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  • wraggster

    Flock 

    by Published on July 4th, 2010 23:05

    News via http://www.nintendomax.com/viewtopic...7d1c662c886e35

    Gillian Laidlaw has also made a puzzle game for the Nintendo DS called "Flock.

    Flock Is a Two Dimensional casual game , with a top-down perspective , using collision detection , sprite rotate; multiple backgrounds Entirely coded using C , using the DS homebrew libraries of PA_lib & ndslib .
    The players use the stylus to direct birds to player 's goal , a red star . The stylus can Be Used to place arrows oven , Which redirect the Birds . AI Opponents Also use arrows to redirect birds to Their star . It's a quick game with only a Three rounds per game , running at a hectic pace . The puzzle mode Gives the player a set of arrows with the objective of directing all the Birds and Avoiding all the hazards .

    http://www.gillianlaidlaw.com/index.html ...
    by Published on July 4th, 2010 23:03

    News via http://www.nintendomax.com/viewtopic...7d1c662c886e35

    ThatOtherPerson Version 0.3 offers the Wii for the adaptation of his own zombie game for PC "They Do Not Die.

    There ya une added level selection screen and all the maps from the oven of the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor). There Is Improved character sprite rotation . There are now bar progress to Represent How Much health and energy you have ( Which I find Is a Lot Easier to Quickly glance at Rather Then Needing to read the numbers). I've started " Some test work with the real time shadows ( its a bit slow goal you can hold down the 2 button to make the walls cast shadows ). Also I tweaked the speed of Pretty Much Everything ( movement speeds, health regeneration , how Quickly consommation excessive energy Harms you, etc. ) and I've Began the process of making the game frame rate independent (movement speeds per frame adjust based on how many years frames per second are passing ).

    v0.3 - July 4 , 2010
    * An added level selection screen and oven all of the maps from the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor ) .
    * Improved character sprite rotation .
    * Progress bar added to Have Been Represent How Much health and energy you have.
    * Real time shadow test feature ( hold down the 2 button to make the walls cast shadows) .

    http://thatotherdev.wordpress.com/20...-die-v0-3-wii/ ...
    by Published on July 4th, 2010 23:00

    Pate has released a new version of his Dos Emulator for the Nintendo DS, heres the full release notes:

    Yes, it is version 0.20, not 0.16! I decided to jump the version number a bit again, as this version has some extensive internal architecture changes, as well as much improved audio features. I also began a new blog page as the previous one had grown quite long. See the end of this page for a link to the previous blog entries. Anyways, here is a list of the most important changes:

    New IRQ handling using self-modifying code, which makes the whole emulator about 8% faster than before. More info in my previous blog post.
    Keyboard handling changed to support extended key codes. This will allow the mapping of some new keys like the right control key to an NDS button. Again more info in my previous blog post.
    Screen update mode "Direct" was removed. It was only used in the MCGA mode, and it only speeded up certain games (Wing Commander series, mostly) by a small amount. Having that mode around meant I had to write double code for all MCGA/VGA graphics memory and BIOS operations, so now I finally got fed up with doing that.
    AdLib emulation changed from effective 13-bit waveforms to 15-bit waveforms (and full 16-bit with rhythm instruments), which means that AdLib audio now has quadruple volume.
    AdLib rhythm instruments (Bass Drum, Snare, HiHat, TomTom, Cymbal) implemented.
    Covox/Disney Sound Source/Parallel port DAC audio device emulation added. Thanks sverx for the idea!
    Sound Blaster Direct DAC audio output mode supported (SB DSP command 10).
    Sound Blaster auto-init 8bit DMA audio output mode supported (SB DSP commands 1C, 48 and DA).
    Fixed the BLASTER environment variable to state the SB type as T3 (SB 2.0) instead of T4 (SB Pro 2.0), as only mono audio is supported. Some games (Hocus Pocus, for example) attempted to use stereo FM sound when the type was T4, resulting in no AdLib audio.
    Graphics problems in Gods are fixed.
    Some new EGA opcodes added.
    The new Covox and SB improvements still have some limitations. The Covox and SB Direct DAC output have distortion/warble in the sound. I believe this is mostly caused by the screen blitting code, which does not allow the PC timer interrupts to happen during the screen blitting. You can lessen the distortion by using screen update mode 15FPS, but you can not get completely distortion-free sound. The SB auto-init DMA only works when the played buffer is exactly divisible by 128, so some games might still not play all digitized sounds.

