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  • wraggster

    by Published on September 18th, 2006 20:03

    No new console would be complete without a top-ranking beat-em-up, and the PlayStation 3 will have the latest incarnation of Sega's pioneering 3D punch-and-kick legend, Virtua Fighter 5. Although not, it seems, at launch - Sega's quoting a ship date of spring 2007, which could, admittedly, make it a launch title in Europe.

    Can't wait that long? Well, you're going to have to, but while you do, you can build up your anticipation further by casting your eyes over these screenshots. Sega is promising that VF5 will boast a host of enhancements, including two new characters - Mexican wrestling champion (so expect a gimp mask) El Blaze and Chinese Monkey Kung Fu expert Eileen - and an "Offensive Move" technique that allows players to move around their opponents. Players will also be able to compete in the game for prizes, which they'll be able to exchange for items at the in-game shop.

    Screens Here ...
    by Published on September 18th, 2006 20:01

    Game On - the much-lauded exhibition charting the history of videogames and their effect on popular culture - is to return in updated form, this time around at The Science Museum in London.

    The mark two version of Game On (which premiered at The Barbican in 2002) will run between 21 October 2006 and 25 February 2007, with tickets priced at £8.50 for adults and £6.50 for children/concessions (for booking details, click here).

    One new addition to the exhibition will be a visual timeline of videogaming history, created by Nottingham artist Jon Burgerman, who is renowned for his distinctive street-art style. The exhibition, as before, will feature the PDP-1 - the computer which ran the first game, Space War - and a 1971 Computer Space arcade machine.

    The exhibition will be supported by a programme of debates and speakers sessions, plus investigations into the science behind videogames and how players interact with them. ...
    by Published on September 18th, 2006 19:58

    LOTR director reveals script not finalised, but visual style will be stunning and Halo world under construction

    Halo movie producer and all-round film-making god Peter Jackson has revealed that, although the Halo film's script isn't ready yet, the world in which the flick will take place is under construction.

    In an interview with movie site Ain't It Cool, Jackson said: "We're still developing a script and we've still got work to go on the script, but while that's happening, Neill [Blomkamp, the director] is just producing his vision of this world. It is original and new and has not been seen before on the screen. It's not Ridley Scott, it's not James Cameron, it's not what we've seen before, but it's something new and fresh, and it's cool."

    Jackson revealed that one of his responsibilities is honing the script: "It's getting much better along now and there are certainly a lot of things in it now that are working well. There are things that aren't working well in it yet, but Fran, Philippa and I are not writing the script, but, in a sense, one of the things we're contributing with our involvement in the project is being the police, the script cops! So, nothing is going to end up on the screen that doesn't get our stamp of approval."

    The Lord of the Rings director is aware of the need to create something which is an order of magnitude better than the average (invariably dire) film-of-a-game: "It's so easy to shut your eyes and imagine a really bad version of Halo. That comes to you in a frighteningly simple, quick way. You think, 'Oh, my God! This could be so terrible!' I guess it's because so many other videogame movies have been terrible, and so much other sci-fi in that type of genre has been terrible."

    And he confirmed that all those familiar Halo features will be present and correct: "We know that there's going to be the Covenant, we know that there's going to be Warthogs, Ghosts and Scorpions, and there's going to be the Pillar of Autumn." Could Halo be the first film-of-a-game that would actually be worth watching? It sounds promising certainly. ...
    by Published on September 18th, 2006 19:56

    GameCube version of Twilight Princess not ready for Wii launch, as originally mooted

    Nintendo's GameCube version of The Legend of Zelda: Twilight Princess won't ship concurrently with the launch of the Wii - in America at least.

    It has been delayed, but the news isn't all that bad: it will reach the US on December 11 (a fortnight after the Wii's launch). Given that the Wii is launching in the UK on December 8, that would appear to make it a bit touch-and-go as to whether Twilight Princess for the GameCube will make it into the shops in time for Christmas on these shores.

    Could the GameCube Twilight Princess delay be some sort of added inducement for us all to go out and buy Wiis? Anyway, it's not much, but we can offer you some consolation: a new screenshot from the Wii version of the game which surfaced at Nintendo's big Wii launch announcement last week.

    Screen Via Comments ...
    by Published on September 18th, 2006 19:53

    A demo of the eagerly awaited Xbox 360 RPG Lost Odyssey will debut at next week's Tokyo Game Show, ex-Square developer and Mistwalker CEO Hironobu Sakaguchi has revealed.

    The latest Weekly Famitsu reveals that the TGS demo will take about an hour to complete and will allow players to play through the opening scenes of the game, which Famitsu calls a "seamless" integration of movie and gameplay. According to Sakaguchi, the graphics in the demo are representative of about "80 per cent of the finished game's quality," and the game system is present in its "most basic form."

    Mistwalker's debut Xbox 360 title, Blue Dragon, is due out later this year, but Sakaguchi is vague regarding the exact arrivals of the company's other titles: "We are working on Archaic Sealed Heat-- or Ash -- with the goal of completing it during first semester next year," he said. "With regard to Lost Odyssey and Cry On, although we won't know for sure until they actually launch, they are progressing steadily. We also have several other plans under way, which I will talk about some other time."

