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November 8th, 2011, 23:45 Posted By: wraggster
Nintendo engineers are working hard to upgrade Wii U so that it can simultaneously support two tablet controllers, sister site Develop understands.
Nintendo and development partners had previously indicated that only one tablet controller could work with the system, due to technical limitations.
But Develop’s source, speaking on the condition of anonymity, explained that multi-tablet support is one of three remaining variables for the next-gen console. The other two are RAM capacity and processor speed.
The person said Nintendo appears to be on the cusp of solving the technical conundrum of a single Wii U device supporting two tablet controllers. The source added that there was no indication, and very little chance, that four tablet controllers would ever be supported.
http://www.mcvuk.com/news/read/wii-u...ter-all/087218
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November 8th, 2011, 23:35 Posted By: wraggster
Ubisoft CEO Yves Guillemot has told us that, while the global price cut gave the 3DS price cut "a big boost," its chance of success ultimately depends on the availability, and quality, of software.
Speaking to us at last week's Montreal International Game Summit, Guillemot - whose company had five 3DS games on shelves on the day the system was released in March - said: "I think it's a question of coming with enough games [more] than the price. For sure the price was too high and it was a big boost when they changed it, it really was a good idea.
"Now we will see. When you look at the DS everybody was saying: "This machine is never going to sell," and after a year it took off rapidly. For sure there are competitors - iPhone and all the other machines - but it will depend eventually on software. If the software is good, it should do well."
Guillemot was more positive about Wii U's prospects. "I think it's a great machine," he said. "What it brings, again, is ease of play. The new players that have came [to gaming] in the last eight years came because it was easy to play. Some came with the stylus, from Nintendo, some with the Wii remote, then the touchscreen then Microsoft with [Kinect].
"I think we will see with the Wii U another step where it's easy to play, to access, and it's really well adapted to socialisation. There are lots of possibilities linked to the machine."
Ubisoft was among the first publishers to express their support for Wii U, revealing its "revolutionary" FPS Killer Freaks From Outer Space just days after the console was announced at E3 in June.
http://www.next-gen.biz/news/ubisoft...ames-not-price
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November 8th, 2011, 23:30 Posted By: wraggster
Yves Guillemot claims that the Wii still represents almost half of Ubisoft's total business.
Speaking to Gamasutra, Ubisoft's CEO explained that the console's falling sales didn't necessarily mean that some third-party companies aren't making money.
"Today, the Wii still is 45 percent of our business," he said. "Just Dance, all those casual games, are selling extremely well."
Guillemot also reinforced the company's support for the Wii U, which he believes will take the Wii to "another level" of success through both its tablet controller and higher technical specs.
"Now to [what audience] will it be addressed? We don't exactly know yet. But the potential of the machine, and the tablet [controller], I think is a good way to improve the potential gameplay."
Nintendo president Satoru Iwata recently confirmed that the final version of the Wii U will be showcased at E3 2012.
"As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch," he said in an investor presentation following the company's disappointing half-year financial results.
http://www.gamesindustry.biz/article...f-our-business
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November 8th, 2011, 23:21 Posted By: wraggster
Sure, it may not have one of those coveted right circle pads, but this Zelda-branded Nintendo 3DS is just dripping in Hyrule awesomeness. The limited edition portable console will be released in Europe to mark the 25th anniversary of Link, Zelda and the rest of the Hyrule crew. The 3DS has a Hyrule emblem and gold-colored decorations on its lid and comes bundled with The Legend of Zelda: Ocarina of Time 3D. It'll hit European shops on the 25th of this month, so start saving up those silver rupees. Press info after the break.
