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  • DCEmu Featured News Articles

    by Published on December 15th, 2007 14:03

    SonnyJim posted this news:

    I've just finished porting the Boa web server to DSLinux and I've set up a small site using Scorpei's design.

    http://ds.servehttp.com

    I'll leave it on for most of the day today and Boa should be showing up in the official builds in the next couple of days.
    ...
    by Published on December 15th, 2007 13:55

    Ant512 has posted a new release of his Windowing System for the DS, heres whats new:



    A few more changes, the most interesting being:
    - No need for PALib. SteveH from the GBADev forum kindly wrote a patch to remove it. Woopsi now ships with two makefiles - one lets you use it with libnds (no PALib required), and one lets you use it with PALib.
    - Skinnable screens and windows.
    - Animation class and animated buttons.
    - Support for 1bpp font bitmaps.

    Here's the complete changelog:
    - Fixes:
    - Gadget::hideChild() was only hiding previously-hidden children.
    - Gadget::hideChild() was moving an iterator in the wrong direction.
    - Gadget::closeChild() was moving an iterator in the wrong direction.
    - Gadget destructor closes children correctly.
    - Gadget::moveChildToHiddenList() was incorrectly reducing the decoration count.
    - Gadget::moveChildToDeletedList() was incorrectly reducing the decoration count.
    - Gadget destructor did not close hidden children.
    - Children and hidden children deregistered from VBL when destructed.
    - Woopsi no longer automatically switches screen focus when a screen closes.
    - Renamed screenbase and windowbase files back to screen and window.
    - Renamed WindowBase class back to Window.
    - Swapped Bitmap class for Bitmap struct.
    - GraphicsPort now works with const references to clipping rects.
    - Fixed GraphicsPort::drawBitmap() clipping on top screen.
    - Fixed GraphicsPort::drawFilledRect() clipping on top screen.
    - Removed SuperBitmap::newBitmapGraphicsPort() as the top screen offset code in the GraphicsPort made it unworkable.
    - VBL count increased before child VBL functions called.
    - Font class initialises _isMonochrome variable correctly.
    - GraphicsPort and SuperBitmap reset font colour correctly when using colour parameter.
    - Window drag initialisation moved into WindowBorderTop gadget.
    - Removed Window::checkTitleBarClicked().
    - Added const-correctness and implementation hiding to Font classes.
    - Removed Gadget::GadgetType enum and all references to it.
    - Improved const-correctness of GraphicsPort class.
    - BitmapButton works with const u16* bitmap data instead of non-const.
    - Swapped bool cast for flag setting in Gadget constructor with PALib-style double logical NOT construct.

    - New Features:
    - Skinning system.
    - Added MonoFont class for 1bpp font support.
    - Split Font class into Font and FontBase classes.
    - Added Animation class.
    - Added GraphicsPort::drawRect().
    - PALib is optional.
    - Added AnimButton.
    - Added GraphicsPort::drawBevelledRect().
    - Removed Gadget::drawIntOutline() and replaced with GraphicsPort::drawBevelledRect().
    - Added Gadget::getXXXColour() functions.
    - Added Gadget::getOutlineType().
    - Added AnimButton test.
    - Added new ROM icon.

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 13:50

    Noda has posted a new release of his Game for the DS



    The basic idea is to have a ball, we moved in a kind of maze, to accomplish a goal in a limited time (not very original in principle, but I found it in the middle of an annoying ... at the beginning I thought of a Falldown 3D)

    The project is to pay for December 20, and in this case it is almost finished, but to say that as it is more a technical demo a game (for the moment .. .)

    So I do a lot mumuse, here at the moment which is managed:

    - Physics engine for the ball, which manages the moment a space in 2.5 D (collisions 3D will come later)
    - 3D dual screen, with the choice mode continuity (1 single large screen) or 2 different views
    - Skybox for the global environment
    - Simulating light spot
    - Projected shadows and cut through the stencil buffer
    - Porting gluSphere ()
    - Motion blur on the ball
    - Display 2D over the scene (always using the hard 3D)
    - MP3 music and sounds managed by the SA lib (made in passing)
    - Bonuses and special pieces (I leave you surprised by the effect of "mushroom")
    - 1 level alone for the moment (though the system of links and data structures are ready) ...


