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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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July 7th, 2010, 00:25 Posted By: wraggster
Newly released today
Experience the thrill of being a downright Despicable super villain. Based on Universal’s animated feature film Despicable Me™.
Despicable Me™: The Game lets players of all ages become the film’s criminal mastermind Gru as he plots and steals his way to greatness.
Complete heists and missions in a unique blend of action and puzzle solving that combines the fun of commanding an army of minions and using an arsenal of Despicable gadgets and weapons.
Full of humor, action and adventure, Despicable Me is available on multiple platforms:
Nintendo™ Wii
Despicable Me US US$ 44.90
PlayStation2™
Despicable Me US US$ 24.90
Nintendo DS™
Despicable Me US US$ 34.90
Sony PSP™
Despicable Me US US$ 34.90
http://www.play-asia.com/SOap-23-83-...-2hd-84-n.html
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July 7th, 2010, 00:25 Posted By: wraggster
Newly released today
Experience the thrill of being a downright Despicable super villain. Based on Universal’s animated feature film Despicable Me™.
Despicable Me™: The Game lets players of all ages become the film’s criminal mastermind Gru as he plots and steals his way to greatness.
Complete heists and missions in a unique blend of action and puzzle solving that combines the fun of commanding an army of minions and using an arsenal of Despicable gadgets and weapons.
Full of humor, action and adventure, Despicable Me is available on multiple platforms:
Nintendo™ Wii
Despicable Me US US$ 44.90
PlayStation2™
Despicable Me US US$ 24.90
Nintendo DS™
Despicable Me US US$ 34.90
Sony PSP™
Despicable Me US US$ 34.90
http://www.play-asia.com/SOap-23-83-...-2hd-84-n.html
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July 7th, 2010, 00:12 Posted By: wraggster
Rayman Origins, the upcoming downloadable 2D platformer starring everybody's favourite limbless adventurer, is being "considered" for release on the 3DS and Wii.
That's according to an update on Ubisoft's Rayman Origins blog, which also confirms episode one of the new adventure series is due out for Xbox 360 and PlayStation 3 consoles at the end of the year.
"Wii, PC, iPad, 3DS to be considered," says the blog.
During Ubisoft's packed E3 conference it revealed old mascot Rayman's comeback with a trailer you can see below.
Origins begins with the birth of Rayman. He eventually meets up with old pal Globox.
"Adventure, alone, with a friend, slaps, fairies, monsters, jokes, great music and many more surprises," reveals the blog.
Ubisoft bossman Yves Gullemot said a team of just five people have been working on the game, which has hand-drawn, cel-shaded 2D visuals and classic platforming gameplay.
Rayman's kept a low profile since the Raving Rabbids took over his franchise and then dumped him
http://www.eurogamer.net/articles/ra...or-3ds-and-wii
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July 6th, 2010, 23:50 Posted By: wraggster
Just one week after revealing the nominees of the E3 2010 Game Critics Awards, the numbers are in and the big winner is ... Nintendo's look-ma-no-glasses 3D handheld, the 3DS. But wait, the 3DS is just the Best of Show and Best Hardware winner! If you're looking for software, look no further than id Software's look-ma-crab-hands mutant-infested shooter, Rage, which took home the most awards in the show: Best Console Game, Best Action Game and Special Commendation for Graphics.
If you think it must've been frustrating to be either Sony or Microsoft, both of which were busy showing off their newest motion-sensitive gadgetry, you'd be mostly right. Microsoft did have one small consolation prize: Dance Central, Harmonix's look-ma-no-coordination dancing game for Kinect, took the well-deserved Best Original Game and Best Motion Simulation prizes. None of Microsoft's first-party Kinect efforts and no PlayStation Move games, first-party or otherwise, made the list.
http://www.joystiq.com/2010/07/06/3d...ritics-awards/
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July 6th, 2010, 23:45 Posted By: wraggster
3D simulations of renowned Nintendo 64 games have appeared on YouTube. They offer non-E3 goers a glimpse of what the 3DS can do.