http://www.engadget.com/2011/11/08/t...nd-of-hyrules/
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November 7th, 2011, 22:29 Posted By: wraggster
Creature creation oddity Freakyforms: Your Creations, Alive! headlines this week's Nintendo eShop update.Freakyforms allows players to design their own Spore-like critter and unleash them on a platforming world of your own design. Gamers can also swap monsters via StreetPass and share them online via QR code.It's an original Nintendo-created downloadable game for the 3DS - sadly still a rare occurrence for the handheld, but one which Nintendo is working to improve.Freakyforms is the beginning of the company's push to improve original content available on the device, with the already-revealed Nimble Sakura Warrior and cowboy armadillo game Dillon's Rolling Western also on the way.Also this week: ancient Game Boy pool simulator Side Pocket turns up on Virtual Console while virtual fish tank The Aquarium of Luck arrives for DSiWare.Nintendo eShop update - 10/11/11 - Freakyforms: Your Creations, Alive! (3DS) - £5.50, €6
- Side Pocket (3DS Virtual Console) - £2.50, €3
- The Aquarium of Luck (DSiWare) - £4.50 or 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-10-11-11
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November 7th, 2011, 22:27 Posted By: wraggster
London, October 2011. Thousands are crowded into the Hammersmith Apollo, one of the city's most famous theatrical venues, to hear a concert of music commemorating the 25th anniversary of The Legend of Zelda. It's an emotional night. Host Zelda Williams recalls how much the series she was named after meant to her growing up, and her voice audibly cracks at the memory. As Koji Kondo plays a delicate piano solo of Grandma's Theme from The Wind Waker, grown men can be seen dabbing their eyes. Kondo rises from his seat and the audience stands, too, applauding wildly, a number of them clad in the familiar green tunic, tights and pointed hat of their hero.How did this simple fairytale fantasy inspire such passion, such devotion?********Let's not forget Link's handheld highlights, either: Link's Awakening took the hero out of Hyrule for the first time…
Kyoto, 1986. Buoyed by the success of Super Mario Bros. a year earlier, game designers Shigeru Miyamoto and Takashi Tezuka are putting the finishing touches to their latest creation, The Legend of Zelda. It is designed to be Mario's polar opposite: a slow-paced adventure with multiple routes open to the player. Despite complaints that such an approach will prove confusing to players, Miyamoto bullishly reinforces his decision by removing the sword from the player's inventory at the outset. The reason: he wants players to communicate, to share ideas on how to beat the game. Even from the start, The Legend of Zelda was designed to be a game that people would talk about.The first seeds of its development were sown in the mind of a young Miyamoto as he explored local forests and caves as a boy, "stumbling on amazing things". It wasn't just the great outdoors that provided rich creative material: childhood memories of being lost in the labyrinth of shoji doors and tatami floors of his family home were the inspiration for Zelda's dungeons.But it was Tezuka who tied Miyamoto's ideas together with the original Zelda story. It was and is a guilelessly traditionalist fairy tale, a love letter to traditional fantasy yarn-spinning. And while later Zeldas have piled on complexities and subtleties, at its core the series has always been about a young boy saving a princess - and, by extension, the world - from the forces of evil. It's a different Link each time, but the story remains the same, and there's a comforting familiarity to the routine. In a medium full of conflicted protagonists, Link remains a steadfast, stoic constant; a selfless hero in a selfish world.********If the original set up the template, it was A Link to the Past that mastered it, introducing a number of elements that are now Zelda tradition - the dual-world mechanic, the hookshot, the Master Sword, the spin-attack, the hidden heart container pieces that rewarded thorough exploration of this expanded Hyrule.As a worldly-unwise teenager without access to a SNES (consoles weren't allowed in our house because they had no higher purpose than playing games; at least with an Amiga my parents could pretend it would be used for schoolwork) this was my formative Zelda experience, and it was mostly a passive one. I enviously watched my friend stab chickens, smash vases and swipe grass for rupees, snaffling the occasional few minutes here and there during toilet and tea breaks for my pad-hogging host. It was enough to make the likes of Sensible Soccer and Alien Breed feel frivolous and unsatisfying when home-time came. Needless to say, for two glorious weeks in October 1992, I spent much more time at my friend's house than my own.********If A Link to the Past proved Nintendo's mastery of two dimensions, Ocarina proved it was equally comfortable in the brave new era of 3D. Many games have sold better than Ocarina, but few are so fondly remembered. Again, the boundaries of Hyrule were widened; again, Nintendo wasn't afraid to let go of the player's hand and allow them to get lost.…while Minish Cap shrunk him down to a size where even ChuChus dwarfed the Hero of Time.
