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    by Published on February 28th, 2010 23:05

    via Computer and Video Games


    Nintendo's DSi XL will carry a suggested retail price of £159.99.

    The news comes from a listing in 'The Future' - the B2B magazine of official UK DSi distributor Gem.

    The price is £10 higher than the SRP for a standard DSi, while DS Lites are available for around £100.

    The printed SRP corroborates with listings on the likes of Amazon and Play.

    Check out the CVG DSi XL review here.

    The console will launch this Friday (March 5th). ...
    by Published on February 28th, 2010 22:33

    Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:

    Finally I got version 0.05 released! The biggest changes since 0.04 are the improved EGA support (so that Commander Keen 4 runs), and I also added the blitted screen update mode for CGA graphics mode. In earlier version only the Direct mode was supported, now you can select whether you want to use blitted (60 FPS, 30 FPS or 15 FPS) or direct screen update.

    Speaking of screen update modes, I don't think I have properly described what the differences between those direct and blitted modes are, and how they relate to the different graphics modes that DSx86 supports, so I think it is time I do that. First, the difference:

    Direct mode writes directly to the Nintendo DS display memory (VRAM) at physical memory address 0x06000000. The way this works is that I detect whether the ES segment address points to the emulated x86 display memory (addresses between 0xA000-0xBFFF), and if it does, the segment prefix (or MOVS/STOS opcode) switches to use a different (duplicated) set of opcodes that do not store data to the emulated x86 RAM but instead write directly to the corresponding pixel(s) of the physical NDS VRAM. How the written data is converted to pixels is different in each graphics mode, so this mode needs as many different handlers for the same opcode as there are supported graphics modes.

    The advantage of this mode is that it is generally much faster than the blitted mode, as the pixels are written only once, and only the actually changed pixels are handled. The drawback is that it needs duplicate versions of all the opcodes that can write to memory (and in the x86 architecture most of the opcodes can!) and it only detects screen address by ES segment. If the display memory is addressed by the DS segment it won't be detected (except in MOVS opcode) and thus the game won't work properly. In practice it is almost always the ES segment that is used to point to graphics memory (as it is the only generally unassigned "free" segment register) and the number of opcodes actually used is very limited. However, when using direct mode, I can never be sure that the next game won't use some new opcode I haven't yet handled in direct mode.

    Blitted mode in turn uses the emulated x86 display memory at 0xA000-0xBFFF just like any other memory, so that all the normal memory operations are supported. It needs no special opcodes, and all segment registers can be used to access the display memory, so this mode will not cause "unsupported opcode" errors, nor should the game behave strangely.

    Depending on the selected blitting speed (60 FPS, 30 FPS or 15 FPS) the emulated display memory is scanned every, every other, or every forth frame in full, and all the pixels are copied to the actual Nintendo DS hardware VRAM. This process is as slow as it sounds like, as all the pixels are copied even if nothing has changed on the screen. Every pixel is in fact written to twice, first into the emulated memory and then again when it is copied to the actual hardware display memory. Thus this mode is generally much slower than the direct mode.

    Next, let's look at the different graphics modes supported by DSx86, and how they use those screen update modes:

    Text modes (80x25 and 40x25) currently only support Direct mode (regardless of what you select as Screen Update method). That is because I thought the text mode displays would become annoyingly sluggish if the display memory (which only contains the character code and attribute per each byte pair) is scanned and converted to bitmapped 6x8 pixel characters per each frame. With direct mode the data is written both to the emulated VRAM at x86 segment 0xB800 (so that the character code is easily accessible) and also directly to the NDS VRAM as a 6x8 pixel font.
    CGA mode 320x200x4 supports both Direct and Blitted modes (starting from version 0.05). Earlier only the Direct mode was supported. If I need to decrease the memory usage of DSx86 code at some point I might actually remove the CGA direct mode support, as I believe the games that use CGA mode will probably run fast enough also using the blitted mode, and keeping the direct mode creates quite a bit of code bloat.
    EGA modes actually use a combination of Direct and Blitted mode (again regardless of what is selected as Screen Update method), which is a bit sad as it brings the drawbacks of both of the modes, and none of the advantages can be used. This is because of the complexity of the EGA graphics modes; they do not write directly to the display memory even on the x86 architecture, instead they use the EGA graphics registers to modify and expand the written byte to the 32-bit output value, as I explained below in the Jan 17th blog entry. This also means that EGA supports needs a lot of duplicated opcodes, many of which are still missing. Also not nearly all the EGA register fatures are yet supported, and I'm actually thinking of refactoring much of the current
    ...
    by Published on February 28th, 2010 22:33

    Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:

    Finally I got version 0.05 released! The biggest changes since 0.04 are the improved EGA support (so that Commander Keen 4 runs), and I also added the blitted screen update mode for CGA graphics mode. In earlier version only the Direct mode was supported, now you can select whether you want to use blitted (60 FPS, 30 FPS or 15 FPS) or direct screen update.

