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    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
    by Published on September 10th, 2009 19:22

    News via http://streetskaterfu.blogspot.com/2...m-dumping.html

    There's a little "bug" in the PlayStation3's NAT test which causes that you can dump random data from the HDD and RAM. Why exactly this appears; I don't know, yet. But well, it is interesting.


    The way how to do it is pretty simple. Set up Wireshark on the PC and activate ICS (Internet Connection Sharing). Connect the PS3 with the PC via LAN and start Wireshark's logging/sniffing feature on the LAN device. Now go to Settings on the PS3 and start a Internet Connection Test in the Network option. When the PS3 starts the NAT testing it will send default STUN packets together with several IP Fragments. Those both packet types will contain random data which the PS3 grabs from the HDD and/or RAM.

    There you go.

    - SKFU ...
    by Published on September 10th, 2009 19:19

    News/release from vuurrobin:

    DS OOP Layer (DSOL for short) is a object orientated programming library for the nintendo ds. It is written in c++ and is build directly onto libnds. It’s main objective is to let people easily program for the ds in an object orientated way while still allowing people to take more controll if they need it. it also focuses on creating good and clean code and using good programming habits.

    The library is fairly new, and therefore is still missing alot of stuff. I do hope that it will be in a state which I can call finished someday (although there is probably always something that can be improved).

    Download Here --> http://vuurrobin.100webcustomers.com/index.php/about ...
    by Published on September 10th, 2009 19:16

    News via ds scene( also via pdroms who are down)



    Demo by Throb/T-Rex, made for Nintendo DS, released at Assembly 2009 "Wild compo" This "Final 2" should fix compatibility problems with various flashcards. If you are a fan of technical demonstrations, check this demo out - it's one of the best you can get for your Nintendo DS!

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2009 19:04

    News via devfr

    There. I book my holiday work: the mysterious forest of Bilu, revised and corrected.
    This is a demo of my engine platform still under development, where you play Bilu (the blue ball) and harvest apples to advance levels.

    New in the 0999 release:

    Simplified startup, a single file through EFS Noda
    Music Pierrick Hansen (few) noises through libntxm of 0xtob
    beware Funki Funghi (right image), the fungus écrabouilleur
    station to Appleman, gentle in appearance but tough
    you'll need at least 16 apples to pass the panel of the 2nd tree (see left image)
    a second level not completed
    full, full, full of internal improvements which you probably do not worry but I'm super-proud

    During the game, jump with X or Y and Dirrig character (the blue ball, must repeat) with the Dpad.
    Start your game in pause mode debugging, L + START returns to normal.

    Download and Give Feedback Via Comments ...
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