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  • wraggster

    by Published on November 2nd, 2008 15:05

    One of the major updates the DSi brings to the DS platform is full network connectivity. While featured only minimally in the original DS and DSLite, download content and firmware updates are at the core of the DSi experience.

    You'll figure this out as soon as you first power up the system. Click on the DSi Shop icon from the main menu, and you're immediately prompted to run a firmware update.

    The process for doing firmware updates is pretty much the same as it is on the Wii. For the non-Wii owners out there, that means pretty much hands-off, although a bit on the slow side.

    As with the firmware updates, the DSi shopping experience is quite similar to that of the Wii, right down to the interface. After you select the DSi Shop icon from the menu screen, you're taken to a greeting screen which will presumably be used to list promotions, notices, and latest content in the future. From here, you can select to go to the main shopping interface, which currently includes a single category for DSi Ware software (no Virtual Console category yet!).

    The main shopping interface also lets you add DSi Points, read the DSi shop manual, and access a settings menu. Aside from the manual, these other two areas are pretty useless at this point. The settings menu lets you record your Club Nintendo ID and check up on purchase history, things that will probably become more relevant once the store has actual content. The option for adding DSi Points currently takes you to a screen with a message noting that you won't be able to add points until actual paid content is available (some time in December).

    The only piece of content available under the DSi Ware option at the moment is the free Opera browser. The download takes 85 blocks of your 1,024 block space. While not listed in the system's official specs, Nintendo president Satoru Iwata said during a recent investor briefing that the internal memory consists of 256 megabytes, which is half that of the Wii.

    The buying experience is similar to that of the Wii Shopping Channel, with the shop making it clear how many points and blocks you have remaining both before and after the purchase. The big change is what comes once you've made your purchase. The DSi's download screen replaces the 8-bit Mario sprite from the Wii Shopping Channel interface with the 16-bit Mario family, including Mario, Peach, Luigi, and Toad. The four run around tossing blue balls into a box which, once full, turns into a present. When you head back to the main menu, this present is waiting to be open, and reveals itself to be... the browser that you just bought. The present thing will likely be a lot neater once Nintendo builds up the download library and lets other people buy games for you.

    Aside from the lack of content, the big problem with the DSi Shopping interface is speed. Regardless of our internet connection, it took us around 30 seconds to get into the store from the main DSi interface. Pauses of between five and ten seconds accompany almost any action you take in the store. It feels pretty sluggish. This is hopefully something Nintendo can improve with future firmware updates.

    While the actual store interface may be slow, once you get download content onto your DSi, managing it is pretty smooth (or at least it seems to be smooth for our single piece of content). The main settings menu, accessible off the main menu interface, has a "software management" option This lets you view available memory and switch off quickly between applications stored internally and on SD. You can also select to delete software and copy between SD and internal memory. As with the Wii, the copy process feels just a bit too long.

    Despite the speed issues, the shopping interface will likely be an invaluable part of the DS experience once download titles hit (and if WiiWare is any indication, there will be a lot of games). The same can't be said about the web browser at present, though.

    Surfing on the Wii isn't the fastest experience. On the DS, it's pure torture. In addition to slow download speeds, with sites like Yahoo News taking over a minute to load up, the browser has difficulty rendering pages. You have to scroll extremely slowly, or you'll end up with blank areas as the page redraws itself.

    Forget the slow rendering, though. Most pages we tried wouldn't even load completely. IGN is one example. Facebook didn't load either.

    If you're looking to check your mail, you may be out of luck. Gmail loaded up to the login screen, but once we actually logged in, the browser attempted to load for a minute or so, then gave up after complaining about the page taking up too much memory. Hotmail let us log in, but the formatting was screwed up, and we couldn't actually click on anything.

    Yahoo Mail did load, and we were able to send out mail. Not with attachments, though, as the attachment file selector wouldn't let us peer into the system's internal memory, or onto the SD card.

    For those expecting multimedia content like YouTube, a warning ...
    by Published on November 2nd, 2008 14:30

    Here we go again folks! More news on the mandatory install of the upcoming Naruto: Ultimate Ninja Storm that is set to release in a couple of days! As we go hands-on with the retail build of Naruto: Ultimate Ninja Storm, a mandatory install popped up having you wait for at least 15-20 minutes to install the 3.9GB Data of the game.

