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  • wraggster

    by Published on April 7th, 2007 01:40

    News from drNeo of a new DS Flash Cart with built in Motion sensor, now play games like you do with a wiimote, revolutionary for the Homebrew scene

    DIGG THIS NEWS



    The MK6-Motion finally SPEC:

    * 1:1 original NDS cart size.
    * Support ALL version of NDS & Lite
    * NDS brightness adjust able
    * 2M EEPROM Save
    * Build in MagicKey passme2
    * Support auto Sleep Mode
    * Simple PLUG and PLAY
    * Build in 16M menu flash,and re-programable
    * Build in 2M sram buffer
    * Build in X,Y,Z high speed accelerometer
    * Build in GYRO sensor

    ...
    by Published on April 7th, 2007 01:40

    News from drNeo of a new DS Flash Cart with built in Motion sensor, now play games like you do with a wiimote, revolutionary for the Homebrew scene

    DIGG THIS NEWS



    The MK6-Motion finally SPEC:

    * 1:1 original NDS cart size.
    * Support ALL version of NDS & Lite
    * NDS brightness adjust able
    * 2M EEPROM Save
    * Build in MagicKey passme2
    * Support auto Sleep Mode
    * Simple PLUG and PLAY
    * Build in 16M menu flash,and re-programable
    * Build in 2M sram buffer
    * Build in X,Y,Z high speed accelerometer
    * Build in GYRO sensor

    ...
    by Published on April 7th, 2007 01:40

    News from drNeo of a new DS Flash Cart with built in Motion sensor, now play games like you do with a wiimote, revolutionary for the Homebrew scene

    DIGG THIS NEWS



    The MK6-Motion finally SPEC:

    * 1:1 original NDS cart size.
    * Support ALL version of NDS & Lite
    * NDS brightness adjust able
    * 2M EEPROM Save
    * Build in MagicKey passme2
    * Support auto Sleep Mode
    * Simple PLUG and PLAY
    * Build in 16M menu flash,and re-programable
    * Build in 2M sram buffer
    * Build in X,Y,Z high speed accelerometer
    * Build in GYRO sensor

    ...
    by Published on April 7th, 2007 01:13

    pj1115 has released a ton of projects for the PSP, heres the info:

    Now that I've quit the scene, I decided to release the source code and latest builds of all my homebrew under GPL.

    Includes:

    - PSPG (PSPGuides) - Spent a really long time making them, but Google deleted them and I had to go through an unbelievable amount of trouble to get the files. HTML format. A little outdated (goes as far as 3.02, so Devhook, firmware and custom firmware history, downgraders, etc are out of date).

    - HideMedia BETA II(FIX) - The fixed version of BETA II, which caused some reversable 'damage' to the MS's folders. Everything works fine now, or so it should. Includes full source. If you encountered this, use my fixer HERE.

    - FirmwareAutoBooter - You may not have met this, but I it fashioned a while ago, borrowing some code here-and-there from the open-source SXT's BFM. It's a firmware loader, designed for 1.00 debug, with no GUI, so it's cool if you set it to autoboot in OE. You'll boot straight into the emulated XMB. Full source included.

    - HTML Sound Hack + Flasher - My HTML sound hack's latest build, as well as the source code for the flasher. If you didn't see this, it allowed you to modify the PSP's default browser sounds (ie, for the menu). I don't think it works about firmware 3.03 since Sony re-organised the files. HTMLviewer.snd no longer exists.

    - Outa-Space PSP - My flash0 space free-ing application. Full source included, as well as some tips for further development (in the main.c).

    All is released under GPL, so please read legal.txt and GPL.txt, and read any readme files you may come across in the archive. Thanks,
    pj1115.

    Download and Give Feedback Via Comments
    via pj1115 ...
    by Published on April 7th, 2007 01:08

    via psxtreme

    So a forum member of ours, by the name of Mista, has tipped us off with a few new titles that have appeared at his place of employment – Game Crazy. Now bear in mind that this isn't concrete information here, and that these could be placeholder names supplied to Game Crazy by Sony. But it may be a good indication of what's to come. And what's to come are two new Socom games, one for the PS3 (Socom Competition) and the other for the PSP (Socom Tactics). The names seem a little generic, at the moment, which leads me to believe it's either a placeholder or a shorthand entry.

