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  • DCEmu Featured News Articles

    by Published on November 7th, 2010 23:16

    News via http://www.nintendomax.com/viewtopic...744f22d81483cb

    Segre offers a new version of its carriage of "The Castles of Dr. Creep" for the Wii, platform game released on the Commodore 64 in 1980.

    SVN-351 Windows / Wii package est disponible.

    Fix crash bug sprite, Fix Another object after collision
    Fix the game speed, making it run At The original PAL speed.
    Adds The Ability to edit text in Builder

    http://creep.sourceforge.net/ ...
    by Published on November 7th, 2010 23:14

    Pate has posted more news about his Dos Emulator for DS:

    After my last blog post I continued working on the new macro system, and kept adding new 386-opcodes using the new macros. This progressed nicely, until I ran into a div ecx opcode. The problem with the x86 division opcodes is that they use double-precision dividends. For example the opcode "div cx" divides a 32-bit value in DX:AX registers with a 16-bit divisor in CX register. Similarly, "div ecx" divides a 64-bit value in EDX:EAX with a 32-bit divisor in ECX. However, the MIPS architecture only has 32-bit divide operations, so I was able to code a 1:1 mapping between "div cx" and the MIPS equivalent, but I could not do this easily with the "div ecx" opcode of a 386 architecture.

    I spent some time googling for solutions to this problem. The first potential solution was to use the GCC 64-bit (long long) division code. I tested it by coding a simple 64-bit division into my C-language tester program, and then looking at the dump file to see what exactly happens there. The GCC compiler uses a helper function __divdi3 to handle the actual 64-bit division, and the assembler code dump of that looked to be very big and complex. In addition to this divisoion result, the x86 div opcode calculates a remainder of the division. This has a similar __moddi3 helper function, which was just as complex. The register usage of my emulator differs quite a lot from the MIPS C-language standard, so if I called these functions I would need to save and restore many registers, which would slow the handling down even further. I decided to abandon this possibility and look for some more optimized versions of this 64bit/32bit division.

    After some more googling I found an algorithm in a source code of some software by Jan Marthedal Rasmussen. The function is called double_div and it looked to be just what I was after. It calculates both the quotient and the remainder in one go, and it has special case handling for the simple situations, before reverting to the generic difficult scenario. I implemented this algorithm first in C language in my tester program, and compared the results it gives to the results of the GCC __divdi3 function. After I was certain the C language implementation works properly, I looked at the assembler dump and began converting that to a suitable format for my emulator. I could not directly use the assembler version that GCC had compiled, as it used much more registers than I can afford in my emulator code. I have four free registers that can be used in every opcode handler, and in rare occasions (luckily this "div" opcode is one of them) I can also use the four registers allocated for lazy flags handling. The C standard however leaves 16 registers free for every function to use, without having to save/restore them. The code that GCC created looked otherwise quite efficient, it had even managed to optimize away some repeated calculations of the original C code. Too bad I could not use it.

    After some careful register allocation I managed to create a division opcode handler that looks to be working, however I have not yet created a proper unit test for it. I am currently more interested in continuing with the opcode macro system, so I'll go back to making sure this division opcode works even in the more difficult situations later. That is also why I won't post my algorithm here yet, I'll do that after I have created the unit tests and made sure my implementation works correctly.

    But, now I think I'll continue with the opcode macros. I don't have any new screen copies to show either, as the code I am currently at is the code that calculates the ship and polygon positions before drawing them, so nothing new has yet been drawn on the screen. Perhaps next week. :-)

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on November 7th, 2010 23:12

    News via http://thatotherdev.wordpress.com/20...%e2%80%93-ps3/

    Cascade Beneath is a simple clone of the equally simple game Fall Down. Use the left analog stick to move left and right and try to keep from getting pushed off the top of the screen for as long as possible. ...
    by Published on November 7th, 2010 22:58

    Heres an Updated release from the Codetactics guys:

    Hi, everyone. Glenn and I have released another update to mobile assault with a few changes we thought were worth sharing.

