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    by Published on November 1st, 2009 20:15

    Heres an update from the Hackimii Team courtesy of Bushing and like most newsposts its better to comfrom the coder than some uninformed person posting the news:

    I keep getting questions along the lines of “should I update to 4.2? Are you guys going to make a ’safe boot2 updater’?” (The answer is ‘no’, but keep reading.)

    Somewhere in the noise about this most recent update the point I was trying to make got lost. Let me recap the facts:

    The most recent system update was the largest update ever done — 32 titles were added or updated, and each system downloaded approximately 50MB of data.
    A certain firmware graybeard tells me that, on average, 1 in 1000 updates (of any software, on any system) will fail.
    The Wii performs updates atomically on a per-title basis. What this means is that the system menu downloads each title from the Nintendo Update Server and feeds the data directly to IOS/ES. As each chunk of data for a given title is downloaded, IOS writes it into /import, and then once the entire title has finished downloading, it renames the files in /import to overwrite the older version of the title (in one step, “atomically”). That rename step probably only takes a second or two for each title.
    Contrary to Nintendo’s claims, an update will not start over from the beginning if interrupted. Rather, the updates will be downloaded and installed in this order: boot2, IOS of the new system menu, a new system menu, and then everything else. If the update is interrupted after (for example) the IOS is installed but before the System Menu has finished downloading, the partially downloaded System Menu will be deleted upon the next reboot. You will still be told “an update is available”, and it will restart the update — but since it won’t reinstall the same version of something that’s already there, it will skip over boot2 and the IOS and restart downloading the system menu.
    Any failed update on three of those pieces (boot2, system menu, IOS) will cause the system to irreparably brick.
    Any failed update on another part of the system (for example, another IOS) could either cause strange behavior (certain games won’t launch) or could cause the system to brick (if it damaged the filesystem in NAND).
    As far as updating boot2 goes:

    The 1-in-1000 number applies to boot2, although there are some protection mechanisms in place to try to mitigate that risk. There are two separate copies of boot2 stored in flash, and if one is corrupted, it will try to boot the other — this is the only real “safety mechanism” in the entire device.
    The boot2 update code is completely separate from any other update code, and has never been used before on any retail Wiis. That does not mean it’s necessarily broken or buggy, just that it has been nearly as well-tested as any of the other updater code.
    During the development of BootMii/the HackMii Installer, I ran into a bug where the ECC data was not always written when writing boot2. Let me be clear here — this is not a huge bug. It only applies to the boot2-area blockmap page, and when it happens, the effect is generally harmless — if there is a bit error in that page, it will not be detected or corrected, but there are three copies of that data in that page and boot1 will choose the best 2 out of 3. (The only real indication you will see of this is if you find the message “Ninty forgot to write spare data for page xxx” in your installer.log file after installing BootMii/boot2.) I don’t really think this will cause a system to get bricked, but it’s evidence that the code has not been thoroughly tested.
    Our boot2 updater code presumably carries the same 1-in-1000 risk of failure, but a failure there will still allow at least one of the two old copies of boot2 to work. (We do something mildly clever there to avoid overwriting each copy, and to prevent problems with BC/MIOS.)
    There is no benefit or pitfall to installing boot2v4, other than the fact that if you don’t install it, it will keep trying to install it whenever you update, and if you had BootMii/boot2 installed, it will overwrite it.
    Various employees of Nintendo — from lowly tech support staff and forum moderators to executives — have made the claim that “most of the bricked systems were a result of other modifications to the system.” This is a lie, and I’m disappointed in Nintendo for trying to make this claim. It’s not supported by evidence — how could they possibly get that kind of statistic? (There hasn’t been time for them to get bricked units back and do much analysis, and even in the case where they do have a bricked console in their hands, there’s nothing they can do to see whether it was modified or not.) It’s not supported by logic, either — the reason why this update “kills homebrew” is because it overwrites EVERYTHING, but the same is true for unmodified Wiis. It’s not even supported anecdotally — there were comments on Nintendo’s official Tech
    ...
    by Published on November 1st, 2009 20:02

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13797.html

    Spiller released a third beta version of his Lynx Emulator for the Dingoo Handheld. The Emulator runs on the native Firmware and doesn´t need Linux.


