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  • wraggster

    by Published on December 10th, 2006 01:53

    via ign

    Microsoft's Xbox 360 has enjoyed success in North America, Australia and the UK, but Japan remains elusive. Despite offering exclusive games from Japanese developers and multiple 360 pack-in bonuses, the new Xbox console is having difficulty gaining traction in the Land of the Rising Sun.

    According to a Famitsu Marketing data survey, 113,000 Xbox 360 units have been sold in Japan this year. Over the past 11 months, Sony has sold 1.4 million PS2s. The new releases of PS3 and Wii have already trumped Xbox 360 yearly sales in just a handful of weeks. Even the Game Boy Micro, a niche collectible, managed to sell 150,000 units this year. To be fair, Xbox 360 outsold GameCube in 2006 as Nintendo's now-defunct console sold under 100,000 units.

    Microsoft is hopeful that the newly-released RPG from Mistwalker Studio, Blue Dragon, can spark renewed interest in the 360 in Japan. ...
    by Published on December 10th, 2006 01:33

    Heres an excerpt

    Here's the gist of Wii gameplay: The system is motion-based, meaning that the actual movements of two controllers are translated into sword parries, baseball bat swings, steering wheel motions and so forth. The primary controller is a remote that is held in your right hand. The remote has a directional pad, A and B buttons, and the equivalent of START and SELECT buttons; and if you turn the thing sideways, you have what functions like an old 8-bit NES controller. (For Wii racing games, you hold it sideways and rotate it from an imaginary center-point like you would a steering wheel.) If you point the remote at your TV, you'll find a moving icon (or crosshair, in shooting games) that serves the way a mouse cursor would on your computer. This is how you generally navigate start screens. The remote rumbles—nothing new. But it also communicates with you through a tiny speaker. It talks, whirrs and reminds you that it's your turn in, say, a game of bowling. And it boasts a power button, too, allowing you to turn off your unit from your seat. I should also note here that I've exhausted the two AA batteries required of two of my four controllers already.

    For some games, you're required to attach the remote to a smaller, left-hand controller that Nintendo is asking us to call a "nunchuck." The nunchuck interacts with the remote via a three-foot cord and features two more trigger buttons, plus an analog stick. This comes into play in first-person shooters, Madden, or any game where you have to use two control pads. In Call Of Duty 3, for example, you move your infantryman using the nunchuck's stick, and point the controller at the TV to maneuver his eyesight and aim.

    Finally, there's the gaming unit itself, a snazzy white casing that is about the size of three DVD cases stacked onto each other; and a pencil-sized receiver that is placed on top of your TV. (The later is what your controllers interact with.) The console physically echoes Nintendo's previous system, the GameCube, in its minimalism, but is actually quite complicated. I was pleased to learn I wouldn't have to run an internet cord into my living room as the Wii has built-in wireless internet access. (I was slightly less pleased that it took just short of an hour to configure my wireless connection.) The Wii also plays GameCube games and can interact with GC controllers; and it has a port for SD memory cards. My editor pointed out that Wii doesn't come with a component cable and complained of being forced to go directly to Nintendo to buy one, but that has yet to bother me.

    Full article Here ...
    by Published on December 10th, 2006 01:30

    Via Kotaku

    And I'd always thought of the Dutch as an easy-going kind of people. These two sure aren't.

    The Wii shortages in Europe look like they've taken their toll on some people's grip on reality, with the last remaining Wii at the MediaMarkt store in Zwolle, in the Netherlands, going to the winner of an impromptu bout of fisticuffs (well...some shoving and grappling, at least).

    While on the one hand it's kind of sad seeing people reduced to this kind of behaviour, it does beg the question: how awesome would it have been if the initial PS3 shipment allocations went down like this? Lines are for pussies, real men fight for their consoles.

    Video Here ...
    by Published on December 10th, 2006 01:23

    Blackskull posted this news/release:

    Hi there

    I've just modified tommydanger's 3.01 DH Firmware Installer, to be able to prepare 3.02 totally functional to emulate via devhook 0.51.0100. (dh/302)

    You've just to put the eboot.pbp of 3.02 update on root, execute the app, and press X

    Enjoy!

    Thanks plaDyuS and kakarott , for testing...

    Download and Give Feedback Via Comments
    via blackskull ...
    by Published on December 10th, 2006 01:23

    Blackskull posted this news/release:

    Hi there

    I've just modified tommydanger's 3.01 DH Firmware Installer, to be able to prepare 3.02 totally functional to emulate via devhook 0.51.0100. (dh/302)

    You've just to put the eboot.pbp of 3.02 update on root, execute the app, and press X

    Enjoy!

    Thanks plaDyuS and kakarott , for testing...

