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  • DCEmu Featured News Articles

    by Published on June 25th, 2007 00:43

    Vilmos has updated the port of Mame for the Tapwave Zodiac, heres whats new:

    - Wow. Well I decided it was time to upgrade. So this is almost half-way to my goal of updating to the base MAME 0.37b16
    - So all new working original games from 0.37b1 to 0.37b6 are supported unless they had known problems in which case they are disabled.
    - This makes the file sizes significantly larger as there are updated cpu cores, some new ones and a ton of games.
    - Hacked the CAVE games (Dangun Feveron, Esp Ra. De. and DoDonPachi) to work with palms limited memory. You must turn off the sound to make these games work and (you might want to sit down) YOU WILL NEED AT LEAST 60MEGS of free RAM to play them. They work pretty well on the Zodiac though, quite playable.
    - Speedups will be added once the code base is stable again. Anyone wanting to help optimize the speed should contact me! Although nothing will be done until I hit the highest MAME version before the speed drops off.
    - Artwork has been updated to support later versions of backgrounds.
    - High scores now save and load properly (need a hiscore.dat in your palmmame dir)
    - Smash TV and Total Carnage now work!

    Download Here ...
    by Published on June 25th, 2007 00:39

    Alex has again updated his game puzzle game for the DS, heres whats new:

    Version 1.4 is out, here is the changelog:

    - Fix a graphic bug on ‘Net’ game
    - Add a version check control, when version > 1.4 will be released, you won’t acces all wifi features anymore until you download the new version.
    - Improve some other little things…

    Download and Give Feedback Via Comments ...
    by Published on June 25th, 2007 00:37

    Beodeulpiri has updated his game Gostop DS:

    Heres whats new:

    v1.3
    - The plaque in order to move, amendment
    - When [khem] putting out this plaque, the actual condition amendment which comes out from place [khu]
    - Score registration functional addition

    Download and Give Feedback Via Comments ...
    by Published on June 25th, 2007 00:33

    Sektor has updated his DiggerDS game, heres whats new:

    Andrew Jenner created Digger Remastered. Maxim Sobolev converted it to use SDL. I did a quick port of the SDL version to Nintendo DS. This is a classic game originally by Windmill Software. You have to dig around the map and eat all the emeralds or kill all the hobbins/nobbins to pass a level. I have not added sound to the DS version yet. Fixing the memory leak that causes the DS to freeze after approx 10 minutes is more important. I think the memory leak is in Digger's SDL video code. Feel free to fix it and release the code. If you have a DLDI compatible device, scores will be saved to digger.sco on the root of your card.

    Controls:
    D-pad to move
    A to shoot
    Select to pause (I know Start is normally pause, I didn't pick Select, it just worked out that way)

    Just for fun, I tacked on motion support. You can connect a DS Motion Card at anytime and use tilt to move instead of d-pad

    Download and Give Feedback Via Comments ...
    by Published on June 25th, 2007 00:28

    News/release from wizzy123:



    Hi, here is my game that i created with PAlib.

    It is a remake of the game from the good old C64.

    The object of the game is to push all the boxes into the circles.

    You move the pusher with the pad.
    There are 9 levels.

    Download and Give Feedback Via Comments ...
    by Published on June 25th, 2007 00:24

    News/release from Chadkeck:

    DrinkS is a utility to help you and your pals with your power hour and century club excursions.
    What is power hour or century club? They are drinking games where you take one shot of beer
    every minute for either one hour (power hour) or 100 minutes (century club).
    Doesn't sound like much drinking? Let's do the math:
    One shot = 1.5 ounces
    One shot * 60 minutes = 90 ounces
    12 ounces per beer (bottle or can)
    90 / 12 = 7.5 beers in an hour!

    Or one shot * 100 minutes = 150 ounces
    150 / 12 = 12.5 beers in a little over 1.5 hours!

    === GAMEPLAY ===
    Just boot up DrinkS, select either power hour or century club and start the drinking.
    DrinkS displays the amount of drinks taken, seconds until next drink, starting time, and current time.
    A great feature of DrinkS is the audio cues:
    Start of game: Super Mario Bros. coin sound
    Every minute: Super Mario Bros. power up sound
    5 minutes to the end: Super Mario Bros. hurry up sound
    End: Super Mario Bros. game over sound

    === DISCLAIMER ===
    By running DrinkS you agree to this disclaimer:
    I am not responsible for:
    - you waking up with an ugly girl / guy
    - vomit destroying your DS / carpeting
    - crashing your car if you are dumb enough to drive after drinking
    - nauseua the next day
    - phallic drawings on your face
    - any other emotional or physical injuries resulting from game play
    If you do not agree to the disclaimer, you may use DrinkS as a cooking timer
    But seriously, be smart with your drinking. Don't hurt anyone!

    Download and Give Feedback Via Comments ...
    by Published on June 24th, 2007 23:22

    Well, its been a while since the last release to come from me, and that can only mean one thing: I'm overdue for one.