    AdLib emulation improvements
    As you can see from the change list, my focus last week was the audio features of DSx86. The last time I worked on the AdLib emulation was September last year, so I first had to go through the code and try to remember how it worked. Then I began by increasing the audio volume, which was the most often requested audio improvement. I remembered I had tried to increase the volume once earlier, but that resulted in bad distortion. Now I found the reason for the distortion and was able to fix that, so increasing the audio volume actually made the audio much cleaner. Also, for the first time since I had started working on DSx86 I now used Hi-Fi headphones with my DS Lite, and was surprised to find that my AdLib emulation actually produces quite convincing bass frequencies! I had only tested the audio with the inbuilt speakers and el-cheapo tiny headphones, neither of which seemed to produce any bass sounds.

    After I increased the audio volume I began working on the missing rhythm instruments. AdLib has two modes of operation, it can either use all 9 channels (each with 2 FM operators) for melodic instruments, or it can use the last three channels for rhythm instruments (so that Bass Drum uses both operators of channel 6, the other four rhythm instruments each use a single operator of the remaining two channels). Back in September the rhythm instrument code in my reference fmopl.c implementation looked extremely complex and slow, so I skipped implementing these at that time. Now when I am on my summer vacation I wanted to really look into this code and understand how it works, and now was able to optimize and invent various shortcuts to make it run pretty much as fast as the normal channels.

    Actually Bass Drum behaved pretty much like a normal channel, except that in the normal melodic channel operator 1 either works as a phase modulator for operator 2, or it produces sound directly (so that a single channel can actually produce two different sounds), but with Bass Drum it either works as a phase modulator or is ignored completely. Ignoring it was of course quite an easy change, so that took care of the Bass Drum. Tom Tom was quite easy as well, it just used a single operator to drive the output, so it was actually easier than the melodic channels.

    The HiHat, Snare and Cymbal sounds were more difficult. They also each use only a single operator, but they need a noise generator in addition to the phase frequency counter, and also the frequency is not used as a simple 16.16 fixed point value being an index to a waveform table, but only a few bits of the frequency counter are used to create certain fixed indices to the waveform table. Both HiHat and Cymbal also use two different operators (channel 7 operator 1 and channel 8 operator 2) to produce their output. For example, this is what the HiHat phase generation looks like in the reference implementation:

    /* high hat phase generation:
    phase = d0 or 234 (based on frequency only)
    phase = 34 or 2d0 (based on noise)
    */

    /* base frequency derived from operator 1 in channel 7 */
    unsigned char bit7 = ((SLOT7_1->Cnt>>FREQ_SH)>>7)&1;
    unsigned char bit3 = ((SLOT7_1->Cnt>>FREQ_SH)>>3)&1;
    unsigned char bit2 = ((SLOT7_1->Cnt>>FREQ_SH)>>2)&1;

    unsigned char res1 = (bit2 ^ bit7) | bit3;

    /* when res1 = 0 phase = 0x000 | 0xd0; */
    /* when res1 = 1 phase = 0x200 | (0xd0>>2); */
    UINT32 phase = res1 ? (0x200|(0xd0>>2)) : 0xd0;

    /* enable gate based on frequency of operator 2 in channel 8 */
    unsigned char bit5e= ((SLOT8_2->Cnt>>FREQ_SH)>>5)&1;
    unsigned char bit3e= ((SLOT8_2->Cnt>>FREQ_SH)>>3)&1;

    unsigned char res2 = (bit3e ^ bit5e);

    /* when res2 = 0 pass the phase from calculation above (res1); */
    /* when res2 = 1 phase = 0x200 | (0xd0>>2); */
    if (res2)
    phase = (0x200|(0xd0>>2));

    /* when phase & 0x200 is set and noise=1 then phase = 0x200|0xd0 */
    /* when phase & 0x200 is set and noise=0 then phase = 0x200|(0xd0>>2), ie no change */
    if (phase&0x200)
    {
    if (noise)
    phase = 0x200|0xd0;
    }
    else
    /* when phase & 0x200 is clear and noise=1 then phase = 0xd0>>2 */
    /* when phase & 0x200 is clear and noise=0 then phase = 0xd0, ie no change */
    {
    if (noise)
    phase = 0xd0>>2;
    }

    The noise value above is calculated in a noise-generator which gives a new value for each output sample, and uses the following algorithm in the reference implementation. The noise value in the above algorithm is the lowest bit of the OPL->noise_rng variable.

