News
Woopsi v0.99.6 (Beta) (NDS misc)

Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.

Release notes:

Woopsi 0.99.6 is now available from the Woopsi website:

http://woopsi.org

Other than a few minor enhancements to the Debug class, this release just contains bug fixes.

There are a couple of points to note about this release. First of all, it is built with the latest versions of devKitARM and libnds (r32 and 1.4.8 respectively). Due to changes in the FIFO system, the current version of desmume is not compatible with this release. You’ll either have to wait for the next version of desmume or compile it yourself from the SVN repository before you upgrade your release of devKitARM.

libnds 1.4.8 includes a bug in line 661 of nds/arm9/videoGL.h. See the following link for the fix:

http://devkitpro.org/viewtopic.php?f=13&t=2277

Note that you can still use Woopsi with older versions of devKitARM; you’ll just need to compile the library yourself. This is very simple; just open a command line to the Woopsi/Woopsi/libwoopsi folder, type “make clean” and then type “make”.

Secondly, one of the new features in the Debug class is a vsnprintf() method. This method triggers a GCC warning about va_list mangling changes in GCC 4.4. This is neither a problem in Woopsi or in devKitARM; it’s actually the result of a bizarre decision by the GCC team to include news items as compiler warnings:

http://gcc.gnu.org/bugzilla/show_bug.cgi?id=42748

Wintermute intended to fix this for devKitARM r27, but this obviously never happened:

http://devkitpro.org/viewtopic.php?f=2&t=1336

The full changelog is below.

Fixes:
– Fixed scrolling problem in top screen.
– Gadget::changeDimensions() no longer leaves gadgets accidentally hidden.
– Division by 0 fixed in Range class when max value == min value.
– Document::stripTopLines() no longer wraps text twice.
– WoopsiString::getCharAt() returns NULL if index is out of valid range.
– Removed “Loading” message from FileListBox.
– Fix to ScrollingListBox scrollbar grip size.
– Support for 1 or 2 of physical displays (helps with SDL ports to other platforms).
– Compiler warning fixes.
– MultiLineTextBox scrolls to follow cursor when text is inserted.
– WoopsiString::encodeCodePoint() numBytes parameter is optional.
– WoopsiString::getCodePoint() numChars parameter is optional.
– WoopsiString::getCodePoint() returns the correct number of chars if the codepoint is invalid.
– Fixed clipping bug in PackedFont1::renderChar() (Lakedaemon).
– Fixed clipping bug in PackedFont16::renderChar() (Lakedaemon).
– TextBox::getPreferredDimensions() allows space for the cursor if visible.
– Fixed null pointer dereference in WoopsiString::getCodePoint.

New Features:
– Added Debug::flipToTopScreen().
– Added Debug::flipToBottomScreen().
– Added Debug::flipScreens().
– Added Debug::raiseToTop().
– Added Debug::lowerToBottom().
– Added Debug::wvsnprintf().
– Built with devKitARM r32/libnds 1.4.8 (manually patched line 661 of nds/arm9/videoGL.h to fix warnings

http://forum.gbadev.org/viewtopic.php?t=14332

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Genesis Plus v1.4.0 (Genesis emu for GC)

Genesis Plus is an emulator of the Sega Genesis / Sega Megadrive. This is a port of Charles MacDonald’s Genesis Plus to the GameCube, with a lot of improvements.

Changes:

Core/Sound
completely rewrote sound processing/mixing: sound chips are now clocked with exact output framerate
to ensure 100% smooth video & audio playback, with no lag or skipping, while rendering an accurate number of samples per frame and keeping PSG & FM chips in sync.
improved PSG & FM chips synchronization with CPU execution (fixed point precision).
improved YM2612 core general accuracy (SSG-EG, CSM mode,…) (based upon Nemesis recent tests on real hardware)
improved YM2612 LFO emulation accuracy: fixes “Spider-Man & Venom : Separation Anxiety” (intro)
fixed YM2612 bug with Timer B: fixes “Langrisser Hikari II”/”Der Langrisser II” (Sega logo)
fixed YM2612 context saving/loading.
fixed YM2612 state on reset.
removed outdated & less accurate Gens YM2612 core
added configurable YM2612 DAC resolution emulation.
added configurable & faster FIR resampler (thanks to Blargg & AamirM), removed libsamplerate support.
added configurable Low-Pass filtering
added configurable 3-Band Equalizer (thanks to Neil C).
added an option to boost SN76489 Noise Channel.
adjusted SN76489 cut-off frequency.
implemented Blargg’s blip buffer in SN76489 core (all channels are now lineary interpolated)

