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  • DCEmu Featured News Articles

    by Published on August 28th, 2006 14:11

    Hey all was away from 9am yesterday till now at 2pm, so thats why we maybe a little behind on news, have no threat though within a few hours we will be fully back on top

    I need something to take away a near 10 hour drinking session ...
    by Published on August 28th, 2006 14:08

    Lonely Planet and Sony have launched a series of intereactive guides that are for the PSP, the guides cover 6 of the best citys in Europe, each guide also has 250 reviews of the hottest things to do in each location.

    More Details Here ...
    by Published on August 28th, 2006 14:01



    News Via IGN:

    Codemasters has announced that its classic war-torn tactical combat game Cannon Fodder is set for resurrection on PSP in Spring 2007.

    Promising all the hilarity and, er, death of the 16-bit original, Cannon Fodder on PSP sees players controlling their troop of grizzled soldiers, both individually and as a group, across a huge range of on-foot and vehicle based missions. As always, the aim is to create as much wanton destruction as is humanly possible.

    All this story needs is a 'helmet' joke and we're done.

    Sporting a brand new - if unmistakably Cannon Fodder - visual style, Codemasters' is sinking a wealth of new features into the classic combat mix. Announced so far is the ability to call in air strikes and perform radar sweeps, alongside a bulging arsenal of new weapons, including flamethrowers and sniper rifles.

    What's more, your movements on the battlefield will be reported live by the new FTV channel, offering a better view of the action. Cannon Fodder PSP will also offer four-player link play with deathmatch and co-op modes.

    We'll have more on Cannon Fodder PSP as it scrambles out of the trenches. ...
    by Published on August 28th, 2006 11:19

    Botrops has released a new version of his excellent Sega Master System and Game Gear emulator for the PSP, Here's whats new:

    Improved render and video routines
    Two added sound filters: interpolation and reverb

    Download and Give Feedback Via Comments ...
    by Published on August 28th, 2006 09:36

    An interesting article has appeared on BBC News. Apparently, the PS3 is so powerful, it will be used for medical studies!

    The spare processing power of Sony's PlayStation 3 (PS3) will be harnessed by scientists trying to understand the cause of diseases like Alzheimer's.

    Sony has teamed up with US biologists who already run the distributed computing project, folding@home (FAH).
    The project harnesses the capacity of thousands of PCs to examine how the shape of proteins, critical to most biological functions, affect disease.
    FAH say a network of PS3's will allow performance similar to supercomputers.
    With 10,000 machines joined together the researchers calculate they should be able to do a thousand trillion calculations per second.
    If that was achieved it would be nearly four times as fast as the world's most powerful supercomputer, IBM's BlueGene/L System, capable of 280.6 trillion calculations per second.
    The PS3 cell specs are as follows:
    • 256 billion calculations per second
    • 2.5MB of on-chip memory
    • Able to shuttle data to and from off-chip memory at speeds up to 100 gigabytes per second,
    • 234 million transistors

    More via BBC ...
    by Published on August 28th, 2006 08:47

    Crait from our forums has demonstrated something rather interesting related to the possibility of a PSP Keyboard.

    Many of you may remember that Logic3 had planned to release a keyboard but due to lack of information Sony were willing to give them, it was later cancelled.

    Here is what crait has to say about this:
    hey all, im working on this thing that lets me control my psp with a keyboard, and i might encorporate it into my game, but as of now, i dont have a usb keyboard
    but i put some dl files that converts keyboard input into psp input, but as of now they dont work, and im not sure if they will work or not
    With some luck (and a little coding ), this little piece of hardware may bring PSP users a keyboard!


    Original Thread

    Images via comments ...
    by Published on August 28th, 2006 02:07


    By SamuraiX

    New Official Release of the fighting game Beats of Rage which is also known as OpenBor. Heres whats new:

    New Features Created By SamuraiX:

    New variables are used in levels.txt

    completebg 1 Shows complete.gif for stage complete.
    pscore x,y,x,y,x,y This controls placement for players name, dash, score.
    p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
    scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
    cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
    lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
    tscore x,y,x,y,x,y This controls placement for Total Score, #, #.

    I've implemented Hardware Acceleration on the SDL Version. So things should look better and smoother in full screen mode.

