• DCEmu Homebrew Emulation & Theme Park News

    The DCEmu the Homebrew Gaming and Theme Park Network is your best site to find Hacking, Emulation, Homebrew and Theme Park News and also Beers Wines and Spirit Reviews and Finally Marvel Cinematic Universe News. If you would like us to do reviews or wish to advertise/write/post articles in any way at DCEmu then use our Contact Page for more information. DCEMU Gaming is mainly about video games -

    If you are searching for a no deposit bonus, then casino-bonus.com/uk has an excellent list of UK casino sites with sorting functionality. For new online casinos. Visit New Casino and learn how to find the best options for UK players. Good luck! - Explore the possibilities with non UK casinos not on Gamstop at BestUK.Casino or read more about the best non UK sites at NewsBTC.
  • DCEmu Featured News Articles

    by Published on September 9th, 2009 08:11


    09/09/1999
    Ten Years on and it's still thinking...

    It may be hard to believe but yes our last beloved Sega console is ten years old today. The very console our website was founded on has now reached an age where it can almost be considered retro. It is certainly quite the milestone for any device and looking back the DC still holds a special place in many people's hearts. The console pushed many new and amazing features that are considered console gaming staples in today's age of super-powered, large, badly manufactured monoliths. It was the first home console to successfully push gamers into the wonderfully geeky (and at times punishing/frustrating) arena of online play. God bless that little 56k modem that could! The DC also managed to have hundreds of great titles published for it in it's relatively short life-time, and I must say that the console still has one of the best good game to bad game ratios of any system I have ever played. The DC library is also one of the most balanced and appealing libraries of any console to date. It had everything from pick up and play arcade ports and deep RPG's to masterful fighting games and action packed shooters. This wide appeal is a stark contrast to today's consoles which seem to cater to a specific demographics and perform horribly outside it (the users of PS3's are much different people then those playing the Wii).

    The real draw however for us Homebrew lovers extended beyond the console's official software and accessories. The console has a gigantic library of homebrew games, emulators and apps and spurned the expansion of a small niche that homebrew was on consoles to the giant community it is today. You can find hundreds of programs here on DCemu and if you have forgotten about your beautiful white box hiding under your bed or in your closet I highly recommend playing around with some homebrew you may have missed in the past or may have come out since you put her away. Take a look!

    I confidently believe if it wasn't for the popularity and the mainstream attention that DC homebrew got we wouldn't have nowhere near the content and sense of community we have now in the console homebrew scene. Though the popularity of homebrew rises and falls, and the coverage of DCemu has spread, changed, and evolved over the years let's all take a moment and revisit our old friend that started it all for us here at DCemu.

    ...
    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on September 9th, 2009 02:52

    So here it is LuaPlayer Euphoria V6.

    It's been a while since I released V5 and a lot has changed, despite me project hopping as usual.

    What didn't make it into this version :

    • PC Version (coming soon I promise)
    • Source code (will be released in time)
    • Any other crazy stuff I may have said
    What did make it :

    I may come under fire for some of these decisions but I feel it's the way forward (if there is enough objection I can put them back)

    * Ir, Sio and Font functions removed. (first two are redundant and the font Function is just too slow for practical usage.) IntraFont is standard now, and there is a ttf to pgf gui converter included with the download (located in the tools folder) . Bitmap font support will be added later.

    * Usb connection bug is fixed.

    * LPE no longer uses the boot.lua and system/system.lua set up. It now automatically loads "index.lua" from the root directory. So you don't have to include the System folder anymore. Your main/starting script must be named "index.lua" however.

    * TV Out support.
    Requires no functions/code to be added by you. Just set your PSP to output to your TV (under system settings) then when you launch your script it will automatically output to the tv.

    * Quit via home button now actually exits to the xmb rather than crash your psp (as far as I can tell.... tested with a few scripts).

    * Eboot size reduced significantly. From 1.7mb to 1.5mb.

    * Error messages greatly improved. Now shows the function that caused the error message and the required arguments for the function.

    * Various code cleanups across the board.

    * A few of the samples from the original LuaPlayer have been converted to LuaPlayer Euphoria. You will find those along with a few new samples/example (code) in the samples folder.

    * New eboot art. Derived from digitalBlasphemy preview sample. Using pixelMator. This will be the eboot art from now on. I have actually saved and made
    a backup of the editable image file this time (lol).

    New Functions/Function Changes :

    * Controls.read() -- Will check for input and the FPS will be locked to 60fps.

    * Controls.readPeek() -- Will check for input and the FPS will be uncapped.

    * System.draw() -- Initializes the GU for rendering. Must be called before any blitting/drawing to the screen. (And in a loop)

    * System.endDraw() -- End's the GU and syncs. Must be called at the end of any blitting/drawing to the screen. (And in a loop)

    The above functions have replaced both System.startGu() and System.endGu(). Why? Simpler names, easier to remember and less confusing.