    We'll have more on Lost Odyssey - including all new TGS media and info - as it arrives. ...
    by Published on September 18th, 2006 19:50

    A full console version of the second iteration of the mercury-manoeuvring puzzle game should arrive before Christmas

    Mercury Meltdown, the puzzle game in which you control a blob of virtual mercury, is coming to the PS2: Ignition Entertainment (and European distributor Atari) has announced that the full console version of the PSP game, called Mercury Meltdown Remix, will arrive in time for this Christmas.

    Mercury Meltdown Remix will feature 12 labs (the game's equivalent of game worlds), two of which are exclusive to the PS2 and over 200 levels.

    Screens Here ...
    by Published on September 18th, 2006 19:49

    The first gorgeous Devil May Cry 4 screenshots have swung, shot and slashed onto the internet, which should have series fans hugging their monitors with delight, contemplating the latest instalment of Capcom's monster action series.

    The screens show off DMC4's two main characters - old hero, Dante and new face, Nero, who basically looks like the former with a prettier face. Action plays out in the city of Fortuna, where playing as Nero you can use your 'Devil Bringer' ability to grapple and re-arrange enemies, and chain-up potentially endless combos. This is certainly one title on our PS3 most-wanted list.

    Devil May Cry 4 is due to appear in playable form at the Tokyo Game Show next week, so stay tuned to CVG for fresh media and gameplay details arriving from the Japanese bash.

    Screens Here ...
    by Published on September 18th, 2006 19:48

    3D Realms has announced that the recently-revealed new Prey content currently in the works will be released for FREE! - for both the PC and Xbox 360 version of the first-person shooter.

    Unfortunately, the only release date the dev's currently giving for the content is "When they're done" at this stage, although it adds that it should be out sooner rather than later. When it does finally emerge, the update will boost Prey multiplayer, with new multiplayer skins (four female characters and Hunter and Elite Hunter) and new multiplayer maps best suited to two-to-four player battles. ...
    by Published on September 18th, 2006 16:36

    Sgstair posted this news/release:

    There are some major bugfixes in this release, but besides that, it’s not really changing functionality much.
    Many of you might thank me for the following changes:
    *Fixed major bug in arm7 (potentially causing arm9 to lose track of the buffer, and lock up I/O - odd that I hadn’t seen this happen, but someone else certainly had, and let me know about it)
    *Changed default behavior to use internal allocation system for memory (fixes interrupt allocation bug) (this was pretty stupid on my part, but it is fixed now. Now, for default behavior, the lib allocates a block of memory at startup and the default functions alloc/free from this small heap (you can still use your own, if you like, but you have to add an extra flag to the arm9’s init call, which is WIFIINIT_OPTION_USECUSTOMALLOC. The default heap size is 128k, but there are flags to specify 64k, 256k, and 512k as alternate heap sizes. 128k is probably more than most people will need, if you need lots of TCP connections (>7), then you will need to specify a larger heap size.)
    *Fixed bug that could cause _CANNOTCONNECT to come up incorrectly when associating (this was a “transient” problem, occurred due to 2 state changes that were offset by a bit, causing a condition I didn’t initially expect - it is fixed now and Wifi_AssocStatus() should return values consistent with what you’d expect)
    *Fixed blocking send() to actually be blocking. (odd that, I evidently didn’t set it up earlier. It is blocking-capable now though)

    I’m not re-releasing the examples package because they’re essentially the same; there is only one difference and that’s I’ve removed the sgIP_malloc and sgIP_free functions from the wifi_lib_test project.
    On a side note, if you do notice any bugs in the lib, please do contact me, via IRC (#dswifi on efnet or blitzed) or other means. I’m expecting to set up a bugtracker in the near future too, so there will be a more formal way to yell at me
    Ok, And for those of you who are unhappy cause your favorite feature got left out (be it probe requests, the WFC data alternate WEP key format, or native Nintendo USB key compatibility) - sorry, but this project has become stagnant, probably because I’m continually trying to refine it and just don’t feel like it anymore really; I’ve decided to put the whole lib on standby for the immediate future, and when I continue (probably mid-november) I’ll start with a complete rewrite of the 802.11 system and the TCP stack, for version 0.5 - at that point I’ll have the chance to actually do some of these things *right*, and I perhaps won’t be as frustrated with a codebase based on flawed assumptions and a general lack of understanding

    I’ll post again sometime soon with information about what projects I am presently going to be pursuing, and which ones are on the back burner.

    Download and Give Feedback Via Comments

    Thanks to GPF for the News. ...
    by Published on September 18th, 2006 02:06

    Via PSP3d

    Robert A. and Percival have just introduced Snakman, ported for 2.7-2.80 TIFF exploit users. The game, based off original code by Yeldarb, is somewhat of a split between Pacman and Snake: the perfect combination of retro gaming, in my opinion. The 2.7-2.80 TIFF homebrew scene is growing incredibly fast, good work!

    Be sure to read the included readme.txt in order to properly utilize this piece of homebrew. Also, TIFF Snakman v0.2 does not properly exit yet, a patch may be released soon to fix this.

    Download and Give Feedback Via Comments ...
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