THE LATEST GPF NEWS & RELEASES BELOW
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September 3rd, 2008, 21:52 Posted By: GPF
Been playing around with FrodoWii lately have added some routines to play around with how the emulation is working, right now I have only implemented gamecube controler, press left trigger and it does the simple
10 PRINT"HELLO WORLD"
20 GOTO 10
RUN
which runs forever 
and if you press the start button on the controller, it loads a hardcoded .prg file, right now I have been testing Bruce Lee, but for some reason sound isn't working yet. I did a compile of the source against devkitPPC R14/libogc and was able to run it under an older gc emulator, so I could get this screenshot. But I have also tested it on hardware, kind of cool to be playing Bruce Lee on my TV again.
Hopefully will have time to release a updated test binary and the source code soon.
Troy(GPF)

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August 4th, 2008, 14:27 Posted By: GPF

Early this morning finally got a port of Frodo the c64 emulator running on my Wii, The display is the only thing i've got working so far, still have to figure out filesystem, keyboard/joystick controls. But thought I'd share what I've been working on lately.
here is a test binary if anyone wants to try it out.
Thanks,
Troy(GPF)
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July 3rd, 2008, 10:35 Posted By: GPF
I am bored, where is a c64 emulator for Wii? i see there is usb keyboard support and someone has written an wii remote onscreewn keyboard lib, when will we have c64 on wii 
I miss dreamcast scene, since then toolchains are not made for homebrew but for what commercials devs want from opensource GPL gcc toolchains. yeah they are used by homebrewers but limited.
I sure need to blog more.
Troy(GPF)
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May 30th, 2008, 02:01 Posted By: GPF

I finally had some time to work on FrodoDS again after nearly a year without an update, I have added save snapshot support and loading snapshots directly from filelist.
Will save the snapshot using the currently mounted .D64 name changing extension to .FSS. This new functionality is on the button X.
Also now when it starts the filelist will no longer popup automatically, so after the c64 boots up, press the left trigger to bring up the filelist, now if you select a snapshot file ending in .FSS, it will automount the same name with .D64 and then autostart the snapshot.
I have updated my website
http://gpf.dcemu.co.uk/Frodoc64.shtml
with the latest release and sourcecode.
Enjoy,
Troy(GPF)
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February 1st, 2008, 22:13 Posted By: GPF
The Shredz64 project is an attempt to build an interface to connect the Playstation Guitar Hero controller (and any other PS controller) to the Commodore 64 computer, then create a Guitar Hero like game on the C64 utilizing the guitar controller.
So far the project has been going well! As you can see, the interface, which I call the "PSX64", is 98% functional (There are some tiny bugs which don't really impact functionality on the whole). Not only are all guitar functions mapped over successfully, but it works great for playing C64 games with a normal dual shock controller. What's more, since the same DB9 port is used, the PSX64 can be used on the Amiga, Atari and Sega Master System (All tested except SMS). Read more about the interface by clicking "PSX64 Interface" on the left.
The Shredz64 game itself is still in its infancy, but progressing nicely. You can read more about it by clicking "Shredz64 Game" on the left.
http://freedomirc.net/~megaboz/shredz64/
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January 29th, 2008, 19:01 Posted By: GPF
My site gpf.dcemu.co.uk isn't reachable for many people, I can view it here at work, but can't reach it from home. and I have heard other sites are having similiar problems, is this issue known ?
Also is there a way to reach my site from ip address that I can use till its resolved ? ie http://85.25.138.186/gpf or something like that ?
Thanks,
Troy
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November 28th, 2007, 21:00 Posted By: GPF
NAME: Duke3D DS
Description: port of Duke3D for the Nintendo DS
Screenshot:

