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  • wraggster

    by Published on April 7th, 2013 17:28
    1. Categories:
    2. Raspberry Pi

    via http://rpix86.patrickaalto.com/rblog.html

    Okay, after working on rpix86 for the whole of my vacation week, I feel that I have managed to get quite a lot of work done on it. It was nice to be able to focus on it for a full week, especially as I had a good list of interesting new features that I wanted to implement. I am going to explain the new features and other fixes with a bit more detail this time, so let's get on with it.

    1. EGA palette handling fix

    In the previous 0.04 version I made some minor performance enhancements to the 16-color graphics modes palette handling. The change was so minor that I did not even think to run my small test.com x86 program that simply loops through all the supported graphics modes and prints some characters and lines with different colors. If I had run it, I would have noticed immediately that my small fix actually broke the 16-color palette handling! Sorry about this, I think in the future I need to always run this test program before the release, and it might be a good idea to always have the previous version available for download in addition to the just released version. So if the latest version breaks something, you can try running the previous one. In any case, now the palette problems are fixed in this version.

    2. Hardware mouse cursor emulation

    The next major feature is the addition of a hardware mouse cursor. Perhaps "hardware" is somewhat of a wrong term as back in the VGA days the cursor was usually drawn by the mouse driver instead of actual hardware, but I use the term to make a distinction between a (software) mouse cursor that the game itself draws, and a (hardware) mouse cursor that gets drawn simply by calling the int 33h mouse function "Show mouse cursor". My test.com tester program uses the hardware mouse cursor in all the different graphics modes, so it was a good test bench also for this work.
    I wanted to see if I can use actual hardware (the OpenGL ES engine) in Raspberry Pi to draw the mouse cursor, my problem was just that I am still really unfamiliar with the OpenGL ES techniques and only barely understand how the vertex and fragment shaders work. However, I thought that attempting to make a mouse cursor for rpix86 would be a good learning experience, and thus I began working on it. I started with a simple OpenGL ES triangle tutorial, trying to get a white triangle visible on top of the actual background texture showing the PC screen. After I got that working, I began enhancing it by adding a texture to contain the actual mouse cursor shape. It took me some googling to get the alpha channel working properly, and then a lot of trial and error to get everything showing in the correct orientation. After some more studying I realized that I could perhaps have the vertex shader do all the position and scaling adjustments so that I don't need to do that in code. I was pretty happy with the end result, the vertex shader now shows the mouse cursor in the correct location and takes into account the current mouse cursor shape hot spot locations etc.

    The current vertex shader code looks like the following, in case you are interested. The mouse cursor size is based on a 640x400 screen size, and it will then get proportionally larger when zooming the PC screen to larger displays.
    static const char* mouse_vertex_shader = "attribute vec2 a_position; \n" "attribute vec2 a_texcoord; \n" "varying mediump vec2 v_texcoord; \n" "uniform ivec2 u_mouse_xy; // Mouse (x,y) position \n" "uniform ivec2 u_max_xy; // Max mouse coords (screen size) \n" "uniform ivec2 u_hot_xy; // Mouse hot spot position \n" "void main() \n" "{ \n" " // Adjust the mouse coordinates by the screen size. \n" " float x = float(u_mouse_xy.x)/float(u_max_xy.x)*2.0 - 1.0; \n" " float y = float(u_mouse_xy.y)/float(u_max_xy.y)*2.0 - 1.0; \n" " // Adjust the mouse hot spot position by the cursor size. \n" " x = x - float(u_hot_xy.x - 16)/640.0; \n" " y = y - float(u_hot_xy.y - 16)/400.0; \n" " // Adjust the vertex position by the mouse position. \n" " vec2 p = vec2(a_position.x + x, a_position.y - y); \n" " v_texcoord = a_texcoord; \n" " gl_Position = vec4( p, 0.1, 1.0 ); \n" "} \n";I also need to have code that converts the mouse cursor shape (given to the mouse driver using int 33h commands) to a texture. That conversion (which happens very rarely) is done with the following code. The name of the routine is from the DSx86 version where I used a hardware sprite to draw the mouse.
    static u32 mouseTexture[16][16]; // RGBA valuesvoid CursorToSprite(u16 *mask){ // Convert from input 16 bits per 16 rows screen and cursor masks // to 16x16 matrix of RGBA values. int x, y; for (y = 0; y < 16; y++) { for (x=0; x < 16; x++) { if (mask[y+16]&(1<<(15-x))) // cursor pixel set = white mouseTexture[x][y] = 0xFFFFFFFF; else if (mask[y]&(1<<(15-x))) // screen pixel set = transparent mouseTexture[x][y] = 0; else // Both pixels clear = black mouseTexture[x][y] = 0xFF000000; } }}

