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  • DCEmu Featured News Articles

    by Published on September 16th, 2009 21:19

    News/release from manaxed

    Hey Guys,

    I'm a new dev, still learning LUA. Well here's my first release... the name says it all. Try it out and i know i have a few bugs here and there(Especially in start screen) please forgive me. And other Dev's HELP ME make my code more streamlined or better for the psp.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:19

    News/release from manaxed

    Hey Guys,

    I'm a new dev, still learning LUA. Well here's my first release... the name says it all. Try it out and i know i have a few bugs here and there(Especially in start screen) please forgive me. And other Dev's HELP ME make my code more streamlined or better for the psp.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 21:10

    News/release from Baro

    Hello people, I'm here to tell ya about the game I'm developing.
    Currently I'm working on the engine and the only final graphical thing is -part- of the sprite you can see in the engine peek I'm attaching.

    So, let's get into it. This is my first game (in b4 start small. lol)

    Tanuki Tails
    In the 2460's, a madman, named Julius Spaulds, from one of the most powerful countries of the world democratically won the elections and thus became the most powerful person on the world... As such, people expected him to solve wars in other countries, so he started Project Solution to end the wars in Middle East.

    Project Solution consisted on the easiest way to cut off the war: an A-Bomb. With no warning, he fired the bomb right on the land in war, making not only an enormous crater now known as the Ground Zero Ocean, but pushing away all the continents forming the Pangea Subita the land is today. In the chaos, lots of people perished, as well as many plants and animals. Even some animals, like bears, completely vanished from Earth. This mess allowed Spaulds to conquer the whole world.

    Today, in year 2536, Robert Spaulds holds the legacy of his grandfather and is the -negligent- ruler of the human race, which is scattered in small towns along the Pangea Subita.
    For no known reason, he's making another A-Bomb, in his very own base near Lowheaven.
    And precisely four boys from Lowheaven: Pol Keine, Julie Bourge, Sudo Koji and Bear Sampson; try from time to time to sabotage the A-Bomb, slowing its completion in wait of some savior.

    And that savior came one day, in the form of a Tanuki Man from another dimension, who grabbed Pol and put on him the tail of a dead Tanuki hero, and will train him to use the tail to transform into various things and save not only our Universe, but the whole Polyverse from an ongoing invasion of Demons.
    (If you though this was long and nonsensical, you're lucky I didn't post the whole background, which contains the origin of all the intelligent species, bear gods and some spoilers)

    Gameplay
    The gameplay will be somewhat like Legend of Zelda (NES, GB, GBA...), but instead of weapons, you'll be using Pol's transformations. (For example, transform into a statue to fool enemies or be very heavy. Transform into a chameleon to stick your tonge everyway á la hookshot or become invisible). You'll gain the transformations over time. Also, each transformation has its own speed, accelerations, jump, size, height... so sometimes the key to a puzzle will be transforming into something and just walk in. But be careful, transforming and mantaining the transformations will cost a lot of energy, so finding and eating food is a must!
    You can stop and select your next transformation from the menu, or you can draw symbols to set your tail ready for your next shapeshift!

    For Boss fights, I'm thinking on implement a platform engine, but that's far future, right now I'm working on the in-field engine (aka the zelda gameplay I mentioned before).

    Done so far

    Map loading from data (Maps are formed by blocks which are formed by pixels. each block has its own data)
    Animation system (see my recent post on the code lab)
    First approach to transformations. In the demo, X and Y switch between two shapes with different properties. Later on you'll be able to choose them, and you will need to stop and wait for a cool animation to complete.
    Some basic IA (following enemy when close, etc) (Whoops, I don't show this in the engine peek)
    Collision read from block data (each sprite is like a cilinder), and vertical collision working (not lateral. This means: the player's head touches the ceiling, you jump off clifs, you jump on heights, etc, but you can walk into things that will be supposed to be solid)
    Maybe something else not-so-relevant

    TODO

    Lateral collision (OMG)
    platform engine
    Lots of graphics for enemies, NPC, player and such
    Script system (Still thinking how to implement it)
    GUI for the down screen. I have it planned, but won't do it until the engine works better.
    A map editor for me to make levels. You won't see it yet it'll be key on decent map making
    lots of other things, of course

