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OpenSource Handheld News - Gp2X, Dingoo, Wiz, Pandora, GCW Zero and Caanoo is a News and downloads site for Open Source Handhelds, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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January 21st, 2018, 20:33 Posted By: wraggster
Heres a bloody awesome app released for Pandora:
Moonlight allows you to stream your collection of Steam games from your PC to another device. Moonlight (formerly known as Limelight) is an open source implementation of NVIDIA’s GameStream protocol. This PND now use Moonlight embedded, a native client. Ported to Pandora by ptitSeb.
Changes:
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January 1st, 2018, 21:00 Posted By: PSPReview
Newly released for the Pandora Console
R-Type Reloaded is a full remake of RType on the CPC, done by Easter Egg in 2012.Comes with a special verison of Arnold TNG modified to make this PND as much plug'n play as possible.Controls are mapped to Pandora DPad and (X)/(B) for fire/release pod.Also, you have F1 to reset the GameF2/F3 to Save / restore a SnapshotF4 to Quit.
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December 26th, 2017, 14:03 Posted By: wraggster
EvilDragon has posted an update concerning the Pyra Handheld Project which hopes to bring a high end open source games handheld to the public very soon, heres the news directly:
Well, it's christmas today, so I hope you're all enjoying a calm and peaceful evening with your family or beloved ones!
And those who aren't: Well, don't let that bring yourself down.
You're part of our community at least, you got friends here
Anyways, christmas is also a day you give and receive presents - and while I can't give you your Pyra yet, I've got some quick news for you!
And no, it doesn't have anything to do with case colors... but some very important color changes in simulation.
Soo... your personal christmas present is:
The redesigned CPU board passes all simulated tests!
Nikolaus found the time to finish his improvements on the CPU board early this week and Juliano already found the time to run the simulations - thanks a lot to both of them!
And thanks to Juliano who made a nice video, you can get another view behind the scenes and see the improvements here:
https://www.openpandora.org/download...R_20171221.mp4
Just a quick reminder what was the issue and what happened lately:
The current prototypes we are using did fail horribly with the DDR connections... huge voltage losses, which are most probably the reason they only work with 2GB.
The first improvements made by Nikolaus end of November did fix all the DDR traces so they fully pass and don't have any voltage losses, but the power supply still had some areas left which didn't pass the test.
This doesn't necessarily mean that this is a problem - it just means that TI doesn't guarantee all OMAPs will run without issues if they're not being used within the specs.
And while we didn't have any power supply issues with the OMAP with our currently used CPU boards, it could still be they will cause issues under some circumstances (for example, when the 3D Chip is heavily used together with NEON code and a high clock rate, etc).
So we wanted to see if we can fix those as well.
A few weeks after the DDR fixes, Nikolaus tried to optimize these areas as well - with great results.
All of the tests pass - it's highly unlikely the CPU boards will have any issues now!
Yes, now the mainboards AND the CPU boards should be done.
Another puzzle fully finished, it seems!
Time to order prototype PCBs!
What have we learned from all of this?
Simulate, simulate, simulate.
Seriously, while this wasn't necessary at all with older SoCs like the OMAP3, it seems impossible now to get a properly working design with modern SoCs without simulating it.
This knowledge will greatly help with future CPU board upgrades (but let's finish the OMAP5 one first )
For anyone interested, here is the comparison table with the most important power supply stuff of the OMAP5 of the version before and after the fixes:
https://www.openpandora.org/download...ison_200mA.png
More details https://pyra-handheld.com/boards/thr...changes.82241/
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December 10th, 2017, 18:15 Posted By: PSPReview
Newly released for the Pandora Console
Cube Escape.You are inside a cube made up of numerous shells, with a maze etched on the surface of each shell. Escape the cube by travelling through the mazes, including over cube edges, until you find an upward exit.When you reach the red exit, you win.
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December 1st, 2017, 00:09 Posted By: PSPReview
Newly released for the Pandora Console
Hydra Castle Labyrinth, originally Meikyuujou Hydra, is a freeware Indie platformer developed by E. Hashimoto, a.k.a. Buster, and released on his website. The original game was entirely in Japanese, but saw a translation patch months after its original creation.The game hearkens back to early "Metroidvania" games like Knightmare II: The Maze of Galious and Legacy of the Wizard: the player explores an immense maze-like dungeon, collecting tools and keys that allow them to proceed deeper. Certain areas are cordoned off from the main dungeon area, and each presents a more linear zone with a boss at the end. The player can find new equipment to make themselves stronger as well.
