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    by Published on February 8th, 2007 21:30

    Phil Harrison on his speach over at DICE 07

    via gamespot

    Today, Sony Worldwide Studios president Phil Harrison sat in front of this high-powered crowd for an "informal" question-and-answer session with Newsweek games correspondent N'Gai Croal. GameSpot is on the scene with live updates of what the affable executive has to say.

    Heres the PSP Bits

    10:54: Sony will be adding deeper online functionality for the PSP later this year.

    11:05: The next question talks about XNA (without directly mentioning it) and how it puts some of the power of making games into the hands of average users. Is Sony considering a response? Phil says that Sony started that with the Net Yaroze on the PS, continued it with Linux on the PS2, and is now continuing it with Linux on the PS3. Sony will continue to support that kind of homebrew and organized development initiatives.

    The follow-up asks the obvious question about the PSP's place in all this. Phil claims that the PSP isn't well suited for homebrew. Croal name drops Dark_Alex, the hacker that's been busting open the PSP's firmware lately and opening it up for homebrew. Harrison has a sort of cryptic response about future announcements.

    So the PSP isnt well suited for Homebrew eh, so the hundreds and hundreds of Homebrew Games, Demos, Emulators and Applications arent suited for the PSP??

    Nice to see that Dark ALex and our Homebrew scene got mentioned to the Sony Boss, pity he thinks that the PSP isnt well suited :P


    DIGG THIS ARTICLE ...
    by Published on February 8th, 2007 21:19

    via gamespot

    With the PlayStation 3 supply now steady in North America and Japan and the console's European launch around the corner, people are pondering Sony's next move. Many speculated the electronics giant might tip its hand at the D.I.C.E. summit in Las Vegas. The annual event takes place each February at the sprawling Green Valley Ranch complex, and it draws a select group of elite game-industry glitterati together for an extended weekend of schmoozing and boozing.

    Today, Sony Worldwide Studios president Phil Harrison sat in front of this high-powered crowd for an "informal" question-and-answer session with Newsweek games correspondent N'Gai Croal. GameSpot is on the scene with live updates of what the affable executive has to say.

    10:29: Phil Harrison and N'Gai Croal have taken to the stage, and Croal is making a statement that his questions have not been preapproved by Sony. Harrison's stating that there are two topics that he can't cover--anything related to Sony's stock price and Phil's personal life.

    10:31: Harrison is comparing part of Sony's process as an A&R-style process when they choose to work with external developers. They're looking for something exciting, something that has that creative spark, but something that also has commercial potential.

    10:32: The next question is about how this relates to developing downloadable games for the PlayStation 3. This is where Sony is seeing some interesting innovation and some interesting risks.

    10:34: Phil brought a PlayStation 3 with him, and he's threatening to play MotorStorm if the questions get boring. He's currently showing SingStar for the PS3. It will be out later this spring. As previously announced, the game will work online with the SingStore, an online mode where you can navigate through different album covers, view music video previews, and purchase content for use in the karaoke game. Video downloads appear to be around 38MB. The game will download songs in the background, which gets a cheer from the crowd.

    10:36: SingStar will also have downloadable wallpapers for its menu screens and USB camera support. You can save those videos and upload those performances online. Other users will be able to rank your uploaded performance.

    10:38: The next question is about the game's user interface. The game will offer various community elements. You'll be able to find users that like the same music as you via the "my SingStar" menus, which is meant to offer MySpace-like social networking within the context of the game. The next question is about the popularity of MySpace and whether that sort of functionality should be integrated on a game level or across the entire system. Harrison claims that we'll start to see more, deeper community functions in the PS3 XMB in the coming weeks and months.

    10:41: Now we're moving on to developer support, with the question boiling down to "how does Sony intend to improve its developer support," with the sidecar of "Microsoft's is better." He says that the rumor of most of Sony's developer support coming in the Japanese language only is merely a myth, and that since most of the parts of the PS3 were developed in English-speaking countries, the developer support is primarily in English. He says that Sony has taken a lot of strides to improve, but that there's always more to do. Croal is looking for a specific example, and Harrison points to the nearly 40 games that are available and says that they're adding people internally, as well.

