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March 26th, 2008, 17:57 Posted By: Shrygue
via Gamedaily
According to research from U.K.-based Strategy Analytics, Blu-ray technology will find its way into 29.4 million homes worldwide by the end of this year. The firm noted that Sony's PlayStation 3 will continue to drive adoption of the format until 2009, at which time standalone Blu-ray players are expected to become the dominant segment. What's impressive, however, is the acceleration Strategy Analytics is forecasting for Blu-ray. By 2012, the firm believes adoption will more than quadruple to over 132 million homes, which will own at least one Blu-ray device.
"HD-DVD's withdrawal leaves the way open for Blu-ray to become a major revenue earner for technology vendors and content owners alike," said David Mercer, Principal Analyst. "The 265 million homes that will own an HDTV by 2012, and Hollywood's need for a new growth engine, represent huge incentives for the industry to coordinate marketing activities and demonstrate unified support for the successor to DVD."
The full Strategy Analytics report, titled "Blu-ray Devices: Forecasting Sales and Ownership," predicts that by 2012, annual sales of all BD devices will reach 57.4 million units. Europe is expected to be the largest market for the format with 26.4 million, followed by the U.S. (22.6 million) and Japan (8.4 million).
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March 26th, 2008, 17:53 Posted By: Shrygue
via MCV
The latest release schedule from Sony Europe has confirmed the release dates of three big hitting titles in the UK – namely Killzone 2, LittleBigPlanet and Resistance 2.
Videogamer.com reports that September will see the release of Guerrilla FPS Killzone 2 and Media Molecule’s LittleBigPlanet.
Insomniac’s Resistance 2 will follow a couple of months later in November.
November looks set to be a massive month for shooters, with Epic also releasing Gears of War 2 on Xbox 360.
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March 26th, 2008, 17:39 Posted By: wraggster
News/release from Logikz:
LoGikz From OneHitGamer.com back with another converter that so many people seem to have fell in love with so I decided to spoof this one up for the public.
This program converts addresses found in PSP hacking Programs like Cheatmaster and CwCheat and converts them into the "Real" address in the memory. This comes in handy for people that like using External programs to aid them in there PSP hacking journey.
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via Logikz:
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March 26th, 2008, 17:38 Posted By: Shrygue
via Joystiq
We consider packaging to be quite effective when you can tell at a glance just what awaits you inside of it. Take this God of War Entertainment Pack, for example. There's the "Deep Red" PSP, the Superbad UMD, the critically praised God of War: Chains of Olympus and ... well, there's also a PSN voucher for Syphon Filter: Combat Ops, which isn't pictured. To be fair, that's simply due to the lack of excitement incurred by a piece of paper with some obscure code on it.
Also not pictured is the price tag of $199.99 [£100] and, perhaps most importantly, a disappointing label which reads, "Not for sale until June."
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March 26th, 2008, 17:37 Posted By: wraggster
PiratoNervo has released a new version of his Shell type app for the PSP:
Current Features:
Image Viewer – PNG and JPEG files
Music Player – MP3 files
Can run homebrew – PBP files
Can run ISO/CSO files
Can run UMD's
Can load prx plugins (some prx plugins may not work)
USB Mode
Shows the current time – hours, minutes and seconds
Shows the battery life percentage
Shows CPU Speed.
Take screnshots – press Select
Task Manager – press L+R
Multi-tasking
After exiting from a game/homebrew, you are returned to NervOS.
Autoboot feature
Shows the volume in a volume bar
Theme Support
NervOS Configurator
Config.cfg file (configuration file)
USB Activated at Startup
Custom Text color (change it from config.cfg)
Change Log since version 1.5
Version 1.6
Added:
New menu animation (when in music column, I have a new animation made but will be used on the net version)
Ability to change the CPU Speed from the configuration file.
CPU Speed is shown on the top bar.
Added a "Are you sure?" question when running something from NervOS.
Battery percentage is shown in red if it's below 10%.
Displays "Charging" if the battery is charging.
Added "Control Panel" title to L+R Window.
You can change the text color of the Control Panel (L+R to access it).
Changed:
Fixed bug with the task manager.
You can have up to 1000 themes in your THEMES folder.
Fixed a file browser bug.
Fixed bug with the volume.
