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  • DCEmu Featured News Articles

    by Published on January 21st, 2009 22:26

    News from Evil Dragon:

    There are some good news, indeed.
    TI has released the 3D Drivers for the OMAP to the public - so expect some videos on the Pandora soon!

    You can find more information about those OpenGL ES 2.0 drivers here. https://www-a.ti.com/downloads/sds_s...530/index.html

    http://www.openpandora.org/blog.php ...
    by Published on January 21st, 2009 22:26

    News from Evil Dragon:

    There are some good news, indeed.
    TI has released the 3D Drivers for the OMAP to the public - so expect some videos on the Pandora soon!

    You can find more information about those OpenGL ES 2.0 drivers here. https://www-a.ti.com/downloads/sds_s...530/index.html

    http://www.openpandora.org/blog.php ...
    by Published on January 21st, 2009 22:25

    News from Evil Dragon:

    Hi there everyone,
    I've seen some guys being angry about all the delays and keep asking "what's going on"... and yes, I can understand them.

    If it were for us, we'd have the Pandora released already, believe me. I can't sleep well since a few weeks since these delays really make up a bad mood, and I don't think it's much different for the rest of the guys in the dev team.

    So I thought I'd tell you a story... because, yes, back in September 2008, we really thought we could release the Pandora until the end of the year!

    However, there was one bad thing that happened... which caused all the mess and nearly did kill everything: In the beginning of October, right after the preorders had been paid, craigs bank froze his account (as you might know).
    However, not only the money from craigs preorders was on that account, but also the money from the rest of us which was meant to develop the Pandora boards, etc.

    Everything had been set: We had the complete circuits (I posted videos before September), we had the nigh complete case (we did post pictures of the FDM case) and we had fixed appointments with the company in mid October to do the first mass production testing of the boards.
    However, we couldn't access the money anymore for actually STARTING the mass production - that's why it didn't happen.
    Also, we couldn't pay the hinge, the prototype battery, the LCDs, the prototype of the flat ribbon cable for the LCD... and without all that, we couldn't continue to work on the case.
    And without any prototype boards, the devs couldn't work on the software.

    It was scary. Everything we had setup so far didn't work out - simply because of a frozen account. And this was the beginning of all those delays...

    It took craig about one month to unfreeze the account - and yet, not all reorderings of CC orders haven't taken place. At least, we had access to some money and could continue to develop that thing - about mid-November.
    Luckily, mass production test run did go pretty fast, so by the end of November, most devs got their boards.
    It didn't work so well with the LCDs though - ours had been reserved but sold elsewhere as we didn't have the money at that time. We had to wait until January to get them all (and yes, we have them, as well as all major other parts needed!).

    The company that does the battery also started to work as we paid them - and right in December, they told us they couldn't fit that high capacity within the space they had planned for. So they needed to make it a bit bigger - and we needed to change the case.

    That was what happened until January.

    Now that it's mid-January, we're basically back on track - just a bit late.
    We got the parts, the design of the case has been finished according to our deadline on January 15th, it's currently being FDMed and right after that (if everything is okay, which really should), the case will be being CNCed.
    The keypad is also ready for mass production as well as the boards.

    The first prototype will be used to do FCC and CE testing, so don't worry about that.

    Then mass production will finally begin - yes, we know it's a few months late, but believe us: We didn't want that. Still, we're just right before the finish lane, so we won't give up.

    Thank you all for your patience - and again, sorry for the delay!
    Maybe now you can understand a bit more what has been happening!

    http://www.openpandora.org/blog.php ...
    by Published on January 21st, 2009 22:25

    News from Evil Dragon:

    Hi there everyone,
    I've seen some guys being angry about all the delays and keep asking "what's going on"... and yes, I can understand them.

    If it were for us, we'd have the Pandora released already, believe me. I can't sleep well since a few weeks since these delays really make up a bad mood, and I don't think it's much different for the rest of the guys in the dev team.

    So I thought I'd tell you a story... because, yes, back in September 2008, we really thought we could release the Pandora until the end of the year!

    However, there was one bad thing that happened... which caused all the mess and nearly did kill everything: In the beginning of October, right after the preorders had been paid, craigs bank froze his account (as you might know).
    However, not only the money from craigs preorders was on that account, but also the money from the rest of us which was meant to develop the Pandora boards, etc.

