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    by Published on May 22nd, 2007 16:36

    Kotfire an homebrew coder is working on a Might and Magic clone for the Nintendo DS called Heroes DS, first heres a video:



    DIGG THIS



    Heres the translated info:

    First of all welcome, For that it sepais in this blog I will not update all the information of my project for Nintendo DS. I have been approximately 2 months working and already it is hour to present/display it:

    Of Might & Magic is an adaptation of the series Heroes. From the first time which I played Heroes I east game captivated to me and it has given many hours me of diversion, since in the NDS catalogue there are titles of this no type I decided to put hands to me to the work. I was thinking and I reached the conclusion that basaria me only in Heroes II and III, from this last one, in my opinion, there is lost its enchantment.

    Said this I am going to speak on the characteristics and functions that the game will have:

    So far I do not have thought to add multiplayer way by wifi, more ahead when this finishing I see that it is possible to be done.

    Therefore we will be able to enjoy two ways of game:

    * Fast Game: It chooses a human map, players who will participate (in the same machine), type of victory, etc
    * Campaign: I do not believe that it is necessary that it speaks on this way, embarcate to the adventure surpassing different maps

    It is possible that more ahead it divides the ways in several types, a player, multiplayer, campaign, but it is too much soon for knowing as I will put it.

    The gameplay will be most similar possible to the one of the original game. The graphical subject is more complicated, as I am not graphics artist therefore to do i myself the graphs of the game is impossible to me, although to become some simple things. At the moment I am using graphical created by my same one and original resources of the Heroes III but no of them are definitive. This subject is quite secondary and it does not have much importance for my, more ahead is possible to be modified all the aspect without any problem.

    The control on the game is tactile clearing that some bellboys like the L or the arrows of direction (R and To, B, and, X for left-handed people) are used to interchange the screens and to move respectively by the map.

    At the moment I am working in the movement by the map, concretely in the detection of the best way to arrive at the position marked with stylus. As in the original ones after marking to the wished position arrows they mark the route that our personage will do and after pressing he will move again until that place, in case not outside possible to arrive at that place is a message noticing it.

    Awesome stuff lets hope he pulls it off. ...
    by Published on May 22nd, 2007 16:32

    News/release of an update to Brandons dungeon game
    Buried in the following slew of SDL updates is a minor comment about the AI. The AI changes, of course, took the most time. Creatures now pay some attention to the effect their attacks have on you. If you resist, there is a good chance they will figure this out and stop using the attack that you can resist.


    Summoned creatures are set to attack you, even if friendly normally.

    When reading books, skills you know from reading are +, those from items are x, and those you have acquired in both fashions are *.

    Change daemons on Quizar's level to Earth Elementals and give them some destructible walls to play with.

    [SDL] If the minimap requires more tiles than is in the cache, no longer corrupt the overlay panel after display.

    [SDL] Bump the tile cache sizes, reducing chance of NO TILE appearing in SDL versions. (While this could theoritically be infinite, in practice I'm still supporting the flip flags which limits it to 1024 tiles)

    [SDL] Swept for direction references for more consistent numpad support. Numpad should work for looking, firing, scrolling page views, etc. 5 will select, 0 cancel (Erik Piper)

    [SDL] Clear keyboard buffer after selecting tile so your last keypress doesn't trigger a command. (5 to select would trigger 5 to wait, causing looking at a square to cost a turn!)

    Instead of "You step out of the liquid." when one clears the Submerged flag, use "You reach the surface." since this may be triggered when escaping underground entombment.

    When trapped underground, you suffocate rather than drown. Same damage, different flavour text.

    Status line for being trapped underground is now "Buried" rather than "Submerged".

    If you have the unchanging intrinsic, gods will not bother to intervene with stoning as it is not a risk.

    New AI capability - mobs can note when you resist certain attacks and adjust their actions accordingly.

    [SDL] You can now resize the window. POWDER will select the largest possible integer multiple and draw at that scale. This involved a rewrite of the SDL render path - I think it is now more efficient, but if you see a performance degradation from the previous version, please let me know.

    [SDL] Under Options, you can now choose Full Screen to play in full screen mode. It will take your currently sized window and find the next larger native screen res.

    One new room.

    Download and Give Feedback Via Comments ...
    by Published on May 22nd, 2007 16:29

    Dan has released a drum machine for the DS.

    Heres the info:

    what is it?


    nds drum machine, synth and sequencer, intended for live performance

    current version: very pre-alpha - lots of stuff is still to come

    no guarantees it's 100% yet, please backup your flash card before installation or use - i do not call any file save code yet but this is still a very early version!

    source will be available by request once i'm happy with the way it's running


    Installation:

    unzip to flash card. samples need to be in the following folders:

    beatpadsamplesup

    beatpadsamplesdown

    beatpadsamplesleft

    beatpadsamplesright

    Each of those folders needs files called:

    bd.wav
    hh.wav
    sn.wav
    zz.wav

    (defaults have been provided)
    samples need to be 16bit wav files, best rate is 22050Hz. the loader is pretty basic and there are no guarantees that it'll load everything properly. samples should be smaller than 100kb - in practice you'll probably want much shorter than that because there's only 8 output channels i can use for this.
    dldi patch the beatpad.nds file
    fire it up and have fun!