Now when exiting from something, you return to the same point as you were before (example: "when going into browse for tracks, then exiting it should put you back at the music menu rather than putting you at the USB")
Removed the stop button.
No more crashes when pausing/stopping music and then loading music
again.
Installation instructions
Non 1.50 kernel enabled PSP's:
Copy the contents of the folder ms0 to your MS root - it overwrites the existing vsh.txt
Enter in recovery mode and activate the prx plugin “nosautoboot.prx” (don't exit recovery)
Set kernel to 3.xx so you can run 3.xx homebrew with no problems.
1.50 kernel enabled PSP's:
Copy folder ms0/NervOS to mso:/
Copy the folder ms0/PSP/GAME/NervOS to ms0:/PSP/GAME150
Copy the folder ms0/seplugins to ms0:/seplugins
Enter in recovery mode and activate the prx plugin “nosautoboot.prx” (don't exit recovery)
Set kernel to 3.xx so you can run 3.xx homebrew with no problems.
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via PiratoNervo
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March 26th, 2008, 17:24 Posted By: JKKDARK
via IGN
Namco Bandai Games America Inc., announced today a trifecta of ninja news as Naruto: Ultimate Ninja 3 ships to North American retail stores, Naruto: Ultimate Ninja 2 garners Greatest Hits status, and Naruto: Ultimate Ninja will be available for only a limited time. Exclusively for the PlayStation 2 computer entertainment system, the Ultimate Ninja franchise has consistently delivered heart-pumping action, new innovative features and enhancements with each iteration. Aspiring ninja can compete in fierce hand-to-hand combat or use deadly ranged weapons in order to become the greatest ninja of all with these three classics.
Naruto: Ultimate Ninja 3 perfects the art of anime fighting games with a host of 'firsts' for the series along with more than 40 playable characters, 20 stages and brand new jutsu to bring opponents to their knees. Players will be able to re-live the character defining battles of story arc one in Hero's History mode and customize their characters with Ultimate Jutsu. Dominate the battlefield by turning into a powerful ninja of unprecedented size or summon giant creatures as allies in the new Summoning mode. An all-new original story will have players exploring a massive 3D rendered Hidden Leaf Village, participating in battle royale matches and competing in more than 55 unique missions. Furthermore, Naruto fans throughout North America will be able to experience the game in both English and original Japanese voice over.
Naruto: Ultimate Ninja 2 follows its predecessor's footsteps to capture PlayStation 2 system's Greatest Hits status with the game's critically acclaimed fighting engine, feature-rich content and easy to pick up and play style. In Naruto: Ultimate Ninja 2, the orange jumpsuit hero continues his relentless pursuit of becoming Hokage of the Hidden Leaf Village. Fans will experience hours of intense combat with over 60 challenging missions to complete and the ability to play as one of over 30 popular ninja. Participate in one of the series' pivotal moments such as Naruto's showdown against Gaara, or unlock an original storyline in Ultimate Road. Customize characters' strength, chakra, and special abilities to unleash powerful attacks during head-to-head battles, and sharpen fighting techniques in Iruka's Training mode.
The game that started it all, Naruto: Ultimate Ninja, features blazing ninja battles that bring the colorful anime series to life. Available for a limited time only, players can experience the franchise's first meticulous re-creation of the characters engaged in fierce ninjutsu combat. A variety of ninja fighting techniques are at player's disposal, including ranged weapon attacks and close combat moves. Naruto: Ultimate Ninja's array of game modes allows players to follow their favorite character's storyline, accomplish specific missions or battle it out against a friend. With tons of unlockable content including movies, music and cards, Naruto: Ultimate Ninja will offer loads of replay value.
Naruto: Ultimate Ninja 3 is rated "T" for Teen by the ESRB and carries a suggested MSRP of $39.99. Naruto: Ultimate Ninja and Ultimate Ninja 2 are also rated "T" for Teen by the ESRB and carry a suggested MSRP of $19.99. Don't miss this opportunity to own the entire collection and to relive the series from the beginning while supplies last of Naruto: Ultimate Ninja. For more information on the Naruto: Ultimate Ninja series, please visit: http://www.namcobandaigames.com or www.naruto.com
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March 26th, 2008, 17:21 Posted By: Shrygue
via Computer and Video Games
Capcom has debunked internet reports claiming that an updated version of Resident Evil 4 is coming to Xbox 360 and PS3.
