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  • DCEmu Featured News Articles

    by Published on April 7th, 2010 15:19

    News/release from Sych:

    Hi!

    My first game Lost Marbles is based on the old Loose Your Marbles game for PC!

    The objective is to make lines of 3+ balls with the same color vertically on the LineZone (White Stripes), and with that lines you'll send balls to the opponent filling his board.

    I'd appreciate comments and suggestions; The graphics and music are very basic!

    Thank you!

    Sych ...
    by Published on April 7th, 2010 15:19

    News/release from Sych:

    Hi!

    My first game Lost Marbles is based on the old Loose Your Marbles game for PC!

    The objective is to make lines of 3+ balls with the same color vertically on the LineZone (White Stripes), and with that lines you'll send balls to the opponent filling his board.

    I'd appreciate comments and suggestions; The graphics and music are very basic!

    Thank you!

    Sych ...
    by Published on April 7th, 2010 15:18

    Janmulder has updated his Game for the DS, heres the details:

    In BallyWally you have to get the ball in the hole.
    The only way to do that is by tilting the platform
    by touching the bottom screen. In the Menu you have
    6 options:
    - FULL: Play all levels from start. The only way to unlock new levels
    - LEVEL: choose a level (which is already unlocked) and play.
    - SAVE: Saves the game (BW.SAV on your flashcard)
    - RECORDS: Shows the levels in the top screen
    - SHOP: Change the ball in a football(300points), basketball(400points) or a diceblock(450points)
    - MAKE YOUR OWN: possibility to make your own level.
    - draw wall (draw rectangle)
    - draw trap (draw rectangle which is the same as water in the default levels)
    - play! (play your own game (after touching the touch screen))
    - back to menu (go back to menu (after touching the touchscreen))
    - draw target (set the place of the hole)
    - draw ball (set de place of the ball)
    - eraser size: ... (erases walls by drawing and erases traps by tapping in the rectangle
    adjust size by pressing right and left)
    - save (saves the game (after touching the touchscreen))
    - delete all (delete all walls and traps and saves)
    switch functions with up and down. ...
    by Published on April 7th, 2010 15:18

    Janmulder has updated his Game for the DS, heres the details:

    In BallyWally you have to get the ball in the hole.
    The only way to do that is by tilting the platform
    by touching the bottom screen. In the Menu you have
    6 options:
    - FULL: Play all levels from start. The only way to unlock new levels
    - LEVEL: choose a level (which is already unlocked) and play.
    - SAVE: Saves the game (BW.SAV on your flashcard)
    - RECORDS: Shows the levels in the top screen
    - SHOP: Change the ball in a football(300points), basketball(400points) or a diceblock(450points)
    - MAKE YOUR OWN: possibility to make your own level.
    - draw wall (draw rectangle)
    - draw trap (draw rectangle which is the same as water in the default levels)
    - play! (play your own game (after touching the touch screen))
    - back to menu (go back to menu (after touching the touchscreen))
    - draw target (set the place of the hole)
    - draw ball (set de place of the ball)
    - eraser size: ... (erases walls by drawing and erases traps by tapping in the rectangle
    adjust size by pressing right and left)
    - save (saves the game (after touching the touchscreen))
    - delete all (delete all walls and traps and saves)
    switch functions with up and down. ...
    by Published on April 7th, 2010 15:15

    Pate posted this news concerning his Dos Emulator for DS:

    The last couple of days I have been working on the mouse support. I decided to try emulating the mouse cursor using a sprite, and as I had not done anything with sprites on a Nintendo DS before this, it took me a while to learn the stuff needed to work with the sprite engine. I got the mouse cursor sprite to work, but I am not quite sure yet whether using a sprite is the best method to do this, as I am using a scaled background and I would need to scale the mouse sprite as well. Also, it looks like most games use their own software mouse cursor, so my spending a lot of time on the sprite cursor might go somewhat to waste. But, at least I learned how to do stuff with the Nintendo DS sprites. :-)

    Most of the mouse operations are currently supported, both in graphics modes (using the sprite) and in text modes (where I draw the mouse cursor similarly to how a real mouse driver does it, by changing the character cell background color). Both of these still need a little bit of work, especially for the scaled screen modes, but in principle the mouse handling works, so it will be included in version 0.08.