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November 12th, 2017, 22:12 Posted By: PSPReview
Newly released for the Pandora Console
Hatari is an Atari ST/STE/TT/Falcon emulator for GNU/Linux, BSD, Mac OS X, Windows and other systems which are supported by the SDL library. The Atari ST was a 16/32 bit computer system which was first released by Atari in 1985. Using the Motorola 68000 CPU, it was a very popular computer having quite a lot of CPU power at that time. Unlike many other Atari ST emulators which try to give you a good environment for running GEM applications, Hatari tries to emulate the hardware of a ST as close as possible so that it is able to run most of the old ST games and demos. Hatari is open source software and is distributed under the terms of the GNU General Public License (GPL).
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November 12th, 2017, 17:50 Posted By: PSPReview
Newly released for the Pandora Console
Mr.Boom is a Bomberman clone for the RetroArch platform and was converted from DOS assembly using asm2c.It runs on all RetroArch platforms: Android, Linux, Mac Os X, Nintendo Gamecube (NGC), Nintendo Wii, Raspberry Pi, Sony Playstation 3 (PS3), Sony Playstation Portable (PSP), Windows, Xbox, Xbox360...It can also be compiled as a stand-alone version using SDL2.
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November 6th, 2017, 01:33 Posted By: PSPReview
Newly released for the Pandora Console
Fiat Homo - A Traction experience in 64k for Assembly'05Intro credits:-------------- -Code, Concept, Design - Martti "Preacher" Nurmikari -Music - Jukka "Grip" Alli -Bitmaps - Erkka "Kofeiini" Pynnonen -Additional code tidbits - Mikko "Vulture" Leppanen Babble:------- So, here it is. My first ever 64k intro.. but definitely not the last. Of all the demoscene related projects I've ever done, this has definitely been one of my favourites. No engine, no API, just a sandbox of code to play around in. And hey, I got to make my first ever Windows dialog Conceptually it is very close to what I imagined when I first got the inspiration for it, only one fundamental thing has been changed. Originally it was supposed to be, aside from being a nice show, a comment towards a political movement called Intelligent Design which seeks to replace the teaching of Darwin's Theory of Evolution in schools with a theistic view that "someone" has designed us. But unfortunately the 2001 nspired monolith fit the intro so well (in my opinion) that what started as a joke, was left in the intro and thus defeats the pro-science point I wanted to make. But oh well.. at least the idea of a manifestation of cosmic consciousness helping us to evolve into next level is amusing in the science fiction-sense. Expect a "making of"-article in the next issue of Pain, complete with the full source code. Hope you like it. -Preacher P.S. I know the name will probably cause amusement among the less literate party visitors, but for the Latin challenged, it translates into "let there be man", in the biblical sense, and has nothing to do with people who like to tune their cars Fiat Homo by Traction - the source release------------------------------------------As promised in the Fiat Homo info file, here are the full sources for the intro.Some points:------------ * I use weird Finnish/English variable/function names, so it's most likely quite unreadable. * check main.cpp if you're looking for a place to start * It was made with no tools, just by coding * It includes snippets of NeHe stuff like the font engine, sorry * I'm not a professional programmer, nor want to be one. So don't be scared if you find stuff that looks horrible * rename music.bin into .xm and you got the demo tune * The packer (kkrunchy by ryg/Farbrausch) is not included, so you'll get a >200kb exeAs far as I'm concerned, the source is yours. Do what you want with it, there's very littleworth ripping but personally I like the intro "engine" and will keep on using it. Doing itthe old way > tools, at least in my opinion. SSRI, my intro for Function'05, was made usingthe same framework. But, if you use the source code or find it useful, consider giving us greetings in yournext production Feel free to contact me at syksyisin@gmail.com or mnurmika@cc.hut.fi for questions or generalchitchat. Thanks! - Preacher/Traction --------------------------------------------------Pandora port is based on the Linux/OSX port done by Waffle/ExHouse (thanks a lot for porting this)Here is some notes about the port done by Waffle:----------Port Notes----------First of all huge thanks to preacher for releasing the source code Greetings to port testers/helpers: habbie, hth, hupe, jylam, ricemunk, vsync, wolfThe port has been compiled in Linux, OS X and Windows(Dev-C++)Port changes- Music: FMOD- Window/input: SDL- Text: Pictures (uh oh :-))- some other small changes and fixes - Waffle/ExHouse ----------------------------- Sources used to compile for Pandora are included in PND.Only changed resolution and some small adaptations to use the FMOD version we have available.Link at Pouet page about this demo:http://www.pouet.net/prod.php?which=18342
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July 16th, 2017, 21:30 Posted By: wraggster
Evil Dragon who is basically the legend of the Open Source handheld scene is still working away on the Pyra HandHeld, im not going to post every update ive missed but heres the latest:
As there were recent news about the PGS and the SmachZ, I thought it's time to finally tell you that I've scammed you all as well
Naaah, just kidding.
