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  • DCEmu Featured News Articles

    by Published on December 15th, 2007 14:44

    via pdroms

    SMSD is a simple application for iPhone to delete and forward individual SMS.

    Changes:

    New Feature : Unread SMS will be shown in red.
    New Feature : Number of unread SMS will be shown in red circle on the icon.
    New Feature : Character Counter
    New Feature : Long SMS (more than 160 chars) are sent as one message and not as multiple split messages.
    Fix : Unicode (chinese etc.) SMS are sent properly.
    Âix : Wrong message was deleted when Message screen is changed using arrow buttons.
    Fix : SMS send was slow/timing out.http://code.google.com/p/iphone-smsd/ ...
    by Published on December 15th, 2007 14:43

    via pdroms


    You drive a tiny car against oncoming traffic! No brakes! Tilt your device to escape.

    Installation:
    Go to Installer -> Sources than add a new source named http://www.soneso.com/iphone

    After doing so you will find a new install folder named Soneso (Installer -> Install). Now you are able to install soneso apps. http://soneso.com/Site/apps.html ...
    by Published on December 15th, 2007 14:41

    via pdroms

    The guys at Psilocybin Development are currently looking for a level designer for their puzzle game "Poussin". In total there should be 80 levels, with increasing difficulty and increasing use of objects.

    If you are interested, if you have lots of time and if you are sure you can make 80 challenging levels, please get in touch with the development team - mail to dj_x63 (at) hotmail.com, which can also be used as direct MSN contact.

    The game is supposed to be ported to plenty of systems such as the GP2x, Dreamcast, GP32, Pocket PC, etc... so your hard work will reach a larger audience. http://www.planetkedo.de/projects.php?id=poussin ...
    by Published on December 15th, 2007 14:38

    Via pdroms comes word of a new version of Xump the puzzle game for Pocket PC:

    Xump consists of a 20x12 playfield which is filled with various types of blocks. Your job is to make the blue blocks disappear from the playfield by stepping on them. There are five main types of block, each of which behave differently.

    Grey Blocks: A grey block allows you to step on it with out disappearing when you stand on it. Your start point is always a grey block, the last block you step on must be a grey block as well.

    Grey Arrow Blocks: Arrow blocks forward you AUTOMATICALLY in the given direction without warning, with exception to the two way arrow blocks which have either a vertical or horizontal black line. You may only walk over two way arrow blocks in the direction of the arrows. Arrow blocks do not disappear when you step on them

    Warp Blocks: Warp blocks always come in a double pack. If you jump in, you come out at the other warp block. Warp blocks are grey and have a hole in them, they do not disappear when you step on them.

    Blue Blocks: Blue blocks have to be destroyed by stepping on them. Be warned that blue blocks disappear after a short while of standing on them, or when you leave the block.
    Darkblue Blocks: Darkblue blocks turn into blue blocks, be careful: Darkblue blocks are sometimes an essential part of the puzzle elements.

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 14:32

    News from Raphael`s Devblog

    If you wonder where the last announced releases are, well, the effort with the motion kit driver was unexpectedly higher and kept me busy the last week. However, I am now in the state to do the final testing and polish on the motion kit driver before I roll it out to everyone. After that I will finish up JoySens 1.4 and release that as well.

    Together with the motion kit driver, I will release a small SDK that allows developers to make use of the driver for their own homebrew creations. This guarantees that an already installed driver by the user will not interfere with the homebrews own implementation of the motion kit communication and allows the developer to influence the drivers behaviour. For the developers, that already want to start developing a game for the motion kit and want to be compatible with the driver on it’s release, you can find the header for the motion kit driver library here.

    For the end-users, the first release of the motion kit driver will allow you to make some basic input through the motion kit to any of your homebrew or UMD games, without them having to be specially programmed for that. This will be achieved by forwarding the motion kit input to user specified buttons of the PSP, so the homebrew/UMD game is just handling the normal inputs. Also, those buttons can be adjusted in a configuration file per homebrew/UMD.
    Also, the driver will be able to track plugging the motion kit in and out at any time and is even compatible with inserting the headphone remote, so you can at any time change the motion kit support for headphones, even in game. However, the first release will probably not yet contain a fix for the sound output problem, since I still haven’t found a viable solution to this. I’m still working on reverse engineering Sonys remote driver code to find a possible software solution that will be compatible with normal headphones/remote being plugged in.
    ...
    by Published on December 15th, 2007 14:30

    News from Mistabeen

    Hi all,

    For some time now I have been using certain homebrew that requires text input like PSPIRC, AFKIM, etc...
    Danzeff has created a nifty little keyboard aplication that gives us the opportunity to input text quite easy.
    However, I always seem to strugly with the analog nub that is a bit awkward. I don't know about anyone else, but it can be sometimes quite hard to highlight the correct square.
    Therefore I designed a new style of keyboard that could be used for textinput on the PSP.
    My mainfocus ont his design was to be able to input text at a much faster pace then danzeff's keyboard. I based this on rythem games, that uses combinations of buttons to input a series of signals at a fast speed.
    I'm quite sure that people who play rythem games on the PSP will be quick learners for this typing system.

