Those of you who like Mame will love this news story from Engadget
We'd all like our own personal arcade like Flynn's, but sadly personal finances and a lack of square footage can make that a challenge. The Nanocade is much more affordable and, conveniently, much smaller too. It's a kit from designer Rasmus Sorensen that enables you to turn a netbook or mini-ITX motherboard and 10.1-inch display into a wee MAME cabinet. If you have such a donor machine when this kit starts shipping in March all you'll need is a little adhesive and technical know-how to make your own. Oh, and $349 plus shipping.
Heres a news article i spotted at Eurogamer that talks about the hardships of emulating PSone Games, seems they need help from the masters of emulation :P
Why isn't your favourite PSone game on the PlayStation Store yet? Emulating old PlayStation games for new PlayStation hardware isn't as easy as everybody thinks.
Crucially, Sony is still "dedicated" to resurrecting the games you want most, pledged PlayStation Store's Ross McGrath on the EU PS blog. But the process can take "several months".
Each PSone revival requires a good original copy of the game (in all languages), legal clearance (checking expired licenses and who owns publishing rights), Store packaging (image, descriptions for all territories), and submission to Sony QA for extensive bug testing.
"There are two major stumbling blocks between submitting a game for emulation and us being able to publish it," illuminated McGrath. "Not getting legal clearance and failing quality assurance (QA)."
Legal clearance can be halted by intricacies such as real-life branding in a game that is now off limits. In some cases, publishers have died like dinosaurs, and who owns the game can be a time-consuming question to answer.
"The other problem is failing QA because of serious bugs, and when I say bugs, I mean giant cockroach-sized uber-bugs," revealed McGrath. "I have seen a lot of PSone QA reports with some weird and wonderful errors: menu screens with upside down text, explosions that kill your character at random after watching a cut-scene, games that continue to slow down the longer you play them, or music that sounds like it's coming from the bottom of a well... the list goes on."
Final Fantasy VII on PS3.
Those bugs can't just be stamped on by the developer, because that developer washed its hands of the game long, long ago. If a serious enough problem is found, the game may have to be pulled entirely.
"If a game fails QA, there are some things that can be done to fix them but, unlike with a PSN title, they can't simply go back to the developer for another round of fixes, so it can get complicated," said McGrath.
But the PSone emulator is constantly improving, "so often serious bugs that prevent games from loading at all are fixed with new versions".
"The million dollar question," McGrath wrote, is why some PSone games are available on the US PlayStation Store but not in Europe. "This usually comes down to either publishing rights or bugs that occur within the emulated PAL version that did not occur within the NTSC emulated version," he revealed.
Sometimes ancient PAL copy-protection fudges things up; other times, the publisher in America turns out to be different to the publisher in Europe, and more negotiating must be done. Even when a licence is renewed, territorial restrictions prevent this applying worldwide.
"We are still dedicated to bringing you as many PSone games as we possibly can," McGrath said.
"There are some PSone titles that we have been seeking legal clearance to publish from as far back as 2007, some of which are still ongoing and some have only just been legally cleared (Wild Arms).
"There are titles which previously failed QA that are bug tested again with every new version of the emulator and they come your way as soon as we can release them.
"We've just sent another round of first-party titles for clearance and emulation to fill in the gaps in the catalogue," he added, confirming one of those as Tombi - "so stop asking!". "We will be going back to publishers and specifically pushing for the most requested and popular titles."
Here is an Introduction to Cryo Hawk to the Emulation64 Network.
The guys come with a nice take on Flash Game Trainers with a unique Function i have to be honest i am just crazy about lol but again i would be as it is right up my street!
Welcome guys and i hope you get some great feedback with your projects.
you can visit the guys by clicking on thier logo below.
We've now begun upgrading the forums thanks to the donations from our members. We raised the $250 needed in order to upgrade the license from vBulletin 3 to vBulletin 4 Suite in less than a day! I'd like to personally thank the following people who have generously donated:
Project 64 team
We have no successfully upgraded to the latest vBulletin 3 version which was recommended by vBulletin before upgrading to vBulletin 4 Suite. We will now progress and upgrade to vBulletin 4.
