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  • DCEmu Featured News Articles

    by Published on September 3rd, 2006 14:06

    Our great affiliates over at Neoflash have posted the results of what has been the best PSP and DS Coding Competition ever (hopefully DCGP 2006 will be half as good), heres the results:

    PSP Games
    1 - R-Gear - shazz
    2 - The Stroke of Link - Yodajr
    3 - TrigWars - 71M
    3 - ThrottleX - AnonymousTipster
    4 - Droplets - drakonite
    5 - luminex - pointbat
    6 - DYOX - ColdPie
    7 - Escape - taichi1082
    8 - Arc Angel - Remi59
    9 - Sandbox - psmonkey
    10 - Reactor - Kagato

    PSP Apps
    1 - MapThis! - deniska
    2 - iR Shell - AhMan
    3 - MMSPlus - Brunni
    4 - RemaPSP - danzel
    5 - Guitar Tuner - PSPZion
    6 - Screen Repair Set - saulotmalo
    7 - EI0 Map editor - smealum
    8 - Funky Demo - Raphael
    9 - You might be a... - Sektor
    10 - Click Click Machine - miNi

    Congrats to Everyone involved, as you know all entries can be downloaded at PSP News, a special congrats to our hosted Coders and PSP Coders who have released some excellent software for the Scene. A Massive congrats to our Deniska for winning the App comp and to Shazz (another member/DCEmu Coder) for winning the Game Comp.

    A great day for the Homebrew scene

    Do you agree with the findings of the Judges, then let us know ...
    by Published on September 3rd, 2006 13:58

    The Command and Conquer Clone for DS Project have posted some news news to whet your appetite:

    Thanks Ultraq for posting a great link to a description of the C&C INI Files. I will be writing a map file format of my own for the DS game, but I want to convert the original maps over too. This info should let me do that. Here's the link:

    http://geocities.com/ccfzcc_2/text/ccmanual.txt

    I got the callbacks in the debug menu working and TMP support is mostly written into the editor now. The only problem is when you apply a template that overlaps the edge of the map. I've just got to write a quick bounds check in that case. Then I'll let the editor support bigger maps, which sadly is a little more work than it sounds but will be worth it. Then once that's saved out scrolling DS maps here we come

    Oh I don't think I mentioned this before but I also got tilemaps drawing on the PC SDL port of the game. It's not a very good emulation of the DS yet - but the basics are there and working. This will make debugging easier and speed up development

    Modding this game on DS sounds like a great idea, i foresee a Star Wars Version at some time
    ...
    by Published on September 3rd, 2006 13:58

    The Command and Conquer Clone for DS Project have posted some news news to whet your appetite:

    Thanks Ultraq for posting a great link to a description of the C&C INI Files. I will be writing a map file format of my own for the DS game, but I want to convert the original maps over too. This info should let me do that. Here's the link:

    http://geocities.com/ccfzcc_2/text/ccmanual.txt

    I got the callbacks in the debug menu working and TMP support is mostly written into the editor now. The only problem is when you apply a template that overlaps the edge of the map. I've just got to write a quick bounds check in that case. Then I'll let the editor support bigger maps, which sadly is a little more work than it sounds but will be worth it. Then once that's saved out scrolling DS maps here we come

    Oh I don't think I mentioned this before but I also got tilemaps drawing on the PC SDL port of the game. It's not a very good emulation of the DS yet - but the basics are there and working. This will make debugging easier and speed up development

    Modding this game on DS sounds like a great idea, i foresee a Star Wars Version at some time
    ...
    by Published on September 3rd, 2006 13:50

    Larsson has updated his Tetris Attack game for the DS, heres whats new:

    Updated tetattds to 1.1. Changes:
    Implemented a new udp based network protocol. This fixes the crashing issues and is also faster.
    Default server address is now ted.getmyip.com instead of nothing
    Fixed chat-parsing, correctly finds where to break up lines
    Added menu background
    New colors in the menus
    Prevent sending empty chat messages
    Typing notification
    Made Start function as Enter in the text dialogs

    Screenshot, Download and Give Feedback Via Commments ...
    by Published on September 3rd, 2006 13:46

    Lotti has released a cool looking game for the Nintendo DS, heres what he posted:

    finally i finish it! it's a super alpha beta gamma delta release.. you can see your point 4 times in the upper left corner of top screen. pls don't notice the flucking font pls don't notice the debug output text that i left.. pls look at the clock! it's 4.23 here!

    good night!

    give me some feedbacks (hope good it's my first homebrew!)