    Download and Give Feedback Via Comments
    via blackskull ...
    by Published on December 10th, 2006 01:20

    0okm posted this news and release of a new loader mod for the PSP:

    This program NOT work on FW2.50-2.71 :P

    HowTo
    1. take the GameShare PBP from UMD
    2. rename it to EBOOT.PBP and Edit it's SFO info "WG" to "MG"
    3. paste EBOOT.PBP on ms0:\PSP\GAME\[GameName] Folder
    4. start xGSLoader in "XMB - PHOTO" menu than start GameShare in "XMB - GAME" menu

     Tips: in "XMB - PHOTO" menu wait image display then press [X] key to start

    you can add ICON0.PNG, ICON1.PMF, PIC0.PNG, PIC1.PNG, SND0.AT3 to EBOOT.PBP

    and it will display on "XMB - GAME" menu

    Edit EBOOT.PBP's SFO info "WG" to "MG"

    ToDo :
     No need to Restart xGSLoader after Game Quit

    Download and Give Feedback Via Comments ...
    by Published on December 10th, 2006 01:13

    News/release from AdePSP

    As promised here is the new version of the SVCapture module which is now fully working on Dark_AleX's Firmware 2.71 SE-C... The previous version did work to some extent but it prevented homebrew loading in the XMB and the SVCPlayer didn't work at all because of the new GAME150 folder...

    The installer will setup and configure both DevHook 0.51 for Firmware 3.1/3.2 emulation and FW 2.71 SE-C depending on your setup... As before manual installation instructions are also provided...

    I've also added 2 new config settings that allow you to specify where the screenshots and videos are saved on your memory stick... This even allows you to save directly to your PC if you have thrid party USB software enabled...

    KNOWN ISSUES

    1) The module may not work in games on 2.71 SE-C unless you enable "Plain modules in UMD/ISO" which you do in the following way,

    - Startup your PSP (hold R) to enter Recovery Mode
    - Go to Advanced ->
    - Go to Advanced configuration ->
    - Enable the first option (Plain modules in UMD/ISO)
    - Go Back
    - Go Back
    - Exit

    2) The module, if enabled in the XMB for DevHook 0.51 Beta when emulating firmware 3.01 will crash if you try to load a game or homebrew so this has been disabled by the installer and left out of the manual instructions. This means there is no emulated XMB capture on 3.01 (by default).

    3) The module will be disabled when running Homebrew on 2.71 SE-C. This is to prevent crashing. You can still use DevHook to emulate 1.5 firmware which will allow you to capture screenshots and GIF videos of Homebrew apps.

    CHANGE LOG

    v0.5

    - The Module and SVCPlayer are now compatible with Firmware 2.71 SE-C.

    - The Module and SVCPlayer are now compatible with Firmware 3.1/3.2 emulated by DevHook 0.51 Beta.

    - The locations the screenshot and video files are saved are now configurable in the capture.ini file. This means it is possible write directly to your PC if you have USB support enabled via other third party modules that are available.

    - The SVCPlayer now also reads the capture.ini file to locate the videos.

    NEW CONFIG SETTINGS

    PhotoDir

    This is the location on the PSP where the screenshot bitmaps will be saved. The default is ms0:/PSP/PHOTO
    DO NOT USE flash0:/ OR flash1:/ AS THIS MAY "BRICK" YOUR PSP!!!

    VideoDir

    This is the location on the PSP where the GIF animations will be saved. The default is ms0:/PSP/PHOTO/SVCPlayer
    DO NOT USE flash0:/ OR flash1:/ AS THIS MAY "BRICK" YOUR PSP!!!

    Download and Give Feedback Via Comments ...
    by Published on December 10th, 2006 01:07

    News/release from MrMr[iCE]:

    Here's a little homebrew I've been working on for a few days:

    needs 1.5 fw, untested on other versions, any volunteers? (only got 1.5 here)

    use the analog stick to steer the snake. 2 kinds of food will show up:
    1) normal (yellow) food that can add from 1 to 8 segments to the snake
    2) slowdown (red) food that will slow down the snake.

    as you collect food, the snake will get longer and faster. Right now there's no
    way to 'die'...you can cut down the tail length by running into yourself, the segment from there on will go away, leaving you a shorter snake.

    heres a video clip of a test:

    http://www.youtube.com/watch?v=YC0Cd5-YZT8

    any ideas are welcome.

    Download and Give Feedback Via Comments
    via mrmrice ...
    by Published on December 9th, 2006 22:12

    News via isnoop

    You might recall an application I wrote earlier this year called MacSaber. If so, my new Cocoa application should be quite familiar.

    Hiroaky just released a handy bit of code that adapts the Nintendo Wii’s “WiiMote” wireless controllers for use on the Mac. I have taken his idea and merged it with the magic that made MacSaber to bring you a new breed of audio Lightsaber simulator.

    This application looks and works just like MacSaber, but the input device is the WiiMote instead of your Apple laptop. I plan on adding more features including more visual response and multi-controller capabilities soon, so check back again later.

    Download and Give Feedback Via Comments ...
    by Published on December 9th, 2006 22:04

    Hiroki has released a new version of DarwiinRemote for the MacOSX:

    DarwiinRemote is a tiny software which reads data from and sends data to Nintendo Wii Remote (aka. Wiimote). DarwiinRemote allows you to control your applications by using Wii Remote.


    Heres the latest news:

    Hi all!
    DarwiinRemote 0.3 is released!! This version supports IR sensor and motion sensor calibration. Enjoy!

    For developers:
    I plan to divide Wii Remote Framework from DarwiinRemote.app. By using the framework, you might be able to use Wii Remote in your projects easily. It will include some additional functions such as various analyzing method like gesture recognition.

    What do you think about this plan? I'm still not sure whether I can do that, please help this project if you interest.

    Download and Give Feedback Via Comments ...
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