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    by Published on May 9th, 2007 23:49

    Notaz has released a new version of the GBA Emulator for the GP2X, the new release fixes the crashes from the previous version.

    Download and Give Feedback Via Comments ...
    by Published on May 9th, 2007 23:45

    News from Evil Dragon

    Clickgamer released a new game: Eggstreme - Sizzler Supremacy.
    It's a game similar to Tilematch.



    Main Features :
    # Awesome super fluid game engine built using EDGE
    # Extremely addictive gameplay
    # Two game modes - Timed (for advanced users) and Easy (for beginners)
    # You can swap vertically, horizontally and also diagonally
    # Continuous frenzied play - don't wait for the action to settle
    # Bonus eye-candy action
    # Cool music and sound effects

    It's a free game, but to unlock full version, it needs to be registered.

    Download: Eggstreme ...
    by Published on May 9th, 2007 23:34

    Yet another great update from StrmnNrmn's blog:

    While I'm at it with the blog updates, I also invesitgated why Goldeneye no longer works in Daedalus (it did run with some of the very early releases, but stopped working some time ago.)

    Goldeneye is quite an unusual game in that it's one of the few titles that executes code from virtual memory. I'm not sure exactly why it does this, but I suspect that it's to allow it to free up as much RAM as possible. It sets up a virtual memory range for the code, and pages in chunks of data to physical RAM as required (i.e. on TLB miss exceptions). I guess this means that it can just keep a few dozen KiB of code in RAM at a time, rather than the entire code segment.

    Anway, emulating this accurately is incredibly slow - for every instruction that is executed, the emulator needs to check whether the instruction fetch would cause a TLB miss exception, and if so invoke the N64's exception handler. This is quite a time consuming process, so I tend to cheat and assume that the instruction pointer is in physical memory.

    To get around this problem with Goldenye, I set up a couple of bogus entries in Daedalus' memory map that point directly to the correct region in the ROM image. In a way it's as if the N64 has a much larger TLB, and all the pages are permenantly mapped.

    Normally (i.e. on the PC version of Daedalus) this all works fine. The problem as far as the PSP version is concerned is that the rom (all 12 MiB for Goldeneye) must be permenantly loaded into memory, and there just [url=http://strmnnrmn.blogspot.com/2007/03/look-inside-daedalus.htmlisn't enough memory[/url] left to do this anymore. As most N64 roms are simply far too large to fit in the PSP's RAM, I have to page chunks in from the memory stick on demand (pretty similar to what Goldeneye was doing on the N64 really )

    So, there are a few possibilities for getting Goldeneye to work:


    • Permenantly disable dynarec for Goldeneye, and reuse the dynarec buffers (6MiB) the expansion pak (unneeded anyway, 4MiB) and anything else I can scavenge, to fit the rom in a contiguous block in memory.
    • Investigate a way of getting the memory-mapping hack to work with rom caching.
    • Re-examine how I handle TLB miss exceptions for instruction fetches, and implement them correctly.



    Of all of these, the first solution is probably the easiest, but it's a bit hacky (I'd have to allocate a 12 MiB for Goldeneye at startup, and carve this up for different subsystems if other roms were run).

    The second solution is a bit less horrible, but I'm still not sure it's possible without checking the instruction pointer for every instruction that's executed (and paging in chunks of ROM as required).

    That leaves the third solution which is probably the most work, but I think will be the most stable solution in the long run. It may also help a few other roms that are using similar techniques to Goldeneye to run correctly. If I can get it to work in conjunction with the current dynarec implementation, it shouldn't even be any slower than the current hack that's in place.

    Anyway, given the work involved Goldeneye isn't an immediate priority, but I am thinking about it.

    -StrmnNrmn

    All these updates should keep us satisfied for some time. ...
    by Published on May 9th, 2007 23:26

    MSX Emulator for Nokia N-Gage/3650/S60, heres whats new:

    Possibility to edit imported game cheats

    Support for 800x352 display resolution (Nokia E90 main display, "d" variant only)

    Fixed bugs in SCREEN 0 rendering and SCREEN 8 color palette

    Download Here ...
    by Published on May 9th, 2007 23:23

    A new release of the Commodore 64 emulator for palm devices including the Tapwave Zodiac

    Heres whats new:

    New option: single cycle emulation added (known as FrodoSC in Windows and Linux)

    Download ...
    by Published on May 9th, 2007 23:13

    Eke-eke has released a new version of the Genesis emulator for the Nintendo Gamecube and Nintendo Wii:

    Hi,

    here is a new update for Genesis Plus with some of the last sound fixes as well as some internal emulation fixes (see below for more details).


    08/05/2007:
    - corrected L & R buttons assignment: fixes Genesis X & Z buttons being inverted
    - VINT timings are now a little more accurate: fixes Sesame's Street Counting Cafe
    - SN76496 MAX_OUTPUT back to normal
    - modified FB_WNOISE value in SN76496 core according to John Kortink's last informations
    - added support for Maxim's PSG core, same as used in SMSPLUS (it becomes the default PSG core)
    - updated FM core to the latest MAME version
    - corrected DAC output level (fixes voices and some special FX being too low)
    - added support for Gens YM2612 (FM) core (MAME's one still remains default FM core)
    - added configurable preamplification for each sound cores (see Emulator Options)
    - added some other configurable sound options (boost overall volume, FM improvment for Gens YM2612)

    Some notes about this release:
    1/ I didn't forget to include the injector executable this time, you can find it in the /pcutils directory

    2/ I added a special version for PAL Wii users who have display problems (dark bar on the screen) with regular versions. This version runs at 50hz and use special resync mechanism to prevent NTSC games running too slow. NGC (PAL or NTSC) users or NTSC Wii users should use the regular dol as the frame timing is more accurate in this one.

