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  • wraggster

    by Published on August 22nd, 2007 19:14

    Shash has posted some WIP news of his DS Emulator for WIndows:

    Lately, finding spare time to work on desmume has been hard. What's more important, finding any motivation to work on it, has been really hard.

    First, I'm willing to work on stuff more related to general 3D rendering again, instead of emulators. Working on an emulator for a month or two is nice, but it's been a whole year since I started to work on the desmume source code that yopyop released. It's important to note that on my priority list, 3D rendering is way more important than emulation, and I've been ignoring that fact for way too long.

    Second, I've already many of the games I wanted to be playable, on that status. Mario Kart DS is probably the only exception, as I'm somewhat curious how it works, and the polygon budgets for karts/courses, but it refuses to work. Even if that, I'm not happy with many of the code I use actually. For example, the 3D GFX FIFO IRQ handling is a bit fat hack, the capture unit emulation is far from right, and my 2D pixel blitter implementations have to be rewritten with something like what I did with the official desmume, or maybe something a bit faster (if possible).

    Third, the current debugger of desmume demotivates me every time I've to use it. It lacks breakpoint support, and some other small details that would make debugging games for hours easier and faster. For example, for homebrew development, I'd love original source code debugging, instead of the generated code. Not to mention that it uses plain Win32 GUI, so any addition or modification to the current is painful and time consuming.

    So basically, I'd like to rewrite the 3D core to properly handle the GFX FIFO IRQ, write a Windows Forms GUI, with a new and enhanced debugger, and fix some misc stuff.

    Anyway, the little work I devoted to desmume lately, was mainly focused on fixing some regression bugs I introduced while changing how the 3D core works, fixing one homebrew and one commercial game. Fixing the homebrew was easy, as it only failed due to some DS display list commands being unhandled, and the "list cleanup" taking too much time. After 45 minutes of debugging and profiling, I got it working at 60fps all the time.

    Later, I wanted to fix Dead'n'furious, as it seemed to fail rendering 3D or stall while getting ingame. I really didn't knew, so I started to work, first to understand why it was failing. The first debugging sessions showed that it was in fact sending stuff to the 3D renderer, so it wasn't freezing, only not rendering onscreen.

    I've a few switches that affect the 3D renderer on my build, to list: wireframe, disable lighting, disable blending, disable alpha test, disable texturing, and disable the whole 3D core rendering (in fact, it only disable the blit to BG0, but anyway, it's more or less the same for debugging purposes). None of them seemed to have any effect, so I debugged a bit more.

    What I did next, was to check the primitive group start routine (I mean glBegin :P), as lots of setup is done there and it's usually a good start. There was the first pointer, it seems that the projection matrix was wrong. Specifically, the scale was wrong (abnormally big values), making that the primitives (triangles / quads) became squeezed/degenerated, resulting in primitives not showing up. Just as a fast test, I changed all the projection matrices to identity matrices so I would get something onscreen, if that was the only problem in that game. I expected so, as I had dumps of the textures, and they seemed ok, so if projection was the only problem, it would give me some results. In fact, it did.

    After that, I just had to locate where and why those values were assigned to that matrix. That's what took the most. First, as the failing value wasn't the first to be assigned to that matrix, I just stopped execution when the first one was written, and debugged from there. I was lucky enough to see that the "failing" values written to the matrix, were calculated between the first write and the failing one. As I suspected from the beggining, it was indeed a CPU bug and not related to the 3D core. Basically some of the registers used on the matrix write were never updated: the projection calculation was done and stored in memory, but never retrieved from memory to registers, to be used later.
    ...
    by Published on August 22nd, 2007 18:42



    DIGG THIS NEWS



    PLAYTV UNLOCKS FREE DIGITAL TV ON PLAYSTATION 3
    Watch, record and replay TV shows on demand

    Turn PS3 into a digital personal video recorder and record programmes to watch anytime, anywhere

    Leipzig, 22 August 2007. At Games Convention today, Sony Computer Entertainment Europe announced the introduction of PlayTV - the software that turns PLAYSTATION®3 (PS3™) into a Personal Video Recorder (PVR). PlayTV will be available in UK, France, Italy, Germany and Spain early in 2008, with other PAL territories to follow in due course.

    With the ability to watch, pause and record live TV from a huge range of free channels, PlayTV reinforces PS3’s rightful place in the Living Room at the heart of the family’s entertainment needs. Whether it is recording a programme whilst watching another, simply recording a entire series1 at the touch of a button or for watching programmes on the go via remote play on PSP™ (PlayStation®Portable), PlayTV offers a simple solution to it all.

