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    by Published on February 24th, 2010 17:45

    The Openbor Team over at Lavalit have released a new version of Openbor the Beats of Rage Game and Engine for PSP, Dreamcast, Dingoo, Wii and GP2x and Wiz,

    Heres whats new:

    ------------------------------------------------------------------------
    r2716 | sumolx | 2010-02-23 13:32:05 -0500 (Tue, 23 Feb 2010) | 3 lines
    Changed paths:
    M /Makefile
    M /tools/win-sdk/MinGW.7z

    Updated MinGW DirectX to version 8.
    Recompiled SDL library using the newer DirectX.
    Fixed Windows Sound Delay.
    ------------------------------------------------------------------------
    r2715 | sumolx | 2010-02-21 11:26:51 -0500 (Sun, 21 Feb 2010) | 2 lines
    Changed paths:
    M /sdl/sblaster.c

    Restored buffer size back to 4096 as it was causing issues.

    ------------------------------------------------------------------------
    r2714 | sumolx | 2010-02-20 23:11:24 -0500 (Sat, 20 Feb 2010) | 2 lines
    Changed paths:
    M /sdl/sblaster.c

    Decreased sampling from 4096 to 512. Hopefully this fixes sound lag.

    ------------------------------------------------------------------------
    r2713 | sumolx | 2010-02-19 23:35:18 -0500 (Fri, 19 Feb 2010) | 2 lines
    Changed paths:
    M /resources/meta.xml
    M /version.h
    A /xcode
    A /xcode/mac
    A /xcode/mac/OpenBOR.xcodeproj
    A /xcode/mac/OpenBOR.xcodeproj/project.pbxproj

    Xcode IDE for mac now supported.

    ------------------------------------------------------------------------
    r2712 | plombo | 2010-02-19 17:53:46 -0500 (Fri, 19 Feb 2010) | 1 line
    Changed paths:
    M /source/gamelib/endian.h

    A 16-bit integer byte-swapping function had an 8-bit integer as its return type. Fixed.
    ------------------------------------------------------------------------
    r2711 | sumolx | 2010-02-18 17:11:55 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    Fixed dereferencing 'void *' pointer.
    ------------------------------------------------------------------------
    r2710 | sumolx | 2010-02-18 16:39:14 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    GCC complaining about defined but not used. Fixed.
    ------------------------------------------------------------------------
    r2709 | sumolx | 2010-02-18 16:33:00 -0500 (Thu, 18 Feb 2010) | 1 line
    Changed paths:
    M /source/tracelib/tracemalloc.c

    GCC complaining about defined but not used. Fixed.

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2010 17:40

    via Eurogamer


    Sony Computer Entertainment America PR exec Rob Dyer has admitted that piracy is a major problem for the PSP handheld, despite what he sees as a strong slate of games.

    "I think we had a great line-up last year. The biggest problem that plagued PSP was piracy; we have not been able to slow that down," Dyer told Industry Gamers (via VG247).

    "Publishers, when they put out good games, are not getting the same sales results that they got a few years back. So piracy's been a big issue and we're working on that very diligently to bring about some solutions," he said.
    Dyer said that third-parties have not been sufficiently put off to stop PSP having a bumper 2010 of releases, hinting that some big announcements are on the way.

    "That said, we still have a very robust line-up this year from third parties on the PSP, starting with Metal Gear Solid: Peace Walker. I won't go through the whole line-up because I want our third-party partners to make those announcements, but there are some big, big titles coming out this year and you'll see those announcements at GDC, DPS (Destination PlayStation) or E3."

    Dyer said the PSPgo was partly intended to answer the piracy problem, but admitted that gamers found it confusing and overpriced. "We wanted to find a way to give the consumers what they want, so if they didn't want to go to a retailer they could stay at home and download. And we were hoping really to eliminate the piracy issue," he said.

