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  • DCEmu Featured News Articles

    by Published on March 7th, 2010 21:49

    News/release from clode666

    Hello everyone!
    Voila I'm developing a nice little game in LUA, it is a game of Battleship.

    Features:

    4 difficulty levels: Easy, Medium, Hard and Extreme
    Possibility to place vessels in horizontal or vertical
    Warning when IA / button runs one of your boats
    Warning whe you tap / sink a ship
    Background Music Streaming
    View points touched in red
    View points not affected by white

    In the next release:

    Fashion Ad'Hoc
    Scoring
    Variations and the next bonus game mode
    ...
    by Published on March 7th, 2010 21:44

    The codetactics team have just released v 1.02 of Mobile Assault (formally known as Apollonia).

    Improvements

    * Improved radar with a north marker, new look and feel, and the helipad is now shown as an 'H'.
    * The leaderboard now shows the current player and ranking as well as the top 10.

    Bug Fixes

    * On the iPhone, when the home button is pressed, the mission is ended as if it was aborted.
    * When the iPhone is locked, the game now pauses.
    * Fixed a bug where the menu music restarted after unlocking the phone ingame.
    * Fixed a camera issue when a mission ended while the tactical support panel is open.
    * Correctly take ammo capacity upgarde level into account when starting a mission.
    * Fixed a bug where it was possible to upgrade and downgrade outside the maximum range.
    * Fix a menu scrolling issue on PSP in the players selection menu.

    ...
    by Published on March 7th, 2010 21:44

    The codetactics team have just released v 1.02 of Mobile Assault (formally known as Apollonia).

    Improvements

    * Improved radar with a north marker, new look and feel, and the helipad is now shown as an 'H'.
    * The leaderboard now shows the current player and ranking as well as the top 10.

    Bug Fixes

    * On the iPhone, when the home button is pressed, the mission is ended as if it was aborted.
    * When the iPhone is locked, the game now pauses.
    * Fixed a bug where the menu music restarted after unlocking the phone ingame.
    * Fixed a camera issue when a mission ended while the tactical support panel is open.
    * Correctly take ammo capacity upgarde level into account when starting a mission.
    * Fixed a bug where it was possible to upgrade and downgrade outside the maximum range.
    * Fix a menu scrolling issue on PSP in the players selection menu.

    ...
    by Published on March 7th, 2010 21:24

    Pate has posted some more WIP News concerning his Dos Emulator for DS:

    First off, I just yesterday noticed that I had made a mistake when I prepared version 0.05 for release: I had forgotten to disable the conditionally included Memory Watch code from the CPU emulator! I had used the Memory Watch code to break into the debugger if an opcode writes to the BIOS F000:0000 address (which my buggy EGA code did at some point), but then forgot to turn the feature back off after I fixed the EGA code. This Memory Watch code causes a noticeable slowdown to the whole emulation, as it checks a memory address after every single opcode is executed! So, if you are wondering why 0.05 feels slower than 0.04, this is the cause. Sorry about that, I'll try to be more careful in the future. Oh, and another thing, it seems Commander Keen 4 has an unsupported EGA opcode in the actual game. I only tested the demo, and it does not have this issue, so I did not notice it. This should be fixed in the next release, though.

    During the past week I did not have time to work on DSx86 at all, as we got about 30cm more snow here, and all my free time went to shoveling snow from my yard! I only got to working on DSx86 this Friday, and immediately began a complete rewrite of the EGA graphics code. I decided to code proper EGA read and write subroutines, which handle all the various read/write modes, functions, and Set/Reset features of the EGA hardware. The separate EGA opcodes then call these subroutines as needed. This code will run somewhat slower than the previous EGA code that had everything inlined to each of the opcodes, but now the subroutines are in ITCM so perhaps the difference is not all that great. And adding all the features to all the separate opcodes would have made the code quite huge. This improved EGA implementation now finally got rid of the graphics glitches in Duke Nukem 2.

