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  • DCEmu Featured News Articles

    by Published on January 27th, 2008 22:23

    News/release from MelW:

    Snowflakes is a game where you roll a snow ball and try collect the snowflakes scattered around the field. Your goal in the end is nothing less but to roll a giant snow man! This version is slightly updated from the Drunkencoders 2007 Christmas compo, fixing few bugs and adding features like support for the DS Motion Card and an ending screen where you can actually see what's going on.

    I don't intend to do any further updates, even if there's still tons of unfinished parts in the game. If someone were interested in helping with the level design or making better quality graphics, perhaps then...

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:23

    News/release from MelW:

    Snowflakes is a game where you roll a snow ball and try collect the snowflakes scattered around the field. Your goal in the end is nothing less but to roll a giant snow man! This version is slightly updated from the Drunkencoders 2007 Christmas compo, fixing few bugs and adding features like support for the DS Motion Card and an ending screen where you can actually see what's going on.

    I don't intend to do any further updates, even if there's still tons of unfinished parts in the game. If someone were interested in helping with the level design or making better quality graphics, perhaps then...

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:19

    asiekierka posted this:

    WireWorld DS is a DS port of a cellular automation under the same name.

    So far it has:
    - basic WireWorld implemented
    - editor builtin
    - clear/clear electrons

    Well, it's my first DS homebrew.

    About WireWorld
    WireWorld has 4 states:
    space - represented by black
    wire - represented by gold
    spark - represented by red
    tail - represented by blue

    Spark changes to tail.
    Tail changes to wire.
    Wire changes to spark if it's surrounded by 1 or 2 sparks.

    Even with so simple rules, it's able to implement many stuff in it.

    Changes:
    + - added
    - - removed
    * - modified
    / - bugfixed
    ! - important
    Quote:

    0.3:
    + ADDED LOADING (and saving)
    ! sorry, but saving is buggy. I don't want to work on WireWorld DS anymore though.

    0.2a:
    / fixed the start/stop button toggling too fast

    0.2:
    * Improved drawing engine (requested by 0xtob, thanks for his algorithm)
    + little improvments
    - DLDI compilancy (just wasted file size for now)

    0.1b:
    + Added clear function
    + Added "kill electrons"
    / Made the lower-right icon show the right icon.

    0.1:
    / Fixed many 0.02 bugs
    / Somebody from #dsdev changed globals to locals.
    / Changed YX's to XY's.

    0.02
    ! Pre-release version
    ! Didn't have many bugs, but still
    + Added the lower-right "state indicate" icon
    / Fixed 0.01b bugs

    0.01b
    ! Pre-release version
    ! Had a lot of bugs
    + Added cellular simulation
    / Fixed bugs from 0.01

    0.01
    ! Pre-release version
    ! Had a lot of bugs
    * Ported from Pascal to C
    + Added the editor

    0.001
    ! I even don't want to talk about this one, but i will for history's sake.
    ! PASCAL VERSION
    ! Stopped after we (#dsdev) didn't find anything to write stuff to the map.
    ! The first ever version.


    Thanks to whole #dsdev for helping me fix all the bugs.
    Source code will be offered if anybody will want.

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:19

    asiekierka posted this:

    WireWorld DS is a DS port of a cellular automation under the same name.

    So far it has:
    - basic WireWorld implemented
    - editor builtin
    - clear/clear electrons

    Well, it's my first DS homebrew.

    About WireWorld
    WireWorld has 4 states:
    space - represented by black
    wire - represented by gold
    spark - represented by red
    tail - represented by blue

    Spark changes to tail.
    Tail changes to wire.
    Wire changes to spark if it's surrounded by 1 or 2 sparks.

    Even with so simple rules, it's able to implement many stuff in it.

    Changes:
    + - added
    - - removed
    * - modified
    / - bugfixed
    ! - important
    Quote:

    0.3:
    + ADDED LOADING (and saving)
    ! sorry, but saving is buggy. I don't want to work on WireWorld DS anymore though.

    0.2a:
    / fixed the start/stop button toggling too fast

    0.2:
    * Improved drawing engine (requested by 0xtob, thanks for his algorithm)
    + little improvments
    - DLDI compilancy (just wasted file size for now)

    0.1b:
    + Added clear function
    + Added "kill electrons"
    / Made the lower-right icon show the right icon.

