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  • DCEmu Featured News Articles

    by Published on February 1st, 2008 22:26

    alien8r33d posted this interesting news:

    For anyone who may still be interested, I am currently converting the old Amiga favourite Alien Breed for the GBA. It is being written in 100% assembler as are all my efforts.

    It is about 80% complete. I have not released any WIPs since this site no longer seems to be updated. Last year I sent in a GBA electronics CAD program I wrote and it was never posted....

    Should be a very interesting release when it happens. ...
    by Published on February 1st, 2008 22:20

    Very soon ZodTTD.com applications such as snes4iphone, gpSPhone, OpenTTD.app, and psx4iphone will be receiving updates to fully support firmware 1.1.3 change to using the ‘mobile’ user instead of ‘root’. There is however a quick fix for those who want these and other applications to work with 1.1.3. You must chmod (set permissions) to 777 to the /var/root/Library/Preferences/ directory and also chmod 777 the directories used for external files such as ROMs, usually somewhere within /var/root/Media/.

    More news to come shortly. Thanks for the continued support everyone!

    http://zodttd.com/wp/ ...
    by Published on February 1st, 2008 22:13

    Senor Quack Posted this release:

    Transport Tycoon Deluxe ported to the GP2X, with touchscreen support.
    by ZodTTD and Senor Quack
    based on OpenTTD 0.5.3

    Last Update: Feb. 1, 2008 (build 020108)

    * You can now push and hold Control anywhere on a window and drag it. This
    allows complete use of windows that won't all fit on the small GP2X screen like Difficulty
    Settings and Patch Configuration. Credits for some of the code goes to the PSP port author,
    Jaime Penalba.
    * Cleaned up window placements of difficulty settings and patch configuration.
    * Fixed cut-off text and windows in newspaper articles.
    * Added TTD's UNICODE TTF support, made TTF font drawing default to better
    support foreign languages (all except Asian languages which will need a
    separate TTD2X add-on pack)
    * Added cheat menu hotkey: A+B+X+Y
    * Added new command-line parameters:
    1.) -p XX changes the normal cursor movement rate to XX, values can be 1-29
    2.) -P XX changes the fast cursor movement rate to XX, values can be 1-29
    (defaults for both of these are 3 and 12 respectively)
    3.) -X (capital X) allows swapping of triggers when in F200 controls mode
    to be mouse clicks instead of the usual Control/Shift keys.
    This is to answer a request from a few users.

    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,29,1097
    http://www.mediafire.com/download.php?6em93lsm0yq ...
    by Published on February 1st, 2008 21:57

    Cid2Mizard has updated his Super Mario Galaxies game for the DS:

    I brings you the version 0.8 of my Shoot Em Up with Mario.

    Changelog 0.8:

    - Rescripte to lower levels of difficulty.
    - Added to Stylus screen transitions.
    -Extra life - all 5000 pts.
    -Adding explosions enemies.
    -Fixed a bug transitions.
    -Gfx hiscore for the part.

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:51

    Eo posted this news/release:

    Hello,

    Also in the field pursuant to learn Japanese, here is a kanji dictionary.

    Use:
    Simply trace its kanji party in the drawing in the lower left corner, it will be analyzed in real time. Simply click on the button corresponding to the desired kanji (5 opportunity from top to bottom in order of probability) to display information about kanji (which includes for the moment readings, the meaning and information qq) on the screen.
    Press L to reset the drawing area of kanji. It takes a little know how to write kanji anyway, the algorithm is based on an analysis of traits.

    Technos:
    I reused engine JStroke (Palm application) for the analysis of kanji (I think it really not bad) and Kanjidic to the database of Kanji. The kanjidic is fairly exhaustive, but it is unlikely that the engine reconnaissance edge on all entries.

    This is a second version which enables them to search by reading, translation and radical in addition to the trail. It is also possible to change screen with R.

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:51

    Eo posted this news/release:

    Hello,

    Also in the field pursuant to learn Japanese, here is a kanji dictionary.

    Use:
    Simply trace its kanji party in the drawing in the lower left corner, it will be analyzed in real time. Simply click on the button corresponding to the desired kanji (5 opportunity from top to bottom in order of probability) to display information about kanji (which includes for the moment readings, the meaning and information qq) on the screen.
    Press L to reset the drawing area of kanji. It takes a little know how to write kanji anyway, the algorithm is based on an analysis of traits.

    Technos:
    I reused engine JStroke (Palm application) for the analysis of kanji (I think it really not bad) and Kanjidic to the database of Kanji. The kanjidic is fairly exhaustive, but it is unlikely that the engine reconnaissance edge on all entries.

    This is a second version which enables them to search by reading, translation and radical in addition to the trail. It is also possible to change screen with R.

