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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
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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July 22nd, 2013, 01:04 Posted By: wraggster
via http://pdroms.de/gcw-zero/opendingux-06-07-2013-gcwz-os
If you own a GCW Zero device you might be happy to know that there was an improvement/update for the OpenDingux OS.
Changes:
* improved video performance (enabled framebuffer caching)
* made vsync more robust (eliminated glitches on page flipping)
* made the FTP server list hidden files (names starting with a dot)
* improved Unicode support in both gmenu2x and command line tools
* fixed bug that powered off the system if the power slider was raised, released, then raised again soon after
* list IP addresses in System Info application
* added unrar command line tool
* added shared memory support (allows more applications to be ported)
http://www.gcw-zero.com/updates
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July 22nd, 2013, 00:34 Posted By: wraggster
via http://pdroms.de/gcw-zero/xrick-v1-0-gcwz-game-port
Way before Lara Croft, back in the 1980′s and early 1990′s, Rick Dangerous was the Indiana Jones of computer games, running away from rolling rocks, avoiding traps, from South America to a futuristic missile base via Egypt and the Schwarzendumpf castle. xRick is a clone of Rick Dangerous, known to run on Linux, Windows, BeOs, Amiga, QNX and plenty of other platforms! Ported to GCW Zero by alekmaul.
http://boards.dingoonity.org/gcw-releases/xrick-v1-0/
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July 22nd, 2013, 00:12 Posted By: wraggster
via http://pdroms.de/dingoo/dingoo-emula...-0-dingoo-misc
lion_rsm has been working hard to bring us an updated Dingoo Emulation Pack. All emulators included to run on native Dingoo without the need of modification or installing Dingux. News via Dingoonity-Board.
Changes:* Significant code refactoring
* Changed color theme to new one named “Orange” for DEP v2.x
* Maximum size for box cover changed to 200×200
* Now box cover is more visible as result of edging frame adding
* Fixed menu title absent during rom loading or first time menu open
* Fixed platform logo placement in UI
* Fixed animation speed in hidden extra menu
* Added frame rate synchronization in various UI menus
* Now sound volume in emulators changes nonlinear (lower value has a greater effect)
* Added saving and loading of the current game state in “Old School” mode
* DingooNES, DingooSMD, DingooSNES: Added support for IPS patches
* DingooNES: Fixed sprites per scanline limitation
* DingooSMS: Added Coleco Vision console support
* DingooSMS: Added separate GFX resources for each supported platform
* DingooSMS: Added backdrop support for Game Gear platform
* DingooSMS: Fixed a lot of various minor runtime problems
* DingooSMS: Fixed periodical crash after game state load
* DingooSMS: Fixed some sound issues and delay on emulation start
* DingooPCE: First release
http://drlionrsm.blogspot.co.at/2013...-pack-v20.html
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July 1st, 2013, 00:05 Posted By: wraggster
Everyone if you have an SE with Sticky D-Pad the three options are:
1. Send it back and we will replace it with a new smaller one for you.
2. Request a replacement D-Pad and once we get them from Factory we will mail it to you.
3. You can use the work around youtube video Relay01 has posted which shows how to use Silicon lube to resolve the issue.
We will be changing out the D-Pad on the few SE units we have left 30 or so to ship and 150 which will be used for warranty replacement if they are needed once we recieve the new smaller replacement D-Pad from the factory.
KS buyers once the issue was seen at my cost all units were sent back to factory to have the D-Pad replaced at the factory to insure they were done correctly and would be warrantied by factory.
Those units ship back to me today and should be here some time next week. I apologize for the delay but once this was seen we had to resolve the issue ASAP.
As for exact date of shipping they will start to ship once we get them back from the factory...
http://www.kickstarter.com/projects/...d/posts/523750
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July 1st, 2013, 00:04 Posted By: wraggster
Yes the KS models will have the smaller D-Pad and buttons to prevent any sticking of them that appeared in some of the SE models that have been shipped.
We are working vigorously to get this done and doing vigorous QC/QA testing of each unit to insure they work right when they are received by you the user.
I apologize for the delays but want to make sure this does not continue to happen or be an issue in the future. As it has for other unnamed consoles recently in the news.
http://www.kickstarter.com/projects/...d/posts/522292
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June 24th, 2013, 10:37 Posted By: wraggster
We are wrapping up shipping the SE aka Early adopter models today/tonight. We then will commence/continue flashing and rigorous QA/QC testing of the consoles as some of the first SE models that shipped exhibited issues with the D-Pad sticking which seems to resolve itself with regular gaming use after 6 to 8 hours.Once that is completed we will ship KS models as we do the QA/QC process and if a big enough batch is done we will hand over to a fulfillment house as we get batches done.
Either way we will be shipping on a regular basis till all pledges are fulfilled....
http://www.kickstarter.com/projects/...d/posts/513768
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 13:57 Posted By: wraggster
For those who did not yet know we have partnered with Evil Dragon aka Michael of Open Pandora and their project to bring all of 3D Realms titles we have licensing for to be sold on the Pandora repo/app store under the GCW name.
Right now Duke Nukem, Hocus Pocus,Cosmo's Cosmic Adventure, and Monster Bash are for sale under the GCW name now for the Pandora on their repo/appstore.
