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    by Published on March 1st, 2008 21:29

    An updated release from our very own Yaustar:

    GP2X Code::Blocks complete development setup RC 6
    By Steven Yau
    Email [email protected]

    > What is this?
    - This is a complete development environmet for GP2X development as a complate
    preconfigured package as many people are still having trouble setting up the
    toolchain, IDE, etc from the Wiki.

    > What is included?
    - Code::Blocks IDE nightly build (10 Aug 2007): http://www.codeblocks.org/
    - MinGW compiler: http://www.mingw.org/
    - SDL libraries: http://www.libsdl.org/
    - Octoate's DevkitaGP2x SDK (6 March 2006):
    http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,14,1362
    + Guyfawke updated SDL libraries (21 October 2006):
    http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,19,1875
    - Guyfawkes SDL test: http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,46,1047
    [Modified by me with Code::Blocks project setup and PC build]
    - SDL template project by myself based from Lazy Foo's tutorials
    http://lazyfoo.net/SDL_tutorials/index.php

    > What isn't included?
    - A warranty. You run this setup at your own risk. I am not to blame if anything
    goes wrong with the PC, GP2X or anything as a result of the use of these
    programs.

    - Personal support. Please do not PM me for extra help in setting this up. Post
    in the release threads and I will do my best to get round to you. This stops the
    same problem being sent to me dozens of times.

    > How to install
    - *IMPORTANT*
    To use this, you must delete your current Code::Blocks user settings. This
    is the only way that we can get C::B to check for local settings. To delete
    your current user settings, go to %APPDATA% (or
    C:\Documents and Settings\User_name\Application Data) and delete the
    codeblocks folder.

    - Decompress the package to the root of the C drive.

    - You will have the following folders:
    - CodeBlocks
    - devkitGP2X
    - GP2X Template
    - MinGW
    - SDL Test

    - MinGW and devkitGP2X MUST stay at the root of the C: drive for the
    pre-config to work. If you want them somewhere else, you have to change the paths
    yourself. The other folders can be moved whereever you want.

    - [Skip this step if you don't want to use file association]
    - Run Codeblocks.exe. Go to Settings->Environment Settings. On General
    settings, tick the box for Check & set file associations and press the
    button Set now.

    - That's it, everything is ready to go.

    > Extra notes on the folders
    - SDL Test: This contains a modified version of Guyfawkes SDL test code. The
    project can buld either the PC or the GP2X version. The execuatables are built
    to the built sub directory.

    - GP2X Template
    - This is a simple Hello world template that you can copy the entire directory
    to start a brand new project. It has been preconfigured for 3 bulid targets:
    - PC Debug: You main development build
    - PC Release: Optimised build to release to peers/users
    - DevKitGP2x GPL Release: Optimised build for GP2X platform using the
    DevkitGP2x SDK and GPLed SDL_mixer library
    - DevKitGP2x LGPL Release: Optimised build for GP2X platform using the
    DevkitGP2x SDK and LGPLed SDL_mixer library

    - The executables are built to the built sub directory.

    - You can change all the settings, output file names etc in Project->Properties.

    > LGPL and GPL issues
    - *IMPORTANT*
    - DevKitGP2x GPL libmad with SDL_mixer for faster MP3 playback. This means that
    if you use the DevKitGP2X SDK and SDL_mixer for ANY audio playback, your program
    MUST be under GPL since the SDL_mixer has included libmad headers in the library
    binary.
    - DevKitGP2x LGPL uses libsmpeg with SDL_mixer that uses floats for MP3 playback which
    means that LGPL is applied as standard.

    > Extra notes on running the PC build from the IDE
    - Use F8 (Debug->Start), this runs the exe via the debugger and uses the DLLs
    from the bin directory in MinGW. If you use F9 or Ctrl+F10 (Build->Build/Run),
    it will try to find the DLLs in the working folder which is set in
    Project->Properties.

    - If you want to run the exe as a separate application (i.e. double clicking on
    the exe), then you need to put the SDL DLLs in the same directory as the exe.
    They can be in the C:\MinGW\bin directory:
    - mingwm10.dll
    - SDL.dll
    - SDL_image.dll
    - SDL_mixer.dll
    - SDL_ttf.dll
    - SDLgfx.dll
    - smpeg.dll
    - zlib1.dll
    - jpeg.dll
    - libfreetype-6.dll
    - libogg-0.dll
    - libpng12-0.dll
    - libtiff-3.dll
    - libvorbis-0.dll
    - libvorbisfile-3.dll

    > Known issues
    - On the LGPL/Open2x build target, sound playback doesn't work. Currently
    finding out why.