    I used DOSBox sources as a reference, and noticed that DOSBox actually has a buggy implementation of Write Mode 3: It should rotate the host byte before all the other operations, but DOSBox does not have the rotate code in the Write Mode 3 handler. It is possible that no game ever uses Write Mode 3, so this bug might never actually manifest itself. In fact, I decided to copy the bug into DSx86, as that saves a reasonable amount of code. :-)

    I have now added pretty much all of the unsupported EGA opcodes from the debug logs I have received for versions 0.04 and 0.05. I also debugged the game Swap, in which the cursor left a trail of corrupt graphics when it was moved. I found out that the game used opcode mov al,[si] to read the original data below the cursor from the EGA memory. This was a problem as I have only supported EGA memory access with the ES segment (or with the DS segment in the string opcodes). I coded a special case to the mov reg8,r/m8 opcode for when the DS segment points to the graphics memory, and that fixed the problem in Swap. However, I'll need to rethink my whole approach to graphics memory handling in the future, as there will surely be many more cases where the DS segment is used with various opcodes to access the graphics memory.



    I also downloaded Street Fighter II and SimCity demo, which both have graphics issues, and will continue debugging them to see what causes these problems.

    Currently I am working on the INT 03 problem that happens in games like Castle Master. Simply supporting that opcode did not fix the issue in Castle Master, so I am investigating this further. It looks to me like the INT 03 (which is the debugger breakpoint interrupt) is used in the game to detect whether it is running inside a debugger, which in turn is most likely some sort of anti-hacking feature in the game.

    I'll continue working on these issues for the next week, and hopefully get 0.06 ready for release then next weekend. Thanks again to all of you who keep testing DSx86 and sending me the debug logs!

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on March 7th, 2010 21:24

    Pate has posted some more WIP News concerning his Dos Emulator for DS:

    First off, I just yesterday noticed that I had made a mistake when I prepared version 0.05 for release: I had forgotten to disable the conditionally included Memory Watch code from the CPU emulator! I had used the Memory Watch code to break into the debugger if an opcode writes to the BIOS F000:0000 address (which my buggy EGA code did at some point), but then forgot to turn the feature back off after I fixed the EGA code. This Memory Watch code causes a noticeable slowdown to the whole emulation, as it checks a memory address after every single opcode is executed! So, if you are wondering why 0.05 feels slower than 0.04, this is the cause. Sorry about that, I'll try to be more careful in the future. Oh, and another thing, it seems Commander Keen 4 has an unsupported EGA opcode in the actual game. I only tested the demo, and it does not have this issue, so I did not notice it. This should be fixed in the next release, though.

    During the past week I did not have time to work on DSx86 at all, as we got about 30cm more snow here, and all my free time went to shoveling snow from my yard! I only got to working on DSx86 this Friday, and immediately began a complete rewrite of the EGA graphics code. I decided to code proper EGA read and write subroutines, which handle all the various read/write modes, functions, and Set/Reset features of the EGA hardware. The separate EGA opcodes then call these subroutines as needed. This code will run somewhat slower than the previous EGA code that had everything inlined to each of the opcodes, but now the subroutines are in ITCM so perhaps the difference is not all that great. And adding all the features to all the separate opcodes would have made the code quite huge. This improved EGA implementation now finally got rid of the graphics glitches in Duke Nukem 2.

    I used DOSBox sources as a reference, and noticed that DOSBox actually has a buggy implementation of Write Mode 3: It should rotate the host byte before all the other operations, but DOSBox does not have the rotate code in the Write Mode 3 handler. It is possible that no game ever uses Write Mode 3, so this bug might never actually manifest itself. In fact, I decided to copy the bug into DSx86, as that saves a reasonable amount of code. :-)

    I have now added pretty much all of the unsupported EGA opcodes from the debug logs I have received for versions 0.04 and 0.05. I also debugged the game Swap, in which the cursor left a trail of corrupt graphics when it was moved. I found out that the game used opcode mov al,[si] to read the original data below the cursor from the EGA memory. This was a problem as I have only supported EGA memory access with the ES segment (or with the DS segment in the string opcodes). I coded a special case to the mov reg8,r/m8 opcode for when the DS segment points to the graphics memory, and that fixed the problem in Swap. However, I'll need to rethink my whole approach to graphics memory handling in the future, as there will surely be many more cases where the DS segment is used with various opcodes to access the graphics memory.



