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    by Published on August 1st, 2006 18:29

    New shots but not a lot else from Sega's upcoming tilt-and-thunder Sonic title

    Unless you've ever strapped a hedgehog to a catapult and hit 'go', you're probably still a little bit skeptical about this whole Sonic thing. Admittedly, you've had more than enough time to come to terms with the crazy blue one's unlikely eye-searing escapades - which is why you'll probably be more than a little miffed to see that Sega's decided to flip logic even further on its head and jam Sonic into an Arabian Nights-style setting for his forthcoming, tentatively titled, Wii adventure Sonic Wild Fire.

    Still, from what we played at E3 (God rest its soul), Wild Fire's Wiimote-powered tilt-and-thunder mechanics make for some surprisingly hair-raising rip-and-run hijinx, although we're still a little unsure whether Sega will manage to stretch out its rather limited framework into a full game. On the plus side, Sonic Wild Fire was one of the prettiest Wii titles on display at the show and these new shots, courtesy of Sega, go some way to demonstrating that - even if you don't really get the full effect of the game's blistering speed.

    Sonic Wild Fire is set to hit Nintendo's upcoming console sometime in 2007, just so you know.

    Screens Here ...
    by Published on August 1st, 2006 18:22

    Q Entertainment has released a new trailer for Every Extend Extra, its PC-adapted PSP music puzzler which hits the Land of the Rising Sun tomorrow.

    E3, as Q likes the game to be known, is Tetsuya Mizuguchi's own adaptation of PC shareware game, Every Extend. The game tasks you with guiding a 'cursor' around the screen avoiding enemies, and then strategically self-destructing to take out as many block-shaped nemeses as possible. If the game turns out to be anything as addictive as Q's other PSP puzzler, Lumines, then we should be in for a highly gratifying puzzling treat.

    Every Extend Extra is currently penned for release on our shores on October 27, but look out for our import review, coming soon.

    Trailer and News at CVG ...
    by Published on August 1st, 2006 18:20

    A new gameplay trailer has been released showing offf Tetsuya Mizuguchi's puzzle sequel, Lumines II, which drops onto PSP later this year.

    For those who've missed out on the acclaimed music puzzler, it's a bit like playing Tetris on top of a blaring beatbox, and about as addictive as chain-smoking cigarettes laced with chocolate. We're sure you'll get the gist of it after watching this video - just don't play it on the train unless you want to end up missing your stop.

    Lumines II is due out in Q4 2006.

    Trailer and News at CVG ...
    by Published on August 1st, 2006 18:18

    A job listing for the position of PS3 programmer appearing on Crytek's website is causing us to speculate that the dev's gorgeous PC FPS Crysis could be porting to Sony's new console. One of the responsibilities attached to the position, you see, is "Cross platform code development", while "Experience with next generation cross-platform development" is a requirement.

    But the speculation could be purely crazy, and Crytek's PS3 construction could very well turn out to have nothing to do with Crysis at all. The studio has recently stated that it has several "vastly different" games in development at its Frankfurt headquarters, and speaking to us Crytek also gave firm word that Crysis would be a PC-only title. It wouldn't tell us naughty fibs now, would it?

    Either way, if a console port does turn out to be in the works, it's unlikely we would see it anywhere near the launch of its PC counterpart, considering Crysis is due out in the first quarter of 2007 and the studio is only just advertising for PS3 programmers.

    We'll let you know if any more info on Crytek's console development surfaces. ...
    by Published on August 1st, 2006 13:39

    The official GOAT Games Volume 1 website has been updated with screenshots and information about three featured games: Bryx, Copper Swapper, and Dziokzit.

    Goat Games is a mini game collection to be released in Q4/2006.

    Source: Dreamcast-Scene.com ...
    by Published on August 1st, 2006 10:30

    First release of my lua game; Kirby's Lua Adventure

    basically all you can do is walk, and veiw the credits and controls

    oh, and hurt yourself lol

    here's a changelog

    alpha (0.1) (not public)
    main menu, credits page, movement of character (left and right), background, and eboot graphics
    0.2 beta
    added life bar, added game over alert, added functions page, added R function (self inflict damage)
    also added Change-log

    a todo

    add stats table at the bottom of the screen
    add enemies
    add animation
    add food
    add bosses
    add level select stage
    add sound
    add jumping
    add sucking
    add punching
    and take away hurt yourself
    add different abilities

    possibly a two player type deal? like arena or something

    here's a screenshot!


    here's a link to my dev thread
    http://www.freeibforums.com/forums/i...n&showtopic=11
    i highly recomend that you join this site


    and finally here is my file

    and you know by using this that you cannot blame me if anything goes wrong ...
    by Published on August 1st, 2006 05:13

    Nothing to write home about but you guys kept saying you would like to see larger roms like zelda run.

    So see attached images.

    Again this is not a big deal since daedalus already suports large rom and runs faster. I more just did this after playing dk64 and caving in to see if it or zelda would actualy run on m64. Well the results is that both zelda's run (but have a scale bug, probably from cop1 rounding ops), Ridge racer 64 runs, DK64 hangs (I though it was 64k eeprom but its not), Resident Evil 2 hangs (same as DK64, it just keeps looping), Rayman 2 crashes (shows ubi logo then hard psp crash). Also games over all run like shit if they read all over the rom in a single frame since my rom cache is too large and I only keep 1 block (thinking doing 4 1MB blocks or 8 512KB blocks, currently 1 4MB block).

    Anyways enjoy the shots. This does not mean a new m64 build is comming soon. I am really busy with my compo entries (Actualy behind somewhat). I just was more currious and thats about it for now.

