unemploymenthacking.blogspot.com
Unemployment Hacking: March 2007
http://unemploymenthacking.blogspot.com/2007_03_01_archive.html
I was unemployed for about 2 years total. My passion is with gaming, specifically programming from NES to the PSP. Tuesday, March 20, 2007. Hexaxis XXI on PSP Dev Update #2. Youtube Dev Update #1:. Http:/ digg.com/gaming news/Hexaxis Awesome 3D PSP Game. Featured on psp-news.dcemu.co.uk:. Http:/ psp-news.dcemu.co.uk/awesome-3d-psp-homebrew-game-hexaxis-xxi-wip-news-56700.html. Http:/ psp-news.dcemu.co.uk/hexaxis-xxi-56849.html. Featured on psp-hacks.com:. Sunday, March 18, 2007. Hexaxis XXI on PSP? The l...
koteshi.blogspot.com
Koteshi.com
http://koteshi.blogspot.com/2006_08_01_archive.html
SNAP PLUG-IN - - - - - - - - - - - - - - - - - - - - - - - -*/. What's me and what's my reflection? Tuesday, August 29, 2006. HELLO WORLD' for PSP Firmware 2.00 - 2.80. Finally, there's no longer need for Grand Theft Auto to start Homebrew Apps on a PSP running firmware 2.00 to 2.80. So what happens next? Full credit is given in the Hello World, but repeated here: Thanks to NOPx86 for the initial proof of concept on the x86 processor, and psp250, Skylark, Joek2100, CSwindle, JimP and Fanjita for the PSP ...
shashemudev.blogspot.com
shash's Emu Dev: New official Desmume release (0.9)
http://shashemudev.blogspot.com/2009/01/new-official-desmume-release-09.html
Sunday, January 04, 2009. New official Desmume release (0.9). First of all, as this is important for me, I want to say that the important thing to remember from this post is that the official desmume team. Is doing an ammusing work. So, the news is that the official team. Which I'm member of, but haven't contributed much to lately) that is working on Desmume has released a new version. And other minor fixes and improvements. I'm too busy to be able to work more on Desmume (or any other project. It's bad ...
shashemudev.blogspot.com
shash's Emu Dev: August 2007
http://shashemudev.blogspot.com/2007_08_01_archive.html
Tuesday, August 21, 2007. Lately, finding spare time to work on desmume has been hard. What's more important, finding any motivation to work on it, has been really hard. So basically, I'd like to rewrite the 3D core to properly handle the GFX FIFO IRQ, write a Windows Forms GUI, with a new and enhanced debugger, and fix some misc stuff. Later, I wanted to fix Dead'n'furious. Was wrong. Specifically, the scale was wrong (abnormally big values), making that the primitives (triangles / quads) became squ...
shashemudev.blogspot.com
shash's Emu Dev: February 2008
http://shashemudev.blogspot.com/2008_02_01_archive.html
Friday, February 22, 2008. How do I usually fix stuff in desmume. I've not worked much on desmume lately. I really like low level coding, but I prefer graphics coding, and that's what I've mostly been doing the past 14 years. I still work on desmume from time to time, but it's not my only open project as of now. Recently, NHervé (from ngemu forums. Asked if distributing desmume "mods" was ok. The answer was simple: desmume is GPL. He is quite focused on fixing New Super Mario Bros. Which (explained in a ...
shashemudev.blogspot.com
shash's Emu Dev: April 2008
http://shashemudev.blogspot.com/2008_04_01_archive.html
Tuesday, April 29, 2008. New beta "policy" on official DeSmuME. Just as a quick note, due to recent developments that I won't go into detail, I decided to start doing CVS builds, from the work in progress between releases, myself and uploading in a small web page that I setup. Well, some of you might have already read about this already, the new part is that it will start soon. With some long demanded features. Exactly in a few hours. EDIT: Already uploaded the first build. Subscribe to: Posts (Atom).
shashemudev.blogspot.com
shash's Emu Dev: Small improvements
http://shashemudev.blogspot.com/2007/08/small-improvements.html
Tuesday, August 21, 2007. Lately, finding spare time to work on desmume has been hard. What's more important, finding any motivation to work on it, has been really hard. So basically, I'd like to rewrite the 3D core to properly handle the GFX FIFO IRQ, write a Windows Forms GUI, with a new and enhanced debugger, and fix some misc stuff. Later, I wanted to fix Dead'n'furious. Was wrong. Specifically, the scale was wrong (abnormally big values), making that the primitives (triangles / quads) became squ...
shashemudev.blogspot.com
shash's Emu Dev: GPU transforms
http://shashemudev.blogspot.com/2006/09/gpu-transforms.html
Monday, September 18, 2006. So, if you want to define bigger objects than 16 units height/width/depth, or simply, and object that is not in this 16x16x16 cube, what has to be done? The worst part, is that this transform changes are permitted INSIDE the vertex submission list, so it's quite cpu/gpu intensive to emulate this behavoiur. Probably some caching will help a lot here, atleast for games that do not modify display lists while in game. Gah smart pplz, I so dumb.I work with Flash, I no dumb ther...