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  • wraggster

    by Published on October 6th, 2009 14:25

    Sales of the PSPgo have got off to a slow start, online retailer ShopTo has told GamesIndustry.biz, and the console's lack of physical software has meant consumer incentives in the form of bundles haven't been possible.

    "PSPgo has seen a slow start for ShopTo and we have kept stock quite tight in consideration. We remained at the RRP for PSPgo so that we can achieve the maximum margin considering that there will be no further software sales for this format for us as an e-tailer," said the company's CEO Igor Cipolletta.

    Sony insisted yesterday that sales of its updated handheld were in line with expectations and that sales of PSP hardware overall were up over 120 per cent following the PSPgo's launch last Thursday.

    PSP product manager Claire Backhouse recently told GamesIndustry.biz the company was anticipating sales of PSP-3000 would increase off the back of the new model's release. "If you bring out a new product, people aspire to that but they might not buy it, they might buy the PSP-3000 instead. Especially if they're part of a family - dad might buy the PSPgo but the kids might get PSP 3000s. I think that works quite well for us."

    But despite these assurances, Cipolletta hasn't seen a rise in PSP-3000 sales. "PSP-3000 has not yet seen an uplift and until the stronger software titles are released we don't expect a significant upturn," he commented.

    "We had a fantastic pre-order quantity for the PS3 slim and consumer appetite for that has remained strong with the great bundle deals promoting the new release games such as FIFA 10 and NFS Shift."

    The important difference between the two new hardware SKUs is software, said Cipolletta. "Not being able to bundle the PSPgo with physical software or accessories means that the consumer offer is standard and then price becomes the key issue."

    Some retailers have already begun discounting the console's price however, just five days after its launch. This morning, HMV, GAME, Play.com and Amazon all starting to offer the hardware at GBP 199.99, down from the RRP of GBP 224.99.

    http://www.gamesindustry.biz/article...o-a-slow-start ...
    by Published on October 6th, 2009 14:24

    The grey market in China for consoles - including PlayStation 2, PlayStation 3, Xbox, Xbox 360, Wii and GameCube - stands at an installed base of around 2-3 million units, according to Niko Partners' managing partner Lisa Hanson.

    Of those hardware platforms it was estimated that around 750,000 Wiis were brought into the country unofficially last year, alongside around 625,000 Xbox 360s - which all adds up to a lot of lost revenue for the platform holders and Chinese government alike, with the latter a good reason for consoles to become legal in the country.

    "Well there are about 2-3 million units sold illegally at full market prices now for consoles - and those people have to seek them out," she told GamesIndustry.biz during an interview at this year's Games Convention Asia in Singapore.

    "PS2, PS3, Xbox, Xbox 360, Nintendo Wii, GameCube... it all exists. The PS2 is very popular because there are so many games available for it that are pirated," she continued. "PS3 is less popular because it's more expensive and it's more difficult to get the pirated games, but Wii outpaced PS2 last year - I think we estimated 750,000 Wiis were sold in 2008, along with 625,000 Xbox 360s.

    "This is all lost revenue for Microsoft and Nintendo, and it's also lost tax revenue for the Chinese government. And more importantly to the Chinese government it's a loss of control of the content - so it's really in their best interests to get out the stick."

    Niko Partners believes that the market in China - predominantly PC online gaming - will be worth USD 3.65 billion this year, and will rise to USD billion by 2013 as the number of online gamers jumps from 60 million to 100 million in that time frame, but even that estimate is based on slowing growth in that time.

    "On a compound growth rate it's only about 19 per cent, and we've had huge growth over the last few years," she explained. "2008 over 2007 was something like 73 per cent, and the year before that was about 70 per cent. This year versus last year it's about 35 per cent growth - and that's with World of Warcraft being offline for a while.

    "As we have slowing growth, basically to keep our forecast reasonable we're pulling down the growth as much as we can. By 2013 we're sub-20 per cent for the revenue growth, but we still have this big boom in internet users. So the sub-segment of total internet users who will be gamers is about 100 million."

    http://www.gamesindustry.biz/article...-million-units ...
    by Published on October 6th, 2009 14:13

    news via nintendomax

    Copper, already author of several emulators of arcade games for the DS offers "Pang DS" which emulates 8 roms for MAME games & Pang Super Pang.