Please be aware that there will be some downtime during the upgrade.
Im sure that those who have been members here for years have noticed the decline of the site till the last few days, thankfully people are coming back and theres updated news and a real buzz is imerging around Emulation 64 and Emutalk, in these days when so many emulation sites are dead or just never updated its very important to keep this site going.
Emu64 is looking to purchase a new license for Vbulletin which will buy the premium version which includes blogs and so much more, to do this the site needs your help to raise the cash to enable this, if you can spare some cash then check out the Donation Page
Also what would you like to happen with Emu64, what changes could be made to make this the greatest Emulation community again, reply via comments with your ideas.
Retroaction also let us know about another fab archived Sega Saturn Mag release:
Sega Saturn Magazine issue2, December 1995, has been archived at Out-of-Print Archive. The official Sega magazine from EMAP covered the underrated console with snippets of coverage on the later releases on the Mega Drive. This new scan of the cult magazine was produced by meppi and comes with four accompanying online Saturn features taken from the magazine itself: Virtua Cop, Firestorm: Thunderhawk 2, Virtua Fighter 2 and X-Men Children of the Atom.
Commodore Free issue 47 January 2011 has been released. The monthly retrogaming ezine covers all things Commodore related and comes in PDF, Text, HTML, SEQ, D64 (C64 disk image) and now in Ebook EPUB and MOBI formats. Highlights in this issue include Games That Weren’t Update, Nanako In Japanese Monster Castle, Theater Of War WW2 (VIC20), On the Edge: the Spectacular Rise and Fall of Commodore, Build Your Own RGBI>S-Video Adaptor, Back to the Past – Issue 7, 1000 Kung Fu Maniacs, Interview With Alf Yngve and more
PCSP the PSP Emulator for Windows had a release a few days ago but the team behind it have posted an update about issues with the release
It appears there is a bug with pcsp and single core cpus. It is very likely that pcsp will freeze from parallel threads that it tries to syncronize. There is already a fix for that for all you ppl that still using old machines with single core (who does anyway).
A bug fix version will be release shortly among with a very interesting feature.
Stay tuned :)
Hlide here again,
Ok I think I understand what it happens. The emulator has a state : normally it is RUNNING when interpreting a PSP game. Some events like Audio, Vsync, Clock may occur and try to set this state to an event state so the emulator thread is leaving the interpreter to handle the event. In a multi-core processor, each event has its time-critical thread running on one core whereas the emulator thread is running on another core. So a core tries to set a state to make the other core to suspend interpretation and handle event in the emulator thread. I made some changes in code prior the correction I did for 0.5.1 because I feared an event state might be set when the emulator was already set to another event set (a vsync event occuring when the emulator state is set to an audio event state) and might fix the freeze issue. It didn't but I left this code after fixing the real issue. However I never realized that code might not work properly for a mono-core as those threads will be executed in a sequential order and might create some hell slowness or worst responsiveness (because of an active polling added).
Those who are Android fans should lke this news from Engadget
Thought Honeycomb was just for tablets? Well, it's not! Sure, tablets might be Google's main thrust with the release, but we've been able to dig up enough evidence in the preview SDK's emulator released yesterday to suggest that these guys are still keeping their eyes on the smartphone prize.
Here's how it works: the emulator can be set to load at an arbitrary screen resolution. By default, that's WXGA, 1280 x 768 -- perfect for tablets, but obviously a wee bit large for even the biggest smartphones. Well, it turns out that setting the emulator to WVGA (like you might find on a modern mid- to high-end smartphone) triggers a moderately different shell UI that lacks most of the whiz-bang home screen stuff Google's shown on the Honeycomb tablets. In fact, the default launcher crashes out entirely, which means you need to install a replacement (Launcher Pro works nicely) just to play around.
Once you get in, it's pretty raw, but you immediately notice that the emulator's got some traces of smartphone support. Notably, the status bar reverts to a more smartphone-friendly form, albeit one with pre-Gingerbread background coloration and incorrectly-inverted font colors. The lock screen (pictured above) is back to its old form, not the webOS-esque circular lock in the Honeycomb tablet UI. The browser -- which has been completely revamped in Honeycomb -- works, though without visible tabs; Google might be thinking that they'd take up too much real estate on a screen this small.