Blurry photographs of "Resident Evil 4 Classic Edition" appeared on the internet yesterday, supposedly having been leaked from "Capcom's San Francisco building".
"I was sent this goody by a friend who works at Capcom's San Fransisco building. He spied an artist working on what appeared to be boxart for an upcoming port of Resident Evil 4 for the XBOX 360 and PS3 entitled "Resident Evil 4 Classic Edition," read the fakester's internet post.
A Capcom spokesperson replied on its official forum: "Wow. Really? We work in San Francisco? I didn't know that. Why does my business card say we're in San Mateo? Darn it, I need to get it updated." Looks like the faker should've done more research.
"Also. We have no artists that work in Dev here... Further more, All RE comes out of Japan. None of it comes from CEI."
A shame really, we would've played it for the Achievements alone. Cheer yourself up with some new(ish) footage of Resident Evil 5.
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March 26th, 2008, 17:20 Posted By: Shrygue
via Eurogamer
With just a few days to go until the release of Gran Turismo 5 Prologue, it's been revealed that there's still around a year to wait for the full version.
That's according to SCEA associate producer Chris Hinojosa-Miranda. In a post on the US PlayStation blog he wrote, "To further clarify, GT5 is still about a year away."
Hinojosa-Miranda was responding to queries from posters wondering whether it's worth investing in Prologue, or better to hang on for the full game. His advice? "You should just decide now to buy it, enjoy it, go online and race against anyone and everyone, rank number one worldwide, get the girl (or guy) and become the most popular kid in town. The end."
Our advice? "There's more than enough here to justify the asking price, and exploring it all is a consistently pleasurable experience." So says Tom - read the review for more.
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March 26th, 2008, 17:14 Posted By: Shrygue
via Computer and Video Games
What are thought could be the first screenshots showing Grand Theft Auto IV's multiplayer mode have hit the internet.
The screenshots originally appeared on Dutch website Xboxworld.nl, but appear to have now been removed - however not before they were nabbed by GTA fan site GTA4.net.
It's not clear whether all of the screenshots are supposed to be from multiplayer, or just a selection of them.
Previous details on GTA IV multiplayer have stated that it supports up to 16 players. As well as the obligatory Deathmatch and Team Deathmatch modes, GTA IV's awesome-sounding list of game modes includes a Race mode around Liberty City, four-player co-op fights against the police and the very obvious cops vs. crooks team game.
Screenshot
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March 26th, 2008, 17:12 Posted By: Shrygue
via IGN
That Resident Evil 5 footage Capcom promised for some time this week made it into the new issue of Famitsu as planned. Here's a report on what the Japanese are getting in this week's issue of their biggest games publication.
Rather than a new trailer, the DVD provides just a few minutes of off-screen footage of the game being played in the background of an interview with producer Jun Takeuchi. In addition to the gameplay sequences, the DVD also provides a glimpse at some of the development tools being used to create the models for the game.
Six months back when they shared information on the game, says Takeuchi as part of the interview, the basics of the game's visual quality were set. Since then, Capcom has been focusing on situational aspects of the graphics.
Takeuchi's major talking point for this interview is the importance of light and shadow in the game. This is actually an area he has discussed heavily in past interviews.
Light and shadow have always played a role in Resident Evil, he notes. However, past titles have featured these areas as themes in the scenario, with only abstract appearance in the game. In RE5, they're portrayed realistically, with the abstract areas now a part of the game.
As he speaks, we're shown realtime gameplay footage of main character Chris Redfield walking around what appears to be the remnants of a town; it looks, at a glance, like a ghost town. There are zombies (or creatures we assume are zombies, at least) hanging around a building nearby, with two apparently engaging in a fight. Chris walks over to them. The zombies don't appear to notice him, although this may be a case of Capcom simply having the demo set to a debug mode.
This area shows some of the lighting mechanics mentioned by Takeuchi. Chris walks from the brightly lit outdoors area to the covered entry area of the building, going from light to shadow. It talks a couple of seconds, but details slowly become visible in the entry area as Chris' eyes apparently become adapted. This is something that's repeated in later segments of the footage, to great effect.
The moment when you switch from light to dark is one where you truly can't see the game, stresses Takeuchi. Looking at the footage, it's pretty clear that there is often a moment of pure darkness, at least in certain areas of the screen, when going from a light section of the world into the shade.
