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  • DCEmu Featured News Articles

    by Published on May 23rd, 2008 22:24

    News/release from Scott McFly

    After a few months wait, Blackjack DS v0.5 is here! Here's the new features:

    * New background for game area to aid with clarity
    * Hand total now more prominant and shown with a graphic
    * "About" and "Stats" pages now consistent with other pages
    * User input now entirely touch screen
    * Split hand shown in text, then swapped when active

    And the game now has a new home where you can download any of the previous versions as well as this new one, which is also attached to the topic:

    http://www.scottmcclymont.co.uk

    I'm still working towards the main goal of the project - so the next update will hopefully include some of the features absent so far, including the ability for the user to tweak the different rules to suit them.

    Enjoy!

    Download and Give Feedback Via Comments ...
    by Published on May 23rd, 2008 22:21

    Ant512 has released anew version of Woopsi the Amiga-esque Windowing System for the DS:

    http://www.sourceforge.net/projects/woopsi

    Version 0.33b now out. Full changelog:

    - Fixes:
    - Gadget::click() checks correct class variable for double click timer.
    - Deleted ListBoxItem class.
    - Removed "closable" from gadget flags.
    - SkinnedWindow resizes titlebar correctly.
    - Wired up SkinnedWindow depth button visibility to skin data.
    - More consistent names for SkinnedScreen button pointers.
    - Added missing GraphicsPort::drawPixel() functions.
    - Made char pointers const-correct for devkitPro r23 compatibility.
    - System makes copies of string data where appropriate.
    - Removed duplicate title string pointer from window classes.
    - SkinnedWindow only drags when titlebar clicked, not any border gadget.
    - Fixed crash when gadget closed but parent subsequently points one of its pointers back at it.
    - Fixed checkbox incorrectly setting font pointer instead of leaving it to
    the base class.
    - Fixed overflow in slider grip position calculations.
    - Slider grip moves one page width/height when the gutter is clicked.
    - Scrollbar buttons default to adjusting grip value by 1.
    - Gadget::addGadget() checks to see if new children want to steal the focus and will grant it if necessary.
    - Focus and blur propagate throughout the gadget ancestor list even if a gadget along the way already has focus (or not).
    - Moved _clickedGadget pointer into Woopsi class and deleted all other
    occurences.
    - Changed _clickedGadget handling so that release works with the single pointer in Woopsi.
    - Windows drag correctly if only one co-ordinate has changed.
    - Screen title bar no longer steals focus when clicked.
    - Text::wrap() recognises the end of a single-line string correctly.
    - BitmapButton inherits from Gadget instead of Textbox.
    - AnimButton inherits from Gadget instead of Textbox.
    - Textbox no longer redraws when clicked; functionality moved into Button and ContextMenuItem classes.
    - Removed redundant DecorationGlyphButton::release().
    - Fixed tense in DS lid close/open events, so the events are now called
    "EVENT_LID_CLOSE" and "EVENT_LID_OPEN", and the methods to work with them are called "raiseLidCloseEvent()", "raiseLidOpenEvent()", "lidClose()" and "lidOpen()".

