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  • wraggster

    by Published on June 22nd, 2008 18:39

    Last week, getting a look at materials thanks to the sieve that is Intellisponse, hints dropped that Forza 3's car and track catalog was so deep it would need to release on two discs. The Angry Pixel says it has a source who "claims that this may not necessarily happen in the long run."

    We questioned the possibility of Forza 3 being distributed on more than one disc. Our source was quick to comment that “one way or the other, the core game will be shipped on a single disc. Content won’t be sacrificed … fans will be pleasantly surprised for what’s in store.”

    Angry Pixel went snooping around Dhruva Interactive, a Bangalore-based developer that's worked on Forza in the past, as well as Project Gotham Racing 3 and 4, so presumably the unnamed source is from there. There was the obligatory "more to come fairly soon" (which means E3) but no other details.

    http://kotaku.com/5018624/rumor-no-d...ing-in-forza-3 ...
    by Published on June 22nd, 2008 11:41

    via pspgen

    Everyone knows the principle of Casino, you have money you bet, if you have several identical signs you win a certain sum, if you do not win anything. thebombeh our forums has posted a virtual version for PSP Casino.

    When you get 2 identical images, you earn 5 points to 3 images 20 points.

    Download and Give Feedback Via Comments ...
    by Published on June 22nd, 2008 11:35

    Tutorial from Sony itself :P

    Hey, gang!
    For those who don’t know me, my name’s Noel and I’m part of the PSN Store Design Team. I’m back today to talk about making your own custom Themes for the PSP.

    Here’s what you’ll be needing:

    a computer that runs Windows
    a digital image editing program
    the “PSP Theme Toolbox”
    a little bit of time
    First thing you need to do is download the “PSP Theme Toolbox” zipped file. You can unzip it anywhere, but if you’ll be doing a lot of Themes or want to use the pre-made default while going through this walkthrough, you’ll have to extract it directly to your C:\ drive (C:\PSP Theme Toolbox\).

    In the “Toolbox”, you’ll find:

    Icons and Wallpaper templates
    “PSP Custom Theme Converter” program
    Default Project saved as a “.txt” file
    “How To” Basics and Advanced Walkthroughs
    Layered PhotoShop template of icons
    Unlike for PS3 Themes, there is an actual program so you won’t have to be worrying about XML code or funky compiler programs.
    Open the program (PSPCustomThemeConverter.exe) and we’ll go though it, tab-by-tab.
    NOTE: If you’d like to see a working example of each item, go to “File\Open” and select “PSPTheme_default.txt”. This will only work if you’ve extracted the Toolbox to your C:\ drive because of the way the project file links to the associated images.


    The first tab is the “Information” Tab.

    Put the name of your Theme or its description in the “Title” space.
    The “Product ID” is where you assign what the Theme is associated to, e.g. Game, Anime, Movie, etc.
    The “Version” is helpful if you want to do keep track of multiple versions of a Theme, but isn’t necessary either.
    The second tab is the “Wallpaper” Tab.

    Wallpapers have to be:
    * 480 x 272 pixels
    * 24-bit Color Image
    * BMP files
    Click on the “Folder” button to browse and select any image that matches the required size and format.
    If the image you select is not useable, an “Error” window will pop-up letting you know what needs to change.
    You can click the “Preview” button to preview your wallpaper once you’ve selected one that is workable.
    Next tab is called “Category Icons”, and is for the main XMB Icons.

    These icons need to be:
    * either 64 x 48 pixels or 48 x 48 pixels
    * 8-bit Index (32-bit Color)
    * TGA, PNG, or GIM image files
    The “First Level Icons” Tab is for the icons that appear within a category on the XMB.

    These are the sub-icons that appear below the category XMB icons.
    Double click on the icon line or click the “Edit” button.
    You’ll see a request for two files: the “Icon Body” and the “Icon Focus”. The “Body” is the actual icon.
    The “Focus” is the glow that pulses around the icon when you highlight that icon. If you’d like to keep things simple, or not worry about having a pulsing glow around your selection, you can either use the default focus image or leave that space blank.
    The icons need to be:
    * 32 x 32 pixels (Body)
    * 48 x 48 pixels (Focus)
    * 8-bit Index (32-bit Color)
    * TGA, PNG, or GIM image files
    The “Second Level Icons” tab is for the “Settings” Icon. That’s right; the “Settings” wrench gets its very own tab!

