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  • DCEmu Featured News Articles

    by Published on February 14th, 2007 22:34

    The Wiinja Modchip team have updated their modchip specs with these features:

    Added D2B Drive Support , Improved Read Method & Hardware Disabling!!
    ...
    by Published on February 14th, 2007 22:32

    Yet another modchip called the Awiier has been announced, same as the other modchips it does the usual features, once more info becomes available i shall post news about it. ...
    by Published on February 14th, 2007 22:16

    News/release from Team XK:

    What is it : it's a PRX (now several PRX) that allow you to launch a EBOOT prog'. Usefull if you want to launch and EBOOT from an XMB icon

    Update version : 0.3f

    added two more plugin (htmlviewer = browser, and camera).

    flash the plugin(s) into flash0:/VSH/NODULE.

    Update Version 0.3 :

    Now, you can launch from every folder you want (you can for example launch an eboot in ms0:/PSP/SYSTEM ). It cant (for the moment) load anything from flash0 / flash1...

    There's only the four PRX (premo, license, update, lftv). Flash it with the generic flasher, or via recovery. Config files are still the same (premo.txt, license.txt, upadte.txt and lftv.txt in PSP/SYSTEM).

    Download and Give Feedback Via Comments ...
    by Published on February 14th, 2007 22:12

    via gamedev brazil

    Introduction:
    Based in ZX-81's work PSPFTPD for fw1.5, the PSP WiFile Transfer is one program to remotely transfer files without using cables between PC<>PSP with newers fw3.0 OE.
    The bests beneficts who make me developer this software are using WiFi WPA criptografy protocol and DHCP.
    The PSP WiFile Transfer is made at OE firmware rules, then it run in user mode and because of this its cant have risk to brick your PSP. The homebrew must be placed in GAME folder, not in GAME150 like old ones.

    Special Thanks to:
    - Dark Alex (Answer my forum threads)
    - Psp Pets (Answer my emails)
    - ZX-81 (The PSPFTPD example)
    - All The PSPSDK Developers

    Install:
    - Copy PSP WiFile Transfer folder to GAME folder (using 3.0X Kernel);
    - Run by GAME > Memory Stick on XMB menu;

    Know Bugs:
    - Exiting without close FTP connections make homebrew freeze;

    To Do:
    - Implement better buffer control to save transfer speed;
    - Choose alternative FTP port;
    - Define login and password to authenticated mode;
    - Create a intuitive graphic interface;
    - Create a portuguese language pack;

    Change Log:
    2007/02/13 = 0.02 = Small Changes Release
    - Improved Clock Speed (333 Mhz);
    - Improved Transfer Speed (15%);
    - Added "Work Only" Firmware Validation;

    Download and Give Feedback Via Comments ...
    by Published on February 14th, 2007 22:06

    News/release from kiwidoggie:

    I Got my newest addition of KFWFlasher. And IT COMES with a Basic Readme!

    Before you say
    "Theres X-Flash"
    "This Is Worthless"
    "You just copied directly from the pspsdk"

    I want to respond
    "There is other fetures like backing up UMD's And Flashable apps"
    "Screw off, you try making something like this that people trust in"
    "No, No I dident and when i ask people for code they never give it to me thats why long space between releases, for this new release it has only 12% copied"

    Well Now then...
    KFWFlasher .37 Alpha is fully recoded from top to bottom. It does not use hardley any of the pspsdk examples (except the #includes). I got a Donor for the Menu and i am greatly thankful for that. Like I said it is fully recoded so it is even faster than the old one. also it has more "structered" file setup so it is harder to get confused when using this. It comes with a readme!

    This remake to plz others and not copy the pspsdk was a pain in the ***!

    Heres the Pros and Cons:
    Pros:
    + Added Menu
    + Fixed Flashing problem
    + Faster Flashing
    + Back up UMD
    + Back Up Gameboot, And Font

    Cons:
    -Wallpaper Flashing Still not ready
    -Bootsound flashing not ready
    -Wireless not ready
    -Cannot backup whole flash 0 (YET!!! need to write new code for that)

    this is fully safe i have used it myself and had 100% success!

    Even tho this is safe to use it writes to the flash and there is a small chance of brickage

    NOPxK9c Devteam CANNOT BE HELD RESPONCEABLE(i know i spelled it wrong)

    Download and Give Feedback Via Comments
    via kiwidoggie ...
    by Published on February 14th, 2007 22:05

    More details released about the up and coming N64 emulator for psp... and its sounding good! :thumbup:

    http://strmnnrmn.blogspot.com/

    Audio Support in Daedalus R9

    Last week I said that I'd talk a bit about the audio support I've been working on. I want to describe how it was implemented, and continue with what to expect from it in R9 and how it affects performance.

    I'd been putting off implementing audio support for a number of reasons. Firstly, I just didn't think that the emulator was running fast enough to spare any extra time doing other work. Secondly, because it wasn't running fast enough, I knew the resulting audio would sound horrible and choppy. Finally, I knew that writing an audio list processor from scratch was going to be very time consuming and error prone.

    Maybe it's worth going into a little more detail about that last point.

    Most audio and graphics processing on the N64 is handled through audio lists and display lists (very similar to an OpenGL display list). These lists are sequences of simple instructions which are usually constructed by the CPU as the game is running. I used the word 'usually', because it's possible to generate the lists offline, and just execute them at runtime as required.