Downloads
here is the precompiled bin
DUKE3DS016nds.rar
here is the DS source
duke3dsrc.rar
based off the GP2X port
How to Play
-----------
dpad move Duke
a fire
b jump
x duck
y escape back from menu
lefttrig strafe left
righttrig strafe right
touchscreen change weapon
select use item
start select
touchscreen look around
start+select return to menu
dldi patch .nds and copy it and defs.con, game.con, user.con, duke3d.grp and supplied duke3d.cfg to /duke3d directory of card.
Give Your Feedback Via Comments
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June 16th, 2007, 00:32 Posted By: GPF
REminiscence is a rewrite of the engine used in the game Flashback from Delphine Software. This program is designed as a cross-platform replacement for the original executable and uses the SDL library. Original version by Gregory Montoir, cyx@users.sourceforge.net - http://membres.lycos.fr/cyxdown/reminiscence/

Copy the original dos files into /data/flashback/Data/ directory, and
In order to hear music, you'll need the original music files (.mod) of the
amiga version. Copy them to the DATA directory and rename them like this :
mod.flashback-ascenseur
mod.flashback-ceinturea
mod.flashback-chute
mod.flashback-desintegr
mod.flashback-donneobjt
mod.flashback-fin
mod.flashback-fin2
mod.flashback-game_over
mod.flashback-holocube
mod.flashback-introb
mod.flashback-jungle
mod.flashback-logo
mod.flashback-memoire
mod.flashback-missionca
mod.flashback-options1
mod.flashback-options2
mod.flashback-reunion
mod.flashback-taxi
mod.flashback-teleport2
mod.flashback-teleporta
mod.flashback-voyage
Thanks to Gregory Montoir for the great engine and for releasing the source.
Thanks to Sektor for his Flashback port/update of my previous REminiscenceDS 0.1.8 version, I have tried to incorporate his changes into this new release.
Fixes in this release from PC version
release 0.1.9 (2007/03/16)
- fixed minor glitches in cutscenes
- fixed several Conrad moves
- fixed fast mode
- made game version autodetection defaulting to English
- added support for SegaCD speech files
for the DS I have add pausing the system when closing the lid, and poweroff the ds when choosing exit from menu as well as saving/loading save states, and jumping to new levels from the password menu.
Sound is alot better now with the use of my updated libSDL release which supports streaming sound.
Enjoy,
Troy Davis(GPF)
http://gpf.dcemu.co.uk/REminiscenceDS.shtml
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June 15th, 2007, 22:46 Posted By: GPF
The SDL port based off of SDL 1.2.9
todo:
add ds console specific features/optimizations
mouse/keyboard support
dual screen support
included is an arm9/arm7 template to allow for sound streaming support.
Updated 6/15/07 with streaming sound support for latest devkitARM and libnds r20.
Download source or precompiled libs/headers and arm7/arm9 template from
http://gpf.dcemu.co.uk/ndsSDL.shtml
Enjoy, fix the source and share 
Troy Davis(GPF)
http://gpf.dcemu.co.uk/
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February 12th, 2007, 18:12 Posted By: GPF
Its Released my entry into the Neoflash Coding Contest:.
SPREAD THE WORD
Heres Screenshots:


Release Info
Port of the Duke3d from the GP2x port
The home page of the NDS port is http://gpf.dcemu.co.uk .
dpad move Duke
a fire
b jump
x look up
y look down
lefttrig strafe left
righttrig strafe right
select use item
start select
touchscreen look around, change weapon
dldi patch .nds and copy it and defs.con, game.con, user.con, duke3d.grp and supplied duke3d.cfg to /duke3d directory of card. might be case sensitive with Uppercase. It still needs sound added and network support, but is playable with your own provided shareware .grp or full version .grp file.
thanks and enjoy,
Troy Davis(GPF)
http://gpf.dcemu.co.uk
Download Here .
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November 24th, 2006, 09:31 Posted By: GPF
Hi, I finally made some progress with getting graphics enabled in links browser under dslinux and wanted to share it before I went to bed.

