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  • DCEmu Featured News Articles

    by Published on January 4th, 2009 21:42

    Pickle has today released a new version of the Dos Emulator for GP2X, heres whats new:

    Ive uploaded the latest dosbox binary and source. Not many changes this time around.
    1. USB keyboard support (the dosbox.conf needs to be updated with usescancodes=false for it to work right)
    2. M_HT latest dynarec (there was a small increase in speed between v2 and v3, you probably wont notice it)

    Thats it, I hope someone find this useful. And as always im around to help anyone get a game/app up and running.

    (Thanks go to Thanks to Senor Quack for the USB keyboard support in SDL, also if theres interest to add keyboard support in some the other ports I can do that)

    http://archive.gp2x.de/cgi-bin/cfile...,0,0,0,46,2586 ...
    by Published on January 4th, 2009 21:39

    News/release from yohanes via wiibrew

    I just learned about developing applications on Wii 3 days ago. I was wondering what application should I make, and I noticed that there was no Apple II emulator for Wii yet. Apple II/e was my first computer, so I thought it will be fun to be able to emulate it on my Wii. AppleWin is a good Apple emulator, but it is very windows specific, fortunately someone already ported it to Linux using SDL, and the name is LinApple.

    Someone already made an early SDL port to Wii, but it is missing threading support (which is needed by the emulator). After reading things at wiibrew.org and devkitpro.org, I decided to complete the threading part. The next problem is the input. I want to be able to write BASIC applications, so I decided that the SDL port must support keyboard input, someone already made LibWiikeyboard, so I can just plug it in SDL (actually this is a hack, to correctly handle SDL requirements, there are some things that needs to be changed, in LibWiikeyboard and in the SDL gamecube implementation).

    Next part is the porting process itself. The difficult part is making sure all the endiannes conversion of 6502 (Apple II CPU) to Wii’s PowerPC is done correctly, because I don’t have a USB gecko to debug it. Currently the port works, but don’t expect too much from this first release. I can already play some games, but I haven’t tested many other things.

    version 0.0.2:

    - Fixed text overlay
    - Disable saving options (dangerous for now, because you might overwrite your files)

    version 0.0.3:

    - Sound support
    - Fix joypad problem
    - Invalid disk image will not freeze the emulator (in case of invalid disk, Master.dsk will be reloaded)



    Download and Give Feedback Via Comments ...
    by Published on January 4th, 2009 21:35

    The Emulatemii team have posted some WIP news of the progress of the N64 Emulator for Wii and Gamecube:

    Just a tiny status update about the progress within the last few weeks to bring us into 2009.

    I finally realized what was going wrong with a couple of games, we weren’t using 16Kbit EEPROM type saves for certain games that require it. A fix should make its way to the SVN in the next few days for this. Notable games that are now booting thanks to this fix are: Banjo Tooie, ExciteBike 64, Yoshi’s Story.

    As for some news on the dynarec front, I coded up a few rough demos and a bug a two was revealed to us from these demos. Also, tehpola has been working hard at debugging the emulator on his PS3 to correct & find solutions to the bugs we’re finding (see article below to see why it’s done on PS3). Every little bit gets us one step closer to the finished recompiler.

    Also, the soft graphics plugin has been updated to render the framebuffer through hardware to aid us in debugging (with a faster framerate).

    Seasons Greetings.

    http://emulatemii.com/wordpress/?p=74 ...
    by Published on January 4th, 2009 21:35

    The Emulatemii team have posted some WIP news of the progress of the N64 Emulator for Wii and Gamecube:

    Just a tiny status update about the progress within the last few weeks to bring us into 2009.

    I finally realized what was going wrong with a couple of games, we weren’t using 16Kbit EEPROM type saves for certain games that require it. A fix should make its way to the SVN in the next few days for this. Notable games that are now booting thanks to this fix are: Banjo Tooie, ExciteBike 64, Yoshi’s Story.

    As for some news on the dynarec front, I coded up a few rough demos and a bug a two was revealed to us from these demos. Also, tehpola has been working hard at debugging the emulator on his PS3 to correct & find solutions to the bugs we’re finding (see article below to see why it’s done on PS3). Every little bit gets us one step closer to the finished recompiler.

