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    by Published on April 4th, 2008 18:54

    news from neoflash:

    R6 motion menu v3.0.0582 for R6 Silver and Gold [2008-4-1] (for test only)

    history:
    * Support KOREAN / ENGLISHG 2 language now
    0 = Korean
    1 = English
    * Fix some bugs

    download : http://www.neoflash.com/download/R6_...lver_and_Gold_[2008-4-1].rar

    http://www.neoflash.com/ ...
    by Published on April 4th, 2008 18:53

    New figures for console sales in Japan are in with a shift in the first 3 positions shown below as follows:


    Playstation Portable: 129,986
    Nintendp DS Lite: 58,916
    Nintendo Wii: 48,785
    Playstation 3: 11,206
    Playstation 2: 10,296
    Xbox 360: 1,547


    The PSP shoots well past both the Wii and DS to 1st place by roughly 70,000+ up from last week. The Wii in turn takes a 12,500 drop while the DS dips by about 6,100. Last 3 places are the same as usual: PS3 drops by 1,800, PS2 up 396 and Xbox 360 down 150. ...
    by Published on April 4th, 2008 18:50

    Dhewg has released a new test version of ScummVM for the Nintendo Wii



    Heres the details

    ScummVM-Wii README
    ------------------

    this is an early test version
    svn revision 31370

    features not compiled in:
    - the AGI game engine

    REQUIREMENTS
    - sd card
    - gamecube controller in port 1

    FEATURES worth mentioning (wii port specific)
    - GX hardware scaling
    - usage of the wii's internal sd slot for:
    loading of runtime and game data
    game state loading/saving

    INSTALL
    - copy the "scummvm" folder to the root of your sd card
    - copy your demos and/or games onto the same sd card
    freeware versions: http://scummvm.org/downloads.php#extras
    demos: http://scummvm.org/demos.php

    RUN
    - run scummvm-wii.elf on your wii
    - if you have a usbgecko in slot b, you have to read the debug messages with
    a terminal app, or the whole application will hang

    CONTROLS
    controls: gamecube pad

    analog stick: mouse movement
    a: left mouse button
    b: right mouse button
    x: escape
    y: "." (skip current line of text)
    z: enter
    start: f5 (scummvm menu)
    dpad up: shift (mass add for the gui)
    dpad left: "0"
    l+r: quit

    CHANGELOG

    - test 2
    - screen is only updated if necessary
    no more flicker on the BASS intro
    better performance
    - games with higher screen resolutions are now drawn correctly
    - fixed some palette bugs

    Download and Give Feedback Via Comments ...
    by Published on April 4th, 2008 18:45



    Hi All,

    fMSX is a famous emulator of the MSX, MSX2, and MSX2+ 8bit home computers.
    It runs MSX/MSX2/MSX2+ software on many different platforms including Windows and Unix.
    See http://fms.komkon.org/fMSX/ for further informations.

    It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

    GP2X-MSX is a port on GP2X of the version 2.7.0.40 of fMSX-SDL from Vincent van Dam
    that i had previously ported to PSP.

    What's new in this version ?

    - Speed improvements in CPU and sound emulation
    - Add missing keys such as HOME, GRAPH, STOP
    - Add option to increase emulated sound volume
    (different from gp2x volume)
    - Auto-fire mode, press RTrigger+X to switch it on/off
    (useful for games such as 1942)
    - RTrigger/LTrigger keys can be used in the keyboard
    settings menu to navigate between Normal, LTrigger
    and RTrigger compose mapping.
    - Add several new hotkeys :
    . settings such as fps, render mode, auto fire speed
    can now be directly modified inside the emulator
    (no need to enter in the settings menu)
    . quick save / quick load current state
    (no need to enter in the main menu)
    - Default Hotkeys can now be set in the keyboard mapping menu
    (useful to add hotkeys on existing/previous keyboard files)

    How to use it ? Everything is in the README.txt file.

    It's distributed under Marat Fayzullin's license for the original MSX part,
    and under GNU license for all the GP2X part.

    You may find binary and sources on my blog :
    http://zx81.zx81.free.fr/

    Enjoy,

    Zx. ...
    by Published on April 4th, 2008 18:37

    A quite amusing article on online gaming

    Some gamers are ****wads
    Of all the ways I spend my free time, playing games online is the only one I would describe as "frequently barbaric". Insults of all kinds, including racist and homophobic slurs, are commonplace.

    The women I know who play online avoid anything that would identify them as female -- including voice communication -- in order to avoid the unwanted, and frequently negative, attention.

    And that's just how players are intentionally insulting -- what some people do while playing online can also be aggravating.

    Cheating, team-killing, entering a game but not playing, quitting before the game is over, and more, are all relatively common. Common enough that it was deemed worthy of a Penny Arcade comic, speculating about why normal people become ****wads online.

    So what?
    Why do I care? Some gamers might be thinking "If he's so thin-skinned that he can't take the online banter, maybe he shouldn’t play online." Unfortunately, many people do just that -- they stop playing online.

