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  • wraggster

    by Published on November 18th, 2006 23:15

    Birdman1 has just released the version 11 of his font pack series. In this release he has made another folder that contains images for most of the fonts. This release has improved file sizes and more.

    Download and Give Feedback Via Comments ...
    by Published on November 18th, 2006 23:15

    Birdman1 has just released the version 11 of his font pack series. In this release he has made another folder that contains images for most of the fonts. This release has improved file sizes and more.

    Download and Give Feedback Via Comments ...
    by Published on November 18th, 2006 23:05

    Noobz posted this news:

    There has been a lot of confusion about how to use xLoader. Here are a few tips in an attempt to clear things up.

    Step-by-step instructions:
    Install xLoader, using either the auto-installer, or by following the instructions in the readme.txt file in the ZIP package.
    Install some homebrew - perhaps by using the Installotron, which you can run from eLoader (it doesn't work well in xLoader).
    Use the PatchSFO tool to ensure that your homebrew is ready for xLoader (see below for instructions).
    Now browse to your PSP's photo menu, and open the folder 'xLoader 280'. If everything has worked, you will see 2 file icons, one a round blue circle, the other a 'corrupt data' icon. So long as your PSP hasn't crashed at this point, then xLoader is now running.
    Alternatively, highlight the 'xLoader 280' folder and press START, to attempt a slideshow of the images in the folder. The PSP will complain that there are no pictures to show - this is OK, so long as the PSP hasn't crashed, then xLoader is now running.
    Browse to the homebrew you want to load, in the PSP's 'GAME - Memory Stick' folder, and press X or O (depending on your PSP region) to start it.
    The screen should go white, and then some text about eLoader appears briefly, followed by the homebrew starting. If your PSP crashes, then the homebrew you're trying to run is either not installed correctly, or it's not compatible with xLoader.
    Some general info:
    There's plenty of useful and important information in the README file - click here to read it again (because of course you read it when you installed Kriek, right?).
    If you haven't downloaded it already, you should grab the PatchSFO utility (see below). You can also install it via Installotron. If you run PatchSFO, then you'll be able to at least attempt to run all your homebrew via xLoader. Without PatchSFO, the XMB won't even try to start most homebrew.
    Sometimes you'll find that the eLoader and xLoader TIFFs stop working. If that happens:
    Try running a disk checking tool on your memory stick. For Windows, you can use 'chkdsk', or the 'Properties - Tools - Error Checking' option that comes up if you right-click the memory-stick drive icon. On a Mac, you can try the 'First Aid' option of the Mac Disc Utility. This seems to fix about 95% of problems.
    Try reinstalling eLoader.
    Try starting with a different method - if you normally start with slideshow (using the START button, then try just opening the folder (with the X or O button) - and vice versa.
    eLoader will usually crash if you try to run it when xLoader is active. Just hold the power switch on your PSP for 5 seconds to reset it, then turn it back on again. This removes xLoader from memory.
    Finally, a tip for Installotron:
    Installotron currently can only cope with one network connection in your PSP's configuration - it will always try to connect to the first one in the internal list. So, if you're having trouble connecting, you could try deleting all access point configurations except for the one that you're trying to connect to.

    Heres the PatchSFO Tool and details:

    This program is used to patch the EBOOT files to make them compatable with firmware 2.80. This application goes through all of the applications installed in MS0:/PSP/GAME/ and patches them so that they will start with xLoader.

    This was a tool that we used during testing and we thought it would be useful to users, the source is provided as well so that if anyone wants to build this into an nice application, you can do.

    It will presumably also work for making homebrew compatible with Dark Alex's HEN C, although we haven't tested that to confirm it.

    Source is included in case anyone wants to extend it and make it prettier.

    Download and Give Feedback Via Comments
    via noobz ...
    by Published on November 18th, 2006 23:05

    Noobz posted this news:

    There has been a lot of confusion about how to use xLoader. Here are a few tips in an attempt to clear things up.