    Likewise, one other noteworthy PSP title popped up on the Game Crazy list: Devil May Cry. Can this mean that Capcom is finally ready to reveal the first DMC game for the PSP? Hopefully we'll hear more at E3.
    ...
    by Published on April 7th, 2007 01:08

    via psxtreme

    So a forum member of ours, by the name of Mista, has tipped us off with a few new titles that have appeared at his place of employment – Game Crazy. Now bear in mind that this isn't concrete information here, and that these could be placeholder names supplied to Game Crazy by Sony. But it may be a good indication of what's to come. And what's to come are two new Socom games, one for the PS3 (Socom Competition) and the other for the PSP (Socom Tactics). The names seem a little generic, at the moment, which leads me to believe it's either a placeholder or a shorthand entry.

    Likewise, one other noteworthy PSP title popped up on the Game Crazy list: Devil May Cry. Can this mean that Capcom is finally ready to reveal the first DMC game for the PSP? Hopefully we'll hear more at E3.
    ...
    by Published on April 7th, 2007 01:07

    News from PSP fanboy

    This will be the last video for a while until we have some real progress to show (new units, maps, and so forth). We really appreciate the interest in Galaxy's End, and hope that interest continues.

    Regarding the publisher-front, we are in talks with a few publishers presently, but that doesn't necessarily mean we'll get the publishing deal we want. With that said I still plan on seeing Galaxy's End through – it's not 100% guaranteed that this can happen (for financial reasons), but I'm actually looking at finishing the game ourselves if possible. This way the game can be implemented per the design and it's also more beneficial to us in recouping our investment, retaining the IP, and ideally turning a profit (and yes, developing a sequel).

    The downside to this is that means Galaxy's End may not come out until Summer 2008 – but it is designed to be a full-featured game (single player, skirmish, multiplayer – adhoc and infrastructure) so it's not really possible to do it faster and still release a high-quality RTS for the PSP. Galaxy's End is why I formed Tiki Games and it won't be released until we feel that it's well-worth your gaming dollars.

    I'm also exploring the option of releasing the game as a digital download upon completion. By then Sony should have better avenues to purchase downloadable PSP games, and this gets rid of the manufacturing/retailer costs (among other headaches such as distribution itself). And yes, we'll make sure there's a demo as well so you can try before you buy – but that will be very close to release (so don't expect it this year).

    Thanks to PSP Fanboy (and Andrew) as well as other PSP fan sites for providing considerable exposure for Galaxy's End. Tiki Games will have a couple positive announcements this year which are also good for Galaxy's End. And when we do resurface to promote Galaxy's End, it will be when Galaxy's End has seen significant forward progress from the videos and coverage you've seen so far. Again, thank you for the support and positive response to Galaxy's End.

    Sincerely,
    Kevin McCann
    President / Creative Director
    Tiki Games, Inc.

    Video at the link above, i for one would love to see a decent RTS game on the PSP. ...
    by Published on April 7th, 2007 01:05

    Via GameLife

    After my conversation with PSP product manager John Koller about Sony's new focus on the younger consumer, I spoke with Wedbush Morgan Securities games industry analyst Michael Pachter about the situation. Here are his thoughts.

    PSP is getting outsold by Nintendo DS about two-to-one worldwide. Can Sony close this gap, or is it too late?

    I don't think Sony will close the gap, and don't think it is important that they do so. Nintendo has over 20 million loyal GBA owners, and we should expect them to dominate the category that they invented. Sony is late to the handheld game, has tried to approach the market from an older demographic, and is just now trying to beef up more kid-friendly content to appeal to 13-17 year olds. I don't think that the gap matters at all, so long as Sony makes money. I also believe that price elasticity of demand dictates that the lower priced product will sell more units. That's why there are more Fords than Maseratis.

    Software sales are rather low on PSP. In light of this, how can Sony convince software publishers to keep bringing games to PSP?

    Software is going to grow as the installed base grows. There are really not many more third party games for the DS than for the PSP. Most third parties are supporting both, and as long as the PSP appears to be growing its installed base, I expect to see a growing software library.

    With Sony's John Kollar saying today that the company is shifting its focus to the 13-17 year old market (away from the 18-34 year old demographic), does this represent a good move for the platform?

    The "focus" on younger gamers is an acknowledgement that the market is still there, and recognizes Nintendo's success with this demographic. Handhelds are still considered by most to be a "starter" set for consoles, and although the PSP is effectively a handheld console, it has as yet to overcome consumer perception. Games can go a long way toward shifting that perception.

    Do you think Sony will introduce a new PSP model in 2007, one that takes more advantage of the fact that most PSP owners are downloading music and movies and need extra storage space (onboard flash, a hard drive)?

