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  • DCEmu Featured News Articles

    by Published on November 9th, 2008 00:44

    News/release from karatekid1111

    Well, I think everyone has been waiting for a while for me to release a actual project that does anything, so here it is!

    It's called EPAlib (Easy Programmers Arsenal Library), which is almost identical to PAlib, but with different function calls.

    To make things easier, it's all of PAlib's functions, but without the PA_, which means, PA_CreateSprite would be CreateSprite, However, Every command is CASE SENSITIVE, so no using createsprite, it HAS to be CreateSprite (Sorry).

    The only Thing I didn't change is the PAPI functions, they still contain the PAPI_ part.

    If there are any commands that don't work, post here and I'll fix it!

    All you have to do is put "epalib.h" in your source folder, then add #include "epalib.h" to the top of your main.c

    Download is attached!

    http://forum.palib.info/index.php?topic=6099.0 ...
    by Published on November 9th, 2008 00:39

    This is to let everyone know about a new (old) resource for PAlib users - the Google Code (GC) project website for PAlib can be found at http://palibds.googlecode.com/ and is the location for the latest downloads.

    As part of the GC site, we also have an Issues section for tracking bugs within the library. So, if you find anything - or you already have something - please post your bug reports and feature requests there so a developer can verify and work it for the community.

    If there are any ideas for making the GC site more useful, please post them here and I'll do what I can.

    http://forum.palib.info/index.php?topic=6078 ...
    by Published on November 9th, 2008 00:33

    News via Nintendomax

    C_boy has just completed a remake of "Lode Runner" for the Nintendo DS "Origin v1.0 Lode Runner" came out at the time on Apple II in 1983. This first draft contains the first 20 tables on the 150 planned.

    Quote:
    The first version includes only the 20
    first paintings on the 150 scheduled

    I tried to set up an engine displacement of enemies who looks like the original games, but without cracking, it is impossible.
    I will need your help to test the tables and see if they are feasible with this engine, and modify if necessary

    Download and Give Feedback via Comments ...
    by Published on November 9th, 2008 00:26

    News via Nintendomax

    "Closed" the famous puzzle game for the DS is back with a new version by Cobain, the 1.6 that contains 1 new enigme by Cortes48, and an update of credits.

    Quote:
    Hi,
    Closed, the fabulous, excellent, the brilliant, incomparable, the single set of riddles that everyone knows just taken over version 0.1. So in this version 1.6 there as a new conundrum Cortes48 and a total revision of appropriations.

    Download and Give Feedback via Comments ...
    by Published on November 9th, 2008 00:14

    Zegouky has released an amiga emulator for the Nintendo Wii:

    UAE4Wii is a port of the famous amiga emulator UAE based on UAE4all from Chui.
    Pressing home will bring the GUI.

    Wiimote is used as the mouse but also as pad #1 and pad #2

    A = Left mouse click
    B = Right mouse click
    1 = Fire button
    + = Quit when emulating

    To come, a nice GUI with advanced functions, a virtual keyboard and surely an update of the UAE
    base source code used by Chui for UAE4ALL for more compatibility.

    Download and Give Feedback and Compatability reports via Comments ...
    by Published on November 9th, 2008 00:10

    News/release from Iron Hand:

    Dungeons is an mini RPG for the Wii with some WiiMote supports. The aim is to find all red orbs and fight the last Boss. Fight monsters and power up your skills. The most important thing is to find out witch values are the best. Find keys and open doors in this labyrints of chaos and become a hero.

    v0.8
    first release (first game for wii and first game in pure C by iron hand )
    main engine completed (i hope)
    you can reach level 10 (you can play along but no new monster or maps appear)
    there are 15 orbs

    Download and Give Feedback Via Comments ...
    by Published on November 9th, 2008 00:00

    Justwoody has released a new version of MahJongg Wii:

    MahJongg Wii is a Mahjongg solitaire tiles game written specifically for the Wii, developed with devkitPro tools and using the GRRLib for rendering, sndlib for music and sound, and wiiuse for wiimote.

    v0.6 08/11/08
    Download - Mahjongg Wii v0.6

    Added versus mode!
    Re-factored the tile selection processing and completed all coding around tile selection for both versus and coop modes
    Added option to restart the game when paused or no more moves left
    Added option to start a new game without going back to the menu when current game has finished
    Changed so that if only two tiles are left which are on top of each other the game finishes
    Fixed bug where tile placement algorithm gets stuck in an infinite loop when it cannot place all tiles successfully. Now if this occurs it finishes the shuffle and returns to no more moves mode
    Alternated which pointer is drawn first every frame to not give the advantage to player one in two player versus mode
    Added separate tile selections per player (this affects the co-op mode as well as the versus mode)
    Added Hungarian, Finish and Swedish languages

    Download and Give Feedback Via Comments ...
    by Published on November 8th, 2008 23:53

    News from Sven Peter:

    Alrght, after a few weeks of nothing I finally got around to write a blog post again
    This time I'm going to explain how I managed to get SDHC cards to work with the Wii's internal slot without requiring any patches to the IOS.

    This front slot is normally accessed by the device node /dev/sdio/slot0 which directly talks to the hardware registers of a standard sd host controller - there is even a specification you can download and read that explains everything you need.
    However, to simplify things a bit nintendo apparently thought that it would be a good idea to let the IOS handle the SD card initialization process which basically only consists of sending three commands to the SD card to get it into the right state. Next to those commands it also pokes some host controller registers in order to enable the power supply, setup a stable clock and enable some interrupts. Those things are basically everything needed to get the host controller and the SD card to a state at which it accepts just about every command - and this is were IOS stops its work. It pokes another memory location that allows the powerpc to directly send commands to the SD card by either using a ioctl for normal commands or a ioctlv for data commands, i.e. commands that require data to be transferred using DMA. The powerpc has to take care of the rest and send the SELECT and (MULTIPLE_)BLOCK_READ commands to actually read data from the card. This seems to be their idea of abstraction...

