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    by Published on March 25th, 2009 22:17

    Ahman has released a new version of the Best Shell for the PSP and one of the scenes best releases:

    This release is for PSP Slim & Lite only. It introduces an Advanced Multi-tasking feature which allows you to run 2 applications simultaneously and switch between them with a hot key. Of course, you can still multi-task these 2 apps together with iR Shell build-in functions.

    Video preview:


    Usage Notes:
    1) Before you can use the Advanced Multi-tasking, you'll need to enable the option "Slim Advanced Multi-tasking" under iR Configurator.
    2) You can load 2 Applications to the 2 memory slots in the Slim. Slot 1 is the usual memory area for loading applications (the lower 32MB RAM); while slot 2 is the new memory area (the upper 32MB RAM only available on Slim).
    3) By default, the 1st app will be loaded in slot 1, and the 2nd app will load in slot 2 automatically. To force the 1st app to load in slot 2, hold Left-Trigger while lauching an application under the confirmation popup window.
    4) The typical app switch toggle "L-Trigger + Select" or the alternate key "Vol Up + Select" will allow you to toggle between the 2 apps and iR Shell. New key combos "L-Trigger + Note" or "Vol Up + Note" will allow you to switch between the 2 apps without going back to iR Shell screen. Pls note pressing the Note button alone (without L-Trigger) will act as the screen capture button. The alternate Vol Up combo keys perform exactly the same as L-Trigger key and is provided as an alternative.
    5) Normally, when you exit 1 of the 2 apps, it will cause the PSP to reboot, meaning you'll also lose the other running app. This can be resolved by adding unloading support into the application itself. However, this will require modification of the app to perform resource cleanup and self-unloading upon exit. All iR Shell bundled plugins have been enhanced to support unloading, such that they can be terminated without affecting the other running app. To exit these plugins gracefully, use the exit function build into the app itself. For example, to exit bookr, press START and choose Exit menu item. iR Shell disables the standard Home exit menu while 2 apps are running. To exit both apps together, use "Home + Square" instead.

    Compatibility Notes:
    - Not all apps can be loaded to Slot 2. There're two types of program binary format for PSP, static ELF and relocatable PRX. Static ELF uses fix memory address and can't be relocated. Hence, they will only work when loading in slot 1. If you try to load a static ELF in slot 2, you'll get an error code "0x800200D9". PRX can be loaded in either slot 1 or 2. To convert a homebrew from ELF to PRX, you'll need to re-compile it with BUILD_PRX=1 and set the heap size with PSP_HEAP_SIZE_KB(-800) in the source file. Most static ELF homebrews can be converted to relocatable PRX simply by recompilation.
    - There is a limitation on the PSP AVC hardware decoder which is for video playback. It cannot be accessed by more than 1 application; which means you can't have 2 applcations running together if both of them access the AVC hardware decoder.
    - The bundled plugins should be able to coexist with most other apps; with the exception of the PPA plugin which can only coexist with another app which doesn't use the AVC hardware decoder.
    - You can't have both slots loading UMD/ISOs, due to there is only 1 physical UMD drive and ISOs are simply emulating the UMD.
    - PS1 games take exclusive use on the audio hardware. As a result, it will be incompatible with other apps that use audio.
    - The launch XMB function may not be stable for most commercial games due to resource conflicts. However, it should be pretty compatible with most homebrews. On the other hand, the Sony Web Browser should work with most commercial games & homebrews. To browse Internet while running another app, you can use the iR Shell bundled htmlviewer which is the Sony Web browser.
    - If an app is built with PSP_LARGE_MEMORY flag and you're trying to load it in slot 1 (first app), it will use all Slim memory and you won't be able to load a 2nd app. To allow it to co-exist with other apps, you'll need to load it in slot 2.
    - This will probably be incompatible with DA's LEDA if you're trying to run 2 apps requring 2 different kernels.
    - This Advanced Multi-tasking feature is incompatible with Interlaced TV Out for slim due to insufficient memory. Progressive TV Out should work fine.
    - If you get an error "0x800200D9" while loading an app to slot 2, it's a static ELF and you'll need to load it in slot 1. That is, reverse the order of the 2 applications you're loading.

