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  • DCEmu Featured News Articles

    by Published on June 18th, 2007 16:15

    New from Divineo UK



    The saying goes, if everybody looked the same, we'd get tired of looking each other and the same goes for the Nintendo DS Lite. It's time to Shock! your DS Lite and give it a unique and vibrant look wherever you go via Xtreme Enterprises range of SHOCK! DS Lite replacement cases. Manufactured with the highest quality in mind, SHOCK! are a range of stellar replacement cases for DS Lite suitable for a fantastically aesthetically pleasing
    makeover of Nintendo's handheld or as a replacement to damaged or defective
    original casing. Every SHOCK! case is created with rigorously durable ABS
    material which will ultimately preserve the shockingly wonderful appearance for the entirety of the handheld. ...
    by Published on June 18th, 2007 16:09

    sephiroth ff7 has updated his puzzle game Cube Breakout:

    Version 2.0 (17/6/07):

    * It speed of the racket is partially proportionate with that of the level
    * It life of bricks and the boss can exceed 255

    Download and Give Feedback Via Comments ...
    by Published on June 18th, 2007 16:05

    News from Neoflash about their PSP and GBA/Nintendo DS Coding Competition:

    NEO Summer coding contest 2007 for NDS(GBA) and PSP second announcement
    *** close time: Aug.20th 2007 ***


    * NDS(GBA) and PSP Game division
    There are 10 winners for NDS(GBA) game and 10 winners for PSP game, total 10+10 winners.

    * NDS(GBA) and PSP APP division
    There are 10 winners for NDS(GBA) App and 5 winners for PSP App, total 10+5 winners.

    For the NDS App, the main concept is for MK6 motion cart and NEO2/3 applications, it's mean you will have more chance to win with an Apps using the full hardware function.

    The rules of NEO Summer coding contest 2007:

    [1] All original entries will get +5 "original score " , but the second entry (same project from last compo but improved, and just enter one more time again ) will don't get any "original score" in this compo.

    [2] The public poll will get less judge power , like just get half score than before.

    [3] All last neo compo top 10 winners and neo compo partner site can give out their judgments (PM to Dr,neo), we will count them together, so it'll be more professional and more fair.

    [4] The No.1 winner can't use their same project (even it's update a lot) to enter the next compo.

    [5] You can enter the PSP/NDS/GBA's GAME contest and APP contest both, without any limit.

    [6] You must put the splash screen of "NEO Summer coding contest 2007" to your production.

    [7] If your production have enter other compo before, you can enter this NEO compo still.

    [8] If your NDS project can support MK6 Motion function, then will get +5 "Motion Score".

    The top 10 prize list for NDS(GBA) and PSP contest,4 divisions are same:

    The No.1 : US$300 cash , and can choose anyone item from the final NEO product prize list.

    The No.2 : US$200 cash , and can choose anyone item from the final NEO product prize list.

    The No.3 : US$100 cash , and can choose anyone item from the final NEO product prize list.

    The No.4 ~ No.10 : can choose anyone item from the final NEO product prize list.

    NEO Summer Coding contest 2007 close time : Aug.20th 2007
    Winner prize send out time : Sept.20th 2007

    More Info ...
    by Published on June 18th, 2007 16:05

    News from Neoflash about their PSP and GBA/Nintendo DS Coding Competition:

    NEO Summer coding contest 2007 for NDS(GBA) and PSP second announcement
    *** close time: Aug.20th 2007 ***


    * NDS(GBA) and PSP Game division
    There are 10 winners for NDS(GBA) game and 10 winners for PSP game, total 10+10 winners.

    * NDS(GBA) and PSP APP division
    There are 10 winners for NDS(GBA) App and 5 winners for PSP App, total 10+5 winners.

    For the NDS App, the main concept is for MK6 motion cart and NEO2/3 applications, it's mean you will have more chance to win with an Apps using the full hardware function.

    The rules of NEO Summer coding contest 2007:

    [1] All original entries will get +5 "original score " , but the second entry (same project from last compo but improved, and just enter one more time again ) will don't get any "original score" in this compo.

    [2] The public poll will get less judge power , like just get half score than before.

    [3] All last neo compo top 10 winners and neo compo partner site can give out their judgments (PM to Dr,neo), we will count them together, so it'll be more professional and more fair.

    [4] The No.1 winner can't use their same project (even it's update a lot) to enter the next compo.

    [5] You can enter the PSP/NDS/GBA's GAME contest and APP contest both, without any limit.

    [6] You must put the splash screen of "NEO Summer coding contest 2007" to your production.

    [7] If your production have enter other compo before, you can enter this NEO compo still.

    [8] If your NDS project can support MK6 Motion function, then will get +5 "Motion Score".

    The top 10 prize list for NDS(GBA) and PSP contest,4 divisions are same:

    The No.1 : US$300 cash , and can choose anyone item from the final NEO product prize list.

    The No.2 : US$200 cash , and can choose anyone item from the final NEO product prize list.

    The No.3 : US$100 cash , and can choose anyone item from the final NEO product prize list.

    The No.4 ~ No.10 : can choose anyone item from the final NEO product prize list.