    Ofcourse, this is just a PoC, a design for a keyboard.
    I can only code LUA and I know that those keyboard plugins are written in C, therefore I release this as a PoC and not an official coded release.

    I called the design of the keyboard CuTy Keyboard (Quick Text Keyboard > QT Keyboard > CuTy keyboard) becaus it's main focus is on rappid text input on the psp.
    This keyboard might not support as many characters as danzeff, but it contains all the vital characters AFAIK.

    You can view my presentation of CuTy at this website
    http://users.telenet.be/mistabeen/cuty

    Some of the main features:

    3 different input modes wich you can scroll trough using the select button (a bit like the official OSK of the PSP)
    - Basic text
    - Alternative text
    - Numpad

    Moving the analog nub gives a hard enter

    Holding a button in basic text input mode for 1sec will type a capital letter instead of a lowercase letter.

    Cycle trough different combinations using the shoulder buttons (no shoulder buttons, left shoulder button, right shoulder button, both shoulder buttons)

    I am hoping some developper sees something in this concept and works it out so it can be used in other homebrew aplications as an alternative next to danzeff's keyboard.

    Check out the presentation at the link above
    via mistabeen ...
    by Published on December 15th, 2007 14:25

    News from Eponasoft

    As one who likes to go straight for the throat in game development, I decided to port this game to the DS even before the PCE version is finished. Here's just the very first screenshot of this production, Mysterious Song for the DS:



    It's just the title screen so far, but that's all I can really show off for it just yet. If you are unfamiliar with this game, it is a classic PC roleplaying game created by Darkness Ethereal in 1999. It is styled after Dragon Warrior and is a little short but very enjoyable.

    This is the first official production by Eponasoft and will be followed by several others, including two more RPGs, a platformer, and a first-person shooter.
    ...
    by Published on December 15th, 2007 14:21

    News/release from MonkeyZ:

    Here's an early christmas present, will be releasing the code once I've made a few more changes and cleaned it up a bit.

    This is an unofficial build of the Win2DS client and server, both the client and server have been updated
    with new code to enhance the speed and quality of the service.

    Changelog:
    ---------

    Win2DS 0.8a

    client - allow touch with the pen in zoom screen to click mouse
    client - holding L and using ABXY will now use cursor keys
    server - all the different mouse pointers (caret, resize, etc) now display correctly on the DS

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 14:17

    Wizlon has again updated Tabbed, heres the release details:

    No messing round here, because I’ve got something huge. It’s a drum machine. I always fancied jamming along to some slick beats, throwing a few chords around, climbing the fretboard in a frenzy of off the wall improvisation, but I never really got round to it because the whole effort sounds empty without a backing beat. I’ve tried drum machines before but they were either too complicated or far too simple, that’s why I created the drum machine for TaBbed.

    I’ve kept the whole idea simple, while offering enough complexity to have fun with it. Essentially you have your drum board, place dots on each instrument using your stylus, when the time line hits the dot, the drum sounds. You can adjust the speed using the speed control, the lower the number, the faster the beat (I will improve this in later versions). You can also mix this up by bringing in the sequencer, the sequencer is held on the top screen, each channel has its own drum board, independant speed and can be repeated as many times as you need. You won’t enable the sequencer unless you hit the play button, the sequencer will play each channel as many number of times as you specified and will loop until the stop button is pressed. Easy as that, for maxiumum effect connect your ds up to your amp or powered speakers, you neighbours won’t know what him ‘em.

    I will be making more changes to the drum machine as versions go by, namely loading your own drum samples as well as saving and loading sequences. If you have any suggestions or improvements then give me a shout. Enjoy.

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 14:13

    via player advance

    Who does not know Sokoban? This little game where you must push boxes for a place where it can easily be precise ...

    Billy Box is a Sokoban clone, in which 48 tables.

    This is my first production on GBA who, without being exceptional technically remains quite decent.

    Good Thursday

    Download Here and Give Feedback Via Comments ...
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