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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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May 5th, 2009, 23:39 Posted By: wraggster
News from Openpandora:
Hi all,
I'm not sure if you are ready for this but here's the first real production of Pandora keymats.
Don't panic! We have enough keymats now! :P
Shiny epoxy coating is not applied to these production samples. Surelly they will look better. We'll share those pictures here very soon.
Thanks again for your support and patience!
http://www.openpandora.org/blog.php
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May 5th, 2009, 01:17 Posted By: wraggster
drk||Raziel a frequent member of the Dcemu chatroom has released a news update of his work on his Dreamcast Emulator for Windows and Soon PSP and Maybe Even Xbox and PS3,
Heres the full newspost:
After many many many many many months of inactivity i finaly started some real work on the dynarec.It now features a basic IL with a working decoder frontend and backends for x86/arm/mips-allegrex.Work is currently done to port the code to Wii/ps3/ps2 ( hah !)/xbox.Anyway i don’t feel like writing atm maby i’l edit this post later
*edit #1*
Note that the arm videos are much older than the psp, the arm rec misses MANY opcodes at that point.When ZeZu brings arm on par/i get the beagleboard he mailed speeds should be ~ 3x of what psp gets
*edit #2*
To give some PSP numbers, bios (menu) is up from ~ 1.5 fps to ~9, Doa2 ingame from ~0.8 to ~4.5 , PoP3d from ~ 1.2 to ~9.Only 4x more to get PoP fullspeed
Results :
PSP
(video by PSPdemon)
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May 2nd, 2009, 23:18 Posted By: wraggster
Some New Pandora News:
Hi all,
You can see the final prototype of Pandora case. Yes, It's transparent because we want to make sure that everything really fits there.
Give us some more time to peep this beauty so we can proceed with the production of the case. I hope we will have some videos to share soon.
Thanks for your support and patience!
http://www.openpandora.org/blog.php
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April 30th, 2009, 20:47 Posted By: wraggster
Sure, you've seen the alpha SDK, and you've even seen it in pre-alpha, but if you're really serious about your Maemo 5 development you gotta check out the beta release. This should be music to the ears of all you crazy kids who are hard at work developing software for Nokia's next-gen Internet tablets. And "Maemo 5 Beta SDK" is not only fun to say, but it also brings several new features to the table, including: support for widget development, a new version of the Modest open-source email app, OMAP3 support, HSPA data connectivity, hi-def camera support, and hardware-based graphics acceleration. Lastly (though certainly not leastly) you'll finally be able to get your hands on a Maemo 5 Development Manual. We hear that one's a real page-turner. Hit that read link and get to work.
http://www.engadget.com/2009/04/29/m...rly-waiting-w/
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April 30th, 2009, 20:34 Posted By: wraggster
New Tellme speech control tool to be built into upcoming Windows Mobile handsets.
Microsoft is looking to trump the iPhone's touchscreen UI with voice activated commands for all kinds of handset functions.
The Tellme technology will be built into Windows Mobile 6.5-powered devices due to hit the market this autumn.
Microsoft reckons research shows people prefer voice over touch, pointing out that one verbal command can do what usually requires four touches.
Perhaps the software giant is missing the point slightly here in that speed doesn't necessarily trump tactile interaction, but it will be interesting to see if the concept takes hold.
http://www.mobile-ent.biz/news/33196...uch-with-voice
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April 29th, 2009, 00:32 Posted By: wraggster
The ScummVM Team have released a new version of scummvm, heres the details:
It was not that long since our previous release, and now here is a new bugfix release hot off the press!
The list of fixed bugs is quite long, and you could read all of it in the release notes, but here is a summary for those of you who are too lazy to follow the links and eager to play the games better.
SAGA: Inherit the Earth is completable again; AGOS, Groovie, Sword2: fixed many sound-related issues; Parallaction: fixed a bug in one of the puzzles; squashed a number of bugs in the GUI. Also iPhone, Symbian, WinCE ports are much improved and NDS and PS2 ports are back again since 0.11.0.