Games demoed include Mario Kart 64, The Legend of Zelda: Majora's Mask, Excite Bike 64, Starfox 64 and Mario 64.
You'll need a pair of the old coloured 3D glasses to see what Nintendo is trying to create. You can change the 3D output of the video by clicking the "3D" button on the bar below the picture.
Note that the 3D glasses you stole from the cinema when you went to watch Up! or Avatar do not work. I've just tried.
Also remember that the 3DS offers a 3D picture without the need for glasses. That's one of the reasons Eurogamer was bowled over by Nintendo's new handheld at E3 last month.
Check-out our hands-on impressions of the 3DS for a detailed analysis.
The 3DS will be released in all major territories before April 2011.
http://www.eurogamer.net/articles/n6...ate-3ds-screen
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July 6th, 2010, 23:44 Posted By: wraggster
Play.com's November 2010 release date for Dragon Ball (3DS), which had suggested the 3DS handheld would be out this year, is "estimated", the online retailer has told Eurogamer.
According to Play.com, Dragon Ball (3DS) is due out on 19th November 2010 in the UK, which suggests the 3DS console will be released on or before that date.
However, Play.com told Eurogamer the online retailer has only "heard that's the estimated release date".
Play.com wouldn't reveal what organisation it heard the estimated date from, be it Dragon Ball publisher Namco Bandai or 3DS manufacturer Nintendo.
Play.com also lists Gundam (3DS) with a 25th March 2011 release date.
Nintendo hasn't priced or dated the 3DS. Indeed Nintendo has repeatedly dismissed recent retailer 3DS pricing and release date listings as "pure speculation".
However, Nintendo of America's Reggie Fils-Aime has gone on the record to say the handheld will be out in all "major markets" by 1st April 2011.
http://www.eurogamer.net/articles/pl...te-an-estimate
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July 6th, 2010, 02:01 Posted By: wraggster
News via http://www.dev-fr.org/index.php?topic=4718/0/
Hello! Following the return made on the RC version of Caverns Of Kalte , here is version 1.5 final . Why 1.5 and not 1.0 ? Because I took the opportunity to update all other books published so far. This will allow all volumes benefit from the latest improvements ( new music , better engine, increased compatibility , new icons in the menu linkers , etc.) .
You can download all these nice files here : http://www.projectaon.org/staff/frederic/downloads.php
( As usual , thank you not host ROMs on your site, but to indicate the link, so respect the license of Project Aon )
Also , if you have a DSTwo , adrian_fahrenheit made plugins for the first 3 books , downloadable here :
http://filetrip.net/f12061-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12062-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12063-DStwo-Lon...ug-in-1-0.html
Good downloads and good game!
Frederick Calendini
Edit:
It seems that some bugs are vicious slipped into this release overall , sorry ... I just correct them , and posted a " hotfix " it is strongly recommended that you download to replace the current version .
Here is the changelog:
Quote
Changelog :
2010/07/05 : version 1.51 * hotfix ! *
- Fixed a very nasty bug That Did not save Some important events in the save file ( ouch ! Pozda Thanks !)
- Fixed a bug When the Sommerswerd Was Not Equipped as a weapon , aim Was Still giving full CS bonus ( Aia thanks !)
- Fixed a bug When the Sommerswerd Was Not Equipped as a weapon , and have not detected Was Being in the inventory .
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July 6th, 2010, 02:00 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...035ef3ae262acc
Nödtveidt proposes to update 1.0c adaptation of the game hentai eponymous marketed by PC Soft Himeya in 1998 for the DS, "Fata Relations. Please note that a hentai anime is pornographic and that the game is not recommended at least 18 years .
The hero's parents die in an accident and its future takes an unexpected turn when a radically millionaire decides to adopt it. Throughout the game , we found a huge mansion to explore and address the many daughters of the wealthy man ... But not just for flirting , of course .
