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  • DCEmu Featured News Articles

    by Published on June 16th, 2007 04:41

    via GamersHell

    Nintendo today released new screenshots from Final Fantasy VI Advance, a game which will hit the store shelves across Europe on June 29th 2007, exclusively for Game Boy Advance. Final Fantasy VI Advance is a turn-based RPG with gameplay broken down into two distinct phases: exploration and battle. In the exploration phase, players wander through towns or dungeons, sail through the sky or travel across the "overworld" (anywhere outside of a dungeon or town), speaking with the people they meet to gain clues and advance the story. In certain locations, players will get into battles, either randomly (when wandering freely) or by design (when they fight a creature as part of the main story). Players can equip their characters to customize their arms and armor as well as their relics and magic. Press 'read more' for details. ...
    by Published on June 16th, 2007 04:33

    via MP3 Newswire

    Steve Jobs stated at the unveiling of the iPhone that their goal is to capture 1% of the market by the end of 2008. If the recent poll by M:Metrics is accurate then Apple's new phone will blow past that figure before this year is up.

    According to the poll, which was released on Friday and surveyed 11,060 U.S. mobile subscribers, in the US 9% of cell phone users have strong interest in buying the iPhone. That figure was even stronger in the UK where 16% of 5,293 mobile subscribers said they had strong interest. "This data confirms that the iPhone has sparked the imaginations of consumers and is not merely a topic of conversation among insiders and technology enthusiasts," SVP M:Metrics Mark Donovan stated in the company press release. ...
    by Published on June 16th, 2007 02:15

    New update of the Nintendo DS emulator for PC. Note: it's a custom build, not from the original Desmume developers.

    Changelog:

    # Cancelling the restriction of the bundle operation type order of ARM.
    # It tries generating the 3D FIFO interruption with super random timing.
    # The infinite loop execution time patching function of the cord/code which is done.
    # Several URL of the help menu adjustment ...
    by Published on June 16th, 2007 01:17

    via Gaming Today

    Score one for Xbox owners, who'll soon be able to roll up big balls of stuff to quirky Japanese tunes. It appears the upcoming Beautiful Katamari is now destined to be an Xbox 360 exclusive. The information comes from "a little birdie with good reason to know," according the Level Up, Newsweek's gaming blog. This marks a dramatic change for the series, considering all previous games have been exclusively on Sony systems. Apparently Namco is showing a pattern of trying to build closer ties with Microsoft. I guess the Xbox is on a roll (sorry, couldn't resist).

    ...
    by Published on June 15th, 2007 22:39

    via 3speech

    The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):

    - Crash Bandicoot
    - Wipeout
    - Medievil
    - Jumping Flash
    - Syphon Filter

    Further announcements are:

    - Calling all cars is confirmed for 22/06
    - SuperStardust HD for 29/06.
    - MotorStorm Time Attack mode: Will go live later today on PlayStation Stores. ...
    by Published on June 15th, 2007 22:39

    via 3speech

    The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):

    - Crash Bandicoot
    - Wipeout
    - Medievil
    - Jumping Flash
    - Syphon Filter

    Further announcements are:

    - Calling all cars is confirmed for 22/06
    - SuperStardust HD for 29/06.
    - MotorStorm Time Attack mode: Will go live later today on PlayStation Stores. ...
    by Published on June 15th, 2007 20:53

    Via GameDaily BIZ

    You mean not everything is gumdrops and lollipops in Wii world? According to Sega of America marketing vp Scott Steinberg (right) it's not. He doesn't think there's enough creative depth to sustain the console, while the PS3 has a lot to offer, he said. More within...


    Can it be? Did a publisher actually just say something with a negative slant towards Wii? While other publishers are praising the Wii for attracting new consumers and introducing new gameplay controls, Sega for the first time has questioned the longevity of Nintendo's console.

    In an interview with Reuters, Scott Steinberg, vice president of marketing for Sega of America, said that he thinks the Wii will look less and less attractive in the next couple years.

    "I am a little concerned about the creative depth of the Wii pool," Steinberg commented. "I'm not sure if they will top out in 2008 or 2007. The Wii will start to look really dated in a couple years when developers get more value from the 360 and learn more and more about the PlayStation 3."

    In particular, Steinberg said he was worried that the motion-sensing controls would lead to derivative products after a while. "How much value can developers and creative folks get out of this wrist motion two years from now, or 5 years from now, or 10 years from now?" he questioned. "How can they design products that aren't too derivative of what's already out there?"

    On the other hand, he believes the PS3 has much longer legs and despite its slow start will come out on top in the console battle when it's all said and done. "We know the PS3 pool is pretty deep. There's a lot to exploit there," he said.

    Sega is supporting all platforms, and regarding the Wii specifically, you may recall that the company recently signed a historic deal to put Mario and Sonic together in an Olympics-based game. ...
    by Published on June 15th, 2007 19:15

    I was reading the comments from StrmnNrmn's latest blog update (June 14), and saw that StrmnNrmn answered many questions about Daedalus.

    Quote Originally Posted by michael
    Do you know whether it's actually self-modifying (as in, selectivelyish), reading a new routine from ROM (as in a loop from $b0000000), or a PI DMA?
    How are you handling PI DMA at the moment when it comes to code fragments?
    It took a short while to figure out exactly how it was modifying the code. I was worried that it was modifying the code via the cpu (i.e. manually updating instructions) but it turned out to be a DMA transfer. I'll post again with a bit more details about how I'm handling this.

