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May 12th, 2006, 19:55 Posted By: wraggster
Via Gamespot
Sony Computer Entertainment International's horror game Rule of Rose was released for the PlayStation 2 earlier this year in Japan, but apparently it was too much creepiness for one country to contain. While Sony might have passed on extending Rose's rule around the world, Atlus has announced that it is stepping in and bringing the game to the US.
Atmosphere is key to any frightfest, and Rule of Rose features 50 minutes of prerendered cutscenes (much like those seen in the game's trailers), and a musical score by Yutaka Minobe (Panzer Dragoon Saga, Skies of Arcadia) to help set the mood. The story follows a teenaged schoolgirl caught up in the social machinations of a group of young women, and the players' actions in the game will determine which ending they see.
Rule of Rose is slated for release by the end of the year.
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May 12th, 2006, 19:53 Posted By: wraggster
Via Gamespot
E3 is a chance for several well-known franchises to show off their next chapters, if even just for a split second. Electronic Arts prepared a trailer for its E3 lineup, which showed off a ton of announced games, as well as some surprises.
One of the unannounced games getting the trailer treatment at EA's booth this year is Need For Speed Carbon, which also made a brief appearance at Sony's pre-E3 conference.
The trailer begins in the dark, with white lights flickering upward. After a brief EA logo, the headlights of three cars turn on, revealing misty air, and then the cars drive toward the camera. Text then flashes across the screen--Need for Speed Carbon.
There hasn't been an official announcement by EA, so there aren't any details available. However, given its appearance during the PlayStation 3 portion of the Sony pre-E3 event, it's a shoo-in for the PS3.
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May 12th, 2006, 19:50 Posted By: wraggster
Via Gamespot
Despite the overwhelming worldwide success of the massively multiplayer online role-playing game World of Warcraft, Blizzard Entertainment is still looking beyond the franchise to other opportunities.
When asked by GameSpot if the Warcraft universe was all that's left for the company to mine, chief operating officer Paul Sams said, "No. Absolutely not. We have multiple games in development, currently, they are just not announced...to the outside world--and the reality of it is--we are laser focused on what is the thing right then, but there's a ton of additional focus being put toward these other [games] that are in development."
Reflecting on the existing franchises, Sams emphasized, "World of Warcraft and the Warcraft franchise is not the last and the only franchise we are going to operate within. We have two other very, very key franchises to our company's history and to our company's future success. The Diablo and Starcraft franchises are of the utmost importance to us as well. I wouldn't be surprised to see a new franchise from us at some time in the future; there's certainly a desire to do so."
A PR rep later expanded on Sams' statement, clarifying that not only were there "multiple games" in development, but that Blizzard was considering "multiple platforms" for those titles. The spokesperson confirmed that the company was looking at both the PlayStation 3 and Xbox 360, but that a decision as to which platform might get the nod had not been made.
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May 12th, 2006, 19:44 Posted By: wraggster
Via Eurogamer
Namco's virtual alternative to the high speed thrills of professional motor racing is heading to the PSP, with Sony confirming the release of a new MotoGP game specifically designed for the handheld.
It's currently being developed by the same team which brought MotoGP to the PS2 and Ridge Racer to the PSP, but Sony has yet to confirm an official release date for the game.
Fans of the sport should recognise the names of Valentino Rossi and Sete Gibernau - just two of the pros you can test your skills against in the new one-on-one racing mode. There are real life tracks, too, although Sony hasn't said which one yet. You can also expect a full championship season to get your teeth into and assorted wi-fi multiplayer modes for up to eight players. Hooray for m0t0rb1kes!
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May 12th, 2006, 19:41 Posted By: wraggster
Via Eurogamer
Sony has revealed a few more snippets of info regarding SingStar PS3 - including news of how much we'll have to pay to download tracks via the new SingStore service.
