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  • wraggster

    by Published on January 31st, 2006 23:41

    Source CVG

    One of Microsoft's key advantages in both current and next gen is its impressive and rather slick online service Live, which offers a seamless interface to the (sometimes) wonderful world of online gaming. With online one of the key battlegrounds in the next gen, it's something Sony has probably always looked at enviously, but officially seemed less inclined to follow.
    Well, all that might be about to change with the arrival of the PS3, if the latest word from the Official US PlayStation Magazine is to be believed. Despite past assurances that Sony would leave multiplayer matchmaking to game developers and in the remit of individual titles, it now seems like a centralised Live-style service is almost certainly in the works.

    PSM reports that Sony wants much, much more than a simple matchmaking and ranking lists service, and developers in possession of the PS3 dev kits will have to meet with Sony's online compliance team to make sure their titles will work with the projected PlayStation Network.
    Unnamed sources quoted by the magazine say Sony plans to develop a full PlayStation Network type service to compete head on with the current version of Live. They also say that the service will integrate the PlayStation Portable, which we've always speculated may act as a controller for the PS3 - and now as a portable connection to the online service. The magazine suggests Sony has been plotting this service since just after the delivery of the PS2 Network adaptor.

    If OPM's reports are true - and we have to say they're given a boost by the appearance of that recent online questionnaire - it signals a seismic shift in Sony's thinking, but a vital one if it's to compete with Microsoft's perceived online advantage.

    Live has already shown that it can be used for much more than multiplayer gaming, with the delivery of movie trailers, music and additional content - key targets and battlegrounds for Sony as it looks to establish Blu-ray and return all divisions of the troubled company to profitability. So it increasingly looks as if PS3 will have an online network to truly compete with Live and push Sony's multimedia content to every PS3 and PSP owner. We'll be following developments on this one closely, though we have to say, it'll have to get the PS3 out of the door first.

    But what would you want from a Sony online service, and can Sony compete in the one area where it has always trailed Microsoft? Let us know what you think in our forum below. ...
    by Published on January 31st, 2006 23:34

    Source CVG

    One of Microsoft's key advantages in both current and next gen is its impressive and rather slick online service Live, which offers a seamless interface to the (sometimes) wonderful world of online gaming. With online one of the key battlegrounds in the next gen, it's something Sony has probably always looked at enviously, but officially seemed less inclined to follow.
    Well, all that might be about to change with the arrival of the PS3, if the latest word from the Official US PlayStation Magazine is to be believed. Despite past assurances that Sony would leave multiplayer matchmaking to game developers and in the remit of individual titles, it now seems like a centralised Live-style service is almost certainly in the works.

    PSM reports that Sony wants much, much more than a simple matchmaking and ranking lists service, and developers in possession of the PS3 dev kits will have to meet with Sony's online compliance team to make sure their titles will work with the projected PlayStation Network.
    Unnamed sources quoted by the magazine say Sony plans to develop a full PlayStation Network type service to compete head on with the current version of Live. They also say that the service will integrate the PlayStation Portable, which we've always speculated may act as a controller for the PS3 - and now as a portable connection to the online service. The magazine suggests Sony has been plotting this service since just after the delivery of the PS2 Network adaptor.

    If OPM's reports are true - and we have to say they're given a boost by the appearance of that recent online questionnaire - it signals a seismic shift in Sony's thinking, but a vital one if it's to compete with Microsoft's perceived online advantage.

    Live has already shown that it can be used for much more than multiplayer gaming, with the delivery of movie trailers, music and additional content - key targets and battlegrounds for Sony as it looks to establish Blu-ray and return all divisions of the troubled company to profitability. So it increasingly looks as if PS3 will have an online network to truly compete with Live and push Sony's multimedia content to every PS3 and PSP owner. We'll be following developments on this one closely, though we have to say, it'll have to get the PS3 out of the door first.

    But what would you want from a Sony online service, and can Sony compete in the one area where it has always trailed Microsoft? Let us know what you think in our forum below. ...
    by Published on January 31st, 2006 21:32

    ParkyDR has ported the classic game Freedroid over to the GP2X, heres some info:

    THE CLASSICAL FREEDROID: Freedroid is a clone of the classic game
    "Paradroid" on Commodore 64 with some improvements and extensions to
    the classic version.

    In this game, you control a robot, depicted by a small white ball with
    a few numbers within an interstellar spaceship consisting of several
    decks connected by elevators.