Again, you can't glean much here, but it's interesting primarily because the emulator knows to revert to a smartphone UI layout at the lower resolution -- a possible sign that Honeycomb will be a true dual-mode, dual-purpose platform from day one. And even if it isn't, it looks like they're setting themselves up for a two-UI strategy down the road.
The Pandora may cost $499.99 after pre-orders have ended. The "private page" discovered by a secret ninja spy reveals an order form for parts and a much more expensive Pandora system. There is no information linking to a justification for the raised cost and the page itself may just be a test page with dummy information. We are asking, is the Pandora worth $500 USD? Contribute to the discussion and let us know your thoughts.
The Pandora is a great and very powerful console but 500 Dollars may be a tad too much?
Taewoong (aka DOSBox-Daum-Cafe) has released a new DOSBox test version for Windows and Linux.
1. Fixed some fatal bugs in zip/7z image mounting (physfs)
- Fixed: Couldn´t run any executable in an archive
- Fixed: Nullifies file contents of images right after mounting it with GUI
2. Fixed a clipping issue in MT-32 emulation (MUNT) : reported by kode54
Dapplegrey is a front-end for DOSBox and Mac OS X.
This update takes care of the new Boxer 1.0beta2 version, which has not been recognized correctly by Dapplegrey 2.19 and older. In case you´ve used Boxer as DOSBox source before, please read these comments: Boxer no longer includes a separate DOSBox executable file which has been used as DOSBox source by Dapplegrey before, so it is no longer recommended to use Boxer as DOSBox source, at least when attempt to run it from within Dapplegrey. In the future, there are no technical options to use Boxer as DOSBox source.
Team Twizzers , who signed a new exploit on the Wii this morning, hitting a second time today but this time on the Nintendo DS. Indeed Twizere Team has managed to run unsigned code from the SD slot of our dear DSi by exploiting a flaw in the game Sudoku DSiware .
Usage of the exploit is described below:
1. Export Sudoku to SD card via the data management menu.
2. Sudokuhax will then be injected into the Sudoku application via client software. The client software uploads DSi-specific data from the Sudoku application to a web server, then injects the retrieved data into the Sudoku application.
3. Copy the output binary to SD card with the same filename as the original.
4. Copy Sudokuhax from SD card to “internal memory” via the data management menu.
5. Launch Sudoku, then press button A or touch screen at the Sudoku title screen.
6. Now boot.nds on SD card will be run.
The data uploaded by the client software includes the anonymous DSi-unique console ID, and other data required for modifying the Sudoku binary on SD card. This data is used for logging unique web server requests.
Following a brief delay, a San Francisco court has granted Sony a temporary restraining order against hacker George "Geohot" Hotz - the man who cracked PS3 wide open.
Hotz, along with the help of hacking team 'fail0verflow', kicked off 2011 by revealing to Sony and the rest of the world that they'd finally cracked open the deepest layers of the PS3's defense against running unauthenticated code, leaving the machine wide open to "homebrew" (and piracy).
Hotz is now banned, via the temporary injunction granted this week, from "offering to the public, creating, posting online, marketing, advertising, promoting, installing, distributing, providing, or otherwise trafficking" any information or software to circumvent PS3's security.
He can't "provide links from any website to any other website", or "engage in acts of circumvention of TPMS in the PS3 System to access, obtain, remove, or traffic in copyrighted works," according to PSX-Scene, via Joystiq.
Basically, before he can even say "PS3", a big lawman with a funny wig will lean through his window and say "SHH!"
It has been recently rumoured that Sony will overcome the PS3's recent security breach by shipping new games with unique PC-like serial codes which users will have to input on their consoles to launch titles.
This might stop Piracy but Homebrewers shouldnt be affected if they dont upgrade their firmware.
Sony has detailed its new approach to mobile gaming for smartphones, revealing the PlayStation Suite designed to bring familiar console experiences to portable handsets.
Acknowledging the evolution of portable gaming through smartphones and other devices, Sony president Kaz Hirai admitted that "the environment surrounding portable gaming has undergone a radical transformation since the launch of PSP," at the PlayStation Meeting today in Tokyo.
