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  • wraggster

    by Published on June 23rd, 2009 22:13

    News via gp32x

    GPH have given me 2 new videos to share with everyone:

    1: Propis.

    Once upon a time, in a far off star there was a prince and his beloved citizens. Suddenly one day a kind of jelly called Propis fell from the sky and destroyed most of the town. The prince and his citizens have called for an SOS to clear out all the Propis, and everyone in the town came up to help clear up the mess!



    2: Sonic on GBA

    Here's Sonic being played on gpSP GBA Emulator.



    Clare. ...
    by Published on June 23rd, 2009 22:08

    Seiken has released WiiSPACE v1.0

    WiiSPACE is an original retro-themed spaceship shoot-'em-up supporting up to 4 simultaneous players for co-operative play. Features include powerups, bosses, high scores, and an aiming system allowing independent movement and targeting.

    Version 1.0 was released on 22 June 2009. I'd like to wait a little while before putting this on the homebrew browser (to fix any bugs that might have slipped through the cracks),

    Download and Give Feedback Via Comments ...
    by Published on June 23rd, 2009 22:00

    The PS3 offers more than just games and Blu-ray movies: it is also an excellent online media center. Online video service Joost has recently introduced their PS3 interface, which is yet another good addition to the PS3 media experience.

    Joost was created by Niklas Zennström and Janus Friis, who founded Skype and Kazaa. Joost features only professional videos: music videos, tv series, movies, sports, news and more. Joost’s partners include CBS, Viacom (including Comedy Central, MTV, and Nickelodeon), Sony Pictures Television and the Warner Bros. Television Group.

    When I started using Joost in May 2007, it worked with a desktop player based on peer-to-peer TV technology. In December 2008, Joost became a flash-based, download-free global web video service. Recently Joost introduced a PS3 interface at Joost Labs which can be accessed with the PS3’s internet browser. The Joost PS3 interface fully operates with just the directional buttons of the PS3 controller and the x button. Using the up and down directional buttons you can browse videos and using the left and right button you can access more info or open a menu that enabled you to open the list of staff picks, popular video or similar videos to the one you are currently watching. It also has a music mash option, that allows you to type in an artist and get videos of that artist and similar ones.

    One of the things I miss in the current Joost PS3 interface is the option to log into my Joost account to watch the videos on my favorites list or to add new videos to it. But I guess this will be introduced eventually. Furthermore, not all of Joost’s video content is available on PS3, due to agreements that have to be made with some of the partners.

    But I see the Joost PS3 interface as a great addition: great content, no need to install anything and all for free. Have you used Joost for PS3 yet? What do you think?

    http://www.sonyinsider.com/2009/06/2...playstation-3/ ...
    by Published on June 23rd, 2009 21:58

    Akinai Games, the downloadable games division of leading videogame publisher YUKE'S Company of America, today released NEVES Plus on Nintendo's WiiWare game service. Dressed up with a new, fun Egyptian theme, the updated version of the classic Nintendo DS tangram-style puzzle game now includes four new modes, including Speed, Versus, Lucky Number and Party Trivia. More than 500 challenging puzzles await Wii owners, who can download the game now for 600 Wii Points.

    "Thanks to WiiWare, we have the opportunity to introduce NEVES to a whole new group of game players that enjoy fun, casual puzzle experiences," said Ken Gratz, Director of Product Development at Akinai Games. "NEVES veterans will enjoy a host of new modes which provides a fresh way to experience the game with friends and family."

    The new gameplay modes transform the solo NEVES experience into a four player party game appropriate for the whole family. Speed mode pits you against up to three other players to see who can solve puzzles the fastest. Versus mode pairs you up with another NEVES player to challenge a team of two to see who can solve a set number of puzzles the quickest. Lucky Seven mode awards points to players for finishing puzzles in the least possible number of moves, and Party Trivia is a game show style challenge where players guess the identity of NEVES Plus silhouette puzzles.

    NEVES Plus is now available for download through the Wii™ Shop Channel for 600 Wii Points™ and has been rated "E" for "Everyone" by the ESRB.

    More information on NEVES Plus can be found at http://www.nevesplus.com. ...
    by Published on June 23rd, 2009 21:56

    You know that Erotic Photo Hunt game you play every Friday night at your local bar? Well, it's coming to WiiWare, but without the erotic part. Developer CosmonautGames has announced its first project: 5 Spots Party. It will make its debut on WiiWare, although it might come to other platforms later on. Up to four players will be able to compete and spot the differences between two photos at a time.

    5 Spots Party will include three game modes:

    Super Fun Classic – One to four players search for five differences between two photos within a time limit. The Wii remote is used to point out mistakes. As players progress they have less and less time to find all differences.

    Find the Monkey – This is a "Where's Waldo?"-type game where up to four players search for monkeys in one busy scene.

    Leisure – A one-player version of Super Fun Classic mode that ditches the time limit.

