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  • DCEmu Featured News Articles

    by Published on June 1st, 2006 00:48

    Some new information on the upcoming stylus-drive Legend of Zelda: Phantom Hourglass has emerged via the latest issue of Nintendo Power. N-Sider has taken the time to condense the information for those lacking the fortitude to actually go out into the world and purchase the magazine, or even lack the strength to a wield a pen and fill out the requisite information to subscribe.

    Out of the repeated information, a few new items are able to be extracted.The game supposedly features one primary dungeon that Link will have to navigate, yet will become impassable to him at times, which will require him to venture into other minor dungeons to acquire an item of some sort that will allow him to progress. What's also interesting is that the dungeons will also be home to what are being dubbed "chasers." These enemies are invincible, mercilessly pursuing Link upon the mere sight of him.

    Via DSfanboy ...
    by Published on June 1st, 2006 00:46

    Via Exploding Unicorn

    If you grew up with an 8-bit Nintendo console, then your childhood was tainted by a well-oiled propaganda machine promoting vices ranging from sodomy to the metric system. The Japanese, who were still angry about losing World War II to Godzilla, deployed Mario Bros. in 1983 as a weapon through which to bring about the downfall of the Western world. Originally, Mario Bros. was not supposed to have any abbreviations in its title since shortened words displease the emperor, but Nintendo could only translate part of the word “brothers” due to budget constraints and a desire to keep their propaganda hero away from the touchy subject of race relations. For the same reasons, the original 12-brother cast was scaled back to just two. The extra plumbers would have expanded the hero lineup well beyond the standard red and green. Each of the forgotten characters could be described by one of the following words: yellow, blue, pink, invisible, wheelchair-bound, morbidly obese, heavily irradiated, perpetually drunk, attracted to animals, and serving twenty-five to life. Here is a brief examination of a few of the characters and enemies that did make the cut for Mario Bros. and the dangers they pose to modern society.

    Everyone over the age of sixteen knows that Goomba was the teen heartthrob of the 1980s. This is somewhat unnerving since Goombas are walking mushrooms with overgrown eyebrows. Nintendo basically taught a generation of children to procreate with fungus. Contrary to common belief, Goombas are not dumb. Most graduate from community colleges, and a few have even managed to earn master’s degrees in fields ranging from growing on rotten logs to slowly walking back and forth. In fact, the observant will notice that the word Goomba ends with the acronym “MBA.” Unfortunately, Goombas are more or less extinct thanks to Mario’s senseless multi-game murder spree.

    Koopa Troopa has always been a highly suspicious enemy because he just doesn’t seem that dangerous. I can say from personal experience that it is not very hard to jump on a turtle. Furthermore, I was disappointed to find that instead of shooting off in the distance as a deadly projectile, the shell pretty much stays where it is after making a few crunching noises. Koopa Troopa is actually an attempt by Nintendo to train the American soldiers of tomorrow to jump on reptiles, thereby making them vulnerable to the famous Japanese turtle-shaped landmine. Nintendo is also promoting its leftist agenda with this enemy since Koopa Troopa is a slang term for the masculine partner in a lesbian relationship.

    Through Shy Guy, Nintendo taught a generation of youngsters that the best way to treat social anxiety disorder is by jumping on it with an overweight Italian plumber. Maybe Shy Guy would fit in and make some friends if he stopped dressing like a serial killer. In fact, Shy Guy’s original name was “Midget Jason.” Unless he was formerly an NHL superstar, Shy Guy should have realized that wearing a hockey mask is not the best way to cover embarrassing acne. In the Mario Bros. series, Shy Guy’s main weapons include listening to emo and writing angst-filled entries on LiveJournal.

    Any self-respecting American should be wary of Mario for two reasons. First, Mario is supposed to be an Italian plumber, yet Italy doesn’t have indoor plumbing. Second, Mario is allegedly an Italian created by a Japanese game company, yet Italy and Japan don’t even exist on the same planet. If Mario came walking down my street, I’d lock my door based on those two factors alone, but there are many more questions that have never been answered.

    For instance, if Mario is supposed to be a plumber, why is he wearing overalls, the one lower body covering that makes plumber’s crack absolutely impossible? Furthermore, if he can jump fifteen feet in the air, why doesn’t he play basketball? One can only conclude that Mario had the worst high school guidance counselor on the planet – if he graduated from high school at all. There is no reason to believe that Mario has any formal education since he never demonstrates the ability to read write. In other words, Nintendo sent American children a hero who gave up a lucrative NBA deal to pursue a career as an illiterate plumber in a country without running water. The Japanese haven’t been this direct with an attempt to destroy America since they sank the Titanic.