    OPL->noise_p += OPL->noise_f;
    i = OPL->noise_p >> FREQ_SH; /* number of events (shifts of the shift register) */
    OPL->noise_p &= FREQ_MASK;
    while (i)
    {
    if (OPL->noise_rng & 1) OPL->noise_rng ^= 0x800302;
    OPL->noise_rng >>= 1;
    i--;
    }

    My simplified and speeded-up version of the phase generation algorithm is below. The problems in my algorithm are that it does not take into account the frequency of operator 2 in channel 8 at all, as I don't have enough free registers to handle two operators simultaneously, and my noise generation is completely different. The result is that the HiHat does not sound quite like it should, it has more of a ringing and less noise to it's sound. It will have to do for now, though, until I figure out a better 1-CPU-cycle noise generator than my tst r7, r7, ror r7 opcode, or can figure out a way to calculate another operator while calculating the current operator as well.

    @-------
    @ On input: r7 = SLOT7_1->Cnt (16.16 fixed point value, FREQ_SH = 16)
    @ On output: r1 = phase << 9
    @-------
    eor r1, r7, r7, lsr #5 @ r1 = (bit2 ^ bit7); (<<16)
    orr r1, r7, lsr #1 @ r1 = (bit2 ^ bit7) | bit3; (<<16)
    and r1, #(1<<(16+2)) @ r1 = res1 = (bit2 ^ bit7) | bit3; (== 0x200 shifted 9 bits left)
    tst r7, r7, ror r7 @ Carry flag = pseudo-random noise value
    orrcc r1, #(0xD0<<(16+2-9)) @ phase = res1|0xd0;
    orrcs r1, #(0xD0<<(16+2-9-2)) @ phase = res1|0xd0>>2;

    I also managed to speed up some things in my AdLib emulation in general, for example I reordered the operand-specific values in memory so that instead of using 7 separate ldr commands to load the r4-r10 registers needed in each operator calculation loop I load them with a single ldmia opcode, and I also improved the envelope calculations somewhat. The envelope generation in AdLib has the usual four phases, Attack, Decay, Sustain and Release. Plus silence of course. The code I use for the envelope generation is the following, it is similar to both melodic and rhythm instruments:

    @-------
    @ Calculate envelope for SLOT 1.
    @ On input:
    @ r1 = scratch register
    @ r4 = sustain level (or silence level if in release phase) (in low 16 bits, 0..512)
    @ r5 = envelope increment/decrement value (16.16 fixed point)
    @ r8 = operator volume (16.16 fixed point), 0 = max volume, 512<<16 = silence
    @-------
    adds r8, r5 @ Adjust the volume by the envelope increment. Carry set if we are in attack phase.
    bmi from_attack_to_decay_phase @ Go to decay if we went over max volume
    rsbccs r1, r8, r4, lsl #16 @ Did we go under the SUSTAIN level (and we are not in attack phase)? Carry clear if we did.
    bcc from_decay_to_sustain @ Yep, go adjust the volume
    env_adjust_done:

    The main idea of this code is that during normal envelope operations the program flow does not need to take any jumps, it will flow directly thru these four opcodes. The algorithm above is an ASM version of the following C language code. This is not based on the reference AdLib implementation, as I have completely re-engineered the envelope generation code to be based on running 16.16 fixed point adders instead of (slow) table lookups.

    op->volume += op->env_incr;
    if ( op->volume < 0 )
    goto from_attack_to_decay;
    if ( op->env_incr >= 0 && op->volume > op->sustain )
    goto from_decay_to_sustain;
    env_adjust_done:

    The interesting part of my ASM implementation is that by using the reverse subtract RSB opcode instead of the CMP opcode I was able to get rid of the extra compare to see whether op->env_incr is greater than or equal to zero. The first adds always sets the carry flag if r5 (op->env_incr) is negative, and in that case I don't want to test the sustain level. So, by swapping the resulting Carry flag of the comparison between
    ...
    by Published on July 4th, 2010 22:57