    Features
    * Two new missions.
    * Custom mission support (PSP).

    Improvements
    * In game messages tell the player when objectives have been changed.
    * Added some roll to the helicopter movement when turning (PSP).

    Bug Fixes
    * Fixed bug where tanks were going straight for the helipad in the instant action mission.

    This release includes custom mission loading on psp - we're still working out how to get the editor out there - but in the mean time if anyone wants to be a beta tester, let me know and we can arrange early access.

    http://www.codetactics.com/news/view/id/48 ...
    by Published on November 7th, 2010 22:56

    Shadow has posted news that 2 more games are playable on this emulator.

    This week on your favourite emulator two new games seems to work :
    Shineseiki GPX Cyber Formula VS and Worms Open Warfare 2





    http://www.pcsp-emu.com/news.php?readmore=41#comments ...
    by Published on November 7th, 2010 22:41

    The PSP Emulator for Windows has been updated yet again, heres whats new:

    Fixed more warnings:
    - Missing @Override
    - Statement unnecessarily nested within else clause. The corresponding then clause does not complete normally

    http://buildbot.orphis.net/jpcsp/ ...
    by Published on November 7th, 2010 22:35

    News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2234

    Robo Hobo has released a new version of "WIP" for PS3's multi-system emulator for emulation Mednafen consoles NES, Game Boy, Game Boy Color, Game Boy Advance, Sega Master System, Game Gear, PC Engine, PC- Engine CD, Lynx, NeoGeo Pocket, and WonderSwan.

    Recall that the WIP version is in development for the R45. It currently only works on the PS3 firmware 3.41 feature and some features are unusable. Installation is done differently than the "stable" version which is the R44.

    New / fixed:

    R60-62

    - Update README about the available features (IPS patch, additional information on the PCE CD).
    - The problems of endian on Megadrive should now be fixed (windows status in different games were denatured).
    - Added option to store the backup files in the same folder as the game and ability to disable compression to allow the sharing of backups with other emulators (use R3 in the file explorer)
    - Remove the old mednafen in the current SVN (see notes.txt BUILDING file for more information about creating an older version).
    - Cleaning old files and Nestopia gambatte
    - Updated file notes.txt BUILDING
    - Added a script to rebuild-all.sh create versions "clean".
    - Added a backup and an automatic pause when you open the XMB.

    Mednafen PS3 R62-WIP

    Official site: http://code.google.com/p/mednafen-ps3/ ...
    by Published on November 7th, 2010 22:29

    Less is always more, right? Well, when it comes to Bon Jovi, apparently not. A whopping 12 tracks from the New Jersey stadium rockers are heading to Rock Band 3.

    The Bon Jovi Greatest Hits pack will be available on 9th November and includes:

    Bad Medicine
    Blaze of Glory
    Have a Nice Day
    I’ll Be There For You
    It’s My Life
    Lay Your Hands On Me
    Livin’ on a Prayer
    Runaway
    Wanted Dead or Alive
    We Weren’t Born to Follow
    Who Says You Can’t Go Home
    You Give Love a Bad Name
    Of those 12, Livin’ on a Prayer, Wanted Dead or Alive and You Give Love a Bad Name have been updated for Rock Band 3 gameplay to include Pro Keys, Keys, Pro Drums and harmonies.

    Runaway adds Pro Guitar and Bass modes as well, though you'll have to shell out an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points for the privilege.

    If Bon Jovi doesn't float your boat, fear not. Three more tracks join the poodle-rockin' motherload:

    Deftones – My Own Summer (Shove It)
    New Order – Blue Monday
    Talking Heads – Burning Down the House
    All three tracks are available with Pro Guitar and Bass tracks, again for an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points.

    The Bon Jovi pack will set you back £9.99 / €14.99 / 1,600 MS Points / 2,000 Wii Points. Individual tracks can be picked up for £0.99 / €1.49 / 160 MS Points / 200 Wii Points.

