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  • wraggster

    by Published on March 1st, 2010 21:42

    News via http://www.pdroms.de/

    Jum has updated his Atari 5200 emulator Jum52. Available for Windows, Ubuntu and PSP.

    Changes:

    - Implemented key remapping to make it easier to use with arcade controller panels (Win32/Ubuntu only).
    - Implemented 3x and 4x scaling (Win32 / Ubuntu only).
    - Fix to 2nd fire button handling ("top" side buttons).
    - PSP version uses frameskip to get full speed.

    Download and Give Feedback Via Comments ...
    by Published on March 1st, 2010 21:28

    PlayStation Network is one step closer to Virtual Console with support from Hudson’s TurboGrafx games and maybe SNK’s NeoGeo catalog.

    The ESRB rated Alpha Mission II, Baseball Stars Professional, League Bowling, and Super Sidekicks as individual PlayStation 3 and PSP games. That’s interesting because a PsOne port of Super Sidekicks doesn’t exist

    This leak suggests SNK’s library of NeoGeo games are going to be distributed as PlayStation Network downloads just like Hudson’s TurboGrafx-16 titles, which are PS3 and PSP compatible.

    http://www.siliconera.com/2010/03/01...ation-network/ ...
    by Published on March 1st, 2010 21:28

    PlayStation Network is one step closer to Virtual Console with support from Hudson’s TurboGrafx games and maybe SNK’s NeoGeo catalog.

    The ESRB rated Alpha Mission II, Baseball Stars Professional, League Bowling, and Super Sidekicks as individual PlayStation 3 and PSP games. That’s interesting because a PsOne port of Super Sidekicks doesn’t exist

    This leak suggests SNK’s library of NeoGeo games are going to be distributed as PlayStation Network downloads just like Hudson’s TurboGrafx-16 titles, which are PS3 and PSP compatible.

    http://www.siliconera.com/2010/03/01...ation-network/ ...
    by Published on March 1st, 2010 21:28

    PlayStation Network is one step closer to Virtual Console with support from Hudson’s TurboGrafx games and maybe SNK’s NeoGeo catalog.

    The ESRB rated Alpha Mission II, Baseball Stars Professional, League Bowling, and Super Sidekicks as individual PlayStation 3 and PSP games. That’s interesting because a PsOne port of Super Sidekicks doesn’t exist

    This leak suggests SNK’s library of NeoGeo games are going to be distributed as PlayStation Network downloads just like Hudson’s TurboGrafx-16 titles, which are PS3 and PSP compatible.

    http://www.siliconera.com/2010/03/01...ation-network/ ...
    by Published on March 1st, 2010 21:22



    The doomBox is a dedicated gaming rig for lovers of ID Software’s classic title. [JJ] built this from an old Kodak DC290 camera that had a broken lens. Since this runs the Digita OS, he was able to use the Doom port that already exists. But the camera’s factory buttons were not well suited as controls. By whipping up his own button board, and using the traditional keyboard keys for the button caps, he achieved a much more comfortable (yet squint-inducing) gaming experience. The finished project resides in an all-too-familiar black project box. See him fire it up after the break.

    The original Doom for Digita OS pages seem to be down so here’s an alternate if you’re interested.

    http://hackaday.com/2010/03/01/doomb...t-tiny-screen/ ...
    by Published on March 1st, 2010 15:39

    Hideo Kojima has said that Metal Gear Solid: Peace Walker's release on PSP is a 'test' to determine which directions Konami can take the franchise in.

    Writing on his Twitter account, the MGS head said: "It's difficult to show the interest and freshness of PW through video. Cameron's Avatar was a huge hit because of the 3D video. That can't be communicated through text and a trailer. It's something you won't understand unless you experience it for yourself in the theater."

    In a later tweet, he added: "It's not that PSP is the main platform for the future MGS series. PW is a test to see what type of expansions are there if MGS is brought to a portable. We're not just rising vertically with development on next generation systems, but also horizontally, trying to expand gameplay."

    Metal Gear Solid: Peace Walker's release date is May 28th, after a delay Kojima branded 'a crime'.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on March 1st, 2010 15:39

    Hideo Kojima has said that Metal Gear Solid: Peace Walker's release on PSP is a 'test' to determine which directions Konami can take the franchise in.

    Writing on his Twitter account, the MGS head said: "It's difficult to show the interest and freshness of PW through video. Cameron's Avatar was a huge hit because of the 3D video. That can't be communicated through text and a trailer. It's something you won't understand unless you experience it for yourself in the theater."

    In a later tweet, he added: "It's not that PSP is the main platform for the future MGS series. PW is a test to see what type of expansions are there if MGS is brought to a portable. We're not just rising vertically with development on next generation systems, but also horizontally, trying to expand gameplay."

    Metal Gear Solid: Peace Walker's release date is May 28th, after a delay Kojima branded 'a crime'.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on March 1st, 2010 15:38

    “Hunting for a copy may require a little extra footwork” ahead of new stock next week
    Having shot straight to number one in the ELSPA GfK Chart-Track All Formats Top 40 this week, Sony has revealed that landmark PS3 release Heavy Rain is suffering shortages on the UK High Street.
    However, Sony hopes to have got extra stock into the channel by next week.
    “We have been extremely delighted with the demand for Heavy Rain,” an SCE UK spokesperson told MCV.
    “Whilst it isn't out of stock we are aware that supplies are running low. There is still supply in the chain, but I'm afraid if you're hunting for a copy it may require a little extra footwork. There will be more stock arriving next week.
    “In the meantime we thank everyone for their excitement and their support for this title and also for their patience if they are still seeking a copy.”

    http://www.mcvuk.com/news/37771/Sony...Rain-shortages ...
    by Published on March 1st, 2010 15:37

    Debug units unworkable due to endlessly looping error message
    Various developers and studios are claiming that their debug PS3 units are failing from suspected internal-clock-related hardware errors.
    A multitude of debug consoles – crucial to the development of current PS3 projects – have been thrown into a rebooting cycle, due to an endlessly-looping error message.
    The issue comes as a separate issue is affecting retail PS3 consoles, though both problems are thought to be related.
    It is said that when certain PS3 retail consoles attempt to connect to the internet, the platform shows error messages and are unable to connect to the PlayStation Network.
    Sony has already claimed it has narrowed down possible causes for the retail problem and is working on a solution.