    The scene of screen 2 is run by approximately 35% of cpu, knowing that there is still room for optimization, so I add a few what belongings ...

    Otherwise where it becomes interesting is that I will continue this project for a course of the 2nd session called "project" Sympa, the courts in Canada

    So what will be a priori added:

    - Level editor!
    Environment-map on the ball, I also tried to manage spécularité with a kind of décal (spécularité hard being limited and very ugly, it's gouraud and not phong ...)
    - And various elements vary for contriuber to wealth levels (and make the game a minimum interesting ...)
    - Passage of the physics engine in 3D real
    - Bump mapping? Ca me try Well, faudrai I captures Payk to find out how he managed ca ...
    - New items (see below)

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 13:42

    News/release from Mollusk: for Pocket PC:

    Here's a quick release of an old game I coded, Virus Chaser. I didn't release it at first because I was looking for a graphist (never found one ^^). If anyone is motivated, feel free to post here ! The theme can be completely changed, I named it Virus Chaser because they were the only images I had ready to use :s

    The whole game is about preventing a virus from escaping !

    Each turn, you can plot a single wall to try and block the virus, and it'll then move 1 tile towards the exit...

    Each time you manage to capture it'll, you'll have to restart with 1 less wall at the beginning... How good a Virus Chaser can you get ?

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 13:37

    via drunkencoders

    There was Panic in the Streets as Santa Claus Conquers the Martians!

    This week is a slow week for The Moon Books Project. Issues 62 and 63 of the hugely popular Heroes comic are available for download and view on the DS. Also, we have featured a series of Douglas Fairbanks silent swashbucklers! If you are a fan of Prince of Persia, be sure to check out the film The Thief of Bagdad!

    We have released several other films this week:

    Mr. Arkadian starring Orson Welles can best be described by the following: An American adventurer investigates the past of mysterious tycoon Arkadin...placing himself in grave danger.

    Santa Claus Conquers the Martians is a film about the youth of mars, and Santa Claus' work to um... conquer their planet.. sort of..

    Panic In The Streets stars Jack Palance as (go figure) a killer infected with the bubonic plague.

    Our movie total is up to around 250 and our book total is around 500, all ready to be freely and legally downloaded and viewed on the Nintendo DS via the Moon Shell application.

    Also, we are giving away free skins all month!
    http://moonbooks.net ...
    by Published on December 15th, 2007 13:28

    News/release from DarkMoon:

    It’s only the kernel addon of Dark_AleX patched for run on 3.73 firmware (now 3.73 HX-1 beta).

    All merits goes to Dark_AleX and _HellDashX_ .

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 13:25

    News/release from Psphacker108;

    Hey guys, I wanted to stop by and release my new Intellegence game for PSP.

    You have to answer 10 questions. There is three choices for each question.

    If you get one wrong. You lost completely.

    There is many different category's for the questions.
    -- Categorys of the game are --

    -- Geography --
    -- Math --
    -- History --
    -- Music --
    -- Gaming --
    -- Each level has a category listed on it --

    Button Commands:

    First Question Press Triangle
    Section question Press Circle
    Third question Press X

    That is done so you cannot answer a question incorrectly by accident.

    THANK YOU TO ja750 for the images
    Enjoy the game guys!

    Download and Give Feedback Via Comments
    via psphacker108 ...
    by Published on December 15th, 2007 13:23

    Art has posted a quick release of his Time Baby app for the PSP, heres the release details:

    Hi Guys,
    The Time Baby program, in it's present state, is primarily a talking graphic alarm clock program for the Sony PSP. Time Baby includes a moon phase display and Sunrise / Sunset information that may be handy for mountaineering, bushwalking, hunting, fishing, photography, or avoiding the Sun in your eyes when driving!

    I have also included a graphic world time clock that can display the time virtually anywhere, and the most recent addition to the program, a talking heart rate monitor for those who have the hardware.