    3. Overscan adjustment support

    I had also received reports that rpix86 does not handle screen overscan properly. Especially when using a PAL TV output, part of the rpix86 DOS screen is in the overscan area and thus not visible. This of course makes using rpix86 pretty difficult. I had assumed that setting the overscan values in the /boot/config.txt would affect all software, but it seems to affect only the console and X Window screens.

    I decided to add support for reading the /boot/config.txt overscan values, and in addition I thought it might be a good idea to have command line parameters to allow still further overscan adjustment. Thus I added the following new command line parameters to this version of rpix86:
    -olLEFT where LEFT is the amount of overscan on the left border. If not given, defaults to /boot/config.txt overscan_left value. -orRIGHT where RIGHT is the amount of overscan on the right border. If not given, defaults to /boot/config.txt overscan_right value. -otTOP where TOP is the amount of overscan on the top border. If not given, defaults to /boot/config.txt overscan_top value. -obBOTTOM where BOTTOM is the amount of overscan on the bottom border. If not given, defaults to /boot/config.txt overscan_bottom value.The current values are written to stdout (if they differ from zero) when rpix86 starts, so you can check that the correct values get used, and change them when starting rpix86 if necessary.

    4. Support for running rpix86 in X Window environment

    I also have been wanting to try adding support for running rpix86 inside the X Window graphical environment for some time now. Since many people run their Raspberry Pi "headless" without any screen or input devices connected, it would be nice if also those users could run rpix86. Of course rpix86 will run much slower when in the X Window environment, but there is a lot of old DOS software that is not performance critical and thus would run fine.
    I started by googling for general information about coding for the X Window system (which was yet another completely new area for me). I found an interesting forum thread started by teh_orp, and example code in github by a forum member shirro. As the thread and code are both a bit dated already, I am not sure if this is the best way to do this, but I decided to give this approach a try. It looked like it did not require many changes to my existing OpenGL ES code, so I began adding the required changes. After a few hours of work I already had rpix86 showing up in a window (the picture was upside down, but that just needed some adjustments to the code).
    I used a WinVNC connection from my Windows XP development PC to my Raspberry Pi to test this. At this point the keyboard and mouse reading still used the /dev/event files, and I knew I had to change them to use the X Window event system when running in X Window, otherwise it would not work via WinVNC and similar remote desktop connections.
    I had coded touchpad mouse support into DSx86, which works by detecting the touch position on the screen and then converting these coordinates to the mouse position. I tested how the X Window mouse coordinates behave, and it looked like I can use this system pretty much as-is. The X Window mouse movement events give coordinates in pixels relative to the left top corner of the window, just like the mouse coordinates should work. This will work fine as long as the game does not use its own scaling system, which sadly many games do. Such games will most likely not be usable from within the X Window environment (thus I consider the X Window support in rpix86 to still be in the "experimental" state).
    Adding keyboard support also introduced new problems. I could not find proper keycodes from the key press and key release events. Running rpix86 via VNC, and from the X window started from the console, had different keycodes for the same keys, so I knew that I can not use the keycode directly. After mapping the keycode to a KeySym value the result was (mostly) similar, but the problem was that I have a Finnish keyboard layout and rpix86 expects to get raw US keycodes, which it can then give the KEYB DOS program to convert. I haven't yet found a proper way to get the raw keycode (unaffected by the keyboard language) from the KeySym that the X Window returns. Thus some keys might not work or give incorrect keys when running rpix86 in X Window environment. It might help if you set the X Window keyboard mapping to US with a command setxkbmap us in the LXTerminal window before starting rpix86.

    5. Option to run rpix86 without audio

    When testing rpix86 in X Window via VNC, I realized that it might be somewhat useless to run the audio emulation if your Raspberry Pi is completely headless, with no I/O capability besides the ethernet connection. So I added a new command line option, -a2, which skips the audio emulation thread startup and thus plays no audio. This option will make rpix86 run around 10% faster, perhaps even more if a game uses both AdLib and SoundBlaster audio.