    These are just a few of the videogames that are bringing about the ruin of Western civilization. Check back tomorrow to learn the dangers posed by pinball and Chinese checkers.
    ...
    by Published on June 1st, 2006 00:42

    No doubt attempting to organize the masses of people who constantly barge into stores at random intervals and demand games that aren't due for release in months, Nintendo has sent out a handy "release list" thing. If we understand this correctly, it's supposed to tell you on which day some of their major DS games will be set loose upon the public. That's Nintendo for you--always innovating.

    June 5: Big Brain Academy™
    June 5: Magnetica™
    June 11: Nintendo DS™ Lite (although that depends on where you're shopping)
    June 26: Sudoku Gridmaster
    Aug. 28: Star Fox DS
    Sept. 18: Pokémon® Mystery Dungeon: Blue Rescue Team
    Sept. 25: Mario vs. Donkey Kong™ 2: March of the Minis
    Oct. 9: Clubhouse Games™
    Oct. 30: Children of Mana

    Sadly, it looks like the new Kirby game and Yoshi's Island 2 will only be released during or after the cheerfully explosive holiday season. Don't let that stop you from demanding it from the store clerk next week.

    Via DSfanboy ...
    by Published on June 1st, 2006 00:39

    Octobinz posted this news:

    Hi all,
    Started to code a little R-TYPE clone on NDS using the PALib (love it) aviable on http://www.developperstune.com (french).

    It's just a begining and code if often quite dirty, but i'll work on it a soon as i can

    Download and Give Feedback Via Comments ...
    by Published on June 1st, 2006 00:33

    StrmnNrmn posted this news:

    I've been really busy working on the new dynarec engine, so I've not been posting as frequently as I'd like. I've made a lot of progress in the following areas:

    Most integer arithmetic and logical instructions now implemented (i.e I'm now generating optimised assembly for these instructions rather than calling a generic function to handle them

    Regsiter caching implemented (although I'm only using a greedy allocation algorithm at the moment, as I've not yet fully implemented the fast linear scan algorithm I talked about in the previous post)

    I'm directly linking all direct branches to compiled fragments

    I'm linking to all indirect branch targets

    So far I'd say I'm around 40-50% through the work on the dynarec engine.

    Now for some stats The following table compares the framerates at various points (previous framerate is for the R4 release of Daedalus, current framerate is for my most recent development build):

    Previous Framerate (Hz) Current Framerate (Hz)

    Mario Head 3 6
    Mario Main Menu 14 25
    Mario Peach Letter 6-7 11
    Mario Flyby (under bridge) 6 10
    Mario In Game 5-6 9
    Mario Kart Nintendo logo 10 23
    Mario Kart Flag 6 11
    Mario Kart Menu 7 11
    Zelda Nintendo Logo 20 23
    Zelda Start Menu 2-3 4
    Zelda Main Menu 10 13

    Overall I'd say the dynarec is currently achieving up to a 100% speedup in the roms I've tested, which I'm very excited about. Mario is certainly starting to feel a lot more playable, and the Mario Kart menus are a lot more responsive now.

    I specifically included Zelda in the results because I'm not seeing the same kind of results there, so I need to take a closer look at what's going on there (it's quite possible it's just using a few of the arithmetic and logical ops I've not spent time optimising yet).

    A twofold improvement in framerate is pretty good, but I now think I can do a lot better. Here's the list of things I currently have on my 'TODO' list:

    Fully implement all the remaining integer ops (including all the 64 bit instructions)
    Finalise implementation of the fast linear scan register allocation algorithm

    Keep track of 'known' values for specific registers and use this to optimise the generated code (e.g. most of the time the top half of the N64's 64 bit registers is just sign extended from the lower half)

    Cache the memory location pointer to by the N64 stack pointer (SP) and optimise load/stores using this register as a base pointer

    Optimise all memory access instructions (currently all the cached registers get flushed for all memory accesses other than LW/SW/LWC1 and SWC1)

    Detect and optimise 'busy wait' loops (e.g. many roms sit in a tight loop waiting for the next vertical blank interrupt to fire which is just wasting cycles on the PSP)

    Implement all the branching instructions (I've currently only implemented BNE, BEQ, BLEZ and BGTZ)

    Implement instructions and register caching for all the cop1 (floating point coprocessor) instructions. (I think this will give a huge speedup.)

    Although the list is quite short, there's quite a lot of work there. What I'm quite excited about is that I think these changes will start to provide significant speedups as they're implemented. I don't want to get too far ahead of myself, but I'm starting to feel that certain roms are going to be very playable in the not too distant future.

    I'm going to try and release a new version of the emulator soon. Unfortunately it's probably not going to be this weekend (due to various social commitments); towards the end of the following week is more likely. I'd certainly like to get a version released before the World Cup starts and all my free time is taken up watching football

    -StrmnNrmn
    ...
    by Published on June 1st, 2006 00:22

    With DSRobot you can turn your Nintendo DS or Nintendo DS Lite to a powerfull programable Robot.

