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    by Published on February 20th, 2009 20:17

    run rs\n

    Those characters are all that is keeping the iPod Touch 2g from a tether-less Jailbreak. The Dev team have already released both tethered and semi tethered jailbreak. With some more playing they now have the iPod Touch 2g within 8 bytes of booting without a tether. With a little work you can even create a dongle yourself to boot your Jailbroken iPod Touch while on the go.

    The video above by MuscleNerd demonstrates a dongle in action. Expect instructions on how to make this happen soon via The Dev Team.

    http://www.modmyi.com/forums/ipod-ne...jailbreak.html ...
    by Published on February 20th, 2009 20:16

    The AppStore isn't the perfect place for business. There have been many cries from developers for change and Apple has worked towards making the AppStore a better place with minor updates like separating top paid and top free apps, having top apps listed by category, etc.

    Getting a little more scientific on the subject of AppStore success Pinch Media has but together a very nifty slideshow (below) of what they believe to be the secrets of AppStore succes like release timing, pricing, quality, marketing, the reviews, competitor actions, duplication, etc. Check out the Slide Show for some pretty charts and graphs. While it wont give you the perfect formula for "Making it" the Slide Show does give some good guidance in the right direction.

    http://www.modmyi.com/forums/iphone-...-appstore.html ...
    by Published on February 20th, 2009 20:15

    Following in Microsoft's footsteps Apple's iWork 09 documents are not backwards compatible. What does this mean? Files saved in any iWork 09 application (Pages, Keynote, Numbers) will not open with iWork 08 unless you choose to save it in iWork 08's format. Apple has published a nice little page explaining iWork 09 and iWork 08 compatibility -- or lack of.

    When Microsoft did the same thing creating new document formats (.docx, .xlsx, .pptx) to go along with the release of Office 2007 much of the world was outraged. Businesses were immediately effected because files saved in the default format with Word, Excel, and PowerPoint 07 would not open using previous Microsoft Office versions. People would email out documents only to be notified that the recipients couldn't open them because they didn't have the newest version of Office wasting time, energy, and money. Inconvenient.

    http://www.modmyi.com/forums/mac-new...footsteps.html ...
    by Published on February 20th, 2009 20:11

    Quite the popular topic was discussed here at DICE once again in a panel called The Impact of Reviews on Game Design. The panel featured five industry insiders, namely Julianne Greer from The Escapist, Danny Bilson, senior vice president and creative director at THQ, Mona Hamilton, VP of marketing at Capcom, Rich Hilleman, chief creative officer at EA, and Chris Taylor from Gas Powered Games.

    The first question posed was whether or not games were made to cater to reviewers first in order to net high review scores and thereby take in great sales. The obvious answer was "no" as everyone on the panel agreed that games are made for the players, and it's just the hope that reviewers happen to fit into the fan base of the title.

    Rich Hilleman brought up the notable point that the games he has worked on has always had a target gamer as its audience, but that in many cases it isn't him. In other words, he's worked hard to separate his own tastes from those of who he's making games for.

    The next topic was whether or not advertising affects review scores through perspective influence. The common answer was that it didn't have a direct influence, though some folks on the panel thought it had a greater influence than others. No one, however, said that it had a major impact.

    Some folks on the panel began talking about how publisher executives place way too much importance on metacritic scores, and even just potential metacritic scores as guesstimates can be used to set the budget for the title before it has even really gotten underway.

    A common agreement is that aggregate review scores, like what metacritic does, is a flawed system because it gives major and respected publications the same weight as a guy in his basement who plays games for 10 minutes before reviewing them.

    http://uk.pc.ign.com/articles/955/955620p1.html ...
    by Published on February 20th, 2009 01:01

    Sony's European studios have been doing some fairly inventive things over the past five-plus years with the likes of EyeToy, SingStar, Buzz! and so on. To talk about development in Europe, Michael Denny, senior vice president of Worldwide Studios Europe, and Mike Haigh, development director at Sony's London Studio, made an appearance at DICE to share their experiences.

    Denny opened up the talk by going over Sony Europe's recent history and calling out some of the highest selling family and party-friendly titles, like Guitar Hero and Wii Play. He then talked about the community-driven success of Buzz! and SingStar. Nothing particularly shocking or interesting was mentioned in this bit.

    Michael Denny then introduced Mike Haigh. Haigh began by explaining their view of what makes a good social gaming title, including group bonding, performing and competing, a broad appeal for all ages and spectator participation. He then explained the studio's take on social versus casual games, where social titles can still be complex, whereas casual titles are simple and are largely what is played by young kids or housewives.

