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  • wraggster

    by Published on August 19th, 2006 10:34

    Chris Kohler, over at Wired's Game|Life, had the chance to see an in-production PS3 game in action. He said that, for the most part everything looked great. The one thing that concerned him was the motion-sensing controller that Sony is pushing on developers. From the article:

    "The developers told us that although we'd be using real PS3 controllers, they didn't yet have the motion-sensing functionality built in. And not only that, although they referred to the build as 'feature-complete,' they did admit that the one feature that was not yet included was (wait for it) motion-sensing, although they did 'have some cool ideas.' There was plenty of speculation after Sony's E3 conference that the motion-sensing functionality was jammed into the controller at the last minute as a reaction to Nintendo's strategy. This was backed up by the Warhawk developers' offhand remarks that they'd implemented motion sensing 'in just a couple weeks'."
    ...
    by Published on August 18th, 2006 20:30

    freemaan has released his IRC app for the Neoflash Coding Comp, heres the details:

    IRCDS (v0.2) by Freemaan [[email protected]]

    ..:escription::..
    An IRC client for Nintendo DS.

    ..::How to use::..
    Just copy the .nds/sc.nds/.ds.gba file to your card and start it.
    It'll try to create the config file if it doesn't exist.
    To disable saving, create an empty file with this filename: NOSAVE

    ..::Buttons::..
    -Start: (re)connect
    -Select: disconnect
    -B: parts from a channel
    -L,R: gives back your previous message
    -Left,right,up,down - scrolls the upper screen
    -L+R (at logo screen) - disables FAT support

    ..::Config file::..
    If it can't create the config, you can create/edit it manually.
    /Password (0 if none!)
    | /Debug mode
    | | /Autoconnect
    | | | /Hide 'Ping? Pong!'
    | | | | /Hide joins/parts/quits
    | | | | | /Show MOTD
    | | | | | | /Enable sounds
    | | | | | | | /Linebreak
    | | | | | | | | /Add timestamp to messages
    | | | | | | | | |
    nick:user:realname:quitmsg:serverort:0:0:0:1:0:1:1:0:0:
    I've included a sample config file.

    ..::Files inside ircds_0_2.rar::..
    -ircds.nds
    -ircds.ds.gba
    -ircds.sc.nds - for SuperCard (same as .ds.gba)
    -ircds.cfg - sample config
    -readme.txt - this file

    ..:Tested with::..
    -MagicKey 2 - works
    -Supercard SD - works (freezes if you send it with WMB)
    -GBAMP - works
    -M3 CF - works
    -M3 MiniSD - works (see 'known bugs'!!!)
    -F2A - works, saving disabled
    -WMB - works, saving disabled

    ..::Version history::..
    -0.2 - pretty stable now, a LOT new features
    -pre0.2 private beta 1,2,3
    -0.1c - just a quick fix to work with psybnc
    -0.1b - parting from channels works now with every server
    -0.1a - fixed a fatal bug: freezed while connecting to a non-efnet server
    -0.1 - initial release

    ..::What you can expect in the next versions::..
    -IRC colors support
    -Autoupdate
    -More languages
    -DCC chat, transfer
    -etc...

    ..::Known bugs/issues::..
    -M3 MiniSD corrupts the config file!
    Create the file manually and also create a NOSAVE file to disable saving!
    (if it got corrupted and you can't delete it, run: chkdsk x: /F (x is your card reader) )

    Download and Give Feedback Via Comments ...
    by Published on August 18th, 2006 20:26

    Gwoin has posted his entry into the Neoflash Coding Competition, heres the details:

    Marsxzel is an alien who fall on earth by... accident.
    He's lost on some strange countries and must find his spaceship as quickly as possible. The only way to survive is to catch a max of space-mushrooms, which help him to breathe, or to find the spaceship.

    Help Marsxzel by moving items on its way and to catch space-mushrooms.

