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  • wraggster

    by Published on February 8th, 2007 18:47

    NJ is back and in style too, hes released an update to his CPS1 Emulator..

    Heres the translated by google info:

    Because it is last, it leaves also those which make bootleg set effective. Usually, the game which is started increases more or less from edition, but because excessive processing increases, usually some effective speed than edition falls.

    1.8.2~1.8.3

    There is no change in contents. Only the renewal of readme_cps1.txt.


    Bug correction (1.8.1)


    Just being able to process the layer division drawing of Scroll3 correcting the bug which is not.

    Modification (1.8.1)

    In combination with the emulation of pin 7 of OKIM6975 ADPCM to MAME 0.111u6, it modifies.
    Attendant upon the above-mentioned modification, the version of State Data was renewed. There is no compatibility of the former data.

    Bug correction (1.8.0)

    Because at the time of the line scroll drawing of Scroll2, the clip range has been modified the occasion where it renews texture cash, correcting the bug which has the case where sprite cannot be drawn just.

    Modification (1.8.0)

    The line scroll drawing speed of Scroll2 it improved substantially. If this sound is below 22KHz, you think that it reached the point where speed above 60fps appears generally.

    Attendant upon the above-mentioned modification, initial value of Raster Effects option in " ON " modification.
    Processing of Aufo Fire function was rewritten a little.
    Calculation method of frame rate was modified a little.

    As usual the google translation is awesome (rofl) but anyway its great to have NJ back.

    Download and Give Feedback Via Comments ...
    by Published on February 8th, 2007 18:33

    Part 3 of the excellent article about an RTS game that will hopefully arrive on PSP:

    via PSPfanboy

    Tiki Games is currently developing a PSP-exclusive RTS game called "Galaxy's End." Read more about the trials and tribulations of being an upstart developer in this three-part series by Tiki Games President Kevin J. McCann. See part 1 of the feature here. See part 2 of the feature here.

    That said we've recently begun to get some interest both from potential investors to major publishers. One of the publishers even contacted me due to Galaxy's End appearing on PSP Fanboy – so thanks to Andrew (and thanks to Joe who originally passed us along). Toward the end of 2006 I was concerned that Galaxy's End may not see the light of day (not to mention financial concerns since Tiki Games is self-funded). But now I'm feeling a bit more optimistic (a somewhat dangerous thing to feel, but it helps) that we're finally getting close to landing a real contract.

    I'd also like to thank the various posters at PSP Fanboy (and other forums) that have responded positively toward the little glimpse of Galaxy's End. It's reaffirming for us at Tiki Games to see largely positive feedback toward our game from our intended customer-base.


    For those of you that feel the RTS genre can't be done justice due to potential control issues on the PSP – we (and the publishers that have seen our game) feel the controls are solid. The key is designing the game from the ground-up with the PSP in mind – specifically designing with its controls and screen dimensions in mind. Not simply porting a PC RTS to a handheld – instead taking the most popular elements of the RTS and "translating" them to a handheld, while adding a few innovations/improvements of our own.

    Likewise for those of you wanting Blizzard's WarCraft/StarCraft or EA's C&C series – give us a try. We're aiming to surprise you with a solid RTS experience on a handheld. Besides, those guys are doing well already!

    While Galaxy's End future is still uncertain, hopefully we'll secure a publishing deal soon. Your enthusiasm and spreading the word does indeed help. Thanks again.

    Read the full article in 3 parts at link above, lets hope the PSP community can get this release on the PSP ...
    by Published on February 8th, 2007 18:30

    via pspfanboy

    While the Romance of the Three Kingdoms series never really was a huge commercial success in the US, over in Japan it's a hit. So much so, that in march there is going to be a bundle of the Romance of the Three Kingdoms VIII port and the metallic blue PSP. As with most of the game specific PSP bundles, it will also feature a special PSP case, this time with a Koei theme. I'm not really looking for a RotTK bundle over here, but it would be smart for Sony to start having more game specific bundles outside of Japan. The pack-in game has always been a great way to help spur interest in a system. Are any of our readers hardcore enough to actually buy this Japanese bundle?