Perhaps more than any other Zelda, it captured what Miyamoto had been aiming for since the series' inception - that sense of discovery, of wonder. Stepping out onto Hyrule Field for the first time felt as much a rite of passage for a generation of gamers as for the character they were controlling. Back in the Hammersmith Apollo, the Royal Philharmonic Concert Orchestra launches into a stirring rendition of its famous theme, and thousands of attendees feel a brief shiver beginning at the nape of their neck.Majora's Mask (Zelda's favourite Zelda, as our adorably nervy host informs us) was a race against time in more ways than one. The rush to create a new Zelda from what began as Ocarina's Master Quest was mirrored in the game's three-day system, and we were rewarded with a more intimate, personal Zelda than before, one that some would say has aged better than its more celebrated predecessor. The setup brought Link's altruistic side to the fore, with a number of memorable character-led quests - like reuniting star-crossed lovers Anju and Kafei - that established this key theme of helping others that had always been a part of Zelda, but perhaps never quite so obviously prevalent.The frequency of its human interactions also threw Link's status as a silent protagonist into sharper relief. We all refer to him as Link, but he's an extension of ourselves: not for nothing does Nintendo allow us to name the hero as the adventure begins. He may not a character we can necessarily empathise with - though his own setbacks echo life's little impediments - but more an idealised version of ourselves, the kind of guy we all secretly want to be. Arguably more than any other Zelda to date, it's the characters that Link reacts to - and how they react to him - that defines him as a character.********The undulations of The Great Sea midway through The Wind Waker Symphonic Movement stir fond recollections of the first Zelda I played from start to finish. They say your first Zelda is the best one, and, eight years on, it remains for me the series highpoint. Ironically, it arrived at a painful time in my life, as a botched operation left me housebound for two weeks, for what turned out to be a fortuitous fortnight of ocean adventures; of swaggering Moblins and statuette sidequests, of Triforce hunts and cel-shaded curlicues. It remains one of the most beautiful games ever made, and early forum rage surrounding its bold visual direction now seems rather foolish.'Hello, I am Eiji Aonuma. Do you know me?' - the rapturous response to the question from attendees of the 25th Anniversary concert would suggest so.
Yet such vitriol speaks volumes about Zelda fandom. It's astonishing that an expansive and popular series can feel so personal to so many, yet the stinging criticisms that emerged when the first Wind Waker footage was unveiled were borne from a burning passion for the series. How dare Nintendo do that to our game!But think about it: Zelda isn't really for us. Each new Link represents a new generation, a fresh hero for a fresh audience of wannabe heroes. There's a reason for Zelda's rituals and routines; it's a legend passed down, a story told through generations.As the strings swell on the Twilight Princess version of the Kakariko Village theme, underneath the multi-layered arrangement you can hear that same familiar melody from A Link to the Past, the same MIDI notes Koji Kondo composed all those years ago. The music is just another part of the ritual, as the nostalgic laughter that greets orchestral takes on that four-note fanfare and that eight-note jingle proves.With Aonuma a little too preoccupied with toppling Ocarina - a quest to slay his own personal Ganon, you could say - Twilight Princess perhaps represents the most tentative step forward for a home console Zelda. It's a little too in thrall to its predecessors; a Chinese Whispers retelling of Ocarina. But to a generation of players it is a majestic coming-of-age tale, a story of good triumphing over evil, of a green-garbed hero with a sword, a shield, a horse and the dozens of hours of memories that exploring his kingdom has left them with. Your first Zelda is the best one, remember?********Jason Michael Paul and Jeron Moore, self-confessed Zelda fans and producers of the PLAY! video game concert series, collaborated with Nintendo for the concerts, which took five months to prepare.
Four days after the concert, I attend the 25th anniversary celebrations in GameCity. A snaking queue waits outside a huge tent for a brief early play of the newest Zelda, Skyward Sword. Inside, a group engages in play swordfights, each clash of wooden blades soundtracked by Link's familiar cries. A girl dressed as Malon poses for a photograph; a woman paints Tingle on a Hylian shield; a young man carries a huge piece of card bearing a hand-drawn 8-bit Link sprite on his back.There's a happy, convivial atmosphere that says much about the real culture of Zelda. The knitted Etsy hats and gloves, the cardboard swords and shields and the Triforce tattoos are just part of it; it's evident in the virtues the games have taught their players: patience, kindness, generosity. The free Zelda Zine handed out to 200 attendees, and featuring contributions from well-known artists and journalists as well as fans, epitomises the spirit of Zelda.A mother tells me her seven-year-old won't be at school on 18th November: another Hero of Time passing the Triforce of Courage to a new Link. Later this month I'll be doing the same as I play Skyward Sword with my own son. Perhaps, in 25 years time, he'll attend a commemorative concert for Zelda's 50th anniversary. Perhaps he'll hear the plucked harp strings heralding the introduction of the main theme and feel that same shiver beginning at the nape of his neck. Perhaps I'll be there beside him, sharing in the joyous escapism this legendary series has brought to generations of gamers.
http://www.eurogamer.net/articles/20...ourney-article
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November 7th, 2011, 22:16 Posted By: wraggster
The Legend of Zelda, one of the games industry's most acclaimed video games, is 25 years old, and MCV has put together a special edition magazine to celebrate.