The PlayStation Suite is aimed at taking the brand beyond consoles onto mobile handsets, specifically Android smartphones and tablets, along with the PlayStation Certified service which will help developers test and QA games for Android.
Describing it as a "hardware neutral game framework" enabling "PlayStation quality" content for multiple mobile hardware, PlayStation Suite content will be available before the end of the year, with a dedicated PlayStation Store for Android.
""We envision PS Suite as an initiative that is essential to the world of portable entertainment," added Hirai.
Sony has finally unveiled what everyone has already speculated, heard and hoped for. The PSP2, which is simply going by a codename of Next Generation Portable or NGP, boasts a high-resolution OLED screen and impressive hardware both under the hood and in its outward functions. Need any proof that Sony is taking ques from Apple and their interference in the portable gaming market with its touch devices? The PSP2 is touch-sensitive! The new handheld will come with new internal matchmaking software called LiveArea which is intended to connect you with nearby PSP2 gamers for multiplayer gaming and socializing.
Here is a rundown:
* CPU, RAM, GPU: This is still to be determined, but Sony claims it's as powerful as a PS3!
* Storage: Unidentified "new media" for games, on-board Flash storage
* Display: 5 inch OLED with 960 x 544 resolution
* Wireless: WiFi, 3G, GPS
* Inputs: Touchscreen, touch sensitive back panel (!?), D-pad, L/R shoulder buttons, standard PlayStation buttons, SIXAXIS controls
Sony showcased a handful of games alongside the reveal of the new PSP, including demos of old PSP favourites like Wipeout and Hot Shots Golf and also big killer app brands common on the PS3 such as Killzone, Resistance, Uncharted and LittleBigPlanet. Sony also made sure to show off some new titles such as Little Deviants, Reality Fighters and Gravity Daze. Sony says the new portable console will also play PSone games supported via its PlayStation Suite platform (also surprisingly showing up on Android devices) and will be backwards compatible PSP games previously downloaded through the Playstation Store. To demonstrate this backward compatibility, Capcom's Jun Takeuchi demoed Monster Hunter Portable 3rd for the PSP on the new handheld.
WhiteRabbit56 has released a new version of his Gameboy and Gameboy Advance Emulator for the Zune, heres the release notes:
Updated: Jan-26-2011 Retest your save files everyone as they now save to Flash2/VBZsave so you can access them with Liberate. Please file any bugs on the google code page or under the compat list
I've been working on Visual Boy Zune. I do NOT have a HD so I am not going to be held responsible for anything this may do to your zune (although it shouldn't harm it in anyway that isn't recoverable).
Shadow and Hilde have released a new version of the PSP Emulator for Windows:
Heres whats new:
A new minor version is here. Don't expect too much updates , the most important ones are the fix of freeze bug when you use vsnyc limiter and better opengl extension detection. Also for older cards there is software emulation of some OcclusionQuery where this is not available.
Here is the changelog
- added gl_Core : now occlusion_query, vertex_buffer_object and framebuffer_object are now correctly detected to fill core functions if not
- added a software version of BBOX in gl_OcclusionQuery
- correct handling 32-bit overflow of timer seems to fix the "freeze" bug with some games when vsync is ON
Kakaroto responds to a crisp interview on the future of Linux on PS3.
- Could Be The Reason Why We Have not Heard of any "custom firmware" Allowing Linux installation? Now it just impossible to make today With tools?
Why we have not heard of a CFW that lets you install Linux? Is it because it is impossible with current tools?
No, it's possible to make Perfectly. Already Demonstrated Fail0verflow The team was running Linux natively PS3 Slim. However, it's not ready yet, Because There Are a Lot of Differences Between The GameOS otheros system & the system, so There Are A Few Things That Need To Be Fixed in the Linux kernel Before It Becomes usable again.
No, it is quite feasible. FailOverflow the team has already demonstrated in running Linux on a PS3 Slim natively. Anyway, it's not ready yet, because there are many differences between the system and GameOS otheros, so there's some stuff to fix in the Linux kernel before it usable again.
