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  • DCEmu Featured News Articles

    by Published on August 25th, 2008 00:10

    Dontcha just love it when top execs start commenting on someone else's financials? Opinionated Acclaim chief David Perry ain't above it, in fact he used his keynote address at the Games Convention Developer's Conference to declare that Sony will never make real dough off the PlayStation 3, 10-year plan or no.

    "Because of the cost of making the PlayStation 3 and because they sold it at a loss, Sony basically has pretty much no chance of making money on the PS3, because it's lost more money than they made during the entire peak of the PlayStation 2 — it's not going to happen again for Sony."

    He went on to say that a PlayStation 4 coming out in the next eight or so years would be a bad idea. "If they release the PlayStation 4 and have an even more expensive console and raise the cost of games by ten dollars, that would not be good."

    Thus, Perry said, this 10-year-plan for the PS3 is a long-term bid to wring out as much money to pay for the console's development, since the pricing and sales so far haven't done it. "This is going to force them to make the PS3 last longer and they're kind of positioning to do that," he said.

    http://kotaku.com/5041033/david-perr...ney-on-the-ps3 ...
    by Published on August 25th, 2008 00:09



    Ron Tajima has some time on his hands. And a Roomba. And a Wii Balance Board. See where we're going with this? Anyway, he put them all together, combined it with a Surfin' USA track that sounds like it was ripped from the 1980's, and now he can control the previously autonomous Roomba with his feet. "This is my third Roomba hacking," Tajima says. "This surfin is safe, useful (it's cleaning), and easy for nerds. Wii balance board is great!" Indeed it is, Tajima-san, indeed it is. Maybe there's a reason for me to take the Balance Board out from underneath my TV and use it again.

    http://gizmodo.com/5041055/man-contr...usa-soundtrack ...
    by Published on August 25th, 2008 00:03

    Trying to get those chunky pounds to come right off, but you're unable to find a copy of the elusive Wii Fit anywhere within a fifty-mile radius? Perhaps a new WiiWare title, due out tomorrow, can temporarily fill the void -- Ghostfire Games' rhythm-fitness title Helix. The game, which will cost 1000 Wii Points, will have players performing 30 different gestures with two Wiimotes to the beat of 26 songs from independent artists. Ghostfire CEO Ed Roman highlighted the game's health benefits, saying that you can "really burn some calories playing this game." Based on the gameplay video we've posted after the break, you'll probably look totally cool whilst doing so.

    http://www.joystiq.com/2008/08/24/rh...ware-tomorrow/ ...
    by Published on August 25th, 2008 00:01

    Earlier this week, the long anticipated action-adventure game, Too Human, was finally released for the Xbox 360. After being in various stages of development for about a decade, the game made its US debut to overall lackluster marks. Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8. Developer Denis Dyack from Silicon Knights defended the game, saying players didn't yet "get it," and that it was "so innovative that we have put some people off." The game's reception in Japan has been similar.

    http://games.slashdot.org/article.pl.../08/24/1528214 ...
    by Published on August 24th, 2008 23:58



    Sure, magic man and all-around seer Kevin Rose delivered the "news" that a refreshed iPod nano is coming in the form that slimmed up, tapered in, longish tube of a device -- but you might be looking for harder evidence. We've just come across two case-related designs supposedly destined for Apple's next PMP, but both raise as many questions as they answer. Chinese accessory-maker Beelan apparently has a silicon sleeve ready to drop ship to a location of your choice via Alibaba, and iDealsChina is showing off renders of the 4th gen nano and another case from "some unknown Canadian company." Unfortunately, neither design can really be verified, and as they've just appeared on the heels of last night's Rose rumor, the timing seems a touch suspect. We're wondering what the Engadget hive-mind thinks -- any meat on these bones?

    http://www.engadget.com/2008/08/24/s...igns-slip-out/ ...
    by Published on August 24th, 2008 22:06



    Phoenix Game Engine (PGE) is a fully featured engine for game development written by InsertWittyName and MK2k.

    PGE Lua is the Lua wrapper of that engine.

    -= FEATURES =-

    pge.controls - Handling button and analog input.
    pge.dir - Directory access and file system operations that deal with directories.
    pge.file - File access and file system operations that deal with files.
    pge.font - TrueType font loading and drawing.
    pge.gfx - Graphic primitives drawing.
    pge.math - VFPU math module.
    pge.mp3 - MP3 playback for background music.
    pge.net - Net and socket functions.
    pge.texture - Image loading and drawing.
    pge.timer - Timer module.
    pge.usb - USB functions.
    pge.utils - Utility functions for using the dialogs and retrieving system information.
    pge.wav - WAV loading and playback for sound effects.
    pge.zip - ZIP file access and extraction.