    Additional Note:
    - The bundled bookr plugin is based on the original v0.71. If you want to use the recent v0.81 mod by Nguyen Chi Tam, you can download it from www.ishell.org forum.
    - You can find most of the plugin source code in www.irshell.org plugin forum. If you want to add unloading support to a homebrew, you can refer to these samples.

    Special thanks to:
    - Dark_AleX for the M33 custom firmwares and his assistance during iR
    ...
    by Published on March 25th, 2009 21:44

    News via gxmod

    TheDrev offers 1st homebrew as a clone of the classic Bomberman.

    The game is played from 1 to 4 players with the aim to blow your opponents.

    Download and Give Feedback Via Comments ...
    by Published on March 25th, 2009 21:37

    News via pspita

    Moscas user of our forum, updates its now famous Goblins PSP, multifunction utility for PCs that comes with version 2.3.1.1. Goblins PSP will allow you to perform backups of data on your memory stick, load and / or delete the backup of your UMD, launch programs like the RemoteJoy and USBIsoloader, update your Custom Firmware and manage your plugins.
    Following the changelog for this release and the link to download.

    Changelog v2.3.1.0 - v2.3.1.1:

    Quote:

    v2.3.1.0
    -If you are upgrading from a version lower than v2.0.0.0 you must remove GoblinPSP

    -Improved management of Organizing application menu

    v2.3.1.1
    -Fixed some bugs that arose into the applications menu, causing a loss of reordering of the applications

    Download and Give Feedback Via Comments ...
    by Published on March 25th, 2009 21:34

    via Kotaku


    After corrupted files ruined yesterday's launch of Fallout 3's The Pitt DLC for Xbox 360 players, Bethesda saves face by quickly getting a non-broken version of the update uploaded to Xbox Live.

    The solution to the missing textures, incomplete geography, and freezing issues that plagued yesterday's launch to The Pitt for the Xbox 360 is now only a delete and a download away. Simply go to Settings->System Settings->Memory on your Xbox 360, select Fallout 3, and then select Fallout 3: The Pitt. Delete what you've got there, re-download the file, and you should be good to go.

    While the situation surely did suck, we've got to give Bethesda kudos for getting the issue resolved quickly, especially in the middle of the Game Developers Conference. Good on ya, Bethesda. ...
    by Published on March 25th, 2009 21:32

    via IGN


    The wait is at long last coming to an end for Bionic Commando, the new 3D rethinking of the classic series. Over in Japan, Capcom announced today a final release date for the Xbox 360 and PC versions of the game. Our friends on the island nation will get the game on June 25, priced at 7,340 yen (about $74).

    For most games, a Japanese date usually has little relation to an overseas release. But this is Capcom here, so we expect the international versions of Bionic Commando to arrive close to the Japanese version. We'll let you know if Capcom's domestic office makes any announcements. ...
    by Published on March 25th, 2009 21:25

    Square Enix superstar producer -- and master of the zipper -- Tetsuya Nomura is featured in this week's Famitsu through a two page interview. Although most of the space was taken up by Final Fantasy VII Advent Children Complete talk, Nomura opened up towards the end about a few of his other projects.

    First up, Kingdom Hearts 358/2 Days. Development on the DS title is approaching completion, he said. The staff is now going through the final areas of debugging. In case you don't keep up with the Nippon gaming seen, the Japanese version is due for release on May 30.

    Sharing the sales points of the title, Nomura noted that because it's mission-based, players who want to get through to the end quickly can simply play just the required missions. However, those who do clear all the missions will find a lot of content.

    Next up, Kingdom Hearts Coded. Noting that the mobile title will be distributed as a series of episodes, Nomura revealed that the development staff is currently working on building up a stock of such episodes.

