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  • JKKDARK

    by Published on January 24th, 2008 14:49

    via IGN

    Smash Bros. Brawl -- delayed!

    Monster Hunter Portable 2nd G -- delayed!

    Sakura Taisen and Mysterious Dungeon Shiren -- also delayed!

    Okay, so the two latest delays from Japan probably won't cause much of a meltdown on message boards when compared to the earlier announced delays of Smash Bros. and Monster Hunter, but we're sure a few Sega fanatics will need the warm, comforting bosom of a lover tonight.

    Sega Japan announced today that two of its high profile first quarter titles have been pushed back. Dramatic Dungeon Sakura Taisen, originally set for DS release on 2/21, will now arrive a month later on 3/19. Even bigger is the delay for Wii's Mysterious Dungeon Fuurai no Shiren 3 which, instead of its original 2/28 release, will now make it out in June. These dates are all Japan only.

    As expected, Sega cited a need to up the quality of the two titles as reason for the delays.

    While Sakura Taisen probably doesn't have a chance of release in America, Shiren is set for US release under the name Shiren the Wanderer 3. As the US version is currently with a TBA release date, expect the TBA to come post Summer. ...
    by Published on January 24th, 2008 14:49

    via IGN

    Smash Bros. Brawl -- delayed!

    Monster Hunter Portable 2nd G -- delayed!

    Sakura Taisen and Mysterious Dungeon Shiren -- also delayed!

    Okay, so the two latest delays from Japan probably won't cause much of a meltdown on message boards when compared to the earlier announced delays of Smash Bros. and Monster Hunter, but we're sure a few Sega fanatics will need the warm, comforting bosom of a lover tonight.

    Sega Japan announced today that two of its high profile first quarter titles have been pushed back. Dramatic Dungeon Sakura Taisen, originally set for DS release on 2/21, will now arrive a month later on 3/19. Even bigger is the delay for Wii's Mysterious Dungeon Fuurai no Shiren 3 which, instead of its original 2/28 release, will now make it out in June. These dates are all Japan only.

    As expected, Sega cited a need to up the quality of the two titles as reason for the delays.

    While Sakura Taisen probably doesn't have a chance of release in America, Shiren is set for US release under the name Shiren the Wanderer 3. As the US version is currently with a TBA release date, expect the TBA to come post Summer. ...
    by Published on January 24th, 2008 13:21

    New version of the Sega Saturn emulator for PC.

    Changelog:

    CD drive block state transition process fixed.
    SCSP timers processing fixed.
    SCSP RISANPURINGU the process fixed.
    SCU end of the DMA interrupt handling fixed.
    VDP2 rotation of the plane of the drawing process fixed.

    State saves data changed version.

    Leading SH2 iteration of the master clock system from the center of the center changed.
    In accordance with the optional SH2 Instruction Numbers 1 Block Clock change.
    May be slightly heavier.
    Also, the abolition HSynch Real Clock option.

    Ver0.09 alpha compiled from the option to change, but
    It is due to the failure occurred.…
    Alpha back to its original option because the software came from the failure直っI may. ...
    by Published on January 24th, 2008 00:21

    New version of the Game Boy Advance and Nintendo DS emulator for PC.

    Changelog:

    (faster 3d rendering, backup detect, rtc-irq, better texture interpolation,)
    (perfectly accurate edge-marking, translucent-poly-id, shadow-poly support,)
    (capture in vram display mode, debug gui/warnings, cpu/ipc/div/sqrt details)
    - free-download: old no$gba v2.6 gaming version now free for everybody - enjoy
    - debug/symbols: resize function for Alt+L symbol list window (saved in .ini)
    - debug/internal: changed computer_id handling for compatibility with win vista
    - nds/debug: allows nintendo to mis-use clipmtx_result for detecting their emu
    - nds/debug: allows to override mis-declared-thumb-functions by crude $t labels
    - nds/rtc: triggers IRQ when SI changes HI-to-LO (only when SI-IRQ is enabled)
    - hll-version: demangles strange new "_ZN3txt3txtEii" and "_Z3txtii" type labels
    - nds/gba/rcnt: allows to generate SI interrupts manually by toggling RCNT bits
    - nds/gba/rcnt: internally memorizes rcnt-output bits (additionally to inputs)
    - nds/rtc: passes rtc 1Hz/2Hz/4Hz/8Hz/16Hz or per-minute IRQ to rcnt SI input
    - nds/3d: soft-speedup: uses clean 80286 shift opcodes (instead slow 80386 shrd)
    - nds/3d: soft-speedup: new scaled side_clip_x allowed to re-remove pre_add_mask
    - nds/3d: soft-speedup: scaled side_clip_x coords from 0..len to 0..7FFFFFFFh
    - nds/3d: soft-accuracy: texture/color interpolation with variable pre_add_mask
    - nds/details: emulates all newly discovered ipcfifo/div/sqrt technical details
    - nds/help: added tech specs on div/sqrt (readonly results, start/stop timings)
    - nds/help: added tech specs on ipcfifo (edge triggered, underrun, fifo-disable)
    - nds/help: added user settings 076h (language mask) and header 01Dh (ique flag)
    - nds/3d: soft-detail: edge-mark: recurses surrounding depth values (less only)
    - nds/3d/help: added more technical notes on edge marking (depth and polygon_id)
    - nds/a22i: auto generates chinese crc upon .fix directive (only if version=2)
    - nds/help: added info on chinese title in icon/title region (addr/version/crc)
    - cpu/internal: reduced 32bit test/and to 8bit (al/bl/cl/dl instead eax/ebx/etc)
    - cpu/detail: emulates mis-aligned thumb bx/blx and arm bx/blx (with warning)
    - cpu/detail: emulates mis-aligned rd=r15 in arm alu opcodes (thanks jonathan)
    - nds/3d/help: added double-blended-edge-glitch (edge-marking plus anti-alias)
    - nds/3d/help: added translucent-edge-glitch (edge-marking plus anti-aliasing)
    - nds/backup: supports re-detection (games with faulty initial initialization)
    - nds/backup: added bus-width auto detection (redirecting to new general types)
    - nds/backup: added new types (3x general types) (and 1x sanyo, thanks flubba)
    - nds/3d: soft-detail: edge-mark: handles edges at screen border (via clear_id)
    - nds/3d: soft-detail: edge-mark: applies edges in respect to surrounding pixels
    - nds/3d: soft-detail: edge-mark: internally stores edge_flag for possible edges
    - nds/debug: allows some games to initialize not-existing port 4001004h to zero
    - nds/debug: allows nintendo to use faulty ldmib with base-inclusion-writeback
    - nds/debug: allows nintendo to use invalid stmib/ldmib user bank writeback
    - nds/debug: allows nintendo to write more serious nonsense to (R) baseband regs
    - nds/timings: re-fixed arm7/arm9 sync (new arm9-66MHz timings vs arm7-33MHz)
    - nds/video: supports capture from 2d/3d engine in vram display mode (nanostray)
    - nds/help: added note on undoc nds7 port 4001080h (used by ds-lite firmware)
    - nds/help: added optical mouse sensor (slider controller) (thanx daniel palmer)
    - nds/help: added firmware wifi internet access point settings info (thanks cue)
    - nds/help: added user settings 066h (year) and 075h (ext language) (thanks cue)
    - screenshot: converts 32bpp images to 24bpp (smaller and more standard files)
    - nds/3d: soft-detail: prevents rendering of translucent polys with same poly_id
    - nds/3d: soft-detail: supports shadow polygons (mask/render, step 1 and step 2)
    - nds/3d: soft-speedup: scaled perspective correct clp.x from 0..len to 0..7FFFh
    - nds/3d: soft-speedup: mmx: faster texcoord_clipping (no_repeat,repeat,flipped)
    - nds/3d: soft-speedup: pre-calc tex_clip proc, collapsed 32:32 tex_xy to 16:16
    - nds/3d: soft-speedup: pre-explodes edge_color_table, optimized alpha blend
    - nds/3d: soft-speedup: mmx: processes two rgba-pairs and tex_xy-pairs at once
    - nds/3d: soft-speedup: mmx: nonlinear color_rgb and texcoord_xy interpolation
    - nds/3d: soft-detail: stores fog bit in framebuffer (opaque/trans=replace/and)
    - nds/3d: soft-speedup: ...
    by Published on January 23rd, 2008 16:41