    With over 300 photographs, each with more than five programmed mistakes, CosmonautGames hopes to minimize the repetition players experience.

    http://uk.wii.ign.com/articles/996/996763p1.html ...
    by Published on June 23rd, 2009 21:54

    tehpola posted this news:

    In the past few months, we’ve made significant progress on the Wii64 dynarec. Most of the bug fixes are pretty minor fixes like correcting off-by-one or other various memory errors; however, there are several substantial changes to both the infrastructure and features of the dynarec.

    On the N64, there is a register called Count which keeps track of how many cycles the system has been running. This is primarily used to determined when interrupts can be taken. In Mupen64, Count is estimated as 2 cycles per instruction executed. Some emulators actually increment Count differently depending on which instruction ran (because on the hardware, some instructions will take longer to execute). The fact that Mupen was doing really well with the Count estimate led me to believe that getting an exact Count was unnecessary, and I initially tried playing some tricks to estimate without explicitly keeping track of Count. However, I quickly discovered that even deviating from the way Mupen counts will quickly result in crashes and freezes. Several major fixes have involved correcting edge-cases which caused Count to be somewhat off.

    Initially only 32-bit integer instructions were supported in the dynarec (they comprise most of the ISA, and I just wanted to get something working before I tried anything too complicated). Once I got the dynarec running with just those basic instructions, it was still fairly slow because a lot of instructions were still being interpreted (thus trumping any performance benefits of the dynarec). Getting the floating-point and 64-bit instructions (which aren’t used all that often as the name N64 would lead you to believe) supported in the dynarec were important for improving the dynarec performance beyond that of the pure interpreter.

    With the exception of the way floating-point comparisons and conversions are done in MIPS vs PPC and MIPS’s sqrt, floating-point was fairly straightforward to implement in the dynarec as most instructions had a 1-1 mapping. Even the comparisons were relatively simple although they do not take advantage of what I feel is a more rich FP comparison on the PPC. However, since the Wii does not have a floating-point square root instruction, it was difficult to support the MIPS sqrt instruction in only a few instructions. We did manage to get it working with what seems to be good-enough precision using the PPC frsqrte (floating reciprocal sqrt estimate), Newton-Raphson refinement, and a fmul. The only floating-point instructions left to support are conversions to and from 64-bit integers which are nearly impossible to generate code for because there is no hardware support on the Wii and the process is rather complex.

    64-bit instructions were a similar story: most of the instructions had a straightforward translation from MIPS to PPC (even though the PPC in the Wii is 32-bit), but there were a few which were difficult to emulate. The simple addition, subtraction, and logical instructions were very simple: you simply need to use two PPC registers to store a 64-bit value and there are instructions which will keep track of and use the carry bit so that a 64-bit add/sub can be performed in two 32-bit add/sub. The 64-bit shifts were relatively complicated because you have shift both 32-bit words separately, and then determine what would have spilled from one into the other and or it into that word, but it can be done in around 10 instructions in PPC. Like with FP, there were a few 64-bit instructions that we couldn’t reasonably generate code for: the 64-bit multiply and divide are too complicated for generating code using only 32-bit operations.

    However, even with most of the ISA implemented, there was still significant room for improvement in performance. I have since made some other significant improvements which I will be detailing in more posts to come soon.
    ...
    by Published on June 23rd, 2009 21:51

    We’re happy to announce the major release of RHDN 2.2. This release brings several new features that have been added to the site. You may have noticed a few of these features silently deployed for testing over the past several weeks. The showcase piece this time around is the addition of a long awaited Font Archive that should benefit ROM hackers of all types. Please be sure to read the submission guidelines, and look at some of the example fonts already in place for details on what is expected from your entry.

    In addition to that, we have many other additions and have addressed all site issues/bugs on file! See the highlights below.

    RHDN 2.2 Highlights:

    New Font Archive section
    Multiple Authors support for Hacks Section
    UTF-8 Full Site and Forum Conversion
    Language added to Extended Translation Submissions Page
    Reason for change field added to all edit submissions
    Site wide dynamic page titles
    Fixed all recorded site issues and problems on file!

    http://www.romhacking.net/forum/inde...opic,8462.html ...
    by Published on June 23rd, 2009 21:51

    Good news about the Kanon translation project! It’s now time to release the final version of the patch. Here are some words from NDT:

    We wish to release the final patch on July 21, on Key’s 10th Anniversary. That is one month from today. The cutoff date will be July 19th. I do hope that you, my friends, will see this to be reasonable timeframe to improve our work.

    So, expect a finished translation soon!

    http://www.romhacking.net/forum/inde...opic,8448.html ...
    by Published on June 23rd, 2009 21:43

    One of the ScummVM coders who could talk about the recent issue of GPL Violations posted this on his blog:

    I am sure you saw the news post item about certain GPL violation.

    Let me present here some more details about the case.



    Disclaimer

    Fingolfin and cyx are bound by the agreement signed by the lawyers. They are not allowed to talk about the case. Other developers are not, and there is pretty handful of them who know at least beginning of the situation. We are not happy about the outcome, cyx and Fingolfin included.