Release 1.0c
This is the complete game of Fatal Relations , Converted to the DS. It Is controlled via the stylus, just as the original Was controlled via the mouse.
The game now uses libfat , Which Means That There Will Be a gamedata folder. This Is To Be Downloaded by Itself either ' unpacked and Placed On The root of your flash card . In the case of this game, the gamedata folder only contains the game 's music , so if you do not want the music , you do not Need to bother with the queue. Subsequent releases of this game Will Come In The form of the NDS file by Itself , so you will not Need to download the gamedata folder again.
http://www.ndsuncensored.com/content...hp?topic=501.0
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July 6th, 2010, 01:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...035ef3ae262acc
smileynator performs the version 0.15 Beta of Porting for the popular DS adventure game erotic Japanese "X -Change 3. restricted to those over 18 years , this first draft proposes 1/15th of the full game
Added last few " songs.
Fixed minor bugs .
Added end of beta message at end.
2 songs emulator crash ( not sure of NDS) One Of Those named IS : Device .
Reason Unknown.
Save Story Does not work for part 003 ( Returning to the story When loading or saving , therefore , results Into restart any text line 1)
Also Cause Unknown. -Fixed next version .
Will Look Into Both Of There exits asap .
http://www.ndsuncensored.com/content...hp?topic=495.0
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July 6th, 2010, 00:46 Posted By: wraggster
Newly released today:
features
Puzzle Quest 2 features more active elements allowing players to swing weapons with both hands, use sidekicks to access never before seen spells, and actively equip shields to wield in battle making every move meaningful and never passive
An immersive fantasy universe with vivid color, depth, and life provides a much bigger sense of exploration with a focus on battles that will drive the player forward, allowing them to seamlessly progress through the story for a much deeper adventure than ever before
Puzzle Quest 2 is designed to be easy to learn, but hard to master as players move through the game by leveling up their character. Four different character classes, Sorcerer, Templar, Barbarian and Assassin will constantly challenge players as they learn new skills and abilities
Players can immerse themselves into the Puzzle Quest community with multiplayer and online leaderboards, allowing them to experience new levels of challenges with their customized character
description
Puzzle Quest 2 is a brand new adventure from Infinite Interactive, the award winning developer of the supreme puzzle-rpg experience. Featuring a hallmark blend of match-3 gem matching and fantasy, Puzzle Quest 2 offers a captivating, rewarding, and accessible journey for players of all skill levels as they make their way to reclaim the once peaceful village of Verloren from the evil clutch of the demon Gorgon. Players will get closer to the Puzzle Quest action than ever before with a more intimate viewpoint of the world and choose from any of four character classes, Sorcerer, Templar, Barbarian, or Assassin, each providing interesting twists on class-specific mechanics for hours of replayability. Players will level up their character to progress through the adventure in Story Mode or dive into Instant Action, Tournament Mode, or Multiplayer Mode for a rich and diverse gameplay experience.
http://www.play-asia.com/SOap-23-83-...j-70-3r26.html
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July 6th, 2010, 00:41 Posted By: wraggster
News from Play Asia:
Visit the Isshu Region and venture onto the center island where new and legendary Pokemon wait for their new masters. The two powerful Pokemon you can tame in these latest versions are the white, fire breathing Reshiram in Pokemon Black and the black electric user Zekrom in Pokemon White.
Pokemon Black and White connects all the games in the series and brings you even more fun. Aside from Reshiram and Zekrom, you can meet Pokemon with new associations such as the dream controller Muna and the earthquake making Meguroko. Be sure to catch'em all and build your dream team.
Hiyun City is trendy and ultra-modern, explore it as the smart and cool protagonist. Get new Pokemon balls and tools in the Pokemon Centers. You can also get drinks from the handy vending machines around the corner of every street.
There are more 3D graphics and dynamic camera movements to give you the full view of the city, your Pokemon and your enemies. Invite your friends into the game and show off your collection. If you want to connect to the players from other areas, you can upload your game data onto the internet and see if anyone could beat your records.
