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  • DCEmu Featured News Articles

    by Published on June 20th, 2010 22:46

    News via http://www.nintendomax.com/viewtopic...1d31df8b4103cc

    Another adaptation of Super Smash Bros. "Super Smash Bros. Rumble"Now in version 0.8 and thus offers a lot of corrections.

    PS991 here, Diddy Is On a cruise
    Sadly i have Some good, semi-good, and bad news
    The Good News Is ITS 0.8 demo with a lot of fixed and a lot of updates, Including fixed collision and hit effects.
    Is That the bad news after working there for weeks now the stagebuilder year and pulling all nighter and working on it for 16 hours straight to rumble Put it Into It Still refuse to work for Me Because Of Every possible thing going wrong.
    the semi-good news is when i do That get it working i will post the update and the download link, Hopefully Within 1 or 2 days.
    Im Not much of a writer, so sorry for the poor post Diddy Will edit it When He gets back maybe.

    Well, for the Time Being There are a number of glitches goal it would Be Appreciated if They Were posted on the forum. Also You Will Need to place the folder "data" in the root as well as "The Other included files.

    http://ssbrumble.info/?p=153 ...
    by Published on June 20th, 2010 22:43

    News via http://www.nintendomax.com/viewtopic...1d31df8b4103cc

    Bobbyloujo proposes a new final version of his homebrewPopper Plane"You are flying a plane on a map that scroll continuously and must collect red balloons while avoiding obstacles.

    http://dsgamemaker.com/forum/viewtop...=4383&start=15 ...
    by Published on June 20th, 2010 22:42

    News via http://www.nintendomax.com/viewtopic...1d31df8b4103cc

    genecyst offers version 2.0 of its puzzle game for the Game Boy Advance "Holy Hell.

    update with a lot of new cool stuff.

    to do:
    - Music
    - To complete rankings algo
    - Insert cut scene in story mode.
    - Training mode

    http://forum.gbadev.org/viewtopic.php?t=16917 ...
    by Published on June 20th, 2010 22:39

    News/release from Ryan

    Ok. Just a game I made. Tell me what you think.

    Objective:
    Don't fall off the screen. Simple, right?

    Controls:
    Left and Right move.
    Start pauses.

    Credits:
    Todoakaio for the song, "Put Your Hands Up for the Vallred"
    ...
    by Published on June 20th, 2010 22:35

    Pate has today released a new version of his Dos emulator for the nintendo DS:

    This version has the following major changes:

    No more need for the LOADFIX command! See the previous blog post for more info about how I changed the code to enable this, if you are interested.
    EGA horizontal smooth scrolling fixed. The horizontal scrolling was very jittery in games like Supaplex, Heimdall and Crystal Caves, for example. Again more info in my previous blog post.
    The BIOS window scrolling functions (up/down) are now implemented for each supported graphics mode and for both directions.
    Removed the check for running zeroed data, as this prevented the Great Escape game from starting. Now you won't get an Unsupported Opcode error in this situation, the game will probably just hang.
    Fixed a bug in MOV SP,SReg opcode. For example a game called Berlin 1948 used SP as a loop index with SS as the initial value, and the buggy opcode caused SP to get zeroed, which in turn caused the game to fill the entire screen when it only wanted to write a few pixels.
    Various game-specific fixes, as mentioned in my previous blog post.
    All the missing opcodes (that weren't caused by the game executing data) in the debug logs I have received have been implemented. So quite a few games should now progress further than before.

    Since the last blog post I have also debugged a couple of new games. I spent many hours (including the whole of yesterday) debugging the memory allocation problem in Abandoned Places, but still could not figure out why it skips allocating a 64KB block of memory (that it does allocate in DOSBox) and then crashes when it clears this block that it never allocated in the first place! It is quite difficult to trace something that does not happen, so I still need to think up new ways to approach this problem.

