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  • wraggster

    by Published on January 4th, 2010 19:18

    Revenues from the UK's videogames industry hit GBP 1.73 billion (USD 2.8 billion) in the 12 months to the end of September 2009, according to figures from GfK Chart-Track - more than 70 per cent higher the Box Office, which UK Film Council numbers posted at GBP 1 billion (USD 1.6 billion) in the same period.

    That's despite cinemas in the country enjoying their best performance for almost 30 years, reports The Telegraph.

    GBP 198 million was spent on film titles on DVD and Blu-ray, bringing the medium's total up to just under GBP 1.2 billion (USD 1.9 billion) - meaning that games outperformed films overall by over 44 per cent.

    That means that only television - including the sale of DVD boxed sets, the TV license and satellite subscriptions - made more money.

    "Like anything digital, Parliament has a very narrow view of videogames," said Labour MP Tom Watson, who welcomed the news. "Too many politicians think video games are played by teenage boys staying up all night shooting things in their bedroom.

    "And yes there are plenty of those, but there also a huge range of people of many different ages who love playing games. The industry has matured over the last decade, and so too have gamers."

    http://www.gamesindustry.biz/article...her-than-films ...
    by Published on January 3rd, 2010 20:56

    News via http://dinguxlocalpack.blogspot.com/

    This is the ful pack for those wanting to try Dingux on their Dingoo:

    http://uploaded.to/file/ctct3n

    http://www.megaupload.com/?d=1W8MPI4Z

    http://www.filefactory.com/file/a16d..._2k10_beta1.7z


    Icon and Openggs Update http://uploaded.to/file/nja5mg

    Added:

    Games:
    - OpenJazz
    - Winter Jumper Giana Sister
    - Giana's Return

    Emulators:
    - Dingux Atari 800
    - Midpath (Java)
    - Nec PC98


    Updated:

    Emulators:
    - Fceu320 v0.2

    Apps:
    - Gmu 0.7.0 beta7

    Fixed:
    - DeepGux and default themes removed.


    Thanks santino & Chriss23235 !

    01/01/2010

    NOTE: For license reasons, these files are not in the SD image so you have to provide them yourself or download them elsewhere.

    Contents (local v0.34 2k10 beta1)

    Games:
    Alice in Crapland
    Another World
    Arkanoid
    Ascii Portal
    Biniax 2
    Blockrage
    CDogs
    CloneKeen2X
    DaveGnukem
    Dballs
    Defendguin
    Dingux-Go
    Dingux-Mancala
    Dodgin Diamond 2
    DPong
    FreeDroid
    Frontier 2 Elite
    GChess
    Gem Drop X
    Giana Winter Jumper
    Giana’s Return
    Great Giana Sister (Openggs)
    Gnurobbo
    Just4Qix
    Kobo Deluxe
    MrDrillux
    Nicky Boum
    OpenBOR
    OpenJazz
    OpenLiero
    OpenTyrian
    Powermanga
    Prince Of Persia
    REminiscence
    Ro. Bullet Reactor
    RotateGearux
    Sdlroids
    Sopwith
    Spout
    Stppc
    Stransball 2
    Supertux
    Super Methane Bros
    Tcgs_Car
    Ur-Quan Masters
    Waternet
    Wizznic
    Xpiredux
    XRick
    Pc Ports:
    DoomGOO
    Doom
    Duke3d
    EDuke32
    Heretic
    Hexen
    Rise of the Triad
    Spear of Destiny
    Wolfenstein 3d
    Quakux
    Half-Life
    Shadow Warrior
    ScummVM

    Emulators:
    Fba320
    Mame4all
    Psx4all (PlayStation)
    Amstrad CPC 6128 Pituka
    Amstrad CPC Caprice
    Atari ST
    Atari 2600 (Stella)
    Dingux 800
    Dingux 2600
    Dingux 7800
    Dingux MSX
    OpenMsx
    GP2Xpectrum
    Gnuboy
    Nofrendo
    FCEU320
    PicoDrive
    SMS Plus
    SMS Sdl
    Snes9X
    ColecoVision
    Dingux Hugo (PC Engine)
    uPCE
    Nec PC98
    NESemu
    Frodo (C64)
    Vice (C64)
    Vice Vic20
    Vice Plus4
    Dingux-TI99
    Midpath

    Media:
    GMU Music Player
    Lgpt
    XarmientoX Guitar Tuner

    Apps:
    Calculator
    Read
    Dingux Write
    GReader2x
    Dingux Ti-92

    System:
    Select Wallpaper
    Select Theme
    Font Color
    OverClock
    Display Brightness
    File Explorer
    Display Terminal
    Reboot
    Poweroff
    ...
    by Published on January 3rd, 2010 17:48

    News via http://www.psp-ita.com/?module=news&...6&view_reply=1

    max840 releases an updated version of its Ultimate Plugin Manager to manage our homebrew plugin activating and deactivating the various departments (vsh, game, game150, pops) without going through the PC. From this release, you can enable the USB mode directly from within the program, without having to return to the dashboard, were also fixed several bugs in the browser files and folders, clean the source code, and added the clock and the level of charge battery at the top of the screen.