Pokemon Black and White will come on 18th September, preorder yours to ensure that you get to play it before everyone else does:
Pokemon Black JPN US$ 59.90
Pokemon White JPN US$ 59.90
The US versions will come in March 2011:
Pokemon Black US US$ 44.90
Pokemon White US US$ 44.90
http://www.play-asia.com/SOap-23-83-...-2ha-84-n.html
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July 5th, 2010, 23:38 Posted By: wraggster
Nintendo wants to work with third-party developers to create 3DS games targeted at "serious gamers".
Such partnerships would be "good for both Nintendo and the software developers", Nintendo president Satoru Iwata told Japanese news service Nikkei (reported by GameSpot).
Nintendo's phenomenally successful DS only caters to those who do not play games, Iwata admitted, and this is something the Japanese company wants to rectify with its new handheld.
The 3DS was unveiled during E3 2010 last month along with a long list of third-party developed games, including Metal Gear Solid: Snake Eater 3D – The Naked Sample, Dead or Alive 3D and Resident Evil Revelations.
Iwata told Nikkei that Nintendo went to great lengths to incorporate software developers' requests when making the 3DS and called on these developers to make games for the new system.
Also buried within the report is apparent confirmation from Iwata that Nintendo plans to "make the successor to the Wii 3D compatible".
But there's still no word on when Nintendo will release its next home console. "A full-scale entry into this field will take some time because 3D televisions will not catch on right away," Iwata said.
Nintendo hasn't priced or dated the 3DS. However, Nintendo of America's Reggie Fils-Aime has said the handheld will be out in all "major markets" by 1st April 2011.
http://www.eurogamer.net/articles/ni...ious-3ds-games
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July 5th, 2010, 23:24 Posted By: wraggster
Developers have said that a 2D game made for 3DS could use the extra processing power not used rendering 3D to churn out nicer graphics and better physics.
3D games essentially have to rendered twice - once for each eye - which puts extra strain on the processor. If someone chose to bin the 3D effect, that game could potentially look better.
"Developers working on the system say that if they were developing a 3DS game that didn't use 3D, they could theoretically use the extra processing power for additional texture passes and more complex object and environment geometry, or even up a framerate from 30 frames per second to 60," reports IGN.
But could Mario Kart, which runs at 60 frames per second, run at a mighty 120fps in 2D? No, as IGN explains: "There's no benefit to raising a frame rate from 60 to 120 since the LCD displays of the 3DS (as well as the DSi, DS Lite, DS classic, Game Boy Advance...even the PSP) are limited to 60Hz."
Would you really want developers to start making 2D games on the 3DS? We think Metal Gear Solid: Snake Eater 3D look amazing enough.
http://www.computerandvideogames.com...VG-General-RSS
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July 5th, 2010, 00:13 Posted By: wraggster
News via http://www.dev-fr.org/index.php?topic=4718/0/
Hello ! Following the return made on the RC version of Caverns Of Kalte , here is version 1.5 final . Why 1.5 and not 1.0 ? Because I took the opportunity to update all other books published so far . This will allow all volumes benefit from the latest improvements (new music , better engine , increased compatibility , new icons in the menu linkers , etc. ) .
You can download all these nice files here : http://www.projectaon.org/staff/frederic/downloads.php
( As usual , thank you not host ROMs on your site, but to indicate the link , so respect the license of Project Aon )
Also, if you have a DSTwo , adrian_fahrenheit made plugins for the first 3 books , downloadable here :
http://filetrip.net/f12061-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12062-DStwo-Lon...ug-in-1-0.html
http://filetrip.net/f12063-DStwo-Lon...ug-in-1-0.html
Good downloads and good game!
Frederick Calendini
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July 5th, 2010, 00:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
Many of you are waiting for them, so here are the results of the Nintendomax Wii Dev Competition 2010. As a bonus, I made a video for each homebrew presented through Divineo who sent us an vbox2 advanced that we will test soon.