    The aim of the game is to destroy all enemy robots, depicted by small
    black balls with a few numbers, by either shooting them or seizing
    control over them by creating connections in a short subgame of
    electric circuits.

    Screenshot and downloads via the comments ...
    by Published on January 31st, 2006 20:20

    Some crackin news of a new ScummVM Release, heres the details:

    Release Name: 0.8.1

    Notes:
    General:
    - More descriptive game titles in all engines.
    - Fixed crash when trying to apply aspect-ratio correction to games that
    cannot use it.
    - Fixed potential security vulnerability with oversized PATH environment
    variables.
    - Lowered the default gain for the FluidSynth music driver and made it
    configurable.

    SCUMM:
    - Scrolling fixes in COMI, so it is less CPU-hungry.
    - Added support for Maniac Mansion NES German version.
    - Fixed mouse button states in COMI.
    - Fixed overflow when using control panel for robot in the Dig.
    - Added support for sound code, used by songs in HE games.
    - Improved shadows in later HE games.
    - Fixed subtitles glitches in HE games.
    - Improved music/sound for HE games.
    - Improved support for international versions of HE games.
    - Improved support for Macintosh versions of games.
    - Fixed several minor bugs.

    BASS:
    - Fix crash when speed/volume sliders are clicked and then dragged out
    of the scummvm window.

    Gob:
    - Fixed disappearing cursor when level password is typed in
    - Warn user if he tries to run CD version directly from CD under Windows

    SAGA:
    - Fix digital music playback under BE systems.

    Simon:
    - Implemented more precise MD5-based game detection.
    - Added Polish support for Simon the Sorcerer 2.
    - Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
    - Fixed palette delay at the end of Simon the Sorcerer 1.
    - Fixed sound looping in Windows version of Simon the Sorcerer 2.

    Sword1:
    - Fixed a bug where looping sounds would keep playing during cutscenes or
    when displaying any form of control panel dialog.
    - The save game dialog would erroneously claim an I/O error occurred if the
    savegame list had unused slots, and savegames were compressed.
    - Fixed a scrolling bug which caused the finale sequence to be displayed
    incorrectly.

    Sword2:
    - Fixes and cleanups to the end credits. The German credits work now.
    - Fixed missing speech/music in the second half of the game, reported to
    happen in some versions of the game.

    PS2 Port:
    - Completely reworked and now really goes official.

    PSP Port:
    - Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
    tracks (most notably the CD version of Monkey Island 1), to stop
    functioning properly after a while.

    WinCE Port:
    - Check backends/wince/README-WinCE for the latest news
    - Fixed disappearing panel when opening a list widget in GUI
    - Knakos patches (QVGA smartphones fix, easier key binding and panel
    switching)


    Download at link above ...
    by Published on January 31st, 2006 20:11

    Some crackin news of a new ScummVM Release, heres the details:

    Release Name: 0.8.1

    Notes:
    General:
    - More descriptive game titles in all engines.
    - Fixed crash when trying to apply aspect-ratio correction to games that
    cannot use it.
    - Fixed potential security vulnerability with oversized PATH environment
    variables.
    - Lowered the default gain for the FluidSynth music driver and made it
    configurable.

    SCUMM:
    - Scrolling fixes in COMI, so it is less CPU-hungry.
    - Added support for Maniac Mansion NES German version.
    - Fixed mouse button states in COMI.
    - Fixed overflow when using control panel for robot in the Dig.
    - Added support for sound code, used by songs in HE games.
    - Improved shadows in later HE games.
    - Fixed subtitles glitches in HE games.
    - Improved music/sound for HE games.
    - Improved support for international versions of HE games.
    - Improved support for Macintosh versions of games.
    - Fixed several minor bugs.

    BASS:
    - Fix crash when speed/volume sliders are clicked and then dragged out
    of the scummvm window.

    Gob:
    - Fixed disappearing cursor when level password is typed in
    - Warn user if he tries to run CD version directly from CD under Windows

    SAGA:
    - Fix digital music playback under BE systems.

    Simon:
    - Implemented more precise MD5-based game detection.
    - Added Polish support for Simon the Sorcerer 2.
    - Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
    - Fixed palette delay at the end of Simon the Sorcerer 1.
    - Fixed sound looping in Windows version of Simon the Sorcerer 2.

