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  • DCEmu Featured News Articles

    by Published on November 7th, 2007 22:42

    via pdroms

    iFrotz is an Frotz Z-Machine interpreter for iPhone.

    Changes:

    Smarter Auto-scrolling.
    Bug fixes (fix periodic hang when selecting a new game after aborting, fix garbled text printing right after game auto-restore, misc. status line bugs).
    Allow cursor in upper window (Bureaucracy).
    Allow games to erase screen.
    Support Trinity and AMFV by pretending screen width is 80 columns when these games are detected.http://code.google.com/p/iphonefrotz/ ...
    by Published on November 7th, 2007 22:41

    via pdroms

    VNsea is a graphical VNC client for both the iPhone and the iPod touch based on Chicken of the VNC for Mac OS X.

    Please note that server passwords are currently stored in plaintext in the preferences file and shown unprotected on screen. This will be fixed as soon as the client is mostly functional. Right now, functionality takes precedence over local security.

    Changes:

    Numerous bug fixes and enhancements, including adding keyboard, right mouse, landscape, and zooming support. Many thanks to new project member Glenn Kreisel for all his hard work in this release!
    Main screen reorganised a little.
    There is a new preferences screen, currently a little empty. In future versions many more preferences will be added.
    A controls bar has been added to the remote screen display. It has buttons for toggling the on-screen keyboard, modifier keys, right mouse, and zooming settings. The "X" button closes the connection. Tapping the system status bar will hide and show the controls bar.
    Issue 5 : No Keyboard access
    Issue 9 : Need to right-click
    Issue 11 : Need option to disconnect from server
    Issue 13 : Landscape support
    Issue 15 : Use placeholder values for all server info fields instead of default values
    Issue 16 : Screen Scaling would also be handy
    Issue 17 : Validate server info fields when saving
    Issue 26 : Server password field is not bulleted out
    Issue 27 : Passwords are stored in plaintext in preferences
    Issue 35 : Inability to cusomize port number
    Issue 41 : No warning when deleting a server
    Issue 50 : Show an optional target mark on the "click" hot spot
    Issue 51 : Ask for password before connecting if password left empty in server settings
    Issue 52 : Use a better keyboard layout for editing server settings
    Issue 63 : weird hang when deleting lines from gvim
    Issue 64 : Click "New Server" then Cancel..Leaves "new server" entry in server list
    Issue 65 : Sort list of Servers

    http://code.google.com/p/vnsea/ ...
    by Published on November 7th, 2007 22:38

    via pdroms

    This is a small touchscreen Graffiti app for the GP2x-F200 (touchscreen one).

    http://gp32blu.hp.infoseek.co.jp/gp2x/ ...
    by Published on November 7th, 2007 21:35

    via pdroms

    Biohazard 2 is an action game where the objective is to escape the city of zombies.

    Download http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,27,2367 ...
    by Published on November 7th, 2007 21:34

    via pdroms

    Here are some progress news from the Giana's Return homepage:


    Gianas Return (Beta 06-11-2007)
    Please note this beta is not public… Changes:
    New tileset for world 1 (not final, should follow soon)
    New credit screen (replaced the 5 other credit screen, compressed information)
    New langage selection screen (with new flags)

    discouraging feedback
    we actually find it quite amusing if people try to discourage us… we know the project takes some time already, we know many people are waiting for the final of gianas return, but people who try to demotivate wont be the winners

    please flame now, thank you!

    update 5th november
    things seem to speed up a bit, as everyone is willing and ready to finish the project as soon as possible.

    our new gfx guy is having slight problems with the engine it seems, he might need some attempts to fully understand the used engine and provide perfect results, but we are on the way. if everything goes straight, there will be new screenshots in the next three days.

    our artist jayne, responsible for storyline and handdrawn backgrounds will have some time again from 7th novemeber on. this means we can expect progress in this matter.

    some translators are already contacted, as soon as the storyline has been finalized, the texts will be sent out for translation into different languages. this will make giana a multi language game we will keep the storyline short, so don’t expect a fully featured book a la harry potter

    we really want to push out the game in the next two months and we will do our best for this, but please everyone - the game is done, when it’s done. the public beta which was spreading around was a small failure as it contained bugs, which destroyed the gamefun pretty easy, we don’t want to have something like this again. we want a 101% product and not a 95% one… it’s also in your sense and will grant the fun you are looking for, at least for some hours

    translations
    the ones who offered translation… confirmed are catalan, dutch and spanish - the other guys didn’t reply to our e-mails ;´
    http://www.gianas-return.de/ ...
    by Published on November 7th, 2007 21:31

    News from Zodttd

    My W.I.P. port of the amazing GBA emulator gpSP (originally made by Exophase), has been given a name. At least until something better comes up, it is being called gpSPhone.
    I have got input and the dynarec working. I am cleaning up the controls and making sure it runs ok.
    ...
    by Published on November 7th, 2007 21:28

    The Pad plugin has been updated, heres whats new

    Open the champagne !!!

    I've here a new pad plugin I wrote. It's MegaPad and it uses SDL. No worry, the latest actual version of the SDL (1.2.12) is provided.
    This plugin offers, as LilyPad, a complete pad support, many possibilities, but is much simpler than LilyPad.