There are two reasons it took so long from the last one to this newspost:
- Like you, we were mostly playing the waiting game: Waiting for parts I ordered (to test cooling solutions) or waiting for new samples (like the keymat).
- I've been busy with a lot small tasks and setups that I didn't find the time to summarize everything up and post it.
Well, now's the time to do it
Regarding the keymat:
The new samples have arrived in Austria two days ago and are already on the way to me, together with the new DPads.
This will probably the final one!
And yes, it's all white!
Why? Here's the answer:
You probably remember that we need multiple colors for the keymat: White, orange and black.
The lowest layer was the white one (to diffuse the backlight), then we had black on top and the orange only on the keys.
These two paint layers made the keymat thick and very stiff.
So it was modified to only have one full layer of paint (the black one) and the white and orange one just on the keys.
That made the keymat work perfect (it's the one that's currently making the rounds in the community) - but with the white layer missing, the backlight wasn't as nice as before (some keys received more light than others).
The simple solution was to put the white paint onto the full keymat and black and orange only on the keys where needed.
Easy change, huge improvement.
I'll let you know about the DPad as soon as I receive the keymat for testing
All the small things I did...
I'll try to remember all the small things I did...
First some good news:
I didn't plan to include an AC Adaptor, but I found a good one with 2,5A and world-wide plugs for a good price. So you will most probably receive an AC Adaptor with your Pyra!
Shoulder buttons
Then I was working on the shoulder buttons. You know, they mostly worked on the latest case revision, but still not as good as I want them (which mostly has to do with tolerance issues).
I wanted to make sure they get it right this time, so I grabbed the 3D data files to explain exactly how needs to be taken care of.
It's simple and logical, but it still took some time to measure all of this and write it down.
I think nothing can go wrong with these instructions now... but take a look at it, if you like:
View attachment Shoulder Buttons Analysis.pdf
Sealing
Next, I was working on the sealing. The idea with the silicon pads was good in theory - but not working that well in reality.
It looks the only way to properly seal the speakers is with some pre-cut adhesive tape which seals everything except the contacts.
Even though it looks simple, it also took a while to measure everything properly, to make sure it sits perfect.
I will hand-cut this within the next few days to test it!
Next up: Cooling solutions!
Well, some good news first: ptitSeb has played around with his prototype a bit.
The unit doesn't have ANY cooling solution installed.
Doing processor-intensive stuff (like compiling) does heat up the unit quite a bit. That was to be expected, since it doesn't even throttle yet (unlike all smartphones or other devices with modern processors).
It mostly heats up between the nubs though, the DPad and button area stays cool.
And while doing normal stuff or playing games, the unit normally stays cool (unless the game needs 100% CPU...)
Still, we want to throttle as little as possible, ideally never (which is unlikely though).
So, a simple solution to cool things down a bit would be ideal, so I started sourcing existing parts.
I've planned two things:
- Move the heat away from the CPU to some heatsink.
- Spread the heat and shield it from the battery.
Regarding 1.:
We've got 19x12x5mm space below the USB Port. There are existing 12x13x5mm heatsinks (for DDR RAMs) available. I also found a 12x18x5mm heatsink for power transistors, which would work as well.
I also found self-adhesive material stripes. These can go directly between the CPU and mainboard and move the heat away onto the heatsink (which is not far away).
And finally: Software development
Since a few devs have now units, it was time to organize the software development and set up a proper platform for that.
Therefore, I've installed GitLab on our dev site: https://dev.pyra-handheld.com/
You'll find the gits for all our custom debian packages there as well as the kernel, the source code to the repo and more stuff.
It also has an issue-tracker built-in, so once the Pyra has been released, you can use it to post any issues you find or post feature requests.
You can also join projects and provide patches as well.
Everyone is welcome to help - check #dragonbox-dev and #dragonbox-pyra on Freenode IRC if you're a dev and want to help!
Not all tasks require a unit.