MCV subscribers received their copies of Zelda MCV today, but if you're not a subscriber don't fret, because you can read the 24-page magazine online or download it via the MCV iPad app.
The Legend of Zelda 25th Anniversary magazine features everything you have come to expect from your typical edition of MCV – news, features, interviews, previews and off the record – but with a Zelda twist.
The special publication features interviews with Nintendo's Roger Langford, the actress and 'real life' Princess Zelda, Zelda Williams. Plus we find out what the games industry's favourite Zelda moments are.
That's as well as images from the 25th Anniversary Zelda concert, a full Zelda timeline and an extensive look at next week's Skyward Sword.
You can read the magazine online in your browser by clicking here.
Alternatively, download the MCV iPad app to read on your tablet. The app can be found here.
You can also download a PDF of the magazine – click here to get it.
http://www.mcvuk.com/news/read/celeb...ith-mcv/087186
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November 7th, 2011, 21:26 Posted By: wraggster
This patent from Nintendo envisions how it could bring a touch interface to its Wiimotes through an (admittedly unwieldy-looking) controller extension. While the Wii U already looks set to bring touchscreen fun to all things big-screened and Nintendo-themed, this concept offers up touch functionality to existing Wiis through an infrared LED that picks up the location of your finger and transmits it periscope-style to the IR sensor on the Wiimote. If the screen remains untouched, the controller acts as normal -- or as normal as it can with that extra hardware heft.
http://www.engadget.com/2011/11/07/n...looks-like-pl/
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November 7th, 2011, 00:51 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4120 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4120
dsi tsc work
http://sourceforge.net/projects/desmume
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November 7th, 2011, 00:49 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2340 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2339
gtk: added frameskip option; made label case consistent
r2340
gtk: added ifdefs for newly added frameskip gui
http://fceultra.svn.sourceforge.net/
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November 7th, 2011, 00:48 Posted By: wraggster
via http://www.emucr.com/
Snes9x TestBuild 20111101 is released. Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan.
Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
http://download.sessionclan.de/overf...9x/testbuilds/
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November 7th, 2011, 00:46 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/11/05) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Re-adding back requestAnimationFrameSupport. Q&A this for regressions.
- Specifying the v-blank event to the canvas rather than the whole document, for webkit internal rendering optimization.
- Optimized the software option of canvas scaling.
- XAudioJS update.
- oops
- Heh, I got a file mixed up from another repo
- XAudioJS update
https://github.com/grantgalitz/GameBoy-Online
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November 7th, 2011, 00:31 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11341
A hacking tool to view, convert and edit NDS game files, similar to other programs out there like CrystalTile. It's written in C# with NET Framework 3.5, so you'll need 3.5 installed to run it. All the code is Open Source hosted on Google.
Changelog
*** Improved Hexadecimal editor -> Now using Be.HexEditor (by Bernhard Elbl)
*** Read BMD0 files and show the textures (if any)
** New games supported: GYAKUKEN, DBK ULTIMATE, MAPLESTORYDS, NINOKUNI, SUBARASHIKI, BLOODBAHAMUT, RUNFACTORY3, SF FEATHER
** Improved Font plugin
- Fixed problem with rotated Font and char codes
- Change info map char (PMAC section)
- Fixed problems saving new fonts
- Add new chars
** Fixed problem reading NCER files
** Added new method to set the transparency color.
** Added method to create NSCR files of NCGR subimages
** Added button Pack (instead of using controls from button "View")
** Improved perfomance reading ROMs
** Supported SRL files (wifi download files)
* Fixed problems in SDAT plugin
* Added support for PMCP section in NCLR
* Improved zoom function
* Improved support for Mono 2.10
* Fixed minor bugs
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November 7th, 2011, 00:30 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
First off, if you have downloaded my ds2_firmware sources before yesterday, those still had a problem. I found and fixed the problem yesterday, so please download them again (or, if you have already made changes to them, read on for my description of what the problem was).