    - New Features:
    - ListBox rewritten to be a single gadget instead of a compound gadget.
    - ListBox allows multiple selection.
    - Added extra flags to AmigaWindow and SkinnedWindow classes allowing close and depth gadgets to be hidden when gadgets are constructed.
    - AmigaWindow allows depth and close buttons to be shown/hidden at will.
    - SkinnedWindow allows depth and close buttons to be shown/hidden at will.
    - Screen constructor accepts flags parameter.
    - AmigaScreen constructor accepts flags parameter.
    - SkinnedScreen constructor accepts flags parameter.
    - AmigaScreen allows depth and flip buttons to be shown/hidden at will.
    - SkinnedScreen allows depth and flip buttons to be shown/hidden at will.
    - Added ScrollingListBox class.
    - Added DefaultStyle class for control over gadget default colours.
    - Added DimmedScreen class to the bonus folder.
    - Added Requester class.
    - Added FileRequester class to the bonus folder.
    - Added Window and Screen setTitle() methods.
    - Added drawEllipse() to the SuperBitmap class.
    - Added drawFilledEllipse() to the SuperBitmap class.
    - Added ListData class.
    - Added FilePath class to bonus folder
    - Added gadget test screen to demo.
    - Added release-outside event that fires if the stylus is released outside the boundaries of the gadget.
    - Added eventVX and eventVY to EventArgs struct.
    - Drag and move events populate eventVX and eventVY EventArgs properties.
    - Added EVENT_ACTION event.
    - Button, AnimButton and BitmapButton all raise EVENT_ACTION events.
    - CycleGadget raises EVENT_VALUE_CHANGE events when released if the value has changed.
    - ScrollbarVertical up/down buttons repeat when held.
    - ScrollbarHorizontal left/right buttons repeat when held.

    Download and Give Feedback Via Comments ...
    by Published on May 23rd, 2008 22:17

    Via devfr

    Florent Bedoiseau is like me, he likes the old computers. We made a ZX Spectrum moved on DS, and well, here it adapts a game of this brave computer TI99/4A on our DS now!

    The story is simple: we must kill the aliens (appointed Morgs) and bush walks (vi bin, Far West requires ...). All this in history to protect the inhabitants of the city ...

    Download and Give Feedback Via Comments ...
    by Published on May 23rd, 2008 22:07

    This PDF Reader has been available for some time at http://x11.gp2x.de/ but I've found that a lot of people hadn't heard of it, so I'm putting it here as well.

    There's no new functionality but this release will automatically install the X server (if not already installed).

    GP2Xpdf is a port of Xpdf http://www.foolabs.com/xpdf).

    With the addition of bookmarks and hideable toolbar.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,8,2603 ...
    by Published on May 23rd, 2008 22:04

    Peter M posted this a few weeks ago on his site:

    About two weeks ago I sent an email to Pixel asking if he would consider letting me port Cave Story to WiiWare or iPhone/iPod Touch.

    He replied a week later, saying very politely that he was unable to grant permission at that time but hoped to be able to explain why sooner or later.

    My interpretation of his reply was that some other company had gotten in there before me and made Pixel an offer regarding a commercial port of Cave Story. So while it’s a shame that I won’t be involved in it, it’s exciting to think that there may be a version of Cave Story coming to another platform.

    But that of course is just my interpretation of Pixel’s response and is completely unconfirmed.

    http://aaiiee.wordpress.com/2008/04/...phone-from-me/ ...
    by Published on May 23rd, 2008 22:04

    Peter M posted this a few weeks ago on his site:

    About two weeks ago I sent an email to Pixel asking if he would consider letting me port Cave Story to WiiWare or iPhone/iPod Touch.

    He replied a week later, saying very politely that he was unable to grant permission at that time but hoped to be able to explain why sooner or later.

    My interpretation of his reply was that some other company had gotten in there before me and made Pixel an offer regarding a commercial port of Cave Story. So while it’s a shame that I won’t be involved in it, it’s exciting to think that there may be a version of Cave Story coming to another platform.

    But that of course is just my interpretation of Pixel’s response and is completely unconfirmed.

    http://aaiiee.wordpress.com/2008/04/...phone-from-me/ ...
    by Published on May 23rd, 2008 22:03

    Peter M posted this a few weeks ago on his site:

    Yet again I succumbed to hand-held gadget lust and bought another device, this time an iPod touch.

    I started work on a port of Quake to the device and have made a bit of progress. I’m just doing software rendering at the moment, which is then drawn to the screen using an OpenGL ES texture. That seems like a really ham-fisted way of doing it, but I couldn’t find any docs or examples on the web which just gave access to a linear frame buffer of sorts.

