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    by Published on October 2nd, 2007 02:01

    via Zophar's Domain

    VNES is a Nintendo Entertainment System emulator for Nintendo 64. To run it, you'll need a N64 backup device, such as Doctor V64 or Z64.

    by JL_Picard
    Original version by JL_Picard and \Firebug\ of Vertigo 2099

    =- originally for POM '98 (Presence of Mind '98) -=

    What's new since 0.1 (POM release):
    -----------------------------------

    - fixed a bug with scrolling.
    - made it full screen (centered and scaled).
    - padded the rom. you _dont_ need to pad it I hope, please let me know about
    this.
    - fixed a more or less major problem with the menu (you couldn't exit
    - included talk64 with the distrobution. use TALK64 -l VNES64.V64 to send.
    thats an "L"

    Download and Give Feedback Via Comments ...
    by Published on October 2nd, 2007 01:26

    via Zophar's Domain

    SNES 9x Alpha is a Super Nintendo emulator for Nintendo 64. It can be run using the Doctor V64 backup device for N64.

    Hi People, loom speaking..

    This is my first big release on the N64. First of all let me say that I do realize that speed is still
    a major issue, but this version hasn't even started to be optimised. The reason for this is that I spent
    a lot of time getting the whole emu to work, and I wanted to release this version on the same day as the
    official page was setup.

    Now a few facts about this port :
    - This is a work in progress, consider this a preliminary beta
    - RAM was a major issue, and not having those memory hog Nintendo devkit is a very nice advantage. Yes,
    people, this was done the usual CZN way, that is to say 100% without devkit (well, except for our own
    routines)
    - The emu ported was version 1.04 of SNES9x. It wasn't yet compiled with all the features activated, as
    I thought that it was slow enough like it is now.
    - The game ROM is entirely located in the ROM allocation space of the N64. This has important consequences
    on the speed of the DMA transfers between the ROM and the video memory. This will be on of the first areas
    of optimisation I will consider, as I think it should make a difference.
    - Only 1 joypad is currently supported, and support for more is planned for an upcoming version.
    - Sound isn't available in this version, sorry
    - Super FX and DSP cannot be guaranteed in this version.
    - Enjoy !

    czn-snes.zip is just the normal release, while snes_191.zip is an enhanced version made to make use of the Doctor V64 BIOS 1.91's emulators support function.

    Download and Give Feedback Via Comments ...
    by Published on October 1st, 2007 22:08



    Hi All,

    fMSX is a famous emulator of the MSX, MSX2, and MSX2+ 8bit home computers.
    It runs MSX/MSX2/MSX2+ software on many different platforms including Windows
    and Unix. See http://fms.komkon.org/fMSX/ for further informations.

    It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

    GP2X-MSX is a port on GP2X of the version 2.7.0.40 of fMSX-SDL from Vincent van Dam
    that i had previously ported to PSP.

    What's new in this version ?

    - New render fast mode (original msx size but faster)
    - Option to prevent the blue led to be displayed when
    L or R are pressed
    - Remove .png file when removing state file


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

    It's distributed under Marat Fayzullin's license for the original MSX part,
    and under GNU license for all the GP2X part.

    You can download it on my blog :
    http://zx81.zx81.free.fr/

    This should the last release,

    Enjoy,

    Zx. ...
    by Published on October 1st, 2007 21:40

    strmnnrmn updated his blog about his thoughts on making a daedalus for the psp slim only:

    A number of people have been asking if Daedalus will support the PSP Slim and Lite (PSP-2000), and if it does, if it will take advantage of the extra 32MiB RAM to improve the speed of emulated roms.

    I am planning on supporting 3.xx firmware, but not until I have a PSP with suitable firmware which I can test with directly. People will probably end up compiling the Daedalus source for 3.xx (and they're welcome to), but until I can verify everything directly myself these will have to remain 'unofficial' builds. If there is strong demand for a 3.xx version of Daedalus then I'll consider setting up a donations page with the aim of buying a Slim and Lite for development.

    As for the additional 32MiB RAM that the PSP-2000 provides, it's unlikely that this will provide for faster emulation. I've spent a lot of time reducing Daedalus's memory requirements so that it runs comfortably in the 32MiB that the PSP-1000 provides (it's actually a fair bit less than this when you take out OS overheads etc.)

