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Woopsi v0.25 (NDS misc)

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

Changes:

V0.25 (20071105)

– Fixes:
– Added vector to store hidden gadgets, reducing the complexity of maintaining gadget lists and focus.
– Removed all screen dimension magic numbers and replaced with defines.
– Tidied up a lot of the code.
– Gadget deletion queue now handles solely in the VBL events.
– Optimised TextWriter by preventing it from drawing empty glyphs.
– Changed TextWriter into a static class.
– Optimised TextViewer so that it uses much less memory.
– Text font and glyph font now sent around hierarchy instead of each gadget creating their own font.
– Improved Font class.
– Removed 8-bit code from Bitmap class.
– General refactoring and code tidying.
– Made EventHandler methods virtual instead of pure virtual.
– Split gadget events into “raiseXEvent()” and “x()” functions.
– Clicking a gadget automatically notifies its parent that it is the new clicked gadget.
– Moved dirty child redraw function into gadget class.
– Added horizontal clipping to rect splitting functions.
– Fixed SuperBitmap border.
– Relevant gadget methods are now virtual for subclassing.
– Removed all unnecessary all_gfx includes.

– New features:
– Added non-draggable screens and windows.
– Added show/hide gadget functionality.
– Added ability to hide a window instead of closing it when the close button is clicked.
– Added closed/hidden/shown events.
– Added monochrome output to Font class and definable text colour.
– Added drawText() function to SuperBitmap class.
– Added window depth button.
– Added enable/disable gadget.
– Started work on alert requester.
– Moved text data manipulation out of TextViewer into a separate class.
– Added Gadget::moveTo method.
– Added Gadget::resize method.
– Added resize event.
– Added move event.
– Added value change event.
– Added window resizing (API only).
– Added radio buttons.
– Added radio button groups.
– Added “clicked” glyphs for screen and window depth buttons.
– Most gadget action methods (click(), moveTo(), etc) return bools to indicate success or failure.
– Added enabled/disabled events.
– Added checkboxes.
– Added NDS screen flipping and support for top NDS screen.
– Added screen flipping gadget.
– Updated screens to swap to front when clicked.
– Added a variety of gadget depth manipulation functions.
– Split Woopsi library code into separate directory for ease of integration in other projects.

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fMSX v3.4.5 (MSX emu for PSP)

fMSX PSP is a MSX emulator for PlayStation Portable.

Changes:

MSXMUSIC and MSXAUDIO emulation can now be toggled on and off at any time
FDD (Floppy Disk Drive) activity indicator – displays an icon whenever the virtual floppy drive is busy
Optional (and discouraged) hi-resolution renderer for screen modes 6, 7 and text-80

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Funky Kong (Beta) (PSP Lua Game)

Funky Kong is based off the classic barrel-jumping-hammer-bashing arcade game, Donkey-Kong! Except, Funky Kong is a side-scroller unlike the original game. This time around, you’ll have to hurry and make it to the top, but by avoiding any possible danger. That includes; Falling Barrels, Spinning Barrels, Flame Enemies, Flaming Barrels and finish off by a boss battle after a level.

So far, the game is in beta form. It is still very buggy, but is playable.

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PSP MAME4ALL v4.9r1 Hires (Arcade emu for PSP)

Release notes:

Latest release with changes as from included readme-psp.txt:
PSP MAME4ALL v4.9r1 Hires by TTYman, 05/11/2007
รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€รขโ‚ฌโ€-
Install directions:
– Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are three different builds in archive:
1) PSP-100x (psp_mame4all_v4.9r1);
2) PSP-100x without neogeo and cps1 support (psp_mame4all_v4.9r1-fat-noneogeo-nocps1);
3) PSP-200x (psp_mame4all_v4.9r1-slim);
Use psp_mame4all_v4.9r1 as installation base, then replace EBOOT.PBP with your needed/preferred build;
– Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
– Add created zipped roms files in ROMs subfolder and samples in samples subfolder;
Samples must be in .sam old Mame pre-v0.35 format, downloadable from http://www.mameworld.net/samples/sam.htm
Specific Features:
– Based on latest GP2X MAME4All release v4.9;
– 480รƒโ€”272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
– Overclock support, from 133 to 333 MHz;
– Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480รƒโ€”272);
– Frameskip as GP2X version (fixed 0-5, auto 1-5);
– Vsync on/off;
– Save configuration support, default and per game;
– 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
– Preliminary analog support;
– Autocentering fix for all resolutions;
– Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
– Stripped & Packed executable, only 2.1MB;
– Original graphics theme from Gold edition;
– Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
– Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
– Graphic theme 480รƒโ€”272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;
Specific Controls:
– Button SELECT: Insert credits.
– Button START: Play.
– Button HOME: after Pause exit game and return to menu.
– Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
– Buttons L+R pressed during one second: Pause.
– Buttons L+HOME simultaneously: Reset emulation.
Fixed from 4.7r3 (same as 4.8r1 unreleased)
– Crash when sampled used.
– Unified builds, thanks to new Z80 core, Mame 0.53 based, compatible with system16, neogeo and classic roms.
– Implemented PSP-2000 (slim) specific support, so double memory available to load roms, thanks to keiich-san code.
Fixed from 4.7r2:
– Sounds now are near arcade perfect, with minor gliches in some sound chips emulations;
– Gold (CPS1, System16 and Neogeo) specific emulations are now stand-alone, as require different z80 cpu implementation;
– Improved performance with sounds, oldies with 0 frame skip and vsync on, others with auto-1 and auto-2;
Fixed from 4.7:
– 133 MHz in menu and while paused, for battery saving;
– VSync really works now;
– Corrected build configuration and Makefile, so sounds in various games are now back;
– Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;
Known Problems:
– General audio with some gliches due to original unoptimized threaded sound core;
– Preliminary Analog stick support doesnรขโ‚ฌโ„ขt recognize very fast movements;
– No rotate support;
PSP MAME4ALL v4.9r1 Hires zipped archive (6.792.731 bytes)
PSP MAME4ALL v4.9r1 Hires zipped archive MD5 checksum file
Source code can be downloaded from official Franxisรขโ‚ฌโ„ขs GP2X port, at http://www.talfi.net/gp32_franxis/.
TTYman ๐Ÿ˜‰

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Daedalus PSP (R13) (N64 emu for PSP)

StrmnNrmn pulled out a new release of Daedalus PSP, a Nintendo 64 emulator for PSP’s.

Release notes:

I’ve just finished packing up R13 and uploading it to sourceforge:

Daedalus PSP R13 for v1.00 Firmware
Daedalus PSP R13 for v1.50+ Firmware
Daedalus PSP R13 Source

The most significant new feature is savestate support. You can now save your progress at any point, via the Pause Menu (accessed through hitting the Select button). Savestates are written out to the memory stick, and consume around a megabyte per slot. You can load up a savestate at any time from the Pause Menu, or via the front end (hit the right shoulder button to swap from the rom list to the savestate list.)

Other than savestates, the most significant change in R13 is a number of optimisations to the dynarec core which should give a 10-20% speedup depending on the title being played. I’ve tested these optimisations as much as I can, but if you find that roms which worked with R12 are now broken, try disabling ‘dynamic recompilation’ and/or ‘dynarec stack optimisation’ from the rom’s preferences screen.

I haven’t looked at compatibility at all in R13, so it’s unlikely that any roms will have started working in R13.

I’m interested to hear your feedback on both of these features. Let me know if you have any problems with savestates, or if you’ve found roms are no longer working in R13. I’ll try and keep on top of the comments pages over the next couple of weeks.

It’s taken a LOT longer to get R13 out than I had hoped. I can’t quite belive the last release was in June! I’m hoping now I’ve got this release out of the door I’ll be able to get back to making small, more frequent releases.

-StrmnNrmn

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UK iPhone Launching with v1.1.2 Firmware – Jailbreak Broken (iPhone misc)

T3 got their hands on the new European iPhone, and to their delight (and dismay), the phone is pre-installed with firmware 1.1.2รขโ‚ฌโ€which is newer than the 1.1.1 firmware we currently have in the states. Believe it or not, it’s actually packing some new features. But before you ask, their early testing shows that current Jailbreak software is no longer functional. So that whole saga continues!

Read the full article by following the link below…

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