    Screenshot, Download and Give Feedbackl Via Comments ...
    by Published on September 3rd, 2006 13:41

    Sgstair posted some news on his site:

    Hey all,
    I’ve had lots of fun (read: not fun) things to deal with lately, nothing really interesting just a series of small things that have added up to eat up all my available time and then some.
    So: DSWifi release 0.3b has been delayed, but I am meaning to get it out soon - I’ve decided to drop the extra features I was planning for it (As they’ll be addressed in the oncoming rewrite) and merely add the bug fixes I’ve been planning, to get it out the door soon
    Also, the rewrite I’ve alluded to will wait for a while, specificly until the Wii comes out or thereabouts; as I’d like the 802.11 and new TCP/IP system to work on that system as well (the sgIP rewrite may come sooner, as I am planning to play with the gamecube in the meantime, and I’d like to port sgIP to it. - if this happens I’ll release a version 0.4 with just the sgIP TCP/IP rewrite)
    As far as stuff goes, I have my plate quite full of projects at the moment, so everything is moving very slowly - I’m trying to prioritize and only work on the top 2 or 3 projects, but it’s far more difficult than advertised! wish me luck!
    (oh, and about the downloadable DS demos - I may or may not get around to adding the latest set, not sure if I really want to at this point. There are some other people who have the latest ones though, I’ll add the link on here / the wiki if I can figure out where)

    More info --> http://blog.akkit.org/ ...
    by Published on September 3rd, 2006 13:41

    Sgstair posted some news on his site:

    Hey all,
    I’ve had lots of fun (read: not fun) things to deal with lately, nothing really interesting just a series of small things that have added up to eat up all my available time and then some.
    So: DSWifi release 0.3b has been delayed, but I am meaning to get it out soon - I’ve decided to drop the extra features I was planning for it (As they’ll be addressed in the oncoming rewrite) and merely add the bug fixes I’ve been planning, to get it out the door soon
    Also, the rewrite I’ve alluded to will wait for a while, specificly until the Wii comes out or thereabouts; as I’d like the 802.11 and new TCP/IP system to work on that system as well (the sgIP rewrite may come sooner, as I am planning to play with the gamecube in the meantime, and I’d like to port sgIP to it. - if this happens I’ll release a version 0.4 with just the sgIP TCP/IP rewrite)
    As far as stuff goes, I have my plate quite full of projects at the moment, so everything is moving very slowly - I’m trying to prioritize and only work on the top 2 or 3 projects, but it’s far more difficult than advertised! wish me luck!
    (oh, and about the downloadable DS demos - I may or may not get around to adding the latest set, not sure if I really want to at this point. There are some other people who have the latest ones though, I’ll add the link on here / the wiki if I can figure out where)

    More info --> http://blog.akkit.org/ ...
    by Published on September 3rd, 2006 13:40

    Mollusk posted this news:

    Here's a nice little update :


    New stuff
    ---------

    [Gif] Just couldn't seem to find the option that determines the gif's speed in giflib :/ I added a counter for animation speed, you can set it manually : PA_SetGifSpeed(number of VBLs to wait). 60 VBLs = 1 second between 2 frames. Example available in Bitmap/GifSpeed

    [Counters] Added 16 possible VBL Counters : PA_VBLCounterStart(ncounter) to reset and start one, PA_VBLCounter[ncounter] to get its current value. Added an example (Other/Counters) to show it works and to extract seconds from that. Also available : Pause and Unpause

    [RotBg] Added PA_SetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y, u8 tile_number), thanks to spinal and gmiller ! Modified the code to work with all background sizes, and added an example (Backgrounds/RotBgTile). Only tested on emulator, will need more tests