links -g -dither-images 1 -display-optimize 1 -html-image-scale 50 www.google.com
My port of gpm to dslinux still needs some work in libgpm, so the mouse isn't working yet. And there are alot of graphicaly problems with fonts, but the graphics show up great if they fit the screen size 
Troy(GPF)
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July 3rd, 2006, 21:16 Posted By: GPF
This is the port of Marfitude, a totally awesome cool game that you want to play. It's based off a game called Amplitude for the Playstation 2, which is totally awesomer and cooler, so you should play that first. But this game is cool too because it uses MOD files, which make anything rockin'.
http://www.erestar.net/games/marfitude/
The game is playable with the keyboard and controller
U - Left laser
I - Middle Laser
O - Right Laser
Joystick and Curser keys - move back and forth
start button or ESC brings up the logo and enter brings up the menu, but the text is missing.
Add your mod files to the music folder, for quicker access create the wam files with the pc version of marfitude and put them in the wam folder Selfboot the include files. Enjoy.
Troy(GPF)
http://gpf.dcemu.co.uk/marfitude.shtml
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June 13th, 2006, 06:13 Posted By: GPF
ok updated my sourcecode on site
http://gpf.dcemu.co.uk/ndsSDL.shtml
added doublebuffering support and fixed some errors that prevent it working with r19 using the new arm-eabi-gcc.
unfortunetly now doublebuffering is on all the time and it uses 1mb of system memory.
in video/nds/SDL_ndsvideo.c NDS_SetVideoMode function this enabled the doublebuffering
change to
to disable doublebuffering and recompile the lib.
if someone has a fix to this let me know. I thought that the NDS_AllocHWSurface(...) would be called and i used to have the malloc defined in there but for a couple of SDL ports they were never calling that function so i moved it into the NDS_SetVideoMode function.
Also a lot of work need to be done to allocated VRAM better, right now 8bit video uses a mode6 1024X512 background
and 16bit video uses mode5 515X512 background. So if you using a smaller screen it shouldnt need to allocate so much VRAM and the doublebuffering memory could be moved into VRAM instead of main ram.
Thanks,
Troy(GPF)
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May 5th, 2006, 18:38 Posted By: GPF

based on PSP port by Trevor Wilson
Original version by Leonard Richardson
Official robotfindskitten site: http://robotfindskitten.org
How to Play
-----------
You are robot. Find kitten. There are things lying around which are not kitten. Touch them to figure out
which is which.
About
-----
I spent about 10 minutes porting this from the psp version
Anyway, it should be full of bugs. Please fix them if you find any problems.
Enjoy 
Troy(GPF)
http://gpf.dcemu.co.uk
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March 28th, 2006, 21:37 Posted By: GPF

This new version now only list the .d64/.D64 files in the /rd directory(limit them to less then 15 or they will scroll of the screen)
1541 drive emulation is turned off for a lot speedier load times.
As you can see in the above image the screen colors are finally correct
Sound is now recognisable for most things.
Left shoulder button will now load a snapshot image created with the pc version of Frodo 4.1b, name the snapshot jjr.fss and put it in the /rd folder on the root of the cf/sd card.
download from my neoflash contest entry page
http://www.neoflash.com/forum/index....c,1918.15.html
Enjoy and Thanks for all the support.
Troy(GPF)
http://gpf.dcemu.co.uk
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March 28th, 2006, 11:59 Posted By: wraggster
Happy Birthday and thanks for the awesome work for the Dreamcast and Nintendo DS homebrew scenes 
Have a good one 
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March 6th, 2006, 20:21 Posted By: GPF
OK finally uploaded the newer version of SDL 1.2.9, SDL_image1.2.6 and SDL_mixer-1.2.6 , the precompiled libs and examples have not been updated with the new version yet though. Thanks to parrot from #dsdev for the help upgrading SDL.
Troy(GPF)
http://gpf.dcemu.co.uk/ndsSDL.shtml
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February 26th, 2006, 00:23 Posted By: GPF
I'v gotten .d64 support working now in the c64 emulator, so now I can use snapshots created with the pc version of Frodo, as well as load .d64 disk images.