    Just like the First Level Icons, these need to be:
    * 32 x 32 pixels
    * 8-bit Index (32-bit Color)
    * TGA, PNG, or GIM image files
    Its focus needs to be:
    * 48 x 48 pixels
    * 8-bit Index (32-bit Color)
    * TGA, PNG, or GIM image files
    The last tab is “Others”.

    The “Preview Icon” is the tiny thumbnail that appears when you choose your Theme, and needs to be:
    * 16 x 16 pixels
    * 8-bit Index (32-bit Color)
    * TGA, PNG, or GIM image files
    The “Preview Image” is the preview for the Theme, and needs to be:
    * 300 x 170
    * 24-bit Color Image
    * BMP
    The final option is “Theme Color”. Here, you can assign a particular highlight colour to your Theme, or have it change monthly automatically.
    _____________________

    Once you’ve assigned all of the Icons to your images, go to “FILE” and select “EXPORT”.

    Name your file, click “SAVE”, and the program will create your PSP Theme File (.PTF).
    With your PSP connected to your computer in USB Mode or with a compatible Memory Stick connected, place the file into the proper “Theme” folder ( \PSP\THEME ).
    Disconnect your PSP or insert the Memory Stick in to your PSP.
    Under “Settings”, select “Theme Settings”, and then “Theme”.
    Your new Theme should appear in the selectable list.
    _____________________

    Good luck and have fun making your own PSP Themes!

    “The world is but a canvas to the imagination.” - Henry David Thoreau:

    Download PSP Theme Toolbox and Give Feedback Via Comments ...
    by Published on June 22nd, 2008 11:32

    News/release from Dark_shark of his Lua Shell:

    NEW THEME!

    1.Browser (NEW) (ms0, flash0, flash1, umd drive)
    (Open: Lua, PBP, ELF, PRX and extract Zip)
    (Remove file and dir, Rename and Copy file)
    2.MP3 Player (Bug Fixed)
    3.IMG (No Updates)
    4.GAME (UMD, PSX loader) (UMD USB)
    5.CPU Speed (New)
    6.Internet (New)
    7.USB (USB, Flash0, Flash1, Flash2, Flash3)
    8.Info System
    9.EXIT Mode (Sleep, Exit to XMB, OFF PSP)
    10.Credits
    11.Help

    Download and Give Feedback Via Comments ...
    by Published on June 22nd, 2008 11:20

    A new survey by consumer research firm Experian has found that PlayStation 3 owners skew the oldest of all three consoles - with appeal at its highest levels to those 44 and older, also tracking low gamer activity in... needlework and antiques shopping?

    The survey found that on a scale that found the Wii easily outranking the other two consoles amongst the 18-24 year olds but declining steadily as the age range grew higher, Xbox 360 ranked best with 35-44 year olds, with the PS3 showing a marked jump with the next-older group.

    http://www.gamasutra.com/php-bin/new...hp?story=19128 ...
    by Published on June 22nd, 2008 11:15

    Bushing gives us more news on wii hacking:

    The June 16th (”3.3″) Wii System Update did more than bring the death of the Twilight Hack (sort of) and a patched version of IOS30. It also brought new versions of BC and MIOS — which actually may be the more interesting of the changes in the update.

    BC and MIOS are titles 1-100 and 1-101, respectively. MIOS is the Gamecube compatibility layer — a fairly small amount of ARM code that runs instead of IOS when Gamecube games are running, and then the 157k Gamecube IPL — the PPC code that actually reads the Gamecube disc and boots it. BC is still an unknown; in many ways, it resembles boot1. Both are about the same size, and both contain code to load boot2 from flash and execute it. When the Wii System Menu detects a Gamecube disc, it launches title 1-100 — BC, not MIOS. It’s possible that BC launches boot2 which launches MIOS — we’re still not sure. Let’s come back to that.

    MIOS contains the GC IPL that was discovered about a year ago. The ARM code serves mainly to load the GC IPL into memory and start the PPC running it; the rest of the code seems to just be a stripped down version of IOS (and therefore resembles everything else.) However … some highly suspicious code has been added!