With some games, Takeuchi notes, having trouble seeing because of the lighting may cause frustration for the player. But with Resident Evil, it's a part of the game. Capcom is putting effort into this area of RE5 in order to portray the fear of darkness.
Other sequences give us a glimpse at the game's gun play. It looks a lot like Resident Evil 4, with Chris off to one side of the screen. Capcom is making use of real guns wherever possible, Takeuchi notes.
All the gameplay sequences were apparently played on an Xbox 360. While there is a PS3 controller visible near the television, the developer demoing the game has a 360 controller in his hands at all times.
This latest glimpse at Resident Evil 5 may be nothing more than just a teaser. But the fact that the game exists in a playable state in Capcom's headquarters is a good sign that development is progressing well. Hopefully, we'll be the ones holding the controllers the next time RE5 surfaces.
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March 26th, 2008, 17:03 Posted By: wraggster
News/release from ted03
Lock your psp using this simple yet very useful application.
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via ted03
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March 26th, 2008, 16:59 Posted By: wraggster
News/release from olimpikel
Voila for those who have followed the evolution of space I can announce that the 0.1 will be released soon about two three detail how a
Version 0.1:
-- 1vscom mode of dual space (3niveau of difficulter)
-- Same 1vs2 mode PSP
-- Using LuaplayerHM 5.0
-- Choosing between 2 vessels (+ 1 when we press on edge at choice of vessels, but it has not a good record)
The homebrew was a test 3 times we must Unzip in game
You can see the topic space in the project for more information on the evolution of the homebrew
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March 26th, 2008, 07:46 Posted By: wraggster
Weltall has updated his Cheat app for the PSP:
Here it is a new version of cwcheat: 0.2.2 REV.A
I did this primarly because of the request of a new code type which was required for some new games like god of war.
This new pointer code type allows you to go trough various levels of pointers till the interested area.
This is it's format
0x6aaaaaaa 0xvvvvvvvv
0xqqqxnnnn 0xiiiiiiii
0×Swwwwwww 0×Swwwwwww
[...]
0×Swwwwwww 0×Swwwwwww
a = the starting pointer
v = the value to store at the found point at the end
q = the offset to add to a each loop(x4) most probably you want this to be zero in this case
x = pointer type (check the normal pointers)
i = offset to add/subtract (depending to x) from the last pointed area in the pointed chains to find were to put v
n = number of times to point (you must start counting from one, so if the level of pointer you want to do is 2 you put here 2 if it's 3 you put
3, the first pointer is considered first level, so if you put two offsets in the third line the value you need is 3)
S = offset type to find next pointer (2 for normal offset(+w), 3 for inverse offset(-w))
w = offset from the last pointed area to find the next pointer
Additionally there were various optimizations which permitted to shrink prx size of about 1500bytes, a major bug fix in the difference search which
in some circumstances could return refusing to search even if everytime was correct and the removal of allocation in the user ram by it to improve
compatability with games. And finally the text reader now stores the latest file opened and opens it again when goin in the text reader (till reboot).
Other enhacements include another major rework of the 3.x version of the db downloader which is now based on libhttp, allowing a greater compatability
and various addons to it. No changes were done to the 1.x version.
0.2.2 REV.A RELEASE
=====================
- [ALL] fixed a bug in the difference search which could lead to an evaluation error making the difference function unusable
in the case that the game allocates more than entire user ram - 50kbs
- [ALL] Removed allocation of user ram for the difference search. This should increase compatibility with never games and reduced the plugin size of about
200bytes.
- [ALL] Various optimizations in the controller management in the menus, additionally some menus now auto repeat just like most. This alloved to reduce
the size of the plugin of 632bytes
- [GAME] Added multilevel pointer codes. This will allow you to track a point in ram by going trough a series of pointer like those seen in god of war.
this is the code type:
0x6aaaaaaa 0xvvvvvvvv
0xqqqxnnnn 0xiiiiiiii
0×Swwwwwww 0×Swwwwwww
[...]