    First place SDL.dll in the root PCSX2 folder (not the plugins folder), else the plugin won't start.

    1. Mapping and config

    After having selected MegaPad in the Pad plugins list and launched its GUI by clicking the
    Config button, you must configure it. You can select the Pad 1 or the Pad 2 with the
    buttons in the top-left corner of the window. For mapping press any of the 20 buttons.
    The pressed button will become grayed. Then you can do various things :

    a. Keyboard

    For the buttons press a key and the selected button will be bound to the pressed key. Pressing
    Escape or Backspace allows you to delete a value. For the axes press any key with old versions, or click right button whth new versions, and the selected
    axis will be bound to the mouse. Note that if the axes of the 2 players are bound to the mouse,
    they will move simultaneously.

    b. Joystick

    For the buttons press a button, a POV hat in the wanted direction or move an axis in the wanted
    direction and it will be bound to the selected button. Note that if you bind an axis to a
    pressure-sensitive button*, the pressure will match the value of the axis. Try this feature in
    games which need pressure sensitive buttons. For the axes move an axis and it will be bound to
    the selected axis. Warning : the GUI has a little difficulty to detect the moves of the vertical
    (y) axes, but there is no problem in the games.

    c. Misc

    There are 4 general options under the mapping buttons.
    1. Axis sensitivity : can be 3 values (affect the GUI as the games). This is the sensitivity of the
    plugin to axis moves.
    -Very sensible : for precision games or low-sensibility axes.
    -Normal : default, I recommend you to use it.
    -Low sensibility : use it if your axes are very sensible.
    2. Enable logging : This enables a pad log stored in logs\megapad_log.txt, which can be used only for
    debugging purposes. As mentionned, this logging makes the emu slower.
    3. Always show cursor : Use it with ZeroGS if you use the mouse, to see where is the cursor.
    4. Low-visibility cross cursor : The arrow cursor is replaced by a low-visibility cross cursor.
    Use it if you don't want to see the arrow cursor.

    Then click OK.

    2. Emu

    I think I don't need to detail how to use the keyboard or the joysticks, but I will tell you how does
    the mouse support work.
    Press the left button for left axis, the right button for right axis. When you release a button, the
    corresponding axis will be "centered". When you press a button the cursor is automatically centered.
    Move it as an analog axis. When a button is pressed the cursor cannot get out the GS window. The
    mouse support has been seriously improved in the new version, axis positions are calculated from
    the size of the GS window, so it works better than PadWinKeyb mouse support.

    If you encounter any bug using this plugin tell it to me.

    Version 1.3.0

    F keys work now, thanks RpgWizard for signaling me this bug, the GUI does not allow you to bind them to any control, and if the input detection loop detects that a F key has been pressed it directly returns.

    Download and Give Feedback Via Comments ...
    by Published on November 7th, 2007 21:21

    Alekmaul has released a new Atari 800XL emulator for Nintendo DS

    Heres info and screenshot etc:



    Here is an Atari 800 XL emulator for DS!
    This emulator is based on atari800 (http://atari800.sourceforge.net/) to emulate all components of the Atari.

    History
    The family XL was introduced by the model 1200xl. But its incompatibility with the veterans 400 and 800 made him quickly obsolete. It was the 600XL and 800XL, built in 1983, which could make the most extensive libraries of their predecessors. He succeeded in atari 400 (1979), the atari 800 (1979), the 1200 XL (1982), and 600 XL (1983).

    The 600XL was the model entry level, with 16K of RAM, expandable to 64. The 800XL came with 64k of RAM. The big differences with the ancestors were linked to the memory and the operating system.



    But Commodore, with the C64, practiced aggressive prices and took advantage. The trouble began for Atari at the beginning of 1984, with the boom of video game consoles.

    The problems associated with the new production lines have delayed the entry of the machine on the market. Originally intended to replace the 1200XL in mid-83, the machines did not arrive before the end of 1983, and far fewer machines than expected were available during the Christmas period 1983.

    Nevertheless, the 800XL is the most popular computer sold by Atari. The 1400XL and 1450XLD saw their delivery date postponed to give priority to the Atari 600XL/800XL and later by the system 3600. Ultimately, the 1400XL was eventually canceled outright, and 1450XLD delayed until also be canceled. The XE System was the answer to the soft Japanese. Without success.

    We must also know that we could connect to the chain via a large square, a floppy drive, tape, printer, and so on. The USB hour before then. This is called pseudo USB then ORC.

    Download and Give Feedback Via Comments ...
    by Published on November 7th, 2007 21:12

    via devkitpro

    I’ve just rolled a new maintainance release of dswifi, the library for Nintendo DS wifi communication. The changes are fairly minor but improve UDP support and fix a rare issue with broadcast addresses.

    Added gethostname and sethostname.
    Provide DNS record for localhost.
    Correct minor issue with broadcast address checking.
    Enable select support for UDP.
    Correct code for ntoa.
    Close DNS socket on no answer.
    As usual the update is available through the automated installer/updater with the source and binary tarballs hosted on sourceforge.

    Download Here ...
    by Published on November 7th, 2007 21:10

    Infantile Paralysiser have released a new version of Morning Timer.

    Download Here and Give Feedback Via Comments ...
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