    via IGN

    KOEI, recognized worldwide as the premier brand of strategy and action games, today announced that Nobunaga's Ambition®: Rise to Power has reached gold status. The historical simulation from legendary game producer Kou Shibusawa will ship to North American retailers starting February 5, 2008, exclusively for the PlayStation®2 computer entertainment system.

    Gamers looking for the latest information on Nobunaga's Ambition: Rise to Power, can visit the newly launched minisite at www.koei.com/risetopower.

    About Nobunaga's Ambition: Rise to Power
    Set during the 16th century, Nobunaga's Ambition: Rise to Power sends players back in time to the Sengoku (Warring States) period of Feudal Japan. It was during this time that the visionary Nobunaga Oda assembled the most advanced military force in Japan, and instituted new policies that stimulated the growth of the nation's economy.

    In Nobunaga's Ambition: Rise to Power, players will assume the role of Nobunaga, or of a rival warlord, in their quest to unite Japan under one rule. Packed with 7 dramatic scenarios - from the 1551 Struggle for Power to the events following Nobunaga's death in 1582, Nobunaga's Ambition: Rise to Power lets players embark on their quest from more than 300 different starting points.

    For the first time in the series, military campaigns are carried out using an explosive 3D real-time battle system. Plus a new command lets players go "all in" and risk their entire empire in battle. If victorious, players will expand their empire, but a defeat could mean the total loss of their land.

    Nobunaga's Ambition: Rise to Power is more than just a game of military domination. Life in Feudal Japan is brought to life with remarkable detail. In vibrant castle towns the daily lives of characters will unfold while players nurture their village into a flourishing empire. Players will also manage government affairs and develop critical infrastructure such as ninja camps, blacksmiths, and markets. A robust character edit function features a wide variety of character faces, the ability to edit stats, and let's the player choose when and where the characters will appear.

    Originally released in Japan as Nobunaga's Ambition: Tenkasousei, Nobunaga's Ambition: Rise to Power marks the return of the series to North America. Nobunaga's Ambition: Rise to Power is developed by KOEI Co., Ltd and produced by Kou Shibusawa, the mastermind behind the legendary Romance of the Three Kingdoms® and P.T.O.™ historical simulation series. The game is rated "T" (Teen - Alcohol Reference, Mild Language, Violence) by the ESRB. Press can find (watermark-free) assets at gamespress.com.


    ...
    by Published on January 23rd, 2008 13:51

    via Razorwire

    Nuclear launch detected. The greatest thing to come out of France since fried potato sticks has been crushed under the heel of a faceless attorney. According to a forum post by one of the homebrew project developers, they have been forced to abandon StarLite for legal reasons.

    Until Blizzard realizes that StarCraft on the DS would easily sell 3 times as many copies of World of Warcraft, does anyone have a copy of the last version (0.03) of Starlite? Thank you. ...
    by Published on January 23rd, 2008 13:51

    via Razorwire

    Nuclear launch detected. The greatest thing to come out of France since fried potato sticks has been crushed under the heel of a faceless attorney. According to a forum post by one of the homebrew project developers, they have been forced to abandon StarLite for legal reasons.

    Until Blizzard realizes that StarCraft on the DS would easily sell 3 times as many copies of World of Warcraft, does anyone have a copy of the last version (0.03) of Starlite? Thank you. ...
    by Published on January 22nd, 2008 21:53

    via Giana's Return Progress Blog

    As promised here is a small roundup of the current standings.