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:45

    News/Release from Risike:



    RPG puzzle here is a name that stinks! If you find one more sympathetic I am prenneur!

    So RPG puzzle is the project on which I was working before I launch into emulation. I wanted not present before it is completed, but the problem is that I am a quiche and graphics at the point where I am dev level, I need to move forward graphsimes (to calculate the places where placing images ... etc).
    So if someone has the soul of a graphic artist and that the project it pleases him to tell.

    So what's Puzzle RPG?
    And if you have played Zelda ...
    ... It will not help you understand the game!
    More seriously, if you have played Puzzle Quest, the excellent trading Thursday on DS, soon you will understand the principle of my game

    Here first 2 screenshots: one of the screen title and the game itself.



    The second screenshot just take a quick glance to understand the principle wholesale.

    Explanations:

    We choose a character.
    Each has several personal capacity (spells carefully attack, supports what classic ... etc!)
    When one chooses and that the computer has chosen, it becomes a college board of 8x8 pieces.
    The aim is to exchange places pieces next to each other every turn to rows and columns of at least 3 identical parts.

    When aligned its parts it happens things (yeah!):
    -- If the pieces are swords: attack the enemy on the number of pieces removed (we start at 100 PV, I think configurable)
    -- +: It is highly treatable in the number of parts removed least 3. (Otherwise it's endless)
    -- The others give mana.

    The mana is used to utilize its capabilities (listed left). For example launch a large fireball on his evil adversary for him crâmer beard. Of course there may be all kinds of capabilities: attack, defense, maintains, poisoning etc. ...

    When you launch a sort un animation is supposed to appear on the enemy (but I am zero in gfx ...).


    In short, you have more or less understood what the principle! If this is not the case too bad for you.

    I join you in the last build date. This one will let you see the pretty menu, to play against the computer (endless) and hear the beautiful music free that does not change between the menu and the game


    What is done:
    -- Engine of the Game: 100% (one can play, "pitcher fate" is ready yet to create the sorts ... Etc)
    -- IA: 90% (in fact there are two types of IA: AI beast who will choose the first combination that sees and which launches its spell once it is able, intelligent and IA will focus on swords and launch spells a subtle way. need the code again this subtle way to launch spells)
    -- A portion of the menu (just the core menu not submenus)

    What remains to be done:
    -- From graphics (many)
    -- A portion of the IA
    -- Correct some graphical bugs (I have trouble controlling PAlib)
    -- The sub menu (option scores)
    -- Mode 2 players (3 minutes coder)
    (Not after I see, when I think of something I add)

    Voilà!

    So I repeat nice if a designer goes through there: if you are not a bad graphsime and you find the fun, do not hesitate to say so!

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:45

    News/Release from Risike:



    RPG puzzle here is a name that stinks! If you find one more sympathetic I am prenneur!

    So RPG puzzle is the project on which I was working before I launch into emulation. I wanted not present before it is completed, but the problem is that I am a quiche and graphics at the point where I am dev level, I need to move forward graphsimes (to calculate the places where placing images ... etc).
    So if someone has the soul of a graphic artist and that the project it pleases him to tell.

    So what's Puzzle RPG?
    And if you have played Zelda ...
    ... It will not help you understand the game!
    More seriously, if you have played Puzzle Quest, the excellent trading Thursday on DS, soon you will understand the principle of my game

    Here first 2 screenshots: one of the screen title and the game itself.



    The second screenshot just take a quick glance to understand the principle wholesale.

    Explanations:

    We choose a character.
    Each has several personal capacity (spells carefully attack, supports what classic ... etc!)
    When one chooses and that the computer has chosen, it becomes a college board of 8x8 pieces.
    The aim is to exchange places pieces next to each other every turn to rows and columns of at least 3 identical parts.

    When aligned its parts it happens things (yeah!):
    -- If the pieces are swords: attack the enemy on the number of pieces removed (we start at 100 PV, I think configurable)
    -- +: It is highly treatable in the number of parts removed least 3. (Otherwise it's endless)
    -- The others give mana.

    The mana is used to utilize its capabilities (listed left). For example launch a large fireball on his evil adversary for him crâmer beard. Of course there may be all kinds of capabilities: attack, defense, maintains, poisoning etc. ...

    When you launch a sort un animation is supposed to appear on the enemy (but I am zero in gfx ...).


    In short, you have more or less understood what the principle! If this is not the case too bad for you.