As previously announced, SingStar PS3 will let you download all the songs featured in the PS2 games plus selections from an ever-growing catalogue of new tracks. They're still keeping quiet on exactly how much each one will cost, but have confirmed that you won't have to pay any more than you would for a track purchased from iTunes - i.e., 79p.
Sony has also previously stated that the game will ship with shiny new silver microphones, and it turns out they'll be much more high tech than the red and blues we're used to - meaning they'll be more sensitive to the nuances of your voice, so rubbish singers are in trouble. You'll be able to purchase wireless microphones, too, if you so desire.
SingStar PS3 is due to launch alongside Sony's new console on November 17th
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May 12th, 2006, 19:13 Posted By: wraggster
Via CVG
PlayStation creator Ken Kutaragi has answered critics of Sony's next-gen pricing policy by claiming that the PS3 is "probably too cheap".
Dropping this golden nugget in an interview with Japanese website IT Media (coming to us via IGN translation), Kutaragi said that it's no different to the way it was with previous PlayStation generations.
"With Nintendo's 16-bit machine selling for about 12,000 yen (85 euros) at the time, the media criticised us for priciness - but it became an explosive hit. The same for PlayStation2," Kutaragi has reportedly elaborated while similarly recalling the launch of the original PlayStation and PS2 in a second interview - conducted with Japanese business journal Nihon Keizai Shimbun.
both had sales that were unthinkable for previous game machines. This is because both offered experiences that could not be had on previous machines," he told IT Media.
Kutaragi went on to reveal to Nihon Keizai Shimbun that "price setting is always a headache for us. No game machines are comparable to the PS3, which is neither a genuine game console, home electronics [product] nor a personal computer. It's a new kind of product."
And Keen to stress PS3's broad functionality, he told IT Media: "...we don't want you to think of it [the price] in terms of games machines... if you can have an amazing experience, we believe price is not a problem.... We believe people who like games will, without question, purchase it."
But ultimately, the debate will be settled by the end user. Kutaragi stated during Nihon Keizai Shimbun's interview that it will be "consumers who decide whether it's expensive or cheap. If a product offers charm, then buyers will be convinced",.
The 20GB PS3 will retail in Europe for 499 euros (roughly 341 GBP), with the full-spec 60GB model priced at 599 euros (roughly 408 GBP).
Cheap My Arse
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May 12th, 2006, 19:03 Posted By: wraggster
Via CVG
It's all been a bit quiet on the Turok front since 2002's Turok Evolution, but Buena Vista Games announced a while back that it's revamping the old Acclaim franchise, giving it a whole new spin for PS3 and Xbox 360. New info has escaped from the dinosaur maw that is E3.
As fervent fans of precision platform jumping will doubtless remember, the character of Turok was an 18th century North American dinosaur hunter, based on a comic book character dating back to the 1950s. In this latest version of the game (developed by BVG's Propaganda Games studio), however, Joseph Turok is an ex-Black Ops commando currently assigned to an elite Special Forces squad. Set in the near-future, the storyline sees the band of crack troops on a mission to hunt down a war criminal on a genetically altered planet.
According to Buena Vista, when the squad's plane is shot down, Turok has to fight for survival against a rampaging army of super-soldiers and the "ravenous, unpredictable creatures" that inhabit the planet. Now that's starting to sound a little more familiar, isn't it? Turns out that the planet is riddled with genetically mutated dinosaurs and all manner of savage beasts, although BVG states that, unlike previous instalments, Turok's main focus is on defeating his human opponents.
Combat has also been considerably altered in this latest re-imagining, with much more emphasis placed on the use of firearms, although you still have the option of whipping out the old bow and arrow or dagger if you're in the mood for a spot of stealth action. Hi-tech military vehicles are also promised this time around (probably not driven by dinosaurs, though) as are a variety of online multiplayer modes, details of which have yet to surface.
It all sounds very intriguing, but you'll have to wait until 2007 to get your mitts on it.
