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    by Published on March 9th, 2006 18:06

    Source - PS2Dev

    Rad Host Client 1.7 Released

    Radad has release a new version of Rad Host Client. It is a GUI tool to provide the pc side of the ps2 host filesystem protocol. It has been written to make it easier to use than the ps2client for people who simply want to use it with ps2 software such as uLaunchELF and SMS.

    PS2LINK 1.46 Released

    Major changes since last release:
    Builtin IRXs is now default build behavior
    Some cleanup of the build process / makefiles
    PS2Link 1.41 now has Cached Config support; config information is cached and is no longer loaded on each reset (requires builtin irxs to be enabled as well)
    Extra Config support is currently disabled
    The reason extra config support is currently disabled is that it is not compatible with Cached config support. So far it seems few people are using extra config support, so assuming no major complaints arise (trolls ignored) this will probably be how future official releases will be setup. Keep in mind, extra config support is not removed from ps2link, it is just disabled if config caching is enabled. If you need extra conf support you just have to checkout from SVN and change the build options in the makefile.

    So what is this Cached Config? well, here are some of the new features of a cached config enabled PS2Link:

    No longer needs to access boot device after initial boot
    Can (theoretically, as it hasn't been tested yet) boot from anywhere (including loading ipconfig data) a loader can launch it from, including one of the menu loaders launching it from hdd or usb!
    Consistent environment no matter what boot method used (no longer loads extra modules when booting from MC)
    No longer spins up cdrom to read on reset, which means faster resets from cdrom, less wear and tear, and no need to keep ps2link cdrom inserted
    Can now debug programs that require XSIO2MAN (such as mtap enabled programs) even if booting from memcard ...
    by Published on March 9th, 2006 18:03

    Source - PS2Dev

    TyRaNiD has released a new version of PspLink. If you haven't heard of PspLink and are doing Psp coding, then you should read this:
    PSPLINK is an attempt at producing a loader/development application to eliminate the need to go back to the VSH every time. It provides a shell over the SIO, USB or WIFI connection from which you can load new applications, dump useful system information and then reset the PSP to start another application. You can also access some of the features of PSPLINK using a simple on screen console shell, which maps commands to button presses. The program mounts the USB device so you can copy new executables onto the memory stick for execution or you can choose to use the USB host filing system which allows you to access programs directly from your PC. It also eliminates some of the boilerplate code necessary for executables by installing stdio and kprintf handlers for TTY output as well as a built in exception handler, rudimentary debugger and GDB server.

    The latest version allows developers to get all the features of PspLink using just a USB cable. This includes creating a Host file system, and GDB debugging! Grab the latest version here. ...
    by Published on March 9th, 2006 17:55

    xodiac21 has released a new Lua Ice Hockey game thats actually a pong clone, heres the info:

    Me and Vanden9 were bored......soooo we made a 2P air hockey game!
    controls:
    ▲ - ▼ - P1
    X - Δ - P2
    no know bugs but collision with paddle is kinda spotty.

    Screens and download via comments ...
    by Published on March 9th, 2006 17:47

    Andorien has released a new game for the PSP, heres the info:

    Well, this is my first ever attempt at coding a game. It's simply a PSP adaptation of the old game Breakout. This is not in LUA (since I don't know it, and from what I've seen it's a bit higher level than I'm comfortable with), it's coded in C++

    How to Play

    Move the paddle left or right with either the stick or the d-pad. You must prevent the ball from reaching the bottom of the screen, or you will lose a life. Should you reach 0 lives, the game is over. The level will then restart, and any blocks you destroyed will reappear. You can pause the game anytime by pressing Start.

    To win, you must destroy all of the blocks on the screen. Afterwards, the level will reload. Each time a block is destroyed however, it will increase the speed of the puck. You can reset the speed only by losing a life.

    Known Issues

    Currently, due to the way that the paddle is responding to collision (only changing the y axis velocity), it's possible to trap the puck within the paddle. It's not a huge issue, just know that if that happens, the puck will bounce up and down really fast, and if it's released out of one of the sides, it might as well be random which Y direction it will go.

    Also, it seems that if you keep playing over and over (reloading the level again and again), the game will eventually freeze. You can hit the home button and attempt to go back to the menu, but at that point the system will crash. I think I'm getting a buffer overflow, since each time the level loads, it must reload all of the images. However, I don't know how to clear the buffer, so if anyone could point me in the right direction, I'd very much appreciate it.

    Finally, I have no idea if this works on 2.0+. I don't think I'm using the kernal, so if anyone would like to try it out and let me know, be my guest.

    Features to Add

    Additional Content - The way the code is setup, it should be very very easy to add in more levels, more blocks (I've already got the algorithm down to add in a bunch of blocks of different color, size, and position, it's just a matter of loading them into memory), multiple pucks on the screen, paddles, etc.