    Speaking of screen update modes, I don't think I have properly described what the differences between those direct and blitted modes are, and how they relate to the different graphics modes that DSx86 supports, so I think it is time I do that. First, the difference:

    Direct mode writes directly to the Nintendo DS display memory (VRAM) at physical memory address 0x06000000. The way this works is that I detect whether the ES segment address points to the emulated x86 display memory (addresses between 0xA000-0xBFFF), and if it does, the segment prefix (or MOVS/STOS opcode) switches to use a different (duplicated) set of opcodes that do not store data to the emulated x86 RAM but instead write directly to the corresponding pixel(s) of the physical NDS VRAM. How the written data is converted to pixels is different in each graphics mode, so this mode needs as many different handlers for the same opcode as there are supported graphics modes.

    The advantage of this mode is that it is generally much faster than the blitted mode, as the pixels are written only once, and only the actually changed pixels are handled. The drawback is that it needs duplicate versions of all the opcodes that can write to memory (and in the x86 architecture most of the opcodes can!) and it only detects screen address by ES segment. If the display memory is addressed by the DS segment it won't be detected (except in MOVS opcode) and thus the game won't work properly. In practice it is almost always the ES segment that is used to point to graphics memory (as it is the only generally unassigned "free" segment register) and the number of opcodes actually used is very limited. However, when using direct mode, I can never be sure that the next game won't use some new opcode I haven't yet handled in direct mode.

    Blitted mode in turn uses the emulated x86 display memory at 0xA000-0xBFFF just like any other memory, so that all the normal memory operations are supported. It needs no special opcodes, and all segment registers can be used to access the display memory, so this mode will not cause "unsupported opcode" errors, nor should the game behave strangely.

    Depending on the selected blitting speed (60 FPS, 30 FPS or 15 FPS) the emulated display memory is scanned every, every other, or every forth frame in full, and all the pixels are copied to the actual Nintendo DS hardware VRAM. This process is as slow as it sounds like, as all the pixels are copied even if nothing has changed on the screen. Every pixel is in fact written to twice, first into the emulated memory and then again when it is copied to the actual hardware display memory. Thus this mode is generally much slower than the direct mode.

    Next, let's look at the different graphics modes supported by DSx86, and how they use those screen update modes:

    Text modes (80x25 and 40x25) currently only support Direct mode (regardless of what you select as Screen Update method). That is because I thought the text mode displays would become annoyingly sluggish if the display memory (which only contains the character code and attribute per each byte pair) is scanned and converted to bitmapped 6x8 pixel characters per each frame. With direct mode the data is written both to the emulated VRAM at x86 segment 0xB800 (so that the character code is easily accessible) and also directly to the NDS VRAM as a 6x8 pixel font.
    CGA mode 320x200x4 supports both Direct and Blitted modes (starting from version 0.05). Earlier only the Direct mode was supported. If I need to decrease the memory usage of DSx86 code at some point I might actually remove the CGA direct mode support, as I believe the games that use CGA mode will probably run fast enough also using the blitted mode, and keeping the direct mode creates quite a bit of code bloat.
    EGA modes actually use a combination of Direct and Blitted mode (again regardless of what is selected as Screen Update method), which is a bit sad as it brings the drawbacks of both of the modes, and none of the advantages can be used. This is because of the complexity of the EGA graphics modes; they do not write directly to the display memory even on the x86 architecture, instead they use the EGA graphics registers to modify and expand the written byte to the 32-bit output value, as I explained below in the Jan 17th blog entry. This also means that EGA supports needs a lot of duplicated opcodes, many of which are still missing. Also not nearly all the EGA register fatures are yet supported, and I'm actually thinking of refactoring much of the current
    ...
    by Published on February 28th, 2010 22:20



    For anyone wanting to transfer large files over a short distance without a local area network, having to do the USB stick shuffle is a huge pain. Load, unload, delete, repeat. Sure you could buy a higher capacity stick, but they're expensive and still have limitations. Infinitec is looking to bust through the memory barrier with its new USB streaming technology.

    Rather than storing a handful of gigabytes on each stick, the Infinite USB Memory device (IUM) stores zero gigabytes. Instead, it creates an ad hoc wireless network between your laptop and whatever other USB enabled device you want to connect to. You can stream movies to your PS3 or Xbox 360, send images to your once non-wireless printer, or even transfer files between computers by making your whole hard-drive available on the network. Best of all, there are no drivers to install - aside from a one-time "pairing" process that installs the awesomely titled "Infinite Portal" onto your computer - and it works with all operating systems.

    Of course, the fact that it's wireless means you can only transfer files within the IUM's range, so there will still be a use for regular old flash memory sticks. There's still no word on pricing or technical specs, but we'll keep an eye out.

    http://uk.gear.ign.com/articles/107/1070197p1.html ...
    by Published on February 28th, 2010 22:20



    For anyone wanting to transfer large files over a short distance without a local area network, having to do the USB stick shuffle is a huge pain. Load, unload, delete, repeat. Sure you could buy a higher capacity stick, but they're expensive and still have limitations. Infinitec is looking to bust through the memory barrier with its new USB streaming technology.