    Screen Via Comments ...
    by Published on February 8th, 2007 18:13

    Sepreath posted a great XMB tutorial, here it is:

    Contents:
    [0.1] Introduction
    [0.2] Needed Stuff
    [0.3] Thanks
    [1.1] The Guide Starts
    [1.2] Offsets

    [0.1]
    Ok, I'm bored so I thought I'd write a nice tut on how to hex your own XMB wave. This is
    my first tut so please bear with me if something isn't too clear.

    Here is an example of what you can make:





    [0.2]
    You need:
    XMBWave editor click me
    Common sense
    Hopfully some hex skills
    A hex editor

    [0.3]
    Thanks to:


    XMBwave readme wrote:
    icon-coder by kgsws
    orignally found by DarkStone
    bat file by vb_master

    I don't really want to baby-walk you through this. Instead I'll give you the constraints as
    it were and let you run riot with your own designs

    [1.1]
    So first off copy your original system_plugin_bg.rco from you PSP and back it up to your
    computer. It is found in Flash0:/vsh/resource. Also backup the system_plugin_bg_deflate.bin
    that cam with the XMBWave package. It'll save you some headaches later on!

    [1.2]
    The offsets that I know of, in decimal, are:
    528 => 946 controls the shape of the wave, very easily ruined! Or made crazy.
    7653 => 7766 appears to control the width of the waves. My bad, it controls colour and contrast not width
    7767 => 7841 => controls the colour of the waves.

    For the shape if you go too wild you can 'break' the wave. In other words it won't
    show up at all. Not sure what causes it here but the compiled system_plugin_bg
    must be exactly 40.8kb On the shape I can't offer any advice because I havn't yet
    figured it out fully.

    The width is in pairs of three increasing from 01 01 01. Again I'm not fully sure how
    this works but I have an idea. Obviously the higher the number the thicker the line.
    Your limits are 01 through FF. I think that each triplet controls a wave each. The
    whole wave being comprised of lots of smaller waves.

    The colour is also set out in triplets. The numbers here represent a shade of grey,
    the lower the number the darker the grey. Your constraints here are 01 through 3F.
    You can inject colour into the triplets in an 'inverted' RGB style.

    For example the first bit of colour you are given is 27 27 27 which is a medium grey.
    Change the first byte to FF to turn this section blue. So it would be FF 27 27. Green
    would be the middle byte and red the last. Only editing one triplet will give little colour
    as each triplet only controls a small part of the wave. You can't have all of the bytes
    as FF FF FF to get white, it doesn't work like that. You would use 3F as white. So
    3F 3F 3F would be white. You can however, use two sets of FF. So to make pink it would
    be FF 27 FF.

    It's got more confusing 7653 => 7766 also controls colour. FF FF FF works for white in
    some instances between 7653 and 7841 but not others, which is wierd.

    7653 => 7766 doesn't actually affect the width of the line but the colour and the contrast
    which made the line appear thicker. Sorry that was my bad.

    I hope this is useful / helpful to people. Please check back here.

    Download XMBWave and Give Feedback Via Comments ...
    by Published on February 8th, 2007 17:10

    The Noobz crew posted this news:

    After some exhaustive testing, we've now come to the conclusion that there is no unnecessary wastage of flash space during the 3.03 downgrader process.

    This means that our belief that there would be a need for a "flash cleaning" application was wrong - you should be able to upgrade and downgrade your PSP at will, with no serious problems except for the ever-present small risk from any downgrader.

    Our original theory was based upon the fact that Fanjita's Undiluted Platinum test PSP showed signs of having run out of space on the flash, after several cycles of upgrade and downgrade.