    Changelog:

    Quote:

    - Fixed several bugs in the browser
    - Fixed a bug that prevented opening folders other than the seplugins
    - Fixed a bug MS Explorer for files GAME.TXT and POPS.TXT
    - Submitted a confirmation message before the addition of a prx
    - Added a warning for any plug-existent
    - Ultimate Plugin Manager is now compatible with Game Categories
    - Increased speed in general
    - Added possibility to activate the USB mode to copy plug-in without going through the ms dashboard
    - Added the clock and the level of the battery at the top right

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2010 17:39

    Pate has posted some more great WIP News about his Dos Emulator for DS:

    Alpha version 0.01 feedback
    Big thanks to everyone of you who tested the 0.01 alpha version and reported the problems you found, either by sending me the full DSx86dbg.log files or by posting on the GBADEV forum thread! The logs showed pretty clearly that DSx86 is still missing too many opcodes for it to support other games besides those I have specifically supported. Sorry about that, I thought it might be able to run some other simple games already. Also, the logs showed that quite many games want to use the graphics mode 0x0D (320x200 16-color EGA mode). I guess this should be the next graphics mode DSx86 will support.

    Opcode tester program progress
    Pretty soon after I released the 0.01 version, I noticed some serious problems with Leisure Suit Larry 3. After I fixed the missing opcode in 0.01, it still would not recognize any user input, instead it always said "Bad Said Spec" whatever I tried to type. I could not find the problem by debugging the code (and I tried for hours), so I then decided that now would be a good time to finally improve my opcode tester program. Until now the program had only tested for typos in the memory access, so that my opcode handlers don't change the wrong memory location (addressing with [SI] instead of [DI], for example).

    I worked on the tester program for two full days, and added pretty complete tests for all arithmetic, logical, and move opcodes. It tests all modrm byte variations that DSx86 supports, and is smart enough to skip the variations I haven't yet coded. It checks for the correct result of the operation, and also for correct CPU flag changes.

    When running the improved tester program I found about half a dozen bugs in my opcode handlers, including bugs in "TEST" opcode, which the original tester program had skipped completely, as it doesn't change any memory.

    Now I feel much more confident that the new opcodes and modrm byte variations I add will work properly even when I don't currently know of a game that would use them. Thus, I have been adding quite a few new opcodes these past days since the 0.01 release, for example all "INC", "DEC" and "LEA" variations are now fully supported, same as all arithmetic 16-bit operations with immediate values, and most of the "MOV" opcodes as well. Still a lot of work to do with the remaining missing opcodes, but it is much nicer to keep adding them now when I can test the new variations immediately.

    Auxiliary Carry and Parity flags
    One big difference between the ARM and x86 processors is that ARM does not have the Auxiliary Carry (which works like the normal Carry flag, but for the bottom 4 bits of a byte) nor the Parity flag (which tells whether the least significant byte of the last arithmetic operation has an even number of set bits). I had hoped that games would not use these flags, but now I have noticed them both being used in games.

    The AC flag is used in Leisure Suit Larry 3. When drawing data to the screen, LSL3 uses both the Carry flag (for the upper 4 bits) and the AC flag (for the lower 4 bits) to determine whether the new data is in front of or behind whatever is currently on the screen. It uses code like this:

    CMP BL,[DI+7FF0]
    LAHF
    TEST AH,10

    That is, it compares the current value in BL with the value in memory, then loads the AH register with the resulting flags, and then tests for the bit in AH that has received the AC flag. A somewhat complex method, but since the x86 instruction set does not contain a conditional jump that would check the AC flag, this is the most straightforward method available.

    Since the ARM processor does not have anything similar, I had to code a game-specific special case to handle this. I added some code to the LAHF opcode (which is quite rare) handler, so that it checks whether the next opcode is "TEST AH,10" (which could have no other purpose but to test the AC flag), and if so, it determines if the previous opcode is "CMP BL,[DI+7FF0]", and if so, it performs the compare again, but this time by shifting the values 4 bits left, so the resulting real carry will get the value that the AC flag would get in x86. This new carry is then stored into the AH register bit 0x10, so the following test will give the correct result. This seemed to solve the problem completely for Leisure Suit Larry 3.

