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  • DCEmu Featured News Articles

    by Published on January 5th, 2008 17:04

    New version of the impressive art/photo editing software from Shaolan:

    Heres whats new:

    Changelog this version:

    -- Added tool "Selection"
    -- Added tool "Copy / Paste"
    -- Amelioration of the keyboard DENZEL (adding the figure and uppercase)
    -- Amelioration of the interface

    Coming in the next version:

    -- Menu advanced functionality
    -- Addition of Local Zoom (zoom only on a selected area of the image)
    -- Adding options Symetrie

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2008 16:58

    A new mod of Doom has been released with what seems to be a Streetfighter flavor to the proceedings

    heres the translation

    For more than 6 months, the team of Ice Man Page is working on a FPS "Ken survivor" which would use the 3D engine of DOOM ... This international project which will be grouped around twenty people and created many partnerships ended recently and has been adapted on PSP! Click on quickly thereafter.

    What better way to celebrate the 20 years of the survivor Ken (Hokuto No Ken) and the 10-year 3D engine of Doom in the public domain than to marry in a project named Hokuto No Doom? In any case, the idea was the iceman57:

    During this year, I was fortunate enough to mount an international partnership with www.hokutolegacy.com (Belgium) and www.doomwadstation.com (USA) and manager of a team of 20 people around the world under the "Hokuto No Doom." What is this project? .. Quite simply a game "Ken survivor" on PC-based 3D engine of Doom.

    Why an engine as old? Simply because he is the one who was best suited, as amended, and converted a host of tools are available. And then I had the opportunity to attack me ten years ago but the current competence.

    Why Ken? Simply because an engine for 80-90 years and then I had a series of the same period and who else but Ken could evolve into a world as violent as that of Doom? ..
    The project completed in September, iceman57 has quietly returned to his usual occupation ... But it was not counting on PSPGen and our article on the latest version of DOOM PSP, which gave a new idea to the project leader:

    Run "Hokuto No Doom" on PSP (not that it !!!).

    Rejoice therefore you dear readers, since grâceau engine Chilly Willy and the support offered by several weeks since Alree, a member of our forums, Hokuto No Doom is now available on PSP!

    Download and Give Feedback Via Comments
    via pspgen ...
    by Published on January 5th, 2008 16:48

    Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:



    Happy New Year!

    * Golden tridude is reflective as intended.
    * Soul suckers now have encyclopedia entry. (Richard Quirk)
    * I had forgotten to update the non-classic tilesets with some approximations of the new tiles. This has now been done.
    * Creatures blown into something that kills them will no longer cause a crash.
    * Fire elementals boiling water, falling in the resulting pit, and dying, will no longer crash.
    * New ring: polymorph control; along with the required intrinsic. If you have polycontrol, you can chose the form of any creature you have slain.
    * Creatures with polycontrol will try first to become their most evolved form. If they are already that, they'll stay the same, unless they figure they are close enough to death a polymorph might be worth a shot.
    * Wand users that are almost dead may decide to zap themselves with polymorph in hopes of a better roll.
    * Mini icons are flipped when moved to the off-hand. Most notably, the bow will point away from the character in all cases. The handle for the off hand has also been made symmetrical to the main hand so a symmetrical mini-me will work as expected. This required a two pixel change to the mini-me icon. (Akoi Meexx)
    * Restarting the game would not delete any of the items in creature's inventory, leaking memory. This was very apparent during stress tests causing the DS and GBA to quickly run out of memory and PC based systems to eventually run out of MOB ids.
    * Killing yourself with Acid Splash will no longer crash.
    * Creatures who revert to normal form after teleportitis, auto-searching, being blown by the wind, boiling water they stand on, will no longer crash.
    * Creatures reverting to their normal form from their own fireball will no longer crash.
    * When in look mode, clicking will scroll to that tile and give a brief description. Clicking the current tile will end look mode and give the long form description. (Richard Quirk)
    * Three more maps.

    Leech the right version:

    Gameboy Advance [382k].
    Nintendo DS [735k].

    Give Feedback Via Comments ...
    by Published on January 5th, 2008 16:44

    Brakken has posted more news of the Hardware addon for the Gamecube thats gives the ability to replace the DVD Rom drive for a IDE Hard Drive.

    A very interesting piece of hardware indeed and perfect for homebrew, theres no eta on when it will arrive but screens can be found at both tehskeen and mirrored via Comments

    My question to all Gamecube Owners is Would you buy one ? ...
    by Published on January 5th, 2008 16:38

    News from DaveC

    Here are all of the CAD files for the N-gage QD D-pad mod that I did. It includes all gerber and exellon files for PCB manufacture as well as 3D CAD models for the pad mod itself. Do what you want with these. Mod them for your own use, reproduce and sell them and make a fortune, they are now public domain

    I realize that not everyone can use these but if you can have fun.

    http://www.geocities.com/[email protected] ...
    by Published on January 5th, 2008 16:30

    News/release from Abcd1234:

    Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.

