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    by Published on July 2nd, 2008 16:09

    Newly released today:



    Fans of this virtual racer have been waiting for five long years since Sega released Initial D Special Stage on PlayStation2. To justify this long wait, Sega upgraded this installment by making use of the advanced graphical capabilities of the PlayStation3 console, the visions of familiar cars and mountain regions are recreated with striking resemblances to reality, making the game play more exciting than ever.

    The event scenes and characters are drawn with water color shading techniques similar to the style of the comic artist Shuichi Shigeno so players can experience a full absorption into the world of Initial D.

    The old courses in the Gunma prefecture and characters as featured in the arcade games are included in this new installment. In addition to that, the developers put in new characters like the pro-racer Tomoyuki Tachi whom Takumi regards as his eternal rival and new courses in Happogahara.

    The twenty eight race courses in the game are from the hilly regions of Akina and Myogi etc. There are twenty three cars and twenty six drivers to choose from and to beat. Collect points and customize your car, connect to the network and take on racers from all over the country and aim for the highest place in the National Time Attack rankings.

    National Time Attack ranking records the data of the players who raced under the Time Attack mode. Download the ghost car data of the top racer in this chart and launch the Time Attack mode in the game. Make use of PlayStation3's networking facilities and visit the PlayStation Store to download more cars' data, avatars, music etc.

    *Please bear in mind that the networking functions may not work for areas outside Japan

    http://www.play-asia.com/SOap-23-83-...j-70-2lx5.html ...
    by Published on July 2nd, 2008 10:47

    posted by F00 f00
    This is basically how I think the xbox controller should have been in the first place. Its way more comfortable now and my gaming has improved too.

    Its pretty obvious from the pics what Ive done. I moved the right hand stick to be level with the left and moved all of the buttons to the back. I happy with the way it came out.

    via Acidmod forums ...
    by Published on July 2nd, 2008 10:38

    Team XLink released a new version of their global gaming network (that allows you to play system-link enabled games (incl. Xbox and 360) online for free):

    What's the point?
    XLink Kai(info) 7.4 began a few months ago to address the following issues:
    1. Internationalization - the existing Kai UI does not support many languages and character encodings.
    2. Platform Independence - Linux and OS X client software is no longer feature compatible with the Windows client
    3. Unified Development - numerous versions and variants of the engine and client exist creating compatibility issues and fragmented development/support.

    Team XLink prides itself as a 'Global Community' of gamers. To us, this means people who speak different languages, who use different Operating Systems, and who live all over the globe should be able to connect with one another and make Team XLink their home. Our year to year userbase growth and concurrent player statistics tells us we've been making excellent strides towards our global ambitions. Still, to truly move forward with the project, we need to address infrastructure and compatibility issues so that we have a solid platform that encourages further growth. Kai 7.4 addresses these issues and provides a solid foundation for future plan that simply would not be possible with the previous versions of Kai.


    So what's new?
    The biggest change to Kai is somewhat invisible--the code. Kai was designed primarily as a Windows-based system with compatibility for Linux/OS X (and other *nix systems) added later through the Kaid project and numerous third-party clients. This created a rift in development where any features added to the Windows Engine and Client needed to be added to Kaid and the third-party clients needed to be updated. A small change in the Windows client required all the other clients to be updated. Updates to the Windows engine (ex: new PSP MAC addresses) required Kaid be updated. As developer interest in Kaid and the many clients waned, it has become increasingly difficult to add any new features without breaking existing compatibility for those not using Windows. To address this, Kai 7.4 uses a single codebase and non-proprietary libraries so that the same code that compiles the Windows binary also compiles under Linux, OS X, BSD, etc. This required removing all the MFC code from Kai and replacing it with platform-independent alternatives like the Boost and wxWidgets libraries. With this unified codebase, future updates and changes will be made available on all supported Operating Systems at the same time.

    The most visible change found in Kai 7.4 is the Client Web UI. Instead of designing multiple User Interfaces for every supported OS and every language we decided to drawn on the strength of existing cross-platform technology: the web browser. The Kai 7.4 engine contains a small web server which serves the client to your web browser (Safari, Firefox, Internet Explorer(info), etc.) and communication between the web browser and the Engine is achieved using Ajax programming. Aside from the obvious elimination of platform compatibility issues, switching to a browser-based client has some wonderful side effects:
    1. Updates and additions to the client are served immediately without the need to restart the Engine.
    2. The client is 'skinable' allowing users to develop and share their own customizations.
    3. Kai can integrate other web technologies such as streaming audio and video.
    4. Kai can be controlled using embedded systems with compatible web browsers (ex: iPhone).
    5. The Kai engine can be accessed and controlled remotely via the web browser ( chat from work/school :P )

    Another notable improvement found in Kai 7.4 is the support for uPnP routers. Most modern routers support uPnP allowing on-the-fly port mapping. When started behind a uPnP router, Kai just works--no port forwarding or router configuration required.

    Lastly, all language has been stripped out of both the Engine and the Web UI Client and replaced with language templates. Currently, English and Japanese translations are available; however, support for Korean, Spanish, and many other languages are being added as translation becomes available through the community.

    via Xbox-scene ...
    by Published on July 2nd, 2008 02:04

    News/release from carlosedp

    I would like to announce that the latest release of PSP Stackless Python has been released.

    The interpreter has been updated to the latest Python 2.5.2 and includes all the updated libraries from fraca7 repositories.

    For more information check the ChangeLog:

    http://code.google.com/p/pspstackles...wiki/ChangeLog

    And for downloads and information, visit the project page:

    http://code.google.com/p/pspstacklesspython/

    Carlos
    ...
    by Published on July 2nd, 2008 02:01

    News/release from silent_code

    UPDATE: 1.5.1 released!
    Hello everybody!