    "Did the PSPgo confuse [consumers]? Yeah, I think the higher price point didn't help matters any either."
    ...
    by Published on February 24th, 2010 17:30

    News via http://dingoonity.org/

    SiENcE has released a new version of the SNES9x that now supports SDD1

    Quote
    I added full SDD1 support. So you don't need graphicpack anymore ;-).

    Download and Give Feedback Via Comments ...
    by Published on February 24th, 2010 17:22

    via Gizmodo




    I like the idea of this titanium iPhone body replacement, and that's why it's too bad is just a nice hyper-realistic 3D render. The fact is that, despite what the student who made it claims, it's not real.

    First, the making of a custom, very intricate titanium part like this is a complicated and expensive process, one that would require ultra-precise CAD work and manufacturing. For CNC you will need a very high resolution machine, and molding is not available to anyone. Only someone at an aerospace company, a high end prototyping shop, or a factory would be able to pull this. That's why you don't see custom iPhone bodies in the market—I want them, please—unless they are Chinese mass produced plastics.

    But the most important thing is the fact that there is not such a thing as a "special titanium alloy that is RF transparent." Titanium makes radio signal reception and emission very difficult. It's a radio insulating material, which is why the Titanium PowerBook G4 had such a crappy Wi-Fi reception. Sadly, the alleged alloy simply doesn't exist. And if it does, you would only find it at Boeing or Lockheed Martin's secret development facilities. Or Area 51.

    If he discovered it, I suggest he patents the hell out of it and sell it to the military. They would love it. There's the issue of having the mute button in the wrong direction too, but it's ok. If you can create objects from nonobtamium, you can rearrange the circuitry inside the machine too.


    More images at Gizmodo ...
    by Published on February 24th, 2010 17:15

    via Computer and Video Games


    Red Steel 2's creative director has explained his decision not to include blood and dismemberment in the game, calling the choice a "controversial" one.

    "For me it's not interesting. I don't care," Ubisoft Paris's hugely enthusiastic - and foul-mouthed - Jason Vandenberghe told CVG in our Red Steel 2 interview.

    "It was quite controversial, all through Ubisoft people had strong opinions. The team like mature games so they were like 'why not? Why can't we do this?' My opinion was that I wanted to tell a story about a goodie. I wanted to play a game where I'm doing good, I'm cleaning up the world one bad guy at a time. That's my fantasy, that's my hero fantasy.

    "When I picked up a sword it was never about I'm going to murder people by chopping them into pieces - that's just not my fantasy," he said. "I've played that game - I've shot the heads off civilians in Grand Theft Auto so again I'm not judging. But I wanted this to feel like those guys deserve it and I'm doing a good thing."
    Vandenberghe also admitted that the choice not to include gore was a "convenient" one, as it helped Red Steel 2 achieve a lower age rating.

    "I'm not going to say it's a bad marketing decision. It's a good marketing decision," he said. "You wouldn't believe me anyway if I said that wasn't part of the f***ing decision.

    "I sat back, I looked at it and thought f*** it, I want to spend my engine technology on animation and a cool looking character rather than a whole system for decapitation because we have enough problems as it is and it fits my hero fantasy."
    ...
    by Published on February 24th, 2010 17:11

    via MCV


    Despite reports to the contrary this morning, the famous Sony Computer Entertainment brand is not going to die.

    Kotaku reported this morning that as from April 1st the SCE brand would be no more, with Sony preparing to scrap the moniker in favour of a new arm of the company called SNEP – or Sony Networked Entertainment Platform – which would house a number of operations including PlayStation, Bravia and Vaio.

    This was thrown into doubt, however, when Dow Jones claimed that the SCE brand was to survive as a spin-off of the new SCEP business.

    An SCE UK spokesperson has now confirmed to MCV that Sony’s plans apply only to Japan, and that the SCE brand is to remain intact.