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May 12th, 2006, 18:55 Posted By: wraggster
Via Gamesindustry
In recent years, Phil Harrison has not only been promoted within Sony to the point where he runs the firm's worldwide network of development studios, he has also become the de facto face of the company at industry events around the globe.
Despite his new-found high profile, however, Harrison remains a software man - so when we sat down with him for a brief chat at E3 this week in the wake of the firm's announcements, the company's hardware and software strategies were definitely top of the agenda, but its hugely controversial pricing announcement was not.
We hope to bring you more coverage of Sony's plans - and the reaction to them - in the coming days - in the meanwhile, we hope you enjoy these insights from the man in charge of what may be the most crucial component of all in the firm's bid to retain its market leadership in the next generation; the software.
GamesIndustry.biz: All three companies laid their cards on the table earlier this week - from your perspective, what do you make of the three conferences and the reaction to them so far?
Phil Harrison: Sadly, I haven't actually had a chance to watch the other two conferences, but I've heard enough reports. I think that if we think the industry or the future of the business is defined by this week of press conferences... Then, we're very much mistaken. I think it's going to be defined by what the consumer thinks and what the industry thinks, and what the game developers think. It's not just about the press conferences.
I think the pieces of the PlayStation 3 puzzle are now fully revealed. Obviously we did the hardware last year, this year it's confirming or re-asserting certain elements of it - obviously, people know about Blu-Ray, but confirming that every machine has a hard disc drive in it, I think, was an important step. Confirming that we've got a new controller strategy was an important step, and showing lots of games was an important step. So, those were the main take-outs, and I think that as far as that was concerned, we achieved our objectives.
Your strategy and Microsoft's strategy are very divergent, in that Microsoft is offering consumers a choice - whether to have HD-DVD or not, whether to have a hard drive or not - while you're putting everything into a very expensive box and saying that they take all or nothing. Why that direction? Why not have a system where people who don't want to pay that premium for Blu-Ray don't have to?
Leaving aside the movie debate about Blu-Ray and HD-DVD, purely from a game design point of view and a game production point of view, we have to have Blu-Ray. DVD is just not big enough; DVD9 is nowhere near big enough for the kind of games, the richness that we're going to be putting in the games, the variety, the detail, you name it.
So, we had to adopt Blu-Ray primarily as a game format. The second benefit of it is that it becomes a video format as well. Putting it all in one box, as you say, is also down to the fact that a hard disc drive is necessary to create a totally integrated network platform. We want every consumer to be able to download and install content on their hard disc drive. If you want to put all your music on your hard disc drive, you'll probably go for the 60GB version. If you're a complete music fan and video fan, and you want to have huge amounts of digital content, then you can upgrade to whatever size of drive you like. You can put any in that you like - it is a computer, after all.
So that hard drive is a standard PC drive?
ATA, bog standard, yeah.
You're not going to be selling Sony drive upgrades?
We've got no plan to. We may offer something, but we have no plan to at the moment.
Talking about software - how many titles do you actually have on the show floor this week? I think we counted a dozen...
I think it's fifteen playable games. At the conference, we had three titles from Japan - GT HD, Eye of Judgement and Genji 2, we had three from Europe - Singstar, Heavenly Sword and F1, and two from the US - Warhawk and Resistance. That was pretty evenly split.
The controller. You showed off the boomerang, then said it was a prototype, and now you've come back and done the Dual Shock but with a twist - no pun intended. How long have you known that this was the plan?
[The motion sensing controller] has been thought about since about 1994, but in reality, you can't make some of the ideas that we have because the technology is not available in sufficient quantity or at a low enough price, and you kind of have to wait for certain things to converge. We had the concept of PlayStation Portable for many years before we could actually deliver it at a price and at a standard that was acceptable.
The controller is obviously a surprise to the industry. We've been thinking about it for a while, but it's a relatively recent addition to the format. We didn't show it last year, because we weren't ready to. The boomerang, as you call it, was very clearly designed as a design concept, and was never intended to be the final controller, despite what everybody said about it.
