Fusion2X – OpenGL ES-CL v1.0 (GP2x misc)

Release notes from Trenki:

I tried to develop an OpenGL ES-CL 1.0 implementation on top of my software renderer as a proof of concept.

The current implementation is an alpha release since I didn’t have enough time to test it thoroughly. Most useful functionality is implemented but some stuff like two sided lighting is ignored. Textures currently don’t have mipmaps and texture filtering is limited to GL_NEAREST. For more details please have a look at the included readme file.

I provide two versions for download: the standard version is just a straight implementation without any special optimizations. It has less code but the performance is rather poor compared to the raw software renderer. The optimized version contains basic optimizations. This can still be improved as in the current state my software renderer is at least 1.25 faster for the same scene. Compile times for the optimized version are very high and the compiled library file is rather big. This is due to my approach of using specialized template function. Maybe another easy to implement approach would be better suited.

The source code includes Visual Studio 2008 project files to compile for Windows and for the devkitGP2X. Addidionally a MinGW Developer Studio project file is included to compile with GCC for windows.

The implementation is released under the LGPL license. If you make any changes, refactorings, or significant performance improvements I will gladly incorporate them into the main source if you can provide me with a patch file.

Thanks to http://www.gp32spain.com for the news.

http://www.trenki.net/content/view/39/48/

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MAME4ALL v1.0 WIP (Arcade emu for GP2x)

Franxis and helpers announed the soon to be released MAME4ALL v1.0 – which are indeed great news for lovers of Arcade machine games.

Quote:

It is based on MAME 0.37b5 and it has support for 2240 romsets.

It supports 8 and 16 bit video modes with several tweaks (scaled, 4:3, rotated, TATE, border, TV-Out, etc), 11-44 KHz sound (mono and stereo), etc. It is packed in only one executable (command line based) with a separate frontend to select the games. It already has the Cyclone and DrZ80 ASM cores integrated. The performance of the emulator is better than the previous port in a lot of games (CPS-1 among others). The game compatibility has been doubled, some of the new supported games: Sunset Riders, Simpsons, Aliens, Hammerin’ Harry, Parodius, Dodonpachi, Gals Panic, etc.

It will be first shown in the RetroMadrid 2008 fair to take place on 8th march in Madrid (Spain), and it will be released shortly after…

http://www.talfi.net/gp32_franxis/

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PDRoms Coding Competition 3.99 – Deadline approaching soon (misc)

The PDRoms Coding Competition #3.99 deadline is almost at the doorstep. Make sure to send in your entries soon 🙂 We wont be 100% strict on the deadline (23:59), so a delay of a few minutes (minutes not hours) will be accepted. The deadline applies to the time in your country.

Competition running time: 24th January 2008 to 2nd March 2008
Deadline: Sunday, 9th March 2008 @ 23:59, in YOUR timezone!

Systems allowed: Atari 2600, Coleco Vision, Gameboy, Gameboy Color, Gameboy Advance, Game Gear, Genesis/Megadrive, GP2x, Intellivision, Master System, Neo Geo Pocket, Neo Geo Pocket Color, Nintendo Entertainment System (NES), Super Nintendo Entertainment System (SNES), Nintendo DS, PC Engine, Playstation Portable (PSP), Wonderswan, Wonderswan Colo, Neo Geo CD

Topic: Create any kind of childproof game (no pr0n, racisms, extraordinary violence and adult humour, …) by using maximum four colors only on screen at once per scene (this could be a level, menu, etc) (also applies for dual screen systems – 2 screens count as one unit). Black, white, grey do count as color! You can choose your four colors freely. If your game features music and/or sound fx is up to you.

http://pdroms.de/phpbb/viewforum.php?f=59

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Tetra Master DS v0.1 WIP (NDS Game)

Version 0.1 of Tetra Master DS is nearly complete. Masif just got a few more bugs to work out and some sprucing up of the UI, and then he will release it to the public.

If you’re not familiar with Tetra Master, it’s the card based mini game from Final Fantasy IX. http://en.wikipedia.org/wiki/Minigames_of_Final_Fantasy

http://forum.gbadev.org/viewtopic.php?t=15151

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Windows Vista Lua v2 (PSP Lua Application)

Here is the second release of pspman16’s Windows Vista shell for the PSP coded in Lua. You now can have icons on the desktop, listen to mp3s, and e-mail people!

http://forums.qj.net/showthread.php?t=136524

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Algebra Calculus Assistant v0.2 (PSP Lua Application)

Here is an update to Algebra/Calculus Assistant. It now features a hand full of additional features.

Changes:

–Got rid of the find slope and y-intercept option and replaced it with the equation conversions (standard to y-intercept
and vice versa). The standard to y-intercept still says the slope and y-intercept, though.
–Added function to find the inverse of a 2×2 matrix
–Added function to simplify any fraction into its simplest form

http://forums.qj.net/showthread.php?t=136497

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NervOS v1.0 (PSP Application)

After 2 months of hard work, NervOS 1.0 is finished. NervOS is a shell which has the following features:

* Image Viewer
* Mp3 Player
* Can execute homebrew
* Can execute ISO’s/CSO’s
* Can execute UMD’s
* Can load prx plugins (it is not finished so weird things may happen)
* USB Mode
* Shows the current time
* Shows the battery life percentage
* Take screenshots (press Select)

http://forums.qj.net/showthread.php?t=136502

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PocketNES (08-03-2008) (NES emu for GBA)

Dewit has updated PocketNES, a NES emulator for Gameboy Advance (also compatible to the Nintendo DS).

Release notes:

Major bugfixes:
* Fixed the bug where the SRAM went back in time after entering the UI
* Fixed sprite collision when games don’t update the sprite tables every frame (Bomberman 2 works again)
* Fixed a bug which may have caused sram corruption

No longer broken from alphas:
* Added the punchout hack back in
* Re-added PPU hack
* Re-added cheat finder

Minor bugfixes:
* Fixed a cheat finder bug (kept old cheats active after changing games)
* Fixed bug where savestates did not load correctly from previous alphas

Enhancements:
* Changed IRQs for Mapper 69 [FME-7], (Mr. Gimmick, Return of the Joker…)
* Savestates now save sound information

http://www.dwedit.org/dwedit_board/viewtopic.php?id=345&p=1

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PSPTHOM v1.2.0 (TO7-70 emu for PSP)

PSPTHOM is a TO7-70 emulator for PSP.

Changes:

– Speed improvements
– Load and save state
– Display and save thumbnail images for each save state
– Add vsync option
– Add new render modes (such as fit height)
– Analog pad can now be used in the file requester
– Auto-fire mode, press RTrigger+X to switch it on/off
– Add several new hotkeys :
. settings such as fps, render mode, auto fire speed
can now be directly modified inside the emulator
(no need to enter in the settings menu)
. quick save / quick load current state
(no need to enter in the main menu)
– Default Hotkeys can now be set in the keyboard mapping menu
(useful to add hotkeys on existing/previous keyboard files)
– Bug fix in the low battery watchdog
– Can now be compiled under linux for linux (usefull for dev/debug)

http://zx81.zx81.free.fr/serendipity/index.php?/archives/291-guid.html

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ColEm PSP v2.4.1 (Coleco Vision emu for PSP)

ColEm PSP is a ColecoVision emulator for PlayStation Portable.

Changes:

PSP version brought up to date with the official release (changes are mostly internal)
Replaced the rendering engine with a more stable one
When switching games, latest save state will be automatically highlighted

http://psp.akop.org/colem

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