Image provided by: MXSMSX has coded a”Button Logger”for the PSP.http://www.dcemu.co.uk/vbulletin/showthread.php?t=9224
Franxis improved his MAME port for the GP32 a lot. The source-code and a binary are available from it’s official page. The changes are:
TheGrimReaper: General frontend working !!!. Only a FXE file is needed in GPMM subfolder (mamegp32.fxe). All other FXE’s are placed in GPMMMAMEGP32. Please delete old FXE’s from GPMM folder. NOTE: It is NOT mandatory to use the general frontend, FXE’s can be copied to GPMM and use the emulator like in previous MAME GP32 versions. TheGrimReaper: Source code: Microsoft Visual Studio 2003 support. Franxis: Sound core rewritten to be faster. Please, report possible bugs… Franxis: Corrected slowdowns in Psycho Nicks Oscar.
Today I had the pleasure to interview”Memblers”, webmaster ofNESdev. If you are interested in the NES homebrew scene this might be for you.
Release notes:
For those of you who are new to the forums, Tank AI is my one player version of Combat. I started it two years ago as a class project and had made a playable version. It was good enough that Digital Eclipse gave it the honor of including it in the Atari Anthology. Unfortunately the computer was not very competitive against a human being, and I was short on ideas for making it smarter. In January this year, I had rashly pronounced the project over.Since then things have improved. A breakthrough came when I realized that the code that directs the tank could be applied to guided missiles as well. I’ve put together a demo that shows how deadly guided shots can be.I have ruled out using complex mazes like my old demo, and have decided to use the three original playfields.Thanks to Rob Mitchell for not letting me give up. I gradually work on Tank AI from time to time, even though I prefer to focus on a non-infringing homebrew that can be put on cartridge. My priorities could change if I can work out a deal with Atari Inc. to include it on a future project. (Flashback 3?)
Image provided by: NielsA classic rotating cube made by Nils. It requires the Lua-Player for PSP.http://forums.ps2dev.org/viewtopic.php?t=2682&start=240
Christopher has released an improved version of PSP Chess. It’s basicly a port of BACE (Bowron – Abernethy Chess Engine, AKA Boo’s Chess Engine), a chess engine which Christopher had coded with a partner. Changes in this release:
I’ve been working on getting the infrastructure set up for networking so most of the changes are not user visible changes. The most visible change to end users will be the modification that should allow it to be installed in any directory not just psp/game/pspchess so you should be able to use the corrupt icon removal tool. RELEASE 0.31 client mode keys: RTRIGGER = show terminal screen START = show terminal screen Game Mode option supercedes analysis mode (NORMAL,ANALYSIS,CLIENT) Network Framework – Using txt file to mimic network input On Screen Keyboard Code tentatively: DOWN+LTRIGGER – clear input buffer LEFT/RIGHT – change character frame TRIANGLE/CIRCLE/SQUARE/CROSS – select character LTRIGGER – backspace RTRIGGER – space (1x) / enter (2x) UP – toggle shift lock SELECT – select quick string START – abort / return to game screen from terminal screen fixed path specific options that required pspchess to located in /PSP/GAME/PSPCHESS now you should be able to do the wacky corrupted icon removal thingy if you want.
http://forums.ps2dev.org/viewtopic.php?t=1760http://bace.bowron.us/
PSP Schedule allows you to have basic PDA capabilities by providing schedule and address book functions. This is also the first homebrew program to make use of Arwin van Arum’s P-Sprint text entry system. Changes in v0.25:
12-hour time format (AM/PM) now fully supported Date is shown in red on the calendar if something is scheduled for that day Selected items are now shown in red Address book can now properly display multiple pages of names (L/R trigger to move back/forward pages) Address book entry display bug fixed Settings menu bug fixed Address book entries can now be edited Other minor changes
Image provided by: EvilDragon“Mrs. Mopp”needs to keep her room tidy and clean. This is a conversion of an old Spectrum game. A similar version of this game (but with beer and different graphics) has been entered in PDRC #3.33 and was called”Mr. Catflap”. Thanks to EvilDragon for the news.http://www.gp32x.de/cgi-bin/cfiles.cgi?0,0,0,0,27,868
The recently held”Neo Coding Competition 2005″has ended and all entries are available for download. There were many interesting projects. If you are a fan of NDS homebrewn you should definatly have a peek on the submissions.
Image provided by: Matan GillonWindows 95 on the PSP? Matan Gillon makes it possible. He ported the Open-Source x86 emulator to the PSP. Read more:
Yes, it’s true. I’ve managed to run Windows 95 and Linux on the PSP. I’ve done it by porting the excellent open source x86 emulator Bochs.
Windows 95 actually runs quite well but don’t expect it to be a speed demon. It takes about 10 minutes to boot but afterwards it’s pretty usable. I was able to do things like: open”My computer”and browse the virtual hard drive, complete a whole game of Minesweeper and run various other applications. Now you too can get your Minesweeper fix on the go 🙂
I’ve also tested DLX Linux which comes pre-packaged with Bochs and it works just fine. However, I couldn’t do much with it because there’s no keyboard support. If you want to do your word processing on it then wait until keyboard support is implemented (though I doubt it will be any fun using the joystick).
In windows, mouse handling is extremely difficult. I suspect it has something to do with the”boost”feature windows has. Once you get the mouse moving it will keep moving in that direction even when you’re trying to move to a different direction. The solution is to counter the movement by moving to the opposite direction. It’s sort of like trying to push the mouse the other way in order to stop it.