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    by Published on September 13th, 2008 16:50

    Mathfacts has posted a new homebrew app for the PSP:

    The object of the game is to have the lowest score when a player reaches 500 points.

    Each player receives 7 cards.
    One card will be turned face up.
    To play, select a card that matches the color or the number/text
    If you cannot play you must draw until you can play
    Special cards affect the play:
    Skip - skips the next player
    Draw # - the next player draws # and skips their turn
    Reverse - changes the direction of play
    Wild - You can change the suit to any color
    Wild +4 - you can change the suit to any color and the next player draws 4 cards and skips a turn
    If you have one card left, YOU MUST press the right bumper to indicate it is your last card
    If you fail to do this, you will be forced to draw 2 cards.
    When a player plays their last card, each player will gain points based on their cards.
    Wild cards = 50 points
    Rev/Draw/Skip cards = 20 points
    Number cards = their value

    Play:
    Left-Right = select card
    X = play card
    O = Draw card
    Right Bumper = Last card
    start = quit
    select = restart

    Though it is fully playable, I am going to continue to work on the game. I need to Enhance AI, add option screens for score, players, wild play type and other stuff. I consider this an alpha. More to come.

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 16:44

    News/release from raptor85

    What this is, is a test game for my 2D game engine, which is written to be able to quickly develop and deploy a game for windows, linux, and the psp, only having to write simple "entity" code then add an entity of that type to a level. (the idea is pretty much taken from the years i spent modding UT2004)

    This is a very simple test game created on top of the code i have so far, i created a player class that accepts input, moving platforms, triggers that can turn movers on/off, reveal hidden coins, kill players, etc..., and teleporters. There's no real physics, just simple bounding box collision, it's automatically calculated off of the sprite file you set each entity to use in the level file. Everything is stored in XML, just take a look in the data directories, it should be fairly easy to figure out, and even though i haven't written the editor yet you could make some fairly complex levels using nothing but vim or notepad.

    when it's a little bit more complete, the full source code will be released under the GPL for anyone to use/modify.

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 16:32

    Mr305 has released a new version of his Alarm Suite for the PSP:

    Ever wanted an Alarm application that looks neat and does it’s job perfectly? Look no further, because this is it.
    This is an Alarm application which utilizes the PSP's Hardware Capabilities, setting an Alarm that will wake up the PSP from either Sleep Mode or Powered Off (standby) mode. It is compatible with ALL PSP's including Slim & Light.
    Since the early stages of this applications development, the main motive has been ease of use and a clean, appealing interface.

    Main Features:

    + Internet Time Synchronization with NIST Time Servers
    + Currently the only Alarm Application compatible with ALL PSP’s including PSP SLIM.
    + Sleep Mode Alarm with support for custom MP3 Audio file.
    + Power Off Mode Alarm that plays sound in XMB with support for Cutom Sound; Consumes virtually 0% POWER
    + 12/24 Hr Time Formats
    + Fully Compliant with DAY TIME PROTOCOL (RFC-867) with support for Daylight / Standard
    + More Accurate time keeping than XMB’s DNAS service, with Network Delay compensation; automatically adjusts for network delays of transmission from server.
    + Display's Hour's and Minutes remaining as the Alarm time is being set; updated in real time.
    + Alarm can be set up to 23 hours 59 minutes in future.
    + Alarm Accurate to the Second.
    + Streamlined, extremely easy to use interface.
    + Shows Seconds & Milliseconds;
    + Aligned Time Display (Constant Length).
    + Checks to make sure if an alarm was already set last time, if so, sets the alarm to that time. Reads time from ms0:/seplugins/HAPoweroffSupport.305 if it exists.



    Quote:
    Originally Posted by Main Changelog
    PSP Hardware Alarm Suite v2.7 bld 1727:

    -> CORE: You can't change to Alarm set mode UNTIL you STOP the alarm
    -> CORE: As Per user feedback, You can now snooze for 5 mins, once the alarm is playing.
    -> INTERNAL: Changes to graphics module to accomodate changes along with other optimizations and cleanups
    -> GUI: Improved exit/poweroff/sleep mode animation: Now uses 5 Random effects; Further smoothened animation -- no more choppy borders!
    -> CORE: Now uses SQUARE to stop alarm; to make it more similar to Poweroff Alarm Module/
    -> GUI: Changed intro.