    0.1:
    / Fixed many 0.02 bugs
    / Somebody from #dsdev changed globals to locals.
    / Changed YX's to XY's.

    0.02
    ! Pre-release version
    ! Didn't have many bugs, but still
    + Added the lower-right "state indicate" icon
    / Fixed 0.01b bugs

    0.01b
    ! Pre-release version
    ! Had a lot of bugs
    + Added cellular simulation
    / Fixed bugs from 0.01

    0.01
    ! Pre-release version
    ! Had a lot of bugs
    * Ported from Pascal to C
    + Added the editor

    0.001
    ! I even don't want to talk about this one, but i will for history's sake.
    ! PASCAL VERSION
    ! Stopped after we (#dsdev) didn't find anything to write stuff to the map.
    ! The first ever version.


    Thanks to whole #dsdev for helping me fix all the bugs.
    Source code will be offered if anybody will want.

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:16

    asiekierka posted this:

    subleqDS


    Subleq DS is a mod of original subleq.
    Subleq consists of just one command "subtract and branch(jump) if negative or zero)
    Each subleq command consists of 3 words: a, b and c.
    a, b and c are memory addresses.

    If b - a is negative or zero, jump to c. Otherwise, go to the next command.
    The code IS in the memory, so Subleq DS is self-modyfing.
    Special memory addresses are addresses that don't execute subleq; instead, they execute
    a command they're made to do. The addresses are put to b.

    Command positions:
    -1 - outputs a. (in relative mode it's still -1, but it shouldn't be a problem)

    Limitations:
    - 512kb of memory (thus, up to 512kb of code)
    - Speed (fix the source code if you want it faster)

    Well, if you think this is slow, I'd like to tell you that it uses 15 vblanks,
    because only then you can see the results pretty fast.
    If you still think it's slow, check the source.

    How to use
    1) DLDI patch subleqDS.nds
    2) Put it on your flashcart device.
    3) Put "test.slq" (a subleq file) in the root of your flashcart device.

    Changes:
    Quote:
    0.2:
    - removed test code
    - fixed a bug or two

    0.1:
    - first release
    - do not use it, or do not even download it

    Controls:
    B - switch between silent mode (only output is shown on the screen) and
    debug mode (everything is shown).
    Start - pause/unpause.

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:16

    asiekierka posted this:

    subleqDS


    Subleq DS is a mod of original subleq.
    Subleq consists of just one command "subtract and branch(jump) if negative or zero)
    Each subleq command consists of 3 words: a, b and c.
    a, b and c are memory addresses.

    If b - a is negative or zero, jump to c. Otherwise, go to the next command.
    The code IS in the memory, so Subleq DS is self-modyfing.
    Special memory addresses are addresses that don't execute subleq; instead, they execute
    a command they're made to do. The addresses are put to b.

    Command positions:
    -1 - outputs a. (in relative mode it's still -1, but it shouldn't be a problem)

    Limitations:
    - 512kb of memory (thus, up to 512kb of code)
    - Speed (fix the source code if you want it faster)

    Well, if you think this is slow, I'd like to tell you that it uses 15 vblanks,
    because only then you can see the results pretty fast.
    If you still think it's slow, check the source.

    How to use
    1) DLDI patch subleqDS.nds
    2) Put it on your flashcart device.
    3) Put "test.slq" (a subleq file) in the root of your flashcart device.

    Changes:
    Quote:
    0.2:
    - removed test code
    - fixed a bug or two

    0.1:
    - first release
    - do not use it, or do not even download it

    Controls:
    B - switch between silent mode (only output is shown on the screen) and
    debug mode (everything is shown).
    Start - pause/unpause.

    Download and Give Feedback Via Comments ...
    by Published on January 27th, 2008 22:03

    Here is a new release of jEnesisDS. I am not absolutely satisfied with the state, but i think it's usable already.

    Major changes in the new version:

    - Custom Z80 ASM core implemented.
    - Custom YM2612 and PSG emulation, running on the ARM7. So there is sound now
    - Many parts rewritten. Speed without Z80 core should be quite a bit faster for most games.
    - Idle-loop detection completely rewritten. Shouldn't break any games anymore. Therefore the option to disable it was taken out.
    - Some changes to the HW renderer. Some glitches should be gone, others were probably introduced. Will be rewritten for the next version.
    - Tweaked H-Int auto detection, so less games should need the "ON" option to boot now.
    - Mode-Button added (L+R+Start)
    - Skipped option screen at startup, so you get directly into the game selection.