0×Swwwwwww 0×Swwwwwww
a = the starting pointer
v = the value to store at the found point at the end
q = the offset to add to a each loop(x4) most probably you want this to be zero in this case
x = pointer type (check the normal pointers)
i = offset to add/subtract (depending to x) from the last pointed area in the pointed chains to find were to put v
n = number of times to point (you must start counting from one, so if the level of pointer you want to do is 2 you put here 2 if it's 3 you put
3, the first pointer is considered first level, so if you put two offsets in the third line the value you need is 3)
S = offset type to find next pointer (2 for normal offset(+w), 3 for inverse offset(-w))
w = offset from the last pointed area to find the next pointer
- [GAME] some performance optimizations to avoid unnecessary repeated loops and assignments in the pointer codes
- [ALL] reworked, yes again, the db downloader now the 3.x version is libhttp based so it should work better. Plus various enhacements were added and some
additional checks and functions. No changes for the 1.x version.
- [ALL] removed some repeated code this reduced the size of the plugin of 916bytes
- [ALL] now last text file opened is reopened when you go to the text reader
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March 26th, 2008, 03:05 Posted By: Napalm-Death
Via Kotaku
Konami has to like its chances on the success of Metal Gear Solid 4, if the quick sell out of the "steel" edition PlayStation 3 are any indication. The Konamistyle web site, which handles all manner of Konami brand stuff, is already sold out of the limited edition 40GB console. It's going for 51,800 yen ($517 US) and should be available at other retailers soon, but the allotment given to Konami's own store has been quickly depleted. Don't worry though, collectors. You'll still be able to get Hori's useless and garish DualShock 3 charging station in "steel" at your leisure.
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March 25th, 2008, 23:23 Posted By: MK2k
Description
Chess Clock aka Game Clock PSP 1.0 is an Analogue Chess/Game Clock Simulation for the Playstation Portable. It is written in C++ using the JGE++ Engine by Dr. Watson and Chipmunk Game Physics library by Slembcke.
Features
- Two connected clocks
- Each clock containing:
- a big clock pointer
- a small clock pointer
- a flag
- a star-shaped wheel for activity indication
- 2D physics simulation on the flags
- The pointers are rotating by an estimated angle velocity, so this app does NOT feature the most accurate clocks on the planet (it may vary by some seconds per hour)
Screenshot
note: I photographed my real chess clock for the background, yeah it's not the most accurate regarding the perspective but it's ok for me ;P
NOTE: Read the readme.txt for further details.
A Chess Clock, what now? - How to use this app.
Use the app for playing chess
Playing chess with a game clock has been established since 1861 where sand
clocks were used back then. In 1866 a match was played where the referee used stop watches. In 1883 a mechanical game clock was introduced which contained two separated clocks, each being activated/deactivated by a movable bar. In 1899 H. D. B. Mejer proposed the use of a small flag which falls when the player's time runs out. So this app here uses the ideas of chess enthusiasts more than 100 years ago In the 1980's digital clocks were developed, maybe Chess Clock aka Game Clock PSP will feature digital game clock's special abilities in the future!
Ok, back to playing chess. You can play different variants on chess with a game clock. The default setting is:
- Everyone's time runs out at exactly 6 o'clock
-> the app's default setting is 6 o'clock, so to setup a time for each player you just have to rewind the clock (from starting the app, both clocks can be rewound exactly at the same time by pressing D-Pad Left, stop the process by pressing D-Pad Down)
- Everyone's time is run out, when the flag falls
-> rewind both clocks far enough to the left first, so that the flags are "in front" if the big clock pointers (the pointers need to lift the flag up when entering the last minutes). You can then fast-forward both clocks to the setting you like, if needed (this applies if you want to give each player only a small amount of minutes)
The standard use is:
- On start of the match, the opposite player of the one doing the first move presses the Shoulder Button on the PSP facing his side to start the first player's clock.
- When a player finishes his move, he presses the Shoulder Button on the PSP facing his side, this stops his own clock and immediately starts the ppponent's one. In chess tournaments the hand which actually does the move is the same hand which triggers the Shoulder Button after that.
The Variants for Chess are:
Sudden Death
Sudden Death is a simple time system where each player gets a fixed amount of time for the whole match. Usual amounts are 45 or 30 minutes for a standard match. can play a Blitz Chess / Speed Chess is usually played with 5 minutes for each player.
Sorry to say, but it seems that's it for our Analogue Clock simulation regarding chess. Other variants are better implemented on a Digital Clock simulation (maybe I'm working on that one someday).
