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  • wraggster

    by Published on June 23rd, 2008 00:58

    News/release from Uberjack:


    New features in this version:

    Games/applications that require MSX Audio/MSX Music will no longer crash the emulator if either is disabled in System settings - there will simply be no Y2413/YM8950 audio
    ROM type settings are now saved between sessions - up to 500 different ROM’s can be tracked by CRC32 value
    The second feature requires some experimentation, and I welcome any feedback you may have. As mentioned, the limit is 500 ROM’s - this is not counting the “auto-detect” ROM’s, for obvious reasons. The list is updated when ROM type is changed via the System menu - to remove an entry from the list, simply set ROM type to “auto-detect”.

    Searching through the CRC values is done in linear time, when a ROM is actually loaded, but for 500 entries, this is not likely to take long (I’m not sure how long reading/writing these entries will take to memory stick, however).

    The list is loaded from stick when the emulator starts up, stored in memory while the emulator runs, and saved back to stick when emulator is exited.

    Download and give feedback via comments ...
    by Published on June 23rd, 2008 00:53

    News/release from Cortes48:

    Totitoes is a small playground with a simple concept addictive.

    History:

    21/06/08
    Launching the first version.

    How to play:

    You control the player down with the stylus, but the top with your stylus aussi.Vous must pick up the pieces on the bottom of the screen and avoid the peak on the screen above.

    Other information:

    This game is developed in partnership with the store AsiaToyz in Grenoble

    The origin of the word "Totitoes" is very simple.
    Totitoes is deus thing and two screen therefore Two Thing Two Screen.Si takes on the first letter that makes TwoThiTwoS.Aprés at home on this word and we get Totitoes

    Download and give feedback via comments ...
    by Published on June 23rd, 2008 00:47

    More wii hacking news from Sven:

    You've probably already heard about segher's public wii tools and you maybe even used them if you had the right keys.
    While most of them (i.e. the shared keys) are floating around somewhere on the internet the NG- 'keys' needed to create a savegame that you can copy to your sdcard then are really hard to get.
    Bushing already explained that these 'keys' are console-specific, stored in the OTP area and that they can only be dumped with access to the Starlet.
    Getting code running on the Starlet is currently very dangerous since there are no public exploits that allows injecting code at run time and you would have to modify the IOS stored on the NAND to be able to get all those keys. This is a really dangerous process when you have no way of backing up and restoring your NAND and can easily result in bricks.

    However, the IOS does not contain any functions to create the file which will be copied to the SD - it doesn't even contain the IV and the MD5 blanker needed to encrypt and sign it. The system menu itself takes care of this and the system menu is running on the PowerPC. We have access to the PowerPC and we can gain System Menu privileges if we want to.
    You can probably image where this is going to lead to, can't you?
    If the System Menu is able to sign those files why can't we just also do it? Bushing already reversed all the required functions the System Menu uses and segher has written twintig which is able to create those savefiles and sign them when you know your keys.
    You need the following five components in order to create such a savefile from scratch by using it:

    NG-id This file just contains a unique id for each Wii. It isn't secret at all and can be retrieved using the ES_GetDeviceID() function.

    NG-mac This is the MAC address of your Wii which is stored in the header of the savefile. You can either create a NG-mac file with the address you can get from the sysmenu settings or you can just leave it blank and hope that it works.

    NG-sig, NG-priv and NG-key-id are the three files used to create the signature of the savefile. The System Menu doesn't know about any of those files and just lets the IOS do everything needed: It uses the ES_GetDeviceCert() and ES_Sign() functions to create the whole signature and just stores it at the right place in the savefile.
    If we want to create our own savefile now, we basically have the following two possibilities:
    We could either port twintig to the Wii and would just need to call the ES_* functions there to generate the whole signature. The data you would like to add to the savefile would then be transferred by either using a USB Gecko or a TCP connection or just be read from the SD card or a USB mass storage device. A small GUI would however be needed to select the folder you want to create the savegame from and a PC application to send the savedata over a gecko or the tcp connection to the Wii.
    But I'm a bit lazy and didn't want to write all this stuff and decided to use the second solution:
    I just created a small Wii server that can be reached by using a USB gecko and allows you to use the required ES_* function with the data you provide. I just needed to do some small modifications to twintig and find some USB Gecko code. The server itself also wasn't really hard to write since it's just some gecko code (again) and a few calls to the ES functions.