    There is still a lot to do and i hope you wont have to wait as long for the coming version.
    I know very well, that the sound is not perfect, but it's the best i could do in the time working on it, so please don't complain..
    I am sure that i can improve it and i am positive that all games will run at full speed with sound one day.

    If a game runs too slow, disable the Z80 by turning "Fake Z80" on - of course that will most likely turn off the sound as well (Except for games that have their sound driver on the main CPU, like Sonic, Gunstar Heroes and others).

    Any feedback is welcome of course (except bad one ;P)

    Download and Give Feedback & Compatability Reports Via Comments ...
    by Published on January 27th, 2008 22:00

    Mollusk has updated his PocketPC Game:

    Here's a nice release !

    1.25 changes :
    - Added Sudden Death (arcade) mode for even more fun !
    - Core CPU/ram optimisations
    - Pause button !
    - Added version number to title screen

    Sudden Death mode is an arcade mode wgere you only have 20 seconds per level ! Thankfully, you can cumulate time over several levels. The higher the level, the more time left when you finish it, and the higher you score. In this mode, only 2 bugs are added per level.

    Great news : TangledBugs is now available on clickgamer in an enhanced version (2 new game modes, instructions, and hiscore from the menu) !! Only available on clickgamer.com

    http://www.xflib.net/index.php?topic=38.0 ...
    by Published on January 27th, 2008 21:52

    Via tehskeen

    Here is a screen shot of an error in Zelda for the Nintendo Wii. So, what's so important about this particular error? Well, let's compare this to the GTA Exploit for the Sony PSP. Yes, that's right.

    Bushing along with Segher have been able to modify a save game from Zelda to crash the machine and to run their own code on it. Note that you won't even need to "mod" your Nintendo Wii to run this exploit.

    Yes, that's right - an exploit for the Nintendo Wii has been discovered and it allows you to run custom code. The method is pretty simple. Copy over a save file for Zelda, load it and the code runs. Don't get too excited yet. They have only been able to run 4 lines of code, but this is in a days work.

    Segher was the one to find the exploit and Bushing has been testing it out with the aid of the USB Gecko. The process is far from simple as once you modify a save game it requires it be to signed with 3 keys. Here's some info from Bushing.

    "Once the Wii decrypts the save game, it checks its signature. Every Wii has its own private key which is used to sign save games, and when you save a game, the Wii actually saves three bits of data:

    * The encrypted save game
    * The signature for the save game (using your console's private key)
    * A copy of your console's public key, signed by Nintendo."

    Of course, the end user wouldn't have to go through this process unless they were wanting to inject their own code into the save game, but that shouldn't be necessary because when I asked Bushing what his goal was he answered:

    "Assuming we don't run into a wall, it should be able to lead to a homebrew loader. I hope. No promises. "

    Screens Via Comments ...
    by Published on January 27th, 2008 21:47

    News/release from Oxtob:

    Here’s a new version with a larger drawing area, dual screen support, updated physics and more!

    I really like the idea of the popular minigame Crayon Physics: You draw an object on the screen and it instantly becomes physical and interacts with other objects. The first thing that sprung to my mind when seeing it was "This would be awesome on the DS!" And Pocket Physics is what I came up with after two weeks. It isn't really a game, but more of a physical construction kit for your pocket. You can design scenes freely by drawing things with the stylus. Things can be solid, like ramps and floors, or dynamic, like balls or boxes. Like in The Incredible Machine, you can reset the scene, change it, and start the simulation again. It's even more fun if you have a DS Motion, which can be used to control gravity!

    v0.3 (2008-01-27)
    larger paper (3x3 screens)
    scrolling using either D-Pad, ABXY, or pen (hold L or R)
    dual screen support (overview on top, zoomed view on bottom)
    open shapes (drawn shapes are only closed if the end is close to the start)
    Using the actual shape for picking => o more accidential deletions
    updated to box2d 2.0 (svn r20)
    using ds hw div/sqrt in box2d
    if simulation is behind time, 2 steps are performed at once => subjectively faster
    faster and better drawing code
    pins are hidden during simulation

    Download and Give Feedback Via Comments ...
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