    PGE Lua uses a port of the latest Lua release 5.1.4, which has been optimised specifically for the PSP.

    PGE Lua comes with 23 fully commented samples demonstrating how each module is used.

    Alongside that, full documentation is available via the homepage: http://pge.luaplayer.org/

    There is an emulator for PGE Lua which runs on Windows, Linux, OSX and allows PSP-less development. This is almost complete and will be released at that time.

    -= VIDEOS =-

    Low resolution: http://www.youtube.com/watch?v=MT-9HJlmWkE

    -= INSTALL =-

    Copy the 'pgelua' folder to PSP/GAMEXXX/ (or PSP/GAME/ if your kernel is set to 3xx/4xx in the recovery menu).

    -= KNOWN ISSUES =-

    None as of this writing. With this being an initial release I would expect there to be a few undiscovered bugs. Let us know.

    -= HOMEPAGE =-

    http://pge.luaplayer.org/

    -= CONTACT =-

    [email protected]

    -= DOWNLOAD =-

    http://pge.luaplayer.org/lua/downloads/pgelua_001.zip

    -= CREDITS & GREETS =-

    Coded in pure C and asm using the homebrew PSPSDK.

    Thanks to TyRaNiD for psplink, which was used extensively in debugging.

    Thanks to all in #psp-programming on freenode.net, where quality homebrew is produced. Special thanks to those in #lua who know so much about Lua it scares me.

    Personal thanks to romero126 and Soulkiller, who tested, provided feedback and helped me steer PGE Lua to where it is.

    Massive thanks to Raphael and Tomaz - the work we did on triEngine helped me really understand what an engine is.

    Biggest thanks to MK2k for joining the project midway through development and making it much more than I ever expected.

    -= NOTES =-

    Please be aware that this is not Lua Player.

    PGE Lua is it's own product and shares zero code with Lua Player.

    For the C developers, the C API of Phoenix Engine will be released in due course, shortly.

    PGE has been in development for over a year, it's not some mis-match of code copied from other people. This is the real deal.

    There are lots more plans in store for PGE and PGE Lua, a roadmap will be released shortly showing the expected development.

    -= SUPPORT =-

    For further help that is not supplied by the samples or documentation, there are forums for PGE at http://pge.luaplayer.org/.

    We are also on IRC, channel #psp-programming on irc.freenode.net, for one-to-one help.

    -= UPDATE =-

    Version 0.02 has been released.

    Quote Originally Posted by CHANGELOG
    Added pge.exit() to explicitely exit at any time.
    Fixed pge.texture.draw() to only allow the correct number of parameters to be passed (reported by #Gianni#).
    Added pge.texture.swizzle() to swizzle a texture.
    Added pge.texture.unswizzle() to unswizzle a texture.
    Added an optional parameter to pge.texture.load() and pge.texture.loadmemory() to specify whether to swizzle the texture on load.
    Added pge.texture.pixel() to get or set the color value of a pixel within a texture.
    Added an error check to pge.file.read(), returns nil if nothing could be read.
    Added an error check to pge.file.readnum(), returns nil if the number could not be read.
    Added a return value to pge.file.write(), returns the number of bytes written.
    Fixed pge.mp3.loadmemory() which incorrectly checked for two parameters to be passed when it only requires one (reported by TheUnderminer).
    Added pge.math.deg() to convert radians to degrees.
    Added pge.math.rad() to convert degrees to radians.
    Moved the socket functions to pge.net.socket.function() to give a layer of separation.
    Moved the
    ...
    by Published on August 24th, 2008 19:33

    Most of you might have heard of the Games Convention in Leipzig - the biggest European Games exhibition.
    Well, I've been there (together with the mysterious girl in red who is on our openpandora.org frontpage). Not as an exhibitor - as I don't have the final Pandora case yet. But as visitor... with a fully working Pandora MK0 Devkit in my bag. And a preview-case.