    2 countries, 3 levels by country and 2 mode of gameplay ("Versus Time" and " Catch All") = 12 levels of game !

    Some items are moveable with the stylus, some others not. Some items can fly, and some others not. Use the stylus to trace the best way to Marsxzel. It is 0.9 version. I will add some cool features in the physics engine, add items, and make my own music (credits for the music are in the readme file, in the archive).

    Download and Give Feedback Via the Comments ...
    by Published on August 18th, 2006 20:20



    Tinnus of Tapwave Zodiac Fame (Real Homebrewers will know of him) has posted a "build" of Daedalus that runs better than yesterdays unnofficial release, heres what he says:

    That seems to me faster (and OMG, a lot less choppy) than that frameskip one.

    Download and Give Feedback and Comparisons Via Comments ...
    by Published on August 18th, 2006 19:53

    There hasn't been a lot of information released about the PS3 development kits, controllers or even the menu system for the new console, but soon that could possibly change. At yesterday's SEGA PS3 day, we were treated to a demo of Full Auto 2: Battlelines on the latest development kit, which had recently been sent to Pseudo Interactive and other designers. Initially, we were concerned that the kits would still run extremely hot and be very loud (in fact, some people have likened the whine of the dev kit fans to that of a jet turbine), but we were pleasantly surprised to note the distinct lack of noise and heat coming from the system.

    We were also told that the dev kit seemed to be extremely adaptive and easy to program for. In fact, Pseudo talked about how they hadn't put in their planned tilt sensitivity, but had literally dropped in the wireless support for the controllers on Tuesday. The controllers, which feel much lighter thanks to the removal of the rumble feature, nevertheless were solid and extremely responsive. While those weren't the finalized controllers for the PS3 itself, they felt much better than the ones that were at E3 (and were extremely easy to toggle between wired and wireless play). By unplugging the cable and pressing the PlayStation button on the controller for a second or two, we were able to engage the wireless feature. In fact, we also discovered during our multiplayer session that each controller was "smart" enough to recognize which system and what player it was initially connected to, regardless of the number of other controllers or systems in the room. This bodes well for massive LAN party play or co-op play with multiple controllers on the same system.

    Speaking of LAN play, all eight dev kits were connected over the PlayStation Network in real time, which exhibited no lag whatsoever. Part of that could've been due to the massive storage capacity of each system streaming game information in tandem: each dev kit held 80 gigabytes of storage, so the multiplayer match had approximately almost a terabyte of storage synched up over the Network to stream the alpha build and accurately model the multiplayer destruction of Full Auto 2. As for the PS3 menu, it was easy to pull up in-game by quickly pressing the PlayStation button, which popped up an overlaid menu on top of the screen. The PS3 menu seems to have taken a lot of its cues from the PSP, with user features, settings, friends and game menu items. The menu appears to be a lot cleaner and sharper than the PSP but has fewer icons on it. Granted, that could also be because it was still relatively early, but it doesn't mean that, like the PSP, other features could be added to it at a later point.

    We contacted Sony for additional details about the dev kits, but as of press time, representatives were unavailable for comment. ...
    by Published on August 18th, 2006 19:46

    Heres an excerpt:

    The Sims 2 Pets has different features for different systems. The PC version will allow your pet to have careers of their very own and bring home the bacon (or snausages) just like their owners. They can be anything from movie stars or rescue pets to members of an elite security pets corps. Pets can also be genetically altered to make designer pets in the PC expansion.

    Preview and Screens Here ...
    by Published on August 18th, 2006 19:42

    Heres an excerpt

    The Dragon Ball series has always stood between mainstream and niche. While it may be one of the most popular anime and manga properties, fans of the fighting genre tend to look elsewhere for their combative cravings. This puts the latest DBZ endeavor, Budokai Tenkaichi 2, in a somewhat different position. It clearly wants a little more attention than its predecessors ever did.

