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Retro Console Dev

News and updates on Daedalus PSP and various notes on emulator development. Thursday, August 16, 2012. Wow, yet again it's been ages since I posted. I just wanted to share some information about a project I've been tinkering with in my spare time - I ported Daedalus to JavaScript. You can try it out here: http:/ hulkholden.github.com/n64js/. I'm going to write up some notes about the implementation over at http:/ n64js.blogspot.co.uk/. Otherwise I'll probably see you back here in a few years ;). I can't ...

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Retro Console Dev | strmnnrmn.blogspot.com Reviews
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News and updates on Daedalus PSP and various notes on emulator development. Thursday, August 16, 2012. Wow, yet again it's been ages since I posted. I just wanted to share some information about a project I've been tinkering with in my spare time - I ported Daedalus to JavaScript. You can try it out here: http:/ hulkholden.github.com/n64js/. I'm going to write up some notes about the implementation over at http:/ n64js.blogspot.co.uk/. Otherwise I'll probably see you back here in a few years ;). I can't ...
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Retro Console Dev | strmnnrmn.blogspot.com Reviews

https://strmnnrmn.blogspot.com

News and updates on Daedalus PSP and various notes on emulator development. Thursday, August 16, 2012. Wow, yet again it's been ages since I posted. I just wanted to share some information about a project I've been tinkering with in my spare time - I ported Daedalus to JavaScript. You can try it out here: http:/ hulkholden.github.com/n64js/. I'm going to write up some notes about the implementation over at http:/ n64js.blogspot.co.uk/. Otherwise I'll probably see you back here in a few years ;). I can't ...

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Retro Console Dev: Icons for Daedalus

http://strmnnrmn.blogspot.com/2007/11/icons-for-daedalus.html

News and updates on Daedalus PSP and various notes on emulator development. Monday, November 05, 2007. I've never taken the time to add icons to the Daedalus EBOOT.PBP. Mostly it's just because I've been lazy (when I develop Daedalus I usually run it through psplink rather than the XMB, so I rarely see the frontend), but also because I've never found a suitable set of icons to use. There are plenty of icon/background packs. Background 480x272, preferably in .png format. No use of Nintendo's trademarks!

2

Retro Console Dev: Yes, I am alive

http://strmnnrmn.blogspot.com/2008/11/yes-i-am-alive.html

News and updates on Daedalus PSP and various notes on emulator development. Thursday, November 27, 2008. Yes, I am alive. No, I didn't choke on a mince pie :). This time around it's because I've been really busy with work. I don't want to go into specifics, but for the past couple of years I've been working on a high profile game, and since January most of my energy has gone into helping to get it finished. That's all for now. Apologies in advance if the next blog post is in December 2009 :). I have been...

3

Retro Console Dev: Yuletide Update

http://strmnnrmn.blogspot.com/2007/12/yuletide-update.html

News and updates on Daedalus PSP and various notes on emulator development. Monday, December 24, 2007. It's been a while since the last update so I wanted to give some news on how things are going with work towards the next release. What's particularly annoying is that the bug is stopping me from measuring how much of a difference running the audio code on the ME makes. Hopefully I'll be able to fix the bug over the Christmas break and be able to publish some timings over the new year. Initially just the...

4

Retro Console Dev: Icon Competition - Shortlist

http://strmnnrmn.blogspot.com/2007/11/icon-competition-shortlist.html

News and updates on Daedalus PSP and various notes on emulator development. Saturday, November 17, 2007. Icon Competition - Shortlist. I've just finished compiling a shortlist of what I think are the 10 best submissions for the icon competition. Here is my shortlist, presented in the order they were submitted. Feel free to discuss these in the comments - I'll be reading your comments over the weekend, and I'll pick a final winner on Monday. Thanks to everyone who entered - you're awesome! Just tell me if...

5

Retro Console Dev: Media Engine progress

http://strmnnrmn.blogspot.com/2007/11/media-engine-progress.html

News and updates on Daedalus PSP and various notes on emulator development. Tuesday, November 13, 2007. Over the weekend I described my plans. For getting audio list processing working on the PSP's Media Engine. I'm making some decent progress so far. I've got Daedalus loading a kernel mode PRX. To handle the ME nitty gritty, and I've managed to execute some test code on the ME successfully. Wed Nov 14, 01:31:00 am GMT. What exactly is the media engine? Is it like another processor in the psp? Strmnnrmn,...

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Unemployment Hacking: March 2007

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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...

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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 ...

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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 ...

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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 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 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 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 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...

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Retro Console Dev

News and updates on Daedalus PSP and various notes on emulator development. Thursday, August 16, 2012. Wow, yet again it's been ages since I posted. I just wanted to share some information about a project I've been tinkering with in my spare time - I ported Daedalus to JavaScript. You can try it out here: http:/ hulkholden.github.com/n64js/. I'm going to write up some notes about the implementation over at http:/ n64js.blogspot.co.uk/. Otherwise I'll probably see you back here in a few years ;). I can't ...

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