Kernel-Hackers welcome!
While help with the OS is important, it's also important that drivers are being written for all the hardware.
For example, the battery monitor chip needs to be programmed so that it knows everything about our battery, the ABE drivers would need to be ported from an older kernel the the current one and so on.
Anyone here who has experience with that? Please do contact me if you have experience and do have time!
So, that's for todays post.
I probably have forgotten half of what I did - but simply ask questions in case something is unclear or you want to know something else.
More info and much more news here --> https://pyra-handheld.com/boards/thr...l-white.80935/
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February 5th, 2017, 19:52 Posted By: wraggster
The Pyra is a wip open source handheld that is by far the most powerful and exciting especially if your a fan of emulation and homebrew, Evil Dragon has posted a couple of updates concerning the project, ill skip to the interesting bits:
CPU Board should be fixed now. Motherboard and Display board are done as well. Keymat is finished, just the DPad needs a tiny fix. Cases are finished except for the wiggling stylus and the too-hard-to-open battery cover.
Displays are finished, touchscreens are perfect. All electronic parts needed for the mass production are already lying around at Global Components. We've gotten a LOT closer to the finished Pyra now. The assembly of the prototype went pretty smooth (once you figured out how to best roll and assemble the LCD cable), so we're ready to start here.
More info here --> https://pyra-handheld.com/boards/thr...g-at-gc.79729/
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January 9th, 2017, 21:48 Posted By: wraggster
Evil Dragon has posted a little update concerning the Pyra Project which for those who don't know is a very high spec Open Source handheld, he talks about a Sata Adapter, Jtag, CPU Board Fixes and More:
Not everyone is interested in one, I guess, but the SATA-Adaptor has mostly been finished.
It plugs into the USB-Port of the Pyra and splits the signal to both USB 2.0 and SATA.
Keep in mind that it's only for the Pyra.
I'll create a small case for it which you can either print yourself or maybe I'll do an injection mould plastic of it as well (depends on the demand and costs).
Full post Here --> https://pyra-handheld.com/boards/thr...he-dead.79356/
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January 5th, 2017, 22:35 Posted By: wraggster
Ive been out of the scene a while now, but ive known some of the details regarding Pyra a new handheld in development, well Evildragon posted a news update a few days ago, heres the news:
First of all, a merry christmas to everyone!
An update was LONG overdue - but I was overrun by pre-christmas season.
Seriously, I expected some orders in my shop, but I was totally overwhelmed.
I packed and shipped over 400 packages during the last 1,5 weeks, so I didn't really have time for anything else.
I rarely visited the boards and couldn't chase up all involved companies for updates.
But: Having SO many sales is awesome, as every single sale helps the Pyra with future funding.
Even every single GPD Win sold in my shop will help the Pyra
I'm a bit exhausted now, but I won't go to sleep before I've written my update
While we still need to test the prototypes, we are already preparing the first production run to be able to produce as fast as possible!
What do we have...
* ALL needed parts for the first production run of the PCBs are sitting at GC (well, except for the bare PCBs)
* ALL needed LCDs are already in Germany and will be delivered to GC early January
* ALL needed batteries are already sitting at GC
What's still missing...
* Bare PCBs. Will be produced as soon as we confirm they're working fine. Production time: About 6 weeks (CPU-Board)
* Keymats: Will be produced as soon as I confirm the sample to be fine. Production time: About 4 weeks
* Cases: Will be produced as soon as I confirm the samples to be fine. Production time: About 4 weeks
* Card Boxes and manuals: Will be produced as soon as I create the design and order them. Production time: About 2 weeks
* LCD Cables: Will produced middle of January. Production time: About 3 weeks
Well, and that's it!
The CPU-Board is the culprit right now - everything else should easily arrive before we have the bare CPU boards.
I wish these things would go faster.... but that would only work if I had three or four times as much the capital.
Full Newspost Here --> https://pyra-handheld.com/boards/thr...-update.79120/
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January 1st, 2017, 23:06 Posted By: wraggster
EasyRPG Player has been released for the GCW Zero and Open Pandora by carstene1ns and Ghabry, Easy RPG Player is an open source implementation of the RPG Maker 2000/2003 engine, heres whats new in this release:
Two of the bigger achievements in this milestone are a completely new audio interface and huge performance improvements. These changes had the biggest impact on the Wii version, for the first time you can experience completely working audio and a constant frame rate (in most situations).
Download Here --> https://easyrpg.org/player/downloads/
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