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    by Published on June 29th, 2008 09:57

    Charnold has released a new version of his excellent 3d FPS for the PSP.

    Heres whats new:

    New in version 1.0.5

    - faster collision detection of enemy bullets vs. player
    - faster collision detection of enemy vs. world geometry
    - slightly faster rendering of bullets and world geometry
    - new option in config.txt: [GODMODE] on/off
    - weapon shooting range + enemy sight range limited to 50 meter

    Download Here and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:54

    News/release from caliarbor

    Hi Everyone,

    Haven't tested this on 4.01 yet as my slim is still 3.90m33-3. The screenshot looks a little crooked for some reason. I'm going to have to try a different plugin. Here's the readme.txt included :: (sorry for the wall of text crit)

    MP3 ME Player v1.02

    MP3 player that makes use of the PSP's Media Engine. CPU is clocked at 39MHz to allow for longer
    playback from battery.

    Changes:

    Added an asterisk in front of the current playing track in the browser pane. While the tracks is playing it will be green. If paused it will be yellow. Once the track is completed it will go to red.

    Dropped USB support. It didn't prove to be very useful and at times caused issues.

    Optimized source and made it easier to follow. There is almost zero latency when switching MP3 tracks now. This is the result of hardcoding the sampling frequency to 44100Hz and thereby not using the libmad library for a lot of overhead calculations. Also, file and ID3 tag data are parsed when the application is started.

    Corrected a lot of bugs in id3.c. Files with multiple versions of ID3 tags were being parsed incorrectly as having v1.x tags.

    Added support for ID3 JPEG cover art. Graphics.h was modified so that the LoadJpeg function would also take a "file offset" as an arguement. This allows for cover art to be easily read with jpeg_stdio_src.

    There is no longer a "covers" folder. Cover art is only displayed if present in the ID3 tag, in JPEG format, and with the dimensions height<=170 and width <=170.

    Song sorting is now possible by using the RIGHT TRIGGER. The sorting metods are: Title, Genre, Album, Artist, and Year.

    Filenames are no longer displayed in the browser pane. The song's title is now displayed instead.

    Layout was modified somewhat. Sampling frequency and bitrate are no longer displayed as the result of dropping the libmad overhead as listed above.

    Various other bugs were corrected as found.

    Controls:
    A = Analog nub
    D = Digital D-Pad

    RTRIGGER - Toggle sort method.
    DUP - Move up one track in browser.
    DDOWN - Move down one track in browser.
    DLEFT - Move up five tracks in browser.
    DRIGHT - Move down five tracks in browser.
    AUP - Increase volume.
    ADOWN - Decrease volume.
    ALEFT - Previous track. In random mode next random.
    ARIGHT - Next track. In random mode next random.
    SELECT - Toggle play mode.
    CROSS - Play highlighted track.
    SQUARE - Pause current playing track.

    [email protected]

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:47

    News from Neoflash:

    R6 motion menu v3.1.1314 for R6 Silver and Gold [2008-6-28]
    more info: http://www.neoflash.com/forum/index....ic,5186.0.html

    history:
    * Srart to support cheat code,please report to us if you know which rom don't support cheat code function yet
    * Fixed one bug for the homebrew reading

    v3.1.1314Cheat engine beta version
    ----------------------------------
    This version works with the R4 style cheat.dat or usrcheat.dat file. Place the file in the root of your TF card and run the menu. Games which support cheats will have the word "Cheat" next to the icon. To use them:

    Hit "X" to go to the cheat menu.
    Select the cheats you want with "A" (hit A to expand/collapse folders as well).
    Return to the menu with "B."
    Start the game with "A." The cheats which were selected should load.

    download:

    Korean version: http://www.neoflash.com/download/R6_...d_Gold_KOR.rar

    English version: http://www.neoflash.com/download/R6_...d_Gold_ENG.rar
    ...
    by Published on June 29th, 2008 09:46

    News/release from silent_code

    Hello everybody!

    I have updated the Volumetric Shadow (Tech)Demo (formerly know as the Stencil Shadow Demo and Volume Shadow Demo.)

    It's compatible with most, if not all DLDI-able devices. Emulators (as far as they emulate used features) and older SLOT2 GBA NOR (without any SD or CF card storage) cartridges are supported via FCSR (build available on the site.)

    The demo shows how to use a bunch of NDS features and some otherwise handy lines of source code, like:

    - Hardware accelerated volumetric shadowing - mini-tutorial included!
    - Motion blur with video capture, using only one VRAM bank, at 60 FPS
    - Hardware lighting, texturing, fogging, antialiasing etc.
    - Display brightness control
    - Viewport scissoring (thanks to gabebear)
    - Loading binary and text files from disk
    - Converting 24/32bit .tga image data to 16bit NDS textures
    - Displaying a custom font and a text area over a background image, all loaded from disk
    - Smooth touch input
    - Simple frame rate counting and display

    Please, make sure you read the contents of the included readme file!

    A mini-tutorial on volumetric shadows comes with the source release (as well as at here in the forum) and some additional information (e.g. on the .tga format) is "hidden" in the source files. ;^)

    Since the initial release, I have reworked the sources a lot! There have been some rewrites and a lot of renaming and rearranging! I have also included some better (or any, at least ;^D ) error detection and handling.

    Now all data can go to ROOT/data/vsd_data or the ROOT!

    It was developed and build with devkitARM R23b, libnds 20071023 and libfat 20070127.

    It's quite readable, stable (I guess) and relatively easy to understand!

    Download it from: www.robs-basement.de

    As always, I released the sources along with binary builds. I only supply a DLDI-able .nds and an FCSRed .nds, as I don't think anybody needs a .gba any more (I don't) and the few people who do need it, can easily convert it themselves... But in case that assumption is wrong, please let me know and I'll upload a .gba to the web site.