    When you now insert a SDHC card and call IOS' reset function it just returns some error value: SDHC cards have a slightly different initialization process: After sending the "GO_IDLE_STATE" command you need to send another command to indicate that you know about SDHC and are going to use it. The next two commands are then very similar to the SDv1 initialization with one more bit set to tell the card (again) that you know about high-capacity cards. If you don't send the special "i know about sdhc kthx" (aka CMD8) command the card will just return an error when you send the next command because it thinks that it can't be used with this host.

    Since the SDv1 and the SDv2 (SDHC) process is nicely documented in the SD host controller and the physical layer specifications it sounds like it would be trivial to just do it yourself on the powerpc. There are however two things that you'll have to take care of:
    At first IOS won't allow you to just send commands to the SD card if you didn't successfully call the reset ioctl first.
    The second problem is that the card does neither get power nor a clock and all interrupts - which are required for the sdi driver to fully work - are disabled before you called reset

    Fixing the first issue seems to be impossible at the first look without a IOS patch because of the following check inside the driver that fails when the card wasn't initialized:

    default_sd_command ; CODE XREF: sdi_main+4E0jBL do_something_init_maybeLDR R0, [R6,#8]MOVS R3, #0x84 ; 'รค'ADDS R2, R0, #0MULS R2, R3LDR R3, =sdi_structsADDS R1, R2, R3LDR R2, [R1,#sdi_struct.card_present_state]LDR R3, =0xFFFF0000TST R2, R3BNE default_sd_command_checks_passed ; only branch if "card initialized" bit is setLDR R7, =0xC1000004 ; error codeADDS R5, R7, #0STR R0, [SP,#0x68+var_4C]B ioctl_return_maybe
    Patching this check out would be quite easy - just replace the BNE to default_sd_command_checks_passed with an unconditional branch to it. The problem is that this would force everyone wanting to use SDHC cards on his Wii to install a hacked IOS.
    But after I took a look at something different I found a way to still send commands to the card: The code listed above is just present in the ioctl handler - the ioctlv handler doesn't do this check. It just checks the passed vectors and calls the do_send_command function that the ioctl also calls then. This gives use a simple way to just send commands even before the reset ioctl was called to the SD card: Just use the ioctlv and pass a NULL buffer with a 0 length and a block count of zero. do_send_command checks for those values and just thinks that you actually send a ioctl instead of an ioctlv and will happily send your command to the sd card because both ipc messages use the same function to handle the card commands (which just sets some registers and memory locations up and lets the interrupt handler do the rest then).

    There still is one problem though: The SD card neither gets power nor has a stable clock yet while both are required to answer to commands and the interrupts in the host controller are still all disabled which would make commands fail too. But well, there also is a way around this when you take a look at the ioctls the driver provides. Especially the set_hcreg and the get_hcreg commands are interesting: They directly allow the powerpc to write to the sd host controller hardware registers. Together with its specification it is pretty
    ...
    by Published on November 8th, 2008 23:50

    A psychology expert from the University of Memphis, Dr Rick Dale, has been using the Wii in his latest experiments. No, not to help senior citizens stay active or to help those in physical therapy, but to study the relationship between the mind and the body.

    "We often begin to act before we think, even when making relatively simple decisions," Dale said. "Some might say that we even think through our actions." Using the Wii in a variety of different experiments helps him to map how our brains handle thinking and action, and that the two are apparently intertwined.

    In another experiment, Dale found that participants had a 'bias toward truth,' meaning that those involved had a natural tendency to think what they were presented with was truth. In this experiment, those involved would use the Wiimote to determine if a statement was true or false. Before making up their mind, those involved in the experiment tended to float towards each statement being true, before making up their mind and choosing their answer. This proved that the body of the participant was in motion before the cognitive process was finished, as well as showing that each individual wanted to believe each statement was true, even if they later decided that the statement was not.

    Might not be the most exciting stuff to us without years and years of education, but it's good to see that folks in the medical field are taking the console seriously and understanding that it can do some good beyond letting you and Mario run around some globes in space for a few hours.

    http://www.nintendowiifanboy.com/200...ve-truth-bias/ ...
    by Published on November 8th, 2008 23:49

    GameSetWatch has been running an interesting two-part column on the success and failure of the Wii in its first two years on store shelves (2nd anniversary arriving soon, read our 1st anniversary theme week here!). The second part of the piece, which focuses on the negatives, has a couple of interesting tidbits worth pointing out.

    The first thing the piece focuses on is waggle and how the early promises of a more immersed experience for the gamer have not been fulfilled. We're willing to concede that, because of how great the console has sold in such a small period of time and how many developers and publishers have proceeded to churn out shovelware and dirty ports just in an attempt to cash in. There are always exceptions to the rule, however, with not only Nintendo showing us the amazing and unique things that can be done with the control scheme, as well as some other third party developers and their titles (Zack & Wiki, Let's Tap, and No More Heroes, just to name a few).

    We won't spoil the rest of the piece for you, but, to be honest, it's really good. It calls the Wii out for a lot of its shortcomings, and not in a totally biased tone. And, if bashing the Wii doesn't sound like an interesting topic for an article to you, read the first part, where it's nothing but Wii love.

    http://www.nintendowiifanboy.com/200...as-done-wrong/ ...
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