    I’d imagine it looks something like this:

    int do_hash_comparison(void) {
    // using the memory mapper, this should be aliased to
    // 0x0D408000. This resides in the on-chip SRAM.

    u8 *buffer = (u8 *)0xFFFF8000;
    u8 *MEM2_ptr = (u8 *)0x10000000; // = 0x90000000
    u32 hash1[5];
    u32 hash2[5]={0×4F00A54E,0×57E1E2C4,0×78634365,
    0xF56BA5D3,0xF7DECA52};
    int i;

    memset(buffer, 0xCAFEBABE, 0×8000);
    memset(buffer + 0×8000, 0xCAFEBABE, 0×8000);
    aes_set_key(0×2B7E1516, 0×28AED2A6, 0xABF71588, 0×09CF4F3C);
    sha_init();

    for (i=0; i<1024; i++) {
    aes_set_iv(i, i, i, i);
    aes_encrypt(MEM2_ptr, buffer, 0×10000);
    sha_update(MEM2_ptr, 0×10000);
    }

    sha_finalize(hash1);
    if (hash1[0] == hash2[0] && hash1[1] == hash2[1] && hash1[2] == hash2[2] &&
    hash1[3] == hash2[3] && hash1[4] == hash2[4]) {
    do_log_message(”%s shaHash: %x %x %x %x %x [%u ticks]\n”,
    NULL, hash1[0], hash1[1], hash1[2], hash1[3], hash1[4], 0);
    return 0;
    }

    do_log_message(”Hash comparison failed. Halting boot!\n”);
    return -1;
    }This is actually pretty clever — far more so than anything else in this update. I don’t think there’s anything special about any of those “magic numbers” — what this does is overwrite all 64MB of MEM2 with (pseudo-) random garbage, verify that it was actually written, and only then reboot into GC mode.

    This not only prevents the tweezer attack we used to get the common key last year — which was the primary piece of information that has made everything else possible, but it prevents what tmbinc called the “anti-tweezer attack” where we short some address lines while it’s trying to clear the memory to keep it from actually clearing the memory. That won’t work, because it verifies the hash to make sure the garbage was actually written.

    Why?

    I’m not really sure — getting the common key was a one-time hack. The only thing I can think of is that they are trying to reclaim the platform. Maybe they intend to generate a new common key for use on new Wiis — Wiis that will not be able to read current games — and current Wiis will not be able to read any game that will work on those Wiis. Does this make any sense?

    Maybe. Nuke mentioned on his forum that new Korean discs can’t be decrypted using the normal USA/JAP/PAL common key. I can’t confirm this — the only disc image I’ve seen seems to have been corrupted — but it’s certainly possible, and it would explain this MIOS change.

    In other news, the new BC has a fixed signature check. This might prevent MIOS or boot2 from being modified (if you’re using the new BC) — but more likely, it means that new Wiis coming out of the factory have a fixed boot1 without the signature-checking bug. I’m surprised it’s taken this long, but I guess we won’t know until someone dumps their NAND flash.

    http://hackmii.com/2008/06/genie-into-bottle-mios/ ...
    by Published on June 22nd, 2008 11:13

    GRRLIB for GX Rgb Renderer Library, some very very nice function for noob coder.

    OLD version (1.0, 1.5, 1.6, 2.0) are no more supported !! (they didn't use a real full GX support)

    GRRLib 3.0 is out here http://grrlib.santo.fr/

    via wiibrew ...
    by Published on June 22nd, 2008 11:08

    News/release from bmic

    Presently at version 0.2b of the game, the following has been implemented.

    a better sprite
    audio
    The puzzle is controlled by moving an on screen cursor. The cursor will wraparound the edges of the puzzle if you try to move past the edge.

    The value under the cursor is incremented/decremented to the desired value. Value '0' is shown as a blank cell. Values are wraparound from 0 to 9 as well.

    If desired, the user may mark a cell as 'uncertain' by pressing the 'A' button. This can be toggled off if desired via the same button. 'uncertain' cells are marked with a gray background.

    The game will check for any incorrect cells (i.e. duplicate numbers in any row, column or 3x3 cell). Any incorrect cells will be highlighted with a red tint.

    Download and Give Feedback Via Comments
    ...
    by Published on June 22nd, 2008 11:06

    News/release from Navarr:

    A simple text-based demonstration of the Les Paul Guitar Hero 3 controller (and presumably Guitar Hero: Aerosmith controller).

    Requires the Guitar Hero controller to be hooked into your wiimote.. Or, well, nothing happens.

    Hold down the fret buttons and strum the guitar.

    Home button on the Wiimote exits to loader

    Download and Give Feedback Via Comments ...
    by Published on June 22nd, 2008 11:04

    via pdroms

    Auto Lock (CSDEVCTRL) is another auto locking program which utilizes the Windows Locking for partial locking (phone related keys are active) or complete locking (no keys are active).

    Changes:

    21/06 - v3.07 - Added Hangup after a specified period.

    http://forum.xda-developers.com/showthread.php?t=386451 ...
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