I think we certainly saw the strength of feeling that existed about the boomerang - even though nobody in the world ever held it in their hand. I thought that was very interesting, that people were criticising it for what it looked like, not how it felt.
When you made the decision to put the tilt functions into the pad, how heavily influenced was that by the great response Nintendo has had to the same kind of technology in the Wii controller?
I think that some of the research that we've done, clearly other companies have been doing as well - so there's nothing completely surprising about that. But I know that the strategy was to take what was already a winning formula - to have a controller as well regarded as it, and kind of the de facto industry standard that this PlayStation shape controller has become. If you include the ones that are packed in, the secondary ones and the knock-offs that are the same shape, there are probably around 400 million of these things that have been sold on PSone and PS2.
So, we kind of took an "if it ain't broke, don't fix it" strategy - but by adding motion sensitivity to the controller... Well, we didn't start the wave, but we've kind of jumped onto that wave. I'm quite happy to admit that, but that will be one of the defining characteristics of next-generation gaming, the complexity and sophistication of input that you can get from a very simple device.
What I'm really keen to communicate is the fact that by sticking with the PlayStation controller, you have this very comfortable, two-handed approach that gamers are very familiar with - and it allows you to have two channels of input. You've got your primary input that may be normal buttons, normal sticks, nothing particularly revolutionary - no pun intended - but we can also add secondary motion, and we can detect the secondary movement of the pad in addition to the primary buttons.
When you play games, everybody does the same thing - they always move the controller around. Well, we can now start to add that secondary motion into the game design, and the way that the game reacts to the user.
Is this also an attempt on your part to give a bit of a kick in the teeth to cross-platform development? Now all three next-gen consoles will have different control systems, it's going to make it much harder to port the same games between them while taking advantage of those systems.
I think you're right, but I don't think that was actually the plan. I think that that is the outcome - you want to make the games and the experiences that you offer on your platform as unique and as defendable as you possibly can, and obviously that innovation is one of them.
That said, I think that with some exceptions, first party will probably be the majority of the exclusives on PlayStation 3. It's just the reality of the world that we live in - and it was very kind of Microsoft to announce one of those [multi-platform titles] for us.
Looking again at the software line-up, are you happy with where you are with development on the system at the moment?
Happy, but not satisfied. We can always do better, we can always have more - but I think we've shown enough breadth and we've shown enough quality, and we've shown a direction of where we're going to end up at launch. We're six months away from launch, remember, and there are some very polished games on our stand, which I don't think you've ever seen from another platform launch. That includes our own - PSone and PS2 - this far out from launch.
Aren't you concerned though that in November, your launch titles - which have traditionally been pretty rocky - are going to be going head to head with second and even third wave games on the Xbox 360?
Am I concerned... Well, I wouldn't say concerned, but I'm certainly conscious of that. I think that we will have games that are really compelling and are really going to deliver on the promise, but I don't think it'll be an issue.
On PlayStation 2, we didn't start to see really impressive stuff until a couple of years into the life of the console, because it took that long for developers to get up to speed. The guys at Microsoft make a lot of allusions to how easy their console is to develop to compared to yours; how do you respond to that? Is it true of PlayStation 3, as it was of PS2? Is there going to be a one or two year cycle where developers are still just getting to grips with this platform?
I think the PlayStation 2 was a difficult machine to write for, especially to really maximise what it was capable of on the vector units, VU0 and VU1, the proprietary SIMD engines, because they used fairly low-level programming techniques to program for them. However, that didn't stop us selling a hundred and something million, and having a billion plus software units sold for the machine, and global average of 77 per cent plus market share.
On PlayStation 3, however, the Cell SPUs are programmed with high-level programming languages, and that allows us to get great performance with general-purpose programming techniques. So, the short answer is, it's much, much easier to program for. Witness the fact that we've got so much software up and running, and playable, this far out from launch.
