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  • wraggster

    by Published on October 18th, 2009 19:20

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

    Biological Defender is a tower defense-style game to mark the human body, using veins as vias, and viruses / toxins as enemies.

    Designed for competition GP32Spain Tower Defense by XWolf.

    Download and Give Feedback Via Comments ...
    by Published on October 18th, 2009 18:25

    News via aep

    PSPKVM is a Java 2 Micro Edition (J2ME) CLDC/MIDP Emulator for the Sony PSP.


    Quote:
    Multilingual support demonstration captures:
    http://sourceforge.net/apps/trac/psp...lDemonstration

    PSPKVM Running Opera Mini:
    http://sourceforge.net/apps/trac/psp...ScreenCaptures



    Versions:

    PSPKVM Test Builds ¶

    There are currently a few ´unofficial´ or test builds up, for testing various features.

    (Note: these are generally in .tgz format--or gzipped tarballs. Notes on handling these, if you´re new to them, are here.)
    Warning: known critical bug in test packages--upgrade to build 10 ¶

    There is a known bug in some of the test packages which can cause corruption of your folder store in the AMS. To avoid this bug do not remove marked midlets. After doing this and doing a subsequent ´move´ operation, you will not be able to start your VM.

    The bug affects all test packages prior to test build 10 which have the AMS with the folder system and the ´mark´ commands in the menus. Build 10 has the fix for the bug and recovery code allowing you to start again if the store is already corrupted. We strongly suggest you upgrade to this package.

    If you have not yet upgraded, and you inadvertently do mark a midlet and then remove it, and haven´t yet performed a move operation, you may still evade this problem by either (a) using the ´Unmark all´ command or (b) just shutting down the AMS. Do not attempt to perform a move before doing so.
    0.5.4 Test 10 (Uploaded Oct. 15, 2009) ¶



    Changes in this build -- summary ¶

    * Bugfix: ´zombie midlet´ bug in which marked, removed midlets would reappear on a subsequent move has been fixed. Loading code has also been modified to allow loading of the folder system in the AMS even after a crash due to this bug. If you got locked out of your VM because of this, using this build will let you back in.

    * Bugfix: missing utility/symbols file no longer brings down the VM when opening virtual keyboards using it.

    * Bugfix: unused menu items removed from Danzeff board.

    Build 10 is otherwise identical to build 9.
    0.5.4 Test 9 (Uploaded Oct. 15, 2009) ¶



    Changes in this build -- summary ¶

    X/O key use can be switched to ´Western´ standard system-wide, virtual keyboard fixes/optimizations.
    Changes in this build -- enhancements ¶

    * The X/O keys are now fully switchable system-wide, for Western-style accept/cancel use. Use the VM Configuration midlet / Keymap settings menu to set these keys. The settings take effect immediately after you exit the configuration midlet.

    Note that for midlets whose keymaps or device settings you´ve customized, you´ll have to set the accept key yourself in the Device Settings screen if you wish them to change too (and if you haven´t changed them already). Set ´Select´ to ´Cross´ and ´Num0´ to ´Circle´ to emulate the default Western layout, in this case. Midlets whose device settings you have not customized will use the default ones, and so will pick up the change without additional tweaking.

    Note also that the old com.pspkvm.acceptcross setting for native dialogs is gone. The setting in the VM config midlet will affect these dialogs, the AMS, and the default keymap setting. Set it to ´Western´ to use X=accept, to ´Eastern´ to use O=accept.

    * Keystroke handling in the Danzeff board has been tightened for faster response.

    * The ´smart display´ feature in the semichordal and Danzeff boards, wherein the board displays move to stay out of your way when you´re typing, has been optimized and streamlined.

    * Smart display in the semichordal board now places the small layout correctly.

    * The semichordal board´s large display has been greatly reduced in size, and its appearance brought more into line with the Danzeff display. Status display for the live keymap has also been added (Cyrillic/Greek/Roman).

    * The Danzeff board now has a status bar which displays selection state.

    * The diacritics (accents) deadkey glyphs for the semichordal display have been modified to make them easier to read.

    Changes in this build -- bugfixes ¶

    * smart display-capable boards now move properly on all key entries.

    * the Danzeff board now displays correctly when the system is using the internal font.

    * thread shutdown for the Danzeff board´s analog stick monitor has been fixed; threads previously remained around when the board was absent. They now start when the board appears, and exit when the board disappears.

    * prevented all virtual boards from crashing constrained fields (numerical, URL, etc.) due to pasting in of text containing constrained characters. Internal interfaces now sift input correctly.