    PSP Hardware Alarm Suite II
    -> CORE: Internet time synchronization added. Edit config_hasuite.ini according to your local region.
    -> CORE: Power off Alarm NOW works on ALL FW's including 3.90+. (Cause: Changes made to scePower_service module since FW's 3.90+, one of the eventflag handling changed)
    -> CORE: 24 Hour time system implemented as per users feedback! Keep 'em comin. You can choose between the two 12Hr/24Hr.
    -> CORE: Added option to Toggle USB at any time; No more hassle of going back to XMB just for USB; Uses safe USB dismounting (no corrupt files or File System).
    -> CORE: Alarm now also works in normal mode ie. even if PSP is not put to sleep or powered off (Best for PSP DOCKS / people who dedicate this application to their PSP's 24hrs).
    -> CORE: In previous version, There was a 1% chance that unit woke up a minute after alarm time or not at all. Fixed. Now, 100% Probability that alarm wake up at all times.
    -> CORE: Added Informative Message Dialogs for those not patient enough to read readme's carefully
    -> GUI: Every Single GFX recreated from scratch and edited pixel-by-pixel.(C'mon I need a GFX artist next time!)
    -> GUI: Major rework of color schemes with hand-picked colors to match the BG.
    -> GUI: The colon now ticks every half-a-second.
    -> GUI: Added nice subtle sounds to GUI.
    -> GUI: Extensive changes to physics; now uses smooth scrolling.
    -> GUI: Removed every trace of DebugText; now uses intraFont unless there's a fatal error.
    -> CORE: You are now able to void(cancel) an alarm at anytime.
    -> CORE: Power off Alarm time if existed in(ms0:/seplugins/Hapowersupport.305) was read but hours weren't correctly read, if hours were less than 10 ex: 09 would become 12 or 00 based on time format. Fixed.
    -> CORE: Alarm, when resuming from Sleep Mode, was off by 1 second. Fixed.
    -> CORE: Now, you can't set the alarm if it’s invalid; this caused abnormal behaviour in previous version.
    -> CORE: As a safety feature. The minimum duration of alarm is now 2 minutes.
    -> CORE: Sometimes seconds or minutes went up to or above 60. Fixed.
    -> GUI: Added an Option bar at bottom since OSD is fully crowded.
    -> GUI: Changed Button texts to real button images.
    -> CORE: Now shows detailed version info during splash.
    -> INTERAL: Massive code cleanup
    -> INTERAL: Tighter (better) Memory management
    -> INTERAL: Miscellaneous bug fixes
    -> INTERAL: Fixed two places of String overwrite that incredibly rarely caused wrong time to be shown.
    -> GUI: Home Exit Callbacks removed; you now have to use Option bar to exit.
    -> MISC: New Name; New make-over.

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 16:25

    Goumba has released a new version of his Star Wars Game for PSP, heres whats new:

    What's new:
    - In both games, when you attempt to call, you would get the message "Can't call before the fourth round," press X to continue, BAM! return to the title screen. A misplaced "return" caused this and has been fixed in the Casino game only. Standard Game still suffers this bug, it's not done, and you shouldn't be playing it.
    - The dialog boxes and cards used to show the background around the edges of the text and now his has been fixed - for the dialog. Most other text now show a translucent box around the text.

    Fix one thing, and now more stuff needs to be fixed that didn't before.

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 16:14

    Pegasus2000 posted this:

    CamShift is a tecnology developed by Intel that allows to a PC the
    recognition and the tracking of an object as, for example, a human face.

    Here there is a paper about this:

    http://dasl.mem.drexel.edu/noahKuntz...enCvPart03.pdf

    Till now, this tecnology has been executed using x86 PC.

    Nanodesktop tecnology has realized a new result: this homebrew implements the Intel tecnology under PSP:

    http://rapidshare.com/files/14452485...mo_11.zip.html

    It is only a proof of concept, but in the future this could be useful
    for paralized humans (the tracking of the head can be analyzed by
    a software on PSP and it can send the commands to a system of
    servo mechanisms for assistance).

    Naturally, I'll integrate this new tecnology in the next Nanodesktop 0.3.5
    (with the sources... the code is the same of Intel OpenCV CamShift Demo
    for x86 platform).

