Sunday, February 26, 2006 - Posts

DS Lua Preview Build for Nintendo DS

(Not *exactly* PSP related, but this means that, to some extent, homebrew for both platforms can be compatible :) -Auri)

The famous LUA language which has been the driving force behind many PSP homebrew developments, has now found its way to the Nintendo DS. Here's to hopefully, many great new LUA DS developments.

DSLua version 0.1 Preview Release

I was surfing the web one day and found Lua Player on the PSP (http://www.luaplayer.org). It prompted me to look into LUA and how it works. I was a bit surprised at how easy it is to incorporate LUA into my own code and how simple it is to write scripts in Lua. This is the reason I started writing a Nintendo DS version of Lua.

This release contains some very basic functions to give you a taste of DSLua. You have access to functions to display texts, read the controls and access stylus information. It's about enough to build a simple text based games (like the good ol' days of DOS)! Check out the Examples directory for examples on how to use the functions.

Supported Hardware

Well, you need a Nintendo DS first. None of the emulator supports a media card at this point, so DSLua can't run off them for now.

If you don't know how to run home brew softwares on your Nintendo DS, then check out GBADev's Flash Equipment forum (www.gbadev.org). DSLinux (www.dslinux.org/) forum also have some instructions.

DSLua depends on the ability to execute a script that is external to the engine. For that matter, DSLua currently only supports file accessible by Chishm's FAT driver (compact flash card using the GBA Movie Player or M3 devices only). Adding more media support on my To Do List.

I have a flashed DS and M3 with Compact Flash. So, that will be the platform that gets most testing. ;)

Files/Instructions

To start DSLua, simply select from one of the binaries that suits your hardware and copy it to your media. Also copy the lua scripts that you want to run onto the same media (you can try the scripts in the Examples directory). On the M3 for example, you can press START button to run DSLUA.NDS or press A button to run DSLUA.SC.NDS. Once the program is running, you should see a directory listing of what is on your disk. Press up and down on dpad to select the script you want to run, and press A to start the script. When the script is finished, you can press START button to return to the directory listing menu. Enjoy!

It is simple to write a script for Lua. Just use your favorite editor (Notepad for example. My favorite is SlickEdit). And then copy your scripts to your media card. Run DSLua binary on your NDS and select your script to run it.

Please have a way to exit your lua script, that way the users can exit your program and be returned to DSLua's menu to run other programs/games.

Download: here

Official Website: dslua.com

Source: MaxConsole
posted by Auri with 0 Comments

PSP to get update with camera and 4GB memory

Click to ZoomThe Sony PlayStation Portable (PSP) has been on the market for quite some time, and has challenged Nintendo's supremacy in the world of portable gaming. Just as the Nintendo DS recently received an update – the DS Lite – it seems now that Sony's portable gamer is about to get an upgrade as well, except the changes are more than simply cosmetic.

Sure, the PSP2, as it has come to be known, might be a quarter-inch thinner than the currently available unit, but more interestingly, word is that the new PSP will come with 4GB of NAND flash memory, as well as an integrated digital camera. Expect white, black, and silver varieties.

This is contrary to earlier reports that there would be 8GB of embedded storage, perhaps in an attempt to keep the price a little lower. The digital camera will not be a new development altogether, as it seems the PSP2 will make use of the camera used in some Sony Ericsson phones. The cam will be placed where the PSP logo currently lies, just underneath the screen, and will be used for video-streaming to the forthcoming PlayStation 3 (whenever that hits the market. Your guess is as good as mine) and "as a Wi-Fi way of chatting with friends."

Source: MobileMag
posted by Auri with 0 Comments

Flash player for PSP - February 28th?

The PSP Flash Player contest has ended and the player is due to be released on February 28th!!! I'll have more details come the 28th, but I have spoken with some fellow developers who have tested the betas and the player is very operational, and should have full sound capabilities when it's released. Looking forward to it!

-Auri

Here's the text from PSPHacks.net:

PSPHacks Flash Player Coding Contest Winner
Written by Pikoro   
Thursday, 16 February 2006
We have a winner in the swf player coding contest.

I just want to officially congratulate 71M from our forums for successfully producing a fully functional SWF player that runs on the PSP.

A few notes concerning the player from 71M:

The player supports Flash 7 action script. Not everything mind you but a good portion of it.

As for limitations, I would say that people will have to bare in mind that the PSP only has 32mb of RAM.

3mb of that is taken up by the program itself, so there isn't much room left.

Having complex vector shapes is also a bad idea as the shapes are triangulated and produce massive triangle lists.
 
The bottom line is, try it and see what works and if someone is creating a new animation for the player they need to keep testing it to see if it still works.

Sorry I can't give anymore information, but there are so many combinations to cover that I wouldn't be able to list them all.
 
It might be better to let the community find out for themselves what works and what doesn't.