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Release Name: 0.13.1
Notes:
0.13.1 (2009-04-27)
AGOS:
- Fixed crash after OmniTV video is played in The Feeble Files
- Fixed crashes when exploring Jack the Ripper scene in the PC version of
the Waxworks
- Fixed palette glitches in the AtariST version of Elvira 2
- Fixed noise that can occur when sound effects are played, when exploring
Pyramid scene in the Waxworks
Gob:
- Fixed a crash in the Italian version of Woodruff
Groovie:
- Fixed some issues with music in The 7th Guest
Parallaction:
- Fixed the sarcophagus puzzle in Nippon Safes
SAGA:
- Fixed a crash in Inherit the Earth
- Fixed glitches in the save/load dialog.
Sword2:
- Fixed random sound corruption when using the original sound files.
Game launcher:
- Fixed a case where memory could be corrupted
- Fixed the small cursor in the modern theme
- Fixed a bug in the theme engine, which could cause crashes
- Made the file browser bigger in 1x mode
iPhone port:
- Fixed backspace handling on the iPhone soft keyboard
DS port:
- Added support for the Global Main Menu feature
PS2 port:
- Switched to the new GUI and theme code
- All possible devices are supported to store, play and save games
(CD, HD, USB, MC and remote)
- Optimized cache/read-ahead for every media
- Added support for the Return to Launcher feature
Symbian port:
- Added Bluetooth mouse support
- Added support for the Return to Launcher feature
WinCE port:
- Fixed an issue which could cause random crashes with VGA devices
Download Here and Give Feedback Via Comments
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April 23rd, 2009, 17:11 Posted By: wraggster
If you've been getting bored of your Versa's QWERTY module, boy, have we got some splendid news for you: as promised, the snap-on game pad is now available. It slides along the back of the phone's body for storage (unlike the QWERTY, which requires that polarizingly-designed brown pleather wallet) and features an 8-way directional pad, four dedicated SNES-style gaming buttons, and the envy of absolutely everyone you've ever known. Grab it now for $29.99 -- you wouldn't want to be that one chump Versa owner who doesn't buy it, would you?
http://www.engadget.com/2009/04/22/l...now-available/
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April 22nd, 2009, 22:38 Posted By: wraggster
More Pandora News from Evil Dragon:
The battery production has started a while ago, the new transparent CNC case with some minor fixes is on the way to Michael. Sounds good, eh?
Well, there's more: Some of the final PCBs have already been ordered. And mostly all parts for the mass production have arrived.
Sounds good? I think it does. Oh, and the first TV Out cable prototypes sould also arrive soon.
Also, if you want to do some paperwork at home and want to check out how big the battery will be... you can build yourself one.
Just download the wrapping here, print it (300dpi), cut it and fold it where the small lines are. Glue the overlapping edges... and you're ready.
Feel free to post pictures of your batteries on the boards.
Now, that's it for today, more news when the time comes
http://www.openpandora.org/blog.php
New Videos Via Comments
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April 19th, 2009, 22:24 Posted By: wraggster
The last time we saw the Pre's Classic Palm OS emulator in action, we had a few lingering questions in our mind, chief among them being how well can it game? From the looks of this latest video, released by Motion Apps to answer that very question, pretty well so far. In addition to confirming sound support for the latest build, we also get a brief glimpse of the software handling 3D driver GTS World Racer. Of course, seeing this makes us even more curious about the gaming potential for the native webOS, but alas, we're in the cold there.
http://www.engadget.com/2009/04/19/n...off-3d-gaming/
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April 14th, 2009, 00:18 Posted By: wraggster
Evil Dragon has posted news on the Openpandora site about the latest news of the Pandora console:
Yep, we're still alive!
And we all do hope you had a very happy easter and some free days.
It's time for a very comprehensive blog post - the best prediction we can give at the moment.
It definately is kinda hard to predict some stuff, as communication between the various timezones is taking some time...
For example, if I send the battery layout to Michael to check it for sizes and afterwards he sends it to the Chinese factory... geez, there are three VERY different timezones involved...
Anyways, back to the topic. I had quite a bit of work to do during the easter days, I created the battery label (not only the part you already seen, but the label with exact cuttings and measurements).
And I had to translate the complete GP2X WIZ Manual into german language (about 70 pages... whoooopsie... yeah, I know it's not Pandora related, but I do multiple things at once )
Okay, now onto our (best case) prediction...