    Also, the soft graphics plugin has been updated to render the framebuffer through hardware to aid us in debugging (with a faster framerate).

    Seasons Greetings.

    http://emulatemii.com/wordpress/?p=74 ...
    by Published on January 4th, 2009 21:31

    The Nintendo DS Emulator for Windows has seen a new release, heres whats new:

    This new release is the product of hundreds of new code improvements: We now have an almost 100% reworked 3D core, which is shared amongst all ports for the first time, and have better save states. Compatibility has been improved across the board. The huge number of reworked systems and small fixes is noticeable on some games and homebrew games are running better–or even running at all for the first time. And this work has not stopped, so stay tuned for what’s coming in the future!

    Download and Give Feedback Via Comments ...
    by Published on January 4th, 2009 21:29

    from Richard42
    Mupen64Plus v1.5 is ready!
    It has been just over half a year since the last major Mupen64Plus release, so it's been a long time coming, but I'm happy to present version 1.5! This release is more evolutionary than revolutionary, with many code cleanups and improvements to existing features. Please try it out and report any problems that you have on our Google Code Issue Tracker.

    Major New Features

    * Rom Cache System by Tillin9, Okaygo, and Hasone.
    * Qt4 GUI by slougi, Tillin9, and others
    * Support for Macintosh OSX platform with Intel CPUs


    Minor New Features

    * Debugger improvements
    * QT GUI: translations for English, Norwegian, German, and Dutch
    * Configurable key commands for special emulator functions
    * Our own custom test ROM, courtesy of Marshallh
    * jttl_audio: added GTK GUI configuration dialog
    * soft reset function (hit F9)
    * jttl_audio: both SDL-based and OSS-based volume control methods are now supported
    * LZMA, BZip2, 7-zip archive support
    * Multi-file Zip support
    * GTK GUI: user-configurable columns in ROM browser
    * LIRC - added support for speedup, slowdown, pause, and frame advance


    Bug fixes

    * There are dozen of bugfixes included, fixing problems with: save states, certain games, crashing bugs, GUI bugs, performance issues, and visual artifacts.


    Mupen64Plus has a Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc.

    To download Mupen64Plus v1.5, just grab the package that you want:

    Mupen64Plus-1-5-bin-32.tar.gz
    Mupen64Plus-1-5-bin-64.tar.gz
    Mupen64Plus-1-5-src.tar.gz

    The MD5 sums for these packages are:

    473d51a5e42dc61d6a643f90bf28dabc Mupen64Plus-1-5-bin-32.tar.gz
    477ce6e34de1cf1c0025867e0af85410 Mupen64Plus-1-5-bin-64.tar.gz
    c224b045d343ff02f6f933d328861b01 Mupen64Plus-1-5-src.tar.gz ...
    by Published on January 4th, 2009 21:24



    The limitations of the 360's D-pad are well known (and well trolled). This modder's building a D-pad with eight individual switches so that when he hits a diagonal, dammit, he hits a diagonal.

    John, the modder, wrote us directly about this. While he acknowledges that sanding down the casing that surrounds the circular pad may improve its response, "you still do not get the accuracy of having eight individual buttons." And rather than build or buy an arcade joystick, he's broken out the solder and set out to make the 360 controller more better all by himself.

    I guess building a controller with a D-pad more like Sony's runs afoul of IP infringement somewhere, but that'll never stop modders. John's project stands at $15 in parts, and he's now working on making the top plate/button cover (you see the exposed tact switches there). He says he'll get a step-by-step up on Instructables or his blog once the whole thing is finished, if you have some wires and diodes laying around and don't mind cracking open your own controller.

    http://kotaku.com/5123013/modder-bui...a-better-d+pad ...
    by Published on January 4th, 2009 21:22

    Last November, Square Enix dropped a portable port of their web-based puzzler Yosumin on an unassuming Japan. Despite receiving middle-of-the-road reviews, it seems that Squeenix has decided to release an XBLA port of the game, titled Yosumin Live, as evidenced by a few screengrabs from Portuguese site RumblePack as well as a few leaked screenshots from Destructoid.