    Removed times completed from settings.sav! Since we support it also in the game saves there was no need to have in settings.sav. This way people can't cheat with other mods. Alot of BUG FIXES from v48!!!!

    And I've finally implemented GPU support on the PSP. Mods that ran at 40 fps now run at 150+ fps! depending on the mod of course. But none the less the speed increase is Great!

    Big thanks to Jim at pspdev.org for his sugguestions on how to handle data using the GPU! Thank You Jim!


    New Features Created By Fugue:

    Here are explanations of the new features, and how to use them. As always, if anyone has any ideas or suggestions, please let me know so I can work on them.

    Vaulting:
    Thanks goes to CGRemakes for helping fix this feature.
    Here's how it works: Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one without any graphics in it) with a delay of 1 before the VAULT animation begins.
    Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
    I can see why people have wanted it added. As useless as it seems to flip over someone's head midgrab, it sure is a heck of a lot of fun.
    At the moment, all it does is put you behind the opponent. However, adding new moves which are used from the back shouldn't be too hard to do.
    The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
    One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.


    New attack types:
    There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).


    Attack chains:
    You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
    If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like
    atchain 1 2 3 0 0
    ), although it isn't neccessary.
    Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
    Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).


    New jumping animations:
    Two new midair animations, JUMPCANT and JUMPSPECIAL.
    If you assign an MP cost to a Jumping attack, and attempt to use the attack without enough energy, the JUMPCANT animation will play (If it's there, otherwise, nothing will happen). If the player does have a JUMPCANT animation, they will also start falling, as if they had 'tripped' in midair.
    If you press the ...
    by Published on August 28th, 2006 00:46

    Juan posted a partially translation of a post by Chui at DCIberia at the DCEmulation.com Forums :

    Fox and I have been working hard on FAZE for the past few days and we have it in a pretty advanced state.

    But we need beta-testers to find problems testing .Z80 snapshots that work on other emulators but not on ZX4ALL/FAZE.

    You can download ZX4ALL/FAZE
    HERE, and you can let us know the problems at my mail: sdl_gp32 AT yahoo.es

    There's also a couple of videos:
    "Working on FAZE"
    "Dreamcast ZX4ALL with FAZE" ...
    by Published on August 27th, 2006 22:42



    Hi All,

    Holidays ended, and it's time now to go back to school, so here is another useful
    thing to put on your PSP :

    A new release of PSPX48 the Hp48 calculator emulator !

    First i would like to thanks my friend jer666 for his beautiful icons
    and background image .

    What's new in this version ?

    - Add new beautiful icons and background designed by Jer666 !
    - New user interface with menus and usefull options
    - Display battery usage
    - Add Help window with all PSP shortkeys
    - Save configuration file option
    - Screenshot image option
    - PNG images instead of BMP (smaller images)
    - Toogle between analog and digital pad option
    - New keyboard handler and new mapping

    The HP48 documentation is there : user guide

    As far as i know Helwet Packard graciously began allowing HP48 bios to be downloaded in 2000
    (you need it, but it is NOT part of my PSPX48 package because it's not GNU !).

    This rom can easily be found here : hpcalc

    As always, the package is under GPL Copyright and sources are included.

    Enjoy,

    Zx.

    Download and Give Feedback Via Comments
    ...
    by Published on August 27th, 2006 22:42



    Hi All,

    Holidays ended, and it's time now to go back to school, so here is another useful
    thing to put on your PSP :

    A new release of PSPX48 the Hp48 calculator emulator !

    First i would like to thanks my friend jer666 for his beautiful icons
    and background image .

    What's new in this version ?

    - Add new beautiful icons and background designed by Jer666 !
    - New user interface with menus and usefull options
    - Display battery usage
    - Add Help window with all PSP shortkeys
    - Save configuration file option
    - Screenshot image option
    - PNG images instead of BMP (smaller images)
    - Toogle between analog and digital pad option
    - New keyboard handler and new mapping

    The HP48 documentation is there : user guide

    As far as i know Helwet Packard graciously began allowing HP48 bios to be downloaded in 2000
    (you need it, but it is NOT part of my PSPX48 package because it's not GNU !).

    This rom can easily be found here : hpcalc

    As always, the package is under GPL Copyright and sources are included.

    Enjoy,

    Zx.

    Download and Give Feedback Via Comments
    ...
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