    Finally, the main event: Final Fantasy Versus XIII. Nomura didn't share much here, stating only that the designs for the main characters' clothing is complete. These designs were previously announced as being a collaboration with Roen. He hopes to unveil them at a major event.

    The magazine also asked Nomura about future possibilities for the Final Fantasy VII compilation series. He said that he believes he's done all he wants to do for Advent Children. However, he does have ideas for the next product in the compilation. Don't start celebrating yet, though! Nomura also said that he doesn't expect any developments on the series for the time being.

    http://uk.ps3.ign.com/articles/966/966108p1.html ...
    by Published on March 25th, 2009 21:23

    Even just on paper, the number for Insomniac Games' second Resistance title is impressive: 60 players in the competitive modes (which include straight deathmatch as well as more objective-based modes that divvy up all those players into squads) and 8 players in the cooperative one. While one would naturally assume that adding 20 more players to what was already an impressive feat in the original Resistance's 40 online players would just mean bigger maps, there were far bigger ramifications.

    In a session titled "Pushing the Limits: The Technical, Design, and Social Ramifications from Increasing Player Counts in Online Multiplayer Games," Resistance 2 Cooperative Design Lead Jake Biegel and R2 Competitive Design Lead Mike Roloson detailed some of the issues they came across when upping the player counts to the largest seen in a console game thus far.

    To facilitate including the three main components of R2's experience, the Campaign, Cooperative and Competitive Modes, the team was actually split into three separate, semi-autonomous units that were each building their own part of the game. Though they obviously shared resources, it wasn't until they came together in a move Biegel claims was "analogous to Voltron" that the game really became a whole; disparate units that combined to become greater than the sum of its parts.

    The teams had almost no ties to each other's modes, and the difficulty, Biegel explains, was to continue to promote teamwork and sense of unity despite the sequestered bits of development happening simultaneously. As it turns out, these were themes that carried over into the game because, as Insomniac discovered in moving to a comparatively huge number of players in on a map, things graduated from simple game design issues to overall social dynamics.

    Nowhere was this more apparent than when they first dropped 60 players into a map. Juggling these "mob dynamics" was especially difficult because nobody had really attempted a game of that magnitude before. It created what the team affectionately called "The Ball of Death" -- a huge lump of chaos that would move around a map and draw in other players into the conflict. The problem with this was that the chaos in the middle was largely impregnable; players would spawn, run to where the chaos was, and then get killed on the periphery.

    This would eventually give rise to the game's objectives and, most importantly, the squad system that would not only split up the 60 players into groups, but assign them objectives and a rival squad to give the game a sense of rivalry and familiarity. After all, when there are 60 players running around, it's almost impossible to keep track of friends, much less that one person that keeps gunning you down throughout a match.

    It was an example of the admittedly fascinating dynamics of social interaction. Mike Roloson equated it to a series of small gatherings. A six or so person dinner lets everyone stay cordial, encourages a central conversation, and lets some people dig a little deeper into topics as the flow dictates. When you double or even triple that, moving to around 15 people, then you start to see individual conversations and people starting to glom together into groups. There's nothing wrong with this, of course, as it's impossible to juggle four or five conversations at once with any real involvement, but it was nevertheless an issue when trying to pit people against each other. At 24+ players (or, as Roloson compared it, the "bar" setting), people begin to arrive in cliques and tend to stay in those, sometimes largely ignoring everyone else and staying within their bubble.

    The trick, you see, is to have a central focal point (in the bar analogy, that could be a band or a sports even on TV) that bands everyone together and creates a channeled objective for the whole, while still allowing the freedom of having smaller groups. Thus, the squad system was created and forced rivalries were introduced -- apparently a source of internal contention. "The debate still rages," Roloson joked.

    By breaking things up, the Ball of Death was mitigated to a degree and could even be manipulated as needed to create a sense that the matches had culminated into something bigger at the end. In truth, Insomniac actually designed their matches in both Competitive and Cooperative Modes to grow as they went on, keeping things isolated at first, and then layering in more squads until the matches reached a chaotic apex.