First - Nanomech by EvilTroopa ( France )
Second - SwingBall by ThatOtherPerson ( Canada)
3rd - JellyCar Wii Drakon ( Poland )
4th - PixelPlot by Morukutsu ( France )
5th - Scape by Sheeft ( France )
6th - PixelMerge by evilynux ( Canada )
7th - Alien Puzzle Wii Gemis ( U.S.A )
Eighth - 24 Points for Skyfrog ( France)
9th - FUNNY GAMES MINI by EroXXX (Germany )
Congratulations to all participants and board members who gave of their time. I invite the first five to contact me via PM to give me their address can not send packages quickly.
This year the projects are a higher level than the previous year and our partners and Divineo Assentek have noticed, I therefore call upon you for the next year "Nintendomax Wii Dev Competition 2011.
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July 5th, 2010, 00:05 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
Gillian Laidlaw has also made a puzzle game for the Nintendo DS called "Flock.
Flock Is a Two Dimensional casual game , with a top-down perspective , using collision detection , sprite rotate; multiple backgrounds Entirely coded using C , using the DS homebrew libraries of PA_lib & ndslib .
The players use the stylus to direct birds to player 's goal , a red star . The stylus can Be Used to place arrows oven , Which redirect the Birds . AI Opponents Also use arrows to redirect birds to Their star . It's a quick game with only a Three rounds per game , running at a hectic pace . The puzzle mode Gives the player a set of arrows with the objective of directing all the Birds and Avoiding all the hazards .
http://www.gillianlaidlaw.com/index.html
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July 5th, 2010, 00:03 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7d1c662c886e35
ThatOtherPerson Version 0.3 offers the Wii for the adaptation of his own zombie game for PC "They Do Not Die.
There ya une added level selection screen and all the maps from the oven of the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor). There Is Improved character sprite rotation . There are now bar progress to Represent How Much health and energy you have ( Which I find Is a Lot Easier to Quickly glance at Rather Then Needing to read the numbers). I've started " Some test work with the real time shadows ( its a bit slow goal you can hold down the 2 button to make the walls cast shadows ). Also I tweaked the speed of Pretty Much Everything ( movement speeds, health regeneration , how Quickly consommation excessive energy Harms you, etc. ) and I've Began the process of making the game frame rate independent (movement speeds per frame adjust based on how many years frames per second are passing ).
v0.3 - July 4 , 2010
* An added level selection screen and oven all of the maps from the PC version Have Been included . There Is a level viewer ( in the Future Which Will Become an editor ) .
* Improved character sprite rotation .
* Progress bar added to Have Been Represent How Much health and energy you have.
* Real time shadow test feature ( hold down the 2 button to make the walls cast shadows) .
http://thatotherdev.wordpress.com/20...-die-v0-3-wii/
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July 5th, 2010, 00:00 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres the full release notes:
Yes, it is version 0.20, not 0.16! I decided to jump the version number a bit again, as this version has some extensive internal architecture changes, as well as much improved audio features. I also began a new blog page as the previous one had grown quite long. See the end of this page for a link to the previous blog entries. Anyways, here is a list of the most important changes:
New IRQ handling using self-modifying code, which makes the whole emulator about 8% faster than before. More info in my previous blog post.
Keyboard handling changed to support extended key codes. This will allow the mapping of some new keys like the right control key to an NDS button. Again more info in my previous blog post.
Screen update mode "Direct" was removed. It was only used in the MCGA mode, and it only speeded up certain games (Wing Commander series, mostly) by a small amount. Having that mode around meant I had to write double code for all MCGA/VGA graphics memory and BIOS operations, so now I finally got fed up with doing that.
AdLib emulation changed from effective 13-bit waveforms to 15-bit waveforms (and full 16-bit with rhythm instruments), which means that AdLib audio now has quadruple volume.
AdLib rhythm instruments (Bass Drum, Snare, HiHat, TomTom, Cymbal) implemented.
