• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on July 8th, 2007 21:36

    Word has reached our ears that Lumines is already been patched and is shipping with 3.50 firmware on it.

    All unpatched Lumines versions will have a 1.50 firmware update on it.

    Sony catching on quick with this hack . ...
    by Published on July 8th, 2007 21:26

    Wejp has updated his Music Player for the GP2X, heres whats new:

    Release highlights:

    * Added support for various ADLIB tracker formats (such as A2M, ADL, AMD, BAM, CFF, CFM, DFM, DTM, HSC, IMF, KSM, LAA, LDS, etc.)
    * Gmu can remember the selected volume on exit
    * Added optional auto-play-on-startup feature
    * Added image size check for cover graphics to prevent the GP2X from crashing when trying to load huge images
    * Added feature to be able to load playlists directly from the playlist save dialog
    * Some bugfixes

    Website: http://wejp.k.vu/projects/gmu/ ...
    by Published on July 8th, 2007 21:21

    Spoon has released a new game in ascii, heres the translated details:

    Good I made yesterday a small "play" in ASCII, the whole being to find a word (Spoon, yes that made a little egocentric person) in a magma of letters which flicker in all the directions, a little as "where is Charlie" but in ASCII... Epileptics, go your way!

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2007 21:09

    Neumann has released a new shooting game called Abstract Shoot. :

    It is a small shooting game very strongly inspired by this play (not it is not a bearing) which consists in drawing on the red squares which pass that and there.

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2007 21:03

    sephiroth ff7 has updated Cube BreakOut with another new release:

    06/07/07 Version 2.8
    - Better detection of motion card
    - Addition of motion mode for the mode 3D 1J

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2007 20:51

    Bronto has updated his email app for the Nintendo DS

    Heres What's New?

    * address book added
    * online update feature added
    * SMTP bug fixed (?)
    * if no password was specified, ndsmail will allow you to enter it while connecting
    * feed settings screen improved
    * UI code improved
    * HTTP module automatically converts "URL-encoded" strings

    Download and Give Feedback Via Comments ...
    by Published on July 8th, 2007 17:53

    McZonk has updated his blog over at http://emergencyexit.untergrund.net/

    He also has released his second multiplayer beta for Quake 2:



    I am one of those geek who code for relaxing. My girl is in holidays and between the exams I really need some relaxing. So I am working on Quake 2 in the free time. When I decided to continue the work, I knew that exams will be soon. So I want to start after them and I said the first release will be in august. But as every semester I hate learning and instead I doing tons of other stuff like practice guitar playing or even tidy up and cleaning the desk.
    I fixed a lot of bugs and added some features in Quake 2. And now it is time to release the second multiplayer beta. I still focus on multiplayer, because I think this is the more capable type of gameplay for the psp.
    Here is another video from Stranno playing against his friend and me.

    .pak File Support

    Quake 2 has a simple archive format called pak. I have added support for pak files. This will decrease the copy to memory stick rapidly. It also increases loading time a little bit. I have rewritten the memory management for those archive and they use much less memory. So it is acceptable to use them.
    Sound

    I èave implemented sound in Quake 2 now. It is still very buggy and slow. Exspecially the sound during the id logo is pretty ugly because a lot of power is used for decoding the video data. But during the game it is very nice even if not all sound data is loaded so far.
    Clipping

    As I already explained in another post psp hardware clipping is implemented very badly. So you need to correct it in software. In the previous Quake 2 versions I did this with some flimsy tricks. So I never looked as bad as on the first screenshot, but this is the result of pure hardware clipping on the handheld.


    Quake 2 - Faulty Clipping


    Quake 2 - Fixed Clipping

    Now I finally fixed clipping. During my studies I learned that it is much more important to optimize the algorithm than the code. And so the algorithm is pretty fast, but the code is not. Even if clipping is not slow at the moment, there is a lot of potential to make it faster, by using the vfpu as example. Since I have an algorithm I am happy with, I can now start to optimize the speed.


    Quake 2 - Clipping Regions


    Quake 2 - Clipping Regions

    The screenshots show the different regions of clipping. The blur regions are sorted out early without even be clipped. I use a polygon prediction to decide that a surface does not need clipping at all. The green surfaces are tested, but not clipped and the yellow ones are clipped at the viewing frustum. The first screenshot uses no exact clipping, so the green regions never can reach the borders of the screen. The second image increases the size of the viewing volume. So more polygons are sorted out early. The threshold (ε) is still between the psp hardware clipping limits. When the tolerance is raised the chance of clipping errors is increased to, but the drawing is faster. You can set the clipping tolerance via console. The variable is called: gu_clippinge and a good ε is between 0 and 5, default is 0.
    There are still clipping errors in the sky and the inline models like doors and elevators. I will fix this with the next version.
    Flipscreen support

    You can set gu_flipscreen 1 in the console to turn around the psp viewing by π (180°). So you can hold the psp upside down. I implemented this because I want to make Quake 2 as configurable as possible, but it is not in the menu because I think that not much players will use it and when you enable to it accidentally, it may be very confusing.
    Master Server

    I am trying this with my beta testers, but it is still not stable enough to use. So it is disabled in this release.

