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    by Published on February 23rd, 2008 01:21

    via pdroms

    Caissa is a native chess game for Apple's iPhone.

    Changes:

    new icon
    new middle-ware layer, dropped experimental support for Xboard protocol
    bug fix for crash when undoing intensively
    game status view
    Human vs. Human mode
    Black vs. Computer
    On undo, when pawn is being promoted, ExtraPieceView will hide now
    Memory leak when promoting pawn to queen fixed.

    http://byteeasy.com/projects/wiki/Caissa ...
    by Published on February 23rd, 2008 01:20

    via pdroms

    MobileMoney allows you to manage your financial accounts on your iPhone.

    MobileMoney 0.94 is now available on the downloads page. It addresses the following issues:

    Fix::Passcode lock prompts BEFORE showing any account information.
    Fix:elimited files now show amounts correctly (deposit or withdrawal)
    Fix::Editing transactions that are ordered "Ascending" has been corrected.

    http://code.google.com/p/mobilemoney/ ...
    by Published on February 23rd, 2008 01:17

    Shash has posted more WIP News of his work on his DS Emulator for Windows:

    I've not worked much on desmume lately. I really like low level coding, but I prefer graphics coding, and that's what I've mostly been doing the past 14 years. I still work on desmume from time to time, but it's not my only open project as of now.


    But that's not what I want to talk about today, I want to give an example of how I fixed a certain issue on desmume, and the whole process that lead to fixing the bug: usually involves hell a lot of work to fix small bugs. It's strange to fix major problems with little work, or at least that's what I'm used to. Well, let's get to the good stuff.


    Recently, NHervé (from ngemu forums) asked if distributing desmume "mods" was ok. The answer was simple: desmume is GPL, an thus, distributing modified versions is ok, as long as full source code is provided for the modified version. After that, he did the first mod. He is quite focused on fixing New Super Mario Bros. To get it ingame, emulating the GFX FIFO irq is needed, which official version doesn't support. Anyway, there was (at least), another bug: when starting mini-games (on main menu), desmume froze. That's what I'll talk about today, how I fixed that freeze. Let me clear up, that blog entry is a readable version of a what I explained in this thread.

    The first thing I usually do is double-check where it freezes, obvious, but needed. I've seen plenty of people fixing "bugs" without even checking the exact reason, and it's losing time. First thing I saw, is that it jumped to 0x00000000, and there wasn't anything resembling code: basically it was all zeros. That jump could be on purpose, or the reason of the freeze. I assumed that it was meant to jump there, as I had to pick an option, and both were possible. So assuming than that memory region wasn't being initialized properly, I thought that it was some DMA failing, but after a quick peek at the DS available documentation, I saw that on that region resides the ITCM, which (explained in a simple way) is basically a small area of memory (32kb), where code is executed faster. On the DS, you can't DMA to the ITCM, so that couldn't be the failure. Next step was a bit more hard, and involved reading a bit more on how the internals of the DS work.

    As I didn't knew how the ITCM worked, I spent some time reading about it. The most interesting bit, is that by setting it's virtual size (up to 32MB) bigger to it's physical size (32kb), it'll mirror it's contents from 0x00000000 to the virtual size. I guessed New Super Mario Bros was abusing that, by writing somewhere in the virtual memory area of the ITCM, and then reading from 0x00000000, which would be perfectly working code on the DS. I checked if it set the virtual size of the ITCM bigger than the physical size, and seeing that on boot it's set to 32MB by the game, I quickly hacked mirroring. Even with that, the first routine residing on 0x00000000 would freeze too: when called, the return address was set to 0x00000000 too, so when it tried to return to the calling routine, it jumped to itself. Forever.

    I started to think that the fault was not on ITCM handling (even if desmume's current implementation is technically wrong as of now), but on the calling routine. After debugging it for a few minutes, one thing was clear: it was reading from uninitialized memory, and that's why it jumped to 0x00000000. Hell, even all the register were set to 0x00000000 due to reading from memory not initialized, which was rather fishy. To make a long story short, I compared that memory region with two other DS emulators, and it was clear that desmume was not copying data there for some reason. First, I assumed that the DTCM (again, a 16kb memory where data is read faster than from main memory) mirroring was the culprit. I was wrong again. I thought that I was really missing something obvious.

    I went back to the available documentation, and searched for the address of memory that the game was reading from before jumping to 0x00000000, to be exact, 0x027FFE00 (plus some offsets on the various reads), et voila, it was simpler than I expected: on boot, the DS copies the game card header there. Quickly checked if desmume was copying it too, and saw that it just copied the header partially. I implemented simple copy loop in a minute and I got the mini-games to work. In the end, it was WAY simpler than I expected :/

    Still the mini-games have some problems with the sprites looking bad, but that is another task I'll might talk about another day. Oh, and I committed a few fixes (including this one) to the official CVS, just in case anyone wants to check it out. A few screenshots, as usual:



    http://shashemudev.blogspot.com/ ...
    by Published on February 23rd, 2008 01:12

    We had a few minutes yesterday to play a bit of shoot-em-up Zurai, that fast little game shown during the Microsoft keynote. The game plays surprisingly well. The ship constantly fires and you move it around with the Zune's touch pad. To fire off bombs you click the pad. Unfortunately, the game was developed specifically for the keynote, so it's not clear if it will ever actually see the light of day.

    http://kotaku.com/359516/zune-xna-ga...risingly-fluid ...
    by Published on February 23rd, 2008 01:09



    Kotaku found this InterSense technology demo down at the Game Developers Conference, which seems to do what Nintendo and LucasArts will not: a 1 to 1 mapping of a gesture controller to a lightsaber on screen. These guys are more of a technology company rather than a peripheral company like Novint, so they're aiming at getting a volume deal with a console manufacturer like Microsoft or Sony to bundle their tech into controllers.