    This is not my first PSP clock, or even my first talking clock, but it is at least the neatest PSP clock I have seen so far. Time Baby is written in C, with the free PSP SDK

    This is a fix to my old Time Baby program which gives the ability to exit to the XMB using the HOME button which would previously shutdown the PSP completely.Also exits back to iRShell if you were playing music.

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

    Jason UK has posted a new release of PRXdecrypter, heres details about the release:

    Can decrypt/decompress/extract:
    * individual firmware modules from all known retail firmwares (1.00-3.73)
    * updater modules from all known retail updaters
    * modules and EBOOT.BIN files from all known retail games, and non-retail/testing EBOOT.BIN files
    * M33 custom firmware modules
    * RLZ files extracted from RCOs
    * official updater DATA.PSP
    * meimg.img and me_sdimg.img from 2.50+
    * 2.7X~3.52 demos DATA.PSP
    * 1.XX, 2.00-2.50, 2.60-2.71, 2.80, 3.00 and 3.10+ gamesharing EBOOTs
    * 1.xx index.dat (encrypted form of version.txt)

    Heres the changelog

    1.7 --> 1.8
    - Now extracts special PRXs from updater executables - open the updater with PBP Unpacker and put the DATA.PSP (renamed to whatever) in the enc folder.
    ` It will extract all the PRXs - including the hidden ones SCE didn't want us to see (they used a lame XOR encryption to hide the new ones).
    ` A lame XOR encryption was used on the usual ones, and they double-encrypted "sceLoadExecUpdater" with a scrambled header
    - Overhauled filetype detection, now works with any file that has a decryption key, not just those with ~PSP in the header.
    - Plain 2RLZ decompression works again
    - Reduced occurence of unnecessary unsignchecking
    - Returns correct unknown tag message
    - Handling for double-encrypted files with scrambled headers in order to obtain the output size, such as sceLoadExecUpdater (a PRX hidden inside updaters)
    - 2.xx+ game EBOOT.BIN decryption fixed
    ` note: there is a new type EBOOT.BIN floating around that this app and Aenea decrypter cannot decrypt,
    ` if anyone comes across it, please PM me
    - Added support for 1.xx (and possibly 2.00-2.50) index.dat decryption

    Download and Give Feedback Via Comments ...
    by Published on December 14th, 2007 23:55

    Jonz has released a new version of his Nes Emulator for the iPhone:

    NES.app lets you play Nintendo games on your iPhone. It is a fully functional, feature-rich Nintendo emulator.

    NES.app uses an emulator core we call NESCore, which we've forked from pNESx and InfoNES and re-engineered as a highly-portable and high-performance Nintendo emulator core.

    In order to use NES.app, you will need ROM images of Nintendo games. ROM images are files containing the dumped instruction code from a physical cartridge. In many cases, you are legally entitled to posess a ROM imageof any game that you presently own. ROM images for NES are widely available online, or with the appropriate hardware, you can dump them yourself directly from the cartridge.

    Features
    Multitouch: Use the directional pad + A + B, or other combinations
    Landscape Mode: Turn the iPhone counter-clockwise to play in landscape mode
    Zapper Tap: Tap objects on the screen to shoot them
    Full Screen: Enlarge your NES picture to the max possible
    Save State: Save an instant snapshot of your game and come back to it later
    Game Genie: Use Game Genie cheat codes
    ... and many more
    NES.app is not iPhoneNES!
    NES.app started as a fork of iPhoneNES v0.01, but has been completely rewritten to run very fast, and with many additional features including sound, multitouch support, full-screen, landscape mode, game genie codes, saved games and much more. It now contains zero code from the original iPhoneNES project.

    As of recent, stepwhite re-released a much older version of NES.app as iPhoneNES v0.31. We have no idea why, but please be aware that NES.app is in no way affiliated with the iPhoneNES project (which only ever released v0.01 officially). We recommend using the latest version of NES.app instead, which is available below.

    2.0.2 [jonz] Added saved game icon next to saved games in all browsers
    More code cleanup
    Improved swiping, removed false swipes when scrolled from center

    Download Here ...
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