    After thinking about releasing this for about three hours now I think that I can't do much things wrong here: Nearly the same things are already possible with wanin's savegame installer and with dhewg's wiifuse_server. It's probably even easier to use one of those two solution to achieve your goals. However, you can still grab the results here.
    The current version doesn't get the MAC address from the Wii so you either have to create NG-mac yourself or just hope that an empty address also works.
    Please note that I did just verify that this tool works by using tachtig to check the signature and tried only one savegame on my Wii.

    I have not tested this on Win but the gecko stuff will probably work if I didn't do something really wrong as I'm using dhewg's code from wiiload.
    To compile mkwiisave just type make like you did with the previous versions of segher's tools. Compiling the wii-server works the same: Change to its root directory and run make there.
    You still need the sd-key, sd-iv and the md5-blanker and also some more files because the ES_Sign requests only works with certain privileges: root-tik, root-tmd and root-certs. Those three files are the Tik, TMD and certificate chain for a title that is allowed to run certain ES functions - find out yourself where to get them and don't bug anyone about them. They're still much easier to get than the NG keys.

    The usage of twintigmkwiisave has not changed at all. You just need to make sure that you have the WIIESSERVER environment variable set to your USB Gecko device (e.g. /dev/ttyUSB0) and you'll need to run the es-server.dol on your wii before
    ...
    by Published on June 23rd, 2008 00:46

    In a post regarding PSP themes, a user named “Stunt” asked to be updated on some 2.40 info. Noel’s response can be read right underneath Stunt’s question.


    Stunt | June 20th, 2008 at 8:58 pm

    Noel, my friend, do you know when we will be updated on the v2.40 update Eric Lempel mentioned in the v2.36 post? I hope we don’t have to wait until next week.

    Thanks!

    Noel Silvia replied on June 21, 2008 at 1:34 pm
    Eric’s working hard to get everything set for the launch of Firmware 2.40, including a video walkthrough.
    I can’t comment on when (as I don’t know the exactly date!), but I’m just as excited as all of you for it.
    Trophy Support + In-Game Messaging FTW!

    ____

    Let’s go on a run-down on what this little comment actually confirms.

    “Eric’s working hard to get everything set for the launch of Firmware 2.40″ - This means that 2.40 is completed because he says that Eric is getting everything set for the launch of 2.40, which means the firmware itself is done and complete, they just need to get everything ready (Checklist, video walkthrough, uploading to the PSN, setting servers for new firmware, etc.,). Especially for an update this important they want to make this update error-free.
    “…including a video walkthrough.” This means that they probably already have 2.40 installed on a Retail PLAYSTATION3 system…which also implies that 2.40 is actually complete. It also means that everything is ready and successful and all kinks are worked out. To top it all off, it means that we’re going to see the real Official Firmware in-action for the first time, including a possible list of games that support trophies and a glance at In-game XMB.
    “Trophy Support + In-Game Messaging FTW!” Yikes, what does this mean. It may mean a lot of head ache for Sony, or it could just mean that’s Noel Silvia’s most important features. A lot of people really want In-Game Music…and if those are the only features in 2.40 and no in-game Music, Sony’s really going to hear it. Although, personally I would be just fine with the Universal Friends list, In-Game Messaging.

    http://xmbonline.net/?p=58 ...
    by Published on June 23rd, 2008 00:42

    News/release from noeska:

    gl2gx OpenGL wrapper on gx for libogc

    Info
    Using gl2gx will enable you to do easy porting of opengl application to the wii and/or gamecube. Currently there is only an first alpha version released.

    Download Here and Give Feedback Via Comments ...
    by Published on June 23rd, 2008 00:42

    News/release from noeska:

    gl2gx OpenGL wrapper on gx for libogc

    Info
    Using gl2gx will enable you to do easy porting of opengl application to the wii and/or gamecube. Currently there is only an first alpha version released.