.t64 tape support isnt currently working because I havent been able to find a portable fscanf function, and/or figure out how to convert the following code.
Still have sound to fix, and couple issues with the onscreen keyboard. Next will be to figure out a menu for selecting options and .d64 images to mount etc.
Troy(GPF)
http://gpf.dcemu.co.uk
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February 13th, 2006, 19:17 Posted By: GPF
REminiscence is a rewrite of the engine used in the game Flashback from Delphine Software. This program is designed as a cross-platform replacement for the original executable and uses the SDL library. Original version by Gregory Montoir, cyx@users.sourceforge.net - http://membres.lycos.fr/cyxdown/reminiscence/

Copy the original dos data files into the romdisk/Data directory and run the createromdisk.bat which will create the romdiskfs and append it to the end of the nds and ds.gba binaries.
Still needs support for sound in my SDL library, so no sound in this release.
Has been tested on the superdisk and m3 and should work with any flashcard that supports appended filesystems, its not compatible with the gbamp though, I still need one for testing if anyone has one to send me or wants to buy me one
Enjoy,
Troy Davis(GPF)
http://gpf.dcemu.co.uk/REminiscenceDS.shtml
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January 25th, 2006, 22:26 Posted By: GPF

This is a port of CloneKeen for the Sega Dreamcast.
CloneKeen is an almost almost complete open-source clone of
the old classic DOS game, Commander Keen: Invasion of the
Vorticons by ID Software. CloneKeen requires the original game
data files to work. You can play all three episodes of the game.
CloneKeen currently runs under win32, with SDL, and
under Linux/X11, with SDL.
and now the Dreamcast 
*************************************
* *
* C L O N E K E E N *
* *
* (c)2003-2005 Caitlin Shaw *
* Released under GNU/GPL *
* *
* Beta 8.3 *
* *
*************************************
http://clonekeen.sourceforge.net/
check the readme.txt file for more information, Dreamcast version currently requires a keyboard.
Enjoy,
Troy(GPF)
http://gpf.dcemu.co.uk/CloneKeen.shtml
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January 24th, 2006, 20:42 Posted By: GPF

This is a port of OpenJazz for the Sega Dreamcast.
OpenJazz is a free, open-source version of the classic Jazz Jackrabbit™ games. OpenJazz can be compiled on a wide range of operating systems, including Windows 98/Me/XP and Linux. To play, you will need the files from one of the original games.
With the demise of DOS-based operating systems, it has become necessary to use emulators to play old DOS games. Jazz Jackrabbit™ deserves more - and would benefit greatly from new features.
OpenJazz was started on the 23rd of August, 2005, by Alister Thomson - http://treacle.hewwo.com/jazz/oj/index.html. Academic pressures put the project on hold for several months, but OpenJazz is now back in development for the foreseeable future.
Burn the scrambled bin with the pc dos datafiles on the root of the cd.
Support is for Jazz Jackrabbit: Shareware Edition
Jazz Jackrabbit: Christmas Edition
Jazz Jackrabbit: Holiday Hare '95
Enjoy,
Troy(GPF)
http://gpf.dcemu.co.uk/OpenJazz.shtml
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January 20th, 2006, 06:10 Posted By: GPF
the code has been sitting on my harddrive since last August or so, someone requested that I post my latest code up so here it is, not sure what changed since version 0.2 so maybe someone who tests it will let me know 
Iv only updated the code so it compiles with latest libnds.
Download here --> http://gpf.dcemu.co.uk/ndsneopop.shtml
Enjoy,
Troy(GPF)
http://gpf.dcemu.co.uk
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December 31st, 2005, 05:32 Posted By: GPF
Another World for the Dreamcast (AW/DC)
Version: 1.0
Release Date: December 30th 2005
--------------------------------------