    “This is a rather complicated manoeuvre involving the legal entity SCEI in Japan. It has no effect on any regional HQ. SCEA, SCEE etc are totally unaffected.”
    ...
    by Published on February 24th, 2010 17:06

    via Eurogamer


    Following yesterday's minor delay, The Secret of Armory of General Knoxx for Borderlands has gone up on Xbox Live.

    The Armory costs 800 Microsoft Points (£6.80 / €9.60) on Xbox 360 and will cost $9.99 when it comes out for PC and PS3 tomorrow, 25th February.

    The pack picks up at the end of the Borderlands story and pits players against the Atlas Corporation's "deadly, death-dealing badass, General Knoxx". Fortunately you will be able to bust through the previous level cap on your way to facing him.

    You'll also be able to enjoy some of the benefits of the corporation's weapons stockpile along the way, and knowing Gearbox and Borderlands it will be an interesting journey for other reasons besides. ...
    by Published on February 24th, 2010 17:04

    via Eurogamer


    Microsoft bigwig Aaron Greenberg has predicted that Xbox 360 will outperform PlayStation 3 in 2010.

    "We believe we'll outsell the PS3 for the full year," he told Destructoid. "We did in 2009."

    "We never underestimate the competition. We know they have a lot of great games. They're very formidable. They have great history in this industry," he added.

    "But we believe if you are a gamer and you want great games, we have more titles, more exclusives, we have the leading online community, and being able to bring really completely innovative technology like Project Natal to market this holiday, are all things that make us unique."
    Speaking of Natal, Greenberg said that Microsoft would resist the urge to flood shops with mini-game compilations and other tat simply to get the exotic-sounding controller-free sensor rig off and running.

    "This new category of controller-free games and entertainment is going to bring all types of new experiences that have never existed before," he claimed.

    "We want your first impression to be a great one, so we're not just going to dump products because we can, we're going to be very thoughtful about what we bring to market."
    Earlier this week British comedian Jonathan Ross tweeted that Natal was "not quite there yet", although Eurogamer understands his impressions were based on the same pre-release setup Digital Foundry ripped to pieces last summer.

    Updated Natal presentations with retail game demos aren't expected until later in the year, with our money on E3 in June. Natal itself launches this Christmas. ...
    by Published on February 24th, 2010 16:57

    via Eurogamer


    Capcom plans to charge $10 for Street Fighter IV on iPhone next month - a figure that translates to around £5.99 here.

    The price was revealed by GamePro along with confirmation that on iPhone there will be only eight Street Fighter IV characters to play as: Ken, Guile, Blanka, Chun-Li, Dhalsim, M.Bison, Abel and of course Ryu.

    Street Fighter IV works on iPhone by displaying a directional pad on the left of the touch-screen and face buttons on the right. This appears to work very well, if a videoed demonstration can be trusted. Which it probably can't. The console-like presentation alone is worth a look.

    There's no specific date locked down, but we'll let you know when one is. ...
    by Published on February 24th, 2010 16:55

    via Joystiq


    There's a good chance that many of you were going to play through Yakuza 3 without messing with the hostess club segments or the Answer x Answer arcade quiz game. Now, it's a certainty.

    "The content between Yakuza 3 US/UK and Yakuza JP is a little different in that we took out certain bits in order to bring the game to the west in the time alloted for us to do so," a Sega rep told IGN. "The parts we ended up taking out were parts that we felt wouldn't make sense (like a Japanese history quiz game) or wouldn't resonate as much (such as the concept of a hostess club)."
    You may have gone on a karaoke date with Rina in the demo. In the original game, you meet her in a hostess club, and have to buy her gifts and learn about her in conversations. Now, we suppose, she'll just randomly call you like she did in the demo. Somehow, the dating won't be affected, as the Sega rep assured IGN that "the story experience was the same as the Japanese version."

    Who can blame Sega for cutting some of the more culturally Japanese elements from this role-playing game about modern Japanese culture? After all, it must have been in a rush to release on the same day as Final Fantasy XIII. ...
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