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  • DCEmu Featured News Articles

    by Published on October 17th, 2010 21:55

    News/release from C4TurD4Y

    First, I'm sorry for my fatal english.

    So here is my first PSP homebrew, Sepulka. Sepulka is Selective Plugin Loader, plugin, that loads other plugins only in a particular case. Just like Pergame, but my plugin reads game id and game title (great for noobs) from param.sfo, not from ram. Different is format of plugins list too. Example:

    Code:
    ms0:/seplugins/m33_620.prx inviZimals| Go!Fall
    ms0:/seplugins/remotejoylite.prx UMD | Iso | PBP | ~God of War: Chains of Olympus
    ms0:/seplugins/music.prx ISO|umd| ~ PataPon 2|~UCes00995Currently Sepulka supports:
    - Blacklisting (just add ~ sign before parameter)
    - Recognizing of mode (Iso - all backups; umd - all umd games and pbp - for MS games)
    - Recognizing of game id and title
    - Comments (line must start by #)
    - Custom modules lists (isoname_plugins.txt for isos and plugins.txt for eboots in the same directory)

    Things to do:
    - Add possibility to define custom macros

    P.S. It may doesn't work correctly on UMD Required mode, so please, change it onto "M33 Driver" or "Sony NP9660". ...
    by Published on October 17th, 2010 21:50



    Shadow has posted some WIP News concerning the PSP Emulator for Windows:

    While PCSP progress is coming along slowly , there are actually some improvements that make some games work bettter. Today it's Evangelion Jo game that shows interest progress

    Note that game can't be consider playable since it's slow and Font library isn't emulate but it is still good progress

    http://www.pcsp-emu.com/news.php?readmore=40#comments ...
    by Published on October 17th, 2010 21:48

    The PSP Emulator for Windows has seen yet another update, heres whats new:

    Update Windows batch scripts to find the Java path from the registry instead of using default installation path.
    The only problem I see is for people running the 64bit batch script from a 32bit context on a 64bit OS as I can't find a way to query the right registry value. Should be quite rare...

    http://buildbot.orphis.net/jpcsp/ ...
    by Published on October 17th, 2010 21:36

    News via http://www.nintendomax.com/viewtopic...72d67c4f99218d

    First recall the sting "Nintendomax DS Dev Competition 2010"Development of amateur competition on the DS.

    The purpose of this competition is to create a game homebrew novel for DS / DSi games and applications are accepted but will be commonly classified.

    The ink has flowed since the first announcement and some changes have already been adopted. We were joined by 2 sponsors www.consodreams.com and www.fls-games.com, So the jackpot has risen and will soon climb to $ 500 extra.

    A contest splashscreen not originally planned has been launched between time => viewforum.php? f = 123

    We rely on the generosity of our readers and those who support the amateur scene to continue to raise the pot through the wiidget ChipIn!.

    * The first will receive 50% of all donations.
    * The 2nd - 30% of all donations.
    * The 3rd - 20% of all donations.
    * The 4th - a surprise gift.

    Splashscreen contest winner - 1 R4i.

    You have until midnight December 31, 2010 to present your (your) project (s).

    All good code . ...
    by Published on October 17th, 2010 21:35

    News via http://www.nintendomax.com/viewtopic...72d67c4f99218d

    Porting "Yabause"For the Wii goes beta 16, the port console emulator 32 bits"Sega Saturn".

    Unofficial r2604 beta16 - Oct. 16, 2010
    add special color setting menu (default on, off: a Little Faster, lower goal compatibility)
    Some minor and fixed exchange ...
    by Published on October 17th, 2010 21:33

    News via http://www.nintendomax.com/viewtopic...72d67c4f99218d

    PypeBros offers version 1.3 of its new adventure game engine using its platform, "Bilu: Apple Assault".

    Early release through because you're worth it, and at the request of my brother who is in contact with El Mobo (musician Fury of the Furries, among others) who would like to show him what gives him his music "in game". Instructions in the presentation of version 1.0.

    Program, intro music for the menu, "Big Fist" and special music when you can throw shuriken. I would have expected to have the sequences "clear level!", "Try again" and "game over" planned, my trip to Paris but returned me the guts, we'll be happy with what we

    http://sylvainhb.blogspot.com/search...pple%20assault ...
    by Published on October 17th, 2010 21:30

    More Dos Emulator for DS News from Pate:

    This past week has seen slow but steady progress with the protected mode support in DS2x86. After the previous blog post, I started thinking about ways to make the existing real-mode code more compatible with the needs of protected mode, and 32-bit memory access. In the original DSx86 code I had used all the 16-bit registers shifted to high 16 bits, and I used the lowest byte of the currently effective segment (which I kept in r2 register) to tell whether a segment override is in effect. Most of the opcodes need to know whether a segment override is in effect to calculate the correct memory address when using BP-based indexing. While memory access normally defaults to Data Segment (DS), addressing memory with the BP register defaults to Stack Segment (SS). In DSx86 I kept the currently effective segment register in r2 highest 16 bits, with the lowest byte telling whether a segment override is in effect. The SS register value was kept in the high 16 bits of r3 register, with the DS register value in the low 16 bits of the same register. Thus, in the main loop I could easily reset the segment override to be off and r2 register having the default DS register value like this:

    ldrb r1,[r12],#1 @ Load opcode byte to r1, increment r12 by 1
    mov r2, r3, lsl #16 @ r2 high halfword = logical DS segment, clear segment override flags
    ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler

    Can't get much more efficient than that, when trying to perform two logically different operations, making r2 contain the currently effective segment and clearing a segment override flag. The BP-based memory address handling in turn checked whether a segment override is in effect and if not, made the r2 register contain the current SS value with the following code:
    .macro mem_handler_bp_destroy_SZflags
    tst r2, #0xFF @ Is a segment override in effect? Zero flag will be set if not
    biceq r2, r3, #0x0000FF00 @ r2 = logical SS segment in high halfword, with garbage in low byte
    .endm

    I had used a somewhat similar approach in DS2x86, as it was just copied and translated to MIPS assembly from the DSx86 method. To prepare for protected mode, I wanted to change this method so that the register that keeps the currently effective segment (#defined to be "eff_seg", in reality register ra) directly contains a linear memory address (which in real mode would be the segment value shifted left 4 bits). So, I could not use the same trick of storing the segment override flag in this register. I really did not want to make the code slower than it currently was, so I actually spent two days just thinking how I could change the segment override flag handling so that the main loop would not slow down (my first priority), I would not need to waste a new register for just this flag (second priority), and that the BP register memory access would also be as fast as possible (third priority).

    After spending two days thinking about this problem, the solution finally occurred to me. In the end the main loop did not get any slower, I did not need to use a new register, and the BP addressing was just as fast as before! Here is the resulting code, with some explanation following.

    lw t1, opcode_table(t1) // Get the opcode handler address from the opcode table
    move eff_seg, eff_ds // Set DS to be the effective segment
    ori flags, FLAG_SEG_OVERRIDE // Fix the CPU flags, telling we have no segment prefix
    jr t1 // Jump to the opcode handler

    After assembling, the generated code looks like this:
    8006453c: 8d290000 lw t1,0(t1)
    80064540: 01e0f821 move ra,t7
    80064544: 01200008 jr t1
    80064548: 37390002 ori t9,t9,0x2

    The MIPS assembler does a lot of changes to the original ASM code behind the scenes, due to the peculiar features of the processor. For example, all jumps and branches have a "branch delay slot" following them, which is actually executed before the branch is taken. The assembler reorders the opcodes so that the jump is moved before the preceding opcode, if the preceding opcode (ori in my example) has no effect on the branch instruction itself (which it does not here). If the jump can not be moved higher, then a NOP operation is added into the branch delay slot, wasting one CPU cycle. Also, as loads from memory (the lw opcode) cause a pipeline stall if the register that is loaded is used in the next opcode, you also lose a CPU cycle if you don't have any useful operations (that do not use the loaded register) to put immediately after the load opcode. Thus, there is no way to make the main loop code faster than what it currently is, so my first priority was fulfilled. I need to have one operation after the branch address loading, and I need to have an operation in the branch delay slot.

    I managed to fulfill my second priority by using the x86 CPU flags emulation register (#defined as "flags", being in reality register t9). The x86 flags register has a reserved bit 1 (with value 2) that should always be set. I set this bit in the main loop, and then reset the bit to zero in all segment override handlers. Since
    ...
    by Published on October 17th, 2010 21:23

    News/release from mackyman7

    Its not really a blimp racing.Its just a little well blimp getting to a door without hitting a block.Hope you like it.My first upload......Also i fixed the thing wher the screen shifts when you move. ...
    by Published on October 17th, 2010 21:20

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

    Here is an updated version of Cubicle Shooter. I’m also providing the source code, as promised, which I will begin doing regularly for all my PS3 stuff. Sorry for the poor quality of the above video. I figure it still communicates what to expect from it better then a still image does.

    Notable changes:
    Added a wall texture
    Added game saving and loading (usb storage device needed)
    Removed the floating up and down controls
    Added player gravity
    Added jumping
    Added momentum to the players movement
    Added player on wall collision detection
    Fixed problems with blast on wall collision detection
    Removed the red impact block

    Controls:
    Move – Left analog stick
    Aim – Right analog stick
    Shooter – R1
    Jump – X
    Save – Select
    Load – Start ...
    by Published on October 17th, 2010 20:44

    News via http://www.gp32x.com/board/index.php...dpost&p=921852

    I precompiled and uploaded xbindkeys as tarball here:

    http://userpages.uni-koblenz.de/~bbr...rebuild.tar.gz

    tarball-size: 267012 bytes

    It allows you to configure shortkeys, which - when pressed - start applications. XFCE offers this too (start->Settings->Keyboard->Application Shortcuts), but because i am used to xbindkeys, because you can use it also if you choose to switch to a different X-desktop-environment and because i had some strange problems with the configuration of shortkeys in xfce, i prefer to use xbindkeys.

    The tarball includes the source-code for completeness. But you just need to copy the .xbindkeys-binary (only 108846 bytes) to some location you prefer (i created ~/bin/ for that and added it to my PATH) and assign it to the programs that are automatically started on session-launch. After that you have to create/edit a file in your home-directory named ".xbindkeysrc". Here is the example-config.

    Spoiler!


    This might be a little confusing but in the end it's easy. For example i defined 4 shortkeys so far:

    Spoiler!


    If you want to find out a name of a key, then i can recommend to use "xev". It's in the repository and only 16800 bytes large. Just run it from a terminal-window and all keypresses/-releases you execute after that are shown.


    EDIT: The also included command "xbindkeys_show" won't work as it depends on the command "wish". I didn't fix this, because i see no real (or important) use for "xbindkeys_show". ...
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