About:
------
Information about this legendary game can be found here [1] and [2].
Hotkeys:
--------
D-pad Allows you to move Lester
A/X Allows you run/shoot with your gun
Left Trigger +Y Allows to enter a code to jump to a specific level
Start Pause the game
Right Trigger +Y Load State
Right Trigger +B Save State
Left Triger +X Increase Save State Number
Left Triger +A Decrease Save State Number
Left Trigger +B Exit to DC-Tool for Testing - arch_exit()
Credits:
--------
Original game by Eric Chahi and Jean-Francois Freitas
RAW Interpreter code by Gregory Montoir [3]
Dreamcast Port by Troy Davis (GPF) [4]
Please visit the port’s official site [4] for more information on this version of Another World.
URLs:
-----
[1] http://www.mobygames.com/game/out-of-this-world
[2] http://en.wikipedia.org/wiki/Another_World_(video_game)
[3] http://membres.lycos.fr/cyxdown/raw
[4] http://gpf.dcemu.co.uk/
also thanks to MetaFox for the sourcecode and the release help.
Enjoy.
Troy(GPF)
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December 31st, 2005, 05:19 Posted By: GPF
Another World for the Dreamcast (AW/DC)
Version: 1.0
Release Date: December 30th 2005
--------------------------------------

About:
------
Information about this legendary game can be found here [1] and [2].
Hotkeys:
--------
D-pad Allows you to move Lester
A/X Allows you run/shoot with your gun
Left Trigger +Y Allows to enter a code to jump to a specific level
Start Pause the game
Right Trigger +Y Load State
Right Trigger +B Save State
Left Triger +X Increase Save State Number
Left Triger +A Decrease Save State Number
Left Trigger +B Exit to DC-Tool for Testing - arch_exit()
Credits:
--------
Original game by Eric Chahi and Jean-Francois Freitas
RAW Interpreter code by Gregory Montoir [3]
Dreamcast Port by Troy Davis (GPF) [4]
Please visit the port’s official site [4] for more information on this version of Another World.
URLs:
-----
[1] http://www.mobygames.com/game/out-of-this-world
[2] http://en.wikipedia.org/wiki/Another_World_(video_game)
[3] http://membres.lycos.fr/cyxdown/raw
[4] http://gpf.dcemu.co.uk/
also thanks to MetaFox for the sourcecode and the release help.
Enjoy.
Troy(GPF)
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December 5th, 2005, 18:38 Posted By: GPF
This DS library implementation the Linux ROMFS file system for reading a pre-made boot romdisk.
To create a romdisk image, you will need the program "genromfs". This program was designed for Linux but can compile under Cygwin.", included is a prebuilt mingw windows binary.
This was derived/ported from KOS 1.3.x from the Dreamcast KallistiOS .
included is a simple FS test which demonstrates reading a couple of files from the romdisk, and then it displays the directory structure.
for more information about using the filesystem checkout the fs.h file for the proper api calls, which are all very similiar to standard stdio calls.
Also include is some stdio newlib stubs that call the kosFS for better stdio support but so far I havent figure out how to port those into the existing devkitpro / libnds configuration.
Troy Davis(GPF)
http://gpf.dcemu.co.uk/ndsromdisk.shtml
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November 22nd, 2005, 22:25 Posted By: GPF

This is a port of Dosbox 0.60 for the Sega Dreamcast.
THIS RELEASE OF DOSBOXDC WAS CREATED FOR THE DREAM ON CONTEST 05
please check the other readme for more information about using dosbox.
included is a scrambled binary and a dosbox.conf with settings for the shareware version of Commander Keen.
to run other dos program copy them to the cd and change the dosbox.conf to mount and start the dos executable.
there are many more settings that can be tweaked as well, check out http://dosbox.sourceforge.net for compatibility list for dosbox 0.60 and for more
information about tweaking the dosbox.conf file.
download from my dosbox page now from my site
http://gpf.dcemu.co.uk
Enjoy,
Troy(GPF)
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November 6th, 2005, 01:07 Posted By: GPF
I don't have a pal dreamcast but iv received responses that the 320X240 mode pal has the lower screen cut off on a television, don't know if this is an issue with your SDL lib or with KOS or the dreamcast/tv combo.
Any suggestions?
thanks,
Troy(GPF)
http://gpf.dcemu.co.uk
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November 4th, 2005, 20:04 Posted By: GPF


very cool to play some Commander Keen on my dreamcast, still got some optimizations to do and figure out why sound isnt working, maybe a dosbox.conf issue or still have some coding issues to work out 
Troy Davis(GPF)
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October 14th, 2005, 05:30 Posted By: GPF

