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    by Published on April 10th, 2007 12:59

    News/release from Rom1:

    heres the translation

    As the fashion is with the customisation of the PSP, it is rather useful to do a little place in its flash0. Here version 0.4 of this utility which makes it possible to do housework and to release between 1 and 2.5Mo. Click on continuation. This program removes memory flash0 some files more or less useful. Rom1 specifies that that causes some bugs minor in the XMB. This program functions only on one Custom Firmware 3.xxOE. Installation: The versions proposed on PSPGen were compressed in order to have only to decompress them on Memory Stick of your PSP. It is to better have WinRAR installed. Download the file Connect your PSP to your computer Pass your PSP in “mode USB” thanks to the option “Connection USB” Click with the right button on the file which you downloaded Choose to extract the files… Choose like destination the letter assigned to your PSP in the Working station. Support on OK and it is all. How I launch this homebrew? Small PLAY > Memory Stick>Flash0++ Or must I pose my fingers so that that goes? Once launched, you have three choices: To remove jpn0.pgf + gb3s11518.bwfon (2.5Mo) To remove jpn0.pgf (1Mo) To restore all the files

    Download and Give Feedback Via Comments - Remember any program that touches the flash area could brick your PSP. ...
    by Published on April 10th, 2007 12:53

    ahrimanes posted this news/release:

    if you know 3dmax, or ascii 3d files (ASE) you you must try this tool i just made, its a tool to port 3dmax models to lua trought ASE format. all you have to do is to expot your max to ase then use my tool and you will have the triangle array to use in gu.
    Download Ahrimanes ASE2LUA v0.1
    it includes:
    some ase models
    1 max model to test 3dmx to ase then lua
    ase2lua v0.1 by ahrimanes (me)
    tutorial folder
    and eboot folder(this is a test of the ship.max) basically luaplayer testhing ase2lua output.

    well still left to port the u,v for maping, by now no textures suported, but you can start testing complexmodels on you programs. hope you like... stay tuned to futher releases.....
    pleaaaseee leave your comentesss.
    edit: haaaa almost forgot, this runs under windows and you must have installed ms excel.

    // new release

    hi thereee i was working hard to make this,, the new release of my ase tolua v0.2 now suporting uv maping coordinates. and some error fixed still left to fix som errors on the model but its almost done... ase2luav0.2 hope you like it... the file include a space ship model textured on 3dmax, and the same in ase, includes the ase2lua v1.0 too...

    the error i have, is somthing whit the polys draws.. some of them seems to bee always on top when they must be in botthom. "this tooll was made in visual basic 6.0 no thing to do whit lua, it just convert the 3d model to the lua format so you can use the array in your lua code."... by the way till now just 1 madel is suported, i mean no multiple models in asingle scene can be transformed, this is easy to fix and i think i will do it for the next release, what i must really fix is that error i menthioned back there.. this is just a intent to do somthing for the comunity to help developers to work whit lua,,,, else is soo har to draw a complex model vertex by vertex, and face by face no offences to friend tactical penguin his tool is powerfull. but cince i know most of people model in advanced 3d porgrams.. like 3dmax or modo, or others,... the point is if your 3d program can make ascii *.ASE. this tool will convert it to lua array.... well thanks.

    Download and Give Feedback Via Comments
    via ahrimanes ...
    by Published on April 10th, 2007 12:47

    CrazyC has released a new version of Dosbox for the PSP, heres the release details:

    New patch and binary. Fixed the audio somewhat and switched to the scummvm ym3182 emulator. Also, made the x87 use single floats instead of double, this will probably cause problems with some apps, but should be a lot faster with programs that use the fpu frequently. The 16 color vga modes now use 4bpp textures, not much of a speed improvement here though because converting the data from planer to packed is cpu intensive; if any has any ideas how to speed this up, right now it uses a lookup table , I'd like to hear them.

    Now heres where it gets complicated you need dosbox 0.60 files and somehow join it all together.

    yep so compilcated isnt the word

    If any Dosbox experts can assemble this into an image of sorts then please feel free. It would be awesome to see how much better this version is over releases from the last year. ...
    by Published on April 10th, 2007 12:39

    Neofar posted this over at ps2dev:

    Hiz

    With this tool you can see the icon0.png from your files CSO and PBP in the explorer shell

    http://pspdev.ofcode.com/0329/csopbp-shell-extension/

    there are two dll, to install, copy to windows/system32 and exec "regsvr32 [nameoftheDll]"

    Download and Give Feedback Via Comments ...
    by Published on April 10th, 2007 12:35

    Our very own PeterM has posted on his blog that he is continueing his port of Quake to the PSP, he mentions a ton of stuff but heres a post that will interest many:

    It’s been a heck of a long time since Chris Swindle and I did a Quake release, but hopefully there are still some people out there enjoying it.