    Please be sure you read Quake 2 Multiplayer Howto before you ask question. And again, if you have trouble, do not post in a random board, instead come to the chat irc.freenode.org #emergencyexit and ask my teammates or me. If you want to play a game, you are also welcome to challange me. I will accept if I have the time.

    Did you read the text or just scrolled down to the link?

    Download is too big to upload, link is at the bottom of http://emergencyexit.untergrund.net/...r-second-beta/ ...
    by Published on July 8th, 2007 16:12

    Please front page this

    ---UPDATED VERSION----

    Hello all

    After a lot of hard work, I bring to you my creation that is : Halo - Genocide.

    This game is a 2d version of the Halo : Evolved game but is set as a prequel to it

    Its a 2d side scrolling shooter.

    Features :

    Weapon Pickup, Weapon Selection, Weapon Spawning, 3 Weapons (Pistol, Machine Gun & Sniper Rilfe, Individual Weapon Power & Ammo

    Health Bar, Lives Bar & Ammo Counter - All fully functional

    3 Different Types Of Enemys : Guant, Eite & Jackal, Up to 3 enemies on screen at a time, Good AI

    Menu & Intro - Both fully functional & with selectable options

    4 levels

    Scrolling

    Interesting Story that updates you prior to the game and after each level

    Smooth Animation & Weapon Selection

    Text Pop-Up upon being over a weapon (asking you to pick it up)

    Impressive HUD (Heads Up Display) that keeps you updated with things

    -----UPDATE ADDONS------

    Ability to continue the game upon death, you now have 2 continues.
    Ability to return to the games menu upon having no continues and being dead



    There may be one or two minor bugs (I assure you this game is relatively bug free ) but none of them ruin or hinder the gameplay as a result.

    Note - The Crosshair has to be on/almost on the enemy to result in a hit.
    Crouching makes a round shield appear around you and makes you invulnerable to enemy fire

    So enjoy the game & please leave your opinions on it, in this thread

    Thanks

    All of the games coding was done by me : Xx FightStar xX except the "Fade code" which I used , which was made by : SoulKiller

    (Full credits are contained in the menu, please read before saying you were not mentioned!)

    Download here (GamersGuild.co.nr) - http://www.gamerzguild.n-hosting.co....php?topic=20.0

    or

    Download here (Rapidshare.com) - http://rapidshare.com/files/41735793..._V1.1.zip.html

    or


    Download here (Sendspace.com) - http://www.sendspace.com/file/d635lj


    Please Register at gamersguild. if you like/support the game or the site Thank you
    Ps - If you like the game please visit the games official site - www.gamersguild.co.nr ...
    by Published on July 8th, 2007 12:03

    First off, how the hell did i miss this release, on my forums and under my nose. But anyway kgsws˜™ has released updated ports of both PSP Doom and PSP Heretic for all of us PSP Homebrew Fans.

    Heres his newspost:

    I made update of this two ports, some bugs are away ( some new :P )

    But best thing (i think) is Multiplayer AdHoc for 2 players (working), and for 4 players test code, i have only 2 PSP's so i can't try it, i hope it works.

    Multiplayer is based on some AdHoc functions from PSP-QUAKE ...

    Download Both new versions from the release thread over on our PSP Emulation and Homebrew Forum

    I promise in future to watch my own forums a bit more too. ...
    by Published on July 7th, 2007 23:04

    via http://cwcheat.consoleworld.org/

    changelog:

    - [ALL] now there is an header with the index (addr, +byte, ASCII) in the memory editor
    - [ALL] now it's possible to choose if ASCII should be shown on screen in the memory editor with ASCII ENABLE = 0/1 in the
    CWCHEAT.INI/CWCHEATPOPS.INI
    - [ALL] now it's possible to choose the number of bytes shown on screen in the memory editor (0-13 with ASCII enabled, 0-17
    with ASCII disabled)with MEMEDIT BYTES= # where # is the number of bytes
    - [ALL] added checks in the memory editor for the starting adress to avoid going out of range
    - [ALL] added effectively L/R scrooling support in the memory editor. they will scroll of -/+ 0x10000
    - 0000017 [ALL] added a simple text insertion method which you can navigate with LEFT/RIGHT and change text with UP/DOWN.
    Middle dots are considered end of line, everything modifyied after then will be discarded.
    - 0000017 [ALL] Now it's possible to edit cheat names. To do so press R TRIGGER + CROSS while selecting the cheat name you
    want to change. To discard changes press O (or X if you swapped buttons) and to confirm changes press X
    (or O if you swapped buttons)
    - [ALL] now the cheat search menu will allow the user to press UP when selecting the first option to get to the latest one
    and viceversa (just like most of the other menus)
    - [ALL] new options in the cheat search menu: start text search and continue cheat search. They are meant to start and
    continue a search for a text
    - 0000017 [ALL] Added a text search system. It supports up to 30 chars, and can search ASCII/UNICODE/ASCII+UNICODE
    encoding and can be case sensitive/unsensitive
    - [ALL] The text search system can autosense if it has to make unicode or ascii codes (unicode codes skips the second byte).
    A codeline is made for each char and the current char is copied as value.
    - [ALL] changed the space used by the db reading functions to <= 128kb (this space is alloched during bootup and freed after
    that)

    right on!! cheat away

    Download and Give Feedback Via Comments ...
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