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    by Published on June 12th, 2007 06:36

    News/release from Nano:

    I know for themes you all may use PSP wardrobe, but I got bored of the theme limitations. So with the support of yongobongo(well really just a function) I made a theme flasher with UNLIMITED THEMES
    It can backup files
    flash custom files
    flash unlimited themes (from -∞ to ∞)
    checks firmware (3.40 needed) and battery
    and has more to come (such as add more flashing, get own EBOOT, and preview themes)

    Hope you like
    this includes SG57's luaplayer so thanks

    NEW UPDATE V1.1
    2 BUG FIXES

    NEW UPDATE V1.3
    Cleaned up code
    lets you flash partly custom theme(not yet done completely)

    NEW UPDATE V1.4
    FLASH FULL CUSTOM THEME
    CLEANED UP CODE MORE

    DL: http://rapidshare.com/files/36579158/luaplayer.rar.html
    ...
    by Published on June 12th, 2007 01:08

    via http://strmnnrmn.blogspot.com/

    Tracking down the SSB Dynarec Bug

    Yesterday I said I'd provide some more details about the Super Smash Bros. dynarec fix. The actual fix is fairly straightforward, but I thought the process of tracking down the issue was quite interesting and worthy of a couple of blog posts.

    When I first started looking at SSB I noted that although the game ran fine without dynarec, it would always hang when trying to enter the main entry with dynarec enabled.

    I've been programming professionally for around 6 years now and I can safely say that debugging dynarec bugs is one of the hardest categories of problems I've ever had to work on. For a start, because the code is generated on the fly, you don't have the luxury of source level debugging, and without spending time reverse engineering the original rom image, you don't even know what the generated dynarec code is meant to be doing. It's very much like working blindfolded.

    And it gets even worse. I've fixed dynarec problems in the past which were the result of generating incorrect code for a fragment over 500 million instructions into emulation. This would be bad enough, but it can be many thousands of instructions later before this causes emulation finally diverges from the correct path. Just identifying the exact point at which the emulation starts to diverge from the correct sequence of instructions can be like finding a needle in particularly large haystack. While blindfolded

    Over the years of trying to debug problems like these I've built up a set of tools and learned a few tricks along the way which you might find quite interesting. Although I'm going to talk about them in the context of tracking down this dynarec issue, I've found some of the techniques useful in solving other problems so you might find other ways of applying them too.

    One of the first things I do when trying to identify a dynarec issue with Daedalus is to see if the problem is reproducible on the PC build of the emulator. Although it is possible to use GDB with PSPLink, I've never got this up and running and I'm much more comfortable debugging with Visual Studio. Also, working with the PC build is usually much faster than working with the PSP build (debug builds run around 10x faster on the PC, and build times are much quicker.)

    Not all dynarec issues can be debugged in this way - the PSP and PC builds have different code generation back-ends (i.e. MIPS and x86 code generation respectively) so bugs in the MIPS code generation won't usually be reproducible in the PC build. The dynarec system in Daedalus shares a common frontend (trace selection and recording) between the two platforms, which means that if I can reproduce the problem on both platforms, I can narrow down the likely location of the bug to this area.

    Fortunately this particular bug manifested itself in both the PC and the PSP builds, so I knew that if I fixed the bug on the PC build, it should fix the PSP build too. What I needed to find out next is what the emulator was doing differently when dynarec was enabled compared to when it was disabled.

    If dynarec is running without errors, then the sequence of executed instructions should exactly match that executed with dynarec disabled. If I could log details about all the instructions executed with dynarec disabled, and again with dynarec enabled, I should be able to compare the two logs to figure out the exact point at which dynarec is going out of sync. This all relies on the fact that the emulator is totally deterministic, i.e. that running the emulator twice in succession with the same settings should give exactly the same results.

    Unfortunately, for a variety of reasons my dynarec solution doesn't produce identical results to interpretation, the main reason being that for performance reasons I can only handle vertical blank and timer interrupts on the boundaries between fragments. For example, with dynarec disabled, the first vertical blank interrupt might occur exactly on the 625,000th instruction, but with dynarec enabled with might not occur until the 625,015th instruction. This means that the logs diverge at the instant the first VBL fires, and never regain synchronisation.

    When I was originally developing the new dynarec system I put a lot of effort into writing a fragment simulator, the idea being that rather than executing the native assembly code for a given trace, I could keep track of the instructions making up the trace and interpret these individually instead. Theoretically fragment simulation is identical to dynarec code execution, even down to the way I handle VBLs and timer interrupts, and it's been very useful at identifying bugs in the dynarec code generation. What's particularly useful about fragment simulation however is that I can enable a setting which
    ...
    by Published on June 12th, 2007 00:25

    via Xbox 360 Fanboy


    What's that you say? You'd like to play Halo 2 on your PC, but you don't have/want Windows Vista? You're in luck then, as Falling Leaf Systems has announced plans to release software that will allow Windows XP users to play Halo 2. Not only that, the company is developing similar software for Shadowrun. To inspire XP users to take the plunge, Falling Leaf is promising a free copy of the compatibility software to those who order either game through their site. Falling Leaf CEO Brian Thomason concludes the press release with some fighting words: "First they claim that it was impossible to implement DirectX 10 compatibility atop Windows XP, and now they also want us to believe that they couldn't successfully launch two DirectX 9 based titles on XP either. We plan to expose both theories as patently false."