Covox/Disney Sound Source/Parallel port DAC audio device emulation added. Thanks sverx for the idea!
Sound Blaster Direct DAC audio output mode supported (SB DSP command 10).
Sound Blaster auto-init 8bit DMA audio output mode supported (SB DSP commands 1C, 48 and DA).
Fixed the BLASTER environment variable to state the SB type as T3 (SB 2.0) instead of T4 (SB Pro 2.0), as only mono audio is supported. Some games (Hocus Pocus, for example) attempted to use stereo FM sound when the type was T4, resulting in no AdLib audio.
Graphics problems in Gods are fixed.
Some new EGA opcodes added.
The new Covox and SB improvements still have some limitations. The Covox and SB Direct DAC output have distortion/warble in the sound. I believe this is mostly caused by the screen blitting code, which does not allow the PC timer interrupts to happen during the screen blitting. You can lessen the distortion by using screen update mode 15FPS, but you can not get completely distortion-free sound. The SB auto-init DMA only works when the played buffer is exactly divisible by 128, so some games might still not play all digitized sounds.
AdLib emulation improvements
As you can see from the change list, my focus last week was the audio features of DSx86. The last time I worked on the AdLib emulation was September last year, so I first had to go through the code and try to remember how it worked. Then I began by increasing the audio volume, which was the most often requested audio improvement. I remembered I had tried to increase the volume once earlier, but that resulted in bad distortion. Now I found the reason for the distortion and was able to fix that, so increasing the audio volume actually made the audio much cleaner. Also, for the first time since I had started working on DSx86 I now used Hi-Fi headphones with my DS Lite, and was surprised to find that my AdLib emulation actually produces quite convincing bass frequencies! I had only tested the audio with the inbuilt speakers and el-cheapo tiny headphones, neither of which seemed to produce any bass sounds.
After I increased the audio volume I began working on the missing rhythm instruments. AdLib has two modes of operation, it can either use all 9 channels (each with 2 FM operators) for melodic instruments, or it can use the last three channels for rhythm instruments (so that Bass Drum uses both operators of channel 6, the other four rhythm instruments each use a single operator of the remaining two channels). Back in September the rhythm instrument code in my reference fmopl.c implementation looked extremely complex and slow, so I skipped implementing these at that time. Now when I am on my summer vacation I wanted to really look into this code and understand how it works, and now was able to optimize and invent various shortcuts to make it run pretty much as fast as the normal channels.
Actually Bass Drum behaved pretty much like a normal channel, except that in the normal melodic channel operator 1 either works as a phase modulator for operator 2, or it produces sound directly (so that a single channel can actually produce two different sounds), but with Bass Drum it either works as a phase modulator or is ignored completely. Ignoring it was of course quite an easy change, so that took care of the Bass Drum. Tom Tom was quite easy as well, it just used a single operator to drive the output, so it was actually easier than the melodic channels.
