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    C|IRC v0.4 released

    Mooney
    By Mooney,

    IRC client for NDS

    Main Features:

    * A clipboard in all dialog boxes. You can even copy from upper screen, holding "L" button.

    * Using up to three servers at the same time.

    * DCC chat support and file transfer by DCC in both directions (I really don't know what for, but in fact :clapping:)

    * Storing of logs directly to flash.

    * Identification of server answers by numbers. I.e. not an interface only but the great deal of server answers is in English for non-english servers).

    * An alternative mode of nicklist request. Now you can see user's "away" status plus a complete list of his modes on server.

    * Flexible settings of colors, highlights, etc.

    * The prototype of scripts for advanced users. You can set commands, which will be executed after opening or closing of DS (turn away automatically, for example). You can previously make a list of commands for channels, privates and nick list, where the appropriate variables will be substituted as well. I.e. mIRC popups' analog :clapping:

    * All settings can be changed during a program work - it's no need to bother with ini files.

    * Something like multitasking. At the same time you can download several files by DCC, get a list of channels and chat. Practically all tasks are working simultaneously, except the moment of connection.

    * Russian in/out and interface (only for Russian version).

    Source / Downloads


    Portable VNC for PSP v1.2.7 released

    Mooney
    By Mooney,
    Hi All,

     

    Here is a new release of Portable VNC for Custom FW 3.x and FW 1.5.

     

    For those for haven't seen previous versions, VNC let you access

    to your PC desktop from anywhere using a wifi connection.

     

    What's new in version 1.2.7 :

     

    + Fix issue with fw3x (not enough heap memory)

    + Fix issue with irkeyboard (linked with latest version)

     

    The IR keyboard support is based on the work of Harald Fielker (author of the PSP IR Keyboard Library), and the Virtual keyboard is based on the Danzel code.

     

    PSPVNC has been written by NHD from TeamXos, and it's based on the PalmOS VNC client.

     

    It is distributed under GNU licence, and sources are provided

    Source and Downloads: ZX-81's web site


    ScummVM DS v0.11.0 beta2

    Mooney
    By Mooney,
    Hi Everyone,

     

    Here is a second beta version of the 0.11.0 release of ScummVM DS. It needs lots of testing, since there are so many games that I don't have time to do much of it myself. So please download it. Please post, even it it works fine!

     

    The new scaler makes text a lot more readable, at the expense of some slowdown in some of the newer games.

     

    New function keys should make all the AGI games playable.

     

    This is a beta release, therefore there are not full instructions. This is designed for those who already know how to use ScummVM DS. Full instructions for the older version 0.10.0 are provided on the ScummVM DS website. Please refer to these instructions, as this beta works in mostly the same way.

     

    Also, I have been told that the same code which runs Day of the Tentacle and Sam & Max can also run some of the earlier HE games, so I have added these to the list below. They seem to work fine. Please test them too!

     

    Changes

     

    Beta2

    - Future Wars and Gobliiins now work again

    - Swapping the screens while the software scaler is enabled no longer causes odd effects

     

     

    Beta1

    - New games supported: Elvira 1 and 2, Waxworks (Amiga version)

    - Software scaler for improved image quality. Turn it on using the DS options screen (press select during the game). Thanks to Tramboi and Robin Watts for this feature!

    - Function keys added to virtual keyboard (used in AGI games)

    - Plenty of bug fixes

    Source and Downloads: ScummVM forum release thread


    Makaron Test 9_1 beta released

    Robert
    By Robert,

    Dreamcast emulator

     

    Here's Makaron Test 9/1. The main purpose of this release it to fix some issues T9 had, but there are other changes as well.

    Firstly there's the new AEG code in AICA - not entierly correct mind you, but it will get better in time. I belive I've explained it enough before but just to be sure: It makes AICA module somewhat slower. Nothing is free you know. It should be offset by ARM7 code being recompiled this time.

    Second major change is the addition of fog processing. You will need at least Pixel Shader 2.0 for this to work, and it better be fast (worst case scenario, that is palletized & filtered texture with fog and color clamping, is 9 textures lookups + some 50 other instructions per pixel).

    This also causes Makaron to lag a bit at startup now, as it has to recreate some 200 PS programs to cover all possible cases.

     

    I tried not to touch SH4 code much, but I did change how HOLLY handles DMA transfers. This might break quite a number of things but was necessary to fix couple of games. Mostly CAPCOM ones, go figure. Some people out there should really learn how to use DMA... There are games that start the DMA and assume it's going to finish before the program advances to the point where it has to use the transferred data - without actually checking that. The easiest way around this problem is to complete the transfers the moment they are started - but of course there are other games that get confused by immediate end-of-transfer interrupt, or miss it, and hang. Yet other games require that the transfer at least advances a bit once started, or the unchaged counter will make them think it's already done. All this is also very timing-related, might work or not depending how fast the emulator goes and when the interrupts actually arrive. Not funny.

    I solved this by forcing DMA transfers to take time to finish - just like on the real hardware. The difference is a DMA in progress will slow SH4 (because it's blocking memory bus or HOLLY) and Makaron doesn't account for that. Not to mention I can't exactly check for interrupts every instruction, like SH4, as this would kill performance. I came up with timings that should work well on both slow and fast systems - but it might still need some tweaking.

     

    As a side effect you now get to experience loading times. Just like on your good old Dreamcast. Yay! :( So be patient when staring at blank or "Please wait" / "Now loading" screens. I know this feature will not get good press but I like it. So it stays :blink:

    By the way, fixes to DMA engine (although not timing-related) made "Soul Calibur" and "Dead or Alive 2" dialogs re-appear.

     

    Emulation speed/statistics information is no longer displayed. If you want it, re-enable it in F12 menu.

     

    On a special request from Yuki I've looked into MakaronPAD plugin. It is now possible to assign normal digital buttons to POV directional pad. The plugin version has been bumped up - not a big deal, but it won't work in T8/T9 unless you hex-edit it. You shouldn't be using those anymore :)

    >> Get it HERE.

     

    News Source.


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