    [Splash] Added PA_SplashEyes() to load the PAlib splash screen with eyes following you ! More splash screens to come when available. Example found in Splash/SplashEyes

    [Splash] Added PA_SplashBlue() to load up a Splash Screen based on the forum's logo ! More splash screens to come when available. Example found in Splash/SplashBlue

    [PAFS] Added PA_LoadFSImage(u8 screen, s16 FSImage) to load Images (jpeg, gif, or bmp format) from PAFS just by giving the file's PAFS number (no need to know which image format it is !). Added PAFS/PAFS_Image as example to go with it

    [Pad] Added Pad.Newpress.Anykey, (Held and Released too). Modified the basic Pad example to include that in. Seems to work, please confirm if you have any bug/error (should report any key, but not the stylus)

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

    [PAGfx] Benualdo correct a bug when exporting 8bit backgrounds, thanks

    [Examples] Removed some examples that were there twice

    [Example Fix] Fixed the 3d texture compilation error, not sure if it works though, couldn't test

    [Examples] Removed GBFS Gif and Bmp examples (GBFS will be depricated soon), added PAFS examples instead

    You can get it on sourceforge (hopefully soon !).
    Edit : As sourceforge seems too slow again, I updated the latest version (with the new function for custom VBL) to the google SVN

    Just saw I forgot to add the custom VBL function, you'll have to wait a few days I guess, sorry

    More info --> http://teamnnc.free.fr/phpBB2/viewtopic.php?p=8185#8185 ...
    by Published on September 3rd, 2006 13:40

    Mollusk posted this news:

    Here's a nice little update :


    New stuff
    ---------

    [Gif] Just couldn't seem to find the option that determines the gif's speed in giflib :/ I added a counter for animation speed, you can set it manually : PA_SetGifSpeed(number of VBLs to wait). 60 VBLs = 1 second between 2 frames. Example available in Bitmap/GifSpeed

    [Counters] Added 16 possible VBL Counters : PA_VBLCounterStart(ncounter) to reset and start one, PA_VBLCounter[ncounter] to get its current value. Added an example (Other/Counters) to show it works and to extract seconds from that. Also available : Pause and Unpause

    [RotBg] Added PA_SetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y, u8 tile_number), thanks to spinal and gmiller ! Modified the code to work with all background sizes, and added an example (Backgrounds/RotBgTile). Only tested on emulator, will need more tests

    [Splash] Added PA_SplashEyes() to load the PAlib splash screen with eyes following you ! More splash screens to come when available. Example found in Splash/SplashEyes

    [Splash] Added PA_SplashBlue() to load up a Splash Screen based on the forum's logo ! More splash screens to come when available. Example found in Splash/SplashBlue

    [PAFS] Added PA_LoadFSImage(u8 screen, s16 FSImage) to load Images (jpeg, gif, or bmp format) from PAFS just by giving the file's PAFS number (no need to know which image format it is !). Added PAFS/PAFS_Image as example to go with it

    [Pad] Added Pad.Newpress.Anykey, (Held and Released too). Modified the basic Pad example to include that in. Seems to work, please confirm if you have any bug/error (should report any key, but not the stylus)

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

    [PAGfx] Benualdo correct a bug when exporting 8bit backgrounds, thanks

    [Examples] Removed some examples that were there twice

    [Example Fix] Fixed the 3d texture compilation error, not sure if it works though, couldn't test

    [Examples] Removed GBFS Gif and Bmp examples (GBFS will be depricated soon), added PAFS examples instead

    You can get it on sourceforge (hopefully soon !).
    Edit : As sourceforge seems too slow again, I updated the latest version (with the new function for custom VBL) to the google SVN

    Just saw I forgot to add the custom VBL function, you'll have to wait a few days I guess, sorry

    More info --> http://teamnnc.free.fr/phpBB2/viewtopic.php?p=8185#8185 ...
    by Published on September 3rd, 2006 13:37

    Mollusk has released a new techdemo for the DS, heres what he says:

    Ok, I just uploaded a 'tech demo' that has nothing much to show you. I'll let you discover what you have to do, it's all with the stylus

    Download and Give Feedback Via Comments ...
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