Some Of The Fail0verflow membres du team are Currently Working on That, and I think That, considering Their skills, Everybody Is Waiting Patiently for Them to Finish Their Works, The INSTEAD OF duplicating effort. Once it is Working Correctly, and There Are Virtually No Risk of bricking the Machine, Then It Will Be Released By The people responsible.
Some members of the team FailOverflow are currently working on it, and I think that given their talent, everyone waits patiently for them to finish their work, instead of duplicating efforts.
- Could be possible to Surpass The hardware limitations HAD Before Linux thanks To The Jailbreaking?
Would it be possible to exceed the hardware limitations that were imposed through jailbreaking?
Yes, definitely. Installing Linux by year as "approved firmware, It Means That Will now run Linux Under GameOS priviledges, Giving It Access to the full hardware SPUs all [of CELL processor] are available, tea est disponible graphics card, etc. ...
There Will Be No more limitations Because The hypervisor [the "security" Intermediary Among All the real hardware & the software] is 'Trusting' Linux now.
Yes, absolutely. By installing Linux as firmware approved / signed ", this means that Linux will run with the privileges of GameOS, giving full access to hardware, to all processors, the graphics card ...
There will be more limitations because now the hypervisor [security among all hardware and software] "will trust" to Linux.
There Will Soon Be a Linux firmware pour la PS3, And Then "any application That Runs on Linux ported to Work Can Be On The PS3. We Could aussi start seeing custom firmware XMB [the "visible" part of GameOS] Running with a Linux backend.
There will soon be a Linux firmware for the PS3, and all applications running on Linux can be worn on PS3. We'll start to see CFW XMB [the visible GameOS] running Linux in the background
A new hack to enable Homebrew and Emulation on the Wii has surfaced, heres the details from the homepage:
A savegame exploit for "LEGO Batman" on the Nintendo Wii
◦SD card (not SHDC) formatted as FAT16 or FAT32
◦Some possibility to copy the savegame (DOWNLOAD) from the PC to the SD card (i.e. card reader)
◦LEGO Batman ;-) (you have to boot it at least once before)
◦Some homebrew software to load, e.g. the HackMii Installer. Although this isn't necessary, it's highly recommended ;-)
◦(OPTIONAL) If you have an existing "LEGO Batman" savegame. MOVE it to another SD CARD.
◦Copy the "private" directory from the ''Bathaxx'' download to the root of your SD card.
◦Take your homebrew and put it in the ROOT of your SD card as "boot.elf"
◦Put your SD card in your Wii and turn it on.
◦Go into Wii Options -> Data Management -> Save Data -> Wii.
◦Go to SD card and select the "Bathaxx" savegame that corresponds to your game region.
NOTE: Some people are having problems with the Wii not "seeing" the savegame on the SD card. If you are experiencing this, try setting the archive bit for the data.bin file. In Windows this can be either be done from the file's properties dialog (right click on it in Windows Explorer and check the box) or from the command line using "attrib +a ". More info at #wiihelp on Efnet.
◦Copy the savegame to the Wii.
◦Boot LEGO Batman.
◦Load the saved game you just copied to the Wii.
◦You are now in the batcave, take the elevator on the right side. Then in the trophy room, go to the upper corner and go through the door in order to enter the "Wayne Manor". Now you can select a character. Choose the last enabled one in the lowest row.
◦Please do not copy/hotlink/whatever, just link here.
◦If you use this exploit for piracy, you will entirely brick your Wii. srsly! (i.e. please don't use it for warez. kthx)
◦Why I released the exploit? Please read this.
◦Team Twiizers (obviously :-))
◦In particular segher, for releasing all this awesome stuff!
◦roto, which found the original vulnerability (since I use exactly the same vulnerability as in Indiana Jones...)
◦joedj for the chksum fix
◦drmr for the awesome banner
◦Gecko OS (nuke et al.)
◦Tester: skinner33 (PAL), roto (NTSC)
◦tomjoks for hosting
How the exploit works:
It's a typical (string) buffer overflow. There are more than one way to trigger this vulnerability (I think there're three ways). I choose that one, because it's the closest one to the spawning point
If you interested in more detailed explanation, check the disassembly of the game, the exploit source or feel free to contact me.