    There are only two main areas of the emulator that would benefit from an increase in cache size. The first is the texture cache, which is only used when video memory is exhausted. I fixed a few bugs with this months ago which means that very few roms ever have to place textures in system memory.

    The second place that would benefit from a cache increase is the ROM cache. In order to support roms larger than the PSP's system memory, I dyamically map pages of the ROM into the PSP's RAM on demand (rather like virtual memory on PCs.) If a page of the ROM that is requested isn't in the cache, I have to pause emulation as I load it from memory stick. Currently this cache size is 2MiB. It could be increased up to 32MiB which would fit most N64 roms comfortably, and would entirely eliminate paging while the emulator is running. This might give a small speedup, but I don't believe this is currently a significant issue even with the tiny 2MiB cache that is currently in use.

    Increasing the dynarec buffers would be very unlikely to provide a speedup, as I've yet to see a rom where they fill up before they are flushed for some other reason (typically instruction cache invalidation.)

    So in summary, yes, I will support the PSP Slim and Lite at some point, but no, it's unlikely to offer much of an improvement over the PSP-1000s (other than being slimmer and lighter, obviously

    -StrmnNrmn
    ...
    by Published on October 1st, 2007 21:22

    News/release from FaT3oYCG

    well here it is it was screenshots for a while and its still very buggy and very unfinished but i think i should show everyone wehats been done

    known bugs
    you need a music file in the music directory - music activated with the hprm
    you need a picture in the picture directory - .png or .jpg (any size even bigger than 512 x 512)

    controlls
    analouge - cursor
    cross - click
    triangle - none
    circle - none
    square - close current window
    up - none
    down - none
    left - none
    right - none
    l - none
    r - hold on startup or error to access pspenguin recovery meny
    start - none
    select - usb

    screenshot = l+r

    origional dev = me
    secondary dev = sony_psp_player
    thanks to wrcsti for some pics

    one screenshot:



    download:
    http://www.sendspace.com/file/yarzax

    thanks to all who supported the project up to now

    Download Above and Give Feedback Via Comments
    via FaT3oYCG ...
    by Published on October 1st, 2007 21:14

    via gamasutra

    As part of an extensive new Gamasutra interview, Team Ninja's Tomonobu Itagaki (Dead Or Alive) has been discussing the merits of Nintendo's DS and Sony's PSP, pinpointing both the PSP's "toned-down" console roots, and suggesting that the DS market may be getting flooded with low-budget titles.

    In the interview conducted immediately following the recent Tokyo Game Show, Itagaki was asked why Team Ninja has decided to produce a title, Ninja Gaiden: Dragon Sword, for the DS, rather than something for the PSP - and he commented:

    "When Nintendo first announced the specs of its unit, it was around the time that Sony was also announcing that they were bringing out the PSP. When I looked at the estimated specs of both, I knew which platform I wanted to work on... and I am sure that you, or people like you, might wonder, 'If the visual is so important, then why choose DS over the PSP?'"

    Itagaki continued, explaining exactly why the DS appealed to him:

    "The reason is because the PlayStation Portable is basically designed on the philosophy of having a console that you can take with you. They are basically just toning down what we see on home consoles such as the 360 or the PS3; whereas the DS was looking at a whole new method of input. Just as I said earlier, one of the key aspects of game design is the interactivity between the user's input and what happens on the screen, so I thought: here is a chance to do something totally original, using the strengths of this hardware. If I was going to make a game for PSP, I would be better off making a game for PS2, because they are essentially attempting to do the same thing."

    The Team Ninja head added, regarding those who try to compare the two main handheld systems, something he suggests doesn't make complete sense:

    "So the whole viewpoint of the PSP versus the DS is flawed. What Sony really needed to do was get those key Game Boy users and broaden the market. When Nintendo first announced the DS, they were very realistic at the time in knowing that it may be a success or it may not; they certainly weren't convinced of its success. They just knew that it was something they needed to try, for the sake of the industry, to continue to expand the kind of experiences that were available. And that type of spirit is something that I could relate with, and part of the reason why I chose to go with this hardware."