    Step-by-step instructions:
    Install xLoader, using either the auto-installer, or by following the instructions in the readme.txt file in the ZIP package.
    Install some homebrew - perhaps by using the Installotron, which you can run from eLoader (it doesn't work well in xLoader).
    Use the PatchSFO tool to ensure that your homebrew is ready for xLoader (see below for instructions).
    Now browse to your PSP's photo menu, and open the folder 'xLoader 280'. If everything has worked, you will see 2 file icons, one a round blue circle, the other a 'corrupt data' icon. So long as your PSP hasn't crashed at this point, then xLoader is now running.
    Alternatively, highlight the 'xLoader 280' folder and press START, to attempt a slideshow of the images in the folder. The PSP will complain that there are no pictures to show - this is OK, so long as the PSP hasn't crashed, then xLoader is now running.
    Browse to the homebrew you want to load, in the PSP's 'GAME - Memory Stick' folder, and press X or O (depending on your PSP region) to start it.
    The screen should go white, and then some text about eLoader appears briefly, followed by the homebrew starting. If your PSP crashes, then the homebrew you're trying to run is either not installed correctly, or it's not compatible with xLoader.
    Some general info:
    There's plenty of useful and important information in the README file - click here to read it again (because of course you read it when you installed Kriek, right?).
    If you haven't downloaded it already, you should grab the PatchSFO utility (see below). You can also install it via Installotron. If you run PatchSFO, then you'll be able to at least attempt to run all your homebrew via xLoader. Without PatchSFO, the XMB won't even try to start most homebrew.
    Sometimes you'll find that the eLoader and xLoader TIFFs stop working. If that happens:
    Try running a disk checking tool on your memory stick. For Windows, you can use 'chkdsk', or the 'Properties - Tools - Error Checking' option that comes up if you right-click the memory-stick drive icon. On a Mac, you can try the 'First Aid' option of the Mac Disc Utility. This seems to fix about 95% of problems.
    Try reinstalling eLoader.
    Try starting with a different method - if you normally start with slideshow (using the START button, then try just opening the folder (with the X or O button) - and vice versa.
    eLoader will usually crash if you try to run it when xLoader is active. Just hold the power switch on your PSP for 5 seconds to reset it, then turn it back on again. This removes xLoader from memory.
    Finally, a tip for Installotron:
    Installotron currently can only cope with one network connection in your PSP's configuration - it will always try to connect to the first one in the internal list. So, if you're having trouble connecting, you could try deleting all access point configurations except for the one that you're trying to connect to.

    Heres the PatchSFO Tool and details:

    This program is used to patch the EBOOT files to make them compatable with firmware 2.80. This application goes through all of the applications installed in MS0:/PSP/GAME/ and patches them so that they will start with xLoader.

    This was a tool that we used during testing and we thought it would be useful to users, the source is provided as well so that if anyone wants to build this into an nice application, you can do.

    It will presumably also work for making homebrew compatible with Dark Alex's HEN C, although we haven't tested that to confirm it.

    Source is included in case anyone wants to extend it and make it prettier.

    Download and Give Feedback Via Comments
    via noobz ...
    by Published on November 18th, 2006 22:50

    Spinal has posted a Beta of his game SensitiveDS, he says its not really in a playable state but you can try it out nonetheless.

    Download and Give feedback Via Comments ...
    by Published on November 18th, 2006 21:51

    Nintendo Co. is launching its Wii game console on Sunday, accompanied by a swell of buzz about its unusual motion-sensing controller.

    While many Americans got their first taste of console gaming on Nintendo's products in the early 90s, it's now the underdog, trying to catch up to Sony Corp.'s PlayStation franchise.

    Sony on Friday launched the PlayStation 3, a technical tour-de-force that costs between $500 and $600.

    Nintendo's strategy is radically different. Its console costs $250 and doesn't boast the computing muscle of the PlayStation, but comes with a controller that the company says will revolutionize game play.

    The Associated Press sat down with Nintendo of America President Reggie Fils-Aime for some questions on the eve of the launch.

    AP: How will the Wii compete with the PlayStation 3?