    Now that takes almost 4GB space in my 18GB free space that I have…

    http://www.gamersplatform.com/2008/1...-39gb-install/ ...
    by Published on November 2nd, 2008 14:22

    A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.





    Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).

    Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.

    Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.

    Heres whats new:

    fixed an off by one error I created in the texture copy function in
    bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
    noticed the real HW doesn't clip some things it should. modified the projection
    matrix to account for this.
    changed normal loader to better handle 1 or 3 index NBT data which fixed an
    underrun.
    added missing z component in biasing section of indirect texturing.

    Download Here and Leave Feedback and Compatability reports Via Comments

    Thanks to elation for the news. ...
    by Published on November 2nd, 2008 14:22

    A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.





    Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).

    Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.

    Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.

    Heres whats new:

    fixed an off by one error I created in the texture copy function in
    bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
    noticed the real HW doesn't clip some things it should. modified the projection
    matrix to account for this.
    changed normal loader to better handle 1 or 3 index NBT data which fixed an
    underrun.
    added missing z component in biasing section of indirect texturing.

    Download Here and Leave Feedback and Compatability reports Via Comments

    Thanks to elation for the news. ...
    by Published on November 2nd, 2008 14:04

    Lino has released a new version of his Nintendo DS Emulator for Windows:

    Beta version for my emu, here's the changelog :
    Fixed a bug in POLYGON_ATTR. experimental
    Fixed bugs in VRAMCNT_F and VRAMCNT_G.
    Fixed a bug in MemoryView Control.
    Added Guitar Grip Key Config.

    Download and Give Feedback Via Comments ...
    by Published on November 2nd, 2008 13:58

    Goatstore Publishing have posted a letter to the Dreamcast scene, heres the full detals:

    The Sega Dreamcast. It was, and is, an amazing system. To this day, a lot of people still declare that it was the last true "hardcore" system. I personally think that this has to do with the fact that the Dreamcast was the last system to be made by an arcade manufacturer who ported many of their arcade games to the system with spectacular results.

    Since the initial release of the Dreamcast, the arcade scene worldwide has given way to new styles of gaming. Consoles like the Xbox 360 allow you to play 'arcade' games in the comfort of your living room and consoles like the Wii allow gamers to interact with games in a way that is new and unique. The Dreamcast really stood at an interesting turning point in gaming and what we were able to accomplish could have only happened like it did with the Dreamcast.

    Everything done in recent years for the Dreamcast would not have been possible without the efforts of a small group of people known as Cryptic Allusion. Shortly after the release of the system, when the Dreamcast was still viable, it was reverse engineered to see what could be done with it; everything on the Dreamcast was borne out of an intense curiosity about the system and how it functioned. This group of people then set to work developing their own game demos for the system to see what it could do. Nowadays, between today's legal climate and the complexity added to today's consoles, it would be nearly impossible for the same thing to happen again.

    The GOAT Store, LLC was lucky enough to be put into contact with these developers in a complete chance happening. At the 2002 Midwest [Gaming] Classic, a group of people came to show underground Dreamcast development. I took my disc home from the event and put it on a shelf, never intending to play it until I got a call from a friend who told me that the games on the disc were amazing and easily as good as some of the released games. I plugged the disc into my Dreamcast and was blown away...

    These game demos weren't "homebrew" game demos like I expected; these games were fully realized 2D and 3D worlds with unique gameplay ideas that were unlike what we had seen elsewhere. We set about contacting these developers to try to bring their dreams into the real world as games, and had great success.

    In 2003, the first GOAT Store Publishing title, Feet of Fury created by Cryptic Allusion, was released. Following this release, and after a huge series of legal wranglings, GOAT Store Publishing released three more titles in 2005: Inhabitants, Maqiupai and Cool Herders.

    All of these games were developed and released with strict guidelines in place and the quality of the games speak to what these developers were able to accomplish with limited resources. This success was noticed by a multitude of people both fans of the Dreamcast and beyond. Some developers were contacted by large companies and offered projects from them to consider for mainstream systems. The International Game Developers Association asked me to write an article detailing the games and how they were made, and invited me to do guest speaking at some of their meetings discussing what we did, why we did it, and what the plans were for the future.