I was aware that my ported ds2_firmware sources did not produce a fully working firmware for DS2SDK 1.2 already when I released them. However, the firmware compiled from my ported sources misbehaved similarly to the firmware built from the original sources released by SuperCard. Thus, my port was OK, the problem seemed to be in the original sources, which is why I decided to release my port at that time. After that I then started to make my port work properly, by comparing the disassembly of the working ds2_firmware.dat (dated April 30th, 2010 with a size of 415 744 bytes, released in the /tools directory of the SDK 1.2 package) to a dump of the arm9.elf file built from the SuperCard sources.
The first difference I found was that the working ds2_firmware.dat had the while (CARD_CR2&CARD_BUSY); delay loops still in place, even though the sources released by SuperCard had all of those commented out. Those are in the beginning of practically all the routines in the iointerface.cpp source file. I uncommented those, but that did still not fix the problem. That did however point out that the source code released by SuperCard is actually not the same source code that they have used when building the ds2_firmware.dat themselves!
It took me considerably longer to find the next difference, which then turned out to be the actual problem in the sources. The original sources have a routine that waits until the MIPS side has sent a certain number of bytes to the ARM9 side using the card fifo:
int waitfifo_full_len(int len)
{
u32 temp;
delay_times_0 = fifo_over_time ;
while(1)
{
temp=cardcommand_r4_nowait(nds_fifo_cmd_read_state ,0,0);
if (((temp>>nds_fifo_read_full_bit)&1) ==1)
{
break;
}
else if (((temp>>nds_fifo_len_bit)&nds_fifo_len_mask) >=len)
{
break;
}
if (delay_times_0 == 0)
{
return 1;
}
}
return 0;
}
I used iDeaS to debug and disassemble the original ds2_firmware.dat. A disassembly of this routine begins at logical address 0x02002590, and the disassembled routine looks like the following:
A dump from the ELF file of the ARM9 code created from the SuperCard sources instead looks like this:
020019c8 <_Z17waitfifo_full_leni>:
20019c8: e92d4038 push {r3, r4, r5, lr}
20019cc: e59f4058 ldr r4, [pc, #88] ; 2001a2c <_Z17waitfifo_full_leni+0x64>
20019d0: e3a03014 mov r3, #20
20019d4: e1a05000 mov r5, r0
20019d8: e5843000 str r3, [r4]
20019dc: ea000004 b 20019f4 <_Z17waitfifo_full_leni+0x2c>
20019e0: e1530005 cmp r3, r5
20019e4: 2a00000c bcs 2001a1c <_Z17waitfifo_full_leni+0x54>
20019e8: e5943000 ldr r3, [r4]
20019ec: e3530000 cmp r3, #0
20019f0: 0a00000b beq 2001a24 <_Z17waitfifo_full_leni+0x5c>
20019f4: e3a01000 mov r1, #0
20019f8: e1a02001 mov r2, r1
20019fc: e3a000e0 mov r0, #224 ; 0xe0
2001a00: ebffff63 bl 2001794 <_Z21cardcommand_r4_nowaithjj>
2001a04: e59f3024 ldr r3, [pc, #36] ; 2001a30 <_Z17waitfifo_full_leni+0x68>
2001a08: e1a029a0 lsr r2, r0, #19
2001a0c: e2100002 ands r0, r0, #2
2001a10: e0023003 and r3, r2, r3
2001a14: 0afffff1 beq 20019e0 <_Z17waitfifo_full_leni+0x18>
2001a18: e3a00000 mov r0, #0
2001a1c: e8bd4038 pop {r3, r4, r5, lr}
2001a20: e12fff1e bx lr
2001a24: e3a00001 mov r0, #1
2001a28: eafffffb b 2001a1c <_Z17waitfifo_full_leni+0x54>
2001a2c: 02063b28 .word 0x02063b28
2001a30: 000003fe .word 0x000003fe
The sources have obviously been compiled with a different GCC version, but the most peculiar difference is that the code tests the cardcommand_r4_nowait() function ("bl 0x0200242C" in the working version and "bl 2001794" in the compiled version) return value (in register r0) for bit 1 in the working version (using tst opcode), but for bit 2 (using ands opcode) in the compiled version!