    Yosumin, for those not in the know, is a Bejeweled-esque title in which the player must clear similarly-shaped blocks by swapping them into rectangular formations. A screenshot clearly showing an "Achievements" tab in the opening menu is the main evidence that the game is coming out on XBLA, though RumblePack claims Yosumin Live will make its move to the PSN shortly thereafter. There's no source given for said hypothesis, though -- we'll have to wait for word from Square Enix for further details.

    http://www.joystiq.com/2009/01/03/sq...-live-to-xbla/ ...
    by Published on January 3rd, 2009 23:22

    More Pandora News from Chip

    More news from the development team for the new year:

    We have made a couple tweaks to the MK2 board design that was sent to all the devs, and we should have a MK3 prototype in a week or so. If everything is fine with that board, it will go into mass production very shortly thereafter. We could have just used the MK2 board and left the minor bugs in as "quirks", but with all the other delays, it was worth it to do one more revision and get it perfect.

    The cases will be going into mass production on the 15th. That's our deadline for making any last minute tweaks, and it looks like we'll be in great shape for that. We already have the new LCD ribbon cable for these cases and it's working nicely.

    The keypads will go into mass production in the next week or two at the latest. The keypad layout will be very similar to the one on the original renders. I am told there will only be "minor changes" between the render and the final layout. There may be separate layouts available for the middle east and Asian regions, but all other regions will have the same standard layout for now. It is very likely that alternate keymats (including blank mats) will be made available for a small price at some point in the near future.

    We now have the SGX video drivers in their entirety. We're just waiting for a few documents to come back signed and then we can release both the binary part and the open source driver shim to the public. Expect OpenGL ES demos soon.

    Reorders are happening now, slowly. We're sending out details and a reorder URL to customers one at a time, starting with US customers. Some have already been sent, and the rest are on the way. We're doing it slowly to avoid any potential problems with the CC processor and to avoid overwhelming the sales ladies. Do not worry, everybody will have the opportunity to reorder in time to get their Pandora.

    We are meeting with the bank this week to fix the Amex situation. They cannot simply sit on the money forever, and we're not accepting any more of their stall tactics. If the bank simply refuses to rectify the situation, there is a backup plan. Anybody who paid for a Pandora will get one, no matter what the bank does. One way or another, this situation will be remedied this week.


    We're coming down the final stretch.
    ...
    by Published on January 3rd, 2009 23:22

    More Pandora News from Chip

    More news from the development team for the new year:

    We have made a couple tweaks to the MK2 board design that was sent to all the devs, and we should have a MK3 prototype in a week or so. If everything is fine with that board, it will go into mass production very shortly thereafter. We could have just used the MK2 board and left the minor bugs in as "quirks", but with all the other delays, it was worth it to do one more revision and get it perfect.

    The cases will be going into mass production on the 15th. That's our deadline for making any last minute tweaks, and it looks like we'll be in great shape for that. We already have the new LCD ribbon cable for these cases and it's working nicely.

    The keypads will go into mass production in the next week or two at the latest. The keypad layout will be very similar to the one on the original renders. I am told there will only be "minor changes" between the render and the final layout. There may be separate layouts available for the middle east and Asian regions, but all other regions will have the same standard layout for now. It is very likely that alternate keymats (including blank mats) will be made available for a small price at some point in the near future.

    We now have the SGX video drivers in their entirety. We're just waiting for a few documents to come back signed and then we can release both the binary part and the open source driver shim to the public. Expect OpenGL ES demos soon.

    Reorders are happening now, slowly. We're sending out details and a reorder URL to customers one at a time, starting with US customers. Some have already been sent, and the rest are on the way. We're doing it slowly to avoid any potential problems with the CC processor and to avoid overwhelming the sales ladies. Do not worry, everybody will have the opportunity to reorder in time to get their Pandora.

    We are meeting with the bank this week to fix the Amex situation. They cannot simply sit on the money forever, and we're not accepting any more of their stall tactics. If the bank simply refuses to rectify the situation, there is a backup plan. Anybody who paid for a Pandora will get one, no matter what the bank does. One way or another, this situation will be remedied this week.


    We're coming down the final stretch.
    ...
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