    Seee... M64 is still not dead! ...
    by Published on August 1st, 2006 02:23

    Hi again,

    Back to release another map based off of a secret map in Golden Eye 64 called "The Citadel"

    If you want to know more about this map that I speak of... here is a link
    http://goldeneye.detstar.com/citadelfound/index.asp

    as far as completion goes, its still in its early stages,

    Bascially, it has no lighting, texture issues ( because of a missing colors problem", and clipping issues as well.... but..... when a new version of IRIS comes out, OR when the new FPS from him comes out ( which ever comes first ) I will fix the map.

    --Bugs Known---

    ---certain areas of the map are clipping wierdly....for instance walls and floors that are suppose to be there....are not.

    ---textures are not apearing as they should....( lost colors bug )

    --Add in future--

    ---Lighting

    ---Characters to go with the map

    ---Finish off the second floor

    Here are some pics...






    Hopefully.....when iris's bug's are fixed......i can make it look like somthing like this....



    Anyway,

    Thanks for Everything,
    PSPdemon

    P.S.

    Also, for all the latest developmets make sure to stop by and visit my site at http://pspdemon.dcemu.co.uk/

    Download and Give Feedback Via Comments ...
    by Published on August 1st, 2006 00:52

    Inspired by 'Deniska', I decided to make a cable to interface a GPS reciever I had collecting dust for some time. Its the Pharos GPS-360 with Microsoft branding; packaged with Streets & Trips 2005. It uses the SIRF-II chip, and communicates with the PSP at the same voltage (2.5V), and (default) protocol (4800 8N1 TTL) as the PSP. These units can be found new and used for dirt cheap

    From the research I have done, any GPS can be interfaced with the PSP. Some units however would require more hardware/software modifications than the SIRF-II based GPS recievers.

    If anyone has any questions on the particulars of how to do this, I will happily post more details of the pinouts, and the version of deniska's GPS-Viewer that I compiled to work with 4800-baud GPS units. (By far the most common speed)

    Pin 1 RXD
    Pin 2 GND--------------------------{}-------> Pin 2 on PSP
    Pin 3 TXD--------------------------{}-------> Pin 6 on PSP
    Pin 4 GND--------------------------{}-------> Pin 2 on PSP
    Pin 5 VCC<--(3.5-5.5VDC input<-
    Pin 6 Unused |
    |
    Battery + ---------------------------|
    Battery - ------------------------{}-------> Pin 1 on PSP

    Never use wire colors. I think that some mfgrs switch up the
    colors to f*** with people. For instance, my PSP remote
    cable's wire colors do not correspond to the ones at lua.org,
    or any other place Ive seen. Youve got to use an ohmmeter or
    whip up a simple continuity tester with a battery and light
    bulb, so that you can write down which color wire goes to
    which pin.

    Im just going to tell you how I powered the GPS, although
    there are several ways to achieve the same result. (You could
    power it from the PSP battery if you wanted to, but not from
    the serial port as it only supplies 2.5V DC)
    http://i89.photobucket.com/albums/k2..._NOOB/psp2.jpg

    I used DB9 serial connectors (Like the ones on a joystick port
    from an Atari 2600 or Commodore Vic 20/ 64) and connected all
    the wires from the PSP to a female DB9. I then took my 4 wires
    from the GPS and hooked in TXD and GND, GND to a male DB9. I
    wired a Motorola Lithium battery from an old cell phone (2 yrs
    old is OLD for a cell phone nowdays eh?) to feed VCC on GPS.
    The negative from the battery can be hooked to your other
    grounds (pins 2 & 4 @ GPS,to 2 on PSP). What I did, however,
    is wire "-" from the battery to PIN 1 of the PSP. This
    way,the GPS is only powered when the connector is plugged in
    to the PSP and not powered all the time.
    I suspect there may be a way to turn power on and off via
    software but not sure yet. (By interrupting GND)
    Another reason for the Moto battery is that it's very
    thin,rechargeable,and has an embedded protection circuit on a
    little PCB inside. (dont ever throw away any old electronics)
    I couldve done a neater job with this cable but its sturdy.
    If you dont want to cut up your USB cable for the GPS, do a
    search on "Jornada" I think it is, its a PDA that uses the
    same connector, I got one from a site called Gomadic, but that
    was 2 yrs ago or so. Id like to find some of these PSP serial
    connectors somewhere.

    I soldered all the wires to the db9 connectors, and used a bunch of heat shrink tubing to keep the wires from shorting to each other. You could make a dedicated connector if you cut up a psp-remote cable and a "Jornada" connector.... but soldering the wires is the only way its going to hold up under any stress at all.

    It seems like a lot of people have a phobia about using soldering irons. Just buy one and practice on some old electronics by desoldering components and soldering them back up. Theres plenty of material on the internet about how to solder.

    And you dont have to solder anything on your PSP, or GPS, its just at the cables. [And no resistors]

    Thats the piece going from the PSP-remote connector to a DB9. It has a shield, and I beefed up the white cable by putting heat shrink tubing over the wire and the molded plastic "shoulder". The shield has a clamp inside to keep the wire from pulling out.

    I havent put a shield on the other wire going to the GPS & battery because Im am going to make a multipurpose connector in an Altoids tin so that I can interface the PSP with other serial devices, and also have the Motorola battery supply power to the PSP if needed.
    Attached Images ...
    by Published on August 1st, 2006 00:11

    Jeremy1026 has updated his Yahtzee game for the PSP, heres whats new:

    Updates in this version include bug fixes and minor sound additions. Bug fixes include not scoring certian 'Three of a Kind' and 'Full House' roll patterns. As always, for more information refer to the readme.txt.

    Download and Give Feedback Via Comments
    via jeremy ...
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