Our current plan is to build a half dozen prototypes for rev3 by the end of April or first week of May (depending on how far the devs get with the software).
Michael will test them thoroughly with a new kernel from Notaz/DJWillis. The tests will mainly be to make sure the boards were manufactured properly (since they will be from the company who will provide production quantities) and to make sure they were soldered properly.
So basically, our final hardware test will start soon!
We're trying to make sure we can build up to the first 500 units in May (at most). The next 3500 should be finished in June.
The transparent case should arrive within the next few days. After that, we can finally start the moulding process!
It does seem like the best date we will have cases is the end of May. After they arrive, we can finally start shipping, as the boards will be ready at that time.
Some things can and will be done in parallel, so that that stuff will be ready when the Pandora is finished:
- Get carry cases manufactured
- Do CE and FCC (CE will be done with one of those Rev3 Boards, FCC can't be done before we have the first final unit)
I guess this is the most comprehensive route map you ever got, eh? We're getting there
And again: A BIG thanks to all of you for sitting this out with us. Every one of us does owe a LOT to you!
Lets hope this does see a release day very soon
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April 7th, 2009, 13:25 Posted By: wraggster
"The best-laid plans of mice and men often go awry."
It's worth bearing this famous quote in mind when calling to mind the incredibly exciting Pandora handheld; when we interviewed the guys behind the project back in August 2008 the plan was to launch this groundbreaking machine at the start of 2009. It never happened.
This was hardly a massive shock – given the ambitious nature of the venture, delays were always on the cards. However, we were keen to get the word straight from the horse's mouth and spoke to Craig Rothwell – one of the key figures behind Pandora – to bring you this exclusive interview.
Pocket Gamer: The original release date for the Pandora has been and gone. Can you give us a little insight into why the launch has slipped and the issues you've encountered since we last spoke to you?
Craig Rothwell: The main issue was our bank letting down our main distributor. Incredibly, once the bank saw how much interest there was in ordering the Pandora they decided it was too much of a risk to them and froze the account.
I don't think they really believed some chaps from random places around the world could make something like the Pandora which, as far as they were concerned, took millions of dollars and a big company like Sony or Nintendo.
So we had to start the whole process again.
The silver lining from that was that the Pandora was able to go from 128MB to 256MB of RAM and have more internal NAND, too.
How badly has the global 'credit crunch' impacted the production of the Pandora?
The main issue is that because currencies have fluctuated so much the Pandora is more expensive in some countries now. Another issue is suppliers of parts such as the LCD no longer keep parts in stock, so built times are longer.
I suppose it's best to start in this kind of situation, things can only get better. We are hardly going to let a bunch of bankers get the better of us.
Some of the issues you've had to cope with are things that major companies like Nintendo and Sony would simply throw money at to solve, but you're obviously a smaller operation and don't have that option. Have there been any moments when you thought that perhaps what you are attempting might not be possible?
Picture this: You get a new car, a sports car, and you and some friends take it for a spin, off on to the moors.
Then the car starts to misfire; then it gets dark. You don't have a map.
At this point you of course have to find a solution and work though it, and that's rather how the Pandora project went and maybe that's the best position to be in – because you know you have to solve things and you come up the next morning smiling.
It's probably true that if we went back to the start we would not try something quite so ambitious, good thing we didn't know then what we know now or the Pandora might not have happened.
How has the community dealt with the delays?
They have been very good about it; they (and usually any niche market) are used to delays as it's the nature of cutting-edge projects. At the same time we have been able to get drivers for the 3D chip going and post them on going videos of what is happening.
Have you had to make any significant changes to the hardware or case design as the device moves closer to the stage of mass production?
The only changes we have made are improvements; I don't think we would dare downgrade anything!
How is the software side of things progressing? Has the operating system been completed and what kind of emulators and applications are supported at present?
Due to the delay this is one area which has gone on leaps and bounds, rather than getting a v0.1 OS customers are going to be seeing a very mature OS from the start with things like 3D and Video acceleration from the start. Quake III runs, high resolution video plays and full desktops operate smoothly.
When the final unit ships what kind of software do you expect to bundle with it?
