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    by Published on April 6th, 2008 19:33

    News/release from Tyne

    Version 1.2 of Stealth Quake has been released, this is more than likely the final release and is a major upgrade from previous versions which are no longer available; the changelog is below.

    If you currently have v1.0/v1.1 of Stealth Quake installed you can get the PATCH here -
    Darkplaces:
    http://renegadec.digitalfunk.org/Qua...tealthDP12.rar
    1.6 Megabytes

    WinQuake:
    http://renegadec.digitalfunk.org/Qua...tealthWQ12.rar
    455 Kilobytes

    Otherwise simply grab the full download here which has been patched already:
    Darkplaces:
    http://renegadec.digitalfunk.org/Qua.../StealthDP.rar
    32 Megabytes

    WinQuake:
    http://renegadec.digitalfunk.org/Qua.../StealthWQ.rar
    5 Megabytes

    -------------------
    VERSION 1.2 CHANGES
    -------------------

    - Image flashes no longer occur on non-lovecraftian creatures
    - Updated findradius(); to searchradius(); in several instances
    allowing the WinQuake and Darkplaces version to behave more alike
    - Jump button no longer respawns player, only fire as told in death description
    - Self-talk only occurs during idle time
    - Proper death animation is now played when rock is selected
    - Additional sound ques properly cleared on death
    - More frags now indicate who died the most, or betrayed the team most (team kills)
    - Sneaking speed is less framerate dependant
    - Fixed restarting of a level even if a player is still alive
    - Players entering a game with 0 lives left are now made observers instead of players
    - Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
    - Camera is improved
    - Players who are targetted by an enemy can no longer stealth kill that monster,
    yet another player still can (thus allowing another player to save a friend)
    this also mean you're not able to perform a running stealth kill (considered a
    minor exploit)
    - Stealth kill 'vision' widened, you must hit their back a bit more accurately now
    - Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
    - More sounds added to help the atmosphere
    - Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
    - Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
    - The death music track now plays for observers
    - Observers can now restart the round by pressing fire when everyone is dead and out of lives
    - Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
    - Fixed a bug where if a monster killed a player, they'd always move towards the player unless
    distracted
    - Kill command works, doesn't take away from the lives pool
    - Crosshair turns off when walltucking and renables when not
    - Upgraded models for the pistol and bullets
    - If the player is killed by certain attacks they're now gibbed
    - DP Only: Client side prediction is turned on when not sneaking, helps running away / lag
    ...
    by Published on April 6th, 2008 19:26

    When I get my 360 back, the first thing I'm going to do is wipe my Bully file from the hard drive and start over. And I guarantee you when I replay it, I'll watch all of the cutscenes straight through, and almost try to forget that I ever started it. It won't be the first time.

    It's one of the weird gaming neuroses I have, and I'm wondering if I'm alone. So, just to start a conversation: What are your gaming hangups or compulsions?

    http://kotaku.com/376467/are-you-a-neurotic-gamer ...
    by Published on April 6th, 2008 19:14

    Here are the new features in version 0.8:
    • better performance with big cache
    • added Danzeff keyboard support
    • fixed cache neighborhood option for hybrid maps
    • moved images, font and user files to the data/ subfolder
    • improved memory usage




    Danzeff is now the default keyboard, but you can still use the old one if you prefer (adjust in the options).

    Here is a video of an older version: http://fr.youtube.com/watch?v=01tgRsq8HIM .

    This last update is available on my website: http://royale.zerezo.com/psp/
    Or as usual in attachment to this thread. ...
    by Published on April 6th, 2008 18:59

    OK. Here is my Street fighter Theme for 3.90 m33.

    I have put much work into this.
    I hope people enjoy

    PREVIEWS

    youtube:


    CREDITS:
    OSK - Vibestar
    Battery/Busy Signal - Vibestar
    Volume Bar Graphics: undertaxxx
    Music Player prx Hacks - Everyone @ Endless Paradigm

    DOWNLOAD:
    http://www.mediafire.com/?1hdd9e4dehj

    MIRROR
    http://rapidshare.com/files/10537373...ghter_390_.rar

    NOTE TO DCemu MODS: No worries. I didn't upload the gameboot.pmf to this site ...
    by Published on April 6th, 2008 18:21



    Hi All,

    For those who haven't seen previous release, DCMO5 is one of the best
    emulator of the Thomson MO5 home computer running on many systems
    such as MacOS, Windows and Unix. It has been written by Daniel Coulom
    (see http://dcmo5.free.fr/ for further details).