    I also downloaded Street Fighter II and SimCity demo, which both have graphics issues, and will continue debugging them to see what causes these problems.

    Currently I am working on the INT 03 problem that happens in games like Castle Master. Simply supporting that opcode did not fix the issue in Castle Master, so I am investigating this further. It looks to me like the INT 03 (which is the debugger breakpoint interrupt) is used in the game to detect whether it is running inside a debugger, which in turn is most likely some sort of anti-hacking feature in the game.

    I'll continue working on these issues for the next week, and hopefully get 0.06 ready for release then next weekend. Thanks again to all of you who keep testing DSx86 and sending me the debug logs!

    http://dsx86.patrickaalto.com/DSblog.html ...
    by Published on March 7th, 2010 21:21

    New from Mr Modchips UK

    (register to see on mr modchips)



    The NEW R4i card is the latest advance in flash cartridge technology for the Nintendo DSi.
    The R4i Card enables your DSi to accept a micro SD memory card - which in turn means on your DS you can now watch movies, play music, browse pictures, read e-books and so much more!
    It is the complete solution with no need to purchase any additional components or any messy software and truly the easiest media enhancer you could ever imagine owning for your DSi console.

    Features:
    Drag and drop files to the micro SDHC card and play
    Supports HC (high capacity) memory cards up to 32GB
    Supports Wi-Fi, DS rumble pack and DS browser
    Same size as an original DS / DSi game cartridge
    Supports different speeds of micro SD cards
    Standard FAT system support
    Homebrew support , IO lib available on launch
    No battery needed, back up the save file(s) directly into the micro SDHC card directory
    Upgradable Firmware (OS / Bios / Kernel)
    Boot clean dump images (downloadable from internet)
    Built-in PassMe (NO need for any boot cartridge / passcard etc.)
    Uses micro SD/SDHC memory card (TransFlash) as storage
    Touch screen control and robust skinning support
    Compatible with the 1.4 firmware-13th Sept 09

    Whats In The Box:
    1x R4i Card (Slot-1)
    1x R4i Hard Case
    1x USB micro SDHC memory card reader/writer ...
    by Published on March 7th, 2010 21:21

    New from Mr Modchips UK

    (register to see on mr modchips)



    The NEW R4i card is the latest advance in flash cartridge technology for the Nintendo DSi.
    The R4i Card enables your DSi to accept a micro SD memory card - which in turn means on your DS you can now watch movies, play music, browse pictures, read e-books and so much more!
    It is the complete solution with no need to purchase any additional components or any messy software and truly the easiest media enhancer you could ever imagine owning for your DSi console.

    Features:
    Drag and drop files to the micro SDHC card and play
    Supports HC (high capacity) memory cards up to 32GB
    Supports Wi-Fi, DS rumble pack and DS browser
    Same size as an original DS / DSi game cartridge
    Supports different speeds of micro SD cards
    Standard FAT system support
    Homebrew support , IO lib available on launch
    No battery needed, back up the save file(s) directly into the micro SDHC card directory
    Upgradable Firmware (OS / Bios / Kernel)
    Boot clean dump images (downloadable from internet)
    Built-in PassMe (NO need for any boot cartridge / passcard etc.)
    Uses micro SD/SDHC memory card (TransFlash) as storage
    Touch screen control and robust skinning support
    Compatible with the 1.4 firmware-13th Sept 09

    Whats In The Box:
    1x R4i Card (Slot-1)
    1x R4i Hard Case
    1x USB micro SDHC memory card reader/writer ...
    by Published on March 7th, 2010 21:19

    New from Mr Modchips UK



    A brand new, original, LCD for PSP GO ...
    by Published on March 7th, 2010 21:19

    New from Mr Modchips UK



    A brand new, original, LCD for PSP GO ...
    by Published on March 7th, 2010 21:16

    New from Mr Modchips UK



    Original replacement Wifi Board for PS3 40GB, refurbished. ...
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