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    by Published on May 28th, 2006 20:59

    Gamedaily did this article on the next gen controllers, heres there findings:

    360 Controller

    The Xbox 360 controller isn't anything blazingly new in terms of control, but a fine modified version of the Controller S pad into wireless form that provides a great deal of comfort and ease of control. Something could be done to prolong the battery life or at least give an indication as to when it needs a change, but past that little setback, this is a great controller that works with a number of game types, be it a complex first-person shooter like Gears of War or a simple card game such as Uno.

    PS3 Controller

    Sony's PS3 controller has a long way to go. Despite the fact that it has gyroscopic features built in and returns to the same old Dual Shock formula that the previous controllers did, it feels cheaply put together and seems to have most of its innovation borrowed from that other competitor, the Nintendo Wii. There's not really an original hook here to keep gamers thinking that the PS3 is innovative, even though the controller has that sense of comfort. Fortunately, the very final edition will see Sony giving it a little heft and a push of originality.

    Wii Controller

    The Nintendo Wii-mote is a solid controller and a grealy designed tool that should help boost the company back into the next-generation race. The system itself could use a little more of a technical boost to live up to this peripheral's potential, and some of the games aren't as smooth controlling as others (playing Tony Hawk's Downhill Jam with a sideways Wii-mote takes getting used to), but it still plays wonderfully and could lead the way for a new direction as to how games are played. Hell, even Sony's stealing some ideas.

    Conclusion

    So who's the overall winner? Well, actually, I sense a tie between the Nintendo Wii-mote and the Xbox 360 controller. Both of them seem to offer a great deal of comfort and style in the way they handle, all without having to worry about some damn wires and with decent (if unnoticeable) battery life. They're both different in their own way, but they both work really well at what they do. As for Sony, well, they have a long way to go before they get back on the brazen path that their Dual Shocks have beaten over the years. Maybe we'll see a redesign next year that'll hold the fort just as well as Microsoft and Nintendo's controllers do.
    ...
    by Published on May 28th, 2006 20:17



    Hi All,

    Here is a new version of PSPColem the Colecovision Emulator for PSP.

    What's new in version 1.0.3 :

    - Add Load/Save/Del states menu !
    - Add .col as valid extention for rom files
    - Bug Fix: emulator configuration is now properly loaded on startup.

    How to use it ? Everything is in the README.txt file.

    Sources are included, and this package is under the GNU public licence,
    read COPYING.txt file for more information about it.

    This version should be the last one, only if major bugs are found


    Enjoy,

    Zx. ...
    by Published on May 28th, 2006 16:45

    Mario karters released an unoficial version of Luamines with support for v2.01 etc

    Download via comments

    dragula96 has released a new version of his Lumines clone coded in LUA, heres the release info:

    game goes up to 10 levels after that same skin just repeats
    slowed down timeline a bit
    added bonus system
    added combo system
    centered playarea
    added "next" block
    added 10 differentvisul skins
    added 5 different sound and music skins
    Fixed bug where last line of blocks would never get
    checked for deletion
    added a pause between when the block drops and
    when the next one can drop (gets rid of many accidental "deths" :P )
    added a "pause" function (press start to pause)
    Optimized engine even more
    you can now delete more then one square at a time

    Download and Give Feedback Via Comments ...
    by Published on May 28th, 2006 16:32

    Devs Only Release

    Hexstr posted this news/release:

    Alright I've been working on and off for about a year on this and I think it's finally time to let the people have it. It's not quite up to par with the quality I usually like to put out but it'll have to do.

    This is a library for dealing with PBP files or as I call them archives (since they do contain other files). When I started this about a year ago there I don't believe there were any libraries to working with PBP files and I still haven't seen any to this day.

    But this is not just a library that can create and modify PBP archives. I have created a format that I call Extended PBP because it extends the original PBP format without affecting it. As most of you know in the PBP header it lists the offsets of the files that it contains. If you increase each offset by say 100 you can use 100 bytes of space after the PBP header and before the first file. So the file becomes [PBP header][your added data][first file][second file...etc. Because programs are made to read the first file at the offset specified in the PBP header you can add any and as much data as you want into the file and the program will still recognise it as if there was no extra data.

    I think that this could bring about some cool changes because you can store any data such as files, directories, images in the PBP file without hurting it. Self extracting executables can be created and programs that use bootstrapping to load themselves into memory could include the user-mode prx into the EBOOT.PBP file. Anyway I'm sure you get the picture and I bet your already comming up with ingenius things.

    I have included this in the PSP Tools Package that I am working on and have uploaded it to the SourceForge.net CVS. I haven't had time to make use of autocont yet so there is no build yet and you will have to download it from the anonymous CVS. Sorry .