The HiHat, Snare and Cymbal sounds were more difficult. They also each use only a single operator, but they need a noise generator in addition to the phase frequency counter, and also the frequency is not used as a simple 16.16 fixed point value being an index to a waveform table, but only a few bits of the frequency counter are used to create certain fixed indices to the waveform table. Both HiHat and Cymbal also use two different operators (channel 7 operator 1 and channel 8 operator 2) to produce their output. For example, this is what the HiHat phase generation looks like in the reference implementation:
/* high hat phase generation:
phase = d0 or 234 (based on frequency only)
phase = 34 or 2d0 (based on noise)
*/
/* base frequency derived from operator 1 in channel 7 */
unsigned char bit7 = ((SLOT7_1->Cnt>>FREQ_SH)>>7)&1;
unsigned char bit3 = ((SLOT7_1->Cnt>>FREQ_SH)>>3)&1;
unsigned char bit2 = ((SLOT7_1->Cnt>>FREQ_SH)>>2)&1;
unsigned char res1 = (bit2 ^ bit7) | bit3;
/* when res1 = 0 phase = 0x000 | 0xd0; */
/* when res1 = 1 phase = 0x200 | (0xd0>>2); */
UINT32 phase = res1 ? (0x200|(0xd0>>2)) : 0xd0;
/* enable gate based on frequency of operator 2 in channel 8 */
unsigned char bit5e= ((SLOT8_2->Cnt>>FREQ_SH)>>5)&1;
unsigned char bit3e= ((SLOT8_2->Cnt>>FREQ_SH)>>3)&1;
unsigned char res2 = (bit3e ^ bit5e);
/* when res2 = 0 pass the phase from calculation above (res1); */
/* when res2 = 1 phase = 0x200 | (0xd0>>2); */
if (res2)
phase = (0x200|(0xd0>>2));
/* when phase & 0x200 is set and noise=1 then phase = 0x200|0xd0 */
/* when phase & 0x200 is set and noise=0 then phase = 0x200|(0xd0>>2), ie no change */
if (phase&0x200)
{
if (noise)
phase = 0x200|0xd0;
}
else
/* when phase & 0x200 is clear and noise=1 then phase = 0xd0>>2 */
/* when phase & 0x200 is clear and noise=0 then phase = 0xd0, ie no change */
{
if (noise)
phase = 0xd0>>2;
}
The noise value above is calculated in a noise-generator which gives a new value for each output sample, and uses the following algorithm in the reference implementation. The noise value in the above algorithm is the lowest bit of the OPL->noise_rng variable.
OPL->noise_p += OPL->noise_f;
i = OPL->noise_p >> FREQ_SH; /* number of events (shifts of the shift register) */
OPL->noise_p &= FREQ_MASK;
while (i)
{
if (OPL->noise_rng & 1) OPL->noise_rng ^= 0x800302;
OPL->noise_rng >>= 1;
i--;
}
My simplified and speeded-up version of the phase generation algorithm is below. The problems in my algorithm are that it does not take into account the frequency of operator 2 in channel 8 at all, as I don't have enough free registers to handle two operators simultaneously, and my noise generation is completely different. The result is that the HiHat does not sound quite like it should, it has more of a ringing and less noise to it's sound. It will have to do for now, though, until I figure out a better 1-CPU-cycle noise generator than my tst r7, r7, ror r7 opcode, or can figure out a way to calculate another operator while calculating the current operator as well.
@-------
@ On input: r7 = SLOT7_1->Cnt (16.16 fixed point value, FREQ_SH = 16)
@ On output: r1 = phase << 9
@-------
eor r1, r7, r7, lsr #5 @ r1 = (bit2 ^ bit7); (<<16)
orr r1, r7, lsr #1 @ r1 = (bit2 ^ bit7) | bit3; (<<16)
and r1, #(1<<(16+2)) @ r1 = res1 = (bit2 ^ bit7) | bit3; (== 0x200 shifted 9 bits left)
tst r7, r7, ror r7 @ Carry flag = pseudo-random noise value
orrcc r1, #(0xD0<<(16+2-9)) @ phase = res1|0xd0;
orrcs r1, #(0xD0<<(16+2-9-2)) @ phase = res1|0xd0>>2;
I also managed to speed up some things in my AdLib emulation in general, for example I reordered the operand-specific values in memory so that instead of using 7 separate ldr commands to load the r4-r10 registers needed in each operator calculation loop I load them with a single ldmia opcode, and I also improved the envelope calculations somewhat. The envelope generation in AdLib has the usual four phases, Attack, Decay, Sustain and Release. Plus silence of course. The code I use for the envelope generation is the following, it is similar to both melodic and rhythm instruments:
@-------
@ Calculate envelope for SLOT 1.