    Quote:
    This beta disables a render hack which was present in the Handy port I used as a base for LynGOO. This hack is responsible for almost all graphical glitches found with previous betas. The render hack may now be enabled from the menu for special cases. The sound has been improved a lot as well.

    Please note that this beta may feel a lot slower than previous betas. This is mostly because previous versions were running at max speed (mostly somewhere between 115% and 130%). The new version tries to run at exactly 100% of the real Lynx speed. Auto frameskip has been added to help accomplish this with somewhat slower games. There is some debug display onscreen which tells the speed percentage, number of FPS and frameskip chosen. This display will be removed in the final version ofcourse.

    This will be the last beta for this emulator. I plan on fixing the freezes which some people have encountered and then release the final version 1.0. I am not sure yet whether the ´render hack´ option should stay in the menu. Therefore I´d really like some opinions on this new version compared to the previous one.

    http://boards.dingoonity.org/dingoo-...x-emulator/60/

    Download and Give Feedback Via Comments ...
    by Published on November 1st, 2009 19:55

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13800.html

    The Linux version of the Sega Master System and Game Gear emulator Osmose has been updated.

    Thanks to Emu-France.com for the news.


    Quote:
    What´s new in Osmose 0-9-1:

    -Uses users home .osmose directory for saves and config file.
    -Fix several code ambiguous parenthesis that make GCC 4.4 complain..
    -Remove various debugging traces.
    -Makefile few changes.
    -Rewrite portable FPS calculation.
    -Use a larger sound buffer since SDL 1.2.14 uses ALSA instead of OSS when
    possible and is more CPU intensive. This caused a big CPU load.
    -Bug fix in the save state system:
    * Cpu flags and flags copy weren´t saved.
    * Memory mapping was restored by fake writes into mapping register, which
    is wrong. Now pointed areas and bloc numbers are saved. Drawback : the
    previous save are not compatible with this osmose version.
    -Defaut P1 A/B are mapped on W/V Key. This avoid virtual desktop changing while
    playing P2 A/B are now j/m
    -inline a few methods for performance increase in FIFOSoundBuffer.

    http://bcz.emu-france.com/ ...
    by Published on November 1st, 2009 19:54

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13795.html

    byuu has released a new version of its SNES emulator bsnes for Windows and Linux.


    Quote:
    bsnes v0.055 released (2009-10-31)

    Happy Halloween, this release adds full Super Game Boy support ... but is it a trick, or a treat? ::cough::, lameness aside ...

    The Game Boy emulation core is courtesy of gambatte, and excellent, accuracy-focused, open source, and lightning fast Game Boy Color emulator. Now I know what you´re thinking, using a Game Boy Color emulator with the Super Game Boy? The truth is, gambatte was just such an amazingly perfect fit that nothing else compared. I fully believe that even as a CGB emulator, gambatte will do a better job than any pure DMG emulator could.

    The emulation of the ICD2 chip (aka the Super Game Boy) was fully reverse engineered by myself. Eventually I´ll get an updated document put up explaining how it works.

    The next question might be, "why emulate the Super Game Boy when existing Game Boy emulators do?"; well, they can only simulate part of the SGB. Features such as custom SNES sound effects, hand-drawn borders, multi-tap support and custom SNES code execution can only be accomplished by a true SNES emulator. Space Invaders is perhaps the most impressive demonstration, as it contains an entire SNES game embedded inside the Game Boy cartridge.

    bsnes´ SGB emulation supports virtually every command, full sound mixing from both the SNES and Game Boy sides, both BIOS revisions, etc. The only thing that is not fully functional yet is the multi-player support, but it should be in due time. Save state support is also planned for a later date.

    Changelog:

    added Super Game Boy emulation (thanks to gambatte for the Game Boy core)

    extended hybrid scanline/cycle PPU renderer to support Mode7 register caching; fixes scanline flickering on NHL ´94 title screen

    all windows (other than the main window) can be closed with the escape key now

    file dialog path selection now accepts typed paths; can be used to access hidden directories and network shares

    file dialog´s game information panel can now be disabled

    fixed a crashing issue when the file dialog was given an invalid path

    fixed screenshot capture save location

    added screenshot capture option to tools menu

    state manager now auto-closes when loading a state; it can be reopened quickly with F3

    fixed GZip archive loading

    fixed NTSC off-by-one filter bug on hires screens

    extended Scale2x, LQ2x and HQ2x to properly filter hires screens

    added Pixellate2x filter

    http://www.byuu.org/ ...
    by Published on November 1st, 2009 19:42

    News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13791.html

    Jpcsp is a Sony PSP Emulator in Java by shadow, one of the PCSX2 Coder, for Windows and Linux -