    Another game that I only started debugging today is Gods. It seemed to hang at the beginning with a black screen, and it didn't even respond to the user breakpoint request. Luckily this was not a problem when running it in iDeaS, and with it I was able to find out that my VGA Display Status Register emulation was still not correct. The bit that returns whether the display is in Horizontal Blank should also return the Vertical Blank time. When I added that, I got Gods to progress up to the start menu, but the graphics were completely garbled. After some debugging I noticed that it goes to 640x350 EGA mode, but then directly writes new values to the CRTC registers so that the display size is actually 320x200! My screen blitting functions are based on the graphics mode byte, so the game used the graphics memory like it was 320x200 pixels while my blitting routines used it like a 640x350 layout. Btw, the game does not look correct on DOSBox either (at least on my rather old version), but as DOSBox uses the real CRTC registers it is not as broken as it was in DSx86.

    I added a quick hack to the CRTC register setting so that if the mode is 640x350 but the new CRTC register value tells the horizontal size to be 320, I change the graphics mode to 320x200. This allowed the game to display a properly-sized screen, but there are still some severe problems with scrolling and paging, so the game is not playable yet. I believe I need to change my blitting method completely to read the current CRTC register values instead of the graphics mode, to properly handle situations where the game accesses the CRTC registers directly.

    Anyways, this version is yet another fix version without any major new features. My summer vacation starts within a week (Yippee!), so after next week I'll start working on the bigger issues, like improving the AdLib emulation, implementing the missing SB DSP commands, adding better screen scaling methods, improving the mouse emulation etc etc. I am very much looking forward to being able to really focus on adding the missing features to DSx86.

    Thanks for your interest in DSx86, and please send me debug logs and update the Compatibility Wiki as you test games on this new version! Here below are pictures of the Great Escape and Berlin 1948, which should now run in DSx86.

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on June 20th, 2010 22:27

    News via http://www.eurasia.nu/index.php

    modrobert writes: "The new Xbox360 S(lim) has been disassembled by solomods.com. This particular console has a Philips/Lite-On DG-16D4S DVD drive installed with firmware version 9504 which should be possible to dump using the MRA method assuming the chipset is same as in previous drives. Lets hope someone flashes the DVD drive with iXtreme soon rather than doing a LED case mod."

    http://solomods.com/2010250gb.html ...
    by Published on June 20th, 2010 22:21

    News from the Openpandora Team


    Phew - just answered over 100 eMails to day and did now catch up with my Inbox.

    notaz and me also did work some more on HotFix 3, while DJWillis is currently setting up the official Pandora repro (including sourcecodes).

    I'm also trying to catch up with infos about what happened in assembly (news you're all working for).

    I'll post a longer and comprehensive post within the next days - also including infos about what you can expect with Hotfix 3 (which should be ready next week)

    But I got some nice little interesting document for you guys today:

    The official Pandora Hacker Manual v1.00, straight from the creator Michael Weston himself!

    Enjoy.

    Be sure you know what you're doing though - we take NO RESPONSIBILITY if you kill your Pandora while hacking around!

    http://www.openpandora.org/index.php...emid=2&lang=en ...
    by Published on June 20th, 2010 22:20

    News from the Openpandora Team

    Hi folks!

    As promised, here is our current report about things that happened and things that will happen.

    First, let's start with the most important information for most of you:

    How is Mass Production going?

    Well, I'm honest here: Could be better - but could've been A LOT worse.

    All in all, we're pretty content. And a bit proud it all worked out and there are now real units out there! We can either speed up production but have a bad quality - or work a but slower and make sure the units we deliver are properly working (and that's the path we chose).

    There were a few issues we had to solve - but that's normal for a first batch. And it's nothing serious - thank god!

    Here is a quick list:

    * Shoulderbuttons: The first units had been assembled as fast as possible - without taking much time to optimize the shoulder buttons as good as possible. Ever since we saw the first complaints about them, we take more time. And they are working good now, so... issue fixed.

