Miscellaneous News
To get a copy of this techdemo you need to be registered at the GBAdev webboards. Author release notes:
I have converted the Ruby tech demo into a DS video. This is using a similar technique to the Animatrix trailer I released last week, but with major improvements. The code has been cleaned up and optimized and now supports double buffering. This results in much smoother playback. The sound has also been upped to 41k mono (I still can’t seem to get stereo sound to play). The 2 minute trailer with sound fits on a 128Mbit card (14MB total). It has been tested on a NeoFlash 512Mb, should work with other GBA flash carts.
The code is based off of chris doubles tutorials and uses the GBFS and JPEG loader to display the images. This is a good example of how to load files (images/sounds) from a GBA cart using the GBFS. Since the DS can only handle 4MB in ram at a time, I am using a system to swap out different files during playback to play the entire video. Also, for some reason GBFS cannot compile more than 500 files at a time into a *.gbfs, so I had to create a work-around for that. The double buffering was based on the example in libnds (drunken coders) but optimized by the use of dmaCopy().
This project was designed as a quality test for a multimedia game I am working on (about 50% complete right now). I was able to get the video quality at a good level while still cramming 2 minutes of video onto a 128Mbit file. This could be useful for a short pre-rendered intro or some animated cut-scenes to spice up your homebrew titles. All you have to do is export a series of JPEGs (about 10K each) from your video editing program. I used Flash, but I could have easily used any program that exports a series of images from video source. Then set an array in the source to hold the names of the files and it will play them back. I hope this may be of some use to someone.
http://forum.gbadev.org/viewtopic.php?t=6792
mATkEUpON has also updated his Smash Brothers remake for the GP32. This version fixes a couple of problems.
http://smashgp.gp32z.com
NeoCD/PS2 is a open source NeoGeo CD emulator running on the Sony Playstation 2. It is a port of NeoCD/SDL, the excellent NeoGeo CD emulator by Foster. Since there is actually no SDL library on the PS2, all SDL portions have been removed and replaced by PS2″native”libraries (using PS2SDK). The NeoCD/PS2 source code is distributed under the terms of the GNU General Public License.
Third beta release of the CDDA release !
Changelog:
– MoreCDDA fixes
– Fixed/added auto-loop feature (CDDA)
– (re)Fixed missing sfx in aerofighters 2 (and maybe others)
– Fixed most Buzzing noise cases
– drive now stop spinning when CDDA is set to OFF
Yes, for those who noticed, this version is the 0.6c, and not 0.6b.
The 0.6b version has been released in the neocd forum only, Why ? because… I was too lazy to update the site ? or It was a vip version reserved to people visiting the forum ? 😉
Both binary and sources are available in the download section.
enjoy.
http://neocd.ps2-scene.org/
Another release by”Anena”is an updated version of Stella PSP which is a port of the famous Atari 2600 emulator”Stella”to the PSP. It contains fixes and adds Paddle support.
http://www.pspupdates.com/forum/showthread.php?t=13559&page=6&pp=10
Aenea has released”Atari800 PSP”which is an Atari 400/800/XL/XE/5200 emulator for the PSP. It’s not very usable yet, but runs Pitfall 2.
http://www.pspupdates.com/forum/showthread.php?t=15405
The GP32 port of SmashGP over to the PSP has been improved. The changes:
A lot of bugfixes and other improvements in this new version. Multiple character pages are now supported, the music has been added (mikmodlib), and you can now change the transparency of the background layer. The menus have also been slightly improved.
http://membres.lycos.fr/matkeupon/
HuE has been updated and is a PCE/TG-16 emulator for your PSP.
http://hue-e.hp.infoseek.co.jp/
Image provided by: PeterPeter has sent me an email to let us know about his recent GBA Techdemo”Deformer”. Here is a description of it:
This demo uses mode 4. The principle how the effect works is pretty easy. You just have to do it once. OK. You have a texture, in this case I used a 256×256 pixels bitmap, plus a displacement map. The displacement map contains relative positions from which”coordinate”to take a pixel from the source texture. Draw the texture using the displacement map. Don’t directly use the xy coordinates to place pixels. Then just move the displacement map on the texture around to achieve the animation and never clear the framebuffer. The”tricky”part is to generate a good looking displacement map, hint: cos/sin 😉 Tested with no$gba and on hardware.
http://www.console-dev.de/demos/index.html
Puck2099 has released a new version of”Lady Killer”. It’s a remake of an old arcade game. You can grab the latest release on the GP32Spain webboards, as Pucks’s private homepage has not been updated with the release yet.http://www.gp32spain.com/foros/showthread.php?t=22229http://www.gp32wip.com/
PSPTed by drpollo has been updated. It is a simple texteditor for the PSP.http://sourceforge.net/projects/pspted/