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  • wraggster

    by Published on March 21st, 2010 22:03

    Pate has today posted this WIP News of his Dos Emulator for DS on his Site:

    This weekend I worked on the various unsupported DOS interrupts that I have noticed on the debug logs I have been receiving. So far I have added about half of the dozen or so unsupported DOS features on my TODO list. During the past week I debugged some games that behaved strangely in DSx86, and found and fixed several bugs in the code while doing this:

    Moraff's World just quit back to DOS immediately when trying to run it in DSx86. This was caused by a bug in my memory reallocation code. It should have returned the largest available block if a program requested more memory than was available, but it returned the requested amount. Fixing that problem allowed the game to start.

    Simcity demo quit with "Division by zero" when it tried to load the San Francisco map. This was caused by a bug in my unsigned div opcode handling. I used the ARM 32bit/32bit division feature, which gave a wrong result if the numerator was >= 0x80000000. I switched to using int64/int32 division for this situation, and that fixed the problem in Simcity demo.
    Ultima 3 seemed to hang at the start. I added a new debug feature into DSx86 where it shows all the called interrupt functions when running with the debugger screen visible. Here I noticed that it tries to open a file using the (nearly obsolete) DOS 1.0 File Control Block functions. I had coded that function to simply return error, but Ultima 3 did not expect an error return. I added the basic FCB functions (open, close, read, write) using FreeDOS sources as a reference. FreeDOS handles those functions by wrapping the normal DOS file functions, so I did it similarly. This means that calling these FCB DOS functions in DSx86 is rather inefficient, as they are wrappers over the normal DOS file functions, which in turn are wrappers over the C standard stdio file functions, which are wrappers over the functions provided by LibFAT. Anyways, after adding these functions Ultima 3 seems to run properly.

    Electranoid crashed DSx86 completely. I still don't know what exactly it did that caused a total crash (where NO$GBA shows a popup "The rom-image has crashed"), however I noticed that it used the DOS internal SYSVARS - GET LIST OF LISTS call that returns a pointer to DOS internal data area (but which did nothing in DSx86). The game tried to use the pointer to the start of the allocated memory block chain, and went to random locations in the memory when this pointer did not contain any valid data. I added support for this call (though many of the other pointers are still marked as invalid) and the game stopped crashing, but then it reported "Critical error - Out of EMM memory." I tried adding the amount of EMS memory DSx86 reports, which just changed the error message to "Critical error - No Microsoft compatible mouse found", so I stopped working on this game for now.
    Norton Sysinfo used to work on my specially hacked version of DSx86 back in November of last year, before even the 0.01 alpha version release. I am now trying to make it work in the proper version. The first problem was that it stopped with "Division by zero" when it tried to measure the CPU speed, and I noticed that my improved timer code (which I coded for version 0.01) did not handle the timing method that Sysinfo used properly. I fixed that, but now it crashes DSx86, and I am currently debugging the cause for that. It is not all that surprising that it crashes, as it uses quite an extensive array of tests for various hardware and software on the PC. A good testbench for DSx86 compatibility, in other words. :-)

    I haven't started on the mouse emulation yet, and I doubt I'll add that for the next version. My first priority is to get more games running properly and without weird crashes. Perhaps I'll work on the mouse emulation on my Easter vacation. For now, I'll continue adding the missing DOS features and fixing other problems in the debug logs I have received.
    ...
    by Published on March 21st, 2010 20:37

    SHARP-EYED Customs officers checked a parcel bound for a Colchester address and found £40,000 of cocaine inside.

    A court heard how the parcel supposedly contained an Xbox games console, but officers became suspicious when it weighed more than it should have done. When it was checked, nearly a kilogram of 75 per cent pure cocaine was found inside.

    Chelmsford Crown Court heard Customs officials replaced the cocaine with harmless white powder and the parcel was forwarded on to the address of 48-year-old Michael Igwe.

    Samantha Leigh, prosecuting, said an undercover officer delivered the parcel to Igwe’s former home in Mill Road, and he signed for it.

    Minutes later, 21 police officers raided his home and arrested him. The court heard there was nothing to suggest Igwe was going to cut up the drug or sell it.

    Igwe, of Reede Road, Dagenham, was jailed for seven years after he admitted a charge of drug smuggling.

    Judge Karen Walden-Smith told him: “This was a large amount of cocaine and you were sufficiently trusted by those involved in the operation to have it under your control.”

    The court heard the parcel had arrived at Stansted Airport from America in early May last year and was marked as containing an Xbox. Miss Leigh said it was weighed, but the weight did not match with the weight of an Xbox.

    The cocaine inside was replaced and an undercover Customs officer posing as a delivery driver delivered it to Igwe’s home, the court heard.

    Karen Johnson, mitigating, told the court Igwe got involved as he needed money.

    l Another man, Dona Nnadi, 47, of Kendall Road, Colchester, denied the smuggling charge at a hearing earlier this week and the prosecution offered no evidence against him.

    http://www.essexcountystandard.co.uk...drugs_package/ ...
    by Published on March 21st, 2010 20:33

    News via http://www.gp32spain.com/

    Misato ^ ^ brings a new version of its emulator for Wonderswan which have Fixed multiple bugs and has perfected Exit the emulator to the roms selector. ...
    by Published on March 21st, 2010 20:29

    After eight years (to the exact day!) of intense labors by many - some tragic and others triumphant - Matt’s Messy Room and D-D are jointly announcing the penultimate closure of another success story. We are releasing Slayers English on its 8th anniversary - the final day of winter. Except for a few small details planned for our first update, Slayers is finished and 100% compatible with real hardware. Because older emulators do not appear to fully support this game, including the Japanese ROM, we are recommending BSNES as the emulator of choice.