    3/ You can now switch between sound cores and adjust the volume level for each one (PSG & FM), default values are automatically reset when switching between cores.

    Download and Give Feedback Via Comments ...
    by Published on May 9th, 2007 23:09

    Another update from StrmnNrmn's blog:

    As a few people have pointed out on the R11 release comments page, I broke the HUD in Mario 64 in R11

    I investigated a little, and it turns out it was due to a tiny change I made sometime on Saturday. Basically I changed the alpha threshold test from >= to >, and so nothing with an alpha of 0 is ever rendered. This shouldn't be an issue, except for the bizarre render states that Mario sets up to render its HUD.

    I don't think this is a too significant issue as Mario is just as playable in R10. I'd rather release R12 a little early to fix this than mess around releasing an R11b version or whatnot. We'll see how things go with the SSB work.

    -StrmnNrmn
    ...
    by Published on May 9th, 2007 23:03

    Famitsu have posted a ton of screens of the new Nights game for the Wii.

    heres a sample:



    More Screens ...
    by Published on May 9th, 2007 23:03

    StrmnNrmn just posted this news about progress for Daedalus:

    As I mentioned on Sunday, my main focus for R12 is to fix whatever's causing the dynarec to hang with SSB, but to start with I've spent a little time looking into fixing some of the graphical issues plaguing Super Smash Bros.

    In the end I fixed four or five separate problems which were all causing quite significant glitches.

    The first bug was that I was assuming that the fixed-point texture coordinates specified in the TexRect (i.e. 2d textured rectangle) commands were unsigned. It turns out that they're actually signed - SSB just happens to be one of the few roms that ever specifies negative values.

    The next issue was that I was ignoring the RDP tile* mask parameters, and assuming that the tile width and height always defined the extents for both wrapping and clamping. As it turns out, the mask values (if set) define how many bits from the texture coordinate to accept - all the other bits from the texture coordinate are ignored. This means that if a tile defines a mask of 5, the texture will wrap every 2^5, or 32 texels. What's quite interesting about the N64 is that it lets you define different limit for clamping than for wrapping. For instance, you can wrap every 32 texels, but clamp the texture to a coordinate of 100 (i.e. after the texture has repeated 3 and a bit times.) It turns out this is exactly what SSB was doing.

    A related issue was that as the PSP only supports textures with power-of-2 dimensions, I have to pad out non-power-of-2 textures from the n64 with empty space. As I was assuming that the n64 always clamped at power of 2 boundaries, it meant that the PSP occasionally displayed texels from bits of the texture that I hadn't initialised. To get around this I just manually repeat the last column/row of the texture when converting it on the PSP.

    Another issue I fixed was relating to how I handled 'swizzled'** textures that were not an even number of texels. In the second screenshot on the left below, you can see a fringe of corrupt pixels down the right-hand side of each character's icon. This was due to me not correctly handling all of the texels the swizzled rows, but it only happened when the rows were not a multiple of 8 bytes (in the example below, the textures were 30x32 texels at 16bpp). Again, this is something SSB does that I've not seen in other roms.

    I fixed a bug relating to how I was recolouring textures. In order to support some of the N64's more complex combiner modes on the PSP, I need to replace the RGB channels of a texture while maintaining the existing alpha channel. As it turns out, I wasn't handling this correctly for textures that weren't a power of 2. This is what is messing up the black background behind the 'Super Smash Bros' text on the first screenshot. Whoops.

    Wow! That's quite a few bugs! Here's a few screenshots, with SSB running in R11 on the left, and the R12 work-in-progress on the right:







    What's quite nice is that even though I've been fixing these with SSB in mind, there are likely to be lots of other roms which I've not tested that are relying on the same behaviour.

    Graphically SSB is looking pretty slick, so now it's on to chasing down that dynarec bug

    -StrmnNrmn

    * The RDP has 8 tile attribute descriptors, which are used to tell the RDP how to interpret the data loaded into it's 4KiB of texture memory. They define properties such as the tile's format, width, height and whether to clamp or wrap and so on.

    ** On the N64, all odd rows in a texture have pairs of texels alternated (or more precisely pairs of 4-bytes of data.) The reason for this is that the N64's texture memory is composed of two separate banks of 2KiB, and organising texels like this allows for multiple texels to be accessed simultaneously when sampling from the texture. I use the term 'swizzled' loosely as it's quite a different process than swizzled textures on modern consoles (such as the PSP and the Xbox (see page 28)), even if it is performed for similar reasons.

    The best of luck to you, StrmnNrmn! ...
    by Published on May 9th, 2007 22:59

    via plastic bamboo



    Godknows how but some clever dude hasbasically stuck a PC inside a Gameboy and capable of running Windows XP.

    More pics via link above ...
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