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  • wraggster

    by Published on March 11th, 2006 15:35

    Mic has updated his Nintendo DS emulator for windows to ver17.1, heres whats new:

    GPU: Fixed some errors in the OpenGL and Direct3D renderers when alpha blending was used

    MMU: Added the 64 kB of GBA cart save RAM

    MMU: Fixed mirrored 8-bit writes to WRAM

    GUI: Added an auto update mode to the disassembler

    GUI: Fixed some minor bugs in ...

    Download Via Comments ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 08:21

    Article from Gamespot:

    Following last week's launch of the Crystal While DS Lite, Nintendo Co, Ltd. shipped its Ice Blue and Enamel Navy models today in Japan. Considering that the handheld has already made one debut, the industry wasn't expecting the same high turnout for these new models.

    But contrary to conventional wisdom, the machine's second launch drew even more demand than the first.

    At 6:15AM in Tokyo, when GameSpot arrived in Akihabara, there was already a line forming outside the train station. It extended fully to Asobit City, one of the well-known stores located in the heart of this popular electronics district.

    Over 100 people were already waiting for the store to open, but it was nothing compared to what we were about to see next.

    A few blocks away at Yodobashi Camera, the crowds were considerably larger. The store was said to have had the longest line in the city last week for the first launch, with approximately 400 people waiting by opening hours.

    Today's turnout easily topped last week's, as the throng had reportedly hit 500 late last night, and there were over 1,000 people waiting by 6:30 this morning. The line nearly circled the entire block. Even after a store employee walked halfway down the line and announced that customers behind that point likely would go away without a DS Lite, a number of hearty souls stayed to take their chances.

    Moving on to Shinjuku, Bic Camera sported a turnout around 7AM that was about equal to the previous week's launch. About 300 customers were split into two different sections, with each snaking into three rows. Employees were once again holding "Sold Out" signs at the end of the lines before the store had even opened.

    At the Shinjuku Yodobashi Camera (scene of the official launch for the PSP), today's line still wasn't as long as the one for Day 1 sales of the Sony handheld back in 2004, but it definitely had more people than last week's launch of the Crystal White DS Lite. With two new models released today, more than twice the number of people waited in line.

    All in all, today's lines were longer than those from last week in many locations, and with good reason. First and foremost, the DS Lite was released on a Thursday last week, whereas today's launch was on a Saturday--so more consumers with weekday jobs could line up to purchase the handheld. Would-be customers who walked away empty-handed last week also might have learned a valuable lesson: no lining up early, no machine.

    To that end, people in the front rows were prepared for a long wait--very prepared. They came armed with portable chairs, instant noodles, and even sleeping bags to catch the occasional nap.

    The fashion factor should also be kept into consideration. Some consumers are more interested in the two new color models compared to the earlier-released Crystal White model. In fact, Mainichi Interactive reports that the first person on the line at Akihabara's Yodobashi Camera didn't line up last week at all, but decided to do so this time since there was a color he just had to have. ...
    by Published on March 11th, 2006 00:31

    Sata has released an Homebrew Converter for Supercard Users, download it via comments.

    Please post feedback if it works ...
    by Published on March 11th, 2006 00:20

    PicodriveN is another port of PicoDrive, Dave's Megadrive / Genesis emulator for Pocket PC. This version is based on PicoDrive 0.030 and is made for Symbian UIQ2 devices. It also has full sound support added (starting from version 0.70). It is alternative version to another port by AnotherGuest / Someone and is not based on it (so it has a little different name).

    Features
    Modified Cyclone 68000 core with better compatibility.
    SRAM support.
    Save state support.
    Zipped ROM support.
    Ability to auto-pause game on phone call (and resume it later).
    Selectable frameskip.
    Configurable keys and touchpad.
    Flip-closed mode for SE phones.
    Full sound support.
    Problems / limitations
    Some games don't run or have various glitches due to inaccurate emulation
    Configuration
    Check readme for detailed description. If you have trouble configuring keys, see this tutorial.

    Quick notes
    Enabling Z80 in sound settings will improve compatibility (you don't have to enable anything else, only Z80), because some games need it to run. But it slows emulation down, so turn it off if the game doesn't need it and you don't want sound.
    Sound related:
    You must use auto frameskip or you will get stuttering sound.
    Sound needs a lot of CPU power, so it is best to use "fit 0" or "fit 180" display modes and to exit all other apps.
    If you change sound settings AFTER loading a ROM, you may need to reset game to get sound (this depends on a ROM itself).
    Changelog
    0.70

    Started using tools from "Symbian GCC Improvement Project", which give considerable speed increase (~4fps in "center 90" mode).
    Rewrote some drawing routines in ARM assembly (gives ~6 more fps in "center 90" mode).
    Minor improvement to 0 and 180 "fit" modes. Now they look slightly better and are faster.
    Added some background for OSD text for better readability.
    Added Pal/NTSC detection. This is needed for proper sound.
    Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make it faster.
    Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds a bit weird. Could be a little faster, so made some changes too.
    Implemented SN76489 emu from the MAME project.
    Added two separate sound output methods (mediaserver and cmaudiofb) with autodetection (needs testing).
    Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs), fixes Contra and some other games.
    0.301
    Launcher:
    Launcher now starts emulation process from current directory, not from hardcoded paths.
    Improved 'pause on call' feature, should hopefully work with Motorola phones.
    0.30
    Initial release.