    Haigh then talked about the creation process behind the EyeToy and showed some early development videos that Dr. Richard Marks was toying with while working on developing the camera. He then moved on to talk about SingStar, a couple different early ideas for the game (like singing songs to defeat animals), and how two mics have been included in the package because tests showed that people were shy about singing on their own, but much more willing to do so with a partner.

    Next up was the topic of Buzz! He didn't talk about the software a lot, but showed a few concepts for early buzzers, one that was box-shaped with a large red button in the middle and the four colored buttons set off to the side.

    Haigh ended the presentation with a video look at EyePet, a new PlayStation Eye game coming for the PS3.

    http://psp.ign.com/articles/955/955522p1.html ...
    by Published on February 20th, 2009 00:58

    Been looking for a puzzle game that you can't put down? You're in luck, as PopCap's Games' popular Zuma hits the PSN today. According to a blog post on the PlayStation.Blog, Greg Canessa, vice president of video game platforms at PopCap Games announced that the title will be available with the Thursday update. Canessa also mentioned that the title has been redesigned to take advantage of Sony's hardware, with Dolby 5.1 surround sound, Trophy support and PSP remote play.

    Canessa also mentioned that PopCap is hard at work on bringing three more of their popular games to the PSN later this year: Peggle, Feeding Frenzy and Heavy Weapon.

    http://uk.psp.ign.com/articles/955/955309p1.html ...
    by Published on February 20th, 2009 00:55

    News/release from hitchhikr

    I recently (today as a matter of fact ;D) made a psp replay routine for my softsynth tracker program available here:

    http://protrekkr.googlecode.com/

    The tracker is tailored for much faster machines so this is more an experiment than anything else.

    If you intend to use it to create music for the PSP you'd better go very easy on the dsp effects and channels polyphony, especially the flanger fx is a really heavy toll because the media engine doesn't have any integrated hardware sin/cos or pow instructions.

    The replay routine of the tracker uses the 2nd processor so the occupation time of the main CPU is really minimal.

    Samples depacking with the PSP codecs isn't implemented yet (so samples packing should be set to "none" in that case).

    The tracker itself is open source and available on Windows, Linux and Mac OS X.

    v1.90 released:

    Quote:

    - Added a scrollbar beside patterns.
    - The tracker can now load all these .wav file formats (mono or stereo) :
    - 8-bit integer.
    - 12-bit integer.
    - 16-bit integer.
    - 24-bit integer.
    - 32-bit integer.
    - 32-bit float.
    - 64-bit float.
    - Added an option to render a module as 32 bit (float) .wav file.
    - Inverted the right and left mouse buttons functions in patterns.
    - Fixed an issue with the loop editor.
    - Patterns now automatically scroll when using the right mouse button (also work when selecting a block).
    - Added multi notes channels, they can be used to trigger several notes / track at the same time in order to make chords or to play several instruments in the same track and route them to the same row effect / dsp effect (thus allowing to considerably reduce the dsp usage and also introduce some modularity which could be useful, especially for the PSP replay).
    Note that these channels are shared with the polyphony ones.
    - Improved volume ramping.
    - Keys repeat was disabled when editing note columns.
    - Added LCTRL+TAB and LCTRL+LSHIFT+TAB to cycle through the notes of a track.
    - Added LALT+A and LALT+LSHIFT+A to select one or all notes/instruments columns of a track.
    - Modified the record function (for a better one, i hope).
    - Some edition commands weren't working on last track.
    - Midi channels polyphony implemented.
    - Improved Mac OS X keyboard handling a bit.
    - Compressor wasn't set right when loading .ptp files.
    ...
    by Published on February 20th, 2009 00:44

    News /release from Carhr

    The game is a typical action platform game. It´s based in the Turok´s games what it appear in game boy/game boy color. The demo is short less than five minutes and in it I show how will be the final game.

    Download and Give Feedback Via Comments ...
    by Published on February 20th, 2009 00:13

    News/release from raz0red

    --------------------------------------------
    Wii2600 v0.1 release README
    --------------------------------------------

    Ported by raz0red
    [http://www.twitchasylum.com]

    --------------------------------------------
    What is Wii2600?
    --------------------------------------------

    Wii2600 is a port of the Stella 2.7.2 emulator to the Wii.