    10:43: Now we're moving on to the difficulty involved in developing for the PS3 compared to the relative ease of the Xbox 360. Harrison is talking about how the PlayStation 2 was very difficult to develop for--actually, his word was "voodoo." He says that developing for the Cell chip in the PS3 strikes a good balance between an abstract, tools-driven development experience and that deep, "coding to the metal" path. And that it's a very different process than developing for the competing platforms.

    10:47: Moving on, we're now talking about development-kit distribution. The question claims that PS3 dev kits were primarily sent to Japanese developers. Harrison basically says "Nuh-uh!" And that's that. He turns to someone from EA in the crowd and asks him to verify. The man in the crowd says that EA got their kits at the same time, but that they could always use more.

    10:52: The next question is about how the PS3 hasn't matched Xbox Live's feature set for its online support. Harrison starts talking about how the PlayStation 3 is continually updated over time and that how the system looks today might not be how the system looks tomorrow. He says that there will be forthcoming announcements regarding the future of the PS3's online features.

    10:53: He's now talking up MotorStorm's 12-player online gameplay. So that makes the "how many times will he mention MotorStorm" count up to two. If you're playing the MotorStorm drinking game, drink!

    10:54: Sony will be adding deeper online functionality for the PSP later this year.

    10:55: Croal ...
    by Published on February 8th, 2007 21:13

    Could Apple be getting ready to finally kick those hard drives to the curb and go with flash memory across its iPod lineup? At least one man seems to think so: Prudential Equity Group analyst Jesse Tortora, who compares the swap to Apple's move in 2005 from the 1-inch HDD iPod mini to the NAND flash iPod nano. "Flash memory is clearly more expensive on a $/GB basis than hard disk drives," he says. "However, the late 2005 Nano transition to flash provides a guide as to the point at which the previously mentioned non-cost advantages of flash memory outweigh the cost premium." Apple is in a position to bump its HDD capacities to 120GB thanks to recent advances in perpendicular recording, but while that's great for video capacity, the fact remains you can only get 5.5 hours of video playback out of one of the current models, making additional capacity seemingly a low priority. Tortora sees 32GB as being cost-feasible for later this year, but we'd be surprised to see Apple segment its market with low capacity flash-based video iPods and high capacity HDD-based video iPods, so perhaps they'll manage to swing a 64 gigger by then. Speaking of video iPods, Tortora also claims the next generation of iPods will include an iPhone-esque wide touchscreen, WiFi for Apple TV streaming, and GPS functionality -- something that's been hinted at in certain Mac OS X 10.5 Leopard rumors. Jesse Tortora's track record isn't the greatest, his calls on the iPhone were pretty well off the mark, but the move to flash he details sounds reasonable, and while WiFi and GPS in an iPod seems like a distant dream at the moment, we're sure we could make room in our heart for such functionality.

    via engadget ...
    by Published on February 8th, 2007 21:11

    via engadget

    Sorry everybody, we hate to be the bearers of bad news for you iPhone obsessives, but that iPhone FCC letter dating it at June 15th? It was a hoax. Our eagle-eyed friends over at Phone Scoop noted that the confidentiality agreement document is, in actuality, photoshopped. We looked into the original filing for that new Airport Extreme base station (FCC BCGA1143), which expired January 15th (days after the Airport device was announced), and is so far as we can tell they're wholly identical (save a bit of photo manipulation). That confidentiality agreement outlines a device for use on all the right frequencies for an 802.11a/b/g/n device (5180 - 5240MHz, 5190 - 5230MHz, 5745 - 5825MHz, 5755 - 5795MHz, 2412 - 2462MHz, 2422 - 2452MHz), too, so there's not a whole lot of doubt left. So, to everyone who thought they'd be getting their iPhone this June: sorry, we're all still in the dark on when Apple's going to launch. ...
    by Published on February 8th, 2007 18:51

    NJ has also updated his NeoGeo Emulator for the PSP.

    Heres the translation by that awesome translation machine google:

    * How it will do, it was perplexed a little, but you are defeated. In addition to the fact that although you tried starting to hint a little, improvement of speed cannot look at the speed improvement with CPS2PSP excessively, because it seems that is also the game which becomes conversely heavy it is to discontinue, but it releases once.