    Fils-Aime: I don't think the question is so much how are we going to compete with them, as how are they going to compete with our strategy: our strategy of going to the mass audience; our strategy of having a fantastic price point right from the start; our strategy of including a great pack-in game called "Wii Sports;" our strategy of having a wide range of support from all of our licensees. That really spells a successful approach for us.

    AP: What makes the Wii special?

    Fils-Aime: What makes the Wii so special is obviously the Wii Remote: the ability to play tennis with a flick of the wrist, to play baseball like you do it on the ball field. That allows the consumer to get more in the game by having a totally different type of interface, plus it allows game developers to create all new different types of games.

    AP: Could you give some examples of these new games?

    Fils-Aime: We have everything from a game like "Trauma Center," from Atlas, where you're the doctor, and you're using the precision of the Wii Remote to stitch up a patient and take shards of glass out of their arm — things of that nature. The new way to play "Madden Football," a brand new "Madden," where you act like the quarterback, where you hike the ball, pass. All of that allows for totally unique game play. ... That type of experience is why we think the consumer is so excited.

    AP: Why does Nintendo have a lot more units available at launch than Sony?

    Fils-Aime: I guess the question is why 'Why do they have so few?' We have properly executed our manufacturing and distribution system. We are going to have 4 million units worldwide by December 31, we're going to have 6 million units by March 31. We're starting, on launch day here in the Americas, with anywhere between five to ten times the volume that Sony had their first day, and we feel very good about that. Even with all that supply, though, we will run out of stock.

    AP: Why is the price much lower than the PlayStation?

    Fils-Aime: We specifically worked to create a value right from the start and so we made some very tough choices. Tough choices about not including a DVD player at the start, tough choices about not including high-definition capability at the start. That's because we wanted a mass-market price, and we believe the market will validate those decisions, come launch day on this Sunday.

    AP: Why are you launching the Wii first here in the U.S., and only later in Japan, the opposite of what Sony is doing?

    Fils-Aime: Well, the holiday time period really starts much earlier here in the Americas with our Thanksgiving coming next week, so it was imperative that we be in marketplace to support that holiday. It's not as important in Japan, where the holiday selling season doesn't kick off until early December, and then obviously we made the strategic decision to launch in Europe this year, and that's very important to us.

    AP: You've announced a DVD-playing Wii for Japan. Is that something that's going to come to the United States?

    Fils-Aime: The interesting thing is we've announced the capability to have a DVD-playing Wii. We haven't made specific announcements regarding timing or location. In terms of here in the Americas, the fact is that more than half of consumers here in the United States have more than two DVD players in the household, so we don't think the DVD-playing capability is something that's important, but it may be important in Japan or parts of Europe.

    AP: I've noticed when trying out the Wii that the remote seemed to be fooled by lights in the background, and other reviewers have noted problems with sunlight. Is that something to take seriously?

    Fils-Aime: In terms of the remote, we've done a tremendous amount of testing for the sensor bar as well as the remote itself, and any light sensitivity is very modest. We in our instruction manuals give the consumer information on how to really optimize for wherever they place it in the house. And we're confident that with that information the consumer will be just fine. It includes information on how to calibrate the Wii Remote so that any light interference is minimal.

    AP: How long ...
    by Published on November 18th, 2006 21:51

    Nintendo Co. is launching its Wii game console on Sunday, accompanied by a swell of buzz about its unusual motion-sensing controller.

    While many Americans got their first taste of console gaming on Nintendo's products in the early 90s, it's now the underdog, trying to catch up to Sony Corp.'s PlayStation franchise.

    Sony on Friday launched the PlayStation 3, a technical tour-de-force that costs between $500 and $600.

    Nintendo's strategy is radically different. Its console costs $250 and doesn't boast the computing muscle of the PlayStation, but comes with a controller that the company says will revolutionize game play.

    The Associated Press sat down with Nintendo of America President Reggie Fils-Aime for some questions on the eve of the launch.

    AP: How will the Wii compete with the PlayStation 3?