    PSPMO5 is a port on PSP of the version 11 of DCMO5.

    What's new then in this version :

    - Major speed improvements, now full speed with 50 fps even at 133Mhz !
    - Bug fix in file requester
    - Adjust the different render modes


    How to use it ? Everything is in the README.txt file.

    Thanks to Raven for the eboot icon's stuff.

    Sources are included, and this package is under the GNU public licence v3,
    read COPYING.txt file for more information about it.

    You can download it from my blog :
    http://zx81.zx81.free.fr/serendipity/

    Enjoy,

    Zx.

    Download and give feedback via comments ...
    by Published on April 6th, 2008 17:05

    Eke-Eke has released a new version of his Genesis/Megadrive Emulator for the Nintendo Wii/Gamecube:

    Heres whats new

    06/04/2008:
    -----------
    [Genesis]
    - updated SVP core: fix some perspective issues in Virtua Racing (thanks to Notaz)
    - added internal SAT update during VRAM Fill: fix unmasked sprites during Battletech's intro
    - fixed m68k core issues with gcc 4.2.3: fix Xperts, Lemmings 2, M1 Abrams Battle Tank
    - forced YM2612 Enveloppe update: fix intro music in Batman&Robin (thanks to Aamir)

    [NGC/Wii]
    - removed not working DVD features (Wii mode only)
    - fixed Timers with PAL roms
    - added EURGB60 TV mode support: fix "red screen" issue with PAL Wii when using RGB cable
    - added PAL50 TV mode support (PAL and NTSC roms), see video options
    - added "TP reload" option, use "System Reboot" (Wii mode only)
    - added Front SD rom loading support with LFN & subdirectory browsing (Wii mode only)

    Download and give feedback and Compatability Reports via comments ...
    by Published on April 6th, 2008 16:57



    Hi All,

    For those who haven't seen previous release,
    DCMO5 is one of the best emulator of the Thomson
    MO5 home computer running on many systems
    such as MacOS, Windows and Unix.

    It has been written by Daniel Coulom (see http://dcmo5.free.fr/ for further details).

    GP2X-MO5 is a port on GP2X of the version 11 of DCMO5.

    How to use it ? Everything is in the README.txt file.

    Thanks to Raven for graphics stuff.

    Sources are included, and this package is under the
    GNU public licence v3, read COPYING.txt file for more
    information about it.

    You can find source code and a binary version on my
    blog as usual : http://zx81.zx81.free.fr/

    This should be the first and the last version ...

    Enjoy,

    Zx. ...
    by Published on April 6th, 2008 09:57

    News/release from Ptek

    So time to new features :

    I added support for picking the previous/next weapon. You can use “circle” to select the next weapon and “square” to select the previous. This time, I did it properly so you can use another bindings to these features going to the options/setup/key bindings/weapons section and define whatever you want for the “next” and “previous”.

    Download and Give Feedback Via Comments ...
    by Published on April 6th, 2008 09:50

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

    The long sought after fire arrows are finally present, self-poly into an iron golem has been further nerfed, and many bugs fixed. Most notable of the bug fixes is one to correct the gender assignment of dungeon citizens.