    History:
    --------------------------------------------------
    V1.0: 05/10/2009
    * First release
    * Version compiled with devkit pro libnds R26 and 1.3.8 + (FIFO debugged)
    * The rom file is unzipped automatically by the emulator
    * Saving the hi-scores
    * Save the state of the emulator
    * Best viewed with scrolling

    --------------------------------------------------
    List of supported sets:
    --------------------------------------------------
    Pang (World)
    Pang (bootleg, set 1)
    Pang (bootleg, set 2)
    Buster Bros.. (U.S.)
    Pomping World (Japan)
    Super Pang (World 900914)
    Super Pang (Japan 901023)
    Super Buster Bros.. (U.S. 901001)

    Download and Give Feedback Via Comments ...
    by Published on October 6th, 2009 03:41

    News via http://www.xboxscene.com/

    A version of the Free60 JTAG/SMC Hack has been released for Falcon (v3) motherboards. This modified NAND image will boot your Falcon Xbox360 right into XeLL (which allows you to boot linux distros or run libxenon homebrew software) - just like the Xenon version released a few weeks ago.

    From the readme:
    [QUOTE]
    Finally the Falcon JTAG Hack is here

    This is newest XELL (compiled 05.10.09) inserted into 5770 Falcon-Kernel.

    Don't wonder about the Filesize, its correct like that. It just flashes the beginning of the NAND so your console specific data like MAC adress will stay.

    Of course you should have a working backup of your NAND before you proceed.

    Just flash with:
    * LPT
    nandpro lpt: -w16 falcon_hack.bin 0
    * USB
    nandpro usb: -w16 falcon_hack.bin 0

    SMC-JTAG Hack Wiring
    DB1F1 ---|<|--- J2D2.1
    RFUnit 2nd row, 2nd Pin ---|<|---- J2D2.2
    J2D2.4 --------- J2D2.7 ...
    by Published on October 6th, 2009 03:39



    It's tough to know just how often this particular problem is occurring, but we've heard a fair share of reports on the Zune HD's otherwise gorgeous OLED display having performance glitches. And needless to say, you'd notice it.

    http://gizmodo.com/5374530/what-a-br...lay-looks-like ...
    by Published on October 6th, 2009 03:37

    As of last week the Playstation Store is the only place PSPgo owners can go to pick up their games. Just how do the prices of the Sony-operated online store compare to the prices of the same games sold as used at retailers?

    We checked with four online retailers and online shopping services to see how their prices compared to the ones found in the online Playstation Store. The results? A little surprising.

    With only half of the top-rated Playstation Portable games (shown in order of ranking) currently available online, it's hard to do a meaningful comparison. It is interesting that the inability to find a particular used title can drive up the price in a store, but doesn't seem to impact its price online.

    While the difference for many of the available games online often isn't substantial, the Playstation Store's relatively high price for a game like Wipeout Pure, which has been around for awhile and will run you nearly half the price in a store, is troubling.
    http://kotaku.com/5374014/psp-game-p...re-vs-used-umd ...
    by Published on October 6th, 2009 03:31



    Hey, not all mods are outlandish and creepy. Some are just plain old... utilitarian. Acidmods got a request for a modded Xbox 360 controller that would move the X, Y, A, and B buttons and the right joystick. The fully functional finished product looks a little odd to the eyes, of course, but it's also done so well that it looks like a stock unit. As you'll see in the video after the break, the modded controller would take some getting used to for most of us, but it sure has character.

    http://www.engadget.com/2009/10/05/a...-360-controll/ ...
    by Published on October 6th, 2009 03:30



    Sony may still have officially been using the less-than-imaginative "Motion Controller" name for its, um, motion controller at the Tokyo Game Show last month, but it looks like some developers working with the technology weren't sticking as close to the script, and may have revealed the project's proper codename. As Joystiq notes, Sega producer Yasuhito Baba referred to the device as "Sphere" during an interview at the show, and Polyphony Digital's Kazunori Yamauchi also seemed to respond to the "Sphere" name without missing a beat when asked if Gran Turismo would support the peripheral. So, certainly less of a mouthful, and not exactly the worst of names if true -- in fact, it's such a good codename that none other than Microsoft has already adopted it for one of its projects.

    http://www.engadget.com/2009/10/05/s...enamed-sphere/ ...
    by Published on October 6th, 2009 03:28

    When Microsoft told us that the new 802.11n adapter for Xbox 360 would be "another choice for consumers," we began to develop these crazy hopes that it would give consumers the choice to pay less than a hundred bucks for wireless 360 connectivity, either through a lower price point for itself or with a price drop on the existing wireless adapter.