    One way of thinking about the audio and display lists is as a very simple scripting language. Each instruction in the list performs a trivial operation, like copying a block of sample data to another region of memory, interpolating samples from two buffers and storing the result in another and so on. The format of the instructions in the lists has been very carefully designed so that they can be efficiently operated on by the N64's coprocessor, the RSP. The RSP is a very fast processor with SIMD instructions (i.e. instructions which operate on multiple pieces of data - much like SSE on x86 based processors), and it's ideally suited to performing the kind of jobs required in processing audio data or transforming and lighting geometry. The code which executes on the RSP is often called 'microcode'.

    The nice thing about audio and display lists is that they can be executed asynchronously by the RSP while the CPU is off doing other work. The CPU just needs to copy a small block of data (describing the task at hand) to the RSP's local memory, and then kick it off. The CPU then goes off doing some other work (updating the game logic for instance.) At some point, the RSP finishes processing the audio or display list, and signals the CPU that it's finished its work through an interrupt. The CPU can then queue up the next available job to the RSP for processing.

    There are two ways in which an emulator can handle audio or display lists. The first method is to emulate the RSP at a very low level. This means emulating the RSP as a separate processor, emulating the microcode which has been written to decode and process the audio and display lists. This is what's known as LLE (low-level emulation). The other approach is HLE (high-level emulation). This involves interpreting and processing the audio and display lists manually, ignoring the emulation of the RSP and the microcode entirely.

    The HLE approach is typically much, much faster than emulating the task at a low level. This speed comes as a price though, as rather than 'just' writing code to emulate the RSP core, a separate implementation must be written for every task that you want to emulate. This would be fairly simple if there was a single format for audio lists, and a single format for display lists. Unfortunately though, over the years Nintendo released a number of different versions of the microcode controlling these tasks, and many of these changes resulted in different formats for the audio lists and display lists.

    Last time I checked, there were 3 major audio list formats, and 5 (6?) major display list formats. Some features of the list formats are similar between versions, but typically they're all very different, and large portions must be reverse engineered from scratch.

    So, back to audio support in Daedalus. I had come to the point with implementing various dynarec improvements that I felt it was worth looking into audio to get an idea how how well it would work, and how much of a performance hit there was. As I was saying, one of the reasons I'd been putting off implementing audio support was that I knew that taking a high-level approach was going to be time consuming and error prone. The alternative, low level emulation, just wasn't practical from a performance point of view.

    In the end, I decided to see if I could find the source for a PC audio plugin, and adapt this for use with Daedalus. I was fortunate enough to discover that Azimer had made the source for v0.55 of his audio plugin available (Azimer - if you're reading this, please drop me a line to ...
    by Published on February 14th, 2007 22:01

    Winnydows has released a new version of his Video Converter for the PSP, heres the info and whats new:

    Info:

    Easy use and high quality program for converting videos for PSP, iPOD and PC.

    Import formats:
    AVI DIVX ASF MPG MPE MPEG VOB TS M2P D2V MOV QT 3GP HDMOV RM RAM RMVB RPX SMI SMIL MKV OGM WMV DVR-MS PMP FLV.

    Export formats:
    PMP AVC, MP4 PSP 2.80, MP4 PSP 480, MP4 iPod, MP4 iPod 640, MP4 PS3, MP4, AVI, AVI DV PAL, AVI DV NTSC, MPEG-2 PAL, MPEG-2 NTSC.

    Whats new:

    4.104 changes:
    Fixed PMP AVC encoding.
    Fixed dvd audio track selection for rebuilded dvds.
    Now in Turbo and Simple modes used MP3-ABR-Q2. In Ultra and Extreme modes used MP3-ABR-Q0.
    Fixed aspect for 16:9 PAL DVD encoded as 4:3.

    Download Here ...
    by Published on February 14th, 2007 21:55

    via pspvault:

    So, over the last 24 hours, I have been busy doing two things:
    1. Reading LUA tutorials and learning LUA
    2. Busy making this homebrew game with the above acquired knowledge.

    With that said, I present to you:

    Magic 8 Ball for PSP
    version 1.00 in EBOOT.PBP form.

    Read the included readme for installation and instructions.

    Features:
    -Will answer any yes or no question you might have!
    -Image, sound, screenshot, and USB support!
    -Hacker, USB, and LUA reset to help you learn LUA.
    ...
    by Published on February 14th, 2007 21:49

    New from hallo007:

    what is flash agent?
    flash agent is a homebrew programm for 3.10 OE firmware and 3.03 OE firmware
    you can customize your dark alex custom firmware

    how to use it?
    flashing a files
    put the files you want to flash somewhere on your memory stick
    start flash agent
    go to filebrowser
    select the file you want to flash

    I want my original files back , how?
    start flash agent
    go to recovery menu
    select flash original ......(example gameboot)

    I dont want flash to much,how?
    start flash agent
    go to firmware hacks
    select redirect gameboot to....
    if you want to change your gameboot , just replace him on the ms0:/


    Free up some space
    start flash agent
    go to recovery menu
    select replace font
    you saved 2.5mb

    Heres whats new:

    -Dump menu runs at 333mhz
    -if you go out dump menu , cpu back setted to 222mhz
    -Possibility to flash system_plugin_fg.rco =custom battery pictures
    -possibility to get the original system_plugin_fg.rco back
    -Possibility to get the officilial instruction manual back
    -new logo (by M-tuning)
    -new AT3
    -start up is faster

    Download and Give Feedback Via Comments ...
    by Published on February 14th, 2007 21:44

    Just got 5 new screenshots for the game Test Drive Unlimited

    Check them out via Comments ...
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