    6. Added support for running "Chess Genius 3" DOS version

    After releasing version 0.04 I got a rpix86dbg.log crash log from running Chess Genius 3 by Richard Lang DOS version in rpix86. From the log I could see that the game uses jpo (Jump if Parity Odd) opcode. This is a problem in rpix86, as my CPU emulation core does not support the Parity flag natively. Whenever a game uses either JPO or JPE (Jump if Parity Even) opcodes, rpix86 will quit with an error log unless I have coded specific support for this situation.

    The game-specific support for Parity flag in rpix86 works by examining the previous opcodes whenever the JPO/JPE opcode is encountered. The specific code snippet in Chess Genius 3 had the following opcodes:
    1AF0:3980 A818 test al,181AF0:3982 7505 jne 3989 ($+5)1AF0:3984 31BFB001 xor [bx+01B0],di1AF0:3988 C3 ret1AF0:3989 7B0D jpo 3998 ($+d)That is, the game tests the AL register for value 0x18, and if either of those two bits are set, it jumps to address 0x3989 where it tests whether the parity is odd (meaning that only one of those bits are set), in which case it jumps to address 0x3998. To support this in rpix86, I need to know what was the operation that was supposed to set the parity flag, calculate the result of this operation, determine the resulting parity flag value, and then either jump or not jump depending on the result. The problem is that I don't keep track of which opcodes have been executed and in what order before encountering the JPO/JPE opcodes.In the above situation it is not very difficult to determine the correct parity flag value. I can test that the opcode bytes before the JPO opcode are those 0xA8, 0x18, 0x75, 0x05, 0x31, 0xBF, 0xB0, 0x01, 0xC3, in which case I know the correct parity flag can be calculated by anding the AL register with 0x18, and counting the number of resulting bits. There is by the way a neat ARM ASM trick for calculating the parity of a register, created by FluBBa.
    The problem in the case of Chess Genius 3 was that this was not the only location where it used JPO/JPE opcodes. Every time I fixed one location and tried to run the game in rpix86, it soon stopped in the next location and so on. After adding about a dozen or so special cases, I noticed that the code segment seems to stay the same, so I decided to disassemble this whole code segment and look for JPO and JPE opcodes from the disassembled result.

    I found out that the game had 36 different locations in the code where it used the JPE opcode, and 35 places with JPO opcode, used in a variety of ways. There were even a couple of pretty difficult problems, for example in this code:
    1AF0:58C6 A809 test al,091AF0:58C8 B004 mov al,041AF0:58CA 7A02 jpe 58CE ($+2)The code tests the AL value, then stores something else into AL, and then jumps based on the parity result of the test. When rpix86 encounters the JPE opcode, it has no way of knowing what AL value was used in the test, because the value had already been overwritten! I needed to add code to store the TEST AL,imm8 opcode (0xA8) result into memory, in order to use this later in the JPE opcode. This will marginally slow down the handling of that opcode, but luckily that is not the most commonly used opcode, and simply writing a byte to memory (into stack area, actually) should not slow anything down noticeably.I have been letting the game run a match (computer versus computer) for a long time and it does not seem to encounter any problems, so hopefully the game will now work properly in this 0.05 version.


    7. Other JPE/JPO opcode support fixes

    When adding the JPO/JPE opcode support for Chess Genius 3, I noticed that I had not ported the existing special support properly from DSx86 version to the rpix86 version. I fixed the problems in the existing support, which affected all the following games. If you have encountered weird problems in these games, they might work better in this version. Some of the names only show the executable name, as those are based on DSx86 crash logs so I have not known the actual game name:
    • Amazing Spiderman
    • Batman Returns
    • Bubble Ghost
    • BUBBOB
    • CALGAMES
    • F29 Retaliator
    • GWBASIC
    • Micro Machines 3
    • STARGATE
    • Super Solvers: Challenge of the Ancient Empires
    • The Incredible Machine
    • TOUTRUN
    • Turbo Science

    8. Help request

    If you are graphically inclined, I could use your help with rpix86. I would like to have a rpix86-specific favicon for these web pages, and I think that rpix86 could also have its own icon, which could be used when running it in X Window environment. Also, the "box art" image that I have in the Raspberry Pi store for rpix86 is pretty horrible. If you have an idea for an icon, and/or interest in creating one, please let me know! If/when I decide to use your icon/image, I will certainly credit you on these pages.