    We hopefully finalized the levels of world 1 to world 3, the last adjustments we did, were to have equal enemies, instead of having them mixed up all over the game. This adds some kind of “system” and should let the game appear more professional. While we were working on this task, we added way more enemies to the playing field. The game is slightly harder, but nothing is impossible. Considering we gave Giana a nice and proper energy bar, there will be definatly use for it now.

    The level designer is playing with his mind to add another few extra levels. There would be an extra level for world 1 and 2 already, but it’s unsure if it will make it into the main game. (This one is even new to the coder *grin*)

    Another thing our coder was working on, we now have foreground and background tiles, but… to keep the game at decent difficulty, only objects such as the gras in world 1 and the mini-mushrooms in world 3 will stay “in front” of Giana.

    The graphics guy, who is responsible for the tileset readjustments is waiting for his next job - but the depressed organizer somehow can’t make it, to send him the next steps. See this positive or negative

    The promised “Lava-World” video will be delayed to the corrupt graphics files, we need to find a proper intact pre-version of it first.

    As you can see, things are rolling more or less.

    Regards
    Your Giana’s Return Team ...
    by Published on January 22nd, 2008 19:41

    via SPOnG

    Kaz Hirai, president and CEO of Sony Computer Entertainment (SCE), has raised some interesting questions regarding his company's strategy regarding PS3 backward compatibility and the future of PS2 gaming.

    Speaking to Bloomberg, Hirai said, "We want to promote games only available for PlayStation 3. The introduction of the 40-gigabyte model is in line with that strategy".

    This stays very much on-message with statements made late last year by Sony Computer Entertainment (UK) managing director Ray Maguire who told SPOnG, "When we launched, we said we would focus on forward production than backwards-compatibility, but there was more of a need for backwards-compatibility six months ago. So, from here on in, there are no plans for backwards-compatibility in PlayStation products."

    Before the crashing tedium of fanboy ranting begins elsewhere, let's analyse the statement:

    Hirai did not say, "We only want to promote games available for PlayStation 3".

    So, don't read this as "We won't promote non-exclusives". It would be insane for Sony not to co-promote non-exclusives such as Assassin's Creed or Smackdown vs Raw, which would help sell hardware.

    What this re-statement of intent is more likely to mean is that days of the PlayStation 2 are well and truly numbered.

    At this point, we'd like to remind you of Kaz's assertion that, "The introduction of the 40-gigabyte model is in line with that strategy.''

    One of the most notable missing features of the 40GB PS3 is its lack of backwards compatibility. Doesn't it appear counter-intuitive to drop backwards compatibility and also pull support from PS2 itself?
    Not if Sony plans to shift its focus with regard to PS2 games towards making them available over the PlayStation Network as legacy titles, or 'PlayStation Originals'?

    That is, of course, a bit of a stretch - but it remains a possibility nonetheless. A possibility that could be supported by a recently spotted job vacancy for someone to work on PS3 backwards compatibility, in spite of the fact that Sony's most prevalent PS3 model has none. ...
    by Published on January 22nd, 2008 01:53

    via SchackNews

    While no official announcement has been made, a recent PlayStation Underground e-mail (pictured left) from Sony confirms the oft-rumored PlayStation 2 port of High Impact Games' Ratchet & Clank: Size Matters (PSP).

    According to the e-mail, the port will hit stores in March, about a year after the title debuted on PSP. Size Matters marked the first Ratchet & Clank title to be developed outside of Insomniac Games, which created the franchise.

    It also marked the first title for High Impact Games, the staff of which includes several ex-Insomniac employees as well as veterans from Jak & Daxter developer Naughty Dog. The studio is currently working on another portable Ratchet & Clank title, Secret Agent Clank (PSP).

    PSP to PS2 ports have been all the rage these days, and rumors of marquee PSP releases making the leap to the PS2 are frequently tossed around. Fortunately for Ratchet and Clank fans, this one turned out to be true. Expect an official announcement from SCEA in the near future. ...
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