    After I got the mouse to work somewhat, I moved on to the other big issue I want to work on during my Easter vacation, which is adding support for higher-resolution graphics modes. I started with the CGA 640x200 monochrome mode, as it is the easiest and I can use it to develop the new screen zoom and scale methods that I need. My current plan is to continue using the current 512x256 pixel background even in the high resolution modes, as all of these modes use screen blitting from the virtual screen memory to the physical VRAM. In the zoomed mode I can simply copy a 256x192 pixel window from the virtual screen memory, and when the screen is scaled I think I'll interpolate from the input 640 pixels in a row to 320 output pixels in the DS VRAM, and then scale this to the 256-pixel wide LCD screen. I could perhaps also setup a 1024x512 pixel background and then copy the whole 640x480 pixels (in the highest-resolution VGA mode) and then use the hardware scaling to scale this to 256x192, but I don't think that will result in a very clear display and might also be slower.

    Anyways, I'm on vacation for the whole next week, so I can experiment with different methods to make the high-res modes supported. I am also testing Windows 2.03 (as it uses the 640x200 CGA mode in the logo page), but I doubt I'll get Windows actually running in the next version yet. It uses very low-level DOS and EMS-memory calls, so I need to improve those quite a bit before Windows will run.

    Oh, when I debugged Windows I noticed I had a pretty severe bug in the mov reg16,[BP+SI] and mov reg16,[BP+DI] opcodes, they used BX register instead of BP for the memory access! Strange that my tester program had not detected this, but this may have caused all sorts of weird behaviour in various games. This will be fixed in 0.08 version.

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on April 7th, 2010 15:15

    Pate posted this news concerning his Dos Emulator for DS:

    The last couple of days I have been working on the mouse support. I decided to try emulating the mouse cursor using a sprite, and as I had not done anything with sprites on a Nintendo DS before this, it took me a while to learn the stuff needed to work with the sprite engine. I got the mouse cursor sprite to work, but I am not quite sure yet whether using a sprite is the best method to do this, as I am using a scaled background and I would need to scale the mouse sprite as well. Also, it looks like most games use their own software mouse cursor, so my spending a lot of time on the sprite cursor might go somewhat to waste. But, at least I learned how to do stuff with the Nintendo DS sprites. :-)

    Most of the mouse operations are currently supported, both in graphics modes (using the sprite) and in text modes (where I draw the mouse cursor similarly to how a real mouse driver does it, by changing the character cell background color). Both of these still need a little bit of work, especially for the scaled screen modes, but in principle the mouse handling works, so it will be included in version 0.08.

    After I got the mouse to work somewhat, I moved on to the other big issue I want to work on during my Easter vacation, which is adding support for higher-resolution graphics modes. I started with the CGA 640x200 monochrome mode, as it is the easiest and I can use it to develop the new screen zoom and scale methods that I need. My current plan is to continue using the current 512x256 pixel background even in the high resolution modes, as all of these modes use screen blitting from the virtual screen memory to the physical VRAM. In the zoomed mode I can simply copy a 256x192 pixel window from the virtual screen memory, and when the screen is scaled I think I'll interpolate from the input 640 pixels in a row to 320 output pixels in the DS VRAM, and then scale this to the 256-pixel wide LCD screen. I could perhaps also setup a 1024x512 pixel background and then copy the whole 640x480 pixels (in the highest-resolution VGA mode) and then use the hardware scaling to scale this to 256x192, but I don't think that will result in a very clear display and might also be slower.

    Anyways, I'm on vacation for the whole next week, so I can experiment with different methods to make the high-res modes supported. I am also testing Windows 2.03 (as it uses the 640x200 CGA mode in the logo page), but I doubt I'll get Windows actually running in the next version yet. It uses very low-level DOS and EMS-memory calls, so I need to improve those quite a bit before Windows will run.

    Oh, when I debugged Windows I noticed I had a pretty severe bug in the mov reg16,[BP+SI] and mov reg16,[BP+DI] opcodes, they used BX register instead of BP for the memory access! Strange that my tester program had not detected this, but this may have caused all sorts of weird behaviour in various games. This will be fixed in 0.08 version.

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on April 7th, 2010 15:12

    Apple may be forced to recall their brand new iPad after thousands of users have complained they cannot use their tablet computers to connect to the internet.

    This has rendered many of the features of the £326 device useless.
    Hundreds have posted comments on Apple's website saying they cannot get a wi-fi signal and that they are having problems re-charging the battery and uploading applications.

    Others complained that their devices were overheating and the screen was showing a message that read: 'iPad needs to cool down before you can use it'.
    Customers activate their iPads at an Apple Store in Palo Alto, California. Hundreds have posted comments on Apple's website saying they cannot get a wi-fi signal and that they are having problems re-charging the battery and uploading applications
    More than 300,000 iPads - called 'the laptop killer' by some reviewers - have been sold in the U.S. since its launch on Saturday.
    However, British fans, who will be able to buy the device from the end of the month, may want to wait until some of the glitches have been sorted out.