    Download and Give Feedback Via Comments ...
    by Published on May 22nd, 2007 16:24

    News/release from Philip

    From the company that made that game Trogdor, and that game Rabbit Algebra, comes a graphical video game of reasonably large proportions.

    Everyone's played the Videlectrix hit game, Population: Tire, and now is your chance to play this classic on your DS!

    The game adapts well to the DS, played with the touchscreen, and a two-screen-tall play area. Sure, it's annoying when a Cold One is thrown at your tire on the top screen, where there's nothing you can do about it, but it wouldn't be a fun game without a challenge!

    Doesn't need DLDI or anything like that... everything's in the .nds file, just dump it on your DS and away you go.

    This is my first DS homebrew project, so be gentle, but comments and criticism are welcome.

    I hope to eventually remake more of the Videlectrix catalogue... Pigs on Head will probably be next, then maybe Trogdor...
    Stinkoman 20X6 would be great, but a lot of work... and I'd have to learn a lot more about DS coding than I know now...

    DOwnload and Give Feedback Via Comments ...
    by Published on May 22nd, 2007 16:21

    Crowcity has released a new game for the DS:

    I love PAlib! This is my first go with it, just a simple little keepy uppy mini-game I made over the weekend. I'm going to expand it into football or basketball, against cpu and against another player over wireless - hopefully!

    Download and Give Feedback Via Comments ...
    by Published on May 22nd, 2007 16:19

    Psychowood has updated his DLDIrc app, heres whats new:

    *v0.53
    -Added Flash Cart SRAM driver

    Regarding the icon thing, I'll investigate further into it, because when you uninstall DLDIrc it actually also removes the icon file, so if it still stays, probably depends on the icon cache Windows has..

    Download Here ...
    by Published on May 22nd, 2007 16:17

    ali banana has updated his game for the DS, heres whats new:

    Alpha 0.2
    - Addition of a splash screen
    - 3 new enigmas
    - withdrawal of the enigma with the microphone

    Download and Give Feedback Via Comments ...
    by Published on May 22nd, 2007 16:15

    Christ has updated his site with a load of new maps for his Maps4DS app, heres the info:

    Hello, after some months without updates, here are some new AMAP4DS maps for your DS:

    CHILE
    - AMAP4DS-Santiago-Metro v3.1

    FRANCE
    - AMAP4DS-Paris-Noctilien v3.1

    GERMANY
    - AMAP4DS-Hannover-Tram v3.1
    - AMAP4DS-Kassel-KPlus-Schema v3.1
    - AMAP4DS-Kassel-KPlus-Topo v3.1

    GREECE
    - AMAP4DS-Athena-Metro v3.1
    - AMAP4DS-Athens-Metro v3.1
    - AMAP4DS-Thessaloniki-OASTH v3.1

    Some of these maps are made with the AMAP4DS Open Source package by contributors. Thanks to all of them!

    Download Here ...
    by Published on May 22nd, 2007 16:12

    News/release from Marlon ibz:

    ..:Flashi Flash:..


    This is my firste release of this flasher.

    I hope i can make it better soon.

    Instalation:

    -Copy the two folders (FlashiFlash and PSP) to the root of your memorystick if it says to overwrite you have to accept.

    -The files you want to flash *must* go in the FlashiFlash folder in the root of your memory stick,otherwise it wouldnt work.

    -Theres a function to free up some space in your flash0,the japanese fonts will be replaced with much smaller ones,they are in the Flashi Flash folder,if you delete them,this function will not work anymore.

    USB FUNCTION:

    -Ive added a usb function,everytime you go into the program the usb will get on,so you can change the files directly.


    These are the files that you can flash,(for now):

    topmenu_plugin.rco

    impose_plugin.rco

    system_plugin.rco

    sysconf_plugin.rco

    gameboot.pmf

    opening_plugin.rco

    system_plugin_bg.rco

    01-12.bmp

    Free up space:


    -Dont know how much,but i think 3 mb.


    Credits:

    Made by Marlon.

    Betatester Xblade.

    Powered by teknopsp

    PS: If the files have a diferent name than the above ones,it will not work .

    Download and Give Feedback Via Comments
    via marlon ibz ...
    by Published on May 22nd, 2007 16:09

    News/release from waywardson:



    well this new release now features a new level i call the techno room with some cool techno music added in it..
    we now have a pause option during gameplay by pressing the start button and x to resume gameplay...
    i also added a new death screen background pic;;;

    Download and Give Feedback Via Comments
    via waywardson ...
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