    A method to fashion arrows from trees. (Adam Boyd)
    When fire, acid, and venom balls explode it is prefixed by a definite article.
    Living frosts have a higher hit die (but same hit points) which should make them more effective in combat by increasing their chance of hitting things.
    Constructs, such as iron golems, no longer regenerate naturally. Note that undead are powered by unlife so still do regenerate.
    New item: fire arrows. (sf, R. Dan Henry, Beefhaze)
    Knock is now a ranged spell and can close doors as well as open them. (Brendan)
    [SDL] If you were near the very top or very left of the map, the on screen keyboard would draw with the letters not lined up with the key wells. (Eilu)
    Gold beetles are now properly aggressive when hostile.
    [DS] A VBlank wait is added to the sleep routine so even less power should be consumed when the lid is closed. (Robert)
    intervene has an r. (Oohara Yuuma)
    Two new rooms.
    The golden tridude is as big as they come, not as bit as they come. (Eilu)
    Those in wizard mode can create any room template.
    If you are wearing a non-ring that grants missing finger, you are now allowed to still equip a ring provided you have zero rings equipped.
    After answering the question too many times I've broken down and flagged most items as not being equippable as a stack. So, no more wielding two warhammers in one hand. Thrown weapons can be equipped as a stack to allow you to get more mileage out of enchant weapon scrolls. (Ben Shadwick, Bill, TemporalParadox, many more)
    Failure to swap with creatures in pits or underwater properly uses the creatures pronoun. (Eilu)
    When I added the ability to chose your gender, I accidentally had your choice also affected the gender of every creature in the dungeon. This has now been fixed so creatures will now have their correct gender assigned. (Eilu)
    Character dump tells you if Wizard mode is activated.
    Character dump tells you how many times you've save scummed.
    Character dump includes your score on death or victory.
    Changed the scoring method for ascensions to penalize based on how long it took you to win. The goal is to save the world, not just self-improvement.
    Your last gender selection is saved with your last name so the new game gender choice will match the new game name choice.
    Thrown artifact weapons were always [-2] to hit. Now all artifacts properly inherit their base item's to hit bonus and can have an additional bonus due to being artifacts.
    Flaming swords no longer have a [+1] bonus to hit. They are cool enough without such a thing.
    Display of weapon damage will no longer show 2+1 for a 2d1+1 weapon and instead show merely 3.

    Download and Give Feedback Via Comments ...
    by Published on April 6th, 2008 09:50

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

    The long sought after fire arrows are finally present, self-poly into an iron golem has been further nerfed, and many bugs fixed. Most notable of the bug fixes is one to correct the gender assignment of dungeon citizens.


    A method to fashion arrows from trees. (Adam Boyd)
    When fire, acid, and venom balls explode it is prefixed by a definite article.
    Living frosts have a higher hit die (but same hit points) which should make them more effective in combat by increasing their chance of hitting things.
    Constructs, such as iron golems, no longer regenerate naturally. Note that undead are powered by unlife so still do regenerate.
    New item: fire arrows. (sf, R. Dan Henry, Beefhaze)
    Knock is now a ranged spell and can close doors as well as open them. (Brendan)
    [SDL] If you were near the very top or very left of the map, the on screen keyboard would draw with the letters not lined up with the key wells. (Eilu)
    Gold beetles are now properly aggressive when hostile.
    [DS] A VBlank wait is added to the sleep routine so even less power should be consumed when the lid is closed. (Robert)
    intervene has an r. (Oohara Yuuma)
    Two new rooms.
    The golden tridude is as big as they come, not as bit as they come. (Eilu)
    Those in wizard mode can create any room template.
    If you are wearing a non-ring that grants missing finger, you are now allowed to still equip a ring provided you have zero rings equipped.
    After answering the question too many times I've broken down and flagged most items as not being equippable as a stack. So, no more wielding two warhammers in one hand. Thrown weapons can be equipped as a stack to allow you to get more mileage out of enchant weapon scrolls. (Ben Shadwick, Bill, TemporalParadox, many more)
    Failure to swap with creatures in pits or underwater properly uses the creatures pronoun. (Eilu)
    When I added the ability to chose your gender, I accidentally had your choice also affected the gender of every creature in the dungeon. This has now been fixed so creatures will now have their correct gender assigned. (Eilu)
    Character dump tells you if Wizard mode is activated.
    Character dump tells you how many times you've save scummed.
    Character dump includes your score on death or victory.
    Changed the scoring method for ascensions to penalize based on how long it took you to win. The goal is to save the world, not just self-improvement.
    Your last gender selection is saved with your last name so the new game gender choice will match the new game name choice.
    Thrown artifact weapons were always [-2] to hit. Now all artifacts properly inherit their base item's to hit bonus and can have an additional bonus due to being artifacts.
    Flaming swords no longer have a [+1] bonus to hit. They are cool enough without such a thing.
    Display of weapon damage will no longer show 2+1 for a 2d1+1 weapon and instead show merely 3.

    Download and Give Feedback Via Comments ...
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