Maybe run another competition to see who comes up with the most innovative game with the player? :D

--------------------------

So, starting on the 1st of March, we will have a flash coding contest.  Let's see who can come up with the best flash game for the PSP now that the media is available.

The code is still being cleaned up so we will release the PSPHacks.net SWF player on or about the 28th of Febuary.

Cheers



posted by Auri with 0 Comments

Sony Dumps Metreon, Keeps PlayStation Experience

Wow... I remember when Metreon was being built! -Auri

From Kotaku:

If you’re going to San Francisco, be sure to make it to the Metreon. Or don’t. It was never that great anyway, and now Sony is selling it off to a mall developer and real estate group. The “urban entertainment destination” will still house Sony’s Playstation store and Sony Style store, but look for other tenants to vacate the premises soon.

I was at the Metreon this past fall to visit the PlayStation store and walked away disappointed. Not only wouldn’t the staff let me play Guitar Hero on the BIG TV, but there just wasn’t much to distinguish it from any other Sony Style location.

Related links:

Metreon’s shattered dreams [SFGate]
Metreon Official Site



posted by Auri with 0 Comments

Nintendo 64 Emulator Making Progress

PSPmonkey's updated his blog with some good news on his progress on an N64 emulator... 60fps (frames per second) Pong!

From his blog:

Mmmmm Portable Pong Emulated Goodness
Posted on Sun 26 Feb 2006, 3:58 AM

Mmmmm *drool*

Well after some back and forth I figured a few things out. For some reason I dont need to byteswap the pif ram where pc emulators do. So with this and a few corrections I got input working. Even better is the fixing of SI transfer now keeps a few homebrew games from crashing.

So here are some screenshots of Pong by omar, Liner (I dont understand the point of this game), Manic Minor & MM hiden levels (oddly enough its very dark), & the wonderful n64 logo returns from waverace (do note that no comercial games run, this just this logo shows up since it draws to the framebuffer with no use of the rsp/rdp).

Anyways enjoy. More updates to come when more progress is made.


Screenshots:

    
posted by Auri with 0 Comments

Zork Coming to PSP?

So it’s an emulator… inside an emulator? This is kinda of a weird one folks, and I’m having a hard time wrapping my brain around it. I’ll be honest, it’s 3am as I type this and I can’t imagine writting up a better description than what CaptJello emailed into us just a few minutes ago. So here you go, instructions on how to play Zork using an “Interactive Fiction” interpreter meant for the Nintendo Gameboy by using the RIN emulator on your PSP. Make sure to let us know how it worked out for you in the comments.

Does anyone there remember the great text adventure games of the late-1970's-1980's from Infocom? Does "You are standing in an open field west of a white house..." sound familiar? Imfocom published dozens of them, most noteable the Zork series. You can find much history and some public downloads (including Zork I, II, and III) [here].

Zork1onPSPThese wonderful "Interactive Fiction" text adventures had a story part and an interpreter engine. The games were published on many platforms of the day (Apple II, IBM, Atari, etc.) by simply re-compiling the intepreter for each different platform. A while back, a fellow named Martin Korth wrote such an interpreter called INFGMB for the Nintendo GameBoy.

By combining the publicly-available story file of Zork I with the INFGMB intepreter into a Gameboy ROM file (ie. under DOS simply type "copy /b infgmb.bin+zork1.dat zork1.gb") you end up with a ROM that you can play with the RIN Gameboy emulator for the PSP!

Since the INFGMB Interpreter was written for another keyboardless handheld, it has some nice features making it tolerable to input text commands for these classic adventure games (such as being able to select keywords that are already on the screen and DOSKey-like recall of previously-entered commands). Thus far, I have only been able to get Zork I to work.

Source: PSPUpdates

Note from Auri: Of course, with no keyboard available for the PSP, and with Logic 3 wigging out and canning their PSP Keyboard project, text-based games aren't gonna take off quickly... Of course, it'll be interesting to see if Sony releases a keyboard and to see whether Logic 3 sues them 'cause Sony wouldn't supply the info Logic 3 needed to create a keyboard in the first place. :-P

posted by Auri with 0 Comments

eLoader Brown Ale Configuration Update - 02/23/06 - Improves Homebrew Compatibility

Fanjita and Ditlew have amassed a collection of the “latest and greatest” configuration files for eLoader Brown Ale. These optimized config settings will allow you to setup eLoader so it is as compatible as possible with the homebrew program you’re interested in. You can find all the latest configuration files at Fanjita’s site [here] - and we will also try and keep you updated with the latest setups here at PSPU. The latest config pack fixes the following programs:

  • BookR 0.6 : now runs in TIFF mode.
  • ScummVM 0.8.2 : now runs in TIFF and GTA mode.
  • PSP-GBA v1.1 : now runs in GTA mode.
  • SNES9x TYL 0.3 : now saves games correctly.
Download the update here.
posted by Auri with 0 Comments