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    by Published on January 20th, 2007 14:34

    The systems on sale today are great in their own way but none apart from the made for homebrew GP2X handheld console support Homebrew and Emulation.

    So what got me thinking is could a Homebrew Console (like a Wii/PS3 etc) be done and done cheaply but with a decent enough spec for Homebrewers and Independent Programmers to learn their craft on.

    Any homebrew console really would need i would say a processor of 700Mhz, at least 64MB of ram or even 128mb ram. A decent graphics chip that can do 2d and 3D.

    For storage and maybe a virtual Memory option say use SD Cards, cd/dvd drives are expensive and break a lot so a static device would be longer lasting ?

    Maybe USB ports and possibly a VGA Out.

    You can see where im going with this but for what price could this realistically be done and also what specs would you include. I for one think Wifi would be needed for Online Homebrew games.

    Now if only someone would take this Dream and develop it.

    Thoughts? ...
    by Published on January 20th, 2007 14:07

    Holy Crap! Quzar made a new release!!!!

    So yea, I've been working on this for a few months now off and on, have made a couple of changes I feel are important, and so ... yea a new release was had by all.

    Here are the changes, straight from the new part of the readme (from frontpage you won't see anything, click comment to read it):

    alpha4 (01/18/07):
    *after more of eke-eke's changes, the sound stuff now works properly.

    alpha3 (01/17/06):
    *Slightly newer fame
    *put in the code for eke-eke's changes to the sound driver to fix FM sound in some games. Doesn't work properly so it is defined out.

    alpha2 (10/26/06):
    *Uses DMA for texture transfer, but only partially. Should speed up texture transfer by ~2x
    *Uses SQs in more places that affect speed more.

    alpha1 (10/22/06):
    *Faster assembly twiddling function
    *Uses store queues when possible for speedups
    *New FAME core from fox68k
    *Multilingual Menu - automatically set by the DC's BIOS settings
    *Re-Added FPS showing option
    *Modified the romlist system, so that it can now read files with spaces in their names (use an | to seperate filename from real name)
    *Small speedups in many places

    TODO:

    *Add switch for mameZ80 and Cz80
    *use DMA for sound
    *Make menu able to list roms without romlist

    For reference, this was built off the july release of gpdc by BlackAura, and includes all files except roms that you need to use it (and more!).

    The download is HERE. It includes all files needed, including the source code.

    A note to those looking at the source: every change I made is marked somehow (usually by a comment including my name or a similar define).

    If you repost this news elsewhere, please do NOT use your own download link. I'd much rather have all downloads go through this original file (I want to be able to track the number of downloads).

    Enjoy folks!

    Download and Give Feedback Via Comments ...
    by Published on January 20th, 2007 11:44

    Another podcast from the PSP Show folks, heres the details:

    Time for another PSP show, and the review this week was one of those “Damm it could have been better” titles. The Lonely Planet authorised Passport To… series comes under my careful eye, as well as some of the latest developments with the Killzone Liberation demo, downloading the demo’s direct to the PSP from a fan site, and I take time to answer the comments left on the last show. Feel free to leave some more!

    More info --> http://psp.thepodcastnetwork.com/ ...
    by Published on January 20th, 2007 11:41

    via pspvault

    More details are coming out about DJ Max Portable 2, sequel to what I feel is one of the PSP's best games to date.

    First and foremost, Ruliweb has posted several sample songs from the game. The songs are:

    "Brain Storm" by Croove, in the Junko genre
    "Bye Bye Love" by 3rd Coast, in the Latin House genre
    "GET OUT" by ND Lee, in the R&B Hiphop genre
    "Memoirs" by M2U, in the Ethnic Pop genre
    "Squeeze" by Oriental ST8, in the Euro Beat genre
    "Syriana" by Bexter, in the Urban Funk genre

    By way of the DJ Max Portable Wiki, we know the article reveals the following features:

    Profile registration
    Leveling system
    New 5-button mode
    Option - Adjust background animation aspect ration (16:9 / 4:3)
    Option - Button assignment customization
    Option - Difficulty Setting (Easy / Normal / Hard)

    The game will also reportedly have more combos while holding long notes. It is due for release in February or March of this year. ...
    by Published on January 20th, 2007 11:37

    Moneytoo posted this release



    This homebrew allows you to write short notes and
    save them as .txt on Memory Stick. Only Palm(One)
    Universal Wireless Keyboard (5 rows) is supported.