    “The introduction of PlayTV really will extend the already broad entertainment credentials of PS3, and makes it an exceptionally attractive proposition for the whole family,” said David Reeves, President of Sony Computer Entertainment Europe. “PS3 already provides High Definition gaming, Blu-ray Disc movies, music, video, photo album, web browsing and PLAYSTATION Network support. With the introduction of PlayTV’s state of the art TV tuner and PVR functionality, PS3 is now the best choice of home entertainment hub for the whole family.”

    PlayTV provides the sort of features you’ll only find on the most expensive PVRs:

    * Two High Definition-ready TV tuners: both able to view, record and play TV in High Definition as well as standard definition.

    * Electronic Programme Guide2: an incredibly user-friendly, seven-day interface, that provides the navigation for programming the PVR features of PlayTV – it’s fast and simple to use with either PS3’s SIXAXIS™ controller or the Blu-ray Remote Control.

    * Compatibility: PlayTV operates on the widely available Digital Video Broadcasting – Terrestrial (DVB-T) format.

    * Easy to use: Intuitive controls, single button help features, tutorial videos and simple navigation make PlayTV a joy to use compared with the complex navigation of other PVR models.

    Optional on-screen graphical display provides a wealth of information about the status of PlayTV and provides quick access to programme information, stored TV programmes and the controls to pause or record live TV.

    PlayTV will also set the correct interface for either Standard Definition or High Definition displays automatically for a hassle-free viewing experience.

    * Portable viewing with PSP: Seamless PSP connectivity allows you to set recordings, watch Live TV and recorded TV programmes remotely on the PSP via a WiFi connection (using Remote Play feature) – or you can transfer video files to your PSP via USB cable.

    * It’s future-proof: PlayTV will evolve with time – with new features added and updated via the PLAYSTATION®Network.

    PLAYSTATION 3 was already more than a games console; now, it’s a TV tuner as well – PlayTV is one more reason why PS3 should be right at the centre of the living room.

    1. Series recording currently only available in the UK.
    2. Subject to availability, country dependent.

    DIGG THIS NEWS

    ...
    by Published on August 22nd, 2007 18:38

    No$gba the GBA and DS Emulator for Windows has been updated with a new release:

    heres whats new:

    - debug/setup: allows to enable/disable user-debugmsg, wifi-log, and 3d-log
    - cpu: emulates undef opcode/copro exception (with warning if no bios/vector=0)
    - wifi/emu: emulates new bits in rx header, and optional auto sequence control
    - cpu/bugfix: arm ldm/stm accidently destroyed mis-alignments (on writeback)
    - wifi/help: added info on port 1C4h, and on some of the 1Bxh ports (rxstat's)
    - wifi/help: added new chapter on transmit errors and automatic ACK responses
    - wifi/help: added info on ports 1A8h,1AAh,1ACh,1AEh (bit0..12 vs. 1B0h..1BFh)
    - wifi/help: discovered new bits in RX header, added notes on MAC addresses
    - wifi/debug: allows to log all packets (with automatic comments on ieee header)
    - wifi/help: added notes on automatic sequence ctrl and auto-modified frame ctrl
    - wifi/emu: tx-engine uses new timers, and emulates length/rate/preamble timing
    - wifi/emu: emulates the various wifi counters and irqs at correct timing
    - debug/setup: memorizes if iomap window was open (if so, re-opens it on boot)
    - debug/emustop: break_requests (esc-key) take place only on current machine
    - debug/internal: replaced ds:bibos swi_retadr/haltstop/intrwait by vals:bios
    - debug/vramviewer: oam viewer supports extended obj palettes (thanks pierre)
    - debug/vramviewer: fixed engine-B palette viewer (thanks pierre for bug report)
    - dslite/help: added info on new TSC chip by AKM (new IN2, different PD bits)
    - dslite/help: added note on near-crt-quality colors and wider viewing angles
    - dslite/help: added custom change-channels-flowchart for new wifi-type3-chips
    - dslite/help: added settings at firmware[0CEh-and-up] for new wifi-type3-chips
    - dslite/xboo: updated nds-pins.gif (added new pin-positions on ds-lite board)
    - dslite/xboo: added 8 extra diodes in data lines (to prevent power-on problem)
    - dslite/help: added lite-specific wifi (W) mirrors, and unused wifi ram/ports
    - dslite/help: added the new backlight level bits in firmware user settings
    - dslite/help: added caution on DS-lite destroying wifi ports 064h and 076h
    - dslite/help: added new powerman backlight/power register (and lost mute-bit)
    - dslite/help: added ID for firmare chip 35PE20P (and supported it in ds-xboo)
    - powerman/help: added unknown bit (mutes volume to zero, if amplifier is on)
    - wifi/emu: emulates initial wifi-port settings and random register (mod 5FDh)
    - wifi/emu: emulates primary wifi irq flag stuck zero while secondary nonzero
    - wifi/emu: emulates corrected ports (004h,0ACh,0AEh,0B0h,0B4h)
    - wifi/emu: emulates new ports (210h, 05Ch/06Ch, 062h/064h) and new mirrors
    - wifi/help: added rx/tx signal/timing charts (rfu pins, aka 19Ch bits)
    - wifi/help: added specs/cautions on primary wifi irq flag (2000214h.Bit24)
    - wifi/help: added new mirrors (on read from 0ACh,0AEh,20Ch,21Ch,298h,2A8h,2B0h)
    - wifi/help: added notes/info on ports 038h,19Ch,214h,21Ch and on W_CONFIG_140h
    - wifi/help: new bits 0EAh.1,008h.13/14 004h.14); extra-TX ports 118h,0EEh,090h
    - wifi/help: corrected ports 004h,0ACh,0AEh,0B0h,0B4h and txstat.bit12-13
    - wifi/help: added info on new ports (110h, 210h, 05Ch/06Ch, 062h/064h)
    - wifi/help: fixed tx_hdr: rate 8bit (not 16bit) defaults to 1Mbit/s if invalid
    - wifi/help: added new bits: port004h.bit0 tx_master, 008h.bit15 beacon_irq1
    - wifi/help: major updates in timers chapter (reloads, IRQ13/14/15, 22MHz, etc)
    - nds/help: pinouts for nds LCD sockets, wifi RFU boards, and powerman chips
    - gui: mousewheel support (win98 or dos/ctmouse) (thanks jasper/idea, tilo/hw)- debug/setup: allows to enable/disable user-debugmsg, wifi-log, and 3d-log
    - cpu: emulates undef opcode/copro exception (with warning if no bios/vector=0)
    - wifi/emu: emulates new bits in rx header, and optional auto sequence control
    - cpu/bugfix: arm ldm/stm accidently destroyed mis-alignments (on writeback)
    - wifi/help: added info on port 1C4h, and on some of the 1Bxh ports (rxstat's)
    - wifi/help: added new chapter on transmit errors and automatic ACK responses
    - wifi/help: added info on ports 1A8h,1AAh,1ACh,1AEh (bit0..12 vs. 1B0h..1BFh)
    - wifi/help: discovered new bits in RX header, added notes on MAC addresses
    - wifi/debug: allows to log all packets (with automatic comments on ieee header)
    - wifi/help: added notes on automatic sequence ctrl and auto-modified frame ctrl
    - wifi/emu: tx-engine uses new timers, and emulates length/rate/preamble timing
    - wifi/emu: emulates the various wifi counters and irqs at correct timing
    - debug/setup: memorizes if iomap window was open (if so, re-opens it on boot)
    - debug/emustop: break_requests (esc-key) take place only on current machine
    - debug/internal: replaced ds:bibos swi_retadr/haltstop/intrwait by vals:bios
    - debug/vramviewer: oam viewer supports extended obj palettes (thanks pierre)
    - debug/vramviewer: fixed engine-B palette viewer (thanks pierre for bug report)
    - dslite/help: added info on new TSC chip by AKM (new IN2, different PD bits)
    - dslite/help: added note on near-crt-quality
    ...
    by Published on August 22nd, 2007 18:10

    A nice update to the release of the Wii Dvd player the other day comes a disc creator which will make a DVD with the player on, heres the details:

    Here is an updated version of the MFE bootable disc creator. It uses the new DVD-capable MFE version that Symbiote.org released. The advantage of using this creator is that it uses a firmware 3.0 compatible disc header and it allows you to fill the disc with .divx, .mp3, .mpg etc.

    I didn’t compile the bootloader for this one like I did with last one and I didn’t create MFE in the first place. I’ve just made the disc creation a bit more userfriendly. All credits goes the original authors whoever they may be.

    Also keep in mind that there have been speculations about that using your Wii to watch DVD movies may wear out your laser.

    Features
    --------
    - Boots directly into MFE
    - Uses a Firmware 3.0 compatible disc header
    - Should work on all modchips. May need to turn of regionpatching on WiiFree as can break GC games and homebrew.
    - Dual Layer support if the modchip supports it (yaosm 1.8, CycloWiz 3.5, Wiinja v.2 and latest Wiinja Deluxe upgrade)
    - Plays DVD movies (press "Z", swap disc, press "Start")

    DIGG THIS



    Download and Give Feedback Via Comments ...
    by Published on August 22nd, 2007 17:53

    via joystiq

    If you've ever wanted to physically assault Donkey Kong's diminutive and overly cheery pal, Diddy Kong, you'd best make plans to purchase Super Smash Bros. Brawl on December 3rd. Smash Bros. DOJO!! (it's them shouting, not us) has revealed that the pesky primate will be part of the growing list of combatants and plans to get by with his "whimsical fighting moves" and "Peanut Pop Gun."