    However, a Joystiq report has been flooded by claims that even offline consoles are being struck down – with the system’s clock reverting to 12/31/1999 and causing data-corrupting errors.
    Sony has declined to comment.

    http://www.develop-online.net/news/3...-system-errors ...
    by Published on March 1st, 2010 15:36

    So far fans following the fifth Gran Turismo in the series have been rewarded with nothing but delays and disappointment. You'd be forgiven for turning your attention to other things. But hold your horsepower, PSM3 have gathered 8 reasons for you to hold on just a little bit longer.

    1. OFFICIAL LICENCES
    GT-creator Kazunori Yamauchi (CEO of Polyphony Digital) wants to appeal to a global audience with Gran Turismo 5. The announcement of IndyCar and NASCAR - both new to the series - add a more American flavour to the game.

    Meanwhile European petrolheads will probably be more interested in the inclusion of a fully licenced World Rally Championship. If GT5's rendition of official rallying ends up as authentic as the American flavours, expect your copy of DIRT 2 to be gathering dust by Christmas.

    Then there's the small matter of Ferrari and Bugatti (including the formidable Veyron) - it's the first time ever that the automobile legends have been snapped up for Sony's racing stalwart.

    2. IT'S BEAUTIFUL
    It looks better than real life. That's what GT's famous mastermind, Kazunori Yamauchi said of GT5's astonishing visuals. Okay, so that's perhaps a bit much - see bit.ly/4FApAI for a head-to-head comparison video, captured using the game's 'Data Logger Visualization' tech - but his intentions are crystal clear. From every wheel nut, tyre tread and grill dimple, GT5 exudes almost pixel-perfect photo-realism.

    The entire engine has been built from scratch, utilising none of GT4's code. Every car is painstakingly built from scratch, using roughly half a million polygons - up from a mere 300 in the original PSone game. It's no surprise that a staggering 60% of GT5's development time to date has been spent just creating the cars. Not satisfied with the results shown in GT5: Prologue, Kaz has been delaying GT5 for years polishing the graphics to a higher and higher sheen. Running at a staggering 60 frames per second, even in full 1080p HD without even a hint of a jag or blur in sight, it's an unparalleled technical achievement. Polyphony Digital isn't just trying to raise the bar for visuals: they want to obliterate it.

    Kazunori and his team are well known for their attention to detail when it comes to tracks, too. Visiting circuits to include in the game, they photographed plants, paving slabs and even the grain of the tarmac to help nail the details.

    The most staggering thing of all though? Kaz reckons these beautiful results use only 80% of the PS3's power', leaving room for improvement for GT6. Hang on Kaz, let's have this one first, eh?


    3. IT'S GOT THE MOST REALISTIC HANDLING PHYSICS
    Each one of GT5's enormous roster of vehicles was test-driven by Kazunori and his team - all predictably avid race enthusiasts - to ensure spot-on handling. But Gran Turismo 5 promises to bring the most realistic handling models yet. As anyone who attempted the recent GT Academy demo without the traction controls will attest to, the game is punishingly demanding. Each car's handling model is built from scratch in the same way as its appearance.

    The physics, too, are a real step up over GT4 and even GT5: Prologue. Cars' bodies rock through sharp corners and authentically spiral out of control at the slightest nudge from rivals. They can even completely flip over. The result is a racing experience that not only feels more realistic than ever, but much more white-knuckle than the stuffy bumper-cars approach of old.

    4. IT'S GOT DAMAGE
    The damage model looked a bit limited when it was first shown off last year, but Kazunori is insistent that it was just the beginnings, merely showing the early direction. The full release, it's promised, will utilise a far deeper damage mechanic.

    Every one of GT5's impressive roster of vehicles will be wreckable in some way, acquiescing to fans who have cried out for vehicle deformation for years. Okay, so only 170 'premium' vehicles will be fully damage-modelled, but every car can be visually broken, with huge potential consequences for the internal mechanics. End up braking too late and smash into a wall? Think brake failures, loss of speed, slower gear changes - a whole host of race-wrecking results. A generation of cheeky barrier-bouncing, shunt-happy players will need to adapt, fixing the bumper-car tactics that have plagued GT. The damage on the premium models is where the real visual treats lie. Kazunori promises not just pre-rendered visual changes - think Burnout Paradise - but a fully implemented model which reacts to the speed, force and angle of a crash and crumples and twists cars accordingly. Not only this, but the interiors too will be affected by every bump, scrape and knock. Caved-in roofs and smashed-up doors add an extra tension to getting into scuffles, lending the cockpit view a visceral edge.

    5. GT5'S BIG NUMBERS
    950 cars currently in Gran Turismo 5.
    2 player split screen running at 60FPS.
    1000+ cars that might feature by release day.
    16 maximum players in each online race.
    Infinity: The potential limit for GT5's soundtrack due to custom playlists.
    3 peripherals usable with GT5 simultaneously ...
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