    Sword1:
    - Fixed a bug where looping sounds would keep playing during cutscenes or
    when displaying any form of control panel dialog.
    - The save game dialog would erroneously claim an I/O error occurred if the
    savegame list had unused slots, and savegames were compressed.
    - Fixed a scrolling bug which caused the finale sequence to be displayed
    incorrectly.

    Sword2:
    - Fixes and cleanups to the end credits. The German credits work now.
    - Fixed missing speech/music in the second half of the game, reported to
    happen in some versions of the game.

    PS2 Port:
    - Completely reworked and now really goes official.

    PSP Port:
    - Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
    tracks (most notably the CD version of Monkey Island 1), to stop
    functioning properly after a while.

    WinCE Port:
    - Check backends/wince/README-WinCE for the latest news
    - Fixed disappearing panel when opening a list widget in GUI
    - Knakos patches (QVGA smartphones fix, easier key binding and panel
    switching)
    ...
    by Published on January 31st, 2006 20:03

    Some crackin news of a new ScummVM Release, heres the details:

    Release Name: 0.8.1

    Notes:
    General:
    - More descriptive game titles in all engines.
    - Fixed crash when trying to apply aspect-ratio correction to games that
    cannot use it.
    - Fixed potential security vulnerability with oversized PATH environment
    variables.
    - Lowered the default gain for the FluidSynth music driver and made it
    configurable.

    SCUMM:
    - Scrolling fixes in COMI, so it is less CPU-hungry.
    - Added support for Maniac Mansion NES German version.
    - Fixed mouse button states in COMI.
    - Fixed overflow when using control panel for robot in the Dig.
    - Added support for sound code, used by songs in HE games.
    - Improved shadows in later HE games.
    - Fixed subtitles glitches in HE games.
    - Improved music/sound for HE games.
    - Improved support for international versions of HE games.
    - Improved support for Macintosh versions of games.
    - Fixed several minor bugs.

    BASS:
    - Fix crash when speed/volume sliders are clicked and then dragged out
    of the scummvm window.

    Gob:
    - Fixed disappearing cursor when level password is typed in
    - Warn user if he tries to run CD version directly from CD under Windows

    SAGA:
    - Fix digital music playback under BE systems.

    Simon:
    - Implemented more precise MD5-based game detection.
    - Added Polish support for Simon the Sorcerer 2.
    - Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
    - Fixed palette delay at the end of Simon the Sorcerer 1.
    - Fixed sound looping in Windows version of Simon the Sorcerer 2.

    Sword1:
    - Fixed a bug where looping sounds would keep playing during cutscenes or
    when displaying any form of control panel dialog.
    - The save game dialog would erroneously claim an I/O error occurred if the
    savegame list had unused slots, and savegames were compressed.
    - Fixed a scrolling bug which caused the finale sequence to be displayed
    incorrectly.

    Sword2:
    - Fixes and cleanups to the end credits. The German credits work now.
    - Fixed missing speech/music in the second half of the game, reported to
    happen in some versions of the game.

    PS2 Port:
    - Completely reworked and now really goes official.

    PSP Port:
    - Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
    tracks (most notably the CD version of Monkey Island 1), to stop
    functioning properly after a while.

    WinCE Port:
    - Check backends/wince/README-WinCE for the latest news
    - Fixed disappearing panel when opening a list widget in GUI
    - Knakos patches (QVGA smartphones fix, easier key binding and panel
    switching)


    Download via comments. ...
    by Published on January 31st, 2006 19:51

    Some crackin news of a new ScummVM for PSP Release, heres the details:

    Release Name: 0.8.1

    Notes:
    General:
    - More descriptive game titles in all engines.
    - Fixed crash when trying to apply aspect-ratio correction to games that
    cannot use it.
    - Fixed potential security vulnerability with oversized PATH environment
    variables.
    - Lowered the default gain for the FluidSynth music driver and made it
    configurable.

    SCUMM:
    - Scrolling fixes in COMI, so it is less CPU-hungry.
    - Added support for Maniac Mansion NES German version.
    - Fixed mouse button states in COMI.
    - Fixed overflow when using control panel for robot in the Dig.
    - Added support for sound code, used by songs in HE games.
    - Improved shadows in later HE games.
    - Fixed subtitles glitches in HE games.
    - Improved music/sound for HE games.
    - Improved support for international versions of HE games.
    - Improved support for Macintosh versions of games.
    - Fixed several minor bugs.

    BASS:
    - Fix crash when speed/volume sliders are clicked and then dragged out
    of the scummvm window.

