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    by Published on October 9th, 2019 21:09
    1. Categories:
    2. PS4

    It's official. PlayStation 5 is coming. It will be here in just over a year. Sony revealed it just this week to the world's media, with leading game developers celebrating its many advantages.
    Well, not quite. It announced PS5 via a blog post and a placed article in Wired, just a few months after it first talked about the new console in a standalone Wired article.
    Sony's understated approach to PR in 2019 has been in direct contrast to Microsoft, which has done nothing but talk, talk, talk, talk all year long. Whether it's about new consoles, streaming platforms, subscription services, games... even family settings. Microsoft has been leading the conversation, it has attended all the big shows, and has been sharing its vision in a coherent way. Microsoft has a plan and is happy to tell us all about it.
    In a year where you'd expect Sony to be setting out its strategy for widening the gaming audience, it has acted conservatively. It is behaving more like a business worried about protecting its lead rather than extending it.
    Sony's PR strategy is perhaps understandable when you consider the criticism it has faced from certain media, particularly around cross-play. There are already commentators proclaiming the return of 'arrogant Sony,' yet the counter to accusations of over-confidence is humility, not avoiding the conversation.
    "The industry is looking at Sony to see what's next for the console business. At the moment, Xbox is the one providing all the answers"
    Of course, the ongoing company restructure at Sony isn't helping. PlayStation's old regional structure made it a complicated beast, but that made it popular in markets its competitors couldn't get near. The centralisation plan was to try and simplify things while maintaining the regional autonomy that has worked so well in the past. As of right now, it's not working.
    There is no centralised clarity of vision, and regional teams have become frustrated by US oversight and sign-off procedures. It's perhaps no wonder senior names -- whether that's Shawn Layden or regional leads -- are using this opportunity to move on.
    This uncertainty has reached the wider business. At the GamesIndustry.biz Investment Summit this year, one indie developer expressed fears that PlayStation "has stopped caring about indies." There's so much we don't know about what Sony is planning next. What are its third-party priorities? Is VR still a thing for it? Is PlayStation Now as significant to them as Game Pass is for Xbox?
    It might be PlayStation doesn't quite have all the answers yet and isn't ready for the media scrutiny. Even so, it's not quite the confident showing you'd expect from the dominant platform holder.
    I confess I was a bit reluctant to write this piece initially. None of this is especially new. From the moment Sony backed out of E3, it was clear the company was going into stealth mode ahead of PS5, and we're still over a year away from its launch. And restructures are almost always painful. The time to judge them is not in the middle of the transition, but at the end when the kinks have been worked out. Centralising PlayStation in a globalised games industry had to happen at some point.

    https://www.gamesindustry.biz/articl...tation-opinion ...
    by Published on October 9th, 2019 18:39
    Article Preview




    When we were playing video games as kids, we always wondered how the game was made in terms of the graphics, visual animation, and texture. It was so beautifully created and the games were so engaging. As we got older, some of us still cling to that idea of making a game of our own that can make people happy; the fundamentals of developing a game might be simple, but to be a professional one is a whole different story. We explore how you can become a professional game developer.

    Getting The Basics First

    Developing games need a certain set of skills first; you have to have advanced computer skills background, knowing all the programming languages, and coding that needs higher mathematical skills. The best developers have a Bachelor's degree in computer science or computer engineering. Once you've already learned the ways and you’re well-educated, then you are halfway there to becoming a decent game developer.

    Set Up Your Portfolio

    If you want people and professional companies to notice you, it's smart to let them see your work. You have to show people your design skills and demonstrate your programming prowess, and it should have multiple examples. Before the developers of Cleopatra on Kerching could make it big, they had to work hard on creating stunning graphics and great prizes to attract big gambling companies to support them. So, make small games that can get the attention of big gaming companies and studios, something that can get them interested in your work and offer you an opportunity to create things for them. Remember to post all the necessary source codes and crucial game scene screenshots so they can be evaluated.



    Start Small First It's okay to have humble beginnings in this line of business; it's actually good for you as you get more experiences and chances to hone your skills. Try getting internships first, then make your way to small gaming studios. You don't want to start big and overwhelm yourself. During those times, you could establish a network of people and important programmers; you can reach them through blogs, forums, and gaming websites. Senior developers are always on the lookout for fresh content, and if you find the entry-level position to be a little difficult, your contacts can be your ticket in.