    * screen:slowClear() -- If your having problems with the screen not clearing correctly and cannot fix it ( using the standard screen:clear() ), I suggest you use this. (Note : It is slower than
    using the standard screen:clear() so only use if there is no alternative)
    So that's it. Loads of stuff to come, a decent changelog there and hopefully a much more stable release.

    Please drop by and post your opinions, bugs, thoughts or feedback here : LuaPlayer Euphoria - Official Forum (the official LuaPlayer Euphoria Forum)

    Download Here : LuaPlayer Euphoria V6 Download ...
    by Published on September 8th, 2009 23:45

    News via psphacks

    Crack, crack, crack the egg into the bowl… Easier than baking a cake with PaRappa is creating homebrew with cbarox’s PSPConstructor.

    With little or no programming knowledge you can point-and-click your way to homebrew heaven. Drag this, drop that, click, click, and compile. You just built your first homebrew app/game using the JGE++ engine.

    Watch:


    PSPConstructor Features:

    This program uses Visual Studio 2008’s devenv command line to compile your game under the Visual Studio 2008 environment. It uses the JGE++ to be able to run your created game under windows first before you transfer it to the PSP. The JGE++ engine also features:
    Hardware accelerated 2D rendering including scaling, rotations and colour blending.
    Geometry shapes rendering, including rectangle, circle, polygons and thick lines.
    Loading PNG, JPEG and GIF.
    Advanced multiple emitter and key frame based particle system.
    Bitmap fonts.
    Stereo WAV playback.
    Hardware MP3 decoding on PSP.
    Port of HGE helper classes: hgeParticleSystem, hgeDistortionMesh and hgeFont.

    Download Here (41mb) ...
    by Published on September 8th, 2009 23:45

    News via psphacks

    Crack, crack, crack the egg into the bowl… Easier than baking a cake with PaRappa is creating homebrew with cbarox’s PSPConstructor.

    With little or no programming knowledge you can point-and-click your way to homebrew heaven. Drag this, drop that, click, click, and compile. You just built your first homebrew app/game using the JGE++ engine.

    Watch:


    PSPConstructor Features:

    This program uses Visual Studio 2008’s devenv command line to compile your game under the Visual Studio 2008 environment. It uses the JGE++ to be able to run your created game under windows first before you transfer it to the PSP. The JGE++ engine also features:
    Hardware accelerated 2D rendering including scaling, rotations and colour blending.
    Geometry shapes rendering, including rectangle, circle, polygons and thick lines.
    Loading PNG, JPEG and GIF.
    Advanced multiple emitter and key frame based particle system.
    Bitmap fonts.
    Stereo WAV playback.
    Hardware MP3 decoding on PSP.
    Port of HGE helper classes: hgeParticleSystem, hgeDistortionMesh and hgeFont.

    Download Here (41mb) ...
    by Published on September 8th, 2009 23:45

    News via psphacks

    Crack, crack, crack the egg into the bowl… Easier than baking a cake with PaRappa is creating homebrew with cbarox’s PSPConstructor.

    With little or no programming knowledge you can point-and-click your way to homebrew heaven. Drag this, drop that, click, click, and compile. You just built your first homebrew app/game using the JGE++ engine.

    Watch:


    PSPConstructor Features:

    This program uses Visual Studio 2008’s devenv command line to compile your game under the Visual Studio 2008 environment. It uses the JGE++ to be able to run your created game under windows first before you transfer it to the PSP. The JGE++ engine also features:
    Hardware accelerated 2D rendering including scaling, rotations and colour blending.
    Geometry shapes rendering, including rectangle, circle, polygons and thick lines.
    Loading PNG, JPEG and GIF.
    Advanced multiple emitter and key frame based particle system.
    Bitmap fonts.
    Stereo WAV playback.
    Hardware MP3 decoding on PSP.
    Port of HGE helper classes: hgeParticleSystem, hgeDistortionMesh and hgeFont.

    Download Here (41mb) ...
    by Published on September 8th, 2009 23:41

    News/release from Art:

    Hi Guys,
    I thought the PSP scene was short on button tester type apps,
    so here's a program that will test the joystick angle.
    It's a little thing I was been playing with to test 2D rotation.
    It doesn't test magnitude (distance from the center or dead zone).
    Art.

    Download and Give feedback Via Comments ...
    by Published on September 8th, 2009 23:41

    News/release from Art:

    Hi Guys,
    I thought the PSP scene was short on button tester type apps,
    so here's a program that will test the joystick angle.
    It's a little thing I was been playing with to test 2D rotation.
    It doesn't test magnitude (distance from the center or dead zone).
    Art.

    Download and Give feedback Via Comments ...
    by Published on September 8th, 2009 23:41

    News/release from Art:

    Hi Guys,
    I thought the PSP scene was short on button tester type apps,
    so here's a program that will test the joystick angle.
    It's a little thing I was been playing with to test 2D rotation.
    It doesn't test magnitude (distance from the center or dead zone).
    Art.

    Download and Give feedback Via Comments ...
  • Search DCEmu

  • Advert 3