Pate has updated his blog with the latest news of his Dos Emulator for the Nintendo DS (This emulator requires the Supercard DSTWO DS Flash Cart.
It has been two weeks since I released the 0.02 version, and I had planned to release the 0.03 version today. However, I have only been working on the protected mode opcodes and features for Doom, which does not yet run, so I decided against releasing a version that has pretty much no noticeable improvements. This weekend would have been a good release weekend, as I need to take a trip next weekend and won't be able to release a new version then either. So, you need to wait for at least two more weeks for the next release. Sorry about that, but things don't always work according to plan.
I have managed to make Doom progress a lot further than what it did last weekend, though. It performs the DOS4GW protected mode stuff fine, and begins running the Doom-specific initialization stuff. I am currently at the machine state initialization (which detects mouse, joystick and other hardware of the system). It uses some new protected mode opcodes that are a little bit more difficult (and error-prone) to add, so I need not to rush when adding them. This is what the Doom startup screen now looks like in DS2x86 (my BIOS output routine seems not to handle the TAB character properly, instead of moving the cursor it draws the font of ASCII character code 9):
I have also gone through the debug logs that you have sent, and have added the problems in them into my TODO list. I haven't actually implemented any of the needed fixes yet, though, as I have been concentrating on getting DOOM to run. There are many unsupported opcodes in the logs which I have added for Doom, though, so many of the games you have been testing will progress further in the version that is able to run Doom. Thanks for taking the time to test DS2x86 and send me the error logs!
I hope I can get Doom and some other protected mode games running during the next two weeks. I also need to add proper unit tests for the new protected mode opcodes in the near future, as I have spent a couple of days hunting for bugs that a unit test would have found immediately. Creating the unit tests will take several weeks, though, and I'd rather get a new version released first and then start working on the unit tests.
Thanks again for your interest in DS2x86, and sorry for the no-release blog post!
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6928
Actually fix issue 3659.
check for cp932 using ::IsValidCodePage before creating the wxCSConv
if it is possible for linux distro or mac to remove the euc_jap cp from install a similar check may be added in WxUtils.cpp
DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash.
What's changed in this revision:
[~] Updated About Screen.
[~] Added message boxes for reset settings confirmation.
[~] Added new quit window.
[!] Fixed Dpad+Analog UI Bug
[!] Fixed 2 Rom UI Bug
[!] Fixed Graphical UI Bug
[+] added a heap more OOT blends, should be the best to my ability before Kakario Village.
The unveiling of the PSP2 is hours away and our buddies over at Joystiq have gone to great detail collating the history of the PSP2 so far.
Once again, we stand on the precipice of a major Sony press event with a mountain of evidence suggesting that the announcement of a new, PlayStation-branded gaming console is mere hours away. Much like the leaks surrounding the PS3 Slim in the weeks preceding its revelation, the rumors buzzing about the PSP2 -- not to be confused with the Xperia Play smartphone (though we wouldn't blame you if you did) -- are wide-ranging and, oftentimes, pretty darn conclusive.
We've collected all the major points of the PSP2's nebulous history and arranged them in as comprehensive and critical a manner as we can muster below. Of course, we can't speak with absolute authority about the accuracy of any of the suggestions therein -- Sony will perform that arduous task for us at 1 AM ET tonight, during its Tokyo-based press conference -- but, with luck and determination, we should be able to separate the credible wheat from the impossible chaff.
Those lucky gits at Engadget have posted the worlds first preview of the Playstation Phone, lets hope its hackable ;)
Oh yes. After all the unbearable teasing since we unveiled the first ever photos of the PlayStation Phone, we've finally managed to get hold of the real deal for an in-depth preview. Honestly, we couldn't wait any longer with this thing floating around in China; we'd otherwise have to wait until MWC, where we expect the phone to be launched as the "Xperia Play" (and we shall refer to this name henceforth). Before you pop the cork for us, do bear in mind that what we're seeing here is subject to changes, so don't be alarmed by any missing features or exposed cables in our preview. When you're ready, head right past the break to find out what Sony Ericsson's cooking up.
Release 0.025. Setting right what once went wrong.