    * Also the source code is attached. It is the finite difference for njemu_source_20061225.zip. After the superscribing, please compile.

    1.7.0 (Development edition - after all the renewal discontinuance)

    Although the texture format was modified in CLUT8, by the fact that the drawing processing of GU becomes complicated not seeing most effects. With the part game somewhat it becomes light, but it seems that is also the game where becomes conversely operation heavy.
    Attendant upon description above, renewing romcnv_mvs.exe. Version of cash file becomes " V7 ". Reconstruction of cash file is necessary.

    Yeah makes no sense to me either but its another great release for the PSP scene.

    Download and Give Feedback Via Comments ...
    by Published on February 8th, 2007 18:47

    NJ is back and in style too, hes released an update to his CPS1 Emulator..

    Heres the translated by google info:

    Because it is last, it leaves also those which make bootleg set effective. Usually, the game which is started increases more or less from edition, but because excessive processing increases, usually some effective speed than edition falls.

    1.8.2~1.8.3

    There is no change in contents. Only the renewal of readme_cps1.txt.


    Bug correction (1.8.1)


    Just being able to process the layer division drawing of Scroll3 correcting the bug which is not.

    Modification (1.8.1)

    In combination with the emulation of pin 7 of OKIM6975 ADPCM to MAME 0.111u6, it modifies.
    Attendant upon the above-mentioned modification, the version of State Data was renewed. There is no compatibility of the former data.

    Bug correction (1.8.0)

    Because at the time of the line scroll drawing of Scroll2, the clip range has been modified the occasion where it renews texture cash, correcting the bug which has the case where sprite cannot be drawn just.

    Modification (1.8.0)

    The line scroll drawing speed of Scroll2 it improved substantially. If this sound is below 22KHz, you think that it reached the point where speed above 60fps appears generally.

    Attendant upon the above-mentioned modification, initial value of Raster Effects option in " ON " modification.
    Processing of Aufo Fire function was rewritten a little.
    Calculation method of frame rate was modified a little.

    As usual the google translation is awesome (rofl) but anyway its great to have NJ back.

    Download and Give Feedback Via Comments ...
    by Published on February 8th, 2007 18:33

    Part 3 of the excellent article about an RTS game that will hopefully arrive on PSP:

    via PSPfanboy

    Tiki Games is currently developing a PSP-exclusive RTS game called "Galaxy's End." Read more about the trials and tribulations of being an upstart developer in this three-part series by Tiki Games President Kevin J. McCann. See part 1 of the feature here. See part 2 of the feature here.

    That said we've recently begun to get some interest both from potential investors to major publishers. One of the publishers even contacted me due to Galaxy's End appearing on PSP Fanboy – so thanks to Andrew (and thanks to Joe who originally passed us along). Toward the end of 2006 I was concerned that Galaxy's End may not see the light of day (not to mention financial concerns since Tiki Games is self-funded). But now I'm feeling a bit more optimistic (a somewhat dangerous thing to feel, but it helps) that we're finally getting close to landing a real contract.

    I'd also like to thank the various posters at PSP Fanboy (and other forums) that have responded positively toward the little glimpse of Galaxy's End. It's reaffirming for us at Tiki Games to see largely positive feedback toward our game from our intended customer-base.


    For those of you that feel the RTS genre can't be done justice due to potential control issues on the PSP – we (and the publishers that have seen our game) feel the controls are solid. The key is designing the game from the ground-up with the PSP in mind – specifically designing with its controls and screen dimensions in mind. Not simply porting a PC RTS to a handheld – instead taking the most popular elements of the RTS and "translating" them to a handheld, while adding a few innovations/improvements of our own.

    Likewise for those of you wanting Blizzard's WarCraft/StarCraft or EA's C&C series – give us a try. We're aiming to surprise you with a solid RTS experience on a handheld. Besides, those guys are doing well already!

    While Galaxy's End future is still uncertain, hopefully we'll secure a publishing deal soon. Your enthusiasm and spreading the word does indeed help. Thanks again.