    If GameStop's listings are any indication, however, that's not to be. According to the retailer, the new device will sell for the same $99.99 as the current Wi-Fi adapter upon its release on November 3. Though there's still hope for the price on the existing adapter to drop, it too is currently listed at $99.99. Basically, consumers will now have the choice of which wireless protocol they prefer.

    http://www.joystiq.com/2009/10/05/ga...box-360-wirel/ ...
    by Published on October 6th, 2009 03:22

    emukidid posted this interesting article over at the emulatemii site:

    Since that first post I made, all the way back on the 27th of May 2007 over at tehskeen.com .. the emulator sure has progressed! Back at the time which I created that thread, I considered myself a rather experienced coder, but nothing could’ve prepared me for the long road of development we had ahead of us. Looking back, I think we were all a little naive at how quickly this could be done. It wasn’t until we had an alpha version out that we realized what hard work lied ahead of us. Wii64, then known as mupen64gc simply because we only thought it would ever run on a Gamecube, would soon change my knowledge of N64 hardware, coding and debugging forever.

    It was only a few months after that post in which tehpola (mainly) and I quickly got together a mupen64 port which would actually do something on a GC. One of the first games we ever saw emulated in mupen64gc was Rampage World Tour. I remember it would run with bad graphics, no sound, very bad input, direct saving (which would take up to a minute each time a single byte wanted to save), and on top of all that, it wouldn’t even reach past 4 or 5 FPS before eventually crashing anyway due to a limited software rendering graphics plugin. We eventually got Super Mario 64 to work with the software rendering plugin at around 4-5FPS too, but we soon realized we would need a better hardware accelerated plugin.

    A little bit of trivia, we actually emulated the public domain ROM “Fire Demo by LaC” before anything but we didn’t see it running as the software graphics plugin was rendering the screen too dark

    Very shortly after our initial work and after our search for a graphics coder, sepp256 joined the project. He was keen to learn about the N64, and showed us quick results by porting the mupen64 software rendering graphics plugin to work with some GX hardware acceleration and Super Mario 64 was running at around 35% of the speed. Around this time (October 2007), we released the first alpha for the general public to see, known as the “Basic GX Build” which was followed shortly by the “DVD Loading Build”, enabling users to load ROMs from their Gamecube DVD drive. These builds had quite a large number of graphical glitches, extremely screechy audio, and general lack of features, however the emulator was starting to show positive progress.

    As time progressed and we entered the new year of 2008, there was new hope on the horizon, Wii homebrew would soon be possible thanks to Team Twiizers, so we were quite motivated to move forward. The mupen64gc project would continue, with many bugfixes, a GUI with a menu system now slowly coming together, threaded audio emulation, a ROM cache, a TLB cache, native saves working and even more graphics plugin bugfixes and improvements than you could poke a stick at! There was yet another alpha version released for the GC at this point to show the public some more progress, labelled “New Year’s Edition”. This was the first official alpha release to feature the GX graphics plugin and the version 1 menu (pink coloured backdrop made by brakken from tehskeen).

    Shortly after this, we were given the ability of being able to load homebrew on the Wii (thx Team Twiizers!), this was great news for us as we would now have so much more CPU horsepower and memory to play with, not to mention the new peripherals. It didn’t take us long to have our code working on the Wii, and we quickly realized how much more power we had in our hands thanks to the Wii. Word got out around the scene, and we were special enough to have a build labelled “Wii64 Tiizer Edition” be included in the Homebrew Channel initial release. This alpha build was pretty far along, but used a very early port of the glN64 graphics plugin port and the Pure Interpreter for everything.

    After May 2008’s Tiizer edition release, we started to see a very large influx in the amount of unofficial builds popping up with Wiimote support, and 100’s of different button mappings and other attempts to better the emulator. As a result of this, we were bombarded with bug reports which weren’t even ours to fix, and even more so, there were bugs introduced in the unofficial builds because of bad tool chains people were using to build the emulator which took us a while to track down the causes of (thinking they were problems in our code too). After that, things went a little quiet for a bit as we all continued on with our real lives, but development continued to trickle into the public googlecode repository as we made changes.

    Shortly after this time, sepp256’s port of Orkin’s glN64 graphics plugin work was showing major progress and we would soon have a working port on the GC/Wii with hardware acceleration via GX. Although, this was never yet marked with a milestone alpha version as there was a silent boom of progress in another part of the emulator we were awaiting to happen. Around early January 2009 and after a few rewrites, the dynamic
    ...
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