@ On input:
@ r1 = scratch register
@ r4 = sustain level (or silence level if in release phase) (in low 16 bits, 0..512)
@ r5 = envelope increment/decrement value (16.16 fixed point)
@ r8 = operator volume (16.16 fixed point), 0 = max volume, 512<<16 = silence
@-------
adds r8, r5 @ Adjust the volume by the envelope increment. Carry set if we are in attack phase.
bmi from_attack_to_decay_phase @ Go to decay if we went over max volume
rsbccs r1, r8, r4, lsl #16 @ Did we go under the SUSTAIN level (and we are not in attack phase)? Carry clear if we did.
bcc from_decay_to_sustain @ Yep, go adjust the volume
env_adjust_done:
The main idea of this code is that during normal envelope operations the program flow does not need to take any jumps, it will flow directly thru these four opcodes. The algorithm above is an ASM version of the following C language code. This is not based on the reference AdLib implementation, as I have completely re-engineered the envelope generation code to be based on running 16.16 fixed point adders instead of (slow) table lookups.
op->volume += op->env_incr;
if ( op->volume < 0 )
goto from_attack_to_decay;
if ( op->env_incr >= 0 && op->volume > op->sustain )
goto from_decay_to_sustain;
env_adjust_done:
The interesting part of my ASM implementation is that by using the reverse subtract RSB opcode instead of the CMP opcode I was able to get rid of the extra compare to see whether op->env_incr is greater than or equal to zero. The first adds always sets the carry flag if r5 (op->env_incr) is negative, and in that case I don't want to test the sustain level. So, by swapping the resulting Carry flag of the comparison between op->volume and op->sustain I can make sure the jump to from_decay_to_sustain is never taken if either op->env_incr is negative or op->volume is <= op->sustain. This is what I especially like about the ARM architecture, the conditionally executable opcodes make all sorts of neat tricks possible! I've been using the conditionally executed compare opcodes quite a bit recently, as that is a nice way to handle "comparison AND comparison" type of tests (with short-circuit evaluation).
The only bigger issues (in addition to the HiHat and Cymbal operators) in the AdLib emulation now are the amplitude and frequency modulation support. I actually have the amplitude modulation already coded in, but it does not seem to work properly, so that I still need to debug. Last September I did not have the iDeaS emulator to use for debugging the ARM7 code, so now debugging is much easier than what it was back then. The frequency modulation I haven't implemented at all yet, as it is quite a heavy CPU burden and I'm not yet sure if I can spare the CPU cycles. I would like to test that, though. After those changes I would consider my AdLib emulation finished, so I could release the sources and/or create an ARM7 library for using it, so that it could be used in all sorts of PC game porting projects. I would like to hear the original music in the Doom and Wolfenstein ports, for example, and why not Quake too, if it used AdLib music?
Major internal refactoring starting
I have now run into several games that point the segment register outside of the graphics memory area (Gods, Silpheed) or the EMS memory area (Alone in the Dark), which breaks my speedup trick of precalculating the memory access area using only the segment register. I decided to change my memory access technique to be more compatible and robust, which will sadly also make it slower.
In this version I have started this internal reworking. Pretty much none of it should be visible yet, but a few opcodes are somewhat slower than before. I need to change every single opcode (which I have spent the last nearly a year implementing) to use this new architecture, so it will take quite a long time before this work is finished. I plan to change a few opcodes (or opcode groups) by each version, and try to keep the two-week release window even while I am doing this change. I will also implement other changes and improvements, so this major rewrite is a sort of constant background process. Removing the Direct screen update method was also partly due to this internal reworking, as it would have gotten in the way of some required internal changes.
I haven't done much about the general compatibility this last week, as I have focused on the audio issues. I hope to look into a couple of new games again for the next version, and look into improving either the screen scaling methods or the touchpad mouse emulation. I'm not yet sure which.
Anyways, thanks again for your interest in DSx86, and sorry for this long blog post! Being on vacation gives me more time to work on DSx86, and also makes it possible to write longer blog posts. Oh, and happy 4th of July to all you celebrating it! :-)
http://dsx86.patrickaalto.com/DSdown.html
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