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  • DCEmu Featured News Articles

    by Published on July 4th, 2008 02:54

    Guitar Hero World Tour is going to let players make their own songs, so it only stands to reason that Rock Band 2 will as well, right? Right? Not according to Alex Rigopulos, the CEO and co-founder of Rock Band developer Harmonix.

    Speaking to CNN, Rigopulos states that his company "wanted to do [song creation] right." He adds that Harmonix is "taking a radically different approach" to player-created tracks – presumably he means from the way Guitar Hero World Tour dev Neversoft is handling it – and will "take more time to do it." So, Rock Band 3 with a song creator it is then, right? Right?
    http://www.joystiq.com/2008/07/03/no...r-rock-band-2/ ...
    by Published on July 4th, 2008 02:54

    Guitar Hero World Tour is going to let players make their own songs, so it only stands to reason that Rock Band 2 will as well, right? Right? Not according to Alex Rigopulos, the CEO and co-founder of Rock Band developer Harmonix.

    Speaking to CNN, Rigopulos states that his company "wanted to do [song creation] right." He adds that Harmonix is "taking a radically different approach" to player-created tracks – presumably he means from the way Guitar Hero World Tour dev Neversoft is handling it – and will "take more time to do it." So, Rock Band 3 with a song creator it is then, right? Right?
    http://www.joystiq.com/2008/07/03/no...r-rock-band-2/ ...
    by Published on July 4th, 2008 02:53

    Unless the promise of spending time with our pal Ms. Veronica Belmont and another episode of Qore sounds like a nice Thursday night (there's an episode teaser after the break) it might be best to just ignore this week's PSN update. Per usual, the rhythm games add some content and there's also some game videos that might be of interest. With E3 only a couple weeks away, it's understandable that things are a bit quiet at the moment, but we're seriously starting to itch for PixelJunk Eden!

    http://www.joystiq.com/2008/07/03/ps...s-episode-two/ ...
    by Published on July 4th, 2008 02:53

    "Well of course they did," you're probably saying to yourself after reading the above headline. "Practically every game on the Xbox 360 has 3D graphics. When is this news from, 1987? HA! HA! *snort*." Don't be such a smartass, hypothetical reader! We're talking about stereoscopic 3D displays, such as those being used by Ubisoft's upcoming Avatar game or Texas Instruments' upcoming DualView TV.

    In an excerpt from an interview with GamesIndustry.biz, XNA General Manager Chris Satchell revealed that Microsoft actually looked into using this stereoscopic technology for gaming, but determined the need for special glasses made the idea impractical. "I think it is hard to be mainstream with asking people to wear headgear to play games," he said, thus explaining the failure of Hat Hat Revolution. That said, Satchell hinted at "some very interesting technology being developed that can overcome this obstacle, and it will be interesting to see where this leads." Oh, we all know where this leads, all right.

    http://www.joystiq.com/2008/07/03/xn...aming-display/ ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:47

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:

    Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.


    Updated 32x32 icons from Ibson the Grey that have the new weapons.
    Describe Ricochet. (Malte Helmert)
    Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
    Regenerating magic when hungry occurs deterministically. (Malte Helmert)
    Sleeping creatures are not damaged by light attacks.
    Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
    Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
    Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
    Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
    Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
    Pushing a boulder against another boulder now has a full stop. (FEG)
    Remove redundant to in bind soul description. (David R. Shultz)
    Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
    Improved message for losing water walk (R. Dan Henry)
    Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
    +10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
    Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
    You can really eat water elementals now. I hope.
    There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
    The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
    Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
    Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
    When you choose a god or forget a spell there is now a confirmation.
    Your current god is reported when you level up. (Meddyan)
    An entry on the wiki was ret-conned to be correct.
    Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
    Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
    Jumping will noise your feet as expected.
    After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
    Option to pick a random name. (Sam Goldfield)
    Firing upwards with ice/fire wand no longer affects the square you are on.
    You can now zap lightning rapiers. (Bunnyriffic)
    Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
    Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

    Download Above and Give Feedback Via Comments ...
    by Published on July 4th, 2008 02:33

    News/release from 3r14nd

    I am putting both of these in one thread due to either one not working with the other..he he..

    One of these antiupdates only works on the classic where the other works on the slim. The slim version came from coolj and the classic version has been around since before my time here on the console.

    The classic version works on 3.10 OE-A up to 4.01 M33-2 and i'm sure beyond that.

    The slim version works for me on 3.71 M33 up to 4.01 M33-2 and i'm sure beyond that. I never had 3.60 M33 so I could not test it.

    I just figured I wanted them and finally found ones that work so I would post it.

    They have been re-named for each version of psp.

    Erland

    Download and Give feedback Via Comments ...
    by Published on July 4th, 2008 02:24

    News/release from MaGnaTeK of a new release of the Pandora Installer

    Latest update to include version 401M33 CFW, this firmware no longer needs to have the fatmsmod.prx installed and this update is to reflect that change.

    Download Here ...
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