    I have updated the Volumetric Shadow (Tech)Demo (formerly know as the "Stencil Shadow Demo" and later "Volume Shadow Demo".)

    This version is very likely to be the final one, although the decision as not been made, yet. A more advanced project (VSD 2.0), which will take VSD's place in the future, is already being developed.

    Back on topic: VSD is compatible with most, if not all DLDI devices.
    Emulators (as far as they emulate used features) and older SLOT2 GBA NOR (without any SD or CF card storage) cartridges are supported via FCSR (build available on the site.)

    The demo shows how to use a bunch of NDS features and some otherwise handy lines of source code, like:

    - Hardware accelerated volumetric shadowing - mini-tutorial included!
    - Motion blur with video capture, using only one VRAM bank, at 60 FPS
    - Hardware lighting, texturing, fogging, antialiasing etc.
    - Display brightness control
    - Viewport scissoring (thanks to gabebear)
    - Loading binary and text files from disk
    - Converting 24/32bit .tga image data to 16bit NDS textures
    - Displaying a custom font and a text area over a background image, all loaded from disk
    - Smooth touch input
    - Simple frame rate counting and renderer status display

    Please, make sure you read the contents of the included readme file!

    A mini-tutorial on volumetric shadows comes with the source release (as well as at here in the forum) and some additional information (e.g. on the .tga format) is "hidden" in the source files. ;^)

    Since the initial release, I have reworked the sources a lot! There have been quite some rewrites and a lot of renaming and rearranging! I have also included some better (or any, at least ;^D ) error detection and handling.

    Now all data can go to ROOT/data/vsd_data!

    It was developed and build with devkitARM R23b, libnds 20071023 and libfat 20070127.

    It's quite readable, stable (I guess) and relatively easy to understand!

    Download it from: www.robs-basement.de

    As always, I released the sources along with binary builds. I only supply a DLDI .nds and an FCSR .nds, as I don't think anybody needs a .gba any more (I don't) and the few people who do need it, can easily convert it themselves... But in case that assumption is wrong, please let me know and I'll upload a .gba to the web site.

    Note, that there's some code and data structures I don't recommend using in "serious" code, but for the sake of simplicity, I used it here (e.g. the triangle structure.) This issue will be addressed in the next major release, which is already being worked on.

    The shadow in the demo is static, that means it's not deforming (but could be moved around freely) - it's up to you to implement dynamic shadows.

    Feel free to punch me in the face - right here in this thread - for silly programming and the like (that demo was my first publicly released open source software) - just make sure you read the readme first! ;^)

    Anyways, I hope this demo will be useful to at least some of you. :^D

    Finally, I want to thank everybody in this forum who's helped me making the jump from GBA to NDS!

    Very special thanks go out to Brandon M. and Larry E. for helping me out with the hardware and gabebear for sharing his viewport scissoring implementation.

    Thank you for reading and have a nice day! :^)

    Download and Give Feedback Via Comments ...
    by Published on July 2nd, 2008 01:59

    via drunkencoders

    A new/old puzzle type game worth taking a peak at with graphics by Kendy ( http://www.mister-k-cartoon.com/)

    http://icodeatwork.blogspot.com/

    Download and Give Feedback Via Comments ...
    by Published on July 2nd, 2008 01:52

    The great Wii Hacker speaks

    It’s been a few days, so I’m just going to post some brief notes on what I’ve been working on lately.

    Twilight Hack: Marcan did a great job of putting together a nice new release that works with System Menu 3.3: Twilight Hack v0.1beta1. It seems to work well; we have some initial reports that some SD cards don’t work with it, giving a “error -1 reading boot.elf”. I’ve found at least two different problems that can cause that, so expect a small update soon — in the mean time, reformatting the card often fixes it.
    Updates: No new updates, as seen on Marcan’s Wiimpersonator. I would not expect this to last; Nintendo will probably release a fixed version of their anti-TP hack code which will not be nearly so easy to defeat. For those of you who updated to 3.3, take that as a warning and just don’t update next time. We’re working on a long-term solution.
    Korean Wii: We believe that the new Korean Wiis have a new common key, and we won’t be able to use our tweezer attack to recover it. I’d like to take a look at one and see what other avenues of attack there may be. If anyone knows how I can buy one of these and get it shipped to the US, please let me know.

    http://hackmii.com/2008/07/etc/ ...
    by Published on July 2nd, 2008 01:49

    Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:

    A native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii.

    Controls
    A: Click/Select on any control

    B: Used to 'drag-scroll' on file browser

    +: Up one directory on file browser

    Home: Return to loader

    Usage
    DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program.

    Currently, this list is limited, as I have tried to set up the application framework before porting codecs. I am working on getting common formats such as flac and ogg integrated, and I am interested in supporting as many strange formats such as spc, sid, nsf, etc, so look forward to more support.

    it
    mod
    mp1
    mp2/mpa
    mp3
    s3m
    wav (8/16/24/32 mono/stereo)
    xm


    Front SD

    Download Here and Give Feedback Via Comments ...
    by Published on July 2nd, 2008 01:38

    Heres the video



    what are your thoughts on the upcoming firmware ? ...
    by Published on July 2nd, 2008 01:33

    News from Iorgy77

    A gp2x scene demo from back in March, not sure if it has been posted before. It was entered in Breakpoint 08 apparently not sure how it went.

    It's called "NOM" and it is by the group Hedelmae.

    http://blog.hedelmae.fi/

    Has links to both a gp2x and windows version and also a youtube vid.

    http://www.gp32x.com/board/index.php...dpost&p=623541 ...
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