    Download Here and Give Feedback Via Comments ...
    by Published on June 23rd, 2008 00:38

    News/release from Chaosteil, Feesh!

    libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.

    libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.

    libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.

    Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.

    The library comes with full Doxygen documentation to help get development started. It is also available online:

    0.2.1 - We added some new stuff which could enhance game development.

    Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
    Implemented additive blending which can be useful for particle effects. Check the transformation enum in sprites.
    Fixed a bug with transformations. Now Sprite accepts u8, so transformations can be used as flags.
    Added defines for IR pointer correction. Check spritetest on how to use the pointer the right way.
    Several additions to GameWindow: You can now stop the Video subsystem, as well as poll for the height and width of the screen.
    You can now use Image to draw on the image. You must derive from the image to an own class to use it.
    Images can now only initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
    Some optimizations here and there.

    Download and give feedback via comments ...
    by Published on June 23rd, 2008 00:34

    Clone45 updated glitchDS heres the release info:

    Another version of glitchDS is ready! Go get it in the download section. Remember: glitchDS must be installed on the root of your card. This version introduces some new features:

    1) Volume control of each sound. Volume parameters are saved along with your snapshot.

    2) I added a “pad play” page — which is of questionable value — but it was easy to add. If there are too many sounds playing at once, glitchDS might ignore your incessant tapping. However, if you stop the sequencer, you should be able to play these like drums.

    3) Quickly save new versions of snapshots: This is easiest to explain with an example. If you select a snapshot named “Bevis” and hit the Right directional button, a new snapshot named Bevis.1 will be saved with your current settings. If you select Bevis.1 and hit [Right], a new snapshot, “Bevis.2″ will be saved. nitro2k01 suggested this new feature and even programmed it for me! Thanks nitro2k01!

    4) On the Trigger and Frequency Modulation pages, when you select a swatch, the filename will be displayed at the bottom of the screen.

    5) Loading snapshots works the same as before if the sequencer is stopped. If the sequencer is running, loading a snapshot “queues” it for loading. The snapshot will load after the sequencer is completed with its current cycle. Usually this transition is smooth, but sometimes it produces small digital “artifacts” if the sequences are significantly different.

    Upgrade instructions — As usual, if you already have glitchDS installed, download version 1.3 and copy the rom files (glitchDS.nds and glitchDS.sc.nds) over your existing roms. For complete install instructions, read the documentation. Your version 1.2 snapshots will load properly in version 1.3.

    Download and give feedback via comments ...
    by Published on June 23rd, 2008 00:26

    I have no clue how I missed this great hack from earlier in the year, but AcidMods has released a tutorial on modding an Xbox 360 controller to do all sorts of neat, cheatie stuff—like adding rapid fire to pistols in Call of Duty—through programmable macros. But since I know that you have almost no interest in picking up that soldering gun, you can just watch this video to appreciate what hours of hard work can produce.

    http://gizmodo.com/5018623/spitfire-...ical-advantage

    http://www.acidmods.com/forum/index.php?topic=17385.0 ...
    by Published on June 23rd, 2008 00:22

    Unless you're very, very special, you haven't yet had an opportunity to run your hands over Openmoko's latest open-source creation, the FreeRunner, which was announced several months back with the hope of a spring release. Unlike the Neo1973 before it, the FreeRunner's said to be chock full of enough spit and polish to take on an audience larger than the original's hardcore developer base, and while a springtime date with destiny is now out of reach, it looks like they'll only miss the mark by a few days. A recent message from Openmoko's VP of marketing on the community listserv said that the retail phones should be packed and shipped by tomorrow and -- if all goes well, of course -- should clear customs by the first of July, meaning buyers should be able to get them delivered in the first week or two of the month. If they'd been able to squeeze in 3G, we'd hardly be able to contain ourselves, but even as it is, we suspect there's enough buzz to get units sold; let's just hope they're already hard at work on version three.

    http://www.engadget.com/2008/06/22/o...-july-release/ ...
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