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May 12th, 2006, 07:34 Posted By: wraggster
Via CVG
We're certainly hitting the high notes at this year's E3 on CVG, having just returned from the first reveal of Singstar on Sony's next-gen PS3.
We'll be uploading footage shortly for you to contemplate but Sony revealed during an impressive presentation that two brand new microphones will be released alongside the PS3 launch title and they'll look sleek, silver and slimline and feature increased sensitivity compared to the current model.
Even more intriguingly, one will come in a standard USB wired version but there'll also be a wireless Bluetooth model for full falsetto freedom.
As to what you'll be singing on the PS3, well it looks like that will be entirely up to you, with a new iTunes-style service giving you full control over your PS3 playlists and karaoke classic selections. This was demoed, with a song taking perhaps less than 30 seconds to come down the wires. And while Sony refused to give an absolute confirmation of pricing, they did say it would cost no more than a typical iTunes track, with a flat rate guaranteed across the board.
Various themed song packages may also be on offer on download, but once you've bought your SingStar package, don't expect further song packs or disks to be heading your way. Although this is yet to be fully confirmed, Sony's current thinking is that you'll buy all further songs through the download service.
We'll be warbling more Singstar goodness your way soon, including a movie of the presentation.
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May 12th, 2006, 07:28 Posted By: wraggster
Via Gamespot
In a post-earnings conference call last week, Activision chairman and CEO Bobby Kotick gave investors a few hints at the next Call of Duty game. He said it was set to arrive in the company's third quarter of the fiscal year (October 1, 2006 to December 31, 2006), and that it is "not a PC product, it's a console product, and it's all next-gen."
Kotick neglected to mention that it's coming to the handheld market, as well. Activision's official release list has "Call of Duty 3 PSP" for the PlayStation Portable for fall 2006. Activision isn't showing the game at this year's E3, and the only other information on the spreadsheet is that it's a "first-person action game" (the same designation as the console Call of Duty games) and carries a $49.99 price tag.
Activision representatives were cagey about what they could and couldn't say regarding the game, but one did confirm a few facts for GameSpot. The odd "Call of Duty 3 PSP" name is just a working title, it will not be a port of the console editions of Call of Duty 3, and Infinity Ward is not handling the game's development.
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May 12th, 2006, 02:38 Posted By: wraggster
Posted this a week or two ago that Success HK have this game for USD 39.74 (around 24Pounds) but not heard that its been released elsewhere, heres some screens and info of the killer title for the PSP:
From Sony Online Entertainment, the makers of Untold Legends on PSP, Field Commander is a turn-based strategy game for the portable system. Use any of the game's 15 military units to conquer the opposing army, and deploy your field of 11 officers to lead the battle. Field Commander features 30 single-player battles, plus offers a level designer function and multiplayer head-to-head over ad-hoc and internet play.


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May 12th, 2006, 02:12 Posted By: wraggster
Heres a new release from Deniska for you Homebrew PSP Fans:
<blockquote>This is a PSP adoptation of Project Starfighter from Parallel Realities (http://www.parallelrealities.co.uk)
- horizontal space shoter with RPG elements.
FEATURES
-------
- 26 missions over 4 star systems
- Primary and Secondary Weapons (including a laser cannon and a charge weapon)
- A weapon powerup system
- Wingmates
- Missions with Primary and Secondary Objectives
- A Variety of Missions (Protect, Destroy, etc)
- 13 different music tracks
- Boss battles
NOTE: Some of game's graphics has been modified for better display on PSP's screen.