    Everything had been set: We had the complete circuits (I posted videos before September), we had the nigh complete case (we did post pictures of the FDM case) and we had fixed appointments with the company in mid October to do the first mass production testing of the boards.
    However, we couldn't access the money anymore for actually STARTING the mass production - that's why it didn't happen.
    Also, we couldn't pay the hinge, the prototype battery, the LCDs, the prototype of the flat ribbon cable for the LCD... and without all that, we couldn't continue to work on the case.
    And without any prototype boards, the devs couldn't work on the software.

    It was scary. Everything we had setup so far didn't work out - simply because of a frozen account. And this was the beginning of all those delays...

    It took craig about one month to unfreeze the account - and yet, not all reorderings of CC orders haven't taken place. At least, we had access to some money and could continue to develop that thing - about mid-November.
    Luckily, mass production test run did go pretty fast, so by the end of November, most devs got their boards.
    It didn't work so well with the LCDs though - ours had been reserved but sold elsewhere as we didn't have the money at that time. We had to wait until January to get them all (and yes, we have them, as well as all major other parts needed!).

    The company that does the battery also started to work as we paid them - and right in December, they told us they couldn't fit that high capacity within the space they had planned for. So they needed to make it a bit bigger - and we needed to change the case.

    That was what happened until January.

    Now that it's mid-January, we're basically back on track - just a bit late.
    We got the parts, the design of the case has been finished according to our deadline on January 15th, it's currently being FDMed and right after that (if everything is okay, which really should), the case will be being CNCed.
    The keypad is also ready for mass production as well as the boards.

    The first prototype will be used to do FCC and CE testing, so don't worry about that.

    Then mass production will finally begin - yes, we know it's a few months late, but believe us: We didn't want that. Still, we're just right before the finish lane, so we won't give up.

    Thank you all for your patience - and again, sorry for the delay!
    Maybe now you can understand a bit more what has been happening!

    http://www.openpandora.org/blog.php ...
    by Published on January 21st, 2009 22:22

    News/release from Ruckage:

    Hi everyone, Animatch is finally ready.


    Animatch is a tile matching game based on Zoo keeper for the DS (Zooo on GBA). The aim of the game is to create a row of 3 or more animals either horizontally or vertically by swapping tiles. Tiles can only be swapped if it results in a row of three or more of the same animal otherwise the tiles will swap back again. When a row of animals is made they dissapear from the board and the tiles above fall into their place.

    Features:
    Full joystick and touchscreen support.
    3 game modes (Normal, Time attack and Score attack).
    Hiscore tables.
    Fantastic music by Pat Ferguson (thank you )
    Special tiles which remove all matching tiles friom the board.
    Hints that can be used if you're really struggling to find that next move.
    The game checks to make sure you always have a move available and gives you a new board if you don't.

    If you enjoy the game and would like to donate some money to either myself or Pat you can do so at our websites. Any ammount is greatly appreciated and will help with future projects.

    Ruckage: www.muddymonkey.co.uk/ (taking an age to load at the moment for some reason, any problems PM me)
    Pat Ferguson: www.obstacledelusions.com/music/

    http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,25,2725

    http://www.gp32x.com/board/index.php...dpost&p=691250 ...
    by Published on January 21st, 2009 22:21

    News/release from Grz:

    Hello,

    i ported "Run Rabbit RUN!" to gp2x, it's a full 3D game which use the 3D engine Irrlicht, i ported the latest version of this engine on gp2x too (use SDL/two software rasterizer), some would say that it's unplayable but actually it's pretty good, the only problem i got is that i can't stay with original models which require too much polys for the gp2x, so if there is a 3D modeler somewhere who want to do 2-3 very low polys models (actually there is only 3 "floor" model, one rabbit models and carrot to do), it would be cool, i think even billboards would be sufficient for carrots/rabbit.

    I compiled an alpha version with original models replaced by quick simple primitives (box etc, ~70polys on screen) which run at 14/15fps without overclocking and memory tweaks (20fps at 266mhz), also it use the first software renderer which have clipping problem, it's pretty unoptimized since the game use alot of real-time stuff to check collisions etc... sorry for F100 owner, my irrlicht port has no pads events, only touchscreen. (it will be fixed in a final release)

    Download link for the alpha port: http://www.garzul.tonsite.biz/RunRab...n_rabbit2x.zip

    Controls: Only touchscreen since the game need only one button to play, just press to jump.

