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  • DCEmu Featured News Articles

    by Published on June 26th, 2007 20:10

    Brandon has updated his Roguelike RPG Game for the DS and GBA (2 Seperate Versions), heres the long whats new:

    Warning: The keyboard handling for SDL started as an ugly hack trying to present to POWDER the button layout of the GBA. I've largely removed that hack in exchange for a system that uses peeking of keys rather than trying to track keyboard states. This should be easier to manage and less error prone. However, be warned that there may be cases where hitting the wrong key causes POWDER to hang. If you encounter such a thing, please let me know! Similarly, you will note the repeat rate for keypresses is now unified. I'd appreciate any comments if this is a better or worse situation.
    Exciting: This version introduces the ability to replace POWDER's tile set on platforms other than the GBA by merely adding the correct file to the correct directory. Look for the Art Pack which has directions on how to do this.

    I've hit my 256th tile. ARGH!!!
    Added Belweir's library to level 21.
    Minotaur moved up to level 15, caverns now start a level earlier.
    The creature memory of your intrinsics is now saved.
    Creature kill list now sorted by creature difficulty - highest expvalue creatures will show first.
    If you fizzle a wand zap, the wand is now marked as cursed.
    Throwing cursed weapons or potions has a chance of fumbling and throwing them on the ground. In this case their cursed state will be noted.
    New skill, ambidextrous.
    The floppy hat and plain robes are gaudy, not guady. (David Damerell)
    Wielding a platemail in the off hand no longer grants you a powerful shield.
    You can now patch the Windows, Linux, and DS versions by adding a subdirectory called "gfx" with the appropriate .bmp files. You can find template .bmp files inside the latest artpack. The new graphics options show up as "From Disk" in the Tile menu.
    Due to a mixup in the DS community, I've taken a hit to my humility stat to add my name to the title screen. Hopefully this clears up the confusion there.
    Your armour value now reflects your skill in your armour, so as you gain skills your armour value will go up. You will see much higher values now, but the underlying code hasn't changed.
    Funny messages inform you if you try to walk out of the map. (David Damerell)
    Lava tiles are always lit now.
    Quizar's level is now dark.
    Chainmail is a flexible, not an flexible.
    Paper items that fall in lava burn now.
    Divination now spelled correctly. (David Damerell)
    Corpses, statues, and bones are now "a brown slug corpse". This is shorter than "a corpse of a brown slug" and also avoids embarassing phrases like "stop playing with corpses of a brown slug". (David Damerell)
    Sapphire, not saphire. Conscious, not concious. Rat tails, not tales. (David Damerell)
    [L] and [R] work as page up and page down in text viewers.
    If your secondary weapon is two handed, it will no longer attack during dual wield.
    You are explicitly allowed to put two handed weapons in your off hand if your primary hand is single-handed. They will not dual-wield but this may be useful in the case of staves.
    Equipping a two handed weapon will dequip your shield to free up the space.
    [SDL] 100% CPU usage on some menus is fixed. (R. Alan Monroe)
    [SDL] Previously, it was possible to get into a bad state where POWDER will be idle but would stop accepting key presses. This would often happen on info screens. This has been fixed, but I may have introduced new problems :< (R. Alan Monroe)
    [Linux] The executable bit should be set on the powder executable in Linux. (David Damerell)

    Download and Give Feedback Via Comments ...
    by Published on June 26th, 2007 20:10

    Brandon has updated his Roguelike RPG Game for the DS and GBA (2 Seperate Versions), heres the long whats new:

    Warning: The keyboard handling for SDL started as an ugly hack trying to present to POWDER the button layout of the GBA. I've largely removed that hack in exchange for a system that uses peeking of keys rather than trying to track keyboard states. This should be easier to manage and less error prone. However, be warned that there may be cases where hitting the wrong key causes POWDER to hang. If you encounter such a thing, please let me know! Similarly, you will note the repeat rate for keypresses is now unified. I'd appreciate any comments if this is a better or worse situation.
    Exciting: This version introduces the ability to replace POWDER's tile set on platforms other than the GBA by merely adding the correct file to the correct directory. Look for the Art Pack which has directions on how to do this.