    * LCD-Cables: Quite a few LCD cables failed after assembly. A few ones failed after delivery. This was a bit puzzling - but we found the issue: Spikey solder blobs on the speaker cables killed the LCD cable when closing the lid. Fix for now: Be more careful while soldering them. Fix for Batch 2: Move the solder points beneath the LCD cable. Since we know about this, no LCD cables failed anymore. Issue fixed

    * Nubs: This is some weird thing. We had quite a few broken ones which had been send to customers who didn't care. Some were fixable. We have fix for now: We got 14.000 nubs, more than enough for 4000 boards. Michael set up a device to test the nubs before soldering them in. The good ones will be sent to the MP company in Texas to be used in the boards, the bad ones back to the nub production company. They need to figure out what's wrong with them. Still, as we have more than enough nubs for the boards, this issue is basically fixed for the first batch.

    * Sound: On some units, the sound was scratching quite often. After I got hold of such a unit and sent it to notaz, he found it was a software bug. The next HotFix will have that one included... so, issue fixed

    * Boards: On the first batch, quite a few boards came broken from the mass production company. Some problems were apparent (parts missing, sometimes even big ones like the powerswitch), some only occured after testing each functions. This was kind of a bummer - since the boards had been tested there... That did cost us a lot of time, as we were not expecting broken boards - and therefore built a lot of units just to find out they have issues when testing them. It also costs time and money, since those boards need to go back to be fixed. We told the company to test them better - and the last 200 boards we got were way better and more reliable. So yes, issue seems to be fixed.

    Basically, all problems have been fixed so far. This slowed things down at the beginning - but a two-man team can now assemble 50 Pandoras in an 8-hour-day including quality testing. As Craig has a four-man team, 100 Pandoras could be built per day (as long as we have the boards and cases ready)

    And of course - if you have any hardware problems with your Pandora, they will be fixed for free!

    So far, about 600 Pandoras have been built and delivered (or are will be delivered next week) About 100 had some issues we need to check. This might be broken LCD cables but fine boards, broken boards that need to go back to Texas, etc.

    Production was slow but steady until now, but speed has continually increased while maintaining the quality control. The MP company is also working to make production of the boards more reliable - not only to please us: They only get the money for working boards, so broken boards need to be fixed by them for free, and that's something they surely try to avoid.

    All in all, we're pretty content it worked out that well. We feared the worst, but it turned out to work out pretty well. Very few RMAs so far, a lot of very happy users on the boards.




    The Cases

    Except for the painted buttons, the cases were fine, so there was no need to not continue the mass production. In fact, we already ordered the next ones weeks ago. I can't give you an update though, as Fatih is currently on a well-deserved honeymoon (yep, he got married just after the Pandora production began) and therefore is not online. He's still in regular contact with the chinese company to ensure they are working on it.

    I'll have more information once he's back to work.




    The software - and future development

    Since quite a few developers already received their Pandoras, there's currently a lot going on in OS / Software development for the Pandora.

    There's currently being a list setup on the Wiki which includes a To-Do list and what the status is on some issues. Also, if you as a user have feature requests or want to help out, be sure to post that on the official bugtracker.

    If you want to help out as developer: We're just organizing everything (IRC, GIT, etc.) and will let you know here when everything is setup!

    Finally, quite a few fixes ...
    by Published on June 20th, 2010 22:18

    Newly released for Pandora



    Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built using a modified version of the Doom Legacy port of Doom.

    Download here ...
    by Published on June 20th, 2010 22:17

    Newly released for Pandora



    Ur-Quan Masters is an open source port of Star Control II:
    (FROM http://uqm.stack.nl/wiki/Star_Control_II):
    Star Control II, the sequel to the original Star Control, is a space adventure game that features role-playing elements alongside a robust 2D combat system. It was a milestone for non-linear gaming and an undeniable influence on modern space travel games such as Homeworld; many consider it one of the best computer games of all time. The player assumes the role of the captain of a single starship wandering a detailed environment of solar systems, gradually gathering information and resources in order to defeat a mysterious and implacable enemy; the plot contains numerous mysteries and other half-explained elements that contribute to the beauty of the game,1 along with a rare sense of humor that manifests numerous times, inevitably having the player rolling on the floor laughing.

    Download Here ...
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