    * renamed utility.ttf to utility.sym so people stop assuming they can just delete it.

    Notes on upgrading from these packages ¶

    If you´re upgrading from a recent test build, and wish to preserve your settings (set in the .ini ...
    by Published on October 18th, 2009 18:17

    News via aep

    DaedalusX64 is a N64 Emulator for the Sony PSP.

    Quote:
    Changelog Revision 435 ==> Revision 436

    [~]Fixed a compiler warning
    [!]Fixed Batch Test framework to not need Asserts to compile [Bug #47]
    [~]Fixed typo on the Advanced Options Menu [Bug #53]
    [!]Fixed Paper Mario not playable for more than ~30 seconds [Bug #44] Note: Still has freezing issues just not as often]
    [~]Leveraged similarities between the PSP and N64 Float registers [Smaller Code] Note: More work to be done with other registers
    [~]Reverted part of changes in 432 so KnownValues are handled again. [Small speed-up under certain circumstances] Note: Need to finish testing these so faster code is earlier in logic

    This release is mostly to fix stability issues.

    Download and Give Feedback Via Comments ...
    by Published on October 18th, 2009 18:13

    News via aep

    byuu has released a new version of its SNES emulator bsnes for Windows and Linux.


    Quote:
    bsnes v0.053 released (2009-10-18)

    This release greatly polishes the user interface, adds a new cheat code search utility, adds the snesfilter library, and adds Qt-based GUI support to both snesfilter and snesreader. snesfilter gains 2xSaI, Super 2xSaI and Super Eagle support, plus full configuration for both the NTSC and scanline filters; and snesreader gains support support for multi-file ROM archives (eg GoodMerge sets.)

    Statically linking Qt to bsnes, snesfilter and snesreader would be too prohibitive size-wise (~10MB or so.) I have to link dynamically so that all three can share the same Qt runtime, which gets all of bsnes and its modules to ~1MB (including the debugger build); and Qt itself to about ~2.5MB.

    However, there is some bad news. There´s a serious bug in MinGW 4.4+, where it is not generating profile-guided input files (*.gcno files.) There is also a serious bug in Qt 4.5.2/Windows when using dynamic linking: the library is hanging indefinitely, forcing me to manually terminate the process upon exit. This prevents the creation of profile-guided output files (*.gcda files.) It would be tough enough to work around one, but facing both of these issues at once is too much.

    I´m afraid I have no choice but to disable profile-guided optimizations until these issues can be addressed. I did not know about these bugs until trying to build the official v053 release, so it´s too late to revert to an all-in-one binary now. And I´m simply not willing to stop releasing new builds because of bugs in third-party software. As soon as I can work around this, I´ll post a new optimized binary. In the mean time, despite the fact that this release is actually more optimized, please understand that the Windows binary will run approximately ~10% slower than previous releases. I recommend keeping v052 for now if you need the performance. Linux and OS X users are unaffected.

    Changelog:

    save RAM is initialized to 0xff again to work around Ken Griffey Jr Baseball issue

    libco adds assembly-optimized targets for Win64 and PPC-ELF [the latter courtesy of Kernigh]

    libco/x86 and libco/amd64 use pre-assembled blocks now, obviates need for custom compilation flags

    added a new cheat code search utility to the tools menu

    separated filters from main bsnes binary to libsnesfilter / snesfilter.dll

    added 2xSaI, Super 2xSaI and Super Eagle filters [kode54]

    added full configuration settings for NTSC and scanline filters (12+ new options)

    further optimized HQ2x filter [blargg]

    added Vsync support to the Mac OS X OpenGL driver

    added folder creation button to custom file load dialog

    fixed a few oddities with loading of "game folders" (see older news for an explanation on what this is)

    updated to blargg´s file_extractor v1.0.0

    added full support for multi-file archives (eg GoodMerge sets)

    split multi-cart loading again (BS-X, Sufami Turbo, etc) as required for multi-file support

    cleaned up handling of file placement detection for save files (.srm, .cht, etc)

    file load dialog now remembers your previous folder path across runs even without a custom games folder assigned

    windows now save their exact positioning and size across runs, they no longer forcibly center

    menus now have radio button and check box icons where appropriate

    debugger´s hex editor now has a working scrollbar widget

    added resize splitter to settings and tools windows

    worked around Qt style sheet bug where subclassed widgets were not properly applying style properties

    http://www.byuu.org/ ...
    by Published on October 18th, 2009 18:12

    News via aep

    The SNES emulator Snes9x v1.51 rerecording, which is based on SNES9x, has been updated.


