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  • wraggster

    by Published on November 15th, 2007 23:13

    What a difference a year makes. As we move into the one year anniversary of the "console wars," Game Daily takes a quick look at the current state of affairs. No huge revelations, just a standard assessment of what's going on written by our own Mr. Orland. The basics are:

    Wii: The Wii blitzed the last year and is selling at a phenomenal pace. The only thing really holding it back at this point is software. Publishers weren't ready for the Wii's success, which has translated into massive quantities of reheated waggle ports. If third-party publishers start putting more effort behind the console, it won't be a "fad" created by Nintendo supporting Nintendo games.
    Xbox 360: The console with an extra year under its belt really delivered this past year with BioShock, Halo 3, Gears of War and others. A third-party publisher darling, the Xbox hasn't gotten a hold in Japan and has to continue bringing the solid titles as the Wii and PS3 finish their warm-up year.
    PS3: It's gettin' there, it's gettin' there. Hype may have gotten the heir-apparent through the end of last year, but '07 was not kind to the console. Things are slowly turning around now with Ratchet & Clank, along with Drake's Fortune and Heavenly Sword, but Metal Gear Solid 4 and Final Fantasy XIII are expected to get the ball really rolling next year.
    A year into the console wars and the answer is that it's still anyone's game. A console is defined by its games, and it's still a little early to figure out the path of the two newest consoles. The Wii may pull out the third party support in '08 and publishers may finally get more comfortable designing games for the PS3. The Xbox 360 will continue to hold its own as long as it keeps having superstar type titles like BioShock and Gears of War. Year two of the console wars should begin showing the future much better.

    http://www.joystiq.com/2007/11/15/co...gun-they-have/ ...
    by Published on November 15th, 2007 23:06

    A few of our readers were scoffing at the idea of a $399 40GB PS3. "What's the big deal," you said. This: according to Sony's CEO, Sir Howard Stringer, they've more than doubled sales in the US in the weeks since its launch. "It's the breakthrough we've been waiting for," said Stringer, "We've been holding our breath. Finally, the turning point has been passed." Prior to the October 18th price cut, Sony was selling just 30k to 40k consoles per week. Sales rose to 75,000 in the week ending October 29 rising to 100,000 the following week. Stringer also credits Wii shortages for helping the boost. Andrew House, Sony's chief marketing officer even takes a jab at HD DVD saying, "It puts us vastly ahead of where the other format is going to be in terms of an installed base in people's homes by the end of this holiday season." Perhaps, but we don't expect the boys at Microsoft, Nintendo, and Toshiba to just roll over and let this progress continue unabated now, do we?

    http://www.engadget.com/2007/11/15/s...nce-price-cut/ ...
    by Published on November 15th, 2007 23:03

    According to at least one analyst, Nintendo's not just resting on its laurels while the DS Lite produces incomprehensible piles of cash. Evan Wilson, an analyst at Pacific Crest Securities, got word from his inside source that a DS redesign is actually already done, and Nintendo's just waiting around for DS Lite sales to cool off a bit -- which, unfortunately for those pining for new hardware, doesn't seem to be happening just yet. The redesign, which has been rumored before, supposedly is thinner thanks to the absence of a Game Boy Advance port, includes a larger screen and rocks some built-in storage, which we imagine could have some great uses in the right hands. Obviously, Nintendo's Game Boy Advance only made it through three hardware iterations, which begs the question of when we'll see a brand new handheld platform from Nintendo, though we can't say we'd blame them for sticking to this generation for another couple years of insane wealth and staggering stock price.

    http://www.engadget.com/2007/11/15/n...n-ready-to-go/ ...
    by Published on November 15th, 2007 22:54

    More news from Makaron the Dreamcast Emulator for Windows:

    I figured out what made most of the casted shadows look wrong. It's again the problem of 1/Z -> Z conversion, and really limited precision of 32/24 bit floating point numbers. But that doesn't mean it's resolved now I'm afraid.

    Quick summary: PVR2 expects 3D data to be registered as [X; Y; 1/Z], or [X; Y; 1/W]. X and Y are already in screen space, so those actually hold pixel position value. 1/Z is used for two things: Z-buffering and perspective-correct texture mapping.
    What is W exactly anyway? Well, all 3D transformations can be undone one way or the other. That's beacuse the end result is always a homogeneous space. To simplify things consider it always being a subset of space that can be fitted into a cube. For example, to keep visibility clipping fast the hardware assumes it needs to fit into [-1; 1] data range. So your task is to write the matrices in such a way that in the end everything you want on the screen will fit into [-1; -1; -1] / [1; 1; 1] cube. That's the price for having the hardware do it for you so the CPU can spend more time on AI or whatever.
    But there's a catch, as always. Namely perspective transformation is one-way and once applied it cannot be reversed to produce exactly the same input data. That's because the last step is a division that looks like this: K / (K + N). Having only a number as the end result you can't tell what original K & N were. However, since the division is the very last thing to do, there is a workaround
    Keep 3D data as 4D vectors, that is [X; Y; Z] becomes [X; Y; Z; W] where W is always 1. Always, except the perspective transformation, after which W becomes something else and the last division is actually [X/W; Y/W; Z/W]. Since we keep W we can always reverse it if needed. What's more, you need only to invert W once into 1/W - one easy case division and then 3 multiplies is faster than 3 full-blown divisions. Not by much perhaps, but still, every cycle counts if you want a high fill rate.