    Even more gamers go online a few times and then never play again. This isn't just my personal speculation; I have seen convincing data from two different sources that the biggest problem with online gaming is the behavior of others. The biggest problem isn't the cost; it isn't connectivity issues, or even the quality of the games -- it is how people are ****wads online.

    To make this concrete, here's a thought experiment for you: imagine you go to a new restaurant, and decide to try the meatloaf. A big guy at the next table overhears you, looks at you, and yells: "Meatloaf? What kinda newb are you? Hey everybody, this r-tard just ordered the meatloaf!

    God, I'm glad you're not at my table." Laughter breaks out at the tables around you, as they crane their heads to look at the newb. The restaurant staff is nowhere to be found, and you're not entirely certain they'd do anything anyway -- you can tell this is normal behavior at this place. How good or cheap would the food have to be to get you to go back there? Who would you bring there? The vast majority of the world population wouldn't go back there, and would warn everyone they knew to avoid it.

    So again, why do I care? Because the online behavior of our customers is dramatically reducing our sales, and continues to stunt the growth of our industry. Non-gamers simply don’t love games enough to put up with the crap they get online. The reason they would consider playing online is to have fun with other people -- and right now, playing games online with strangers rarely delivers that for anyone outside the hardcore demographic.

    Are these problems even solvable?
    Short answer: yes. Social environments and culture can be designed. Just like good game design creates fun gameplay, good social design creates fun social experiences. Unfortunately, online games seem to have allocated very few resources to designing the social environment.

    But honestly, I don't believe that resource constraints are the source of the problem -- I think that most people don’t believe that social problems can be solved. A common belief that I’ve heard used as justification for not addressing the social environment of games is that "jerks will be jerks". Essentially, many people believe that:

    1. Behavior is determined by personality, and

    2. You can’t change people’s personality

    While I (mostly) agree with the second point, it is moot because the first point has been consistently contradicted by 60 years of social psychological research. Human behavior is complex and determined by many factors.

    Personality is certainly one factor, but it is a surprisingly small factor. The largest determinant of behavior is the perceived social environment. This is the good news, because both the social environment and the perception of it can be controlled.

    But me just saying that I disagree with a belief isn’t an argument; some proof is in order. Evidence about the effect of the social environment on behavior comes from two main sources: real-world observation and academic studies from social psychology.

    (Although perhaps I should add "cartoonists" to those two sources. The Penny Arcade comic showing a normal person becoming a total ****wad when in multiplayer gaming situation -- anonymous, with an audience -- was pretty accurate, if a bit simplified

    http://www.gamasutra.com/view/featur..._idiocy_a_.php ...
    by Published on April 4th, 2008 18:34

    Killer Dr3w is a self-described ‘mature 30-year old gamer’ and contributor to Three Speech that many of you already know. His Killer Dr3w blog is his place to speak his mind so if you enjoy this get over there and take a look. Over to Dr3w…

    Over the last few months the most requested feature for the XMB has got to be in-game messaging and custom sound tracks. It’s got to the point where I haven’t even seen any other feature requested for months. I thought I would throw my Top-10 users’ XMB feature requests out there to get a healthy discussion on other things that the XMB and the PS3 needs.

    I am sure that a few of these feature requests are going to be made redundant when Home and in-game XMB does eventually come out, but I am also pretty sure some of these features are for will still be outstanding this time next year…




    1) Better handling of headsets

    Imagine the scenario, if you will. You’re kicking ass in Warhawk. Your clan is winning, but it’s a close match. The blue team has some good players on it but due to your excellent teamwork the lead is yours. Then the zone you’re guarding gets rushed, a tank stays in the distance and a jeep with three ground troops charges at you. You call for the help of your buddies but your Bluetooth headset is flat! Nooo! No fear, you still have your PlayStation Eye, you plug it in – and then realise that before it’s going to be recognised by the PS3 you’re going to have to quit the game, go to the accessory settings, change the default input device from the Bluetooth headset to the USB one and then re-load. Yes. You lost the zone; your clan lost the game.

    If the PS3 could use the last connected device as the default audio input then you might have been able to call in support. Alternatively it could give the user the option to change the default audio devices in the controller I-D screen.

    2) A better way of displaying any waiting messages

    I can’t tell you how many times I have received a message on my PS3 and have had it sat there for some time. Two easy fixes for this. Number one: show a simple email icon when you press the PS button on the screen that shows you the controller charge. Number two: show an animated email icon on the XMB when you’re not in-game or in movie. Why not flash the controller charge icons on the SIXAXIS in a specific order, or flash the PS3’s power button from blue to green every ten seconds? Choices, choices…

    3) Fix USB devices

    Why are USB devices treated as second-class devices? I appreciate that you shouldn’t be able to download DRM’d games, music or video to your external hard disk, but why can’t I create an animated preview icon for my movies? Why are my albums all sorted incorrectly when they are stored on my external hard disk? Why is almost everything messed up when using an external hard disk?

    4) Quicker media access

    After a few weeks of owning a PS3 I realised how I can really make use of it. I started using it to hold all my CD’s, podcasts etc… The only problem is, once you have more than around 20 or 30 albums on it, it takes quite a while for all of them to show up.

