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    by Published on August 8th, 2010 22:46

    Newly released for Pandora:



    Zelda Classic 2.11 B18 Pandora 0.1alpha
    Zelda Classic on the Pandora!

    Unnoficial port by Hitnrun, with permission from Dark Nation of Zelda Classic.

    This is an alpha release, so it wasn't tested too much, test it and post your results on the forum.

    This is currently unscaled (so it is small at 320x240), and has no music, but seems to be running very well.

    Read the included README.Pandora.txt for a list of observations.

    ChangeLog:

    2.11B18 0.1alpha (2010-08-08)
    =============================
    - initial release

    Download here ...
    by Published on August 8th, 2010 22:45

    Newly released for Pandora:



    DXX-Rebirth is a Source Port of the Descent and Descent 2 Engines and provides classical Gameplay

    Download Here ...
    by Published on August 8th, 2010 22:44

    Newly released for Pandora:



    DXX-Rebirth is a Source Port of the Descent and Descent 2 Engines and provides classical Gameplay.

    Download here ...

    Enigma 

    by Published on August 8th, 2010 22:43

    Newly released for Pandora:



    Enigma is a puzzle game inspired by Oxyd on the Atari ST and Rock'n'Roll on the Amiga. The object of the game is to find uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way to the Oxyd stones.

    Buttons
    -------
    Rolling: Mouse-Nub or touchscreen
    Use inventory: X
    Switch inventory left/right: A B
    Speed+: Dpad right
    Speed-: Dpad left
    Pause: Y or ESC
    Menu navigation: Dpad, Mouse-nubbing, Enter, Esc

    Press F1 for an ingame help screen.


    Changelog
    ---------
    8.8.2010: 800x480 widescreen support. Now you can use the
    black borders for touchscreen control and the menu
    is widescreen now. Change resolution in options.
    6.8.2010: Touchscreen now works as a control.
    Took out mousebuttons for inventory because
    it was interfering with touchscreen control.
    You don't collect an item after you just dropped
    it if you hold the X button.


    Bugs:
    Touchscreen control works but if you mix it with nubbing, the marble sometimes flicks around.
    Sometimes, the marble flicks if you start/restart a level
    If you hold X to drop an item and roll the marble around, it will drop and use more items as long as you hold X. It is because the X button (PGDown) works differently than the mousebuttons in SDL. Comment in the forums or here if I should iron this out. SDL event switch cascades are a nightmare .


    Have fun
    Whynodd

    Download Here ...
    by Published on August 8th, 2010 22:41

    Newly released for Pandora:



    Ken's Labyrinth is a first-person shooter DOS game. It was mostly coded by Ken Silverman. Ken's Labyrinth is graphically similar to id Software's Wolfenstein 3D.

    Download here ...
    by Published on August 8th, 2010 22:39

    Newly released for Dingoo



    Read the Readme file for more information.

    Download Here ...
    by Published on August 8th, 2010 22:38

    Newly released for Dingoo



    Thruster is a fast paced cave flyer by Vilmos, where the goal is to reach as high as you can without crashing while eroding the landscape with your thruster. To do so you will need some fast reflexes and a good eye.

    Featuring:
    - Three different game modes
    - Two difficulty levels
    - High score tables with replay - You can watch previous games and see how the high scores were done.
    - Beautiful backgrounds by Mentis and Mrpropre
    - Three included ogg tracks with the ability to add any MOD, MP3 or OGG files to the tracklist.
    - More than 2K particles in play at once

    Download Here ...
    by Published on August 8th, 2010 22:37

    Newly released for Wiz



    This version for gp2x wiz was compiled with SDL
    module, without sounds and without gfx mode.
    Due to display resolution limit, I have been
    forced to implement function for scrolling between
    left and right side of the terminal (80x24).
    Horizontal scrolling of the terminal is activated
    automatically (by the cursor's current position)
    or manually (by the button). It is recommended to
    configure your own buttons, with regard to your
    playing style and character's skills.
    Buttons configuration file - gp2x_buttons.cfg
    If you have found any errors, please let me know.

    Default basic buttons: R - terminal scrolling;
    L - keyboard emulator; UP, DOWN, ... - directions;
    B - enter; A - escape; Y - searching; X - run;
    MENU & R - dig a tunnel; MENU & L - messages log;
    VOL- & VOL+ - print buttons list from gp2x_buttons.cfg;


    Keys in config file can be represented by ascii char or decimal value. For example, these three are the same:
    A '\e'
    A 27
    A '^['

    And means: if you press A button then esc will be send to the terminal. It is possible to combine 2 buttons.
    For example:
    MENU L '^P'

    Changes from previous version of the port:
    + Added function for printing buttons list
    + Changed default buttons (X, Y)

    + + + + + + +

    If you like this port, or if you like to see more improvements in the future, you can make donation:
    PayPal : [email protected]

    Download Here ...
    by Published on August 8th, 2010 22:32

    News via http://www.neoflash.com/go/index.php...d=367&Itemid=1

    This is a new GUI style for Chillywilly's Neo N64 Myth Menu 1.4
    Read the included readme for details.