Iv got the shell running so far on my dreamcast hardware, still needs some work and don't know how fast , compatibility ,sound etc are working yet. Still need to figure out how to mount the dc gdrom as a drive to load dos games from also.
Troy Davis(GPF)
http://gpf.dcemu.co.uk
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September 20th, 2005, 08:57 Posted By: GPF
Iv partially implemented headspin's C64 keyboard bmp for Uppercase and shifted. Here is a screenshot of it running Bruce Lee. I still need a little work on the keyboard cant figure out why im getting the corruption at the bottom of the screen.
Also if anyone has a ndslib opengl example using a 512X512 texture so i can use a smaller view window minus the borders or give me some better ideas on scaling a 384X360 screen to 256X192 
Thanks,
Troy(GPF)

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September 14th, 2005, 21:15 Posted By: GPF
well iv got the joystick and keyboard partially working now.
Only supports loading of a single hardcoded .prg file. and the joystick swap is still hardcoded, and currently using a keyboard example from headspin http://headkaze.webpal.info/ He's also design a very nice keyboard bmp for me to use as well

just need to figure out how to implement it still. Sound is still on hold as other then playing wav files I still need to learn more about sound on the DS.
here is a screenshot of it running on dualis for now.

Troy(GPF)
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September 13th, 2005, 07:17 Posted By: GPF

Thanks to HJackson on #dsdev on efnet for the pictures of my latest port running on his DS, still need to implement joystick, keyboard and sound.
Off to sleep now.
Troy(GPF)
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September 6th, 2005, 20:38 Posted By: GPF
This is a port of xrick from http://www.bigorno.net/xrick/
Download the source and NDS binaries from my site
http://gpf.dcemu.co.uk/xrickds.shtml

Controls:
- left, right, up (jump) or down (crawl): arrow keys
- fire: A button pause: Start button
- use left, right, up, down + fire to poke something with your stick,
lay a stick of dynamite, or fire a bullet.
- cheat modes, "trainer": Left Trigger ; "never die": Left Trigger twice ; "expose": Left Trigger 3 times.
- Swap screens : Right Trigger
Still needs a little work on the background sounds to loop instead of playing only once and some issues with the sprites have a wierd flash.
Enjoy.
Troy Davis(GPF)
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September 3rd, 2005, 15:37 Posted By: GPF
been busy lately juggling between dreamcast, DS , and j2me on my new cellphone. Learning new things everyday Here is a screenshot of my latest porting effort to the DS, hopefully will be releasing soon.

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July 26th, 2005, 16:52 Posted By: GPF
Hey the PM link is missing for me in the User CP, only way to get to it is through the dropdown forum jump link, and when I attempt to go to it I get a permissions error.
Thanks,
Troy
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July 23rd, 2005, 13:53 Posted By: wraggster
Todays a great day for both the Dreamcast and Nintendo DS Scenes as one of the scenes best and most active coders has a new official website with seperate pages for all his releases.
Heres a rundown of whats new on the site
- Whole new redesign (Using Soullys Design)
- New IRC java chat (thanks to Gent)
- Seperate Pages for all releases 
- New Forum
- News section (much needed) (thanks Martin 64)
- RSS Feeds on the site of the latest in Dreamcast and Nintendo DS News and Discussion.
- Bandwidth protection for files (if sites direct link to files they will automatically be sent to homepage when clicked ) (Thanks Guyfawkes)
Hope you like the new site and now ill and the site back to GPF 
Thanks
wraggster
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June 8th, 2005, 18:20 Posted By: GPF
This is a port of NeoPop-SDL-0.2
This is a very beta build right now.
Still a little slow and DAC sound doesnt work. But sound and sfx work.
State and Flash files are saved to a vmu in first slot, they are rather large (98 blocks for a state save, 7 blocks for a flash save),
flash is only saved if you load a new rom right now.
Press both triggers and start to return to the menu and keep pressing start to return to previous menu or back to gameplay.
Emulator support nested directories for roms.
Enjoy, download the source and improve it please 
Thanks,
Troy Davis (GPF)
http://gpf.dcemu.co.uk/