    Fils-Aime: I don't think the question is so much how are we going to compete with them, as how are they going to compete with our strategy: our strategy of going to the mass audience; our strategy of having a fantastic price point right from the start; our strategy of including a great pack-in game called "Wii Sports;" our strategy of having a wide range of support from all of our licensees. That really spells a successful approach for us.

    AP: What makes the Wii special?

    Fils-Aime: What makes the Wii so special is obviously the Wii Remote: the ability to play tennis with a flick of the wrist, to play baseball like you do it on the ball field. That allows the consumer to get more in the game by having a totally different type of interface, plus it allows game developers to create all new different types of games.

    AP: Could you give some examples of these new games?

    Fils-Aime: We have everything from a game like "Trauma Center," from Atlas, where you're the doctor, and you're using the precision of the Wii Remote to stitch up a patient and take shards of glass out of their arm — things of that nature. The new way to play "Madden Football," a brand new "Madden," where you act like the quarterback, where you hike the ball, pass. All of that allows for totally unique game play. ... That type of experience is why we think the consumer is so excited.

    AP: Why does Nintendo have a lot more units available at launch than Sony?

    Fils-Aime: I guess the question is why 'Why do they have so few?' We have properly executed our manufacturing and distribution system. We are going to have 4 million units worldwide by December 31, we're going to have 6 million units by March 31. We're starting, on launch day here in the Americas, with anywhere between five to ten times the volume that Sony had their first day, and we feel very good about that. Even with all that supply, though, we will run out of stock.

    AP: Why is the price much lower than the PlayStation?

    Fils-Aime: We specifically worked to create a value right from the start and so we made some very tough choices. Tough choices about not including a DVD player at the start, tough choices about not including high-definition capability at the start. That's because we wanted a mass-market price, and we believe the market will validate those decisions, come launch day on this Sunday.

    AP: Why are you launching the Wii first here in the U.S., and only later in Japan, the opposite of what Sony is doing?

    Fils-Aime: Well, the holiday time period really starts much earlier here in the Americas with our Thanksgiving coming next week, so it was imperative that we be in marketplace to support that holiday. It's not as important in Japan, where the holiday selling season doesn't kick off until early December, and then obviously we made the strategic decision to launch in Europe this year, and that's very important to us.

    AP: You've announced a DVD-playing Wii for Japan. Is that something that's going to come to the United States?

    Fils-Aime: The interesting thing is we've announced the capability to have a DVD-playing Wii. We haven't made specific announcements regarding timing or location. In terms of here in the Americas, the fact is that more than half of consumers here in the United States have more than two DVD players in the household, so we don't think the DVD-playing capability is something that's important, but it may be important in Japan or parts of Europe.

    AP: I've noticed when trying out the Wii that the remote seemed to be fooled by lights in the background, and other reviewers have noted problems with sunlight. Is that something to take seriously?

    Fils-Aime: In terms of the remote, we've done a tremendous amount of testing for the sensor bar as well as the remote itself, and any light sensitivity is very modest. We in our instruction manuals give the consumer information on how to really optimize for wherever they place it in the house. And we're confident that with that information the consumer will be just fine. It includes information on how to calibrate the Wii Remote so that any light interference is minimal.

    AP: How long ...
    by Published on November 18th, 2006 21:51

    Nintendo Co. is launching its Wii game console on Sunday, accompanied by a swell of buzz about its unusual motion-sensing controller.

    While many Americans got their first taste of console gaming on Nintendo's products in the early 90s, it's now the underdog, trying to catch up to Sony Corp.'s PlayStation franchise.

    Sony on Friday launched the PlayStation 3, a technical tour-de-force that costs between $500 and $600.

    Nintendo's strategy is radically different. Its console costs $250 and doesn't boast the computing muscle of the PlayStation, but comes with a controller that the company says will revolutionize game play.

    The Associated Press sat down with Nintendo of America President Reggie Fils-Aime for some questions on the eve of the launch.

    AP: How will the Wii compete with the PlayStation 3?

