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    by Published on January 19th, 2007 00:00

    A new test release of the Command And Conquer DS Clone Project has been released and also a fair bit of WIP news:

    Worked on the game a bit last night with the current goal of being able to build units. I reinstalled C&C on my machine to play the first few missions to keep it fresh in my mind how C&C does it, which was a fun bit of research ;p To start with I’m implementing the tech tree system I wrote a while ago, with a couple of updates. Its looking like the system will work great and I’ll explain how it works in more detail in another post.

    I let some buildings be factories and state which unit class they can build (a factory can only build one class of units, but a unit can belong to multiple classes). The next job is to write a system that will efficiently keep track of an armies available build list and which factory will produce which units (including which factory is set to Primary for that unit class). The build list needs to be aware of which technologies an army has unlocked and which factories are available to build the different unit classes. These lists will be updated each time a building is created/destroyed or captured. Oh I also need to add the code to unlock a technology when a building is created. This is about a third completed. Finally when I was working on the buildings I updated the ‘footprint code so that areas of the building can be walked over, e.g. the dusty patch at the front of almost all C&C buildings.

    Phew, I think that’s everything! Once I’ve got unit building done it’ll be attacking next, that’s when things will get fun

    Heres the newspost with the test release:

    I’ve got a new ROM to be tested featuring the first game code. This was created on a new install of windows however and I had some issues setting the environment up again and I couldn’t get this working on my DS. Hopefully everyone else will have better luck, though I’ve included the PC build as well so you can see what it’s supposed to be doing.

    The test includes all the tests from the last release, but has a new one at the bottom, ‘Test F (Game)’. Choosing this you’ll be shown an abstract view of the game world featuring some terrain, two units and a building.


    The green tiles show grass, black for cliffs and brown for road. The clump of red blocks is a building for the Red army and the two single blocks are units.

    The selection cursor can be moved around with the D-Pad/arrow keys. Use A on a DS or X on the PC to command a unit to move. There is no attacking yet. Use B on the DS or Z on the PC to select the unit under the selection cursor. You can select units from any army right now.

    The debug menu lets you do some more stuff:

    Game/Path/Draw toggles the pathfinding route being drawn
    Game/Path/Heuristic changes the pathfinding heuristic
    Game/Path/Method changes the pathfinding cost method
    Game/Army/GiveFunds gives 100 bucks each time its activated
    Game/cellsize changes the size of the tiles drawn
    Game/debuginfo toggles the info written on the right side of the screen
    Use the escape button to quit the PC build. I’m interested in hearing any feedback people have about the test but more interested if anyone can get it working on their DS!

    Download and Give Feedback Via Comments ...
    by Published on January 18th, 2007 23:56

    Smealums FPS game is now an online game for the Nintendo DS:

    Heres the google translation of whats new:

    Play with 4 (and theoretically possibility of playing until an unlimited number by changing a simple variable, by holding biensur account of the limits 3D and network of the console…)Addition of an indicator of its life on the screen of bottomAddition of an indicator of the life of the enemies on the screen of bottom (mainly for débugger…)Addition of a small red trick when one is made draw above (yes, it is ugly and the colors are bad, but the 256 colors under Paint…)
    Note: The deceleration of the animation of pump rifle is completely wanted, it is not a side effect of the use of more than polygons…

    Download and Give Feedback Via Comments ...
    by Published on January 18th, 2007 23:47

    via siliconera

    After pushing through a couple of floors on both the SNK and Capcom sides of the tower (yeah they’re separated) I’ve found out that SNK vs. Capcom Card Fighters DS is a pretty big mess. The problem is the inherent system is completely broken and the computer doesn’t use any different tactics besides attacking. There are lots of different abilities you can use in the game like reshuffling your deck, healing your cards, tapping cards for extra colored “force” energy and doing counter attacks. The computer doesn’t do any of these halfway through the game. Instead the AI only has one strategy attack and leave some of the cards free to block with. That’s a problem, but it gets worse.

    At the beginning of every round dice are rolled to see who gets first act. If you win the roll you can put your attacking cards on the board, they’re frozen for a round while your opponent puts his/her cards on the board. Here’s the problem, after your opponent lays their cards on the board they are still frozen when it’s your turn. You have one round to attack them free of any obstructions. This leads to a simple, yet boring strategy, putting out a bunch of weak cards that use one force each. If you can put out five cards that give 400 BP of damage you can win a fight in a single round. This isn’t too difficult to do once you start collecting Axl (Mega Man X7), Adon and Poison (Final Fight) cards you’ll have a nearly invincible deck.

    There’s still time for SNK Playmore USA to fix this problem, by adjusting the game’s balance. Hopefully they will make some changes. On the plus side there is one neat touch screen feature. When you buy cards they appear wrapped on the touch screen. You can use your pen to draw a line across the top of the pack, which rips it open. ...
    by Published on January 18th, 2007 23:44

    via dsfanboy

    With the latest Japanese commercial for the game sending chills down our spine, this latest video of the opening intro to the game physically removes our spine, shakes it and stuffs it back into our body with such a force as to shake the very core of the Earth. In other words, we want us some Hotel Dusk!

    Video Here ...
    by Published on January 18th, 2007 23:41

    Via gaming age

    Since the DS Lite launched in America, various message board denziens have been complaining that their touch screen carries a darker, more yellow tint, than the top screen. I, and many others, initially wrote it off as folks being overly sensitive, the effect likely a result of a coating on the touch screen or some such. I mean, my touch screen was a bit darker than the the top screen, but I barely noticed, nor did it bug me, I just assumed all DS Lites were that way.

    That is, until my girlfiend went out and bought herself one. Comparing our two systems, I discovered that slight tint of my touch screen was mysteriously absent on hers. The whites of the top and bottom screen seemed to match on hers, but on mine, the bright top whites appeared almost grey on the lower screen.