    The symptom, for reference, was an error code of "8001001C when starting ipl_update.prx" - which means "no space left on device" - when trying to run the 3.03 downgrader.

    But after an extensive test of 10 upgrade/downgrade cycles between v3.03 and v1.50 without any problems, we believe we can now put the problem down to issues with the interaction between the Undiluted Platinum flasher program, and v3.00+ firmwares, which has previously caused flash problems with other people's UP PSPs.

    So ... no worries!

    via noobz ...
    by Published on February 8th, 2007 17:08

    via yahoo

    Yahoo! Video Games: You mentioned that one of the biggest pitfalls in making a "beat-'em-up" is repetition. How does 300: March to Glory avoid that pitfall?

    Jeff Nachbaur: Good games are about engaging the player with meaningful choices. Most beat 'em ups feel repetitive because the combat system is overly simplified or superfluous to your combat goals. For instance, many games will tell you that you have combos and then allow you dispatch most foes by just pushing a single button.

    We make combos necessary. We make sure that you need to accomplish something specific. Enemies have conditions to beat and we give you the tools to do it. Then, the player needs to make choices on whom to attack first, what they want to do to the enemy, and then, pile on some other choices regarding health management and your rage. So, very quickly, you find that all your choices are meaningful. If you make the wrong one, you can very easily fail.

    This requires the player to constantly think and consider what choice is the best choice and this engages the player. He is no longer thinking about "how many more enemies until this level is over" but more about the moment to moment decision he must make and that really is the key. If the gameplay requires the player to be smart about his choices, the feeling of repetition quickly dissipates. You're too busy taking care of business to get bored.

    YVG: How much of a stand-alone game is 300: March to Glory, as opposed to a game designed to appeal to fans of the movie?

    JN: It's definitely a stand-alone game. It has to stand on its own merits. We designed it so that if you never saw the movie or read the graphic novel, you'd be just fine. But, we also provide a storyline that complements both. We also provide some extras for fans...like the movie trailers, film stills, and a four part interview with Frank Miller. But we're definitely a game that stands on its own.

    More via Link above ...
    by Published on February 8th, 2007 17:01

    After taking a beating in Gamespot's side by side Comparison of Xbox 360 and PS3 graphics, Playstation 3 owners may finally have something to hold over the 360 fans. Both Gamespot and IGN have previews posted yesterday that talk up the graphics and performance improvements over the 360 version. Load times and texture quality and draw distance have been improved, as well as 'new shaders dedicated to rendering the foreground cleanly with sharper details, so rocky landscapes now have craggy appearances instead of smooth, non-distinct surfaces,' according to IGN. They end with the ultimate hype, 'screens from the PS3 version should approach those from high end PCs running Oblivion, which is an impressive feat.' How is this possible? Gamespot reports that 'Oblivion will make extensive use of the PS3's hard drive by caching multiple gigabytes of data, which seemed to help with load times from what we saw.' While there are no official reports of this making it into the new 360/PC expansion Shivering Isles, a rumor on the Gamespot preview says that 1up might have the scoop

    via /. ...
    by Published on February 8th, 2007 16:59

    I-play CEO David Gosen has predicted that the console gaming industry will be left with a "niche audience" to target as mobile gaming becomes ever more popular.

    Speaking at the Casual Connect conference in Amsterday yesterday, Gosen quoted figures from Informa and Montgomery which state that mobile has five times the installed base of consoles.

    He went on to observe that the number of mobile subscribers is forecast to reach 2.8 billion in 2008, and said mobile games sales are expected to double those of console titles within two years.

    According to Gosen, the mobile industry must focus on "balancing the demands of the present with the promise of the future".

    He went on to observe, "Its reach and multi-functionality positions mobile as the number one mass market entertainment device of the future, rendering console as a platform for a niche audience."

    Gosen also said that casual games will drive growth in the mobile and online sectors as convergence of content becomes increasingly important.

    via gibiz ...
    by Published on February 8th, 2007 16:57

    RealNetworks CEO Rob Glaser has identified five key areas of development which casual games companies must focus on if the sector is to achieve mass market success.