Core/VDP
added support for CRAM writes during horizontal blanking (Striker, Zero the Kamikaze Squirrel,…)
added support for 2-Cell vertical scrolling in Interlaced 2 mode
added support for some undocumented mode register bits
added proper emulation of HV Counter latch: fixes Sunset Riders intro
added pixel-accurate emulation of mid-line display on/off (Nigel Mansell World Championship PAL, Ren & Stimpy’s Invention PAL,…)
improved 2-cell vscroll emulation accuracy, as verified on real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
improved FIFO timings accuracy: fixes Sol Deace intro
improved sprite masking accuracy (thanks to Nemesis for his test program)
improved sprites processing accuracy: fixes (un)masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
improved HBLANK flag timing accuracy: fixes Mega Turrican (Sky level)
improved horizontal blanking & HINT/VINT occurence timing accuracy, as measured on real hardware.
improved HCounter accuracy in 40-cell mode, as measured on real hardware.
improved color accuracy in VDP highlight mode to match results observed on real hardware

Core/CPU
updated Z80 core to last version (fixes interrupt Mode 0 timing and some BIT instructions).
fixed some Z80 instructions timing.
fixed state of Z80 registers on reset (sound issues with Defender & Defender 2 in Williams Arcade Classics)
improved Z80 interrupt accuracy
improved 68k accuracy (initial Reset timing + auto-vectored interrupts handling).
improved 68k timing accuracy for DIVU/DVIS (thanks to Jorge Cwik) & MULU/MULS instructions.
implemented 68k undocumented flags behavior for DIVU/DIVS instructions (Bloodshot / Battle Frenzy)
improved Z80 & 68k cpu execution/synchronization accuracy by using Master Clock as common reference (now run exactly 3420 M-Cycles per line).
modified Z80 & 68k cores to directly use external cycle count instead of intermediate counters.

Core/Extra
added Game Genie hardware emulation.
added Action Replay & Pro Action Replay hardware emulation (only preliminary Pro Action Replay 2 support).
added Sonic & Knuckles “Lock-On” support.
added Cartridge “Hot Swap” feature.
added missing EEPROM support in more games.
added VDP lock-out emulation (TMSS).
improved emulation of copy-protection hardware found in some unlicensed cartridges (Mulan, Pocket Monsters II).
fixed Realtec mapper emulation: fixes missing sound in Balloon Boy / Funny World.
fixed lightgun auto-detection: fixes default cursor position in Lethal Enforcers II.
enabled simultaneous use of multitap & J-CART (Super Skidmarks 6-player mode)
lots of code cleanup, bugfixes & optimization.

Gamecube/Wii
implemented custom FONT engine (uses internal IPL font & GX hardware rendering).
implemented custom GUI engine (uses GX hardware rendering & multithreading)
implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc).
improved audio/video synchronization to ensure 100% smooth video & audio playback.
improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
improved lightgun cursors layout.
added automatic ROM loading feature (last played game launches immediately when starting the emulator)
added PAR codes and .pat files support
fixed lot of stability issues and potential memory leaks.

Wii specific
added Video Hardware “Gamma” control
added Video Hardware “Trap Filter” control
improved Mouse emulation through Wii remote
compiled with devkitPPC r22 & libOGC 1.8.5 (includes SDHC & USB2 support through IOS58, removes DVDX support)

http://code.google.com/p/genplus-gx/

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Genesis Plus v1.4.0 (Genesis emu for Wii)

Genesis Plus is an emulator of the Sega Genesis / Sega Megadrive. This is a port of Charles MacDonald’s Genesis Plus to the Wii, with a lot of improvements.

Changes:

Core/Sound
completely rewrote sound processing/mixing: sound chips are now clocked with exact output framerate
to ensure 100% smooth video & audio playback, with no lag or skipping, while rendering an accurate number of samples per frame and keeping PSG & FM chips in sync.
improved PSG & FM chips synchronization with CPU execution (fixed point precision).
improved YM2612 core general accuracy (SSG-EG, CSM mode,…) (based upon Nemesis recent tests on real hardware)
improved YM2612 LFO emulation accuracy: fixes “Spider-Man & Venom : Separation Anxiety” (intro)
fixed YM2612 bug with Timer B: fixes “Langrisser Hikari II”/”Der Langrisser II” (Sega logo)
fixed YM2612 context saving/loading.
fixed YM2612 state on reset.
removed outdated & less accurate Gens YM2612 core
added configurable YM2612 DAC resolution emulation.
added configurable & faster FIR resampler (thanks to Blargg & AamirM), removed libsamplerate support.
added configurable Low-Pass filtering
added configurable 3-Band Equalizer (thanks to Neil C).
added an option to boost SN76489 Noise Channel.
adjusted SN76489 cut-off frequency.
implemented Blargg’s blip buffer in SN76489 core (all channels are now lineary interpolated)