    Since PVR2 has no hardware transform engine of any kind (all it does is rasterization) it will happily accept the bare minimum - that is X, Y (already after the division!) and 1/W. In most cases you can freely substitute 1/Z for 1/W as both will produce required Z diversity for Z-buffering and the correction factor for texturing. In other words, if you are emulating PVR2 you know not if what you get is 1/W or 1/Z, and you still need to recreate all four vector elements for the PC graphics card to work with.
    And it's not only that... the 1/Z isn't actually 1/Z, it's just referenced to as such so you don't have to write 200 / (Z + 200) every time. And this is more likely what it is. Except of course 200 can be any number and you don't know it anyway

    Not difficult enough yet? Then how about when you start messing with Z too much you suddenly realize you're loosing precision bits. Fast. If you do (N * N) / N, or (N / N) * N, you will most likely not get exactly N in return. Worse even, if N is very big or very small the end result might be quite different from what you'd expect.
    Ah, but that is still not all there is to it. Some games out there are not too shy of registering Z values as low as 0.00001 and as big as 10000 at the same time. Now try to compress that into required [0; 1] range and you'll realize there are simply not enough precision bits in modern 24-bit Z-buffer implementations. 24 because it's 32 minus 8 bits for stencil buffer (and stencil buffer is no longer optional, there is simply no support for plain 32-bit Z-buffering).
    Wait, have I forgot to mention that some titles go as far as throwing infinities and even NANs into 1/Z? Have fun with these.

    So... shadows look much better (some issues still remain). Train wheels in Evolution 2 intro should not be visible through the floor. But that broke Dead or Alive 2 intro in few places (eyeballs sticking out of skulls, anyone?). That too can be fixed, more or less, but it will break Soul Calibur character selection screen. Getting this to work will in turn cause menus and other stuff in Soul Reaver become invisible. And so on...
    I see no other way now but to break some games on purpose (keeping the glitches to minimum) in order to make others work at all. The alternative would be to try and create several profiles for different games and use those. I'll have to think about it some more.

    http://dknute.livejournal.com/ ...
    by Published on November 15th, 2007 22:47

    The rather excellent and very honest GP2X Store have today added the Treamcast Special Edition to their store, priced at $199 (£95)

    Heres more details



    Treamcast Special Edition is the latest edition of the Treamcast family. This special edition comes in matt black with a sharp TFT screen for optimum performance. This collectors edition has also be redesigned using the some of feedback we have received from happy users.
    Description
    - Matt Black for a more sleek look

    - The first 128bit console


    - Advance PowerVR graphics chip


    - Samsung 5” TFT screen for optimum performance


    - Brightness and Volume control


    - Headphone output


    - Plays all region Dreamcast games


    - Plays Dreamcast backups


    - Plays Dreamcast homebrews


    - 12v car adapter


    - 100-240V auto switching power adapter comes with 2 pin cable (cable can be changed to suit your needs)


    - Comes with an original Dreamcast controller for optimum performance


    - Can be connected to a normal TV (cable not supply and its outputs a NTSC signalfor best compability)

    Buy at GP2X Store ...
    by Published on November 15th, 2007 22:32

    Gorgull has released a new build of his app for the DS, heres the details:

    DScratch is the first module (or "protein") made using Protein engine - it's a little audio manipulation software running on DS which ables you to play with an existing .wav file or recorded audio sample; you can pitch it, scratch it, rewind, mute and apply effects on it. Moreover, DScratch sends MIDI through wifi connection, which ables you to control external applications, like VJing software as I do, and can be motion-controlled.

    FEATURES:

    load .wav file or live-recorded audio
    manipulate live audio
    scratch
    pitch control
    FX "Retrig"
    FX "DownSampling"
    Midi OUT (wireless)
    stylus control
    NDSMotion control
    DEMO:


    Here's a little demo video I made using the default 5sec sample:

    http://www.youtube.com/watch?v=u6D1M_URBow

    Download Here and Give Feedback Via Comments ...
    by Published on November 15th, 2007 22:27

    Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:

    Version 0.4.3 / 13.11.07

    * Ad-hoc game: Multiple games can be played simultaneously
    * Internet game: fixed a dead loop after timeout resulting ending turns automatically

    Download Here and Give Feedback Via Comments ...
    by Published on November 15th, 2007 22:23

    Infantile Paralysiser have released a new version of Morning Timer the Alarm that plays MP3s and more for the DS.

    Download Here and Give Feedback Via Comments ...
    by Published on November 15th, 2007 22:16

    News/release from Wizlon:

    I really hope I’m not going to dissapoint people here because this version is rather sparse. The main feature I’ve added is the options screen which contains a selection of fonts, backgrounds and the requested “lefty” mode, which turns all the chords on their heads. I hope its useful. You’ll also notice that any options selected will be saved when you turn your DS back on, (thats save support kyle), which should come in useful. I’ve also left in a very early vesion of the edit screen, in it you can edit the text in files, you can’t save them just yet, just edit them, so basically it’s pretty useless. At least I’ve done something eh? Till next time.

    Download and Give Feedback Via Comments ...
    by Published on November 15th, 2007 22:10

    This week we have added a collection of Alfred Hitchcock films:
    Stage Fright, The 39 Steps, The Man Who Knew Too Much, Jamaica Inn, The Lady Vanishes, and Yound And Innocent

    We have also added the following films:
    Lancelot and Guinevere, The Legend of Marilyn Monroe, The Real Bruce Lee, and Weapons of Death

    In the comic department we have added Heroes issues 56, 57, and 58

    See you in a week with more updates from The Moon Books Project

    Brandon

    http://moonbooks.net ...
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