    Usage: copy ndUsbDriverCF.Prx and ndKrnExtender.Prx in the root folder
    of your memory stick.

    Copy the program in PSP/GAME and start it.

    It requires a GoCam and a PSP SLIM (but perhaps it can work also on
    PSP FAT).

    Move the mouse pointer on the image grabbed by the cam. Press the L
    button one time. If you move the pointer, you'll see that an area of
    the image is put in evidence.

    Press the L button again.

    You can see that the software is able to follow the movement of the object:
    the area that you have put in evidence gives to the cpu the informations
    about the colours of your face.

    Enjoy!

    In order to stop the program, keep pressed the HOME button for some seconds.

    Bye bye
    Eng. Filippo Battaglia.
    ...
    by Published on September 13th, 2008 16:10

    Wow, now this is interesting, how many of you guys remembered the original PS3 prototype controller?
    Well some very clever chaps at benheck, in this case forum poster HotDog-Cart, has let us imagine how it would of been to have actually had that controller, rather than the simple (if it ain't broke update it) Duel shock 3!

    "What I basically did was take a cheap PS2 boomerang-ish shaped controller, and take its guts out and modify a REAL official Six Axis Controller and put it inside the shell. I also expanded the shell 15%.

    I got the controller painted black, so it would be a batman inspired "Batarang Controller".

    Please excuse my picture quality. My 5mp camera thinks brand new batteries, are dead. Also, excuse my bondo job. It was my first time.
    You can see the white PS button. I didnt put any image there due to copyright reasons."

    Link :> http://forums.benheck.com/viewtopic.php?t=26054

    http://hackaday.com/

    Sorry i copied it from my news post on thejoypad! ...
    by Published on September 13th, 2008 16:07

    Uberjack posted this news:

    Flavor recently posted news that he considers RACE! PSP the official PSP port of RACE, and that he doesn’t plan on continuing another port. He also mentioned a new undocumented button (not present on the consumer handheld) discovered by FluBBa, the author of an NGPC emulator for GBA that enables hidden debugging features in several NGP games (namely, Card Fighters’ Clash, Card Fighters’ Clash 2, and Dokodemo Mahjong); this feature will be added in the next release of RACE! PSP; ideally, with the ability to save state.

    For a while now, I’ve been seriously considering utilizing PSP’s Media Engine (ME) processor in fMSX PSP, to (potentially) enable full-speed emulation with MSX Audio and MSX Music enabled. Currently, enabling any of the two requires emulation at 333 MHz, while enabling both makes the emulator near-unplayable. Of course, utilizing the ME opens up a whole new slew of issues, not the least of which is the challenge presented by parallel programming. If fMSX/ME succeeds, Handy may be finally coaxed to run full-speed.

    RACE! PSP was one of the emulators I reported to be working on; another one is still in the initial stages. If things pan out, there may be another pre-release riddle, which should give you an idea of which system it will emulate. Thankfully, I received my replacement video card yesterday, so I can finally continue work again.

    Finally, I’ve added a new poll; if you have some time, please take it:

    Which psp.akop.org emulator is your favorite?
    ...
    by Published on September 13th, 2008 16:05

    News/release from Emeric0101

    Due to time constraints, and having to go vista, I can not schedule LuaGame Creator 3, so I lache sources and a pre-compiled (compatible against a vista)

    Be sure to read the readme and have fun!

    (to test, just start LGC3a.exe file)
    I said that if not, install LuaGame Creator 2 as you install it at the same time the runtimes

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 15:46

    News/release from Prince Gohan

    If you've seen my sig, you know that I'm currently working on two projects. However recently i was helping BassAceGold with a scroll bar for his Mario Paint Composer DS app(feel free to youtube it). So, I made this demo and am now releasing it. I'd love to have this as a palib example since i see none like it. Anyhow. Here it is, feel free to comment or complain about it.

    Download and Give Feedback Via Comments ...
    by Published on September 13th, 2008 15:38

    Nightfox has released a new version of his puzzlemania game for the ds:

    Hi!

    New alpha of my game.
    Just 2 minigames, full playable ones.
    I'm using temp graphics, waiting for my artist do the final ones.

    Regards

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