    IGN staffers first saw the game during a Pre-E3 event, and even then, it looked to outclass earlier titles in the series. Then the game showed up at Atari's booth during the actual event and did a good job of impressing onlookers. To remind everyone Tenkaichi 2 is alive and well, Atari showed it off last week during its Las Vegas event, which it calls Atari Spotlight. And, just like before, Tenkaichi 2 looks to offer more than the average DBZ title.

    Full article ...
    by Published on August 18th, 2006 19:40

    A THQ spokesperson at Dylan's Candy Bar said she played a Wii tennis game made by Nintendo at E3. She plays tennis in real life and said she found herself adopting the proper stances as she swung the Wii remote like a racket. She got good results. But others who stood stiff and just swung their arm with minimal flair got some good results as well. Similar deviations were on display during a recent play session of Nintendo's Wii baseball game (see "GameFile: Why Australia Banned 'Reservoir Dogs'; Nintendo Wii, 'ShellShock' And More").

    This kind of leeway could be good thing. However, one person's variety is another person's game-breaker. At Dylan's, the THQ Wii game "Barnyard" primarily featured third-person (third-animal, really) character-based gameplay. It also offered some bonus games. One was darts, which is supposed to be played with the Wii remote held and flicked like a dart — just not released — at the dartboard on the TV screen. The THQ producer showing the game advocated aiming with the Wii remote's laser pointer and then flicking the wrist. But a move from the elbow worked too. So did a move from the shoulder. And so did a flick in reverse, away from the dartboard, a sign of the Wii remote's limitations when it comes to distinguishing different types of motions.

    Bouda cautioned again that breaking the rules won't always work on the Wii. "I found I do different things depending on what game it is," he said. "On some of them you can't fake it." He referred to a golf mode in "Barnyard." "If you don't hold it like a golf club and do the full motion you don't get the full result."

    If nothing else, the visit to THQ's event proved that Wii's rules can be bent. This fall, when the system launches, players can figure out to what extent — and whether that makes the system's games the richer or the poorer for it. ...
    by Published on August 18th, 2006 19:39

    Davr has posted a preview screen of a new GUI for his Draw app for the DS.

    More info --> http://blog.davr.org/2006/08/17/finally-some-gui/ ...
    by Published on August 18th, 2006 19:37

    Berit Hanson of Opera was interviewed about Opera Wii:

    Will the browser be customisable? Will we see skins and "widgets" like in the PC version?

    Nintendo isn’t ready to discuss if there will be any user customization allowed for Opera on Wii. Opera’s desktop browser is highly customizable and “skinnable”. We have announced that Opera Widgets will be available on devices and it would be cool to see them on Wii.

    What functions will the Wii controller have? Will it act as the mouse pointer? Are we able to scroll or type using the functionality of the Wiimote?

    We aim to make a browsing experience that leverages the intuitive capabilities of the Wii remote. Opera for desktop PCs has the built in mouse gesture-based navigation, but how this might be available and mapped to the Wii remote hasn’t yet been revealed by Nintendo.

    Will Opera for Wii support tabbed browsing and bookmarks? And will we be able to have personalised bookmarks, so that each family member can have their own profile?

    Yes, Opera for Wii will include bookmarks. But Nintendo and Opera have not yet revealed specifics on the unique browser features on the Wii. More will be announced as the Wii launch approaches.

    Will the browser be sold as a separate item, like it is for the DS? If so, is it possible to "install" the browser rather than having to swap in the optical disc?

    The Opera browser is saved to the Flash ROM on the Wii console, and does not require a separate memory card as Opera for DS does. The browser can be launched in only a few seconds, immediately delivering a great user experience.

    What version of Opera is the browser based on? 8.5 or 9.0 ?
    Opera 9

    Comparing to a PC display, roughly what resolution will Wii use for browsing?

    All we can say at this time is that the user interface for Opera on Wii will be customized to better suit a living room environment. For example, fonts will be larger and the user interface will be simplified so that the Web is easier to view and use from a distance while navigating with the Wii remote.
    ...
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