    Quote:
    r1232
    Added and corrected some file flags in pspiofilemgr. Implemented cmd 0x01020004 (sceIoIoctl). Started some additional work in sceSasCore.

    r1231
    Added tests of cvtws to fputest. No problem found.

    http://jpcsp.org/forum/viewtopic.php?f=21&t=2056

    Download Here and Give Feedback Via Comments
    ...
    by Published on November 1st, 2009 19:28

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

    TurboGrafx-16/PCEngine/CD emulator for Sony PSP has been updated.

    Changes:
    - improved support of multiplayer game via Ad-Hoc.

    http://schiphol.2ch.net/test/read.cg...za/1255521823/

    Download and Give Feedback Via Comments ...
    by Published on November 1st, 2009 19:25

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

    SNES emulator for Sony PSP has been updated. Changes:
    - fixed display of missing line of the screen.

    http://jbbs.livedoor.jp/game/22862/

    Download and Give Feedback Via Comments ...
    by Published on November 1st, 2009 19:08



    Hi All,

    Mancala is a board game familly, originated in East Africa. The word "Mancala"
    came from arabic word "naqalah" that means literaly "To move".
    Dingux-Mancala is the "Awari" variant, and even if the rule of this game is simple,
    the complexity can be compared to chess Game.

    The AI is based on the source code of H. Huseby & G.T. Lines, for their
    implementation of the classical Minimax algorithm.

    How to use it ? Everything is in the README.txt file.

    Sources are included, and this package is under the GNU public license,
    read COPYING.txt file for more information about it.

    How to play ? Here is the rules available from awari.cs.vu.nl :

    Awari is played on a board where each player owns 6 pits. In the initial
    position, all pits are filled with four stones, thus the initial position has
    48 stones.

    The player to move chooses one of its own, nonempty pits and removes all
    stones from the pit. The player then sows the stones, counterclockwise, over
    the remaining pits.

    If the last stone is sown into an enemy pit that contains 2 or 3 stones
    after sowing, the stones are captured.

    In this case, if the second last pit is also an enemy pit that contains 2 or
    3 stones, they are captured as well, and this process is repeated clockwise,
    until the own pit, or an enemy pit containing less than 2 or more than 3
    stones is reached.

    The player who captures most stones, wins the game. The game end when a
    player cannot move, however, to avoid such a situation early in the game, it
    is not allowed to do a move that leaves the opponent without countermove,
    unless all moves eradicate the opponent.

    Here is a full working binary version :
    on my blog

    Enjoy,

    Zx

    Download and Give Feedback Via Comments ...
    by Published on November 1st, 2009 18:45

    Heres a great release for those who only use paypal to pay online and for Europe Customers only

    New released from Superufo.com



    The Sony Playstation Network Card can be used to download games, movies, and more from the Playstation Store. In the past, a credit card was required for purchases from the Playstation Store. With the new Playstation Network Cards, users can shop the Playstation Store without needing a credit card. These cards can be used in the Playstation Store on both the PC and the online browser of the Playstation 3.

    Download Games, Videos, and more for the Playstation 3 and PSP
    Loaded with GBP 50 to spend in the Playstation store; no credit card required
    For use with Playstation Store for PS3 and on the PC ...
    by Published on November 1st, 2009 18:45

    Heres a great release for those who only use paypal to pay online and for Europe Customers only

    New released from Superufo.com



    The Sony Playstation Network Card can be used to download games, movies, and more from the Playstation Store. In the past, a credit card was required for purchases from the Playstation Store. With the new Playstation Network Cards, users can shop the Playstation Store without needing a credit card. These cards can be used in the Playstation Store on both the PC and the online browser of the Playstation 3.

    Download Games, Videos, and more for the Playstation 3 and PSP
    Loaded with GBP 50 to spend in the Playstation store; no credit card required
    For use with Playstation Store for PS3 and on the PC ...
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