    Download via Comments ...
    by Published on March 11th, 2006 00:16

    Snes9x UIQ is a port of well known Super Nintendo Entertainment System / Super Famicom emulator with the same name. It is actually based on OpenSnes9xGP, modified Snes9x for GP32 handheld, which had parts of it adapted to / totally rewritten for GP32 (in C or ASM). As GP32 is ARM CPU based device (same as UIQ2 phones), these optimizations were used in this port.

    Features
    Zipped ROM support.
    SRAM support.
    Save state support.
    Ability to auto-pause game on phone call (and resume it later).
    Selectable frameskip.
    Configurable keys and touchpad.
    Flip-closed mode for SE phones.
    Full sound support (very slow and barely useable).
    Problems / limitations
    Due to various optimizations emulation accuracy was lost and most games have various graphical glitches, some are unplayable at all.
    Some SNES PPU (pucture processing unit) effects cause major slowdowns.
    Enabling sound slows the emulation way too much (it was added only because it was already there in Snes9x, and was easy to port).
    SuperFX games eather crash or are totally unplayable (< 1fps).
    Configuration
    It is mainly the same as in PicodriveN, check readme for detailed description. If you have trouble configuring keys, see PicodriveN key tutorial.

    Quick notes
    sound emulation is very slow, it is not recommended to use it.
    If you change sound settings AFTER loading a ROM, you may need to reset game to get sound (this depends on a ROM itself).
    zipped ROMs: zip files must contain one ROM per file, ROM must be in .smc format.

    Download via Comments ...
    by Published on March 11th, 2006 00:08

    FluBBa posted this news of his wip work of a MSX emu for the GBA:

    I've fixed preliminary sound and joystick input, hopefully I can make a correct AY38910 emulator that doesn't use too much cpu. I will also implement the most common mappers so we can play the Nemesis and Parodius games.

    http://hem.passagen.se/flubba/gba.html ...
    by Published on March 10th, 2006 19:38

    PSMonkey has released the first version of his Nintendo 64 Emulator for the PSP, this release has support somewhat for the Commercial game Mortal Kombat Trillogy and whilst it wont play most of the Nintendo 64 Library it is a big step in the right direction, heres the news from his site:

    The Emulator also works on any version from v1.0 to v2.6 from reports





    Well sorry I am late but here is the much promissed first release of monkey64. I was hopping for better at the last min but it still passed my exspectations for a first build.

    Few things to note.

    .) While Rsp & Rdp emulation is started it is far from complete. As well there are still numerious issues in the main cpu core. I plan to fix things as soon as I can get to them.
    .) This wont run mario64 or 99% of the n64 library. Some roms are starting to do things with Mortal Kombat Trillogy actualy being playable (to some extent).
    .) I know there are odd looking color squares when running some comercial roms (like mortal kombat). The reason is because I have not completed texture suport in rdp. I am hoping to get a revision out asap once this is fixed.
    .) The emulator is slow. Some PD roms do a pretty nice framerate but games like mortal kombat do about 5fps. This is due to the emulator still being on a pure interpreter core. In good time I will build a dynamic recompiler so we can get some more playable framerates.
    .) The app is in user mode. So it is quite posible this works on 2.0+ psp units. I just sadly dont have the time to check.

    Well that is it. Do enjoy. The zip contains a few favorite PD roms. Pong by Oman is a must play imo. Also if you're all currious what mortal kombat trillogy looks like in game. Please see attached screenshot on forums.

    PS. Mortal Kombat Trillogy [!] dump wont work. [b1] dump runs just fine. When you see the second screen, press start as it's just warning you that there is only 1 controller plugged in.

    -- EDIT --
    Hey guys. Sorry I forgot to mention. The screen flickering is because its not doing double buffering on the psp. It's just directly rendering to the display screen. I was trying to fix this at lunch but ran into problems so I gave up since I wanted to push the build out asap. I'll have it fixed for the v1.1 build.


    Download it for yourself at PSMonkeys Site

    Lets start trying every N64 game and post if any works on this first release

    So far these games do something:

    Wave Race 64 (J) [!] - Displays N64 Logo then crashes back to menu.
    Mortal Kombat Trilogy (U) (V1.0) [b1] - Displays menus - no graphics yet.
    Doom 64 (U) [!] - Displays menus - no graphics yet.

    Massive List of PDRoms inside that work - via comments ...
    by Published on March 10th, 2006 19:27

    The PSP Rhythm have released a new version of their Software for the PSP, heres the full info if you have never heard of it before:

    Inspired by classic drum machines such as the Linndrum and Roland TR-series, PSP Rhythm has been created to use the simple, yet effective 16 step style drum sequencer. PSP Rhythm incorporates the use of audio sample playback instead of drum synthesis. PSP Rhythm has been directly influenced by one of our favorite modern drum machines, the Elektron MachineDrum.

    The most significant addition in version 3.0 is the "parameter locks" feature (as used by the MachineDrum). Parameter locks enable you to change the pitch, volume, balance, start and end times per step to create moving, changing melodies and effects. This control over your sounds will give you much more creative freedom and allow you to not only use drums, but to use instruments in your music.

    With the release of version 4.0 a Bass Line synthesizer similar to a Roland TB-303 has been added to make this the most versatile homebrew drum machine for the PSP. TB-303 style features such as Accent and Slide are available, along with the real-time control of the Cutoff and Resonance you can get that authentic "Acid" sound that made the TB-303 so famous.

    The PSP screen is a graphic representation of a 16 step drum machine styled in Elektron fashion with a main display in the center and 16 buttons along the bottom. Each button has an LED light above and a step number below.


    Download and screenshot via comments ...
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