    Later in the interview, which also deals with a number of other subjects, Itagaki also addressed the current state of the Nintendo DS in terms of software titles:

    "So now that we are in this market where there are a glut of relatively low-budget games that are filling up the marketplace, the market may be ready for a more serious, more refined experience. We are right at this turning point in the portable space, where we will be launching this Dragon Sword game, and this may be exactly what people out there are looking for. They may be tired of all the "training" games, and looking for something more substantial. Or maybe not. We won't be able to tell until we actually throw it out there and see how people react." ...
    by Published on October 1st, 2007 21:14

    via gamasutra

    As part of an extensive new Gamasutra interview, Team Ninja's Tomonobu Itagaki (Dead Or Alive) has been discussing the merits of Nintendo's DS and Sony's PSP, pinpointing both the PSP's "toned-down" console roots, and suggesting that the DS market may be getting flooded with low-budget titles.

    In the interview conducted immediately following the recent Tokyo Game Show, Itagaki was asked why Team Ninja has decided to produce a title, Ninja Gaiden: Dragon Sword, for the DS, rather than something for the PSP - and he commented:

    "When Nintendo first announced the specs of its unit, it was around the time that Sony was also announcing that they were bringing out the PSP. When I looked at the estimated specs of both, I knew which platform I wanted to work on... and I am sure that you, or people like you, might wonder, 'If the visual is so important, then why choose DS over the PSP?'"

    Itagaki continued, explaining exactly why the DS appealed to him:

    "The reason is because the PlayStation Portable is basically designed on the philosophy of having a console that you can take with you. They are basically just toning down what we see on home consoles such as the 360 or the PS3; whereas the DS was looking at a whole new method of input. Just as I said earlier, one of the key aspects of game design is the interactivity between the user's input and what happens on the screen, so I thought: here is a chance to do something totally original, using the strengths of this hardware. If I was going to make a game for PSP, I would be better off making a game for PS2, because they are essentially attempting to do the same thing."

    The Team Ninja head added, regarding those who try to compare the two main handheld systems, something he suggests doesn't make complete sense:

    "So the whole viewpoint of the PSP versus the DS is flawed. What Sony really needed to do was get those key Game Boy users and broaden the market. When Nintendo first announced the DS, they were very realistic at the time in knowing that it may be a success or it may not; they certainly weren't convinced of its success. They just knew that it was something they needed to try, for the sake of the industry, to continue to expand the kind of experiences that were available. And that type of spirit is something that I could relate with, and part of the reason why I chose to go with this hardware."

    Later in the interview, which also deals with a number of other subjects, Itagaki also addressed the current state of the Nintendo DS in terms of software titles:

    "So now that we are in this market where there are a glut of relatively low-budget games that are filling up the marketplace, the market may be ready for a more serious, more refined experience. We are right at this turning point in the portable space, where we will be launching this Dragon Sword game, and this may be exactly what people out there are looking for. They may be tired of all the "training" games, and looking for something more substantial. Or maybe not. We won't be able to tell until we actually throw it out there and see how people react." ...
    by Published on October 1st, 2007 20:44

    via /.

    The always popular Michael Pachter offered up the opinion last week that LittleBigPlanet may be the title the PlayStation 3 needs to have breakout success. In a report pointing out failings on Microsoft and Sony's part to appeal to 'family gamers', Pachter said:
    "After seeing LittleBigPlanet at TGS, I believe it could be a console mover. The game is really innovative, and I think it adds a family element that is so far missing from both the Xbox 360 and the PS3. If they can accompany that game's launch with a price cut (or a lower priced SKU), I think we'll see a spike in sales."
    The game is really innovate, and I'm looking forward to it a bunch ... but I think I agree with the folks at Ars when they say the pricetag is still too high to appeal to family gamers. ...
    by Published on October 1st, 2007 20:40

    New from Divineo China



    Play your PSP Slim and Lite on a big screen with Dragon's Deluxe Component AV cable. With its high quality gold plated connection and compatibility with many type of screens, your PSP will soon compete with its big Playstation sisters

    Specifications & extra information

    - High quality 24K Golden Plate Plug
    - Compatible with UMD games or movies
    - Enable display with natural and vivid colors
    - Supports 1080i and 720p/480p LCD, Plasma, HD or HDII TV System
    - High definition and resolution multimedia durable and highly functional cable ...
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