    Speaking at the Casual Games Association's Europe: West conference, which kicked off in Amsterdam yesterday, Glaser began his upbeat keynote speech by tackling the hot topic of monetisation.

    Claiming that only 2 per cent of customers commit to purchasing a casual game after a free trial period, Glaser predicted that advertising would provide the bulk of the sector's future income. He cited RealNetworks's Clicktopia and streamed video advertising templates as examples of how ad-based revenue systems could be successfully employed in casual games.

    Glaser went on to state that the sector must capitalise on its promising growth by branching into new formats, including next-generation consoles and handhelds.

    "We're seeing a lot of consoles such as the Nintendo Wii and DS being aimed at a wider demographic, not just the hardcore gaming market," he explained.

    However, Glaser also sounded a note of caution - warning that each platform has its own unique requirements, and that if true multi-platform success is to be achieved, every product will need optimising for specific formats.

    "Just making a great game on the PC is hard," he stated. "It doesn't automatically translate to these other platforms. The games have to be optimised for each platform."

    While Glaser was confident that these multi-platform markets would grow over time, he also warned that growth rates "may not be as spectacular as some people have suggested in the short and mid terms".

    Next up was the subject of casual gaming growing into a worldwide industry - with Glaser stating that many rapidly growing markets such as South America and Asia still remain relatively untapped.

    Pointing to RealNetworks's new deal with Yahoo to power game sites across Europe as an example of how the industry must become more global, Glaser moved on to his fourth tip for future success - the need to integrate into communities and social networks.

    Citing Asia as an example of how the industry needed to adapt, Glaser pointed to the failure of the Try Before You Buy model in most of the continent's major countries.

    "[Try Before You Buy] works in Japan, but in the very large markets such as India, China and Korea, there's not a tradition of this model working," he observed.

    "However, there is a model that's working great, and that's about being members of a community. If we want to become a global business we have to get smart at that approach."

    Glaser rounded off by insisting casual gaming must start establishing itself as a mainstream entertainment medium on a par with hardcore gaming and film. He said that that in order to do this greater press awareness and wider review coverage is paramount, along with the introduction of known and trusted brands - like Monopoly and Scrabble - into the marketplace to attract new customers.

    "Our goal is to make casual games to be seen as just another form of entertainment, where the press will review it just like they would a movie or a hardcore game," stated Glaser. He concluded that, "It's just a matter of time till we get into the mainstream."

    Despite Glaser's perhaps overly optimistic final conclusion that the casual gaming market was the healthiest industry of all of the entertainment mediums, his assertion that the sector has one of the largest growth possibilities is far harder to argue against - and it's a sector that Glaser and RealNetworks are clearly determined to remain at the forefront of for years to come.

    via gamesindustry ...
    by Published on February 8th, 2007 16:53

    Sony Online Entertainment is fed up of men in tights and strangling itself in the fantasy genre, which is why its swapped maces for silencers, and delved into the world of espionage.

    Its new game, a spy-themed MMO, looks set to feature a strong team-orientated focus, with a big emphasis on objective based PvP.

    Speaking at the DICE Summit in Las Vegas this week, SOE president John Smedley confirmed the game's tuxedo-like existence, and was keen to highlight the various influences for the project.

    "It's not really just an espionage game," he told our sister site GamesIndustry.biz. "It's a combination of espionage... Think 24 meets Alias meets Counter-Strike."

    Unfortunately there's no word on which platforms the game is going to appear on, though we expect PC to be a fairly safe bet.

    SOE has another unannounced project in the works too, and it's due for release before the end of the year, Smedley said.

    No word on the name, either, although Sony Pictures boss Yair Landau let us in on a secret. "It's code-named Vista, because we pushed it back about a year," he giggled.

    via eurogamer

    Lets hope for a PSP Version ...
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