    > Shoutouts
    - The entire GP2X development community (too many names

    RC6 29 Feb 2008

    > What has been added/changed?
    - Using latest stable Code::Blocks 8.02
    - Todo: Write a proper installer package for this.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,14,2295 ...
    by Published on March 1st, 2008 21:26

    Graphics library for gp2x. Includes 2D, 3D, Text, Time, Joystick, and Sound (ogg) functions. Includes working example code, and .gpe files. Now Included a Win32 port to test your programs before compiling for GP2X. Win32 tester version includes 2D, 3D, Text, and Joystick functions. Now supports textures upto 128x128 bitmaps.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,19,2349 ...
    by Published on March 1st, 2008 21:25

    Spotted this over at gp32x.com and thought it would interest many of our coders from many homebrew scenes, heres the post from Mr Lou

    Hello fellow game-developers

    I'm writing you because I'm creating a site at www.indiegamemusic.com which I plan to become a link between indie game developers and musicians. This letter is an invitation to you as an indie game-developer, to participate in the design phase with your suggestions and ideas so that the site will end up being something you would like to use.

    The idea
    In short, I want to make it easy for the indie game-developers (you) to find good music for your games, free for freeware games and cheap for resale. A few steps I have in mind so far, is that you
    * go to indiegamemusic.com
    * click "Search", and input your search criteria
    * listen to results and find contact information to the artist

    Your search criterias may be
    * a specific format (mmf, midi, mod, xm, s3m, mp3, ogg etc)
    * a specific license (free for freeware? available for non-exclusive resale? available for exclusive resale?)
    * max file size
    * style
    * category (music, sound-scape, sound-effect, loop part)
    * max channels or polyphony
    * max price
    * maybe preferred bpm

    So... That's the idea. What do you think? If this sounds like an interesting project to you, feel free to participate with ideas and feedback at [email protected]

    Some of the things I'd like some feedback about is
    * how should payment happen? Paypal? Bank-transfer? Game-developer contacting artist and agreeing their own method of payment?
    * what stuff would you like to be able to search for? are there some of the above mentioned search criterias you don't need? why?
    * what formats are you mostly interested in, and why?a
    * and of course: do you think you'd use such a tool like IndieGameMusic.com?

    Sincerely,
    Roald Strauss
    Mr.Lou / Dewfall Productions
    www.dewfall.dk
    www.lublu.dk
    ...
    by Published on March 1st, 2008 21:21

    dhewg has released Geckoloader, heres the release info:

    geckoloader is a native wii application which helps you to load and execute wii homebrew binaries in the easiest and fastest way possible. It acts as a server which will receive binaries directly over the usb bus
    a client tool to transfer such files is included

    requirements

    a usbgecko adapter
    a gamecube pad
    a way to boot wii homebrew

    architecture

    the application consists of 3 parts
    stub
    loader
    boot
    the boot code is what you will be running. that part contains the other two. it will write the loader code to the onboard usbgecko flash and place the stub into memory
    the bootcode will then execute the stub
    the stub's job is to read the loader code from flash and execute it
    finally, the loader code will accept incoming .dol's sent using a client application over the usb bus from the pc side
    the chosen architecture has the advantage that the tiny stub is the only component which has to stay in tact in memory. since the real loader sits on the flash on your usbgecko, no application can corrupt it in memory

    features

    100% native wii mode
    no medium ejecting, rewriting and inserting required whatsoever
    this is especially useful for wii coders (fast developent cycle)
    the stub is placed at the memory location 0x80001800. this is PSO reload compatible, which means that you can jump back there to load another binary without rebooting. the libogc exception handler also jumps to this address (when pressing START)
    the included client is compatible to the official geckotool, so you can use nuke's windows client to upload .dol's too
    as always, this is open source

    build

    to compile the included code, you need devkitPPC and libogc r14 or higher
    copy stub/stub.lds to $DEVKITPPC/powerpc-gekko/lib
    check config.h for some tuneables
    run make in the root dir
    run make install to copy geckoupload (the client) to $DEVKITPPC/bin

    usage

    use the Twilight hack in combination with the included geckoloader.elf to get this running
    the boot code will show up
    you have to write the loader code to the flash once, so press Z on a gamecube pad to do that
    flashing has to be done only once, press A the next time you reboot the wii to skip that step
    after that you will see the loader code in action
    use the included client (geckoupload) or the windows geckotool to send a .dol
    the transfered binary should execute
    if you loaded a game/app which has an option to jump back to 0x80001800, you will be able to transmit another binary without reboot