    On the movie side, things are much worse. A folder with around 40 or 50 movies in can take quite a few minutes to actually list all the files in the XMB. The movies seem to show up in chronological order, so if you have 30 episodes of the 1Up Show on your PS3 and you want to watch the latest one, you’re going to have to wait.

    Things get much, much, worse when you’re using a USB hard disk too. So let’s tie this feature in with the above one and fix it all in one go.

    5) DNLA server

    I liked the PS3 so much as a media device I bought a second one, but now I have to keep both of them manually sync’d with my music and videos. Yes, the PS3 can act as a DNLA client, but I don’t want a PC server in my house sharing out my media; I want my PS3 as my media device. It makes sense to me to have my PS3 in the living room as my central media device where all my movies, photos and music is stored. This then acts as a DNLA Server for my other PS3.

    6) Pre-loading of PSN network games

    Okay, this one is not specifically to do with the XMB, but it’s still a great feature. Steam offers the ability for users to download games they have pre-ordered and activate them on the day of release. No downloading on release day - just launch the game and play.

    This would be awesome for the PSN. Imagine pre-ordering Warhawk or GT5: Prologue knowing that it’s ready to play on the day of release, rather than knowing you’re going to have to wait hours for it to download.

    While you’re at it - why not let us pre-load our firmware updates too?

    7) More integration of the PSP

    Being able to use your PSP in remote play mode is pretty cool, but I want to be able to use my PSP for other things too, almost like an extended media controller. I want to be able to browse the music on my PS3, choose tracks, create playlists, fast forward videos, all using the media on my PS3.

    A cool example of how this ...
    by Published on April 4th, 2008 18:32

    The latest in that brand of Japanese titles featuring anime chicks and lots of dialog has a World Ware II theme, complete with girls in bikinis that sport symbols from the Third Reich.

    There's nothing to be alarmed about, though, as the PS2 and PSP versions of Moe Moe World War II should be as harmless as their Windows predecessor, which was known for its character designs from Haruhiko Mikimoto (Macross) and Hiroyuki Kitazume (Gundam ZZ).

    Like the PC version of the game, the PS2 and PSP versions feature a blend of strategy and adventure, although publisher SystemSoft Alfa has added a new scenario, a new character, and made a few gameplay and visual adjustments. The PS2 and PSP versions are said to be identical in terms of content, so you'll only have to pick up one when the both hit Japan this Fall.

    And if you do pick the PSP version, please cover your screen when scenes like this show up:



    http://uk.psp.ign.com/articles/864/864510p1.html ...
    by Published on April 4th, 2008 15:18

    The new Variety Map Pack for the Xbox 360 edition of Call of Duty 4: Modern Warfare has just been released.


    Priced at 800 Microsoft Points (£5), the downloadable content packs four multiplayer maps: Creek, Broadcast, Killhouse, and Chinatown (a remake of the classic CoD map Carentan).

    The PlayStation 3 release of the map pack will carry the same $10 (£5) price point when it arrives in roughly three-four weeks, with the PC edition possibly following after that.



    :thumbup: ...
    by Published on April 4th, 2008 12:39

    For windows users there is a new homebrew PSPSDK that requires no cygwin installation and integrates with popular IDEs (Visual Studio, Eclipse)

    It allows users to compile all the samples from the SDK from a DOS command line box and also other samples such as the minifireASM.

    To make things even easier there are 26 devpaks, that are installers that will add popular Open Source libraries to the SDK making them ready to use without the fuzz of having to build them yourself and managing the dependencies.

    Version 0.7.1 is up to date to the SVN reppo and includes gcc, gdb, docs, man reader, info viewer, docs and visual studio integration.

    You can get it here:
    http://www.jetcube.eu/projects/minpspw.html

    Or get the SDK directly from this link:
    Minimalist PSPSDK for Windows ...
    by Published on April 4th, 2008 11:12

    imbNES is a NES emulator for PlayStation and PlayStation 2.

    Information:

    imbNES is now open source! That's the good news. The bad news is that due to time constraints, I personally won't be able to work on it anymore. I hope that someone out there has the desire to take this project and do something interesting with it. Especially if you're a programmer who is interested in working in the video game industry some day, the knowledge that you'll pick up working on an NES emulator that runs on the PSX will be extremely useful even today in terms of understanding how this stuff all works.

    If anyone is looking for ideas on where to get started, I could suggest a couple. First, the CD reading code could use a bit of error checking and retry logic. It's pretty dumb right now and it causes imbNES to freeze at the intro screen on some people's consoles with old lasers or poor quality CDR media. Also, the CPU and the GPU on the PSX could be made to run a little more asynchronously than they currently are. That should do a lot to get those games that just barely miss a solid 60fps up to speed. Of course, there's always more mappers to add, bugs to fix, and code to refactor.

    Thank you to everyone who has used imbNES over the years. It was a lot of fun developing it and I can't wait to see version 1.4!
    ...
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