    This worked no matter what the player count because of an innate ability by the dev team to scale the entirety of the experience. What begin as more compartmentalized map designs eventually gave way to shared maps that could then be divvied up into chunks for specific modes like Capture the Flag. In this way, the teams were able to share resources and hit their milestones, which Insomniac has oft prided itself on never missing.

    http://uk.ps3.ign.com/articles/966/966265p1.html ...
    by Published on March 25th, 2009 21:22

    via Computer and Video Games


    Resident Evil 5 producer Masachika Kawata has said that gamers may have to wait up to eight years for Resident Evil 6, assuming the project gets the go ahead.

    "We haven't decided whether we're going to make Resident Evil 6 yet," Kawata told The Gadget Show. "But if we do, it could take anywhere up to eight years, but hopefully only four."

    Fellow Resi 5 producer Jun Takeuchi said previously that the next instalment in the series will be a full franchise reboot, but we'd be more than a little bit surprised if it took eight years to rework the formula.

    The horror series has already undergone somewhat of a change in formula recently, with the latest entry more action-orientated than previous releases. ...
    by Published on March 25th, 2009 21:21

    Gaz has updated his Jazzier suite:

    Jazzier Suite, is a new project I am working on for the Nintendo DS. The program will aid musicians in improving their ability to recognise pitch, read music and to stabilise timing, as not to speed up or slow down whilst playing songs. There will also be a number of tools implemented to help aid in composition and performance. Some of these have already been implemented in the first release, such as, the delay calculator and tap tempo features on the metronome.

    Instructions. (1. Metronome)

    To find out the tempo of a track of music, constantly press the X button on the beat of the track. This is called Tap-Tempo and will set the metronome to the tempo of the track you are listening to. It also provides an average tempo (bpm) based on the accuracy of your tapping over a set time.

    The delay times shown on the top of the screen can be entered into a guitar effects pedal or similar effects processor. I have included a few different beat times including dotted notes for more experimental delay times.

    You can select 1 – 12 beats per bar.

    Adjusting the tempo can be achieved in three ways:-

    Tap Temp (X Button)
    Tempo Meter (Red)
    Fine Tune, left and right arrows next to the tempo

    Additional Notes

    When tap-tempo is used, the metronome is stopped. I found it quit difficult to tap along to a track whilst the metronome was playing.

    Hope you enjoy the software,

    Gaz.

    I have created another update for the notation trainer:-

    The piano keys are now highlighted when you press them.

    You can switch off/hide the sharps and flats on the key signatures, this will help you remember the sharps and flats without looking for guidance on the stave. Press X, to toggle them on and off.

    note: this will only take effect on your next try.

    Gaz

    Download:

    http://www.dshomebrew.co.uk/dssoft/jazziersuite.nds
    ...
    by Published on March 25th, 2009 21:18

    At the Game Developers Conference panel titled "Inspiration Behind Nintendo DSi Development," Nintendo's project lead Matato Kuwahara revealed that there will be a variety of ways to distribute Nintendo DSi software to users, both digitally distributed as well as via retail packaged software.

    The first way is, obviously, through the DSiWare Channel where game developers can create small DSi concepts for small or no cost to the consumer, and have them downloadable straight to the DSi internal memory.

    Via retail, developers can choose two routes. DSi Enhanced Game Cards will give developers the ability to incorporate DSi features, such as the camera or the SD cartridge, into their DS games. These Enhanced cards will play as standard DS games on the Nintendo DS or Nintendo DS Lite but will only open up the unique elements of the DSi on those consoles. Kuwahara used the idea of bringing in pictures taken with the camera and utilizing them as in-game textures as an example.

    The other option is DSi Game Cards. Kuwahara recommended this option for those looking to place DSi-exclusive concepts into retail stores. These cartridges will not play on the Nintendo DS or DS Lite.

    The DSi Enhanced Game Cards and DSi Game Cards are still being worked on at Nintendo, but should be available in the near future.

    http://uk.ds.ign.com/articles/966/966301p1.html ...
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