INSTALLATION
----------
1.5 users: copy contents of 1.5 folder to ms:/PSP/GAME
1.0 use EBOOT.PBP from 1.0 folder with data files from 1.5 folder
2.0 Please let me know if either version works with the latest eboot loader for 2.0 firmware
CONTROLS
------
[X] MENU SELECT; PRIMARY WEAPON
[TRIANGLE] SECONDARY WEAPON
[ARROWS] MENU NAVIGATION
[ANALOG] SHIP NAVIGATION; CURSOR NAVIGATION
[L-TRIGGER] PAUSE
[R-TRIGGER] ENEMY DIRECTION DISPLAY TOGGLE
[????] ACTIVATE CHEATS MENU & GAME CREDITS - I'll let you figure this one out :-)
GAMEPLAY
------
Please refer to documents in the docs folder for details.
TODO
---
Fix - ocasional slowness & crashes
SOURCE
-----
PSPSDK compatible c++ source code & makefile are attached to this distribution.
CREDITS
------
+++ MAIN PROGRAMMING AND DESIGN +++
Stephen Sweeney
+++ ADDITIONAL PROGRAMMING +++
Richard Sweeney
+++ PSP ADOPTATION PROGRAMMING +++
Denis Televnyy
Enjoy,
DENIS</blockquote>
Download at http://deniska.dcemu.co.uk
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May 12th, 2006, 01:46 Posted By: wraggster
shifty_bill has released a new game written in Lua for the PSP, heres the info:
Its basically a green dwarf walking north, south, east, west, NW, NE, SW and SE.
I will be adding more stuff to this soon.
If anyone is interested in helping me on this drop me an email at
william_keam at hotmail dot com
Download and Give Feedback Via Comments
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May 12th, 2006, 01:34 Posted By: wraggster
News Via IGN
<blockquote>At its first E3, the PSP came blazing with some huge accessories: a mic-and-headphones combo, a GPS device, a digital camera, a glass touchpad for text input, and even a number of incredibly desirable limited edition PSPs. The following year, a whole heck of a lot less, with almost everything previously shown not there and in their place just a few standard widgets and gadgets. This year, the pocket doodads are making a comeback, although still not in the kind of force that we'd like to see out of Sony.
Amongst the accessories shown were a PSP Car Adapter (shown with the same full power brick of the PSP AC Adapter, although oddly, it's not break-away at the plug end), the PSP Stamina Pack battery (3.6v, 2200Mhz for extended battery life), the PSP Battery Charger (if you ever want to bother with the PSP's awkward cover to pop the battery out), and a 4GB and 8GB version of the Memory Stick Pro Duo.
Most importantly, the PSP Camera was shown. The camera featured three demos: one standard and untouched video, one called Water Effect where the screen ripples when it sees movement, and one called Kira Kira "Motion Stars" where pink stars popped up all around wherever there was motion. In theory, it should have been cool, and the technology will make possible games like EyeToy: Play on PSP ... that is, if it gets better than what was here. Even in standard mode, the camera had a significant delay to it -- without synched motion, we can't imagine many games being driven by the camera. The PSP camera is also supposed to let players snap digital pictures or record short videos, but the video quality shown was not worth keeping, showing lots of blotchiness in the resolution and not-so-great color depth. Still screens should hopefully be of higher quality, but the tech overall really needs to step up if it's going to be useful.
Meanwhile, missing in action was the GPS device, and we have no idea why. The accessory has been notoriously missing in action throughout the system's lifespan, with hopes brought back up for it after a Japanese press conference that re-announced it and mentioned support in games such as Hot Shots Golf. Where was it? And while we're at it, what about a PSP tilt controller? The PS3 is now all about the accessory, and it'd be incredibly easy to add tilt control features to PSP via USB (even the Game Boy Advance had tilt control, in one form or another.) Not only would it be a great accessory to have, but also a very necessary one -- gamers have been complaining about the lack of a second analog stick on the system since its inception (as well as the limited accuracy of the included analog nub), and an added control system could go a long way in helping the PSP get through some tricky games. That, and it could give the newly-announced Mercury Meltdown what the original at first intended to deliver -- designer Archer Maclean had been playing with tilt technology concepts on PSP before mitigating circumstances made it impossible to release the game with the feature included.