    News/release from Sam kitsune

    It did take me a while to make, but I finally created a demo of a game I thought of half a year ago. If you know me, or at least heard my name somewhere in cyberspace, then you know my devotion for a certain Sonic character, Cream the Rabbit. What inspired me was to create a game that pretty much represented her in a way that the game can be fun. So yeah, it was hard, but I thought of about having to control both Cream and her chao friend, Cheese. Thus, the concept of "Cream And Cheese" was born . . . in a nutshell.

    This game took full advantage of the DS's controls and touchscreen to another level. You control both Cream and Cheese! Cream is controlled in the top screen by the control pad, and Cheese is at the bottom screen where the touchscreen is his controls. The goal is to travel though a maze and reach to the teleporter together. Using teamwork is critical because there are obstacles that will get in their way.

    As of now, this game provides animations for both characters, added objects, background, level design, a timer, and a demonstration on the focus of the game. It doesn't have sound and music, a splash screen, enemies, some kind of particle system, custom fonts, or any features that feels like a real game. You can only play one level.

    Controls

    (Cream)

    Left/Right - Walk
    "A" - Jump
    "A" while falling - Double Jump
    "A" while falling from Double Jump - Fly
    Down in midair - Ball Pound
    Up when near ladder - Grab Ladder
    Up/Down while Grab Ladder - Climb
    Down when on top of ladder - Grab Ladder

    (Cheese)

    Hold the touchscreen - Fly to the direction of the stylus
    Tap Cheese - Fall

    Have fun!

    Oh! If you press "Start" while playing, the GUI for the timer will grow or shrink. Tell me which size is not distracting. ...
    by Published on July 4th, 2010 22:53

    SuperTux Wii v1.1 released by Arikado

    SuperTux Wii is a port of SuperTux, using SDL Wii.

    1.1 - July 3, 2010
    Added USB support
    Cut Classic and Nunchuk Controller Support
    Reversed the 1 and 2 button
    Fixed Video Display Issues
    Cut the level editor (way too difficult to get working, just use it on another platform to make levels)
    All crashing and load time issues should be fixed
    Personalized the port for Wii
    Fixed Saving
    Various other fixes and tweaks

    http://wiibrew.org/wiki/SuperTux_Wii ...
    by Published on July 4th, 2010 22:45

    Newly released for Pandora



    MPD client with included standalone mpd. Although an MPD client, ommpc is designed as a standalone player and will start/stop it's own standalone mpd or use your already installed version. A fully featured playlist driven player with music library

    http://dl.openhandhelds.org/cgi-bin/...?0,0,0,0,6,133 ...
    by Published on July 4th, 2010 22:43

    Newly released for Pandora

    ASCIIpOrtal is a text based game with a geometry breaking physics gun.
    MIT license
    patch for pandora: http://pastebin.com/GGDjPaV7

    http://dl.openhandhelds.org/cgi-bin/...0,0,0,0,25,132 ...
    by Published on July 4th, 2010 22:42

    Newly released for Pandora



    The Battle for Wesnoth is a Free, turn-based tactical strategy game with a high fantasy theme, featuring both single-player, and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures...

    This package is based on the stable 1.8.x series. Savegames are fully compatible with the "desktop" version of 1.8.x.

    http://dl.openhandhelds.org/cgi-bin/...?0,0,0,0,29,25 ...
    by Published on July 4th, 2010 22:32

    News via http://www.geocities.co.jp/Playtown-Yoyo/6130/

    The FINAL build of DSpec is now available, allowing you to play all of the classic ZX Spectum games from your childhood!

    Head over to the download page to find out how to get hold of it for a small donation towards the webside and it's future development.

    http://dspec.eighttwelve.co.uk/download.php ...
    by Published on July 4th, 2010 22:24

    News via http://emu-russia.net/en/

    TurboGrafx-16/PCEngine/CD emulator for Sony PSP has been updated. Changes:
    - minor fixes and interface changes.

    http://jbbs.livedoor.jp/bbs/read.cgi...1116854429/l30 ...
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