    Quote Originally Posted by Legooolas
    I have been looking at ways to verify dynarec execution against an emulator, for similar reasons (but I'm just starting out in mine), so this is very helpful!

    Have you considered running both the emulator and dynarec in a semi-lockstep mode? I am going to try this when I get far enough into getting my dynarec working, as I'm not too worried about performance (yet... it's more of a learning experience and for some researchy ideas I have) and this should avoid the need to have a temporary log and the disk access. Of course it will be a lot slower, due to having to run two complete emulations at once, but this may prove quicker than going via disk?
    Glad you found the post useful

    I did consider the lockstep method (I believe Zilmar was using this on pj64) but I think the aproach I use in Daedalus is much simpler to get working. The lockstep approach would cause a few issues for the psp as you'd need to have enough RAM for two copies of the emulated RAM etc.

    It probably would be quicker than going via disk though, and less hassle to get everything set up.

    Quote Originally Posted by exophase
    Self-modifying code is perhaps the most annoying thing to deal with in a dynarec (that is, if you do in fact have to worry about it beyond cache invalidation). A good number of GBA games are very unfriendly in this regard. Actually, if it isn't checked for in general then a large number of games will fail outright.

    Of course, to detect it for the general case you have to add code to either check for it or change state somewhere after every write to RAM. In your case, since this happens relatively infrequently, you can probably manage to special case it only for certain writes in certain games.

    If you look at Project64's INI file you can see that there are several self-modifying code handling models (many of which probably don't really apply to PSP as it doesn't have an MMU). This alone indicates that it's a real problem for a number of N64 games, although perhaps not the most popular ones.

    One thing I do recommend, if you're not already doing this, is to have separate translation caches for code that is in RAM and ROM (and not directly linking fragments between the two). That way you don't need to flush all of the generated code upon an icache invalidation or other detected modification, rather just the code in RAM. You can also go a step further and split things into dynamic and static regions to track modifications and try to minimize flushing overhead. This is only a concern if the game modifies code heavily - if any N64 games are like some GBA games then there will be ones that modify code many times a frame.

    I talked about this issue in my blog, if you're interested: http://gpsp-dev.blogspot.com/
    Hiya. Most n64 games seem to be pretty well behaved (they generally invalidate caches where required) which is why I've not spotted too many problems in the past.

    They don't generally seem to modify code very frequently either - usually just on specific events (e.g. transfer from menus to game etc) rather than on a frame-by-frame basis.

    Separate caches is a good idea though, I'll investigate that this weekend.

    Quote Originally Posted by Jeff
    In a word: whoa!

    Great job StrmnNrmn. Here's a question for ya: can the SSB rom be 'patched' to work correctly? Maybe not the file itself, but during the loading you have game-specific patches that Daedalus adds on the fly?

    Also, on an unrelated note:

    Is it possible to implement some kind of down-sampling of the N64's textures in order to save ram? The PSP's screen is tiny (large by handheld standards sure, but still smaller than a TV) and I am wondering if people would notice or care if the textures were reduced.

    Keep up the great work man. I gotta say, you're regular posts are motivating. I have a wierd urge to try an Atari Jaquar PSP emulator with JIT dynarec! (okay... it passed)
    In the past I've gone to the length of scanning the rom for recognisable library functions and patching them (mostly just to help debug what's going on with the rom, but also for optimising a few things like memcpy() etc). There's no reason why I couldn't use the ...
    by Published on June 15th, 2007 18:09

    Yesterday it was reported that Sony's special PSP memory software was leaked onto the web, and in conjunction with a special battery had the abilility to unrbick PSPs. We sought some more information on what this magical software/hardware combination can do and found out a few interesting facts. The software is used only at official Sony factories, and requires the use of a special battery which enables Sony to unbrick a PSP when both software and the respective hardware is present. The battery is used to initialise the PSP service mode and once this is active the kernel on the memory stick runs.

    DIGG THIS



    [via EvolveXMB] ...
    by Published on June 15th, 2007 17:23

    News via opposable thumbs

    The issue has always been the updates surprise us when we power on our systems; it can be hours until Sony releases a changelog on their official site—you get tired of reading forum after forum trying to figure out what the new update actually did. We were happy to hear about Sony's new official PlayStation blog, and we hoped that they would be more proactive about getting this information out in a timely fashion. It looks like they're listening, as a post to the blog yesterday told us to expect firmware update 1.81 this morning, and told us exactly what it would do.

    "Most notably is the RGB Full setting which a few of you wrote in about. In 1.80 we added an option to the XMB under settings allowing you to choose between RGB Full and Limited. Basically if you are connecting your PS3 to your TV using an HDMI cable, and if your TV supports RGB full range, the picture quality may be improved when this option is set to Full. Some of you pointed out that the Full setting would sometimes revert back to Limited and 1.81 will address this issue. Please keep in mind that this setting is only effective when the PS3 is connected to a TV using an HDMI cable. You can download the update tomorrow from PlayStation.com or through your System Update option on the PS3 XMB."

    DIGG this news



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