    Brief explanation on the engine peek
    -tested in no$cash GBA. Will likely crash on desmune according to a friend, probably because of EFS?-
    You'll see everything I've said is done, except the enemy AI I mentioned (Anyway it's only a following dummy sprite).
    There's four types of blocks (each one formed by 4x4 tiles): the red ones are at height 0, the green ones at height 10, the blue ones at height 20, the green and blues a little higher. Move with pad, jump with A. You can jump on the green blocks and then on the blue ones (you don't jump enough to get into the blue ones).
    You won't be able to jump from below the green and blue blocks, but in the one with two colors you will touch the 'ceiling' and bounce. If you have the Pol Sprite, you may fall off from the blue blocks, since its collision shape has holes and his radius is small. But,
    ...
    by Published on September 16th, 2009 20:59

    News via nintendomax

    Flash and his team have recently developed Warhawk DSWe concoct a remake of the game platform Manic Miner (ZX Spectrum, 1983) for the DS "Manic Miner The Lost Levels DS". The game is still developing but we are entitled to a trial.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:57

    News via nintendomax/pdroms

    Jess Ragan Beta offers 98 of its Like Space Invaders for Game Boy Advance, "Gorf".

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    by Published on September 16th, 2009 20:54

    News via nintendomax

    James Jacobs proposes a new version of its emulator "Super Bug Advance"Who emulates only games"SuperBug 1 and 2"(Amiga 500) using the emulator WinArcadia / AmiArcadia integrated.

    Quote:
    1.3: Fri September 11, 2009.
    . Added Super Bug 2.

    source pdroms

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:47

    News from Consolesource



    Available now from ConsoleSource.com the IntensaFIRE brings programable rapid fire carnage to Xbox 360. All this in an easy to install package that requires no soldering and no wires. Order today for only $29.95.

    The IntensaFIRE modifies XBOX 360 controllers (CG, Matrix and wireless), allowing them to control 5-mode sleeper settings, and use customizable user programmable modes. It uses the existing Sync button to toggle and also offers and included button that advanced modifiers can use. It also enables dual rapid-fire- usable in all XBOX 360 games, including gamer favorites: Left 4 Dead, the Call of Duty series, the Halo series, 
the Gears of War series, and Street Fighter.

    5-mode sleeper mod kits exist. Dual rapid-fire mod kits exist. The IntensaFIRE mod kit has both. There are controllers on the market, prefabricated, that do what the IntensaFIRE offers, each controller going for well over $100. We offer a mod kit that is extremely simple to install, taking no more than 3 minutes with minimal tools for less than 1/4th the cost of the prefabricated units. Other mod kits require drilling, wiring, gluing, and deconstruction of your controllers. The IntensaFIRE only needs a few existing points to solder to connect the IntensaFIRE flex board to the controller and you’re ready to go! ...
    by Published on September 16th, 2009 20:35

    News via http://www.gp32spain.com/

    GPH has opened the doors of its new technical support center for Europe. It is located in Germany and will ensure the efforts of repairs and changes in security console, and perform repairs budgets and payment of consoles not covered under warranty. The operation is similar to that used by other companies like Microsoft and can make the necessary arrangements with them directly or through the store where they acquired the console.

    You can contact them directly via e-mail [email protected] ...
    by Published on September 16th, 2009 20:33

    News from wejp

    Here is another Gmu release for all supported systems. It is mostly a bugfix release.
    The most important bugs that have been fixed with this release are the backlight-power-off issue and the volume issue, both only occuring on the Wiz. There are a few other changes which are applicable for all systems, though.

    Please note, that you will need the Open2X firmware to run this release on your GP2X. On the Wiz it runs with the default firmware. On the Dingoo you’ll need the latest Dingux firmware release.

    Gmu is a music player for portable gaming consoles. There are versions available for the GP2X (both F100 and F200 devices are supported), for the GP2X Wiz and for the Dingoo A320. Gmu supports lots of audio file formats and includes various features.

    Download and Give Feedback Via Comments ...
    by Published on September 16th, 2009 20:33

    News from wejp

    Here is another Gmu release for all supported systems. It is mostly a bugfix release.
    The most important bugs that have been fixed with this release are the backlight-power-off issue and the volume issue, both only occuring on the Wiz. There are a few other changes which are applicable for all systems, though.

    Please note, that you will need the Open2X firmware to run this release on your GP2X. On the Wiz it runs with the default firmware. On the Dingoo you’ll need the latest Dingux firmware release.

    Gmu is a music player for portable gaming consoles. There are versions available for the GP2X (both F100 and F200 devices are supported), for the GP2X Wiz and for the Dingoo A320. Gmu supports lots of audio file formats and includes various features.

    Download and Give Feedback Via Comments ...
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