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  • DCEmu Featured News Articles

    by Published on April 14th, 2009 00:37

    News/release from alex e

    Tested on 5.00m33-4 on a psp phat

    This application removes and back-ups certain files in flash0. currently, it installs, unistall the location free

    player, the dic folder and unistalls the camera feature located in the xmb thus
    saving you approximatley 3mb so far.

    Installation

    copy Flash Spacer V2.5 to PSP/GAME

    this will work in any of the game folders and will now create and restore back-ups.
    this should also run the slim, but with any programs that access the flash beware.

    Controls:
    (x) - Back-Ups the location free player and them removes it.
    [R]- Restores the Loaction Free Player Back-Up.
    /\ - Backs-Up the dic folder and then removes it.
    [L] - Restores a backed up dic folder
    [] - removes the camera function, no back up is made
    [Start] - Exits
    known bugs:
    this will not back-up the camera_plugin. im working on a fix
    if a back-up is non-existant, Flash spacer will act if one is present and continue with commands. nothing

    will be flashed

    Further info:
    in future releases, you may end up with a semi-brick by flashing a corrupt file.
    if this happens, go to the recovery menu, retrieve the back-up from ms0:/PSP/GAME/Flash Spacer

    V2.5/Back-Up
    and restore it to its original location in the flash.

    Transferring back-ups from previos releases:
    if you have made backs-ups from previous flash spacers, you can transfer the back-ups.
    this is done by:
    1) making a Back-Up folder in the folder as the EBOOT.PBP
    2)inside the Back-Up folder make a further folder, depending on which you want to restore.
    if you want to restore the Location Free Player, make a folder called LFP and place the back-up FILES

    inside it.

    Restoring functions if back ups are lost.
    you will either have to dump a the fw you are running and restore them manually
    or you will have to up/down grade the fw.

    Changelog:
    further new sleek menu
    easy to follow selections
    improved code
    added a function to remove the dic folder.<---the dic folder is used for japenese games. if you try to play a

    game or use a function that requires these, the PSP will crash. if you want to play the game, restore the

    back-up.
    added a function to restore the dic folder.
    added a exit method via start.
    automatically makes back-up folders.
    now saves approx of 3mb

    Download and Give Feedback Via Comments ...
    by Published on April 14th, 2009 00:34

    News/release from corytheidiot1

    This project was formally named Lua Extraction GUI. I have changed it because I am going to include basic file management in the next releases. This will now be the official release thread for all future versions of this app.

    Changes:
    -Extract RAR Files(to local directory)
    -Delete Directory(one at a time)

    NOTE: This version is untested, but it should work because there aren't to many changes to the basics of the program. I don't have a USB cable at the moment so I can't test it, but I will have a cable tomorrow to test it.

    Download and Give Feedback Via Comments ...
    by Published on April 14th, 2009 00:29

    News/release from zeroXorXdieXskater

    Smash My PSP! is a game in which you can destroy your PSP main menu in many different ways.

    --//What are the controls?\\--
    --Use the D-Pad or analog stick to control your weapon
    --Press X to use your weapon
    --Press start to change your weapons
    --Press L and R triggers to take a screenshot
    --To reset the background go to weapons, then reset
    --Press select to change the background
    --To add your own custom background
    -Switch one of the "custom" pictures in the backgrounds
    -folder with one of your own
    -there are 2 different "custom" pictures
    -custom.jpg and custom.png
    -switch them so the extension matches up.
    --press left or right in weapons to scroll by 5 instead of 1

    --//Misc.\\--
    Using Luaplayer .20
    Coded in LuaDevKit

    --//Credits\\--
    me, zeroXorXdieXskater - coding, some images
    google/me/Desktop Destroyer - sprites
    n00bionaire - posting my game on qj

    --//Bugs\\--


    --//Changelog\\--
    v3.21
    -fixed paintcan colors
    -rerouted screeshot to ms0:/Picture/screenshot.png

    Download and Give Feedback Via Comments ...
    by Published on April 14th, 2009 00:16

    Nick Swardh has released a new version of his Video Encoder for the PSP, heres whats new:

    I guess you didn't see this one coming! Muaa ha ha haa! PSPVC v3.70

    Added options to select where in the video the Logo/Watermark should be displayed
    Added Fade In/Out options to the Logo/Watermark feature
    Added options to select default languages for Audio and Subtitles
    Added option to cancel the shutdown-timer if needed
    Increased the Audio Delay range from 10 to 20 seconds
    Fixed a fade image in/out bug not showing while previewing video
    Fixed another fade in/out bug not showing when trimming the video
    Fixed an "AUTO" audio-sync bug

    Download here --> http://pspvc.nswardh.com/ ...
    by Published on April 14th, 2009 00:08

    News/release from pedroduarte0

    For the many of you who have an Amiga gaming past, you may remember a classic named Cannon Fodder and, of course, its intro tune.