    Short story

    As you may imagine, we are closely watching the market for ScummVM-supported games. One of the main reasons is provide an up to date information on our Where to buy games list. Thus, we were pretty glad and interested to hear that there are upcoming Humongous Entertainment titles on Wii. Thus, as soon as the games were on sale, couple of developers bought them.

    Suddenly something quite unexpected happened. I got 2 independent reports from 2 completely different sources, even from different countries that apparently there is ScummVM inside. I was not surprised by the fact of ScummVM usage, as there are already Revolution games and GOG.com who sell ScummVM as part of their distributions, still a surprise was that there were the SCUMM-based games. Thus, I quickly requested to inspect the box for copyright statements, and as such, there came a surprise.

    Clearly, it was a violation. Further inspection showed that it was even a blatant violation. I addressed to my friend, google.com search engine, and I found following facts:

    Apparently Atari contracted porting work to their long time partner, Majesco Entertainment.

    Majesco Entertainment in turn subcontracted the work to Mistic Software, a Canadian-based game shop

    Mistic Software has its development office in Chernigov, Ukraine, locally presented as Mistic Soft LLC who did the actual work



    These Mistic Soft guys got the game assets and sources (this is obvious from the fact that they were able to insert their names into game credits seamlessly), but instead of performing actual work they went a cheap way.

    Inspection of the game binary (we dumped it on SD Card on Wii with homebrew channel, it's pretty small) showed that they based their work on ScummVM 0.9.0, inside there were full credits to ScummVM Team (with couple placeholders for their names, though they left them empty), as well as such goodness as "This might be broken -- please report where you encountered this to Fingolfin" or "Tell sev how to reproduce it". Judging from the symbol names they rolled out their own backend, and used Nintendo tools for that.

    Then we performed some playtesting on the real thing in order to find clues that ScummVM is inside. Pretty fast we found a 0.9.0-era bug in Freddi Fish. Let me demonstrate it:



    Note that gfx glitch on Freddi's left eye. It is right at the beginning of the game, when Freddi reads a letter from the bottle, and is easy to spot on the console. There could be other bugs, but that was enough. Now this bug is fixed in ScummVM.


    The development


    We were quite shocked. It looks like Mistic Soft took money for all the porting efforts but instead of that just stacked together a ScummVM build! Of course, it was easier (my estimate, that it requires about 2 full time weeks to port ScummVM to new platform), since as I suspect, original interpreter is not very alignment-safe and is not endianness-agnostic as ScummVM is.

    Thus, we started to discuss what should we do with the case, and decided to approach gpl-violations.org. We got a lawyer which specializes on such violations, and pretty soon we sent a letter to Atari in Germany (the fact that the games being sold in Germany eased the work considerably).

    First they started to deny everything. This is a pretty common thing among the lawyers, and also as I understand, they were not aware of the issue. Consider this: These programmers from Mistic Soft just provided the binaries to their Quality Assurance department, and the games worked well (as ScummVM does). They found no bugs, passed the work to Majesco, and those reported about successful project completion to Atari. Of course nobody except the developers (and perhaps their immediate managers) knew whose code is in there.

    So, first Atari lawyers thought that we are going to sue them for zillions of Euros, and they prepared well for the fight. Once they got to know that only thing we are demanding is stick to GPL, they relaxed and the negotiations went much better.

    We discussed that they could put stickers on those games which are being sold, and put ScummVM copyrights on new prints, mention us on their site. And it was really nice at first, but pretty soon the lawyers found that Nintendo explicitely prohibits use of open source software together with their Wii SDK, and as such it was a big fault from Atari side.

    Thus, instead of being nice they decided to go and hit us badly.

    At this very point let me go a bit astray and explain some things about ScummVM. ScummVM is a collection of game engines. There are two major categories of them. Part of the
    ...
    by Published on June 23rd, 2009 21:19

    News from Booboo:

    Sorry for the slow updates. I've had to deal with lots of unexpected trouble during testing of dual-boot, plus school finished recently and thus my two daughters require more attention.

    I appreciate your support very much and I know you're all holding your breath for the dual-boot functionality, so, please excuse me for the delay.

    This is what's been done:

    Dual boot code has been moved from U-Boot to the SPL: removes tiny delay introduced when booting the original firmware.
    LCD support implemented both in SPL and U-Boot (both ILI9325 and ILI9331). The LCD now goes live immediately on bootup, which is great when loading linux because otherwise you would see a black LCD for a couple of seconds until the kernel framebuffer driver kicks in, and it is a bit confusing.
    Implemented access to the SPL area (first eraseblock of NAND) in the linux kernel. This allows flashing the dual-boot binaries from linux.
    Streamlined the flashing of the dual-boot binaries from linux.
    This is what needs to be done:

    Add a simple dialog that shows a disclaimer and asks for confirmation before flashing the dual-boot binaries.
    That is very easy and I just need a couple of hours to do it, so I can assure there will be a release tomorrow or the day past tomorrow.

    One final note: someone posted a comment pointing out that lingoox might sound a bit offensive in some contexts. If this is a problem we're on time to change it... so please let me know.

    http://www.lingoox.org/2009/06/quick-update.html ...
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