    So, Yabause 0.8.5 for the Dreamcast has been released today (along with for all the other platforms that Yabause supports). There's not too many Dreamcast-specific changes in this version, so I'm going to keep this newspost kinda brief.

    Anyway, you can download it from here:
    http://sourceforge.net/project/showf...ease_id=518262

    Note, the binary in the yabause-0.8.5-dc.tar.gz file is NOT scrambled already. ...
    by Published on June 24th, 2007 22:31

    Kingbuzzo of Dreamcast-Scene.com is offering an Arcade Stick modding service:

    So I've finished a few mods, and am willing to offer my services to the public.

    I wont be building arcade sticks from scratch, but instead I'll be modding arcade cases with better parts, great paint jobs, and I can build adapters so that you can use it on just about any platform (dc, ps2, saturn, snes, md, neo-geo, usb......)

    For example, if you have a dreamcast agetec arcade stick, I can fit it with a high quality stick and buttons from sanwa or seimitsu, as well as build adapters so you can use it on just about everything you own.


    Please post any questions at the DCS Marketplace here. ...
    by Published on June 24th, 2007 19:24

    via McZonk's Blog

    News for the un-informed


    Quake 2 Handling
    Today I have fixed a few bugs and added some features in Quake 2 like the surrounding box when the opponent has quad damage.

    Click for screenshots

    Spoiler!


    I also test multiplayer a lot. When only single player was working I never really played. I have noticed some bad movement problems. I have rewritten the analog nub code and allow to increase the turning speed by factor 4. I will test none linear analog input and speed accuration to get a better movement.
    Click for Screenshots
    Spoiler!


    Those three screen shots show the multiplayer menus. The first one is the multiplayer menu where you can select the wifi connection: none (for playing against bots), adhoc and the names of your saved connections. I will add the dialog to configure them in the future. The second and third one are the menus for creating and joining a server.
    I will need a few expierenced testers so I can improve the movement and aiming. You should be able to handle Quake 2 console and be a good player. So if you do not know what is a strafe jump or /bind do not ask. The other ones join the chat and ask (do not post comments about getting a beta tester).

    -----

    Quake 2 Mapping
    Before I can release the next version I need some multiplayer maps. Sure you can play base1, base2 and base3. But those maps are no good multiplayer maps. The gameplay on the psp is slower and you will usually play with 2 to 4 players, so huge maps with less connections are not what you want to play.
    So it is time to make some maps. I want you for model some small Quake 2 multiplayer maps with textures from the demo. I will deliver those maps together with the next release.
    Here is a small idea of a map I made this morning. The maps should be small but balanced.


    ---

    Time to get some friends

    If I look at the results of the poll, I have obviously done the false thing: single player is prefered. But let me explain my point of view. I played a giant multiplayer match with some old classmates two week days ago. This game was the trigger that makes me working on Quake 2 again. I want it on psp. Now it is done. Since the interest in single player is so huge, I will work on this next.

    Quake 2 PSP Multiplayer
    I ported the network stuff and add some code to select a wifi connection or open adhoc mode (untested at the moment). Now you can play Quake 2 against your mates on psp or pc. The console can act as server and client. So you can make psp vs psp games without a pc as server. Movement and aiming on the psp is pretty hard, so only a battle with consoles is fair. Before single player is finished, get some friends or at least some bots and play against them.
    Stupidly I build some bad bugs into my graphics code, so I was forced to use the old one with clipping and sky problems at the moment. It is also a little bit slow.
    The reason why I just release a video is that the setup for multiplayer is a little bit complicated at the moment. You need some help of the console and I want to put everything into menu first. When I release now I will get tons of problems and bug reports and I do not want to deal with that. I hope to have time enough the next week, before I really have to learn for exams.

    Getting owned by my girl
    I tested some combinations of psp/pc and server/client with different people and it works fine. Thanks to my very patient beta tester Reh. Now watch the video and look forward to a release.

    Video is located on the blog ...
    by Published on June 24th, 2007 18:49

    Im sure you have heard by now about the Lumines Exploit on PSP which opens all Firmwares to Homebrew and eventually downgraders etc.

    As a community throughout many Homebrew and Hacking Sites we have taken the likes of Microsoft, Sony and Nintendo on and defeated them.

    Many have sacrificed their consoles in search of exploits and ways to get homebrew working, a sacrifice that no ordinary videogames fan would do.

    Work goes on now trying to bring in new exploits and hacks for the Nintendo Wii, PS3 and Xbox360 and in time we will be playing homebrew on these consoles.

    As a community of fans we visit coders and news sites many times a day looking for new releases or tidbits of news, we as a community are in my mind the most loyal community out of all. Look at the Dreamcast, Atari and Amiga Scenes if it wasnt for homebrewers these consoles/computers would have been forgotten about years ago.

    So who agrees that we the Homebrew and Hacking Community are the Number 1 Video Games Fans ?

    DIGG THIS

    ...
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