    JammerPS2 is an example for the cosMix sound engine I cooked, and it works like a sound sample trigger, using the Dualshock controller buttons to fire up sounds.

    I decided to pack it with samples from the Cannon Fodder intro song for you to have something ready to play with, but you can supply your own samples, as long they are mono or stereo WAV files rated at 48000Hz (you may use any other sample rate, like the more usual 44100Hz but the sounds pitch will be higher than normal).

    Keep in mind the PS2 is not a computer with virtual memory (only if running linux), so the total space taken by the samples must be at most 32MB (a little less than this actually).

    As feedback, I really would like to know from your creations. If you made any sound packs for JammerPS2, let me know and drop some links for downloading your packs.

    Get the binaries here (source archive is included), unpack to a USB pen and run with uLaunchELF:
    http://code.google.com/p/cosmix/downloads/list

    The source repository for cosMix and JammerPS2 is located at GoogleCode (I began to drop Assembla service, at last):
    http://code.google.com/p/cosmix/

    Download Here and Give Feedback Via Comments ...
    by Published on April 14th, 2009 00:05

    News/release from Gemesis

    Ok, so I couldn't finish Battle of the Worlds with palib due to a sprite problem, so I started to learn libnds. I began to code a simple pong game, and it looks pretty good (other then the graphics). Here is what it includes:

    -Small amounts of Physics
    -Multiplayer (via one DS)
    -A.I. (Really good A.I.)
    -Simple, yet advanced controls (for pong at least)

    Here are the controls:

    Single player:

    -Left and Right - Move
    -L - Speed up
    -Start - Pause

    First one to ten points wins

    Multiplayer:

    Player 1:
    -Left and Right - Move
    -L - Speed up
    -Up and Down - Speed up ball (must press exactly when you hit the ball)

    Player 2:
    -Y and A - Move
    -R - Speed up
    -X and B - Speed up ball (must press exactly when you hit the ball)

    -Start - Pause


    While paused, press L, R, and Start to go back to the menu. Every time a new game starts or someone scores, press Start to start the game.

    If you are moving while you hit the ball, the ball will go in that direction.

    I am going to add some more stuff, so it will be Super!!

    Download and Give Feedback Via Comments ...
    by Published on April 13th, 2009 23:57

    News via nintendomax

    t4ils, authors of several qualities homebrews on the Nintendo DS, we propose two videos on the progress of "Still Alive Wii adaptation Still Alive DS on Wii.





    Quote:
    Still Alive is a puzzle game inspired by the flash version of Portal, itself inspired game Portal by Valve.
    You must catch all of the cakes before they can reach the exit of it.
    To do this, you are equipped with your PortalGun which allows launching portals in the walls in order to teleport elsewhere. ...
    by Published on April 13th, 2009 23:52

    AgentQ has released a new version of his port of ScummVM for the Nintendo DS:

    Please test this new beta version of ScummVM, and post your results here. If you try this out, please post how you got on here, whether it worked or not.

    When you post, try to include:
    * Your card reader
    * The game you were testing (including which language it runs in)

    If you see problems, please post the details of those too.

    Since this is hopefully the final beta, if you use this build, please post a short message with what game you played, and what hardware you used. That way I know what has been tested.

    Since this is a beta version, full instructions are not yet available, but instructions for use are essentially the same as the previous version, so see the ScummVM DS website at http://scummvm.drunkencoders.com

    Fixes in beta2:
    - Fixed a bug where the top screen would corrupt when the console
    was turned off
    - Fixed a possible crash on boot
    - Fixed a memory leak in the load game dialog in SCUMM games.

    New features:
    - Access to the global ScummVM main menu. Hold select during the game to access it.


    Supported Games


    Build A:
    Manic Mansion
    Zak McKracken and the Alien Mindbenders
    Indiana Jones and the Last Crusade
    Loom
    Passport to Adventure
    The Secret of Monkey Island
    Monkey Island 2: LeChuck's Revenge
    Indiana Jones and the Fate of Atlantis
    Day of the Tentacle
    Sam & Max Hit the Road
    Bear Stormin' (DOS version only)
    Fatty Bear's Birthday Surprise (DOS version only)
    Fatty Bear's Fun Pack (DOS version only)
    Putt-Putt's Fun Pack (DOS version only)
    Putt-Putt Goes to the Moon (DOS version only)
    Putt-Putt Joins the Parade (DOS version only)

    Build B:
    Beneath a Steel Sky
    Flight of the Amazon Queen

    Build C:
    Simon the Sorcerer 1/2
    Elvira 1/2
    Waxworks (Amiga version only)

    Build D:
    Sierra AGI games
    Gobliiins 1 - 3
    Bargon Attack
    Ween: The Prophecy
    Future Wars
    Lost in Time

    Build E:
    Inherit the Earth (DOS Floppy version only)

    Build F:
    Kyrandia 1 - 3 (I'm not sure which ones will work, please test them!)

