part was done already, and that produced the USB hub, and plugging in and out, and the loading of the "payload". -- And the making of PSGroove. -- But now finally, the "payload" has been ripped apart, and make public in full assembly language, instead of just a bunch of HEXadecimal.


    Quote:
    1. It gets control at Exploit_Entry, which copies the rest of the payload to the fixed address 0x8000000000700000.

    2. Exploit_Main copies a resident part of the payload to another location, creates virtual USB device driver called "MOD" with 3 functions, hooks some VSH functions via TOC entry and does some permanent in-ram patching. when the work is done it zeroes itself out.

    3. The resident part has basically 3 purposes: (a)It manages virtual USB device, (b)It does some on-the-fly patching and (c)It hooks all the game disk file accesses from the VSH.

    3a. The virtual USB device is needed to make sure the original PS3JB device in plugged in. Once the correct device is plugged (the one with the AAAAC0DE) device driver initializes the variable to 1 (see kmod_func1 - probably "identify device", and kmod_func2 - "initialize device"). If one pulls the device out, the function kmod_func3_call_panic "term device" is called which causes a kernel panic.

    3b. The on-the-fly patching part of the code is probably called on virtual memory page remapping and does additional patching in-place. It identifies if the pages requires patching byte calculating it's "hash" and comparing to the table entries. One of the patches enables developer menu/settings called "category_game_tool2.xml#root" which probably enables support of the pkgs and other dev stuff.

    3c. The hooks from the VSH are intended to redirect all on-BDVD file requests (or probably just "open") from VSH to the HDD saved backup. The launcher saves the base directory of the game started and after that all the file names are prepended with it. that's how the backup feature works. The LV1 still needs BDVD auth to launch the game, so the original disc in BDVD is still required.

    4. Adds a Syscall (Syscall 36) which will be called by Backup Loader to activate the virtual bluray drive with the correct backed-up disk.

    5. Patches the return value from Hypercall 99 so that we can launch unsigned apps.

    News Source: http://twitter.com/Mathieulh ...
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