    Download Via Comments ...
    by Published on April 6th, 2013 22:13
    1. Categories:
    2. Wii U News
    Article Preview

    Dragon Quest X's Wii U release sold 33,302 copies at retail in its first week in Japan. Granted, that first "week" lasted two days, as Media Create's weekly ranking period ran from March 25-31, and Dragon Quest X was released on the 30th, but that's still low for a Dragon Quest game. The Wii version of the MMO, for comparison, sold over 420,000 copies at launch, and Dragon Quest IX sold over 2 million before that.

    Not only is that low for a Dragon Quest game, it's not exactly the boost the Wii U hardware so desperately needed. The Wii U only sold 22,829 units last week, behind both versions of the ever-popular 3DS (Luigi's Mansion 2 was the best selling game, and Animal Crossing: New Leaf is at #3, approaching 3 million copies life-to-date), and behind even the Vita, which is experiencing something of a resurgence.

    The sales situation for Dragon Quest X is more complicated than it may seem. While the retail sales were disappointing, there's likely a significant number of digital sales, which wouldn't show up on Media Create's charts – and which we'll never know about unless Square Enix or Nintendo decides to tell us. Square Enix offers half-price downloads of the Wii U version to anyone who owns the Wii version, so it's safe to assume at least some of the Wii buyers took advantage of that offer.

    http://www.joystiq.com/2013/04/04/dr...panese-retail/
    ...
    by Published on April 6th, 2013 22:09
    1. Categories:
    2. Snes News,
    3. Gameboy News,
    4. GBA News,
    5. Genesis News,
    6. Nes News
    Article Preview

    There are at least two schools of thought when it comes to playing retro games. Let's call it two for the sake of argument. On one side, there are people who want all the modern conveniences, both in-game and out: save states, fast-forward and rewind in the games, and wireless controllers, high definition output, and non-finicky hardware to play them with. These are the people who like emulation the most, either through downloading ROMs or official downloadable re-releases of games.

    On the other side, there are people who strive for absolute authenticity: real cartridges on real consoles, played on CRT televisions with real controllers. These are the people who, hypothetically speaking, stuff a Twin Famicom in their suitcase while on a business trip to Tokyo.

    Somewhere in the middle is this thing.

    http://www.joystiq.com/2013/04/04/re...n-old-and-new/
    ...
    by Published on April 6th, 2013 21:49
    1. Categories:
    2. Xbox 360 News
    Article Preview

    Microsoft hopes to draw gamers into pre-ordering the Xbox 360 version of what will inevitably be one of the biggest games of the year with the promise of free Microsoft Points for every pre-order.
    The platform holder is offering 1600 MS Points free to gamers who pre-order Grand Theft Auto V for Xbox via the
    Microsoft Store website
    .The offer is open to an undefined number of customers 'while supplies last' (via Kotaku).Those who take the plunge will receive a redeemable code for their free points via email within 10 days of the game being shipped, and codes will be valid until December 31, 2013.In January, Rockstar delayed the Grand Theft Auto 5 release date from spring 2013 to September 17. Explaining the move, it said: "The only reason we've delayed the release is because we want the game to be as good as it needs to be."The publisher recently released the final GTA 5 box art.
    http://www.computerandvideogames.com...via-microsoft/
    ...
    by Published on April 6th, 2013 21:39
    1. Categories:
    2. Retro Consoles/Translation News
    Article Preview


    This hack has got to be every gamer’s dream. Someone actually took the time to dig through the binary file of E.T. the Extra-Terrestrial and fix the errors that made it an abomination of a title for the Atari 2600.
    This is quite a feat in many ways. First off, you need to know the game well enough to understand where they problems lie. The Internet is a huge help in that regard as there’s no shortage of sources complaining about the game’s shortcomings. This turns out to be one of the articles strongest points as the author takes time to address the most common myths about bugs in the game. From there he goes on to discuss the problems that were actually fixed. Some are just general tweaks like the color fix listed above. But most of them are genuine improvements in the game play, like the falling fix which prevents E.T. from falling in this pit when his feet are obviously not anywhere near the edge.
    So you couldn’t get your hard earned bucks back for a bummer of a game back in the day. But at least a few decades later you can fix the things that made it suck and play it through the way it should have been.

    http://hackaday.com/2013/04/06/fixin...or-atari-2600/ ...
    by Published on April 5th, 2013 20:48
    1. Categories:
    2. Apple iPhone
    Article Preview