Plus, we'd like to say this really quick: we hate the multi-corded PSP headset, and we'd love to see a redesign or a compact version of it. SCE, Logitech, Mad Catz, Pelican ... anybody who makes gaming accessories, please hear our call.
This isn't the good news we were hoping for in the accessory department for PSP, but stuff is still brewing in the background. (Plus, the games are looking tasty this year, so who's complaining). We'll let you know if we catch any cool add-ons for the system here at the show elsewhere on the floor.</blockquote>
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May 12th, 2006, 00:24 Posted By: wraggster
PSMonkey has released the newest version of his excellent Nintendo 64 Emulator for the PSP which plays a lot of Commercial roms now, heres a few screens:


<blockquote>Yeah Yeah, The next build of monkey64 is here. Here is the readme file.
BIG NOTE - SEE THE COMPATIBILITY LIST FOR MICROCODES FIRST BEFORE RUNNING ROMS. SETTING THE WRONG MICROCODE WILL CAUSE THE GAME TO NOT PLAY PROPERLY OR CRASH YOUR PSP.
Well go enjoy, you spam monkeys!!
-- Readme --
////////////////////////////////////////////////////////
// Monkey 64 v2.0
////////////////////////////////////////////////////////
// Monkey 64 by PSMonkey
// -- http://nemo.dcemu.co.uk/ --
// Icon by pochi
http://pochistyle.pspwire.net/
// NOTE
////////////////////////////////////////////////////////
This emulator is not in an advance state yet. It runs commercial roms but with glitches & speed issues.
Please give me time to be able to advance the emulator far enough to play more games at a reasonable speed.
Please also do not bother me regarding the speed. It is running off a pure interpreter core which
is slow. I will get a dynamic recompiler core in as soon as I can get things much further.
// MICROCODE NOTE
////////////////////////////////////////////////////////
Please note that before running a rom you must set the proper microcode. If you do not set the proper microcode
the game could crash your psp or show up incorrectly. Please see compatibility.html for a list of proper microcodes
for each game.
// Info
////////////////////////////////////////////////////////
Monkey64 is an n64 emulator started from scratch that takes the psp limitations into consideration. The
ultimate goal is solid n64 emulation at 30-60fps on the psp. This will not come instantly but maybe 6 months
now it will be a reality.
At the current time Monkey64 supports a large array of n64 homebrew / PD roms that draw to the framebuffer & commercial roms.
While not all commercial roms run & the ones that do are a bit glitchy, things are improving on a daily basis.
// Change List
////////////////////////////////////////////////////////
- 2.0 -
.) Way too much to list, Commercial roms work.
.) Fast 3D/SW 2.0, Fast 3D Ext, F3DEX1.0 & F3DEX2.0 Microcodes supported
.) Many gfx & Hle issues still exist. Missing a surface clipper & n64 combiner support.
.) 4Kb Eeprom supported
- (if you wish to use your eeproms from pc emu's, rename them the same as the rom and change the extension to .epr)
- 1.0 -
.) First Release, Runs a majority of homebrew roms that render directly to the CFB.
// To Use
////////////////////////////////////////////////////////
1) Create a folder labeled "n64" on the root of your memory stick.
2) Copy your roms into the "n64" folder (roms MUST NOT be zipped).
..) Example "G:\n64\" (replace G: with your psp drive letter)
3) Copy the files from the folder containing your psp version number
..) Example, 1.0 users will go into "1.0 or 2.0" folder and copy the psp directory to the root of the memory stick.