    We look forward to knocking off that cap and wiping the smile off his face -- it'll certainly put one on ours. Alright Nintendo, let's get Tingle in here next. ...
    by Published on August 22nd, 2007 17:51

    via joystiq

    Either someone at the BBC has an inside source – replete with trench coat, fake mustache, and comically inverted newspaper – or they've been reading Joystiq and assembling the clues to paint a not altogether surprising portrait of Sony's Leipzig Game Convention keynote. The Beeb says Sony are on the cusp of unveiling a tuner "that will allow the recording and playback of digital TV." Of course, this is similar to remarks made by Sony's Warwick Light who said they're going "to release a digital tuner for the PS3, turning it into a programmable TV recorder."

    The BBC also expects Sony to give more details about their PSP video download service developed with Sky in the UK, which we learned about last month and to deliver more details on the PSP's VoIP and instant messaging system being developed along with BT in the UK. Are these the fireworks David Reeves promised? Well, they didn't know about the DualShock 3 that's expected to unveiled today, so perhaps there are more fireworks in store. ...
    by Published on August 22nd, 2007 17:49

    via joystiq

    Need more Samus and Link in your Euro life? Nintendo has confirmed that the leaked European release date list is partially true, in that Metroid Prime 3: Corruption is slated for Oct. 26 and Legend of Zelda: Phantom Hourglass sails in Oct. 19. If the trend continues and the leaked list does translate into actual European release dates, gamers can expect Super Mario Galaxy there November 16 (soon after the NA Nov. 12 date).

    Of course, Zelda launches in North America Oct. 1, so with no region lock on the DS, Europeans should feel free to get one sent to them from the States. On the bright side of things, at least it won't be a long engagement for Europe like some games. A month is not a terribly long time to wait. ...
    by Published on August 22nd, 2007 17:47

    via insert credit

    Good ole Francesco points out that the first ever homebrew cart has been released for the Creativision, a 1981 European game console/computer. Only 100 were produced, which is good, considering the thing costs about $58. Anyway, it's being released on September 30th by these dudes in Italy, called Madrigal Design, who also make the Creativision emulator. The official page for the homebrew cart is here, and features all the original Creativision games and programs (making it a bit grey market), and comes with a manual for all games, some controller inserts, and other various stuff. Give it a look

    More Info ...
    by Published on August 22nd, 2007 17:39

    via gibiz

    Sony has announced PlayTV for the PlayStation 3, allowing users to watch, pause and record live TV, with the software set to launch in Europe early next year.

    PlayTV will feature two high-definition TV tuners, both of which will be able to view, record and play free TV channels, as well as offering standard definition support.

    Using the PlayStation Portable's Remote Play features, users will also be able to watch live TV and record TV programmes remotely on the PSP via a WiFi connection.

    The service will first be available in the UK, France, Italy, Germany and Spain, with other PAL territories to follow later in the year.

    "The introduction of PlayTV really will extend the already broad entertainment credentials of PS3, and makes it an exceptionally attractive proposition for the whole family," commented David Reeves, president of SCEE.

    "With the introduction of PlayTV’s state of the art TV tuner and PVR functionality, PS3 is now the best choice of home entertainment hub for the whole family."

    Sony is promising PlayTV will be user friendly, allowing for recordings of an entire TV series at the touch of a button, along with a seven day electronic programming guide.

    The company has also said it will be "future proof", with new features added and updated via the PlayStation Network. ...
    by Published on August 21st, 2007 23:19

    Sebastian posted this release:

    Today I decided it would be a good time to release a little game I programmed over the last few weeks. It's inspired by "Gimme Friction Baby" by Wouter Visser


    Over at gp2x.info, someone asked for a port and I decided to try it. It's up to version beta 06, although not completely finished, it is ready for release.

    The game does not really need an explanation, just start it up, you'll get the hang of it soon enough

    When you start the game, you can press X to rotate the game, so you can either play it 320x240 or 240x320. Start and A start a game. Once ingame, stick up/down/left/right/click and A/B/X/Y fire the ball. Select immediately quits the game, start or volup+voldown return you to the intro screen.

    Read the readme on how to add your own music.
    The game can be found here.

    A big thanks to the people who have playtested it and helped me with suggestions (rx_shorty & GP2X.info!) Thanks to yaustar for Code::Blocks RC 4, great work!

    Hope you enjoy it!
    ...
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