    The future side of the equation was perhaps the most interesting. In 2006, we announced 12 titles that were in development which we hoped to release within the year. However, despite our optimistic view, the work done by our independent developers is not like a large firm where developers clock in and out for the workday; our independent developers are just that and work, usually at their home, on their own schedule. We do not have any way to ensure that a game is completed or released and external factors in many cases shifted the attention of the developers away from what they had planned.

    In other cases, occasionally developers would bring us games that had fatal flaws -- the gameplay was'nt developed well, the game didn't feel 'complete', the controls didn't work -- whatever it was, we decided with our first release that if we didn't have 100% faith in the games we were releasing, we wouldn't publish games just to dupe the public into purchasing a game that wasn't exceptional. Even though this has limited releases, we genuinely believe all of our releases have all been held to a high standard of design and gameplay.

    Speaking to the future, we will continue to uphold our high standards of level of design and gameplay ensuring each release is truly fun and enjoyable. With that in mind, I can't sit here and promise that we will have ten, twelve, five or even one more game ever come out. However, we do have a number of projects which are still in development by top notch developers right now and it is our hope the developers will be able to finish the games so they can be released. Going forward, we have learned that until games are ready to go to the presses not to talk too much about them.
    ...
    by Published on November 1st, 2008 22:11

    Michael Abbott of the Brainy Gamer has a nice reminder of why we play RPGs (well, those of us who play RPGs), based on some of his undergraduates' writings on their experiences in Fallout 1 and 2. Michael notes that the exercise — writing autobiographies of their characters — is often used in theatre, but it never occurred to him that it would be useful for his students in his RPG seminar, until "we began discussing the characters they had created .... The sense of ownership they clearly felt, and their remarkably vivid descriptions of their experiences in the games, made the assignment a no-brainer." Which goes to one of the reasons why people make the investment in RPGs:

    What we're really talking about is pretending. Make-believe. "Role-playing" may bless the activity with a marginally more acceptable moniker, but when we play RPGs we summon our most primitive urges - the ones we've had since we were children - and we tap into something about the human psyche that inclines toward empathy.

    We love pretending because we possess an innate desire to understand (to know and to feel) what it would be like to be *this* man or *that* woman. To mold a character through our own choices and to walk in his shoes, with as many in-world consequences and as few real-world consequences as possible, 'tis a consummation devoutly to be wished.

    We know all this, and we've known it for a long time...but sometimes it pays to stop and take a another look. Sometimes we're jolted into knowing something in a better way than we knew it before.

    It's an interesting look at (a) an interesting pedagogical tool (I am so hoping I can teach seminars on RPGs one day) and (b) a reminder of why (some of us) love RPGs.

    http://kotaku.com/5073447/why-we-love-rpgs ...
    by Published on November 1st, 2008 22:10

    The winners of the annual indie developer-friendly contest Dream-Build-Play were recently announced. After scouring the 350 titles that were submitted (including, we imagine, a great deal of groundbreaking Pong clones), Microsoft awarded the $40,000 grand prize to Singapore's Team Gambit, for their XNA Game Studio-borne entry, CarnyVale: Showtime (pictured above), an "acrobatic puzzle game" which includes a built-in level editor. In addition to the cash prize, Team Gambit will apparently have the opportunity to publish their title on Xbox Live Arcade.

    Other submissions garnered cash prizes and XBLA invitations for their creators, including a side-scrolling action game titled Weapon of Choice, a martial arts sim named HurricaneX, and the self-explanatory, infinitely intriguing Battle Tennis. These finalists, as well as many other submissions for the contest, will be available on the Xbox Live Community Games Channel when the NXE is released on November 19.

    http://www.joystiq.com/2008/11/01/mi...-2008-winners/ ...
    by Published on November 1st, 2008 22:03

    News from GEMISIS

    PLib
    A Platform Game Development Library

    PLib is a creation of my own. It is based off of the PALib Wiki platform tutorials and my own code. It has some amazing features:

    Character creation
    Object Creation
    Character Movement
    Object Scrolling
    Character and object collision
    A level drawing function
    And more to come...