    Neo N64 Myth Menu 1.4S (SD) (unofficial)
    ------------------------------------

    Please read original readme in /src first.
    This needs the original 1.4 menu already flashed to the N64 Myth U2.

    Install notes:
    Copy directory ".menu" to root of SD card

    !!!!!!!!!!!!!!!!!!!
    !!USE AT OWN RISK!!
    !!!!!!!!!!!!!!!!!!!

    1.4S Changes:
    - now based on chillywilly's 1.4 menu
    - //scode tags in source code where I altered it
    - more and bigger boxarts (about 300, 4x the size)
    - boxarts now load from SD
    - if game is not found in database, default save option will be MEMPAK
    meaning you most likely need a Mempak to save.

    Download : http://www.neoflash.com/forum/index....ic,6230.0.html ...
    by Published on August 8th, 2010 22:29

    Pate has posted some new WIP news of his Dos Emulator for DS

    DSx86 fixes
    Last week I did not have any time to work on DSx86, as I had various work-related things to do and also other "real life" issues that I had postponed during my summer vacation. Yesterday I finally began working on DSx86 again, and found the bug that caused the memory error in Maupiti Island. I had coded a shortcut for the memory allocation routines when launching an EXE program, and my shortcut did not handle the EXE header MaxAlloc field properly, it always allocated the maximum amount of memory. Normally all programs want the maximum amount of memory, but the TSR program in Maupiti Island was the first program that had the required amount of memory in the EXE header and did not adjust the memory allocation itself. After I fixed that routine the game loaded fine and seems to work.


    I was also requested via email to look into a screen resolution problem in a game called Mahjong Fantasia. I noticed that it went to 640x200 screen mode, but still wanted to display 400 lines. There is no screen mode preset for 640x400 resolution, so the game accessed the CRTC registers directly. I enhanced my VGA emulation so that the vertical resolution is no longer tied to the current screen mode, but instead it is determined by the CRTC register values (like in DOSBox). This might cause problems in some games, but most likely it will work better than the mode-based resolution detection. At least Mahjong Fantasia began to display a correct resolution, and also Gods (another game that accesses CRTC registers directly) still works.

    I have also added some simple missing EGA and Mode-X opcodes based on the debug logs I have received, again thanks for those! Other things on my TODO list I have not yet looked into, but at least the above mentioned improvements will be in the upcoming 0.23 version.

    SuperCard DSTwo SDK betatesting
    Several DSx86 users sent me email letting me know that SuperCard are giving a beta version of their DSTwo SDK to selected homebrew coders. So, I decided to contact SuperCard and request the beta version of the SDK. They accepted me to their beta test program (thanks SuperCard!) and sent me the SDK. I don't have the actual DSTwo card itself (which they also will send me) yet, so I can not properly test the SDK until I receive the card as well. However, I can start porting DSx86 to it immediately, and this is what I began doing yesterday.

    The first problem was that the SDK (or rather the mipsel-linux toolchain that it uses) is meant to be run on Linux, and I have only Windows machines. This turned out to not be a major problem, though, as running VirtualBox on my Windows XP machine and installing Ubuntu Linux on it allowed me to install the SDK and compile the libraries and examples fine. I am familiar with the Linux command line tools, but I have actually never used the Linux graphical UI, which however seems to be reasonably similar to Windows so I am not totally lost with it. :-)

    There does not seem to be any major problems compiling the C and C++ source codes, but obviously I need to write the ASM parts pretty much from scratch for the MIPS architecture. It will be interesting to study another new hardware architecture, and the MIPS architecture seems to be very different from ARM, even though they both are RISC processors. What little I have found out so far about the MIPS architecture compared to ARM is this:

    MIPS has 32 general-purpose registers (while ARM has only 16). This will make it easy to keep all the x86 general purpose registers (only 8 of them) in the CPU registers, and still have a lot of extra registers for the emulator-specific stuff.
    MIPS is luckily little-endian, same as ARM (as used in Nintendo DS) and the x86 architecture.
    There are no CPU flags in MIPS! This is a bit strange, and will force me to use the "lazy flags" method of handling the emulated flags. This will slow down the code, but on the other hand it will allow me to emulate the Parity and Auxiliary Carry flags of x86 properly.
    No free shifts and rotates in MIPS. This has been a cool feature in the ARM processor, so now I have to un-learn all these tricks with shifted register values. MIPS has 16-bit immediate values, though, so many ARM tricks are not actually needed on MIPS.

    My working on the MIPS port of DSx86 will of course take time away from improving the current DSx86, but I think DSx86 is already working reasonably well as it is. Many games still need fixing and there are many general improvements that could be made, but I can continue working on these even while I concentrate on the DSTwo SDK testing. SuperCard probably expects me to actually work with their SDK, or they would not have sent it to me. I think I owe it to them to test it properly and report the possible problems and enhancement ideas I find when trying to port DSx86 to run on DSTwo.

    With the DSTwo version of DSx86 (currently named "DS2x86" :-) I plan to support 386
    ...

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