-fixed file loading, again
-made it better on Macs
-finally found the Kirby bug
-made Maniac Mansion work
-added a way to disable the frame limiter
see the readme, so much stuff i did.
Over at the Wagic site they have posted an article which discusses what the new PSP2 will be like, lets see how right they are in a matter of hours.
More and more rumors grow on the internet, as Sony invited journalists to a press conference (the “playstation meeting”) that will be held in a few hours in Tokyo, apparently to announce the PSP2.
Two analog nubs, awesome OLED touch screen, 300TB of Ram, insane graphics and screen resolution, CPU equivalent to that of the PS3, dual cameras, and apparently, it flies, makes coffee, ships with a Nintendo 3DS emulator, and could be providing 3G support with a subscription to the major operator Docomo (for the lucky ones among us who live in Japan…nah, don’t cry, I’ll upload pictures once I get one )…
Well, we’ll probably know which of all that is true in a few hours… As far as I’m concerned, I can’t wait for the PSP2 announcement, to see if the next gaming device I’m getting is a 3DS, a PSP2, or a Nokia NGage (wait, I probably meant an iPhone 5 here…)
The real characteristics?
Joke aside, it seems we have a clearer idea of what the PSP2 will look like. French website 01net announces the following, based on feedback from “trusted sources” (most likely devs who’ve had a debug unit to work on). Some of the features below have been confirmed by trusted game developers, or the Nikkei, Japan’s most known economy newspaper.
•Won’t fit in a pocket
•Will have a touch surface on the back, and a touchscreen on the front
•2 analog nubs
•OLED screen, “comfortable” (slightly bigger than on the PSP?)
•display resolution: 960×544 (4 times the number of pixels we have on the PSP)
•CPU: 4-cores ARM Cortex 9
•GPU:PowerVR SGX 543 MP4+ (that’s a 4 core with 128MB VRam to be confirmed)
•Wifi, 3G, bluetooth (which could allow to connect the PSP to a Playstation phone according to some sources)
•GPS, accelerometer, microphone, front and back cameras
Err… wow… Seems Sony is (again) not targeting the casual gamers here… What do you think?
What would be your Portable device of choice if you had to buy one this year?
Should be an interesting day when the PSP2 is officially announced
PCEngine/Turbo Grafx 16/PCE CD/TG16 CD6 emulator for Windows have been updated recently. Changes:
- "Configure Pause Button" was added to "CPU" menu. Set this if do pause with a JoyPad.
- In a certain PC environment, The problem that screen saver and monitor power saver of Windows had not been occasionally stopped was corrected.
- The drawing processing part of the video chip was brought close to the movement of a real machine. In the opening demo of "Travel Epuru", the problem that drawing has fallen into disorder (generated from v2.14) was solved. In "Youkai Douchuuki", the problem that the upper part of the screen was cut (generated from v2.45) was solved.
- The speed and timing were brought close to the movement of a real machine. In the opening demo of "Travel Epuru", the problem that drawing on the screen falls into disorder by one frame was solved.
- With the screen mode of "Non-stretch", when switching from full-screen to the window mode, the bug to which the position of the window shifted was corrected.
- Additionally, a detailed part has been improved and corrected.
News from Emurussia tells us of a new release of Mame the arcade emulator for Windows.
Heres whats new:
Added support for mechanical games (pinballs, bowling games, etc.) and all the PinMAME sets. Added most of the recent WIPs (Batsugun sound and improvements for other Toaplan 2 h/w games, proper BSMT2000 emulation), added 2 Hikaru games and 1 Mega Tech.
Super Nintendo emulator has been updated recently. Changes:
- completely rewrote memory sub-system to support 1-byte granularity in XML mapping;
- removed Memory inheritance and MMIO class completely, any address can be mapped to any function now;
- SuperFX: removed SuperFXBus : Bus, now implemented manually;
- SA-1: removed SA1Bus : Bus, now implemented manually;
- entire bus mapping is now static, happens once on cartridge load;
- as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case;
- namespace memory is no more, RAM arrays are stored inside the chips they are owned by now;
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling;
- GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil;
- GameBoy: improved LCD STAT emulation, fixes Sagaia;
- ui: added fullscreen support (F11 key), video settings allows for three scale settings;
- ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup;
- ui: since Qt is dead, config file becomes bsnes.cfg once again;
- Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box;
- ui-gameboy: can be built without SNES components now;
- libsnes: now a UI target, compile with 'make ui=ui-libsnes';
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc);
- source: removed launcher/, as the Qt port is now gone;
- source: Makefile restructuring to better support new ui targets;
- source: lots of other internal code cleanup work.