Use the app for playing Poker Tournaments
In Poker Tournaments the Blinds are raised after a certain amount of time. No
problem for our Game Clock simulation. Rewind one of the clocks or even both
to the time setting of your likes and let it go until the flag falls, then the
Blinds will be raised, the clock gets rewound and so on
Use the app as a Stop Watch
The clock pointers of the simulation aren't exactly accurate, so you should not measure events where seconds count. But you can use the app for cooking an egg without being worried
Download click here! (via pdroms.de)
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March 25th, 2008, 22:54 Posted By: wraggster
New podcast released:
The PSP Show #71 - Air Traffic Control Hero (MP3 8.11 mb 11 minutes 46 seconds)
DOWNLOAD the podcast by right clicking on this link or press play and listen in your browser.
Back from a stupidly long trip around the US and Europe, but comfy in the stash of games and news to go through. No immediate news today, blame jetlag, but I did want to touch on the bittorrent numbers PSP Fanboy linked to last week. After that, it’s on to another ‘crazy’ japanese arcade simulation - this time I get to be an Air Traffic Controller!
http://psp.thepodcastnetwork.com/
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March 25th, 2008, 22:51 Posted By: wraggster
News/release from dridri85
The LibSdkUtilities allows you to use the utility official sdk following:
Keys OSK
SaveData
Message Dialog (with choice "Yes \ No" possible)
Error Dialog (it displays an error code)
Net Dialog (maleureusement the connection is cut off at the end ...
Voila functions as such:
Code:
SceSetBackgroundColorUtility (u32 color) / / Set the background color
Void sceSetBackgroundImageUtility (u32 * data, int width, height int) / / Select the background image
Data => array of pixels
For the libpng or my libge is mon_image-> data
SDL for it is surely mon_image-> pixels
For OSlib no idea ...
Width and height => width and height in pixels, image
Void sceOsk (const char * msg, char * input) / / Keys osk
Msg => message display (bottom right)
Input => Text Input / output
SceSaveData void (* sData save) / / loading system backup
See structure sData lowest
Int sceMessageDialog (const char * message, enableYesno int, int baseAwn)
Message => Message Display
enableYesno => activer le mode question (choix "Oui/Non")
baseAwn => Valeur par défaut si question, 1 pour Oui, 0 pour Non
Void sceErrorDialog (const unsigned int error)
Error => hexadecimal value on 32bits will be shown as error
Void sceNetDialog (int language, buttonSwap int)
Language => Language (0 English, french 1)
ButtonSwap => vice X and O, 1 normal, inverted 0
/ / Structure sData for savedata:
Typedef struct (
Int mode; / / Fashion save / load
PSP_UTILITY_SAVEDATA_LISTSAVE or PSP_UTILITY_SAVEDATA_LISTLOAD
Int language; / / 2 for french Language
Int buttonSwap / / Reverse buttons
PSP_UTILITY_ACCEPT_CROSS or PSP_UTILITY_ACCEPT_CIRCLE
Char * title1, title2 * / / name of the game; name of the backup (eg "Community Profile")
Char * gameName, saveName * / / Code name of the game; figures backup
/ / Both values are set as a result of naming the backup folder (eg "DEMO1030")
Char * newSave / / display a text on a blank sauvergade
Char * details; / / Things that will be posted as details (eg "% of the game done: 42%"), returns a line possible
Void * buf; / / Buffer containing a register values (often text)
Int bufSize / / size of the buffer
Char * key; / / Key encryption (for PSP and 2.0 +)
Void * icon, pic * / / For the moment is a waste of time ...
SData);
/ / Small detail for the buffer, we must do a malloc and ex memset:
Code:
SData save;
Int len = strlen (score = 25 ") +1; / / Calculating the size of the text
Save.bufSize len = 4 * / / Gives the size sData
Save.buf = malloc (sizeof (char) * len); Setting memory buffer (text)
Memset (save.buf, 0, len); / / Fill in the memory area of 0
Strcpy (save.buf, "score = 25 ");// Written text in the buffer
If you are load mode:
- Responsible values will be returned in the structure sData!
It must have previously made an on sData.buffer malloc (and therefore give the value bufSize)!