    I've hit my 256th tile. ARGH!!!
    Added Belweir's library to level 21.
    Minotaur moved up to level 15, caverns now start a level earlier.
    The creature memory of your intrinsics is now saved.
    Creature kill list now sorted by creature difficulty - highest expvalue creatures will show first.
    If you fizzle a wand zap, the wand is now marked as cursed.
    Throwing cursed weapons or potions has a chance of fumbling and throwing them on the ground. In this case their cursed state will be noted.
    New skill, ambidextrous.
    The floppy hat and plain robes are gaudy, not guady. (David Damerell)
    Wielding a platemail in the off hand no longer grants you a powerful shield.
    You can now patch the Windows, Linux, and DS versions by adding a subdirectory called "gfx" with the appropriate .bmp files. You can find template .bmp files inside the latest artpack. The new graphics options show up as "From Disk" in the Tile menu.
    Due to a mixup in the DS community, I've taken a hit to my humility stat to add my name to the title screen. Hopefully this clears up the confusion there.
    Your armour value now reflects your skill in your armour, so as you gain skills your armour value will go up. You will see much higher values now, but the underlying code hasn't changed.
    Funny messages inform you if you try to walk out of the map. (David Damerell)
    Lava tiles are always lit now.
    Quizar's level is now dark.
    Chainmail is a flexible, not an flexible.
    Paper items that fall in lava burn now.
    Divination now spelled correctly. (David Damerell)
    Corpses, statues, and bones are now "a brown slug corpse". This is shorter than "a corpse of a brown slug" and also avoids embarassing phrases like "stop playing with corpses of a brown slug". (David Damerell)
    Sapphire, not saphire. Conscious, not concious. Rat tails, not tales. (David Damerell)
    [L] and [R] work as page up and page down in text viewers.
    If your secondary weapon is two handed, it will no longer attack during dual wield.
    You are explicitly allowed to put two handed weapons in your off hand if your primary hand is single-handed. They will not dual-wield but this may be useful in the case of staves.
    Equipping a two handed weapon will dequip your shield to free up the space.
    [SDL] 100% CPU usage on some menus is fixed. (R. Alan Monroe)
    [SDL] Previously, it was possible to get into a bad state where POWDER will be idle but would stop accepting key presses. This would often happen on info screens. This has been fixed, but I may have introduced new problems :< (R. Alan Monroe)
    [Linux] The executable bit should be set on the powder executable in Linux. (David Damerell)

    Download and Give Feedback Via Comments ...
    by Published on June 26th, 2007 20:04

    via IGN


    Ah, Rockstar, how you like to tease. With the arrival of the new GTA IV trailer threatening to bring the internet to a standstill when it goes live in two days, Rockstar is building excitement by answering the prayers of fan boys across the world and releasing new assets for the game. Well, one new asset, and it's not even a proper screenshot. Still, we're happy to get any kind of scraps when it comes to GTA and the new piece of art shows Niko behind the wheel of a car that has been pulled over by the cop. The beardy rozzer is flashing his badge through the window, much to Niko's disgust, and… well, that's about it.

    We could waffle on for ages about how the cop could be crooked and that he might be working with Niko. Or we could theorise that the artwork indicates an all-new breed of supercop, one that will bust our Eastern European buddy if he breaks the speed limit by a couple of miles-per-hour. But, frankly, that would be pointless and a waste of your time. Instead, check out the artwork and make sure you're back here on Thursday, when we'll be showing off the new trailer and providing you with some proper insight into the game.


    Screenshots of GTA IV are here ...
    by Published on June 26th, 2007 19:49


    One gamer reports that he managed to purchase a copy of Lumines for the PSP for the price of just $0.10 from Wal-Mart. The exploitable game was found in a bargain bin with a price tag of $11.83, but it scans through the till at just $0.10!

    [via EvolveXMB] ...
    by Published on June 26th, 2007 19:30

    You think the Wii Billiards Controller Attachment that we first mentioned here was ridiculous? You havent seen anything until you saw the Wii Cooking Kit Controller Attachment! Item retails for $13. What other weird peripherials will they come out with next? They have already came out with products like the Wii Sport extensions, Zelda Sword and Shield Extensions, Pool Cue stick, Wii Cooking and whats next? We should have a poll on what other weird products they will come up with next.




    Source: Goldenshop.com.hk

    DIGG THIS
    ...
    by Published on June 26th, 2007 19:16

    via Eurogamer


    Vivendi Games division Sierra has revealed Robert Ludlum's The Bourne Conspiracy for PlayStation 3 and Xbox 360, a stealth-action game due to debut at E3 next month.