    If T-Mobile's recent event cussed you into wanting one of its tweaked A1428 iPhone 5s with LTE, AWS HSPA+ and no contract strings attached, you can now order one up. Apple's flagship can be had through the carrier for $99 down and 24 payments of $20 for a total of $579 -- a snappy $70 savings over buying one directly from Cupertino. Meanwhile, T-Mo's Simple Choice plan starts at $50 per month for unlimited talk, text and 500MB of data, with an additional 2GB for $10 and unlimited 4G data for $20. Just remember that should you opt into an iPhone 5 through T-Mobile then decide to opt out of your contract, the device will stay carrier locked until you pay it off or trade it back -- unless you're willing to skirt the law, of course. Hit the source to make your reservation.

    https://explore.t-mobile.com/iphone-5

    ...
    by Published on April 5th, 2013 20:41
    1. Categories:
    2. Windows Phone
    Article Preview

    Nokia courted fashionistas back at Mobile World Congress with the Lumia 720, and it's ready to embrace them more fully now that the slim Windows Phone is rolling out to its first countries. We've already seen it launch in Australia and the UK, where it's available for free when subscribing to relatively frugal postpaid plans of either $29 AUD (on Virgin Mobile Australia) or £22 (on O2 UK); Brits can also spend £300 at O2 to use the phone on a pay-as-you-go basis. Other countries will get their units in short order, including Italy next week (for €349 off-contract) and Russia. As a reminder, it's not coming to the US in an official capacity: while the mid-tier device made a visit to the FCC, the absence of LTE largely precludes American carrier deals. Some of us will have to gaze on the Lumia 720 from afar as a result, but many of those craving the most stylish of Nokia smartphones can get some satisfaction very shortly.

    https://www.o2.co.uk/shop/phones/nokia/lumia-720-red/
    ...
    by Published on April 5th, 2013 20:40
    1. Categories:
    2. DCEmu

    Know what's better than a shiny new BlackBerry Q10? A BlackBerry Q10 with a 64GBPlayBook thrown in for free, and Phones4U is the place to get it. To be clear, the UK retailer has begun taking pre-orders for the BB10 handset with a hardware keyboard today, and the first 300 folks to pledge their money will get one of BlackBerry's 7-inch slates for free along with it. As for the Q10's cost, it's £36 a month on contract or £549.95 SIM-free, with the black model expected to arrive by the end of April and thealabaster version coming in the weeks after.
    Update: Should you miss out on the Phones4U deal (or just don't want a PlayBook), you can head on over to the Carphone Warehouse to place your pre-order and get a free Bluetooth speaker to pair with your Q10 instead.

    http://www.phones4u.co.uk/shop/shop_....IcjJXGA6.dpbs

    http://www.carphonewarehouse.com/mob...ERRY_Q10#promo
    ...
    by Published on April 5th, 2013 20:35
    1. Categories:
    2. Apple iPhone
    Article Preview

    We had a pretty clear indication that a carrier update would soon be available to help bring unlocked GSM iPhones onto T-Mobile's network, and those leaks were indeed spot on. The carrier announced today that just such an update is now available, enabling Visual Voicemail and other features (included a promised battery life improvement) on all unlocked GSM iPhones running iOS 6.1, while unlocked GSM iPhone 5s will also get HD Voice and T-Mobile LTE support. Complete details on the update -- which can be installed manually or over-the-air -- can be found at the source link below.


    http://support.t-mobile.com/docs/DOC-5737

    ...
    by Published on April 5th, 2013 20:19
    1. Categories:
    2. DCEmu

    Just in case you don't like that outlandish, buttonless Z10 thing.
    BlackBerry unveiled BlackBerry 10 at the end of January, and though it unveiled the Z10 and Q10, it was clear the former was the favourite child.
    The flagship Z10 was the company's attempt to catch up with the touchscreen market, which is often dominated by buttonless handsets like the iPhone and Samsung Galaxy, and it has shipped one million units since launch.
    But now, BlackBerry is reverting back to its wacky button-based technology to accommodate customers that prefer the QWERTY keypad, and announces the Q10 will hit the UK at the end of April.
    It name drops Carphone Warehouse as a seller of the handset, and the retailer is now taking Q10 pre-orders across O2, Orange, T-Mobile, Three, EE and TalkMobile.
    Meanwhile, Phones4u is also offering the Q10, and is will provide the BlackBerry PlayBook to the first 300 buyers of the device. The company is providing the phone for free from £36 a month on contracts or £549.95 SIM-free.

    http://www.carphonewarehouse.com/sea...ackberry%20z10
    ...
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