    Rock Band 3 launched on DS, PlayStation 3, Wii and Xbox 360 last month. Eurogamer's Johnny Minkley judged it to be really, really good.

    http://www.eurogamer.net/articles/20...dlc-storms-rb3 ...
    by Published on November 7th, 2010 22:28

    With the release of the 3DS imminent, you'd imagine the old DS model was staring down a bleak future. Not so, insists Nintendo.

    CEO Satoru Iwata has told investors that Nintendo plans to localise previously Japan-only games as a way of keeping up a flow of new content for the handheld.

    "If we should use too many of our development resources in order to maintain the Nintendo DS market, we would not be able to realise a sound launch for Nintendo 3DS," he explained.

    "Nintendo's software is often made in Japan and launched first in Japan, and then localised for the overseas markets after confirming its marketability in Japan," Iwata went on to explain.

    "Some Nintendo titles, such as the ones developed by Mr. Miyamoto and his team, have been made with the global market launches in view from the start of the development because people inside Nintendo believed in their global appeal.

    "However, even some of the titles that Mr. Miyamoto was involved with, such as the original Animal Crossing, were first launched only in Japan, and only after the localisation teams outside Japan were able to appreciate the appeal of the software, our overseas subsidiaries requested us to launch the same titles in their countries.

    "As a result, some software has already proved its marketability in Japan but is still not available in the overseas markets, and for some software titles, our localisation teams are currently spending time to localise them.

    "Taking advantage of such software may be one of the ways to deal with your question about the transitional period from Nintendo DS to Nintendo 3DS," he proposed.

    If that turns out to be the case, the DS's twilight years could prove rather interesting. Among the titles Nintendo has yet to release in the West are a new entry in its excellent Fire Emblem strategy series, a sequel to the fun Chibi-Robo: Park Patrol and a follow-up to the bonkers Zelda spin-off Freshly-Picked Tingle's Rosy Rupeeland

    Then there's the immensely popular Tomodachi Collection, which has sold over three million copies since its launch in June 2009. Imagine Animal Crossing with Miis and you're somewhere close.

    And maybe we'll finally see a release for Soma Bringer, a highly-regarded RPG developed by Monolith Soft – the studio behind the Xenosaga and Baten Kaitos series - which saw a Japan release in 2008.

    The DS will formally pass the torch to the 3DS on 26th February 2011 in Japan, with a European and US release expected the following month.

    http://www.eurogamer.net/articles/20...-future-for-ds ...
    by Published on November 7th, 2010 22:27

    News via http://www.psp-ita.com/?module=news&id=44042

    The park homebrew titles is enhanced by another little gem. The developer lps released in fact a new version of Quake 1: Arena, renamed for the occasion Quake Arena Arcade, which allows you to relive the battles fast tipoci FSP branded multiplayer arenas of Quake. The R4 version adds new maps, Kuroki makes significant enhancements to the engine making it more fluid, as well as various graphical improvements. All this is accompanied by two EBOOT: the normal optimized for PSP FAT, while the Slim to the latest 2000 and 3000.
    Following changelog, installation and download links.


    Changelog and Installation:

    Quote:
    .: Changelog:.
    - Renamed to Quake Arena Arcade game
    - New PSP Kuroki engine modified by MDAV with Infrastructure and Adhoc
    - New eboot gfx
    - New hud icons with transparency
    - Wide console background image
    - New console font and menu
    - Qadm6 - Lightning Gun Was Replaced by Railgun
    - 9 new maps
    - Any multiplayer map May be started from menu

    . Installation:.
    1. Download the archive psp_qaa_r4.rar and unpack it on Desktop
    2. Copy the folder you just got the folder PSP in the root of your memory stick
    3. Choose the appropriate version of PSP EBOOT used: Normal for FAT, Slim Slim and Brite, and copy the path ms0: / PSP / GAME / QAA / ...
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