News

Hold Plus v2.6 (PSP Application)

News from Torch:

What does Hold+ do when the switch is enabled?

* Switches off the LCD backlight.
* Switches off the actual LCD screen.
(This is important because the backlight and actual screen are two different things. You can have an image being displayed on the screen while the backlight is switched off, such that you can see the image if you use a flashlight. You can also have the screen switched off while the backlight still illuminates the powered off screen.)
* Underclocks the CPU to 61MHz
(Sony has changed the clock speed functions such that only certain combinations of speeds work correctly. Simply trying to underclock to arbitrary values will result in the CPU simply running at the stock speed. I have verified that Hold+ successfully underclocks to 61MHz.)
* The original screen brightness and clock speed are restored when the Hold switch is released.
* Prevents the PSP from going into suspend mode if you accidently push the power switch too far when turning off Hold mode.
* Allows operation of the PSP with the display turned off, to change volume, skip songs etc.

Release notes:

Modified the code a bit so that it should work better in GAME mode, although I don’t really support using it in GAME mode.

Source

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Basilisk II (Test 18) (MacOS emu for PSP)

Basilisk II is an Open Source 68k Macintosh emulator.

Release notes from J.F.:

Here’s test 18. Cross your fingers and hope this fixes it ONCE AND FOR ALL. If you’re any decent at beta testing, you’ll notice the new PSP setting for relaxed timing on the 60 Hz IRQ. When enabled, the 60 Hz timer waits about 16 ms from whatever the time currently is, so you get the 60 Hz IRQ about 60 times a sec, but no guarantees. Disabled uses the default B2 code to try to maintain a drift-free 60 Hz interrupt. This naturally uses more time and can bog down the Mac depending on what else is going on. The default is relaxed timing, which is much smoother.

Source

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WiiOperation v1.2.0 (Wii Game)

WiiOperation is an operation-esque clone for the Wii. Game involves extracting bones from tight corners; and the old familiar zap to remind us that surgery isn’t for everyone.

Custom user content is available and easily added by using the included WiiOperation Level Builder.

Source

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Ultra-FastReflexes v1 (NDS Game)

Montyspy has updated his reflection game “Ultra-FastReflexes”.

This game will give you a direction and you have to press it as fast as possible. Additionally there could also be action buttons like “B”, “A” and so on… which you have to press as fast as possible too.

This release is an massive update from the last release (v0.3).

Thanks to http://www.nintendomax.com for the news.

Source

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FAT Player MikMod v5 (NDS Application)

Here comes a new version of FAP Player MikMod, which is developed by Cid2Mizard and Kuculcan. FAT Player MikMod is based upon is using the MikMod library to play dozens of audio formats.

Changes:

-New interface, new graphics.
-Improved performance of visualizeur frequency (zero values are now reset to zero).
-Improving the fluidity of visualizeur (capture frequencies Accelerated).
-Switch screen.
-Managing channels (Power On/Off) with the stylus.
-Add Repeat and Random.
-Bug fix the opening, only compatible files are displayed (Warning not to file without extension on / Musics).
-Bug fix the number page.
-Many bug fix, (FAT, etc..) usually the player is much more fluid than before.

Source

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Pixelman v0.90 (NDS Application)

Pixelman is an sprite editor which will work directly on your Nintendo DS!

Release notes from Sylus101:

Hello everyone!!!!

From a simple question on this very forum spawned an idea that I just ran with and became what I really hope is a useful little app.

I present PIXELMAN, The Sprite Editor!

In a vein of laziness, and general exhaustion, here’s the Readme file in full:

Welcome to Pixelman v0.90!

I’m starting with version .9 because there are really only a couple of extra editions I have planned before being a true 1.0 final version, but this one is working well and I was dying to release something so here it is!

File structure and FAT:

The zip has things in the right place but basically you should have a pixelman folder with two folders named sprites and palettes inside it. pixelman.nds can be either on the root or inside the pixelman folder, at least that is what works on my R4 card. If in doubt, try either… actually I would be curious to hear if there is any issues with other cards.

In the sprite and palette folders you can place output c files from PAGfx and the app will be able to read them. Any sprites or palettes you create will also save into these folders. Currently only sprites up to 20 frames are supported but if there is a demand for more, I can easily increase the sprite array size so just post on PALib and let me know.

*Special Note and a big thanks to Themepark*
When you save a sprite you’ll get a .spr.c extention. This is because of a strange filename limitation that was discovered with FAT. Read the next paragraph to see what do do about it.

Using your Pixelman outputted files with your own projects should be done with some experience as it’s not automatically created with a nice all_gfx.h and all_gfx.c file. My best advice is to rename the files to your liking. Open then and make sure you name the sprite and the palette arrays as well. Put them in the gfx folder of your project if that’s your normal practice and then edit both all_gfx.c and all_gfx.h to include them. It sounds like a tall order, but it’s not all that painful. If youรขโ‚ฌโ„ขve got the skill then ignore this and do what comes natural. Any questions, please post and I’ll be happy to answer.

Pardon the general rough look of the app. I’m a terrible graphic artist and to some extent intend to use this to practice.

Controls:

Initially the controls are pretty self explanatory, just tap options with the stylus. Once you get started the controls are as follows:

DPad arrows move the color selection box around the top screen. You can press L to have the screens switch and tap the color you want with your stylus. Obviously use the stylus to draw when the screens are in normal position.

(These are generaly coded with Pad.Released by the way…)

Press A to stamp the current drawing to sprite and Y to take current sprite frame and do the reverse.

X and B change the current sprite frame.

Press R to start and stop animating the sprite. While animated Up and Down on DPad increase and decrease the speed.

Press Select to Clear the drawing screen.

Start bring up an Options screen, all of which are self explanatory selections.

Enjoy!
Sylus รขโ‚ฌล“Not Stylusรขโ‚ฌย McFrederickson

To Come (soon, hopefully):

Restart option, right now you have to shut down to start working on a new sprite.

Loading of binary sprites. Saving to binary would be impossible for my C skill without major help.

Option to not save palette as it is certainly unnecessary sometimes.

Modification of individual palette colors.

File name choice when saving.

Listing of more than a few files in each folder. Right now only 8 or so fit on screen.

Zoom function (partially worked on already) because working with 64 X 64 is almost pointless when trying to get pixel perfect accuracy.

Update look and polish (consistency of fonts, etc…)

Source

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FinalBurnAlpha WIP (Arcade emu for Pandora)

Quote from ZodTTD:

Just a matter of minutes ago the OpenPandora.org team, makers of the homebrew software friendly gaming handheld Pandora, released a video of it in action!

Here we can see the emulator FinalBurnAlpha running the game DoDonPachi. The performance is amazing, running nearly twice as fast as the normal framerate when allowed to go as fast as it can. Even better, this is at 500MHz. With reports of Pandora possibly hitting 900MHz, imagine the possibilities!

Video in action: https://www.youtube.com/watch?v=z6dESG-xAYM

Source

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