We feel this will be a great partnership and hopefully attract more commercial software companies to sell their games on our repo/app store in turn we will also sell them on the Pandora repo/appstore.
We also hope this will attract more homebrew/indie developers to the GCW Zero that had no clue we existed until we got this exposure.
Status update on progress we hope to have all GCW Zero SE models completely shipped on Tuesday 6/18/2013 and start the process of shipping the KickStarter models.
Another question was asked about shipping yes vendors will be shipped at same time as Kickstarter orders but will not be shipping their models till after all the KS orders are filled.
http://www.kickstarter.com/projects/...d/posts/509115
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June 17th, 2013, 13:54 Posted By: wraggster
via http://zerox86.patrickaalto.com/zblog.html
During the past couple of weeks I have made quite a few enhancements to zerox86, but it still is not quite ready for release. There are some essential features still missing, and there is a very annoying bug or race condition that occasionally crashes the whole program. I have had a similar problem in DS2x86, and I am pretty certain that the problem is caused by lack of proper thread synchronization in the IRQ emulation. I have divided my time between trying to hunt down this bug, and adding some new features.
Jazz Jackrabbit support
For some reason I had thought that Jazz Jackrabbit uses virtual memory and thus will not run in zerox86, but a beta tester reported that he got it running by disabling all audio. There were some bad graphics glitches, though. So, I decided to test it myself and fix at least the graphics glitches. One graphics problem was quite obvious, I had not yet implemented the file data reading directly to VGA VRAM, which Jazz Jackrabbit does. It is the only game I have encountered that does that while in Mode-X graphics mode. After that the sprites began to work correctly, but still the bottom part of the screen flickerd, and I found a bug in my Mode-X VGA Line Compare Register handling. Fixing that made the game run the demo game with no graphics glitches that I could see.
After those fixes I tried to get the audio support also working, but even after spending several hours with that I still could not find out the reason for the immediate crash. It does not actually crash zerox86, instead it causes a General Protection Fault when loading an invalid value to a segment register. I was able to determine that in DS2x86 it does not load this invalid value to the register, but I could not yet find out why it runs differently in zerox86 and what is the original cause for this difference. So, Jazz Jackrabbit does not yet run with audio enabled.
EMS memory and SuperVGA support
After I got frustrated with lack of progress on Jazz Jackrabbit support, I decided to work on some easier features, first by adding EMS support. This was pretty simple, as my EMS support is coded in C so I could port it from rpix86 with very few changes. Since 4DOS.COM by default swaps to EMS if it is available, it was easy to see that EMS memory support began to work. I also tested Wing Commander 2 digitized audio, which also needs EMS memory to work. I found a small bug in my SB digitized audio support, it played one more samples than what it should have, which sometimes caused a click to the sound, so I fixed that problem as well.
After EMS memory I coded support for SuperVGA 640x400 and 640x480 screen modes. I decided to support these modes scaled to 320x200 and 320x240 resolution, which meant averaging every four input pixels to one output pixel. As this needs to be done with CPU (at least for now), it will slow down the emulation somewhat. I tested my LineWars II and Little Big Adventure, both of which use 640x480 SVGA mode. Below is a screen copy from Little Big Adventure running in zerox86.
80x25 scaled text mode
Next I changed the 80x25 text mode to use 4x8 pixel font, so that I could fit all 80 characters to the 320 pixel wide GCW0 screen. The font is not nearly as readable as my default 6x8 font, but using that gets rid of the need to scroll the screen. I plan to have an option to switch between scaled and scrollable screens, same as I did in DSx86, but for now I will use scaled mode in all text/graphics modes.
I also found and fixed a problem I had in the text mode cursor routines where extra cursor images were sometimes left around the screen, for example in Norton Sysinfo. This was caused by the software setting the cursor start scanline to a large value, like 63, with the ending scanline being the default 7. This should skip the cursor drawing completely, but my routine always drew at least one scanline of the cursor, which was wrong.
PC Speaker support
I also added support for PC Speaker sounds. The game I use to test these is the old CGA game Paratrooper. It plays some musical tones using the PC Speaker, so it is good test bench for that, as well as CGA graphics. It was one of the first games I got working in DSx86, so I like to test that in all my emulators during their early development phase.
Virtual keyboard
The next step is to add a virtual keyboard to zerox86. I am thinking of having the virtual keyboard be visible always when in 80x25 (or 40x25) text mode, as these will only need 320x200 pixels, while the zerox86 screen is 320x240 pixels. So I have an area of 320x40 pixels to use for virtual keyboard. Since the standard PC keyboard has 6 rows of keys, I have 6 scanlines to use for each row, and still have 4 scanlines left over. I decided to use the 4x6 pixel font for the key labels, which allows me to fit the full 101-key PC keyboard image to the 320x40 area.
You can see the keyboard image in several of the screen copies above. I haven't yet decided how I handle the keys selection, it might perhaps be made to work using the analog controller for key selection and then either A or Start to actually press that key. Or simply using the D-Pad to move the focus from one key to the next, but since especially on DOS prompt the cursor keys are used while joystick is not, the analog joystick control would be a better choice. I will continue working on this feature, as well as trying to hunt down the annoying crashing bug during the upcoming weeks.
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