Core/VDP
added support for CRAM writes during horizontal blanking (Striker, Zero the Kamikaze Squirrel,…)
added support for 2-Cell vertical scrolling in Interlaced 2 mode
added support for some undocumented mode register bits
added proper emulation of HV Counter latch: fixes Sunset Riders intro
added pixel-accurate emulation of mid-line display on/off (Nigel Mansell World Championship PAL, Ren & Stimpy’s Invention PAL,…)
improved 2-cell vscroll emulation accuracy, as verified on real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
improved FIFO timings accuracy: fixes Sol Deace intro
improved sprite masking accuracy (thanks to Nemesis for his test program)
improved sprites processing accuracy: fixes (un)masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
improved HBLANK flag timing accuracy: fixes Mega Turrican (Sky level)
improved horizontal blanking & HINT/VINT occurence timing accuracy, as measured on real hardware.
improved HCounter accuracy in 40-cell mode, as measured on real hardware.
improved color accuracy in VDP highlight mode to match results observed on real hardware

Core/CPU
updated Z80 core to last version (fixes interrupt Mode 0 timing and some BIT instructions).
fixed some Z80 instructions timing.
fixed state of Z80 registers on reset (sound issues with Defender & Defender 2 in Williams Arcade Classics)
improved Z80 interrupt accuracy
improved 68k accuracy (initial Reset timing + auto-vectored interrupts handling).
improved 68k timing accuracy for DIVU/DVIS (thanks to Jorge Cwik) & MULU/MULS instructions.
implemented 68k undocumented flags behavior for DIVU/DIVS instructions (Bloodshot / Battle Frenzy)
improved Z80 & 68k cpu execution/synchronization accuracy by using Master Clock as common reference (now run exactly 3420 M-Cycles per line).
modified Z80 & 68k cores to directly use external cycle count instead of intermediate counters.

Core/Extra
added Game Genie hardware emulation.
added Action Replay & Pro Action Replay hardware emulation (only preliminary Pro Action Replay 2 support).
added Sonic & Knuckles “Lock-On” support.
added Cartridge “Hot Swap” feature.
added missing EEPROM support in more games.
added VDP lock-out emulation (TMSS).
improved emulation of copy-protection hardware found in some unlicensed cartridges (Mulan, Pocket Monsters II).
fixed Realtec mapper emulation: fixes missing sound in Balloon Boy / Funny World.
fixed lightgun auto-detection: fixes default cursor position in Lethal Enforcers II.
enabled simultaneous use of multitap & J-CART (Super Skidmarks 6-player mode)
lots of code cleanup, bugfixes & optimization.

Gamecube/Wii
implemented custom FONT engine (uses internal IPL font & GX hardware rendering).
implemented custom GUI engine (uses GX hardware rendering & multithreading)
implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc).
improved audio/video synchronization to ensure 100% smooth video & audio playback.
improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
improved lightgun cursors layout.
added automatic ROM loading feature (last played game launches immediately when starting the emulator)
added PAR codes and .pat files support
fixed lot of stability issues and potential memory leaks.

Wii specific
added Video Hardware “Gamma” control
added Video Hardware “Trap Filter” control
improved Mouse emulation through Wii remote
compiled with devkitPPC r22 & libOGC 1.8.5 (includes SDHC & USB2 support through IOS58, removes DVDX support)

http://wiibrew.org/wiki/Genesis_Plus

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PocketSNES v7.1.0 (SNES emu for Wiz)

PocketSNES is a Super Nintendo Entertainment System / Super Famicom emulator for Wiz.

http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,71,479

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Aggressive Pong v0.21.1 (Pre) (Wiz Game)

Aggressive Pong is an aggressive variant of the classic Pong game.

http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,27,510

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Aggressive Pong v0.21.1 (Pre) (Caanoo Game)

Aggressive Pong is an aggressive variant of the classic Pong game.

http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,27,569

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Racer v1.1.0 (Pandora Game Port)

Racer is a car racing game with 7 different tracks, many cars, night racing mode and more.

http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,28,230

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Pushover v0.0.1 (Pandora Game Port)

Pushover is a fun puzzle game originally published by Ocean in 1992. In this game you control an ant that can walk along platforms that are connected with ladders. On those platforms are dominos that need to fall according to some rules.

http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,25,231

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DaedalusX64 (Revision 587) (N64 emu for PSP)

DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.

Changes:

[+] Auto frame skip is now working (Skips a maximum of every other frame)
[!] Fixed OOT shifted graphics while still showing the missing Heart and other HUD graphics.
[+] Added some additional debug info on vertices’s (both transformed and projected info)

http://forums.daedalusx64.com/viewtopic.php?f=12&t=2640&start=0

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Jumping Jack v0.9 (Wii Game)

Zalo DS made a remake of the ZX Spectrum Classic “Jumping Jack” for Wii. The remake is rather straight forward, so it does not come with fancy gfx.

Thanks to http://www.nintendomax.com/viewtopic.php?p=34148 for the news.

http://zalods.blogspot.com/

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