    I join you in the last build date. This one will let you see the pretty menu, to play against the computer (endless) and hear the beautiful music free that does not change between the menu and the game


    What is done:
    -- Engine of the Game: 100% (one can play, "pitcher fate" is ready yet to create the sorts ... Etc)
    -- IA: 90% (in fact there are two types of IA: AI beast who will choose the first combination that sees and which launches its spell once it is able, intelligent and IA will focus on swords and launch spells a subtle way. need the code again this subtle way to launch spells)
    -- A portion of the menu (just the core menu not submenus)

    What remains to be done:
    -- From graphics (many)
    -- A portion of the IA
    -- Correct some graphical bugs (I have trouble controlling PAlib)
    -- The sub menu (option scores)
    -- Mode 2 players (3 minutes coder)
    (Not after I see, when I think of something I add)

    Voilà!

    So I repeat nice if a designer goes through there: if you are not a bad graphsime and you find the fun, do not hesitate to say so!

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:33

    News/release from Scott Mcfly:

    First off, I made the front page with the previous version of this, woo! Thanks guys!

    So this was version 0.2 (http://palib.info/forum/modules/newb...forumpost22439) that I posted back in November, and after being quite busy with other things over the Christmas/New Year period, have now gotten time to work on version 0.3. And here it is! Main improvements are that you can now split your hand (providing you have the money), and normal Blackjack rules are in place for that (no splitting 10s, only one more card after splitting aces etc.), and there's also some sprites for cards to further get away from the text-based feel of the previous versions. A fellow member B.J. offered me the use of their card graphics for this game after I posted 0.2, so I'll be looking to incorporate them into a future version now that everythings in place for the sprites, so big thanks for that! I had hoped to get some sound effects or music working for this version, but that still needs a little more work, so I've put that on hold for just now. There's also a small pause between card drawings just to add a bit of suspense!

    As mentioned before, my aim for this is to create a fully customisable Blackjack game where you can tweak all the rules to how the game is played in your part of the world or how you play with friends. Or perhaps just with the rules you want to practice on for fun or for when you want to hit the casino!

    I'll be working a lot more on this now that the holiday season is over with, so it'll be a shorter gap until the next version. I'm hoping to get a section for the user to tweak some of the more basic rules, maybe keep track of some stats as you play, possibly get some sounds in there and look into the new card graphics. The ones I have now are really just intended as a "first draft" of sorts, so they won't still be there come version 1.0. I also plan on giving more space on the screen to the cards, which would mean finding a new way of showing any split hands you have. For this first attempt though, you can only split once and if you do then it's on the screen all the time for you to see.

    There's also a few minor things that need tweaked such as the dealer not taking cards when you already have Blackjack (unless they have a 10 or an ace), but I'd promised to get this out before the end of January, so I had to leave some things til next time.

    Any feedback is appreciated as are any bugs that you might find! Splitting cards caused a few niggles, but I think I got them all. Hope you enjoy it!

    Thanks!

    Download and Give Feedback Via Comments ...
    by Published on February 1st, 2008 21:33

    News/release from Scott Mcfly:

    First off, I made the front page with the previous version of this, woo! Thanks guys!

    So this was version 0.2 (http://palib.info/forum/modules/newb...forumpost22439) that I posted back in November, and after being quite busy with other things over the Christmas/New Year period, have now gotten time to work on version 0.3. And here it is! Main improvements are that you can now split your hand (providing you have the money), and normal Blackjack rules are in place for that (no splitting 10s, only one more card after splitting aces etc.), and there's also some sprites for cards to further get away from the text-based feel of the previous versions. A fellow member B.J. offered me the use of their card graphics for this game after I posted 0.2, so I'll be looking to incorporate them into a future version now that everythings in place for the sprites, so big thanks for that! I had hoped to get some sound effects or music working for this version, but that still needs a little more work, so I've put that on hold for just now. There's also a small pause between card drawings just to add a bit of suspense!

    As mentioned before, my aim for this is to create a fully customisable Blackjack game where you can tweak all the rules to how the game is played in your part of the world or how you play with friends. Or perhaps just with the rules you want to practice on for fun or for when you want to hit the casino!

    I'll be working a lot more on this now that the holiday season is over with, so it'll be a shorter gap until the next version. I'm hoping to get a section for the user to tweak some of the more basic rules, maybe keep track of some stats as you play, possibly get some sounds in there and look into the new card graphics. The ones I have now are really just intended as a "first draft" of sorts, so they won't still be there come version 1.0. I also plan on giving more space on the screen to the cards, which would mean finding a new way of showing any split hands you have. For this first attempt though, you can only split once and if you do then it's on the screen all the time for you to see.

    There's also a few minor things that need tweaked such as the dealer not taking cards when you already have Blackjack (unless they have a 10 or an ace), but I'd promised to get this out before the end of January, so I had to leave some things til next time.

    Any feedback is appreciated as are any bugs that you might find! Splitting cards caused a few niggles, but I think I got them all. Hope you enjoy it!

    Thanks!

    Download and Give Feedback Via Comments ...
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