I checked whether the cardcommand_r4_nowait works differently in the two versions, in case that would explain the different bit, but it seemed to be similar. So, I next looked at where the nds_fifo_read_full_bit comes from, and found out that it is defined in game_define.h like this:
#define cpu_write_Full_bit 1
#define nds_fifo_read_full_bit cpu_write_Full_bit
So, the check for ((temp>>nds_fifo_read_full_bit)&1) ==1 results in ((temp>>1)&1) ==1 which is the same as (temp & 2). So the compiled version is correct as far as the sources are considered, but it is very strange that the original ds2_firmware.dat tests a different bit! I decided to check what happens if I simply change the code to test for the same bit as the original ds2_firmware.dat (in this routine and also in the waitfifo_empty() routine, which had a similar but opposite difference). And, curiously, after this change the new ds2_firmware.dat began to work correctly! So, the ds2_firmware.zip source code package I have on my download page does now have this change in the iointerface.cpp source file, and I also decided to get rid of the game_define.h file completely and defined the few needed values at the top of the iointerface.cpp itself. This made the source code package somewhat smaller and clearer.
DS2x86 enhancement work
After I got the ds2_firmware to work correctly, I began looking into enhancing DS2x86 to take advantage of the new possibilities. The first thing I wanted to do was to have the lower screen (the virtual keyboard) updated on the ARM side, so that I did not need to send the whole screen image (256x192 pixels at 16-bit color!) every time a simple config text or HDD "led" changes. After some experimenting I managed to have the ARM side show the virtual keyboard. I commented out all the lower screen sending routines from my DS2x86 sources, so at first I could not see any config strings any more. I then looked into how the commands (like ds2_setSwap()) work, and noticed that they are actually quite simple. All commands are sent as a 512-byte block, with the first 60 bytes containing info of up to 20 different commands that can be sent simultaneously, and the remaining bytes being a free data area for the commands to use.
I quickly implemented a new IS_SHOW_CONFIG command, with the data containing all the strings that need to be shown on the lower screen. The MIPS side builds and sends the command, and when the ARM side receives this command it parses the strings from the command data and displays them on the lower screen config areas. This seems to work fine as long as I don't attempt to send another command immediately before or after this new additional command. So, I still need to look more closely into how the commands interact with the screen and audio sending and such. Perhaps I need to change the I/O interface to always send a combined command, and then have my routines simply append their commands to this master command structure.
I haven't yet looked into how to send more data from the ARM side to the MIPS side. I would like to move the whole keyboard/touchpad handling to the ARM side, so that the MIPS side would just receive the x86-style key scancodes to put into the keyboard buffer. But, in any case, it looks like enhancing the I/O layer with additional commands is pretty simple, so I should not have any major problems moving the AdLib emulation to the ARM7, for example. Of course I might still run into some problems with that, but at the moment it looks quite doable.
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November 7th, 2011, 00:27 Posted By: wraggster
via http://forum.gbadev.org/viewtopic.ph...f3446b2502d720
Hello fellow DS dev'rs:
I'm doing a free, open-source operating system for the Nintendo DS. This has been brewing for a few months, and is starting to get ready. Currently FeOS supports loading relocatable code (which includes support for shared libraries), basic console I/O (thanks to libnds' functions), ARM7 code loading support (!!!) and a native libnds-based DS video API.
As usual, it's available through GitHub. Pre-built packages (including the FeOS SDK) will be available soon.
I've also currently ported Lua to FeOS (pictured below), and since there is shared library support, Lua extensions (plugins) are also supported.
Here are some screenshots:
[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]
Enjoy, and have fun hacking!
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November 7th, 2011, 00:26 Posted By: wraggster
FluBBa has released a new version of NitroGrafx, his PC Engine/TurboGrafx-16 emulator for Nintendo DS. This brings the release up to version 0.6. Very nicely done FluBBa! Check out the changes below and download.
QUOTE: Change Log 11/06/11Fixed graphics rendering and optimised everything to better handle CD-ROM emulation. R-Type, Gradius, Parodius, Street Fighter II and lots of more games are now very playable graphics wise.
•Support for all 2048 tiles.
•Support for 1024 wide tilemaps.
•Support for 320 pixel wide screenmode.
•Better caching of tiles/sprites, less flickering
•Optimised everything
http://ndsretro.com/
via http://gbatemp.net/t312946-nitrografx-v0-6
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