    Now the BIG problem is that since I'm currently in Afghanistan I have to go back out to the field really soon and I won't be able to start on any updates for about 2 months or so. So I'm counting on you guys to fix bugs and what not until I get back.

    the code can be found in the CVS on SourceForge.net at http://www.sf.net/projects/psp-tools

    Anyway have fun and make some cool stuff.

    Later biz.

    More info at link above. ...
    by Published on May 28th, 2006 16:30

    Devs Only Release

    Edorul posted this news/release:

    In this archive you'll find :

    - a mini tutorial to install PSPSDK and PSPGL

    - "glut.c" which is a modified version of the one in pspgl. In pspgl there is no key repitition, you need to release and push again a key if you want your program to detect it again. With this modified version you can push arrows or triggers (but not start, select, cross, triangle, square and circle) and 'til they remain pushed they are detected and can be used by your program. (used in Nehe07, 08, 09 and 10).
    To use it you need to replace the original one, compile pspgl and intall it again.

    - Nehe01 : it's not a real Nehe tutorial but a skeleton for your future programs with a working Makefile. It initialises pspgl and give you all the functions in order to use PSP arrows pad, triggers, keys and joystick.

    - Nehe02 to Nehe10 : they are adaptation of cygwin version of Nehe tutorials modified in order to run on a PSP.
    You will notice in each folder a working Makefile, "psp-setup.c" needed to compile pspgl programs and "copy.sh" that permits to copy directly your program to your PSP without living cygwin, just type "./copy.sh".
    All parts I've modified are maked by "@@@".

    For the moment they are some bugs :
    Nehe08 : if you use blend and light at the same time the cube disapear.
    Nehe10 : Idem as Nehe08, and there is a clipping problem (as in all Nehe tutorials I have modified, but here it's very visible) -> if a point of a triangle is out of the clipping area the whole triangle is not drawn. It's specialy significant with the cell and floor.

    Your feedbacks are welcome if you find a way to fix those bugs

    Download and Give Feedback Via Comments ...
    by Published on May 28th, 2006 12:39

    Reaper has released a racing game for the Gizmondo:

    Heres a test race game for smartphones which works on the giz.

    D-Pad Turns
    Play = Accerate
    Game quits when you have done 5 or 6 laps....

    Unzip and copy "FOLDER" to sd card use fireflys launcher.............

    Download and Give Feedback Via Comments ...
    by Published on May 28th, 2006 12:36

    Reaper has released a file explorer app for the Gizmondo:

    This is FileManCE which is a file explorer program (Like GSFinder), this is a very stable program and has some nice features....

    Unzip and Copy "FileMan" folder to sd card then use fireflys launcher
    OR
    Unzip and Copy "FileMan" folder to sd card then cut and paste the "FileMan.exe" file to root of sd card and use other launcher.............

    Download and Give feedback Via Comments ...
    by Published on May 28th, 2006 12:34

    Reaper has released a Book Reader for the Gizmondo:

    Heres a nice book reader from a company known as Gower.Point and this is what thay say:

    µBook is a simple and lean, yet powerful ebook reader for Pocket PCs that can read HTML, TXT, RTF, PDB and PRC (not secure) ebook files. It can read directly from inside ZIP files, and supports BMP, GIF, PNG and JPG images. It offers many customization options including: Portrait and Landscape display, Choice of font type, color and size, etc.... It Also has a resizable/skinnable User Interface. µBook is improving on a regular basis.

    Download and Give Feedback Via Comments ...
    by Published on May 28th, 2006 12:27

    sweetlilmre has ported Reminiscence to the Gizmondo:

    REminiscence-0.1.8 port
    keys remapped for Giz:

    DPAD: move
    Play: Enter
    Stop: backspace (skip cinematic sequences)
    Rewind: shift (use item run etc)
    Forwards: space
    LTrig: In game options
    Volume: dodgy volume hack for three settings: off, half, full

    SDL DoubleBuffer implemented, a couple of other changes, really nice source to port.

    If you want the music download the original .mod files and name them mod.flashback-* e.g. mod.flashback-ascenseur

    This is a clean port of the 0.1.8 source tree.
    If someone can tell me how to generate a nice diff (I'm using diff under msys), a source diff will be available soon.

    Make sure that all data files are in a "data" sub-dir from the executable.
    This uses my port of SDL 1.2.9 and zlib.

    Key mapping file to come...

    Let me know how it works for you.
    -(e)
    Download and Give Feedback Via Comments ...
    by Published on May 28th, 2006 12:19

    Reaper releases Pacman for Gizmondo:

    Now this is just great a near prefect PACMAN clone for smartphones, which works on the giz.......

    Download and Give Feedback Via Comments ...
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