    Screenshot Support - I've gotten it kinda sorta working, but not how I'd like. Rather than release a broken feature, I decided to leave it out for this build.

    Sound - Adding it shouldn't be too difficult. It's mostly an issue with finding sounds I like.

    Everything Else

    If you want my source, either to learn from it or to tell me I'm doing everything wrong (which is appreciated as long as you help me fix it), post here and I'll get it too you. It's mostly undocumented, so I'm not gonna go through the trouble of commenting everything unless someone wants it.


    Download via comments ...
    by Published on March 9th, 2006 17:36

    sumiguchi has updated his demogame "Combat Advance".

    v0.2
    - Updated enemy animation and now it shoots back
    - Updated walls to be partially destructable
    - Added gun turrets
    - Added a time limit
    - Created a Level map
    - Added a start menu screen

    http://www.sumiguchi.ca/web/ ...
    by Published on March 9th, 2006 16:43

    While some feel the Revolution will be the second console of choice, Matt Casamassina, editor from IGN - Nintendo (cube.ign.com) believes Nintendo's next-gen system will be the one that "everybody wants." Granted, those differing opinions could be one in the same if our poll results come to fruition. From the article: "Clearly, graphics are important, but as any addict (myself included) should know, games are ultimately designed to be played, not simply gawked over. And if a game doesn't play well, all its fancy graphics may as well be for nothing."

    So a second choice console could dominate the market based on a first choice split. Sounds like a paradox to us. ...
    by Published on March 9th, 2006 16:42

    Many have assumed that the Nintendo Revolution's DVD playing capability would be modeled after Microsoft's original Xbox, that is unlocking DVD playback via a separately sold dongle. However, IGN references an earlier Nintendo press release citing the use of a "self-contained attachment" to play DVD's. From the release: "Two Disc Formats, One Slot: Instead of a tray, a single, innovative, self-loading media bay will play both 12-centimeter optical discs used for the new system as well as Nintendo GameCube discs. Owners will have the option of equipping a small, self-contained attachment to play movies and other DVD content."

    Attachment or not, we say let the DVD be free. Free the DVD, Nintendo. It wants to be free. ...
    by Published on March 9th, 2006 16:33

    A senior spokesperson for SCEE has told GamesIndustry.biz that Sony has made no commitment to launching PS3 simultaneously in the US and Europe, despite comments seemingly to that effect made by SCEE boss David Reeves this week.

    Speaking to us this afternoon, Sony Computer Entertainment Europe head of corporate communications Nick Sharples said that the company was "definitely not" committing to a simultaneous release at this point in time.

    "[David Reeves' comment] wasn't intended to imply that, in the context of the question," he said, referring to a comment made by the SCEE president at the DevStation developer event in London, reported by UK retail magazine MCV this week.

    Reeves was cited in the magazine as saying that "it is my job to match day and date with the US launch; I am doing my best to make that happen," seemingly suggesting that he and his team are working towards a launch date "matched" with the US date.

    However, Sharples clarified today that Reeves had not "given anything away" in his comments, which were simply aimed at reassuring developers that SCEE is continuing to work towards a release in Europe as soon as possible.

    "He was referring to the fact that as boss of the European organisation, it's his job and his responsibility to try and get PlayStation 3 into Europe as quickly as he possibly can," Sharples explained. "That's what he's trying to achieve."

    "Traditionally, it's gone Japan, then the States, then Europe - not just on our console, but on other games consoles and on other consumer electronics. So he's making the point that personally, his role is to make sure that we get it into Europe absolutely as soon as we can. It's certainly not meant to imply that there will be [simultaneous] day and date, or anything like that." ...
    by Published on March 9th, 2006 16:32

    New Commercial DS game from Japan:



    Tengai Makyou 2 DS for Nintendo DS is a remake of the classic PC-FX RPG and was ported on PlayStation 2 and Gamecube a couple of years ago. Although the graphics remind in 2D, the DS version features a new touch panel battle system, instead of choosing the attack command from the battle menu, you use the stylus to attack the enemies.

    More info and tons more screens here --> http://www.yesasia.com/?/info.php?pro...9&lsaid=219793 ...
    by Published on March 9th, 2006 16:32

    New Commercial DS game from Japan:



    Tengai Makyou 2 DS for Nintendo DS is a remake of the classic PC-FX RPG and was ported on PlayStation 2 and Gamecube a couple of years ago. Although the graphics remind in 2D, the DS version features a new touch panel battle system, instead of choosing the attack command from the battle menu, you use the stylus to attack the enemies.

    More info and tons more screens here --> http://www.yesasia.com/?/info.php?pro...9&lsaid=219793 ...
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