We expect to ship with a basic OS which will be able to run in iPhone-like 'big icons' set up, or you will be able to choose to run a full desktop like you would see on a PC. There will also be stuff like Firefox, other applications, games and demos to show off the hardware.
Once the first lot of units is out of the door will you be concentrating solely on software or will you be looking to tweak the hardware, pending feedback from the community?
Well we hope the hardware will be pretty solid. Then the next step is to ramp up production and see just how big the project can get. We will always be updating the OS but the neat nature of open source means a lot of this is done for us.
It's been hinted that commercial games might become a reality on the Pandora. Can you give us a little more information on this? Have you been approached by any interested publishers or developers?
There are some interested in the OMAP3 platform which the Pandora uses – this is quite a unique situation; the Pandora does not need to attract developers by itself, the OMAP3 platform does – which is to be in millions of peoples hands via phones, netbooks, PDAs and games systems. I think we will see commercial games for the OMAP3 which should run on the Pandora.
What lessons have you learnt from developing the Pandora and what would you do differently if you were able to start over again?
I think we would be able to avoid so many mistakes. It's a learning curve and people have no idea how much is involved in making a product like this, you see many of these systems come out of China but the truth is most of them are just the same internals with a different case on the outside. To do the whole lot, from the ground up, is exceptionally complex and time consuming.
If we did this again – let's say the Pandora 2 in a few years – we could certainly move faster with a much more accurate plan and it would probably be an enjoyable experience as opposed to a bit of a nightmare.
Ironically, Gamepark's Wiz – which is seen as the Pandora's rival – has also experienced delays. Are you still looking to distribute the machine in the UK via your own company and what's the latest you've heard about its status?
Yes we will still be distributing it, as well as various other devices like the A320 and the Smart Q5. It's just a sign of the times right now that projects like this have delays. GPH might have had similar bank issues to us but they choose not to be open about their situation.
I understand we will see the Wiz in May.
If anyone reading this is interested in purchasing a machine, are there any pre-order slots available for the first batch? If not, when do you expect the second batch to roll of the production line?
It is possible to order one from the first batch, we kept about 200 places free during the re-order period for people who were not sure if they wanted a unit – those untaken slots are now available to new customers, if they want a unit they can email openpandorasales@gmail.com.
Our thanks go to Craig Rothwell for taking the time out to speak with us.
http://www.pocketgamer.co.uk/r/Vario...ws.asp?c=12567
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April 7th, 2009, 13:19 Posted By: wraggster
The giana returns team have posted a new video of their game that should be coming one day to gp2x/wiz/pandora/gp32:
The Gianas Return Team has posted the final and last video of their soon coming "The Great Giana Sisters" sequel. It is a two minute trailer video and really increases mood for more. The first release is planed for the GP2x console. GP32 might be a matter of CPU power. Wiz and Pandora versions are almost certain, along with other systems.
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April 6th, 2009, 20:07 Posted By: wraggster
ED has updated the Pandora blog with this news:
Well, this surely isn't anything special, but as you want to see all steps that happen during production, here is another thing finished. It's the wrap for the battery
The batteries will go into production this week, another step taken.
http://www.openpandora.org/blog.php
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April 3rd, 2009, 23:15 Posted By: Shrygue
via Engadget
The last time we heard from Envizions, the company was just starting to get its game plan together -- but it looks like the gears are officially in motion on its Linux-based game console. The final specs for the box now seem to be in place, with off-the-shelf components like the Athlon 64x2 5600 CPU (clocked to 2.4GHz), an ATI HD 3200 graphics chipset, 2GB of DDR2 RAM, and a 120GB hard drive filling out what is essentially a standard PC housing.
Envizions say that the console will run a modified, quick-boot distro of Fedora called Mirrors (which can be upgraded to a beefier build named Mirrors Evolution X), and will feature a "cloud" service stacked with Amiga (!) games and an Akimbo-based video service. Beyond that, proper titles will be sold online and on SD cards for around $20. Envizions is currently taking pre-orders for the box, and say beta units will be shipped on April 10th. Pricing for those consoles will run between $280-350, while the final retail version can be had for $380, and should be available sometime in June.
We have just two words of advice for the fledgling company: get some killer games on there fast, and please, please update your site.
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