    I managed to find a few hours this week to work on hardware rendering for Quake. It’s a long time overdue!

    When deciding how to go about writing the hardware rendering layer, two potential approaches immediately sprang to mind:

    Hack the software renderer, adding hardware replacements until it’s done (or fast enough).
    Rip the OpenGL calls out from GLQuake and replace them with PSP GU calls.
    In a perfect world, both paths would arrive at the same destination. Both approaches would work pretty well, but after some deliberation I decided on the second approach. GLQuake has covered much of the groundwork already, so I should probably capitalise on that.

    A worthwhile diversion

    The initial worry was that I would hack away at the GLQuake code, commenting out OpenGL calls and/or replacing functions with stub (no-op) versions, compile my code, run it, then immediately hit a null pointer exception and crash. And of course, that’s almost exactly what happened. The game started, got part of the way into initialisation, and the PSP powered off. (This is what happens if you don’t handle a hardware exception.)

    Now, debugging on the PSP is a bastard. Especially if, like me, you’re not a Linux type of guy and wouldn’t touch GDB with a 10 foot barge pole. Maybe official developers get a great debugger, I have no idea. I’m using the homebrew SDK here.

    I then had an epiphany. Visual Studio’s debugger kicks ass. A running screaming arms-waving leg swinging punt right up the sphincter. Getting this crash to happen in Windows would make it a damn sight easier to fix, so I set about making it so.

    Inspired by some “work” work I’ve been doing recently, I whipped up some minimal stub versions of the PSP SDK headers I was using, and created a Win32 build of the project. Obviously the functions, like most, do nothing visible to the calling code. They do however allow the calling code to compile, link and run.

    With no actual graphical output, but with the Quake engine and most of my port code humming away in the background, I built and ran the Win32 version. And like all good bugs, this one appeared promptly, making the whole Win32 build effort worthwhile. Incidentally, it was one of the worst kind of bugs - the subtle typo that many a coder has spent dreary late nights hunting for. After deleting a single misplaced “!” character, the bug was no more.

    So back to the task at hand

    After the game successfully ran on Windows and PSP, with a whole lot of GLQuake running but without any PSP rendering going on, I went back to what I was supposed to be doing. I added some GU initialisation and buffer swapping code, just to get something up and running.

    I slowly adding drawing code, until I had enough to draw flat shaded polygons with “random” (so that’s what a pointer looks like when reinterpret_casted to ABGR) colours. I also went about replacing the OpenGL matrix operations with GU and GUM equivalents. And it worked! What a stroke of luck, but damn was it pug fugly:

    And that was the end of another development day. Thanks for reading, there’ll be more in my next post.

    More at his blog here ...
    by Published on April 10th, 2007 12:24

    Kyuzumaki has released a new version of the rom editing tool for the DS:

    - CLI Mode added (romer now can be run with command line options see "Using RomeR by command line.rtf" for details)
    - Trimming now using more safe method

    Download and Give Feedback Via Comments ...
    by Published on April 10th, 2007 12:24

    Kyuzumaki has released a new version of the rom editing tool for the DS:

    - CLI Mode added (romer now can be run with command line options see "Using RomeR by command line.rtf" for details)
    - Trimming now using more safe method

    Download and Give Feedback Via Comments ...
    by Published on April 10th, 2007 12:24

    Kyuzumaki has released a new version of the rom editing tool for the DS:

    - CLI Mode added (romer now can be run with command line options see "Using RomeR by command line.rtf" for details)
    - Trimming now using more safe method

    Download and Give Feedback Via Comments ...

    WordUp 

    by Published on April 10th, 2007 12:22

    Superpanic has released a new version of his game WordUp.:

    I have finally managed to finish the game. Here is the final release. Please let me know if you find any bugs or have any suggestions.

    The new release has a new much larger dictionary, updated graphics, music (composed exclusively for the game by Syphus), hiscore save, timed full column warnings, awards, options and much more.

    Download and Give Feedback Via Comments ...
    by Published on April 10th, 2007 12:17

    Dragoon has released a new game for the DS:

    I have just begun some time ago in the programming and I present my very first project to you on DS: Ball panic grass! It is a play of address which is played entirely stylet, the goal is to avoid the balls and the edges while recovering the gilded pieces.

    How to play: The play is played stylet. button A makes it possible to start the music and the button B to extinguish it.

    Download and Give Feedback Via Comments ...
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