    client usage

    set the environment variable USBGECKODEVICE to the tty device of the usbgecko adapter, eg:
    export USBGECKODEVICE=/dev/ttyUSB0
    make sure that your console is ready to receive an executable
    pass the filename of the binary to geckoupload, for example:
    geckotool wiifuse_server.dol
    you can use this client to transfer
    wii .dol's to the geckoloader described on this page
    gamecube .dol's to the official usbgecko boot dvd
    wii .elf's to the upcoming release of the twilight hack

    notes
    this is an early version and i really have no clue how (if at all) it works for others. please report back
    only .dol files are supported
    you can not run gamecube binaries with this loader since we're working in wiimode here (thats a good thing)
    the included client will not compile with mingw and apparently doesnt currently work on osx, patches are welcome
    the uploaded data is not verified by neither the included client nor the receiving loader code. pay attention to what you are sending to avoid annoying reboots
    the default libogc base address for wii homebrew is at 0x80003f00. this gives a PSO compatible stub ~10k of memory. hence, the stub's main() functions was written in c so that its easy to improve/fix
    the loader initially puts a received binary in MEM2 to avoid overlaps. it will be relocated from there. unfortunately the loader itself has a base address in MEM1. putting it in MEM2 is on my TODO list
    for the record: you can use the truncha signer to boot this app straight from dvd, but that is currently not supported nor endorsed. do not ask about it. seriously.

    Download and Give Feedback Via Comments ...
    by Published on March 1st, 2008 20:38

    News/release from Spannernick:

    This is my first hombrew and its not finished yet..

    I need to put a wipe screen on it to clear the screen,at the moment you have to turn off the DS to do that..

    Update..

    I have added a splash screen..

    That all at the moment...learning slowly..

    Download and Give Feedback Via Comments ...

    d136b 

    by Published on March 1st, 2008 20:33

    neoscientists have released a new demo for the PS2

    Check it out here --> http://pouet.net/prod.php?which=49795 ...
    by Published on March 1st, 2008 20:25

    Via pdroms

    Perpetual is a simple image zooming demo. You can zoom on any of the 200 images, and the pixels will turn into other images to zoom, perpetually.

    http://www.xflib.net/index.php?topic=60.new#new ...
    by Published on March 1st, 2008 20:24

    Via pdroms

    Launch Manager is the fastest way to launch hundreds of applications and call or sms contacts, quickly, effortlessly and in style on your Windows Mobile Device!

    Video in action: http://www.youtube.com/watch?v=Gr-pwd8Xnto
    Release thread: http://forum.xda-developers.com/showthread.php?t=336844

    Regarding the post on the XDA-Developers webboard, it does not turn out fully, if this tool is free or not. The official webapge says it needs a registration key which costs around 10US$. We will investigate some time, if it turns out that the application is not free in it's current release, we wont post further about it. http://www.fantasticbytes.com/downloads.html ...
    by Published on March 1st, 2008 20:23

    Via pdroms

    With just Jiggy and a browser, you'll be able to write an awesome iPhone application in a matter of minutes. JiggyApps run natively on the iPhone, so there is no messing around with HTML and the limitations of Mobile Safari. At the same time, you don't need a compiler or even a Mac, because JiggyApps are written in JavaScript.

    Release notes:

    February 24, 2008



    This is a runtime and sdk only release - the IDE has not changed.
    Fixed scope problem with callbacks and closures.
    Fixed UTF8 problems. "Æøå".length returned 6, now it correctly returns 3
    Added ClientSocket

    Although these changes seem fairly small, they could have a big impact on existing code if something is not quite right.

    Please report on how existing apps work with this runtime.

    New client socket example:
    http://jiggyapp.com/download/example...lientsocket.js

    The SDK has changed - the code generator now generates different code for event callbacks.

    http://jiggyapp.com/download/jiggy-sdk-latest.zip
    http://groups.google.com/group/jiggy...-release-notes ...
    by Published on March 1st, 2008 20:21

    Via pdroms

    Pool for the iPhone is a native Pocket Billiard game to run on Apple iPhone and iPod Touch.

    The object of the game is to pocket all colored balls, using as few strokes as possible. The order of pocketing is free. If the cue ball (white) is pocketed, one of the previously pocketed balls is placed back on the table.

    Changes:

    - Selectable ball size (16 and 18 pixels).
    - Added shadow.
    - Small changes to graphics.

    http://www.adikus.com/pool/ ...
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