    Developed by High Moon Studios and due out next summer, The Bourne Conspiracy will combine all of Jason Bourne's trademark characteristics - including his ingenuity in hand-to-hand combat and fire-fights and his escape and evasion techniques - as witnessed in the big-screen Bourne Identity and Bourne Supremacy films starring Matt Damon.

    Although the first screenshots suggest that High Moon won't be using Damon's face, the game's goals are seemingly indivisible from those of its parent series, making the same promise to delve into Bourne's character and "provide game presentation inspired by the aggressive film-making and frenetic action found in the films".

    "High Moon has collaborated closely with Mr Ludlum's estate holders, the guardians of his creative vision, since the day we began to develop the game," says High Moon president Peter Della Penna.

    "The goal of that collaboration has been to create a videogame that takes inspiration from known elements within the Bourne universe, elements that have captivated more than a quarter of a billion people around the world, with original story and gameplay that establishes a signature Jason Bourne game experience. Robert Ludlum's The Bourne Conspiracy is our instalment to the series and is meant to reside on its own within the Bourne entertainment library."

    Expect to learn more about what they're up to during E3, which runs from 11th to 13th July ...
    by Published on June 26th, 2007 19:11

    News from Craigix:

    http://www.lugradio.org/live/2007/index.php/Main_Page

    7th-8th July 2007 ... The Lighthouse, Fryer Street, Wolverhampton, UK

    We are going to be there with the GP2X, anyone fancy coming? We will be selling at a discounted price and will also talk about what our future plans are Wewill have the '2x on LCD panels too.
    ...
    by Published on June 26th, 2007 19:01

    News from Zodttd:

    Hi everyone,

    A small but good status update on psx4gp2x. I've actually been working on the psx4all ARM Dynarec (psx4gp2x) for some time now, off and on. After bothering Exophase enough, he is starting to come to his senses and help me out with psx4all.

    Thanks to Exophase, a night full of coding (and lots of work for me to do in the day!) helped us produce a disassembler for the psx4all ARM Dynarec which produces not only the MIPS disassembly from the PSX side of things, but also the dynarec'd ARM disassembly for the corresponding MIPS code! This is going to be extremely helpful for improving the dynarec performance overall!

    As you may notice from the above code (besides a bug or two in the output), the dynarec is saving and restoring two registers almost constantly on and off the stack! This can be easily changed for the better! Also see how much that small block of MIPS code is taking so many ARM instructions? This is due to many things, but a large chunk of it can be reduced by changing the way I handle the differences between direct/indirect branches, as well as IRQ checks. I'm outputting too much code for checking IRQs and since its done at the end of each block, with such small blocks, it's way too much overhead.

    Then Exophase gave me a good idea to change the way IO is handled. Since I learned about PSX emulation mostly from FPSE/PCSX, they used a plugin model. My model, although it doesnt use plugins, is similar, and doesn't benefit from performance increases that can be had by using a more unified approach for moving IO data.

    The short of things: Exophase has been a HUGE help already! Expect good things from psx4all to come. This work helps not only psx4gp2x, but other ARM based ports of psx4all as well.
    ...
    by Published on June 26th, 2007 18:59

    News/release from hal9000

    Stable version of my GP2X port of this puzzle / dungeon crawling game.

    New features:
    - Undo (even when you are dead!)
    - Mimic view: in zoom mode, switch between your mimics.

    Bug fixes:
    - Bug fixed in fullscreen interpolation (looks nicer now)
    - Invisibility potion does not cause slowdown anymore.
    - Character does not get stuck on new level anymore.
    - Some other minor bug fixes...

    The README file contains additionnal tips to recover your lost profile, too.

    Download: http://julien.carme.free.fr/drod-gp2x-1_0.zip
    ...
    by Published on June 26th, 2007 18:49

    via eXophase




    Users over at the IGN Boards are reporting that retail chain Gamestop is currently offering a free Syphon Filter: Logan's Shadow demo UMD. Not all stores appear to be offering the demo at this time, so its best to give them a call before heading out.

    Alternatively, you can request a copy of the demo from Sony at the official website. It's puzzling as to why Sony always limits new demos to UMD format, rather than offering a downloadable version. Ah well.

    Free Syphon Filter: Logan's Shadow demo UMDs [IGN Boards via PSPFanboy] ...
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