    Be Determined and Hone Your Craft

    Over the years, you will gain a lot of experience and skills. Try not to get discouraged if the environment is very competitive; the gaming world has plenty of opportunities. So work hard on catching them to make it big. Your games might fail, but those are stepping stones and lessons to make you create better ones. In time, you will advance to higher positions to make the best games that people will enjoy countless hours playing.Anyone can develop a game if they put their mind to it, but it's challenging to produce a great game professionally. Creating a game that people would want to pay money for can be challenging; with the right mindset, determination, and skills, you can make it happy and have millions of people enjoy your great creation. ...
    by Published on October 7th, 2019 19:23
    1. Categories:
    2. PSP News,
    3. PC News,
    4. Android News

    PPSSPP v1.9.3 is released. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

    PPSSPP v1.9.3 Changelog:
    * Flicker fixed in God of War that appeared with newer drivers for Mali GPUs (#12224)
    * Improve performance of God of War on Vulkan (#12242), implement built-in GPU profiler (#12262, #12266)
    * Vertex range culling fixed on ARM Mali (#12227)
    * Started to improve VFPU precision, resulting so far in a fix for the long standing Tekken 6 leg shaking problem (#12217)
    * Fixed a VFPU precision snafu on ARM64, fixing disappearing officers in Warriors Orochi (#11299) and some problems in Tomb Raider (#11179).
    * Vulkan is the default again on Android versions newer than Pie
    * Fix various homebrew store issues
    * GPU pause signal handling fixed, fixing some hangs in Bleach and Armored Core games (#12160)
    * Audio sample rate conversion handling fixes (#12147)
    * Some Vulkan optimizations (pre-rotation (#12216), perf fix in Metal Gear Acid, etc)
    * Multiple fixes for the UWP build (#12036, others)
    * MP3 playback fixes (#12005)
    * Audio in Motorstorm: Arctic Edge fixed by returning errors correctly (#12121)
    * Audio glitches in Final Fantasy Tactics fixed (#9956)
    * Camera display in Invizimals fixed (#12278, #8521)
    * Added hotkeys for texture dump and replace (#11938)
    * Added Visual Studio 2019 support. Windows XP is no longer supported (#11995, others)
    * Fixes for video capture (#12069)
    * Added a separate sound volume for alternative speed (#12124)
    * Improved mouse control (Windows only) (#12173, #12176)
    * Support for installing texture packs and ISOs from zips (#12175)
    * Right analog support for touch controls (only used by patched games and some HD remasters) (#12182)
    * Android: Fix OpenSL initialization, possibly helps audio crackle a little. (#12333).
    * Fix graphics on Amazon Fire TV Stick 4K
    * Fixed strange vehicle behavior in MGS:PW (somehow) (#12342)
    * Ported to the Nintendo Switch by m4xw! Builds available on m4xw's Patreon.
    http://www.emucr.com/2019/10/ppsspp-v193.html

    http://www.ppsspp.org/index.html ...
    by Published on October 7th, 2019 19:14
    1. Categories:
    2. Snes News

    bsnes v111.3 is released. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.

    bsnes v111.3 Changelog:
    Update 1: there was a minor issue with the Super Game Boy audio fix when using save states, so I posted v111.1 to address this.
    Update 2: and another fix for the accurate PPU renderer, a slight sprite flickering issue in Star Ocean, so v111.2 is up.
    Update 3: and one final fix, save state stability improvements when using rewind. It really only affected Tales of Phantasia and Star Ocean, but they're such great games that it was worth the effort. v111.3 is up as a result.

    In celebration of reaching zero issues and zero pull requests on GitHub, I'm releasing bsnes v111 today.
    Changelog:
    fixed audio crackling in Super Game Boy emulation
    fixed NTSC region detection in Hanguk Pro Yagu
    fixed boot hnaging issue in Kishin Douji Zenki - Tenchi Meidou
    fixed slowdown issue in Mega Man X2 & X3
    added mute hotkey
    added HD mode 7 adjustment hotkeys
    added 18 pixel shaders including AANN, CRT-Royale, XBRz, and more
    added hotfix for The Hurricanes tile glitch during intro (happens on real hardware)
    added hotfix for Magical Drop which can hang after game over in Tokoton mode (happens on real hardware)
    added scanline override for NHL '94
    added fix for enterig folder names into the BrowserDialog filename box
    shrunk the fast PPU's Pixel struct, which gives a 3% performance boost [Alcaro]
    allow SRAM sizes of 2 megabits (for SA-1 homebrew developers)
    improved HDMA timing to fix a slight flickering issue in Full Throttle - All-American Racing
    fixed an issue with bsnes not remembering the user audio frequency setting across runs
    many libretro build improvements [rtretiakov, orbea]

    http://byuu.org/
    http://www.emucr.com/2019/10/bsnes-v1113.html ...
    by Published on October 7th, 2019 18:01
    1. Categories:
    2. PC News
    Article Preview

    • The Libretro team is back, bringing a new version of the beloved emulator frontend, RetroArch. After releasing version 1.7.8 back in August, the team has made some new changes and released an update in the form of version 1.7.9. This time around, there's been a focus on quality of life features, resulting in new ways to navigate RetroArch's XMB; users can now use touchscreen gestures on supported devices in order to go through the menus. Tapping or swiping specific places onscreen will allow you to search for games, scroll through lists, change settings, and more, all without requiring a connected keyboard or gamepad. Some general improvements have also been made, such as adding Wiimote lightgun support on the Wii, solving a memory leak due to a video driver on the PS2, and giving some overall bugfixes in regards to the menu. If you want to make sure you've got the latest version for your setup, or want to try the new features out for yourself, you can download it from the source below.