    The Slayers English translation project is the culmination of a joint effort between D-D and Matt’s Messy Room.

    http://www.romhacking.net/forum/inde...pic,10530.html ...
    by Published on March 21st, 2010 20:28

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

    Sega Saturn emulator for Windows has been updated. Changes:
    - fixed color processing in VDP2;
    - fixed bug which prevented saving of some options in .ini file.

    http://www7a.biglobe.ne.jp/~phantasy/ssf/index.html ...
    by Published on March 21st, 2010 20:19

    News via http://dingoonity.org/

    ^MiSaTo^ has released an update for his Wonderswan Emulator


    Quote
    Changelog:

    0.3:
    - Added Rom selector

    alpha 2:
    - Fixed screen issue. Now it shows the game in the original resolution.
    - Fixed buttons mappings.

    alpha 1:
    - Preliminary version, proof of concept

    Thanks to:

    - hmanon for his oswanSDL port and his mail reply
    - OSwan creator.
    - viejunet crew!
    - GP32spain people and specially Anarchy ...
    by Published on March 21st, 2010 19:56

    Shigeru Miyamoto, who has had a hand in some of Nintendo's most popular titles, recently offered that he is working hard to turn Nintendo's DS line of handheld gaming machines into tools for schools. The DS already has a nice line of educational software titles that help users learn, and he thinks that this could really be a huge benefit to schools looking for alternative ways to educate students of a new generation. The company has already managed to get them into Japanese elementary schools.

    http://games.slashdot.org/story/10/0...School-Systems ...
    by Published on March 21st, 2010 19:56

    Shigeru Miyamoto, who has had a hand in some of Nintendo's most popular titles, recently offered that he is working hard to turn Nintendo's DS line of handheld gaming machines into tools for schools. The DS already has a nice line of educational software titles that help users learn, and he thinks that this could really be a huge benefit to schools looking for alternative ways to educate students of a new generation. The company has already managed to get them into Japanese elementary schools.

    http://games.slashdot.org/story/10/0...School-Systems ...
    by Published on March 21st, 2010 02:04

    News via http://0xff.akop.org/2010/03/18/futu...ter-emulators/

    ColEm will be the next emulator to be brought up to the latest version of the PSP library. It will also include the ‘time rewind’ feature found in several other emulators.

    I have not completely given up on Castaway PSP (I’m still poking it from time to time), but I am rather running out of options and patience.

    For those of you wondering if/when the ‘rewind’ feature will make it to other emulators, especially computer emulators such as fMSX and Fuse, the issue is as follows.


    Consoles have a fixed memory size, which means that state for every game takes up the same amount of space, and generally speaking, this space is relatively small. Conversely, computer memory can vary (for example, on MSX anywhere from 64 kB to 4 MB).

    ‘Time rewind’ works by saving state once every few frames to memory. The feature usually dedicates 85% of the PSP’s remaining RAM for saving state, which generally adds up to about 12 MB or less on a “fat” PSP (PSP 1000). For console emulators this doesn’t tend to be a big deal, especially since save states are small, around 32 kB. While 12 MB/32 kB may seem like a lot of space, keep in mind that an emulator displays 60 frames per second, so if you only take a snapshot once every five frames, you will still exceed a megabyte after less than three seconds. The most common memory configuration for MSX is 128 kB, which is four times that – not including VRAM (which is another 64 kB), CPU registers, etc… Basically, on a computer emulator, this feature gives a much smaller bang for the proverbial buck.

    The biggest issue, however, is not the size of the state footprint – it’s the fact that one has to be very careful about changes to the emulated machine that affect the size of the state’s footprint. Not adjusting the ‘time rewind’ engine appropriately will likely result in hard crashes.

    All said, however, this task is far from impossible, and you can look forward to computer emulators getting this feature at some point, starting with Fuse (to appease my buddy ewgf, who originally suggested the idea). ...
    by Published on March 21st, 2010 02:04

    News via http://0xff.akop.org/2010/03/18/futu...ter-emulators/

    ColEm will be the next emulator to be brought up to the latest version of the PSP library. It will also include the ‘time rewind’ feature found in several other emulators.

    I have not completely given up on Castaway PSP (I’m still poking it from time to time), but I am rather running out of options and patience.

    For those of you wondering if/when the ‘rewind’ feature will make it to other emulators, especially computer emulators such as fMSX and Fuse, the issue is as follows.


    Consoles have a fixed memory size, which means that state for every game takes up the same amount of space, and generally speaking, this space is relatively small. Conversely, computer memory can vary (for example, on MSX anywhere from 64 kB to 4 MB).

    ‘Time rewind’ works by saving state once every few frames to memory. The feature usually dedicates 85% of the PSP’s remaining RAM for saving state, which generally adds up to about 12 MB or less on a “fat” PSP (PSP 1000). For console emulators this doesn’t tend to be a big deal, especially since save states are small, around 32 kB. While 12 MB/32 kB may seem like a lot of space, keep in mind that an emulator displays 60 frames per second, so if you only take a snapshot once every five frames, you will still exceed a megabyte after less than three seconds. The most common memory configuration for MSX is 128 kB, which is four times that – not including VRAM (which is another 64 kB), CPU registers, etc… Basically, on a computer emulator, this feature gives a much smaller bang for the proverbial buck.

    The biggest issue, however, is not the size of the state footprint – it’s the fact that one has to be very careful about changes to the emulated machine that affect the size of the state’s footprint. Not adjusting the ‘time rewind’ engine appropriately will likely result in hard crashes.

    All said, however, this task is far from impossible, and you can look forward to computer emulators getting this feature at some point, starting with Fuse (to appease my buddy ewgf, who originally suggested the idea). ...
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