    The way I’m accessing OpenGL ES seems to bypass the windowing system and causes some flicker when the clock and battery level display at the top of the screen is updated, but as the unofficial SDK doesn’t offer the same header files as the official one (and I have no access to a Mac to use the official SDK), I don’t really want to work on a hardware rendering version right now. I’d much rather get a frame buffer sorted out which can hopefully integrate more nicely with the windowing system.

    I’m kind of busy with exam revision right now so I don’t really have the time to investigate a better solution. Hopefully I’ll get some free time this month or next to sort it out!

    I was chatting a bit with Chris in work about input methods for moving, turning and shooting and we come up with some interesting ideas. Hopefully Quake will be a little more easily playable than some of the iPhone games which have a virtual controller on screen. We’ll see!

    http://aaiiee.wordpress.com/2008/04/...ke-for-iphone/ ...
    by Published on May 23rd, 2008 21:56

    Magixien let me know earlier of news surrounding the upcoming Custom Firmware for the PSP:

    The Custom SIGN 3.95 GEN is desired by all, but some problems are delaying his departure. Click for more information.

    We will start with the good news because it must always be positive. The Custom firmware 3.95 GEN is over 99% in its PSP Slim & Lite version. Today, it works and can launch the VSHMenu, IRShell (with a few bugs due to the fact that IRShell is hardcoded for 3.80), PSPFiler 5.1, and so on. Please note that Popsloader is now compatible.


    The bad news arrives and is intended to possessor PSP standard or "fat". To this day, if the Custom Firmware runs on the PSP and let launch UMD and ISO/CSO additional functions are not all operational. Thus, the VSHMenu, popsloader desperately freeze on our good old first-generation of PSP.

    The reasons are a little obscure but the lack of memory is undoubtedly the primary factor of instability. Our shdow's dev continues its research in this area but it seems to be really difficult.

    We therefore expect to happen to solve the problems of the "Fat" before the launch but if it were to lead to an impasse, the release of the current version will launch anyway.

    Discuss Via Comments ...
    by Published on May 23rd, 2008 21:51

    via pdroms

    While checking some old ports of Deniska, who is known for plenty of game ports to the Playstation Portable, I've realized there is a GBA version of "Nicky Boum".

    Gregory Montoir (aka cyx) has written an engine, which allows playing this Amiga 500 classic on Win32 and Gameboy Advance.

    The release is from late 2007, but still worth mentioning.

    Story:

    The player controls 'Nicky', a little boy who embarks on an adventure through a fantastical land to find an elixir to save his grandfather from a spell cast on him by the evil sorceress Zoldrane.

    Nicky can walk, jump, and in an original theme can throw apple cores to defend himself against the monsters occupying the levels. Aside from throwing apple cores, the player can pick up other items to throw at enemies such as bouncy balls and logs. The logs can also be used to build bridges at certain parts of the levels.

    Nicky is able to jump on enemies to defeat them, which is often more difficult but lets the monsters drop point items to collect. When jumped on, some enemies such as giant snails will split into multiple smaller versions of themselves.

    The game consists of 8 levels based on 4 separate themes including a swamp, dark forest and a castle. http://cyxdown.free.fr/nicky/

    Download and Give Feedback Via Comments ...
    by Published on May 23rd, 2008 21:48

    via pdroms

    The main goal is to get to the mine car. Find the steam valves to turn off the steam flowing out of pipes. Press the button on the steam valves to enable/disable steam from a particular pipe somewhere in the maze (but you'll need to find out what pipes are being impacted). Avoid the construction worker. If he sees you, you'll lose a life. Touch steam and you'll lose a life. If you run out of time, you'll lose a life, and the value of steam valves will reset.

    Release notes:

    Here's a prototype build where the valve changes. It's just a placeholder now, and no animation.

    I'll try to add some animation, and of course, make the valve have better graphics in "on" mode than just a red circle.

    -John http://www.atariage.com/forums/index...owtopic=125621 ...
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