    Features
    An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
    Minimap, message, and status information rendered to the top screen.
    Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
    Support for text mode, with optional full color and IBM graphics.
    Popup command window for easy access to the full command set.
    On-screen keyboard for text input and extended commands.
    Keys are almost completely configurable.
    Support for both left- and right-handed modes.
    Save and restore.
    Sleep mode.
    News

    Version 1.16 Released.

    Allow users to bind commands to individual chordkey presses (note, you can't bind combination presses, and commands are activated when the key is released).
    Added support for binding run and fight movements (movements prefixed with 'g' and 'F', respectively).
    Added the 'cmdkey' option, which lets the user define the key used to open the command window.
    Added 'keyhelp' option which controls whether the bindings are shown on the screen (default is now off).
    Added HELPLINE1 and HELPLINE2 directives. These take key lists, which determine which keys appear in the key help, and in what order.
    Moved minimap colours into a palette file (minimap.pal).
    Properly ignore all input when in sleep mode.
    Various commands which didn't show a prompt now do (eg, wear, take off, eat, etc).
    Fixed a bug in the default X keymapping. ie, it actually works now (the default was mistakenly set to "o," instead of just "o").
    Fixed a bug where dismissing the "Toggle Option" key binding submenu without selecting anything would cause a crash.
    Fixed a bug where responding to the "Press A…" prompt would result in the action bound to A getting executed.
    Fixed keyboard colours, and changed the palette to plain text.
    Regarding the keymapping code, the new cmdkey option adds interesting new possibilities. For example, by switching the cmdkey to 'start', you can free up both shoulder buttons for chording:

    OPTIONS=cmdkey:start
    CHORDKEYS=r,lIt's interesting to note that the 'lefthanded' option is somewhat unnecessary now, as the same thing can be achieved with cmdkey and CHORDKEYS. However, I've left it in for backward compatibility, and it results in the L and R keys being swapped.

    Note, make sure you copy over kbd.pal and minimap.pal from the distribution archive to your /NetHackDS directory (assuming you don't just unzip straight over the old copy)..

    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2008 16:26

    NightFox has released a new version of colors for the Nintendo DS. Heres the release info:

    Hi!

    Game is almost completed. Only rest wait for definitive music, some test for bugs and do the savegame to file (i'm little lazy today to do this, and minor graphics corrections (game title screen, credits, etc) Now game ends at 25th level (or if you fill the screen and gets game over). Keep in mind the important thing in this game is earn the maxium score posible using the combo system.

    Oh yes, i added 7 bg's and bgm's, they switch every 4 levels and 1 special for last level

    Hope you enjoy it

    See readme for instructions and adition credits about free sound, mp3 and space bg's i used on my game

    Regards

    Fox

    Download Here and Give Feedback Via Comments ...
    by Published on January 5th, 2008 15:27

    News/release from Darko79:

    This is a plugin for PSP CWF 3.71M33 that displays some basic info on screen:
    - CPU speed and CPU usage
    - BUS speed
    - battery status (percent and time left)
    - local time

    Installation:
    -------------
    Put hud.prx in seplugins directory on your PSP memory stick and append ms0:/seplugins/hud.prx to vsh.txt and game.txt files.

    Usage:
    ------
    Default configuration is to show CPU speed, battery percent left and local time in bottom right corner.
    Default button setup is:
    - NOTE+LTRIG to access configuration menu.
    - NOTE+RTRIG to turn HUD completely ON/OFF.
    When you exit menu configuration will be automatically saved in ms0:/seplugins/hud.cfg
    If button configuration is changed and you can't enter menu anymore (or can't rembember) delete hud.cfg and restart PSP.

    Known problems:
    ---------------
    Display is best shown in bottom left or right corners, I don't know why it won't work in upper corners just as good as in bottom ones.


    Version History:
    ----------------

    January, 5th 2008. v1.2
    -----------------------
    - buttons for menu and HUD are configurable within configuration menu
    - add custom alignment (adjust with analog)

    January, 4th 2008. v1.1
    -----------------------
    - added cpu usage and bus speed
    - menu is now accessed with NOTE+LTRIG
    - toggle HUD with NOTE+RTRIG
    - redesigned menu selection (looks nice now)



    Download and Give Feedback Via Comments ...
    by Published on January 5th, 2008 15:23

    via pdroms

    Converter is a units converter for iPhone.

    Changes:

    04 Jan: (0.13 release) Added support for accuracy (precision). Added additional measurement: 'Pressure'.
    http://code.google.com/p/iphone-converter/ ...
    by Published on January 5th, 2008 15:22

    via pdroms

    Caissa is a native chess game for iPhone's. This release will wipe out your saved game and preferences, due the the refactoring of the preference system.

    Changes:

    Save on exit
    fixed preference discrepancy for first time users http://byteeasy.com/projects/wiki/Caissa ...
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