    Press START button to save written text. All notes
    are stored in file \TyDoPad_notes.txt and are
    separeted by small header (whitch included date
    and time). For quit press HOME - YES.

    At this time you arent allowed to view/open/edit
    written text.

    Limit for one note is 4 kB. But number of notes is
    not limited.

    Runs on fw 1.50/SE/OE.

    Video Here

    Download and Give Feedback Via Comments
    via moneytoo ...
    by Published on January 20th, 2007 11:33

    access_denied posted this release:


    Seems as if there's too many language programs. Anyway, I didn't plan on releasing this as part of the competition, but I guess it can't hurt. It's coded in C, and has 1042 different french words in it. Maybe I'll add more, I don't know. Anyway, I'm lazy, so here's the readme.

    This program is meant to quiz you on French words. It's not meant to teach you french, as this program could never teach you sentence structure and conjugation. It has three modes so far. English to French Dictionary. Quiz Mode Random where it randomly picks an English word and you guess the French word. And Quiz Mode Alphabetical where it goes down the list of English words and gives them to you. In the next release, I hope to have a French to English Dictionay, and French Quiz modes. If you find any bugs,or have any questions, e-mail me at [email protected].
    -Access_Denied

    Download and Give Feedback Via Comments ...
    by Published on January 20th, 2007 11:14

    altunozara posted this news/release

    hello everyone!!

    after lots and lots of work!!! i figured that not any time soon was i going to fix all the bugs in my last release of GO GO GO!!!

    You might be glad to here that for now i have put that aside to work on this new mode of GO GO GO!!! called creative mode. I made this because in the time it would take to finish normal GO GO GO!!! you all wouldnt care...because each release would be mroe boring. Thats when creative mode comes in! i will be working on both modes but while im working on normal mode..you will have creative mode to play with

    this is actualy surprisingly FUN! In creative mode there is 1 player you controll it to make the screen a nice creative picture...so far square triangle circle and cross all make different colours! when your standing on something you dotn eat it but when you click a button you change its colour depending on what colour you chose!

    the colours so far are red light green yellow and black please try this out and tell me what you think!

    sadly i can not play my own game ...my psps screen is ...:-( dead! but for you my friends i shall release the power of GO GO GO!!!

    thx again
    Altuno

    Download and Give Feedback Via Comments
    via altuno ...
    by Published on January 20th, 2007 11:04

    via hooka

    Hey, just incase you guys missed it a new commercial game was released Here, on the clickgamer site it's a puzzle game kinda like tetris but sideways I dunno how to explain it better than that. It's (in my opinion) better than their first commercial release blazar, so hopefully it'll keep on with that trend and we'll see some class games coming from them.

    More Info --> HERE ...
    by Published on January 20th, 2007 10:54

    We've written a number of previews on it already, but SEGA's highly-anticipated Virtua Fighter 5 is finally in our offices. This means that we could sit down and try features we had only heard about before, or spend additional time with things we had to rush through at gaming events. The new Quest, Customize, and VF.TV modes stand out in particular, and there were a few surprises to be found as well.

    The first stop that most v-fighters should make is at the rather extensive customization screen. It's a lot more detailed than the character modifier from VF Evo, and it gives players the opportunity to equip items won in battle onto ten different sections of the body (including their face, hips, wrists, legs, and feet to name a few). To keep things interesting, combatants are also given a maximum encumbrance level that limits how much stuff they can wear at once (illustrated with a 10-point system). Some items are worth more points than others and even if you haven't equipped every section of your body, if your item points exceed 10, then you can't equip anything else.


    As you might expect, the huge range of items that players can toy around with alters their fighter's look pretty drastically. Users can unlock or purchase an incredible number of costume alterations and add-ons ranging from standard jackets and shirts to the more exotic swords, shurikens, and face masks. Even better is that gamers can now customize four different costumes for a single character instead just two, and you can save up to 30 unique characters per game. Bizarrely, the rather useless "red contact lenses" have made their return from Evo and can be equipped as well, but why anyone would want to spend their money on this barely noticeable addition is beyond me,

    The meatiest and most addictive option, of course, is the aforementioned Quest mode -- which is essentially a beefed up version of the like-named Kumite revamp from Virtua Fighter 4: Evolution. Its premise is simple: take one of the characters you've customized above and throw them into the wild and wacky world of arcade dominance. Illustrated with a surprisingly old-gen menu interface, the city is shown as an icon-based map that allows competitors to hop from virtual arcade to virtual arcade. There are seven coin-op havens in all, and they're the ideal place to rack up ranking points, items, money, and other goodies (you can still go up ranks in standard arcade or versus matches too). There's even an "Orb Disc" that you can fill with spheres earned in special bouts that allows you extremely rare and unique items as you progress.