    Fils-Aime: I don't think the question is so much how are we going to compete with them, as how are they going to compete with our strategy: our strategy of going to the mass audience; our strategy of having a fantastic price point right from the start; our strategy of including a great pack-in game called "Wii Sports;" our strategy of having a wide range of support from all of our licensees. That really spells a successful approach for us.

    AP: What makes the Wii special?

    Fils-Aime: What makes the Wii so special is obviously the Wii Remote: the ability to play tennis with a flick of the wrist, to play baseball like you do it on the ball field. That allows the consumer to get more in the game by having a totally different type of interface, plus it allows game developers to create all new different types of games.

    AP: Could you give some examples of these new games?

    Fils-Aime: We have everything from a game like "Trauma Center," from Atlas, where you're the doctor, and you're using the precision of the Wii Remote to stitch up a patient and take shards of glass out of their arm — things of that nature. The new way to play "Madden Football," a brand new "Madden," where you act like the quarterback, where you hike the ball, pass. All of that allows for totally unique game play. ... That type of experience is why we think the consumer is so excited.

    AP: Why does Nintendo have a lot more units available at launch than Sony?

    Fils-Aime: I guess the question is why 'Why do they have so few?' We have properly executed our manufacturing and distribution system. We are going to have 4 million units worldwide by December 31, we're going to have 6 million units by March 31. We're starting, on launch day here in the Americas, with anywhere between five to ten times the volume that Sony had their first day, and we feel very good about that. Even with all that supply, though, we will run out of stock.

    AP: Why is the price much lower than the PlayStation?

    Fils-Aime: We specifically worked to create a value right from the start and so we made some very tough choices. Tough choices about not including a DVD player at the start, tough choices about not including high-definition capability at the start. That's because we wanted a mass-market price, and we believe the market will validate those decisions, come launch day on this Sunday.

    AP: Why are you launching the Wii first here in the U.S., and only later in Japan, the opposite of what Sony is doing?

    Fils-Aime: Well, the holiday time period really starts much earlier here in the Americas with our Thanksgiving coming next week, so it was imperative that we be in marketplace to support that holiday. It's not as important in Japan, where the holiday selling season doesn't kick off until early December, and then obviously we made the strategic decision to launch in Europe this year, and that's very important to us.

    AP: You've announced a DVD-playing Wii for Japan. Is that something that's going to come to the United States?

    Fils-Aime: The interesting thing is we've announced the capability to have a DVD-playing Wii. We haven't made specific announcements regarding timing or location. In terms of here in the Americas, the fact is that more than half of consumers here in the United States have more than two DVD players in the household, so we don't think the DVD-playing capability is something that's important, but it may be important in Japan or parts of Europe.

    AP: I've noticed when trying out the Wii that the remote seemed to be fooled by lights in the background, and other reviewers have noted problems with sunlight. Is that something to take seriously?

    Fils-Aime: In terms of the remote, we've done a tremendous amount of testing for the sensor bar as well as the remote itself, and any light sensitivity is very modest. We in our instruction manuals give the consumer information on how to really optimize for wherever they place it in the house. And we're confident that with that information the consumer will be just fine. It includes information on how to calibrate the Wii Remote so that any light interference is minimal.

    AP: How long ...
    by Published on November 18th, 2006 21:48

    Foolish Nintendo and the bloody none region free Wii means that any true gamer has a real hard decision to make, that decision is to buy either a US, Japanese or Europearn Wii.

    Which one will you Buy and Why ?

    Me im paying for a US one and i hope to get it at a fairly decent price. Reason why, well in the long run ill save money on the cheaper games from the USA. ...
    by Published on November 18th, 2006 21:48

    Foolish Nintendo and the bloody none region free Wii means that any true gamer has a real hard decision to make, that decision is to buy either a US, Japanese or Europearn Wii.

    Which one will you Buy and Why ?

    Me im paying for a US one and i hope to get it at a fairly decent price. Reason why, well in the long run ill save money on the cheaper games from the USA. ...
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