    Models are in .obj format and can be textured, more type of floor can be added too. (check the media folder)

    http://www.gp32x.com/board/index.php?showtopic=46257 ...
    by Published on January 21st, 2009 22:19

    Nuvalo has released a new atari 2600 emulator for the Nintendo Wii:

    / Stella atari 2600 emulator for Wii
    ///////////////////////////////////////////////


    Introduction:
    --------------

    This project is based on the atari 2600 opensource emulator called stella. You can
    find the original sources on its sourceforge page:

    http://sourceforge.net/project/showf...group_id=41847

    This version uses the same sources than the original. It uses wii-linux to run on a
    wii, cwiid for wiimote interface, and the SDL libraries for this system.

    What you need:
    --------------

    - A console ready to run homebrew
    - Wiimote
    - SDCard


    Installation:
    --------------

    - Copy the "app" and "stella" directories (and its contents) to the root of yout SDCard.

    - Put your roms inside the "stella" directory, in the root of your sdcard

    - Put the SDCard on the front slot sdcard adapter of your wii

    - Launch the Homebrew channel, and load the Stella´s .dol file



    Instructions:
    -------------



    When the program starts, it tells you to press the "1" and "2" buttons of your wiimote. Wait until the emulator
    starts, an then press 1 and 2 at the same time, until the wiimote's leds starts to blink (you can press them at any moment).
    Here is the button relation between the wiimote and the keyboard:

    [A]: Enter (select an option or the rom)
    [Home]: Escape (to return to "roms select" menu)
    [B]: Tabulator (to navigate through the menu buttons)
    [-]: F1 (Reset) (in a game)
    [+]: F2 (Select) (in a game)

    First player: Wiimote
    [1]: Pad button
    [Digital pad]: Arrows

    Second player: Nunchuck
    [C]: Pad button
    [Analog pad]: Arrows

    Thanks to
    ----------

    - The gc-linux team for their effort in porting linux to the wii console
    - The stella team, for their great emulator
    - The CWiid develeoppers, for their great applications to interface the wiimote

    Download and Give Feedback Via Comments ...
    by Published on January 21st, 2009 22:03

    News/release from Alanceil

    Missing a spirit level at home, I decided to use the Wiimote as a replacement. Over time, this tool evolved to something more like a protractor.

    Please put any comments or suggestions on the Talk Page, I'd appreciate the feedback.

    Note: If you use C++ and want to use GRRlib for drawing, you might want to have a look at the 'Draw' class (Draw.cpp & Draw.h). This thing kept me sane :-)

    v0.5:

    Chg: Slightly adjusted maximum value to reduce flickering near 90 degrees.
    Chg: GRRlib is now responsible for all drawing needs. (Which means: more eye-candy)
    Add: Raw acceleration values in the debug info text
    Add: Freeze function on pressing Plus to freeze current values - this is interesting if you cannot see your screen.

    Download and Give Feedback Via Comments ...
    by Published on January 21st, 2009 22:01

    News/release from Pinecone

    MyLittleBall is the exciting new 'video game' that all the family can enjoy! Using latest technologies, MyLittleBall brings life to any party. Get ready for countless good times in your Living Room!

    Download and Give Feedback Via Comments ...
    by Published on January 21st, 2009 21:57

    Husband and wife team investigated for selling counterfeit games consoles and games on eBay

    Wednesday 21st January/... A raid to investigate an illegal counterfeiting operation on eBay, the online auction site, lead to a husband and wife team in Kent and the seizure of 40 counterfeit Nintendo DS™ consoles – the first instance of its kind in the UK. The raid on Tuesday January 21 2009 by investigators from Bromley Trading Standards Department and the local police resulted in the seizure of 40 counterfeit Nintendo DS™ consoles packaged with potentially dangerous power units as well as game copying devices. In addition, 150 counterfeit games for the DS and Game Boy Advance systems as well as two laptops and a PC tower were seized at the home of the couple.

    Invoices revealed that the couple had traded online over a two-year period using different identities. The early stages of financial investigation suggest a profit of more than £50,000 may have been made by the couple in December 2008 alone.

    Further to a test purchase made on eBay this year, illegally copied Nintendo DS™ games were purchased for £40. This is the first instance of counterfeit games consoles being found for sale within the UK.

    Michael Rawlinson, managing director of ELSPA, said: “The replication of video games software and hardware is illegal and has a negative impact on both local and national businesses. ELSPA would like to thank the thorough and professional investigation by Bromley Trading Standards department and local Police whose work with our investigators has stopped the illegal activities of yet another internet pirate."

    Colin Bloom, Bromley’s Portfolio Holder for Public Protection and Community Safety added:"This authority will tackle any traders operating in the informal economy in order to protect honest local businesses as well as consumers.”

    A POCA (Proceeds Of Crime Act) investigation has already begun to estimate the criminal gain From The offender’s illegal activities. ...
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