    Full Article at IGN ...
    by Published on January 20th, 2007 10:53

    via ign

    "Wait till next year." Easily one of the worst phrases any sports fan can utter, those four words are the last attempt to absolve teams of mistakes or lackluster play over a season. The same can be said for some games. While some of the concepts behind Major League Baseball 2K6 were good ideas, their implementation was less than stellar. Whether it was the baserunning issues, fielding problems or visually tame player models, MLB 2K6 seemed more like it was in the minor leagues at times.

    What a difference a year makes. Instead of trying to brush off the issues that plagued the previous game with a load of new features, 2K Sports decided to completely overhaul the pre-existing title. Don't think that this is a step backwards at all though, as the core features of the game that worked well have been retained while other aspects are being re-tuned and fixed. 2K Sports stopped by a few days ago, and showed off a number of the improvements to the next gen versions of the franchise, and the attention to detail is definitely noticeable. For instance, the design team wanted to bring little nuances to each player's game, so they decided to implement what they're calling Signature Style for each player.


    Everything from a player's batting rituals at the plate to facial expressions have been captured in this year's game, making them seem like their real-life counterparts. Player accessories have also been personalized as well, so if an athlete wears things like baggy pants, wrist bands or a certain type of glove, they'll be properly represented. Player models have also been improved to with accurate physiques for each athlete. No longer are there simply tall or stocky character models; larger players like Bartolo Colon or C.C. Sabathia will actually have guts in the game (maybe now they'll actually hit a treadmill -- although I'm not holding my breath).

    There've also been some subtle changes to some of last year's features. The Inside Edge scouting system does make a return to MLB 2K7, although there's now a bit more of a bonus system provided to batters. If a particular pitcher has been scouted before the game, and a batter uses this information to guess where a ball may be going in a particular hot or cold zone, they'll receive additional power on their swing. The controversial sprinting mechanic, which could give some players a superhuman burst of speed as long as you had quick fingers, does make a return in 2K7, although it has been redesigned. Now, the burst has been downgraded to a more realistic and manageable level. As for fielding, players will notice a couple of changes to last year's Pure Motion Physics system. Not only will guys back up positions on some plays, accurately responding with relay and cutoff men, but fielders will smoothly get in position to make the catch, planting and adjusting to make the play. This addresses the stuttering animation issues that hampered throws or dives last year.


    Now, while this is the first time that 2K Sports has brought baseball to the PS3, they're still planning on taking advantage of the SIXAXIS controller when you're at the plate. To use the feature, players keep the controller level in front of them, and simply push the controller forward to make contact with the ball. Now, you can push or pull the ball to the left or the right by twisting the controller in those directions. Similarly, you can influence whether you're going to try to pop the ball up or aim for a ground ball by pushing the controller up or down in a 30 degree angle. It seems to take a little getting used to, but once you've got the hang of it, it's a creative use of the motion sensitivity mechanic.

    Fans of the 2K series will also pick up on some of the other touches that have been included to make the game seem much more natural or vibrant. For one thing, players will notice pitchers sent out to bullpens to warm up during a game. Umpires will have their own personality, which can affect their tolerance towards a call that a player may want to argue. Some may be willing to take a little jawing, while others will be quick to start tossing players out of the game. You'll notice different camera angles that frame the action from the mound to the plate. In particular, we were impressed by the Dirt Cam and Grass Cam, which presented sharp details of on-field action. This is especially cool when you're watching a replay of baserunning, which has received a facelift. No longer will you see large numbers in the corners of the screen to represent a base. Now, you'll find a runner moving on the screen via a transparent overlay, with bases appearing as he nears them. These technical improvements will be supported with a stronger presence from the commentary crew. Jeanne Zelasko and Steve Physioc will have a much more in-depth presentation before the start of games, and Jon Miller and Joe Morgan will once again anchor the solid play-by-play for each game.


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