    NEO Summer Coding contest 2007 close time : Aug.20th 2007
    Winner prize send out time : Sept.20th 2007

    More Info ...
    by Published on June 18th, 2007 15:59

    One of the PSP Scene (and DCEmus ) finest Zx-81 has released a PSP dev kit for linux users, heres the info:

    Hi all,

    Here is a tar ball of PSP Software Development Kit i've compiled on my Linux Fedora core 4 Destkop, and that i use for my hombrews :

    pspdev.tar.bz2

    Of course if you want the latest version you have to check it out from the subversion server : svn://svn.pspdev.org/psp/trunk

    I Hope it can be usefull,

    Zx.
    ...
    by Published on June 18th, 2007 15:56

    Uberjack has released a new version of his MSX Emulator for the PSP, heres whats new:

    Virtual keyboard improvements. The virtual keyboard now requires an external file - 'msx.lyt' in the emulator directory—the file contains keyboard layout information
    fMSX updated to version 3.3
    Lots of minor bug fixes

    Download and Give Feedback & Compatability Reports Via Comments ...
    by Published on June 18th, 2007 14:15

    Chalk Walk Xmb Icons - Created by LuckySeven

    - Sign up and support the site if you like it!





    Download ...
    by Published on June 18th, 2007 06:42

    Becus25 is a spanish programmer, creator of Custom Firmware 1.62 IE. This alternative to Dark_Alex's Custom Firmware is in full evolution and we thus met Becus25 to ask him some questions.

    MaGiXieN: Who is Becus25 ? Can you tell us about you ?

    BECUS25: Becus25 is a normal person . He like the football and the computers. My nickname "Becus" comes from the name of my dog. When I was smaller creates an account of electronic mail with the name becus25. From my nickname comes there.

    MaGiXieN: What decided you to program on PSP scene ?

    Becus25: A new challenge. To program for a console with protections (although in firmware 1,50 there are no too many). Also it wanted to improve my way to program. I began to program in Visual BASIC; after that I decided to program in C.

    Full Interview ...
    by Published on June 18th, 2007 06:40

    New release from Becus25 of his application that allows you to access the PSPs Flash Area.

    Improvements :
    NOTE : You can acces to the flashs on write mode

    - You can acces to flash0
    - If you press Start and there is connected the USB the PSP show a message and not exit of the application.

    Download and Give Feedback Via Comments ...
    by Published on June 18th, 2007 03:45

    via McZonks Blog http://emergencyexit.untergrund.net/

    A lot of people asked, why Quake 2 runs on the old Playstation (33 mhz, 2 mb memory, 1 mb video memory) and I have problems with the PSP which offers 32 mb memory. Most crashes and hangs are memory problems. There are a lot of reasons and i will try to explain a few of them. But let me show some screenshots first.


    All gamers who tried the game on both playforms will notice some major differences. The models are reduced in polygon count, texture size and animation steps. The maps are remodelled so the polygon count is reducest drastically, some areas are removed completly and there are loading time inside of the map. It would be a bad idea to remake the maps for the psp version too. A huge benefit over the Playstation version is, that the psp version can load any Quake 2 map without modify it.
    Memory Usage

    The question is, should Quake 2 PSP be more like the Playstation version or the windows version which uses around 50 to 100 mb memory. There are some reasons why my goal is the real version. But where is all the memory used? As already mentioned before the PSP offers 32 mb memory to use. The firmware uses around 9 of them. So you have around 23 mb for your application. After game initialization Quake 2 uses 5 mb, for code and data, for console and menu.
    So what to do with the rest of 18 mb. The maps files are between zwo and three mb on the memory stick. But the bsp tree will be use around 4 to 8 mb in game and graphics engine and the map textures will also use around 2 to 4 mb. When the map is loaded you can run through an empty world. Weapons, ammo packs and items will use another 2 mb. The enemy models will take around 5 to 10 mb.

    Quake Soldier

    Let us take a look at the basic unit in Quake 2: the solidier. This easy enemy occures on nearly every map with different weapons and look. The Model is 456 kb, the textures are 345 kb and the sound files are 356 kb, what is 1.1 mb in total - Yes, there will be sound in the next release.
    Another problem is that the PSP has no memory managment unit. When the Quake 2 beta crashed during loading the next level, it was usually a problem because of fragmented memory. So you have to take care that you do not split the memory in to much little pieces. I solved this by unloading the whole stuff when quit a map. Unfortunatly this will increase the loading time for the next level.


    I have rewritten the sound engine complety. It is now, same as graphics and input, full custom psp code. It is unfinished but there will be audio output in one of the next version. Perhaps i can integrate a streaming music player too, but this a less imporant feature on my todo list. The challange in single player mode will be to reduce the memory usage to make all or at least the most maps working on the PSP. Multiplayer will not have the memory problems since only some player models has to be loaded. There is a bot library for Quake 2 which would be nice to include. I’m unsure if I should focus on single- or multiplayer first. I also would like to externalize the game engine into a .prx, so I can load mods. This is a nice time to test my new poll script. What feature would you prefer? ...
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