    Note, that there's some code and data structures I don't recommend using in "serious" code, but for the sake of simplicity, I used it here (e.g. the triangle structure.) This issue will be addressed in the next major release, which is already being worked on.

    The shadow in the demo is static, that means it's not deforming (but could be moved around freely) - it's up to you to implement dynamic shadows.

    Feel free to punch me in the face - right here in this thread - for silly programming and the like (that demo was my first publicly released open source software) - just make sure you read the readme first! ;^)

    Anyways, I hope this demo will be useful to at least some of you. :^D

    Finally, I want to thank everybody in this forum who's helped me making the jump from GBA to NDS!

    Very special thanks go out to Brandon M. and Larry E. for helping me out with the hardware and gabebear for sharing his viewport scissoring implementation.

    Thank you for reading and have a nice day! :^)

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:42

    Ulti posted this release for Wii

    Hey, it's missile command time! This uses the excellent libwiisprite for graphics and Sndlib BETA 1.0 for sound. The background music is Epoq - Lepidoptera, available for free from the Kahvi Collective. The sound effects were made by me spitting on my microphone.

    Current Version
    0.5a

    Fixed a crash bug related to split missiles not being cleaned up properly.
    Added text, using Beardface's FreeType With Libwiisprite. The font I'm using is Ben Nathan's Elements, which is available for free from Urban Fonts. Beardface, consider yourself attributed!
    Changed background music to Kenny Beltrey - Hydrate, another Kahvi track, because I was getting tired of listening to the old one over and over.
    Sped up enemy missile speed by a factor of two.
    Added an interface for writing level scripts. This is what enables the title screen, game over screen, etc.
    Moved the file hosting to WarpedFlash's dropbox. Thanks WarpedFlash!

    0.4a - Added background music and sound effects (contact me on IRC if you think you can do a better job with the sound effects)

    Changelog
    0.3a - Added split missiles, missiles now have trajectory lines

    0.2a - Added silo health and ammo, marginally better sprites

    0.1a - Initial release

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:36

    Updated release from Beardface

    WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.

    Physics Tools Overview
    Tools Overview:

    Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
    Draw Circle - Draw Circle
    Draw Box - Draw Box
    Joints

    Rope Joint - Connect two objects by a rope
    Click on two Objects to connect them
    Rotate Joint - Create a rotation joint using 2 objects
    Click on two objects to set up a rotation relationship
    Pulley Joint = Click on three objects to set up a pulley system
    2nd object is the pulley anchor
    Object Control

    Mobile Objects - Keep this selected to allow these objects to move
    Frozen Objects - Keep this selected to freeze objects you create
    Sim Control

    Run - Run the simulation
    Stop - Freeze/pause the simulation (Good for building)
    2008.06.29 - v1.1

    Changelog:
    +Added Line (Dynamic rectangle) Drawing
    +Clear Screen Button
    +Pulley/joint bug fixes to stop crashing!
    +fixed layout a bit

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:30

    Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:

    A native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii.

    Controls
    A: Click/Select on any control

    B: Used to 'drag-scroll' on file browser

    +: Up one directory on file browser

    Home: Return to loader

    Usage
    DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program.

    Supported Formats
    Currently, this list is very limited, as I have tried to set up the application framework before porting codecs.

    it
    mod
    s3m
    wav (8/16/24/32 mono/stereo)
    xm
    Supported File Sources
    Again, this list is very limited, nothing from DVD, USB, or internet supported yet.

    Front SD

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:26

    News/release from Oxtob

    A demo of the Box2D physics engine. Use the Wiimote to create balls, then hold B and tilt the Wiimote to change gravity.

    Download and Give Feedback Via Comments ...
    by Published on June 29th, 2008 09:17

    Lino has released a new version of his Nintendo DS Emulator for Windows and also a new version of a sound plugin too, heres the release details:

    Here's changelog :

    Fixed a bug in texture Management.
    Fixed a bug in BindTexture with Translucent Polygons.
    Fixed a bug in VRAM Control Registers.
    Fixed a bug in DMA with FIFO.
    Fixed a bug in pixel rendering in Mode 3,4,5.
    Added Palette Viewer.


    DirectSound Plugin 1.0.1.1
    Fixed a bug in resampling Options.
    Fixed a bug in SOUNDxPNT registers.
    Added Capture capabilities.

    Audio Plugins for Windows & Linux users It's preferable to use one audio plugin, if you are using Paula PlugIn you must remove DirectSound PlugIn or viceversa.

    Download and Give Feedback and Compatability Reports Via Comments ...
    by Published on June 29th, 2008 09:10

    That's one of the tidbits coming out of a 90 minute interview Shigeru Miyamoto did with Wired, in which he expounds at great length on Wii Fit and to other degrees on subjects such as the Wii's graphical capabilities, competitor imitation of the Wiimote, and other matters. Here's an interesting excerpt:

    Miyamoto: I think that the understanding of the Wii remote technology has certainly proliferated to developers, and their understanding of how it works is now very strong. But, I think that in terms of developing games for the Wii remote, it's really more about the focus of the team and how thoroughly they consider the user interface and the end experience for the consumer in terms of how intuitive that is and how easy it is to use. And, at this point, I think it's just difficult for me to say how many teams that are really focused on that experience ae out there and are working on games.

    In other words, shovelware, by its nature, doesn't fully employ the capabilities of Nintendo's unique controller. Or any, controller, really.

    Was that too harsh? I need to go back and watch "I Love the World" again. In all fairness, Miyamoto covers a ton of ground in this talk, including how his approach to designing Donkey Kong carries forward to game design today. Check it out.

    http://kotaku.com/5020543/fun-factoi...ge-as-wii-fits ...
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