    Quote:
    r84
    add FillRAM to RAM Search, they are rarely but surely used

    http://code.google.com/p/snes9x-rr/ ...
    by Published on October 18th, 2009 18:10

    News via aep

    Jpcsp is a Sony PSP Emulator in Java by shadow, one of the PCSX2 Coder, for Windows and Linux - Changelog - Download.


    Quote:
    r1204
    sceKernelStartModule: do not return an error when the module has no entry point

    r1203
    Basic implementation of sceGuTexLevelMode when mode=1. Not really sure about it, testing required.

    r1202
    Additional native compiler code from Homebrew Kurok.

    r1201
    Removed debugging code introduced in r1200 by mistake...

    Download and Give Feedback Via Comments ...
    by Published on October 18th, 2009 17:56

    News via Dreamcast ES/Indiket

    Another Sunday more to enjoy a good homebrew. Anejo, like good wine, if you do not know this game and you give him a chance ... will keep you hooked leaving your brain fried: D

    X-pired is an action-puzzle game written in C using the libraries SDL, SDL_mixer, SDL_image and SDL_gfx. The object in each level is to reach square one, avoiding exploding barrels and other deadly ...

    Technical data:
    Lead Author: Miroslav Kucera [Wendigo]
    License: GNU GPL
    Website: Link

    This game tried to port some years ago by Michael Ians coder, but memory problems and failed. Link to your website

    Features of the DC version:

    - X-pired is composed of the game itself and a level editor. For this version of the Dreamcast has behaved in the game.
    - They have become the JPEG images to PNG to optimize it.
    - We have implemented a system to insert the pad passwords and thus not dependent on a keyboard.
    - At the moment, you can not load other levels or load / save other demos than by defect (password: demo).

    Controls:

    Start screen:
    D-PAD: Insert password (to the right adds a new character and left it off)
    A: Start
    B: Exit

    During the game:
    D-pad: Move character
    A: Run / Shoot barrels
    B: Suicide ^ ^

    NOTE: The password screen will appear after you have killed all life.

    Download and Give Feedback Via Comments ...
    by Published on October 18th, 2009 17:47

    Looks like the central base of the Dingoo Scene has a new site since the rather sad hack job done to the a320 forums. But like every good community im sure they will rise from the ashes.

    Take a looksy here --> http://dingoonity.org/ ...
    by Published on October 18th, 2009 17:35



    [Bradley] decided to tackle the challenge to recreate the original Nintendo Entertainment System’s processor in a Field Programmable Gate Array. Say what? The original NES is a Legacy System, still used but no longer manufactured. If a system breaks, it becomes more and more difficult to repair or find replacements parts as time passes. By using a programmable integrated circuit such as a CPLD or a FPGA to clone the functionality of the original hardware, legacy systems can live on long after the original hardware has given up the ghost.

    It took [Bradley] about a year to fully implement the NES processor as part of his Master’s project at Bradley University. He used what was known about the processor combined with some detective work with logic probes along the way. The programming was done in VHDL and those files are available for download (click on Documentation).

    With the ubiquity of NES emulators on every device known to man you probably won’t be replicating this unless you want a reason to play with a FPGA. What interests us is the hardware solution this type of work provides for obsolete hardware that still serves a useful purpose. If you’ve used a FPGA or similar device to keep an old system running, let us know about it in the comments.

    http://hackaday.com/2009/10/17/nes-p...ned-on-a-fpga/ ...
    by Published on October 18th, 2009 17:28

    An article at Gamasutra explores the decisions by Microsoft and Sony to launch significant hardware additions — their respective, upcoming motion-control schemes — in the middle of a console cycle, rather than waiting until the next generations of their systems are ready. It's indicative of a change to the established pattern of console wars; nowadays, it's more about adding features and gadgets to improve existing products than developing entirely new ones. Quoting:
    "... for Sony and Microsoft, motion controllers are their next-gen consoles. And it's a damn sight easier than launching Xbox 720 or PS4. They can debut these peripherals without needing to engineer completely new boxes for consumers, potentially bundle them over time, and they have a much better chance at getting exclusive games, thanks to the specificity of the hardware (something that's happened a lot for the Wii). Thus, both hardware manufacturers and publishers like EA see these controllers sparking new interest in Xbox 360 and PS3, which will delay the next dreaded console transition for another few years."

    http://games.slashdot.org/story/09/1...e-Console-Wars ...
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