    I think a new model is a certainty, but it's hard to say that it happens in 2007. I predicted this in January 2005 (it's all over the Internet), and still believe it will happen, but can't predict the actual date. Flash is more likely, given the success of the iPod Nano. ...
    by Published on April 7th, 2007 01:01

    via pspfanboy



    Surprise, there's a new demo for PSP out today! Get a small taste of b-ball on the go with this demo of NBA 07.

    1. Download the demo ZIP file.
    2. Extract the contents of the ZIP file.
    3. Connect your PSP to your computer using a USB cable.
    4. Go to the PSP/GAME folder.
    5. Copy UCUS98644 folder into the GAME directory. ...
    by Published on April 7th, 2007 00:56

    via ign

    The World of Mana is back again on Nintendo DS, and this time it's taking a very unconventional form. While the franchise has looked to evolve itself with every iteration, series creator Koichi Ishii is bringing the Mana world down a fairly-uncharted path for Nintendo's touch-screen handheld, as Heroes of Mana will land later this Summer as DS's first full-fledged real-time strategy game. We've just recently been given a chance to go hands-on with the game in its first English build (Heroes of Mana is already available in Japan), and are already beginning to go through DS-RTS withdrawal, as Heroes of Mana brings the familiar world-management genre to the DS in an impressive fashion.

    If you've been paying attention to the World of Mana series over the last few years, chances are you're familiar with the franchise's evolutionary behavior. The World of Mana games began nearly two decades ago on the Super NES with Secret of Mana, and have since evolved over the years to deliver a different overall experience at every turn, on every system. For handheld gamers, Sword of Mana brought the series into a somewhat-familiar genre, as the action-RPG transformed into a dungeon-crawling adventure. On DS, Children of Mana has again taken the series one step further, progressing into an even more serialized hack n' slash game, implementing four player multiplayer and random dungeons to give the Mana series a more casual, social feel. So while the gameplay elements change over the years, the spirit of the franchise stays in tact: Thus is the feeling with Heroes of Mana.

    Heroes of Mana is a full-fledged RTS title for DS based entirely on the pre-existing World of Mana franchise. The story follows a soldier of Pedda by the name of Roget while he's on a reconnaissance mission to Ferolia with his comrades. When their aircraft is shot down by an enemy (and abandoned by their carrier), the crew soon-realizes that the mission was merely a plot by their own commanding officers to eliminate them. Pedda is looking to dominate the world, and Ferolia is merely the first step. Seeing the chaos caused by the Peddan army, Roget and his crew go rouge, forced to fight against their own people in an attempt to restore peace to the land.

    And with that, Heroes of Mana drops players in to the action. The game is set up like any other traditional real-time strategy game, putting players in control of Roget's crew as they battle from region to region in an attempt to destroy the Peddan army. Though the bulk of the game deals with RTS missions, there's also a very deep story focused around Roget's crew, as players will need to create allies to join forces with, equip and upgrade their heroes, and outfit their army with items, weapons, and abilities necessary for success. Heroes of Mana is one part RTS, and one part strategy/RPG.

    Still, the bulk of the action takes place on the battlefield, and that's where our hands-on demo focused its time. Whether you're playing through the main campaign or against a friend via DS wireless connection, the premise is still the same. Players will start each match next to their ship (The Nightswan; a flying fortress and home base), and from there build training and technology buildings, gather resources, spawn fighters, and wipe out the competition. To keep the battlefield from getting cluttered all buildings are actually kept inside the Nightswan, so players will move from managing a mini-map, the main playfield, and the inside of the ship. Basic controls work like any traditional RTS, having the stylus act as a mouse to grab units, select attackable targets, or chose rally points for soldiers to move to.

    To keep the feeling as close to PC real-time games as possible, developer Brownie Brown included full-touch control, so taping units, managing resources, selecting groups of units based on class or type, or actually highlighting huge masses of troops is all done with the stylus. If one unit is needed, simply touch it. If you want to grab all ground, air, heavy, or ranged units, on-screen icons can be brought up for quicker unit management. In addition, a tap of the selection tool turns the stylus into a unit-circling tool, allowing the player to draw any shape on-screen to surround friendly units all at once. All of the unit selecting and troop movement is very simple, and with the combination of the d-pad for screen movement and the stylus for all direct-control Heroes of Mana is quick and intuitive.

    As for the in-game specifics, Heroes of Mana allows for each player to create and deploy up to 25 units at a time. Each of the units is based on the classic rock/paper/scissors style of gameplay, so ground units will destroy ranged, ranged will obliterate air, and air will have the advantage over ground. Strategy comes into play when players progress their town's tech tree, upgrading units and gaining strategic advantages based on the map's topography. There are over 20 maps to play through in the multiplayer ...
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