    http://gizmodo.com/359463/wiimote-li...r-xbox-360-ps3 ...
    by Published on February 23rd, 2008 01:08



    Yesterday's matte black limited-edition DS has been superseded by a Louie Vouie-esque design from cult Japanese fashion line Bathing Ape. Available in either white or a rather dingy gold, the case is stamped with Mario and Bape faces, with the Mario star thrown in for good measure. Available in Japan from April 1, expect this to sell out pronto.

    http://gizmodo.com/359530/limited+ed...ite-a-caselift ...
    by Published on February 23rd, 2008 01:05

    Way back, one of our readers begged for an iPhone LoJack solution. He wanted his iPhone to "call home" regularly in case of loss or, let's be more realistic, theft. Over the past week, I finally had a chance to give this request some time, and I put together findme. It's a command-line program that returns the location of the cell phone tower nearest to your iPhone. When run, it tells you the tower id, plus its latitude and longitude courtesy of Google Maps.

    Still, how to get the location report to a place you can get it... but nobody else can... and without receiving a zillion SMSes? For this part of the puzzle, enter Twitter. Twitter dev Britt Selvitelle helped walk me through the setup for a private account that allows your iPhone to phone home but keeps the location data relatively secure.

    To do this, create a new Twitter account just for your iPhone (it will need its own unique email address, separate from your main account, so have one handy). Open the Settings panel, and look for the "Protect My Updates" checkbox. It's towards the bottom of the page, just above the Save button. Check this and click Save. With protected updates, only the Twitter users you approve will see the updates for this iPhone-only account (just you? you + spouse? spouse, kids, and "special friends?" Up to you).


    After creating your phone's Twitter account, you're ready to set up your iPhone to tweet in on a regular basis. Here's how.

    1. Install findme Add findme to your local binaries folder. Under 1.1.3, I've been using /var/root/bin for my utilities. If you use another location, substitute that path for mine. Make sure to chmod 755 findme so that it can be executed.

    2. Make sure you have curl It's a standard part of the BSD distribution, if memory serves. You'll need it to contact Twitter. Your iPhone will only be able to call in via curl and Twitter if it has Internet access, through EDGE or WiFi.

    3. Create a tweet shell script Copy the following text into a new text file, and add it to your binaries folder.

    #! /bin/sh curl --basic --user usernameassword \ --data status="`/var/root/bin/findme`" \ http://twitter.com/statuses/update.xmlUse the proper path to findme and substitute your actual username and password. Make the file executable, i.e.

    chmod 755 tweet
    4. Create a launch daemon In /System/Library/LaunchDaemons, you'll find a simple daemon that runs once a day, called com.apple.daily.plist. Copy this to com.sadun.tweet.plist, and edit it as follows:

    Update the Label to com.sadun.tweet.
    Kill the two lines that relate to "nice". You don't want your lojack to be usurped by other processes.
    Change the program arguments to /var/root/bin/tweet.
    Change the start interval from 86400, according to your needs. 86400 is once a day (60 seconds * 60 minute * 24 hours). Right now, I have mine running every ten minutes (600) because I needed to check that the LaunchDaemon was functioning properly.
    Label com.sadun.tweet ProgramArguments /var/root/bin/tweet StartInterval 600 5. Reboot. This allows our iPhone to restart, loading your new launch daemon.

    The findme software was written around material orginated by the iPhone dev team and by Hisper of the Google Maps online developer forum, and was helped by Saurik -- because the iPhone's built in host name resolution is horrible. Thanks also to aCujo for his help. The Twitter curl calls are courtesy of Britt's brilliant assistance. You can drop him a note to say thank you. Thanks also go to Mike Rose, whose idea it was to use Twitter instead of SMS.


    Tip: If you find that your tweets are full of "Location Not Found" messages, edit the tweet shell script and duplicate the curl call. This runs the call twice. Usually the "Location Not Found" message goes away the second time.

    Another Tip: If you're traveling across the country, change your start interval to 15 minutes or a half hour and use a public Twitter account. (Remember to reboot after making changes to the Launch Daemon). Your friends will be able to track your progress using the Google Maps URL that's tinyURL'ed into each tweet.

    Enjoy your newfound location awareness!

    http://www.tuaw.com/2008/02/21/tuaw-...iphone-lojack/ ...
    by Published on February 23rd, 2008 01:02

    Following the presentation about Final Fantasy Crystal Chronicles: My Life as a King, an attendee asked the speakers, producer Toshiro Tsuchida and lead programmer Fumiaki Shiraishi, the question that most Wii Final Fantasy fans have had on their minds: does the new Wii Ware project mean the end of the retail Crystal Chronicles game, The Crystal Bearers?

    The Square Enix staffers demurred in response to this question, saying only that we should "wait for a press release" to tell us about that situation. Does that mean that The Crystal Bearers is definitely canceled for real? No, just that those two developers wisely didn't want to reveal Square Enix's internal plans. Still, it's not terribly encouraging, given rumors of its shaky status.

    http://www.joystiq.com/2008/02/22/gd...ystal-bearers/ ...
    by Published on February 23rd, 2008 01:01

    After developing Contra 4 (the first 'real' series sequel since, um, Contra III), you'd think WayForward would be fine leaving behind the memory of its sassy, half-genie Shantae. Alas, it's just too damn hard to let go of the ones who got away (that Shantae sequel never did make it to GBA, did it?). WayForward founder Voldi Way told Siliconera that a long-awaited Shantae follow-up is being considered for Wii. When asked if WiiWare was a possible means for distribution, Way replied, "That's the plan."

    http://www.joystiq.com/2008/02/22/gd...d-for-wiiware/ ...
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