    Read the full article in 3 parts at link above, lets hope the PSP community can get this release on the PSP ...
    by Published on February 8th, 2007 18:30

    via pspfanboy

    While the Romance of the Three Kingdoms series never really was a huge commercial success in the US, over in Japan it's a hit. So much so, that in march there is going to be a bundle of the Romance of the Three Kingdoms VIII port and the metallic blue PSP. As with most of the game specific PSP bundles, it will also feature a special PSP case, this time with a Koei theme. I'm not really looking for a RotTK bundle over here, but it would be smart for Sony to start having more game specific bundles outside of Japan. The pack-in game has always been a great way to help spur interest in a system. Are any of our readers hardcore enough to actually buy this Japanese bundle?

    Screen Via Comments ...
    by Published on February 8th, 2007 18:13

    Sepreath posted a great XMB tutorial, here it is:

    Contents:
    [0.1] Introduction
    [0.2] Needed Stuff
    [0.3] Thanks
    [1.1] The Guide Starts
    [1.2] Offsets

    [0.1]
    Ok, I'm bored so I thought I'd write a nice tut on how to hex your own XMB wave. This is
    my first tut so please bear with me if something isn't too clear.

    Here is an example of what you can make:





    [0.2]
    You need:
    XMBWave editor click me
    Common sense
    Hopfully some hex skills
    A hex editor

    [0.3]
    Thanks to:


    XMBwave readme wrote:
    icon-coder by kgsws
    orignally found by DarkStone
    bat file by vb_master

    I don't really want to baby-walk you through this. Instead I'll give you the constraints as
    it were and let you run riot with your own designs

    [1.1]
    So first off copy your original system_plugin_bg.rco from you PSP and back it up to your
    computer. It is found in Flash0:/vsh/resource. Also backup the system_plugin_bg_deflate.bin
    that cam with the XMBWave package. It'll save you some headaches later on!

    [1.2]
    The offsets that I know of, in decimal, are:
    528 => 946 controls the shape of the wave, very easily ruined! Or made crazy.
    7653 => 7766 appears to control the width of the waves. My bad, it controls colour and contrast not width
    7767 => 7841 => controls the colour of the waves.

    For the shape if you go too wild you can 'break' the wave. In other words it won't
    show up at all. Not sure what causes it here but the compiled system_plugin_bg
    must be exactly 40.8kb On the shape I can't offer any advice because I havn't yet
    figured it out fully.

    The width is in pairs of three increasing from 01 01 01. Again I'm not fully sure how
    this works but I have an idea. Obviously the higher the number the thicker the line.
    Your limits are 01 through FF. I think that each triplet controls a wave each. The
    whole wave being comprised of lots of smaller waves.

    The colour is also set out in triplets. The numbers here represent a shade of grey,
    the lower the number the darker the grey. Your constraints here are 01 through 3F.
    You can inject colour into the triplets in an 'inverted' RGB style.

    For example the first bit of colour you are given is 27 27 27 which is a medium grey.
    Change the first byte to FF to turn this section blue. So it would be FF 27 27. Green
    would be the middle byte and red the last. Only editing one triplet will give little colour
    as each triplet only controls a small part of the wave. You can't have all of the bytes
    as FF FF FF to get white, it doesn't work like that. You would use 3F as white. So
    3F 3F 3F would be white. You can however, use two sets of FF. So to make pink it would
    be FF 27 FF.

    It's got more confusing 7653 => 7766 also controls colour. FF FF FF works for white in
    some instances between 7653 and 7841 but not others, which is wierd.

    7653 => 7766 doesn't actually affect the width of the line but the colour and the contrast
    which made the line appear thicker. Sorry that was my bad.

    I hope this is useful / helpful to people. Please check back here.

    Download XMBWave and Give Feedback Via Comments ...
    by Published on February 8th, 2007 17:58

    Here is just a quick update to PSP Turismo. Here is what has been done.


    + Fixed the lag when the car had crashed into another car. It now moves quicker instead of being to slow.( This was a must i had to do)

    + Code compiled to stop theft

    Enjoy

    Download and Give Feedback Via Comments ...
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