    It was created to help give DS Homebrew Development a jump start, as I feel that there should be more platforming games out there for hand held systems. Currently there is no release, but there is a video demonstrating PLibs abilities as of 11/1/08!


    11/1/08
    Demonstration Video:
    http://www.youtube.com/watch?v=iQlG1QEdORI

    Here is the code for the game. that way you can see how easy it is to make it using PLib:


    Code:
    // Includes
    #include // Include for PA_Lib
    #include
    // PAGfxConverter Include
    #include "gfx/all_gfx.c"
    #include "gfx/all_gfx.h"

    // Include for PLib
    #include "../PLib.h"

    void initmain(void);

    int main()
    {
    initmain();
    return 0;
    }

    void initmain(void)
    {
    PA_Init(); // Initializes PA_Lib
    PA_InitVBL(); // Initializes a standard VBL
    GEM_Init_Backs(); //Initialize the background slots
    GEM_Init_PLib(); //Initialize PLib

    //Set Mario's score to 0
    u8 marioscore = 0;

    // Some Random text
    PA_InitText(1, 2);
    PA_OutputSimpleText(1, 1, 2, "Mario Says: Hey, Stop Playing!!!");

    //Draw the level
    GEM_Draw_Level(mario_world, hills, back); //GEM_Draw_Level(Background 1, Background 2, Background 3) Backgrounds must be converted with PAGfx

    //Create the Main Character
    MCharacter mario(0, 60, 128-32, //MCharacter name(Sprite Number, Sprite X Position, Sprity Y Position,
    colmapcoin_Map, 128, true); //Collisionmap name + _Map, level length (Must be divisble by 8), whether to scroll or not in True or False)

    //Create a new object
    NewObject coin; //NewObject name

    //Draw the Main Character
    mario.draw(0, 1, //name.draw(Starting frame for movement, Ending frame for movement,
    2, 0, (void*)mario_Texture, 32, 32, TEX_16BITS); // Jumping frame, Standing Frame, (void*) + name + _Texture, Sprite X Size, Sprite Y Size, Texture Conversion Type)

    //Draw the object
    coin.DrawObjectXY(1, 20, 90, (void*)coin_Texture, //name.DrawObjectXY(Sprite Number, Sprite X Position, Sprite Y Position, (void*) + name + _Texture
    8, 8, TEX_16BITS); //Sprite X Size, Sprite Y Size, Texture Conversion Type)

    // Infinite loop to keep the program running
    while (1)
    {
    //Move the Character
    mario.moveCharacter(mario.spriteNumber, Pad.Held.Right, Pad.Newpress.Right, //name.moveCharacter(name.spriteNumber, Pad.Held.Button, Pad.Newpress.Button,
    Pad.Held.Left, Pad.Newpress.Left, Pad.Held.A, Pad.Newpress.A); //Pad.Held.Button, Pad.Newpress.Button, Pad.Held.Button, Pad.Newpress.Button)
    //Scroll the object
    coin.ScrollObject(coin, mario.scrollx, mario.scrolly); //name.ScrollObject(Sprite Number, main character + .scrollx, main character + .scrolly)
    //Collision between the Character and an Object
    if(GEM_MAINC_OBJ_COL(mario, coin)==1) //GEM_MAINC_OBJ_COL(character name, object name)
    {
    coin.DeleteObject(1);
    marioscore += 1;
    }
    //Write the current score
    PA_OutputText(1, 1, 4, "Score: %d", marioscore);
    //Standard PALib function
    PA_WaitForVBL();
    //Proccess the 3D Sprites
    PA_3DProcess();
    }
    }

    --------------------------------------------------------------------------------
    I am currently working on: SSBDS or Super Smash Bros. DS

    "When someone pulls you on a string, there are two things you can do; cut it, or play tug of war."

    WARNING!
    This person cannot do graphics to save their life.
    ...
    by Published on November 1st, 2008 22:01

    News/release from bigbob85

    Ok, this is a really simple tool.
    Enter your hex color up the top, hit convert, and it'll tell you the appropriate RGB color in both 0-255 and 0-31 format, ASWELL as the value in PA_RGB format.

    I hope to add buttons and stuff to convert from any of these formats to any of the other formats.

    Requires .NET 2.0 to run.

    Download and Give Feedback Via Comments ...
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