AEP have posted some excellent news about some Arcade games that have been made freeware, heres the scoop:
More Exidy games and games from Video Games GmbH are now freely (for non-commercial use) available at MAMEDev. Big thanks to Exidy and Reinhard Stompe - hopefully other companies will follow. The games are Hard Hat, Victory, Fax, Top Gunner, Super Tank and Looping.
New Free ROMs Posted
25 Jan 2011
Thanks to the generosity of H.R. Kaufmann, president of Xidy, and Reinhard Stompe, founder of Video Games GmbH, we have several new ROMs available for free, non-commercial use at our ROMs for Free Download page.
The new games are: Hard Hat, Victory, Fax, Top Gunner, Super Tank, and Looping.
Thanks also to Tafoid and Andrew Gardner for assembling the ROM information pages.
A new version of the Atari 7800 Emulator EMU7800 has been released.
Updated: Consolidated x86 and x64 deployments for simplicity (EMU7800 will run in 64-bit mode when run on a x64 Windows OS)
Added: Self-extracting 7-Zip archive as an alternative deloyment option
Fixed: Using highscore cart prevented 7800 titles from running
Fixed: Ungraceful failure when the Windows Audio service is stopped
A new version of DCMOTO has been released. DCMOTO emulates all Thomson 8-bit computers: Thomson MO5, MO5E, MO5NR, MO6, T9000, TO7, TO7/70, TO8, TO8D, TO9, TO9+ and Olivetti Prodest PC128.
TO8 and TO8D keyboard emulation routine significantly improved
Keyboard scan error with MO computer family fixed
DAA (6809 operation) emulation fixed. MGT tape for TO8 works fine
Lightpen detection problem fixed (brightness computation was erroneous)
Implementation of QD90-280 emulation with the TO8, TO8D and TO9+ (showing the TO9+ bug)
QDD sector read/write error with CQ90-028 controller fixed
Many technical improvements with no impact on the user interface
The 3DS will resist piracy better than any other console Nintendo has created.
Nintendo believes the R4 cart problem that dogged the DS in recent years is well and truly behind it as anti-piracy measures take hold.
"I think perhaps there's been a 'heyday of piracy' and we've now seen a lot of rules come in to stop it," Nintendo UK's product manager James Honeywell told CVG.
"There's definitely a step change coming and you see it in various countries around the world. People are aware that video games, music and movies make massive contributions to the economies of countries. They need to make sure they start protecting those things."
In July last year the High Court banned the sale of R4 cartridges in the UK. The case concerned the Copyright Designs and Patents Act 1998, and Nintendo's claim that games were copied into the random access memory of the DS in the course of using the devices.
"Recently there's been some quite significant cases where there were some grey areas as far as IP protection goes," UK general manager David Yarnton said.
"Recently there have been a couple of rulings with R4s where people have been found guilty and had quite significant sentences against them.
"This now makes a precedent that potentially in the future it won't be a viable thing for people to do.
"We can't divulge any technical details on that but needless to say this is probably one of our best pieces of equipment in that respect.
"There are a lot of things we've learnt over time to try and improve the security and protection - not only of our IP but of our third-party publishers' IP as well."
Yesterday UKIE claimed for every one game sold at retail four are pirated. People who play illegal copies of videogames on chipped or modified consoles, UKIE said, cost at least £1.45 billion in lost sales in 2010.
Lets hope the console is hacked for emulation, imagine 3D Snes emulation :)
Well its been a while but now i have access to post emulation news on Emulation 64 again, lets get this place pumping again, with all the recent hacking of consoles such as the PS3 its a great time in the world of emulation.
Its good to be back, cant believe its nearly 2 years since the last front page post, but it wont happen again.