    Assuming this software works as advertised, would you change your mind about picking up either title? ...
    by Published on June 12th, 2007 00:23

    via Nintendo DS Fanboy


    Well, it looks like the time has come for everyone to decide whether or not they want to give Zendoku a go. Also this week, it looks like gamers everywhere will have a chance to go up against the Silver Surfer if they so desire. Do you?


    US
    • Fantastic Four: Rise of the Silver Surfer
    • Time Ace
    • Zendoku
    Europe
    • Fantastic Four: Rise of the Silver Surfer
    • Touch Darts
    Japan
    • Game de Demashita! Powerpuff Girls Z
    • Mizuiro Blood
    • Unou Kaiten: Match-Bou Puzzle DS
    Australia
    • Fantastic Four: Rise of the Silver Surfer
    ...
    by Published on June 12th, 2007 00:20

    via Nintendo Wii Fanboy


    Last week we received nothing, this week we receive close to absolutely everything. Many a game are out there for those looking to play a disc containing something new on their Nintendo Wii. So, let's look at what retail shelves and online inventory will be offering this week:
    • Big Brain Academy: Wii Degree
    • Scarface
    • Fantastic Four: Rise of the Silver Surfer
    • The Sims 2: Pets
    We imagine quite a few of you are looking at picking up Big Brain Academy, but what about those other games? Any of you out there looking forward to grooming pets or helping Mel get one of those one-way tickets back to the resurrection? ...
    by Published on June 12th, 2007 00:17

    via PS3 Fanboy


    This week's Blu-ray movie release list isn't the sexiest thing ever but looks like it has some solid choices. Headlining the pack is the so-bad-its-good comic movie, Ghost Rider, starring a way way too old Nicholas Cage. This title has been fairly highly anticipated amongst the more hardcore videophiles hoping for a pristine visual feast to use as a reference disc. Early reviews of the Blu-ray title have been highly positive when it comes to the visual and audio quality but have been less glowing when it comes to the movie itself. Here's the full list of titles coming out this week:
    • Ghost Rider
    • Cruel Intentions
    • Seven Years in Tibet
    • Primeval
    • Music and Lyrics
    • Blood and Chocolate
    • Daddy's Little Girls
    Anything pique your fancy? Next week is gonna be a lean one with only a single title coming out (Bridge to Terabitha), so stock up on new releases now -- before it's too late! ...
    by Published on June 12th, 2007 00:05

    via Joystiq


    Back when we attended Sony Online Entertainment's event a few weeks ago, we didn't really discuss anything... out of the ordinary. Some Everquest expansions, some downloadable PS3 games, cell phone games (okay, God of War looked great), and a new IP that had everyone talking -- Sony's spy and espionage themed online game, The Agency. Only we haven't been allowed to say much about it until now, even though it's already been hinted at, speculated about, and analyzed around the web. Is anything watertight anymore?

    The Agency has been called a new MMO from Sony, though we don't think it's an entirely accurate label (neither does Sony's press release, which you can read after the break). At least, not an MMO in the traditional sense. You won't be running into the back alleys of Monte Carlo while tons of other players give chase with bullets and bombs -- as if you'd taken your Horde character strolling through Ironforge; instead, it will offer more mission-based gameplay, and will rely on coordination with other agents as you work your way through the stylized spy world they've created.


    More information and screenshots can be viewed here. ...
    by Published on June 11th, 2007 23:56

    via IGN


    Last week we got word that Prince of Persia Classic, the remake of the 1989 adventure game, might be arriving this Wednesday, June 13. Ubisoft confirmed this news today, so PoP fans should free up 800 Microsoft Points and get ready to download the title at 1:00 a.m. Pacific Time this Hump Day.

    Prince of Persia Classic gives the original game a modern makeover with the look of the 3D PoP games. ...
    by Published on June 11th, 2007 23:49

    via Eurogamer


    SCEE has issued an official response to complaints by the Church of England over PlayStation 3 game Resistance: Fall of Man.

    "Sony Computer Entertainment Europe is aware of the concerns expressed by the Bishop of Manchester and the Cathedral authorities about the use of Manchester Cathedral in the game Resistance: Fall of Man, and we naturally take their concerns very seriously," the statement reads.

    "Resistance: Fall of Man is a fantasy science fiction game and is not based on reality. The game is set in an alternate and mythical version of Europe in the 1950s, in which the enemy are strange looking alien invaders seeking to destroy humanity.

    Whilst we believe that we have sought and received all permissions necessary for the creation of the game, we will be contacting the Cathedral authorities in order to better understand their concerns in more detail."
    As reported earlier, the Church of England has demanded an apology from Sony over the depiction of Manchester Cathedral in Resistance: Fall of Man. According to Church authorities Sony did not get permission to feature the Cathedral in the game. ...
    by Published on June 11th, 2007 23:34

    via Eurogamer


    Sony Japan has revealed a new game for the PlayStation Network called Piyotama.

    It's due out in Japan on 22nd June, although Sony Europe was unavailable to confirm when we'd see it here. God knows why.

    Piyotama challenges you with lining up four or more chicken eggs by moving them left or right, according to PC advisor. Once you do, little chicks hatch out and fly away, leaving you with a giddy sense of fluffy pride.

    Obviously the draw here is getting table-topping scores by pulling-off big combinations and other fancy manoeuvres.

    Head over to our Piyotama gallery to see what it's all going to look like.

    Alternatively you can saunter over to the Japanese website, but we couldn't understand a word of it.


    Screenshots are here. ...
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