    Gob:
    - Fixed disappearing cursor when level password is typed in
    - Warn user if he tries to run CD version directly from CD under Windows

    SAGA:
    - Fix digital music playback under BE systems.

    Simon:
    - Implemented more precise MD5-based game detection.
    - Added Polish support for Simon the Sorcerer 2.
    - Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
    - Fixed palette delay at the end of Simon the Sorcerer 1.
    - Fixed sound looping in Windows version of Simon the Sorcerer 2.

    Sword1:
    - Fixed a bug where looping sounds would keep playing during cutscenes or
    when displaying any form of control panel dialog.
    - The save game dialog would erroneously claim an I/O error occurred if the
    savegame list had unused slots, and savegames were compressed.
    - Fixed a scrolling bug which caused the finale sequence to be displayed
    incorrectly.

    Sword2:
    - Fixes and cleanups to the end credits. The German credits work now.
    - Fixed missing speech/music in the second half of the game, reported to
    happen in some versions of the game.

    PS2 Port:
    - Completely reworked and now really goes official.

    PSP Port:
    - Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
    tracks (most notably the CD version of Monkey Island 1), to stop
    functioning properly after a while.

    WinCE Port:
    - Check backends/wince/README-WinCE for the latest news
    - Fixed disappearing panel when opening a list widget in GUI
    - Knakos patches (QVGA smartphones fix, easier key binding and panel
    switching)


    Download Here --> http://psp-news.dcemu.co.uk/scummvmpsp.shtml and leave feedback ...
    by Published on January 31st, 2006 19:27

    Massa84 has released a new piece of software that turns your PSP into a Universal Control, heres the information:

    WORKS ONLY ON 1.50

    What it does

    it lets you emulate every remote supported by lirc (www.lirc.org), they're nearly 1800 (all included in the release)

    for the remotes not yet supported i suggest you to try to use the others remotes from the same manufacturer. there's a good probability that they would work

    How do i make it work?

    - extract the archive in the psp root
    - launch the app
    - press square and the remote list will appear
    - select the manufacturer pressing x
    - select the remote pressing x
    - program will "reboot"
    - press circle to make appear the commands list
    - select the command and press x

    to exit press triangle! home button makes the psp crash

    What will it do:

    in a near future it will have a leaning commands function, the gui will be improved now it's a little bit empty
    raw lirc support

    these files are already available but the app doesn't find any command


    Download via comments ...
    by Published on January 31st, 2006 17:45

    The Nintendo DS wants its users to touch, rub, and shout with its unique touch-sensitive screen and integrated microphone. With two edutainment games scheduled for release later this year, the DS now wants gamers to learn.

    Brain Age: Train Your Brain in Minutes a Day and Big Brain Academy are bringing their brainteasing ways to the US. Brain Age (known as Brain Training in Japan) will be released in North America on April 17, and Big Brain Academy (known as Brain Flex in Japan), hits stores May 30. In Japan, both games have received a cultish following and have been top sellers for the handheld.

    Based on the works of neuroscientist Professor Ryuta Kawashima, both games emphasize brain over brawn by presenting the user with a series of puzzles based on mathematics, analysis, and memorization, as well as ever-popular sudoku puzzles. The entire game is controlled via the touch screen and stylus, and a multiplayer mode allows would-be Einsteins to compete brain-to-brain. ...
    by Published on January 31st, 2006 17:41

    Source - Gamespot

    Like a good many PSP launch titles, Untold Legends: Brotherhood of the Blade got largely middling reviews. However, the role-playing game's hack-and-slash action won many fans, making it one of the top titles for Sony's handheld for months.

    Today, Sony Online Entertainment has announced that Untold Legends' sequel, Untold Legends: The Warrior's Code has gone gold. Veterans of the first Untold Legends will notice the game's expanded storyline, which includes high-quality animated cutscenes, along with quite a few in-game cinematics. The plot in question concerns a secret society of shape-shifters on the short end of an attempted genocide by the hands of a powerful warlord. A small band of survivors comes across a secret that could lead to their salvation--that's when the players come into play as one of five character types.

    Untold Legends: The Warrior's Code will also see the return of a cooperative mode, and gamers with more bloodlust can opt for the player-versus-player mode. Adventurers will traverse 45 areas across five new chapters and will battle more than 40 unique monsters and contend with 12 boss battles. The game is rated T for Teen, retails for $39.99, and will begin its retail quest March 14. ...
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