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June 2nd, 2005, 23:37 Posted By: GPF
Z2me - Z Machine 3, ZCode Interpreter for J2ME
Version 0.1.0
http://gpf.dcemu.co.uk
troy_ed@yahoo.com
Copyright (c) 2004 Troy Davis
All Rights Reserved
Licensed under the The Artistic License
Credits:
===================
Z2me is based in part on the Zplet ZCode interpreter by Matthew T. Russotto
More information may be found at http://sourceforge.net/projects/zplet/
and the complete Zplet code can be downloaded from there as well.
RandomAccessFile class from Firth Software
from http://www.firthsoftware.co.uk/RandomAccessFile.jsp
AdventureCanvas from Paul Rowland
from http://www.geocities.com/wirelessjava2002/adventure/
FastText input from Markku Korsumäki , I ported it to J2ME
from http://koti.mbnet.fi/korsu/ft.html
Thanks to everyone on j2me.org who answered my questions as I am learning j2me.
===================
Z2me is a ZCode interpreter for the J2ME environment.
ZCode is the intermediate language that was designed
and used by the original Infocom text adventure games.
Using Z2me, it is possible to package and play a large
variety of interactive fiction on your J2ME mobile device.
Z2me is shipped with the public domain game "MiniZork". This
is a demo version of the original Infocom Zork game. Refer to
http://gpf.dcemu.co.uk for more information about Z2me.
What's New
==========
- Initial release
Features
========
- J2ME MIDP 1.0 or greater, should run on most devices that have enough memory.
- Should run most Z-code programs of versions 3.
- Text completion(Z9) - can be enabled/disabled through menu.
- About screen through menu.
- Save/Restore support for 1 save file.
- key 1 , cycles through all of the directions (NORTH, SOUTH, etc)
- key 0 , cycles through some commands I frequently use. ( ',' , AGAIN , WAIT, AND)
- key * , cycles through the Z9 completed words
- UP/DOWN arrow keys scroll the screen.
- LEFT/RIGHT cycle through the last 10 commands.
Also a different Z3 zcode format file can be added to the jar file(remove minizork.z3 first) and then update the "Zfile" user defined property with the name of the new Z3 file in the jad file. Remembering to watch the file size of the jar depending on your cellphone limitations.
What's Missing
==============
- Multiple save/restore slots
Prerequisites
=============
- J2ME MIDP 1.0 capable device
- Enough memory to load the jar, load the zcode and host the heap.
The amount of memory will vary tremendously from one Z-Code game to the next.
Getting Started
===============
Install the JAR and JAD file to your mobile device.
Disclaimer
==========
Z2me is provided as-is. There is no warranty or guarantee that Z2me will work as advertised and
that it won't cause your mobile device any harm.
I hope you enjoy Z2me.
Midp1.0 version
===============
http://gpf.dcemu.co.uk/Z2me.jad
http://gpf.dcemu.co.uk/Z2me.jar
Source code
http://gpf.dcemu.co.uk/Z2me_src.rar
BlackBerry Version
===============
http://gpf.dcemu.co.uk/blackberryZ2me.alx
http://gpf.dcemu.co.uk/blackberryZ2me.cod
http://gpf.dcemu.co.uk/blackberryZ2me.cso
http://gpf.dcemu.co.uk/blackberryZ2me.rapc
http://gpf.dcemu.co.uk/blackberryZ2me.jad
http://gpf.dcemu.co.uk/blackberryZ2me.jar
Source code
http://gpf.dcemu.co.uk/blackberryZ2me_src.rar
Let me know how everything works or if you get it to work on other phones etc.
Thanks,
Troy
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