    I had some appointments with different magazines and webzines there - and they were all baffled how well the controls of our little unit are layouted. And impressed by the few emulators I showed them on the system.
    Interest was VERY high among those who saw the system.
    Chip.de a major magazine in Germany even did a nice interview with me and mentioned the Pandora as "secret highlight" of the Games Convention. A very nice video.
    new post by EvilDragon on the pandora dev blog


    While public press is good, here is something that might be of higher interest for some of you:
    RedSpotGames, publisher for Last Hope and Wind & Water Puzzle Battles for the Dreamcast announced that they will produce and publish commercial games for the Pandora. They already have some licenses for ports (I can't tell the titles here), this als means there will be most probably an enhanced version of Wind & Water Puzzle Battles, one of the greatest puzzle games I know!

    So, interest is high here in Germany, things are looking good.
    What else did we see at the GC? Hmm. Nothing special. Except for Hall 2, which was the retro hall with tons of Arcade machines and old computers and consoles. That was some great fun! ...
    by Published on August 24th, 2008 19:33

    Most of you might have heard of the Games Convention in Leipzig - the biggest European Games exhibition.
    Well, I've been there (together with the mysterious girl in red who is on our openpandora.org frontpage). Not as an exhibitor - as I don't have the final Pandora case yet. But as visitor... with a fully working Pandora MK0 Devkit in my bag. And a preview-case.

    I had some appointments with different magazines and webzines there - and they were all baffled how well the controls of our little unit are layouted. And impressed by the few emulators I showed them on the system.
    Interest was VERY high among those who saw the system.
    Chip.de a major magazine in Germany even did a nice interview with me and mentioned the Pandora as "secret highlight" of the Games Convention. A very nice video.
    new post by EvilDragon on the pandora dev blog


    While public press is good, here is something that might be of higher interest for some of you:
    RedSpotGames, publisher for Last Hope and Wind & Water Puzzle Battles for the Dreamcast announced that they will produce and publish commercial games for the Pandora. They already have some licenses for ports (I can't tell the titles here), this als means there will be most probably an enhanced version of Wind & Water Puzzle Battles, one of the greatest puzzle games I know!

    So, interest is high here in Germany, things are looking good.
    What else did we see at the GC? Hmm. Nothing special. Except for Hall 2, which was the retro hall with tons of Arcade machines and old computers and consoles. That was some great fun! ...
    by Published on August 24th, 2008 12:40

    News via gxmod

    Kriogen proposes a new version of its new "game" type karaoke appointed CDGPlayer.

    Its application combines reading MP3 files with corresponding CDG.

    News / corrections:

    -- Fixed a problem created when some Core Dump CDG files contain some "mistakes" graphics.

    Download and Give Feedback Via Comments ...
    by Published on August 24th, 2008 12:37

    DCEmu Member/Coder Just Woody has posted a new release of his Solitaire game for the Nintendo Wii.

    Wii Solitaire is a very simple Klondike solitaire game for the Wii which makes use of the Wiimote's IR sensor bar.

    The objective of the game, for those that are not familiar with solitaire, is to get the four suits built onto the foundations from aces up through kings. To do this you must place alternating colored cards, from kings down to aces, on top of each-other by moving them within the Tableau and drawing cards from the Stock.

    The source is available, of course, and is fully commented throughout to make it easy for those reading the source to understand why and how I did the various functions for the game.

    0.4
    Scoring and Time Keeping
    Scoring right now is, for the most part, useless. However, it is there, albeit mostly incomplete. It will also keep the time you have played the game for.

    Multiple Gametypes
    Origional Solitaire, Vegas Solitaire, and Free Play are selectable game types. See descriptions above.

    Choosing Dealing Number
    You can choose the number of cards that will be dealt out at one time from the Stock now. You may choose either 1 card or 3 card.

    Winning Screen
    When you win, a little animation appears and you are called a Winner.

    Deck Dealing Animation
    The Stock now "shuffles" before it deals each card out like you would a real solitaire game.

    ROUGH Options
    When you start up Wii Solitaire, if you have an SD card, you are asked if you would like to create an options file. Within this options file there are currently six options to choose from. Only three of the options have been completed and may be edited by hand: Deck Dealing Animation, Mouseover Rumble, and 16:9 Video Stretching. 0 = Off, 1 = On. The .ini is located in the same folder as the boot.elf file.

    Playing Tips
    When you first use Wii Solitaire and if you created a new settings file you will be greeted with Playing Tips on your first game. These explain the essentials of Solitaire and provide a few tips to successfully complete a game.

    Download and Give Feedback Via Comments ...
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