To use include:
Sdkutilities.h
And add it to the line of LIBS makefile:
- LSdkUtilities
Download v0.2: http://www.zshare.net/download/927633305eb25f/
The files are arranged in the order of pspdev
Eboot an example (from v0.2): http://www.zshare.net/download/92762651e5fe0e/
A place in ms0: / PSP / GAME / comme_vous_voulez ^ ^ /
Add a side of an image 480 * 272 named image.png
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March 25th, 2008, 22:41 Posted By: wraggster
Game Informer: What’s going on with the PSP now that it’s hitting the three-year mark?
John Koller: We’re entering the third year of the platform, and we talked about it really being the biggest year, and it turned out to be so. Ever since we launched in 2005, we’ve been talking about the multifunctional aspects of the PSP, but really centering on gaming. I think what a lot of the consumers found last year to their liking was really an expansion in gaming, unique genres, unique games, but the price drop certainly helped us target a whole new demographic, going after that teen consumer group with a little bit less discretionary income than maybe the 20-something consumer. They were able to get into the market and really adopted the PSP as their own. The PSP hardware SKU we launched in September, the PSP-2000 made the PSP more portable, and a lot of consumers started adopting the PSP for music and for video and for some of their portable travel use of Internet browsing. I think what we saw was the price drop really assisting, but that the new hardware SKU pushed sales over the top. Our sales for the holiday season were spectacular—we actually couldn’t keep it in stock. We were in a really in a very good position; from a demand perspective it was very, very strong, and as we go into this year it’s remaining very strong. We’ve seen a real uptick year over year, a significant uptick—we’re up 85 percent in sales since the price drop last April. It’s a platform that’s got a ton of momentum, a lot of wind on our back. I think as we embark on our usual trip to talk to publishers and other people about the platform, I think it’s a lot easier conversation when you’ve got the strength of a very solid install base at this point. This year, I think is going to be another very good year, and we’re looking at a number of key launches—both software and peripheral—to really aid the momentum that we’re seeing now.
GI: The PSP really does seem to have a dual personality. It’s part device and part game machine—it’s in a pretty unique position in the marketplace. How had that been, positioning it in the marketplace, the fact that it can be used for so many different things?
Koller: You’re bringing up exactly what we wrestled with when we first launched the PSP. What it’s centered in, and how we positioned it in the market, is that it’s a multifunctional device with a gaming heart. It’ll always be a gaming system. We have such a solid lineup of games and will continue to do so, highlighted most recently by God of War. It’s primarily centered as a gaming machine. That said, the multifunctional aspects really round our what the PSP is and differentiates it from any competitive platform—and that’s including the DS and the iPod, the Zune and the Zen and all the other handheld products that are available in the market, inclusive of mobile phones.
The way that we market the product is to continue to promote the gaming portion, but add ancillary messaging about the multifunctional area—the addition of Skype and Internet radio. You can play your music and your movies on the PSP. It makes for an all-in-one device. I think as consumers start to find that there’s this integration of functionality between their various mobile devices, they want one or two screens to bring with them. We’re finding in a lot of our research that the consumer’s using the PSP because of its gaming but then also because it has these other elements as some of the other devices they own, but they don’t want to bring four or five devices with them in their pocket. The PSP solves all of those multifunctional demands in one product.
GI: The PSP seems to be getting better and better with each firmware update. How much of the recently added functionality—like Skype and Internet radio—was actually on the radar while the PSP was being designed? Were those always planned to be a part of the system eventually, or were they added because they seemed suitable for the platform?
Koller: That’s a really good question, and it’s actually pretty insightful. The way that we planned the product, to have these firmware updates and to be able to unleash new aspects on the consumer set—we didn’t always plan some of these since March ’05. Some of these are the result of consumer demand, quite honestly. Skype’s one of those. We had a real groundswell of reaction in a lot of our quantitative research and a lot of consumers asking for VOIP or a way for them to communicate with the PSP. As they brought it around and found that more and more wireless hotspots were available and becoming a little more ubiquitous, I think a lot of consumers were saying, “Let’s be able to communicate with this so I can talk with someone while I play SOCOM or while I play Madden or whatnot, and I can meet them online.” When we saw that interest, we took it back to Tokyo and met with the product-planning group, and Skype was added. It’s something that we’ve noticed in the few months since its been launched, we’ve noticed an uptick in consumers who have bought the headset and remote control. I think we’re seeing the results of that demand. Not every firmware update is something that was originally planned. I think a lot of those were the result of consumer demand in our territory and I think some other territories globally.
http://www.gameinformer.com/News/Sto...1806.26425.htm
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