    Technology expert Brennon Slattery from Macworld said: 'A massive recall many be necessary if the problem persists.'
    He added that Apple may have to physically replace the antenna in the iPad to improve wi-fi reception.

    From Los Angeles, aa514 wrote: 'All my devices, two laptops and iPhone have a strong signal, but my iPad does not connect to the internet at home at all and has a weak connection at work.'
    Another user - andyspocket from Nashville, Tennessee - wrote: 'I never imagined how USELESS this device is without connection - can basically only type notes in notepad app.
    'I made an appointment with Apple Store and they replaced my iPad with a new one. Fingers crossed for better luck on this one.'
    Apple has updated its support website in response to the complaints. They state: 'Under certain conditions, iPad may not automatically rejoin a known Wi-Fi network after restart or waking from sleep. This can occur with some third-party Wi-Fi routers that are dual-band capable when: * Using the same network name for each network; * Using different security settings for each network.'
    They suggest giving each Wi-Fi band a different SSID name but both bands to have the security type.
    Apple has dealt with wi-fi problems before in early versions of the MacBook Air.
    Launch pad: Apple staff in San Francisco open the door as the device goes on sale for the first time. By the end of day more than 300,000 had been sold
    The initial version of the iPad is only able to link to the internet via its wi-fi antenna. A new 3G version is due out later this month.

    Some users have speculated the problem may be that the antenna is located behind the Apple logo on the back of the $499 (£325) device.
    Michael Arrington, editor of the blog TechCrunch, reported 'scores of complaints' - and said he too was having difficulties with his wireless connection.
    He said: 'My understanding of wi-fi issues on devices, particularly cramped devices like the MacBook Air and iPad, is that it’s usually a hardware/design issue and something that can’t be fixed via a software patch.'
    One disgruntled user wrote: 'I have rebooted the iPad three times, doesn't help. My Macbook is running on the same wi-fi network just fine. Not spending $500 on something I can't even use. It's going back tomorrow.'


    Read more: http://www.dailymail.co.uk/sciencete...#ixzz0kQKKjhCf ...
    by Published on April 7th, 2010 15:11

    Today, Microsoft has rolled out a planned update that allows the use of USB Flash Drives to be configured as memory storage on the Xbox 360 console; this allows for profiles, gamesaves, downloadable content and even games to be installed on any compatible USB memory device. All Xbox Live users will have to apply the update whether they want this feature or not as it is a mandatory installation.

    The update brings the following memory enhancements:

    You can have 2 devices connected to the console at a time, enabling up to 32GB of simultaneous storage.
    The system won’t just configure the device once it is connected to the console. You’ll need to head to the memory area in system settings, select your USB Device, and choose from Configure Now (Format and Configure the Full Device), or Customize (you can choose how much memory you want configured for Xbox360 from the free space on the device.)
    You can now select multiple items to move or copy without needing to transfer each item individually from one device to another.
    It has come to the attention of modding groups that once the Xbox 360 associated files are saved on a USB memory device they appear unreadable on any computer, with the folder list displaying itself as empty. Futher investigation by the group has revealed that a folder named XBOX360 is kept hidden, and all Xbox 360 transferred items contained within it are stored together grouped in files that are unable to be individually extracted. With the current USB update, Microsoft has made saved content more difficult to access than previous memory card methods which was to simply insert the card into a device that plugs straight into your computer and copy it across using drag & drop. Folders are now encrypted files, and content transferred to USB memory from the Xbox 360 are stored within the files together rather than listed individually as numbered content.

    Within just a few hours of the update, a member of the modding group is already claiming to have hacked the security methods on the files to try and create a program that extracts content to a PC desktop.

    More --> http://www.xboxic.com/news/5881 ...
    by Published on April 7th, 2010 15:08

    News via http://retroactionmagazine.com/

    After revealing that the revelation of Out-of-Print Archive being sold off was, in fact, a rather sneaky April Fool joke, things are more or less back to normal at OoPA. A brand new scan of Mean Machines issue 2 has been released, courtesy of meppi. The release comes along with a handful of online reviews from the magazine itself, including Bubble Bobble on the NES, Rainbow Islands, Forgotten Worlds and Strider on the Mega Drive.

    Weblink: http://www.outofprintarchive.com/cat...hines/MM1.html ...
    by Published on April 7th, 2010 15:06

    News via http://emu-russia.net/en/

    WIP version of Super Nintendo emulator has been updated recently. Changes:
    - added accurate S-PPU emulation;
    - improved emulation of Air Strike Patrol.

    http://byuu.org/ ...
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