    Rather than storing a handful of gigabytes on each stick, the Infinite USB Memory device (IUM) stores zero gigabytes. Instead, it creates an ad hoc wireless network between your laptop and whatever other USB enabled device you want to connect to. You can stream movies to your PS3 or Xbox 360, send images to your once non-wireless printer, or even transfer files between computers by making your whole hard-drive available on the network. Best of all, there are no drivers to install - aside from a one-time "pairing" process that installs the awesomely titled "Infinite Portal" onto your computer - and it works with all operating systems.

    Of course, the fact that it's wireless means you can only transfer files within the IUM's range, so there will still be a use for regular old flash memory sticks. There's still no word on pricing or technical specs, but we'll keep an eye out.

    http://uk.gear.ign.com/articles/107/1070197p1.html ...
    by Published on February 28th, 2010 21:19

    News via http://www.romhacking.net/forum/inde...pic,10428.html

    The second “Seiya” game is finally in English. After more than 20 (!) years there appears a patch which makes this platforming ACT/RPG comprehensive for those who read English. We tried to keep to the official terminology and timeline. The game was hacked all over (including addition of the huffman compression) to fit all the text we wanted. So - enjoy the game and spare a moment or to comment any errors or requests you may have along the play to us. We would be glad to credit you and make any corrections, if necessary. ...
    by Published on February 28th, 2010 21:10

    CRI, a Japanese middleware provider, are promoting what they call File Magic Pro; software that allegedly reduces the load times in PSP games by half via game compression and expansion, and file placement optimization.

    Among the games that already implement this solution are Persona 3 Portable, Soulcalibur: Broken Destiny, Valkyria Chronicles 2, and Mana Khemia 2 Portable.

    Perhaps Square Enix would be interested in utilizing it for Kingdom Hearts: Birth by Sleep before releasing it in the west? After all, they’re already making other tweaks to the game.

    http://www.siliconera.com/2010/02/28...sp-load-times/ ...
    by Published on February 28th, 2010 21:10

    CRI, a Japanese middleware provider, are promoting what they call File Magic Pro; software that allegedly reduces the load times in PSP games by half via game compression and expansion, and file placement optimization.

    Among the games that already implement this solution are Persona 3 Portable, Soulcalibur: Broken Destiny, Valkyria Chronicles 2, and Mana Khemia 2 Portable.

    Perhaps Square Enix would be interested in utilizing it for Kingdom Hearts: Birth by Sleep before releasing it in the west? After all, they’re already making other tweaks to the game.

    http://www.siliconera.com/2010/02/28...sp-load-times/ ...
    by Published on February 28th, 2010 21:08

    Did you know the DS was originally referred to as “Iris” within NCL? In a recent Iwata Asks covering WarioWare: D.I.Y., SPD producer Gorou Abe mentioned how the development of the game dates all the way back to 2003, when documentation pertaining to the series referred to a system codenamed “Iris.” Iwata went on to to explain:

    The “Iris” Abe-san mentioned isn’t widely known, so I will explain. Iris was the codename of a next-generation device we were exploring to succeed the Game Boy Advance—in other words, before development of the Nintendo DS. Eventually, it became a two-screen device with the codename Nitro, which went out into the world as the Nintendo DS. So, broadly speaking, Iris was the foundation for the Nintendo DS. You might say that Abe-san carried out his original objectives across five and a half years.

    Originally, the concept of being able to create your own microgames using WarioWare was meant to be limited to making small changes to the existing games included in the package. Over time, however, as the DS and Wii came about, Abe and his team were able to fully realize the concept thanks to the stylus and inter-console connectivity.

    http://www.siliconera.com/2010/02/28...odenamed-iris/ ...
    by Published on February 28th, 2010 21:08

    Did you know the DS was originally referred to as “Iris” within NCL? In a recent Iwata Asks covering WarioWare: D.I.Y., SPD producer Gorou Abe mentioned how the development of the game dates all the way back to 2003, when documentation pertaining to the series referred to a system codenamed “Iris.” Iwata went on to to explain:

    The “Iris” Abe-san mentioned isn’t widely known, so I will explain. Iris was the codename of a next-generation device we were exploring to succeed the Game Boy Advance—in other words, before development of the Nintendo DS. Eventually, it became a two-screen device with the codename Nitro, which went out into the world as the Nintendo DS. So, broadly speaking, Iris was the foundation for the Nintendo DS. You might say that Abe-san carried out his original objectives across five and a half years.

    Originally, the concept of being able to create your own microgames using WarioWare was meant to be limited to making small changes to the existing games included in the package. Over time, however, as the DS and Wii came about, Abe and his team were able to fully realize the concept thanks to the stylus and inter-console connectivity.

    http://www.siliconera.com/2010/02/28...odenamed-iris/ ...
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