    DSRobot offers
    the following advantages:

    20 Digital Input/Output for multipurpose use.

    Customizable with you own Motors and Sensors

    Wireless programming and controling.

    You can use your DSRobot with NinjaDS to make the robot works alone.

    Programmable in C or C++ with devkitpro and a custom library to manage the signals.

    You can use PAlib (very easy NDS library to program you first DSRobot

    Upgradable Software & Hardware.

    www.dsrobot.com will offer you kits for update your DSRobot. ...
    by Published on June 1st, 2006 00:14

    Jycet has updated his RAGE2X frontend for the Gngeo2x (NeoGeo MVS emulator)

    Download Here ...
    by Published on June 1st, 2006 00:11

    Kounch has released a new version of his Energy Saver app:

    heres some info:

    Utility which turns of the LCD and sets CPU to low speed if no activity is detected on the controls during a specified time. The LCD is turned on and CPU is restablished after pressing any control.

    Download and Give Feedback Via Comments ...
    by Published on June 1st, 2006 00:07

    Snezziboy the SNES Emulator for the Gameboy Advance (nintendo ds too) has been updated, heres whats new:

    Fixed the TSC instruction so that the C register is updated regardless if M bit.

    Fixed the TDC instruction so that the C register is updated regardless if M bit.

    Fixed the RTL/RTS/RTI instructions so that it can properly return from the subroutine that had been JSL/JSR-ed from $xx:8000

    Made fixes in the memory map for games with no SRAM size, so that ROMs that try to detect for absence of SRAM (protection against copying) will get what they expect. (Bust-a-move makes it to the main screen, but the game itself is unplayable due to the use of HDMA)

    Made fixes to the $DB (modified STP instruction) to jump correctly. (Tetris Attack now works)

    Fixed the PEI instruction; it was previously pushing $0000 always onto the stack

    Fixed BIT instruction to update the N/Z flags correctly when BIT-ing in a non-immediate mode.
    (Super Mario World fades correctly after each stage) (Megaman7's collision detection is now accurate)

    Fixed register $4016 for joypad auto-reading and latching (Donkey Kong Country now recognizes joypad input)

    Reworked SRAM reading and writing routines
    (Donkey Kong Country seems playable; some screens are remain garbled)

    Fixed bug with VRAM writing (Darius Twin's in-game screen no longer garbles-up randomly)

    Download and Give Feedback Via Comments ...
    by Published on May 31st, 2006 23:57

    There is a WSJ article that was printed today that reports on some of my (relatively insignificant) dabblings on the Xbox360. I have kept a very low profile with respect to working on the Xbox360, but I guess this article changes things. The article is reasonably accurate, but I feel the need to clarify a few things.

    First, hacking the 360 is not a race between me and The Specialist; the “bunnie v. Specialist” tag line is a result of the WSJ’s editorial latitude and their perspective on the scene (and I, of all people, must respect their first amendment rights to report as they see fit, seeing as how I also stand behind the first amendment to protect my right to blog about controversial hacking topics). I give The Specialist huge props for his DVD firmware hack; it’s a great hack and I respect his work a lot. When we found out about his work we were very excited and appreciated the great contributions he’s made in furthering an understanding of the overall security system of the 360. We wouldn’t be anywhere near where we are today without the openness and information-sharing that pervades the hacking scene, and I hope that the portrayal of hacking as a competitive sport does not close off these avenues. I know that I would not be where I am today if it were not for the great collaborations I’ve had in the past with so many anonymous hackers, and my ability to contribute on the 360 would also be greatly diminished if I were to lose such valuable collaborations.

    Second, while I have been dabbling in the Xbox360, I’ve been a bit delinquent lately–very busy with my day job, and I haven’t touched the Xbox360 to do any real work on it for a couple months. I owe Speedy22 an apology for not being more diligent about sending him micrographs of the XCPU, but really, right now the pictures aren’t very interesting because all the metal is still on the chip (working with a local vendor to get it removed but it takes a lot of time). Speedy22 was kind enough to provide me some samples of the Xbox360’s chips to digest, and I appreciate his generosity in sending them to me. I also owe tmbinc an apology, I was supposed to run a set of experiments on the “virgin” ROM images that I never got around to. If you still need those results, I’ll get to it.

    In the meantime, I hope to refine a technique that will gain access to the polysilicon layer of the XCPU while being non-destructive to the function of the chip. Such access is currently thought to be a major stumbling block to extracting the necessary keys for decrypting firmware images on the Xbox360–and the first step toward homebrewing code on the Xbox360. I wouldn’t hold my breath, however–the technique is very risky and I don’t have a whole lot of time to perfect it. I have to build some custom equipment to help control the etch bath properties for peeling back the silicon. Still, it will be fun and even if it is not successful, I’ll learn something new while I develop the hack!

    Via Bunnie ...
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