    And that's when the tint started to bug me. Luckily, it's not all that prevalent, the difference is only noticeable on light backgrounds, like the bootup warning screen, Brain Age, and Big Brain Academy. Colorful titles, like Meteos and New Super Mario Brothers, curiously aren't affected. It's easy to tell which system is whose when they're at the warning screen, regardless of the brightness setting, but when placed side-by-side while both running Mario, neither of us could tell the difference. In fact, during the Mario comparision, she incorrectly guessed that my Lite was hers.

    For the skeptical, here's some a picture to highlight the difference among the two. Be forwarned, the difference isn't all that noticeable on LCD monitors due to their inherent brightness, but those on CRT monitors should be able to clearly identify which DS is which.

    Though both DS Lites are on the third brightness setting, there's a definite difference between the two.

    The Lites have been swapped with this juxtapose, made from the first picture. The tinted screen is now placed on the right to emphasize the difference -- Ignore the differing shades of the bottom line, as that line flashes to garner attention. I don't think it has anything to do with angle or lighting, as the tint is pretty uniform, not to mention that the top screens match up pretty well and don't suffer from the same problem. If anything, the top screen on the right is a bit brighter.... ...
    by Published on January 18th, 2007 23:38

    via dsfanboy

    What's this -- a list? Cue the frothing fanboys! But this latest list of the top ten worst DS games, as decided by the folks at Pocket Gamer, is definitely filled with some of the poorest examples of DS gaming. We're not sure if they're really the ten worst ever, though. Let's call them the "Ten Worst Titles Masquerading as Games You Might Almost Want to Play." Well, except for Lego Star Wars II: The Original Trilogy. We actually did want to play that, but y'know, we need it to function.

    Pocket Gamer's 10 Worst DS Games

    ATV Quad Frenzy
    Burnout Legends
    Guilty Gear Dust Strikers
    King Kong
    Lego Star Wars II: The Original Trilogy
    Rainbow Islands Revolution
    Space Invaders Revolution
    Superman Returns
    Tamagotchi Connection Corner Shop
    Tomb Raider: Legend DS

    So do you agree or does this make you want to call shenanigans? What game would you nominate that isn't represented here? ...
    by Published on January 18th, 2007 23:36

    News/release from Davr

    The DS Motion Card is a motion sensor addon for the Nintendo DS. It contains a 3-axis accelerometer, as well as a 1-axis gyro sensor. The creator was kind enough to send me one, so that I could play with it and make stuff for it to help him promote it.

    Anyway, so far I have made a simple marble demo, tip your DS and marbles roll around. Currently it's very simple, no collision detection or anything. I'm probably going to make a game out of it, simulating those little keychain toys where you have a few marbles, and you have to get them all into their respective holes.

    Download and Give Feedback Via Comments ...
    by Published on January 18th, 2007 23:33

    New podcast from Kraln:

    For the week ending Jan 17,
    MythTV Remove, WrightFlight, Warcraft: TD, Moonshell, Leo Toddler

    Download/ More details here --> http://www.kraln.com/category/podcasts/ ...
    by Published on January 18th, 2007 23:29

    New release of PALib from Mollusk

    It's been a while since I hadn't updated PAlib

    I attached to the message the changelog since the latest official release, lots of stuff !

    Please backup your PAlib directory and projects, erase and do a perfectly clean install...
    You'll also need to update your project makefiles, just take any makefile (PAlibExamples or Template).
    The doc hasn't been updated yet because I still don't have a working copy of Doxygen on my computer, but the new functions have been documented in PAlib so as soon as I reinstall the right version I'll update the whole thing...

    This version DOES NOT contain the FATlib, still waiting for the ne< devkitpro release... It is easy to add it manually to any project...

    It is highly untested, some of the changes have been done a few weeks ago so I might have broken stuff and not seen it

    Installer, Zip, and 7z are downloadable here : http://palib.info/forum/modules/PDdo...wcat.php?cid=3

    Here's the changelog since the last beta :

    Quote:

    New Stuff
    ---------

    [RotMaps] Added PA_SetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y, u8 tile_number) and PA_GetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y), using gmiller's code...

    [CustomFonts] Added PA_16cCustomFont(slot, fontname) and PA_8bitCustomFont(slot, fontname) and the examples to go with it... Wiki will be updated soon with the instructions. Requires the latest PAGfx version... PAGfx has been updated too, to do the conversion...

    [DSMotion] Official DSMotion code added !!! Check the Input examples to see how it works (init/getting the data). Has 2 different ways of playing with it : either get the raw values and use that, or transform the data into Pad.Held.Up/etc data

    [DSMotion] Added MotionDraw, a simple demo...

    [Keyboard] Added PA_InitCustomKeyboard(bg_number, keyb_custom) to load custom keyboards (use instead of PA_InitKeyboard), and the example to go with it... Custom keyboards are 256 colors and should be converted as EasyBg...


    Updated Stuff
    -------------

    [Gif] Added PA_LoadGifXY, to load gifs to a specific part of the screen . Updated the gif examples to work with it...

    [GetSpritePixel] Added PA_GetSprite16cPixel, for 16 color sprites, and an example to go with it...

    [Makefile] Makefiles updated, please copy one of the example/template makefiles and paste in your project. Includes the sound padding correction and includes the libwifi


    Things Fixed
    ------------

    [Warnings] Fixed the FD_SETSIZE warnings

    [TextColors] TEXT_BLUE and TEXT_GREEN were inverted

    [Reco] Fixed upper screen mess-up when using the recognition system

    [SpriteAnims] Fixed first frame not showing when starting a new animation...
    ...
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