    Stella is a multi-platform Atari 2600 VCS emulator released under the GNU
    General Public License (GPL). Stella was originally developed for Linux by
    Bradford W. Mott, however, since its original release several people have
    joined the development team to port Stella to other operating systems such
    as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and
    Windows. [http://stella.sourceforge.net].

    --------------------------------------------
    Current status
    --------------------------------------------

    Wii2600 is an ongoing work in progress. For the latest project information
    please visit the following URL:

    [http://www.wiibrew.org/wiki/Wii2600]

    --------------------------------------------
    Known issues
    --------------------------------------------

    Wiimote paddle support is a proof of concept at this point and as such is a bit
    buggy. The range of motion is currently very small. You must have the Wiimote
    aligned directly with the sensor bar.

    --------------------------------------------
    Installation
    --------------------------------------------

    To install Wii2600, simply extract the zip file that this README was
    distributed with directly to your SD card (retain the hierarchical structure
    exactly).

    Cartridge images should be placed in the roms directory (wii2600/roms).

    --------------------------------------------
    Tearing, Vertical Sync, PAL/NTSC, etc.
    --------------------------------------------

    Without the use of Vertical Sync, 2600 games that scroll (Barnstorming, River
    Raid, etc.) will exhibit tearing during game play.

    The first time Wii2600 is started it attempts to determine whether your Wii is
    running in PAL (50hz) or NTSC/PAL60 (60hz) mode. Based on this determination it
    sets a default value for Vertical Sync.

    NTSC/PAL60:

    If Wii2600 determines you are in NTSC/PAL60 mode (60hz) it enables Vertical
    Sync by default. This should work well for both NTSC and PAL games. PAL games
    run fine due to the fact that they run at a slower rate than NTSC.

    PAL:

    If Wii2600 determines you are currently in PAL mode (50hz) it disables Vertical
    Sync by default. The reason it disables this setting is to be compatible with
    both PAL and NTSC games at 100% speed. Since the Wii console is syncing at 50hz
    it won't be able to maintain the required 60hz for NTSC games and as a result
    you will get garbled sound and slow video.

    If you still want to use Vertical Sync, you can enable it via the "Advanced"
    menu in Wii2600. PAL games will run as they were intended, 50hz at 100% speed.
    Wii2600 also configures another setting "Force FPS" to "50 FPS" when you enable
    Vertical Sync in PAL mode. What this setting does is control the frame rate
    that games run at. Essentially what it will do is force all games (NTSC or
    PAL) to run at 50 FPS. In doing so it also adjusts audio buffer sizes, etc. so
    that you won't experience garbled sound. The downside is that NTSC games will
    now run at 50 FPS versus their intended 60 FPS, so the games will run a bit
    slower.

    The real answer to resolve these issues is to add auto-frame skipping to
    Stella. That is definitely something I will be looking to add in an upcoming
    release.

    --------------------------------------------
    Controls
    --------------------------------------------

    Wii2600 menu:
    -------------

    Wiimote:

    D-pad : Scroll
    A : Select
    B : Back
    Home : Exit to Homebrew Channel
    Power : Power off

    Classic controller:

    D-pad : Scroll
    A : Select
    B : Back
    Home : Exit to HBC

    GameCube controller:

    D-pad : Scroll
    A : Select
    B : Back
    Z : Exit to Homebrew Channel

    Stella emulator menu:
    ---------------------

    Unfortunately, at this point all navigation of the Stella menu is done via
    the Wiimote without the use of motion controls. Thus, the '+' and '-'
    buttons allow for tabbing through the different controls. Pressing the 'A'
    button operates the current control, etc.

    Wiimote:

    + : Move forward through controls
    - : Move backward through controls
    Up/Down : Scroll (when focused on a list or slider, etc.)
    Left/Right : Page through list (when focused on list control)
    Left/Right : Move between tabs (when focused on a tab in a dialog)
    A : Operates current control (presses button, launch rom)
    B : Closes current dialog
    Home : Exit to Homebrew Channel

    Classic controller:

    + : Move forward through controls
    - : Move backward through controls
    R Trigger : (Alternate) Move forward through controls
    L Trigger : (Alternate) Move backward through controls
    Up/Down : Scroll (when focused on a list or slider, etc.)
    ...
    by Published on February 20th, 2009 00:05

    News/release from BlackWhiteEagle

    Double Dash Wii is a Boulder Dash Clone for the Wii

    Tested on PAL (Supports widescreen), NTSC untested (please report!)

    Download and Give Feedback Via Comments ...
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