    Based on a log file I received, The Incredible Machine uses the parity flag. However, on closer examination of the code I believe this is actually a bug in the game. The game has code like this:

    1E30:60EB 83F90A cmp cx,000A
    1E30:60EE 7C0C jl 60FC ($+c)
    1E30:60F0 0BFF or di,di
    1E30:60F2 7A02 jpe 60F6 ($+2)
    1E30:60F4 AA stosb
    1E30:60F5 49 dec cx
    1E30:60F6 D1E9 shr cx,1
    1E30:60F8 F3AB repe stosw
    1E30:60FA D0D1 rcl cl,1
    1E30:60FC F3AA repe stosb

    The way I interpret that is, that it first check if it has less than 10 bytes to move. If so, it jumps to simply moving them byte-by-byte. If
    ...
    by Published on January 3rd, 2010 17:35

    TeamXBR along with talented members of xboxhacker.net has been active with XBReboot lately and managed to fix the freezing/lagging issues when playing games from the Xbox 360 hard drive. Also several other bug fixes for the supported motherboards makes XBReboot stable enough to please most users. I think there will be lots of people attempting the JTAG Hack in the near future. If you need help to get started there are tutorials available in the download section. Just keep in mind that you shouldn't connect to live using the hacked kernel, unless you want to be banned.

    News via http://www.eurasia.nu/modules.php?na...ticle&sid=2505 ...
    by Published on January 3rd, 2010 17:34

    News via http://www.wii-addict.fr/forum/sysCheck-14-file499.html

    syscheck is a homebrew develops by erikspyderThat as signcheck, to test your IOS and cIOS to search:
    - Trucha Bug;
    - Identify ES;
    - Flash Access;
    - Boot2 Access;
    - USB 2.0 IOS Tree.

    a file with the result will be created on the SD card.


    QUOTE
    What's new?

    * Check for USB 2.0 IOS Tree;
    * Display the current date and time in the report;
    * Recompiled with the latest version of devkitPro;
    * Code cleanup.

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2010 17:32

    Categorii v2.0 released by Yossi

    Do you have too many apps listed in your HBC? Do you rarely play apps starting with "W" anymore because it takes too long to scroll all the way down to there? Have you ever installed an app but never played it because it got lost in the clutter? Your misery ends now. Introducing, Categorii!

    Changelog
    v2.0
    Fixed embarrassing situation where categorii would rename apps and then fail on the second rename leaving you with NO folder named apps.
    Removed 1/2 second pause off the end.
    Deprecated config.xml in favor of keeping link information in meta.xml
    Added colored text to indicate success or failure at a glance.
    Added password capability.
    Automatically converts from 1.0 style configuration, to new style. (You only need to replace the old boot.dol with the new boot.dol file)

    http://wiibrew.org/wiki/Categorii

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2010 17:30

    Q2CTFRev Release 1 released by Izhido

    Q2Rev: A port of the original id Tech 2 engine (Quake II) with ThreeWave's Capture-The-Flag module to the Nintendo Wii, compiled using devkitPPC / libogc.

    Release 1

    The engine is feature-complete, with sound & network play. It is mainly intended for network play; while it's possible to play the single-player game with this engine, it becomes somewhat slow doing so. Due to the shortage of keys in the original Wii Remote + Nunchuk configuration, it is recommended that you "bind RIGHTARROW use grapple" in order to use the aforementioned weapon.

    All features included in Q2Rev, Release 2, have been included in this build.

    Retrieved from "http://wiibrew.org/wiki/Q2CTFRev"

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2010 17:29

    Q2Rev Release 2 released by Izhido

    A port of the original id Tech 2 engine (Quake II) to the Nintendo Wii, compiled using devkitPPC / libogc.

    Release 2

    The engine is feature-complete, with sound & network play. For technical reasons, the Capture-The-Flag module is not included in this engine; you will need to play Q2CTFRev for that purpose.

    New features in this release:

    Classic Controller can now be used to play; controls are similar to those in use by the Gamecube Controller.
    Pressing [A] to aim is now optional; a Menu Option was provided for such effect.

    Download and Give Feedback Via Comments ...
    by Published on January 3rd, 2010 17:27

    QWRev Release 2 released by Izhido

    QWRev: A port of the client component of the original QuakeWorld engine to the Nintendo Wii, compiled using devkitPPC / libogc.

    Release 2


    The engine is a feature-complete implementation of the QuakeWorld 2.40 engine. Unlike Q1Rev, there are LOTS of servers around the world that are able to accept this engine as a client for netplay. Be aware, however, that some of them might need a modified version of the communications protocol. Experiment with as much servers as you want in order to get the desired results.

    New features in this release:

    Classic Controller can now be used to play; controls are similar to those in use by the Gamecube Controller.
    Pressing [A] to aim is now optional; a Menu Option was provided for such effect.
    Bug fixes in the way the Nunchuk controller was handled, causing problems when moving on water.
    http://wiibrew.org/wiki/QWRev

    Download and Give Feedback Via Comments ...
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