4) Run the software 
// Controls
////////////////////////////////////////////////////////
// Menu
Up & Down - Change Selection
Left & Right - Change Option
X / Cross - Select
// In Game
Left Trigger & Select - Capture Screenshot (stored in location of eboot.pbp)
Select - Exit Emulation
// N64 Controls
PSP N64
DPad - DPad
Analog - Analog
Start - Start
R Trig - Z Trig
If L Trig Held
Triangle - C Up
Circle - C Right
Cross - C Down
Square - C Left
else
Square - L Trig
Triangle - R Trig
Cross - B Button
Circle - A Button
// Thanks & Greetings
////////////////////////////////////////////////////////
Zilmar & PJ64 Team, Lac, Strmnnrmn, GPF, $n!pR, Wally, Evab3va, Psyco, wraggster,
Pochi, Zeenbor, Clessy & all at dcemu!
-- NOTICE --
No rom request or your account will be banned. I'm not joking on this either. </blockquote>
Download and Give Feedback at the OFFICIAL PSMONKEY SITE HERE --> http://nemo.dcemu.co.uk
Monkey 64 Compatibility List Here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=24523
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May 12th, 2006, 00:09 Posted By: wraggster
SuccessHK posted this new Commercial Game:

The Da Vinci Code revolves around secret societies, ancient cover-ups and calculated vengeance in an action-oriented suspense experience. While attempting to solve a murder, Harvard professor Robert Langdon and brilliant French cryptographer Sophie Neveu uncover a 2000-year-old conspiracy through clues encoded in paintings by Leonardo Da Vinci. The Da Vinci Code takes you on a heart-pounding non-stop race through Paris and through time to find the truth and protect a secret that could shake the world.

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May 12th, 2006, 00:07 Posted By: wraggster
SuccessHK posted this new Commercial Game:

An official bridge between the events of the two films, X2: X-Men United and X3: The Last Stand, X-Men: The Official Game follows main characters Wolverine, Nightcrawler, and Iceman as they embark on a 28-mission journey to defeat Hydra, the Brotherhood, and a collection of other surprise villains. Features include character-specific level geometry and super-powers, voice-overs from select members of the motion picture cast, and an original narrative written by Chris Claremont and Zak Penn.
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May 12th, 2006, 00:01 Posted By: wraggster
SuccessHK posted this new Commercial Game:

As the first Formula One product for PSP, Formula One includes all of the official licensed tracks, cars and drivers of the FIA Formula One World Championship. F1 Grand Prix on PSP offers fast action game play with seven challenge modes. Challenge others in WiFi head to head mode for up to eight players; dare to try the Eliminator Championship Mode where a car is eliminated after each lap; tackle the Challenge Mode with contests including speed and racing line tests; or race the Mini Grand Prix for three quick laps for quick bursts of racing action.

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May 11th, 2006, 23:59 Posted By: wraggster
SuccessHK posted this new Commercial Game:

To become an expert in monkey business, you first have to go to monkey school, so enrol now at the craziest college the world has ever seen. You can work your way up through the school years by winning wacky mini-games, but keep an eye on your classmates - students they may be, but when it comes to trouble and tomfoolery, these goofy monkeys are pros! This minigame spin-off for the PlayStation Portable of the quirky action series featuress more than 45 minigames, as well as share-the-system challenges for two players and WiFi play that brings the total number of multiplayer availability to four with two systems shared.

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May 11th, 2006, 23:42 Posted By: wraggster
Via Gamesradar
No visit to the immense Sony stand in E3's cavernous West Hall, and the accompanying PSP peninsular, would be complete without a quick pause for a spot of LocoRoco. And to bring a big beaming smile to your face and the warm touch of a little sunshine into your day, we've nabbed a bit of footage of the gelatinous platformer in tilting action.
And talking of tilting, we wonder if there will be any chance of a PS3 conversion of the game to take advance of the new pad's wobble-detection ability? Well, we can always ask next time Phil Harrison crosses our path.
But back to LocoRoco. If you want to read many wise words on the subject then take a quick click over here, but to please your eyes and nourish your very soul, right-click on the link above. And once you feel soothed and sated, return to the front pages of GamesRadar for even more breaking E3 news.
Heres the Movie Link
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