    Build G:
    Lure of the Temptress

    Build H:
    Nippon Safes

    Download and Give Feedback Via Comments

    News via nintendomax ...
    by Published on April 13th, 2009 23:18

    Evil Dragon has posted news on the Openpandora site about the latest news of the Pandora console:

    Yep, we're still alive!
    And we all do hope you had a very happy easter and some free days.
    It's time for a very comprehensive blog post - the best prediction we can give at the moment.
    It definately is kinda hard to predict some stuff, as communication between the various timezones is taking some time...
    For example, if I send the battery layout to Michael to check it for sizes and afterwards he sends it to the Chinese factory... geez, there are three VERY different timezones involved...
    Anyways, back to the topic. I had quite a bit of work to do during the easter days, I created the battery label (not only the part you already seen, but the label with exact cuttings and measurements).
    And I had to translate the complete GP2X WIZ Manual into german language (about 70 pages... whoooopsie... yeah, I know it's not Pandora related, but I do multiple things at once )

    Okay, now onto our (best case) prediction...

    Our current plan is to build a half dozen prototypes for rev3 by the end of April or first week of May (depending on how far the devs get with the software).
    Michael will test them thoroughly with a new kernel from Notaz/DJWillis. The tests will mainly be to make sure the boards were manufactured properly (since they will be from the company who will provide production quantities) and to make sure they were soldered properly.
    So basically, our final hardware test will start soon!

    We're trying to make sure we can build up to the first 500 units in May (at most). The next 3500 should be finished in June.
    The transparent case should arrive within the next few days. After that, we can finally start the moulding process!
    It does seem like the best date we will have cases is the end of May. After they arrive, we can finally start shipping, as the boards will be ready at that time.

    Some things can and will be done in parallel, so that that stuff will be ready when the Pandora is finished:

    - Get carry cases manufactured
    - Do CE and FCC (CE will be done with one of those Rev3 Boards, FCC can't be done before we have the first final unit)

    I guess this is the most comprehensive route map you ever got, eh? We're getting there

    And again: A BIG thanks to all of you for sitting this out with us. Every one of us does owe a LOT to you!

    Lets hope this does see a release day very soon ...
    by Published on April 13th, 2009 23:18

    Evil Dragon has posted news on the Openpandora site about the latest news of the Pandora console:

    Yep, we're still alive!
    And we all do hope you had a very happy easter and some free days.
    It's time for a very comprehensive blog post - the best prediction we can give at the moment.
    It definately is kinda hard to predict some stuff, as communication between the various timezones is taking some time...
    For example, if I send the battery layout to Michael to check it for sizes and afterwards he sends it to the Chinese factory... geez, there are three VERY different timezones involved...
    Anyways, back to the topic. I had quite a bit of work to do during the easter days, I created the battery label (not only the part you already seen, but the label with exact cuttings and measurements).
    And I had to translate the complete GP2X WIZ Manual into german language (about 70 pages... whoooopsie... yeah, I know it's not Pandora related, but I do multiple things at once )

    Okay, now onto our (best case) prediction...

    Our current plan is to build a half dozen prototypes for rev3 by the end of April or first week of May (depending on how far the devs get with the software).
    Michael will test them thoroughly with a new kernel from Notaz/DJWillis. The tests will mainly be to make sure the boards were manufactured properly (since they will be from the company who will provide production quantities) and to make sure they were soldered properly.
    So basically, our final hardware test will start soon!

    We're trying to make sure we can build up to the first 500 units in May (at most). The next 3500 should be finished in June.
    The transparent case should arrive within the next few days. After that, we can finally start the moulding process!
    It does seem like the best date we will have cases is the end of May. After they arrive, we can finally start shipping, as the boards will be ready at that time.

    Some things can and will be done in parallel, so that that stuff will be ready when the Pandora is finished:

    - Get carry cases manufactured
    - Do CE and FCC (CE will be done with one of those Rev3 Boards, FCC can't be done before we have the first final unit)

    I guess this is the most comprehensive route map you ever got, eh? We're getting there

    And again: A BIG thanks to all of you for sitting this out with us. Every one of us does owe a LOT to you!

    Lets hope this does see a release day very soon ...
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