      Source

      https://gbatemp.net/threads/retroarc...he-xmb.549678/
    ...
    by Published on October 4th, 2019 22:59
    1. Categories:
    2. Nintendo 3DS News
    Article Preview

    While the Nintendo 3DS isn’t a powerhouse by any definition of the word, it can still output some pretty decent graphics and do some pretty impressive things especially in regards to emulation. Now, its emulation capabilities have been expanded even further thanks to the folks at libretro provided your device is a New 3DS/2DS (XL) model.
    The New Nintendo 3DS didn’t get many exclusive titles but the homebrew community used its improved capabilities to deliver good performance in PS1 and Commodore 64 titles (Vice3DS) – Image from linked blog post

    According to a blog post on the libretro blog by Justin Weiss, some recent developments relating to PS1 emulation on the 3DS have pushed numerous original PlayStation games to playable territory on New 3DS/2DS consoles and these include:

    • PCSX4ALL’s Unai renderer is now used in the 3DS builds of PCSX ReARMed which provides boosts of 10-20FPS over the previous P.E.Op.S. renderer that was being used
      • This change comes at the cost of some accuracy but an enjoyable game is probably better than a more accurately rendered one!

    • Support for the CHD format in the 3DS port which is a compression format best suited for disc images.
      • This format reduces the file size of games and also improves their loading times. Framerate dips during FMVs and loading zones also get reduced

    Furthermore, full speed cores (dynarec-enabled ones) can be launched from the homebrew menu through ‘3dsx’ files negating the need to litter your 3DS Menu with cores installed from CIA files to get the best experience.
    To make use of the improvements mentioned above and play many PS1 games on your New 2/3DS console, follow this link to grab the latest Nightly builds. The next official release of RetroArch will implement the aforementioned improvements.

    http://wololo.net/2019/09/26/emulati...emulation-3ds/
    ...
    by Published on October 4th, 2019 22:57
    1. Categories:
    2. PSP News

    As its name suggests, PPSSPP is an emulator for the PlayStation Portable and the go-to emulator at that. This emulator, whose original author is Henrik Rydgård, does not only emulate games pretty accurately with good performance but is also available on a wide variety of platforms including iOS, Android, Windows, Linux, macOS and the Switch among others.

    Furthermore, it also boasts an impressive arsenal of features including save state support, a homebrew downloader, translations in tens of languages and the ability to render games at higher resolutions among others.
    Now, PPSSPP 1.9 has been released which comes with:

    • Various game issues have been fixed including:
      • Flickering issues in GoW games that occurred with newer Mali GPU drivers
      • The Tekken 6 leg shaking problem
      • Disappearing officers in Warriors Orochi and issues in Tomb Raider on ARM64 devices
      • Hanging in Bleach and Armoured Core games
      • Audio glitches in FF Tactics
      • The camera display in Invizimals
      • Strange vehicle behaviour in MGS:PW
      • Audio in Motorstorm: Arctic Edge

    • To grab PPSSPP 1.9, check out this link and select the download for the platform of your choice; for viewing its change log, go here.

    http://wololo.net/2019/09/26/emulati...emulation-3ds/ ...
    by Published on October 4th, 2019 22:53
    1. Categories:
    2. PS3 News

    According to the Brewology Changelog & information from PSX Place, multiMAN 4.85 comes with:

    • Official support for CFW 4.83 to 4.85

    • multiMAN now recognises the offsets for FW 4.83/4.84/4.85 and displays the firmware correct version

    Thanks to this update, unofficial versions of multiMAN with support for CFW 4.83-4.85 can finally be put to rest as the modifications they did were possibly not ideal. However, no word has been shared on how compatible with PS3HEN this version of multiMAN so users of that should still stick with ManaGunZ.

    http://wololo.net/2019/09/29/ps3-new...se-of-fw-4-82/ ...
    by Published on October 4th, 2019 22:39
    1. Categories:
    2. Gameboy News,
    3. GBA News

    VisualBoyAdvance-M (commonly abbreviated as VBA-M) is a cross-platform emulator for the (Super-) Game Boy/Colour/Advance portable game consoles.

    It is a fork of VisualBoyAdvance, a now closed project. VBA-M combines features from several other VBA forks. It is licensed under the GPLv2, and is available in the Community repository.




    https://github.com/visualboyadvance-...nce-m/releases

    http://www.emulation64.com/view/3015...v214-released/ ...
    by Published on October 4th, 2019 22:32
    1. Categories:
    2. PC News

    The free-to-play version of PlayerUnknown's Battlegrounds will be available in Europe on October 10.
    PUBG Lite is a standalone product designed to work on low powered PCs and laptops, supported by a free-to-play business model.
    The open beta version was first available in Thailand in January, and has rolled out to parts of Latin America, Southeast and South Asia, and the Middle East and North Africa since then.
    From October 10, it will be available across Europe and Russia, marking the first time that PUBG has been free to PC players in some of the IP's most lucrative markets.
    At the time of writing, PUBG cost $30 on Steam, and is priced at similar levels on the European and UK storefronts. As such, PUBG Lite represents an opportunity to open up the game to a larger community of PC players.

    https://www.gamesindustry.biz/articl...rope-next-week ...
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