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July 18th, 2013, 22:18 Posted By: wraggster
Ubisoft's stealth blockbuster will be in GAME stores after trading hours next weekend – but gamers won't need their night-vision goggles to get their hands on it.
Instead, GAME will be welcoming customers with open doors as 10 stores around the UK host the latest in the retailer's series of lock-in demo events, this time centered around Splinter Cell: Blacklist.
Sam Fisher's latest outing will be available to play in selected stores on Friday, July 26th and Saturday, July 27th. The game will be released for Xbox 360, PS3, Wii U and PC on August 23rd.
Consumers can register for a space at the event either in these stores, or by tweeting the relevant store's Twitter account. Places are first come, first served.
More than 5,000 customers have already attended GAME's lock-in events, and the retailer will be hosting more later in the year.
Here's a full list of the participating stores:
Friday, July 26th
- Lord Street, Liverpool
- Victoria Centre, Nottingham
- Cribbs Causeway, Bristol
- Back of the Inns, Norwich
- North End, Croydon
Saturday, July 27th
- Arndale Centre, Manchester
- Mill Lane, Solihull
- St Davids 2 Centre, Cardiff
- Oracle Shopping Centre, Reading
- West Quay Centre, Southampton
http://www.mcvuk.com/news/read/splin...events/0118801
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July 17th, 2013, 23:44 Posted By: wraggster
PS4 architect Mark Cerny has shed new light on Sony’s DualShock 4, stating that it was made to please FPS fans and revealing that at one point Sony had considered biometric sensor strips for the controller.
Speaking with Stuff, Cerny confirmed that the company looked into touch sensors designed to track data relating to a player’s emotions – ultimately deciding to leave them out from the final design.
“Would it help to measure the galvanic response of the skin? We tried out a tremendous number of things – and then we went to the game teams to ask them what they thought they could use from the controller.”
Cerny also spoke on how the official design was created with first-person shooter fans in mind.
“Historically we have heard many times that our controllers have not been ideal for first-person shooters, so we wanted to make sure we had something that would be much better for that genre.”
“We tested the throw of the triggers, the position of the triggers, how much pressure it takes. We looked at the joysticks, the dead spot, we looked at convexity and concavity. I haven’t heard a negative comment about it yet. For a controller with a very different form factor that was just amazing to see.”
The PS4 and DualShock 4 are due out later this year.
http://www.mcvuk.com/news/read/sony-...n-mind/0118664
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July 17th, 2013, 23:43 Posted By: wraggster
Sony has kicked off a new giveaway that allows US PSN members to use PlayStation Trophies in a special memorabilia auction.
The platform holder will be offering different items, one per day until July 30th, and each will go to the user that bids with the most Trophies, according to PlayStation Blog. Sadly, the giveaway is only available in the US.
Items up for grabs range from an Infected costume from The Last of Us, various weapons of Skyrim's hero Dragonborn, the cutlass wielded by Assassin Creed IV's Captain Kenway, concept art and outfits from Sony titles like Killzone and Infamous.
All users have to do is log into BidForGreatness.com with their PSN details. The site will then work out how many gold trophies they have available. Then they make bids on the items they want, cross their fingers and hope for the best.
And yes, Sony says your trophies will still appear on your account after the auction.
http://www.mcvuk.com/news/read/bid-f...ophies/0118718
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July 17th, 2013, 22:31 Posted By: wraggster
PS4 CGI won’t be indistinguishable from reality, but the leap in tech will enable developers to truly explore the possibilities of emotional expression in games, says Mark Cerny.PlayStation 4s lead system architect told us at last week’s Develop In Brighton 2013 conference that he believes PS4 can kickstart a new golden age of game diversity, before moving on to the subject of new technology enabling greater emotional expression in games.“We are at the point in the PlayStation 4 generation where we will forget sometimes that we’re looking at CGI rather than captured video,” Cerny said.But if CGI is reaching the point where it is indistinguishable from video, why not just use video, we asked. “I don’t think it will be indistinguishable,” said Cerny. “I just think that at times we’ll be able to forget, and it will depend on lighting and depend on the scene. But there will be moments when you forget. I don’t think we’ll be consistently able to be at that point so if you used video, you really would be drawing attention to the fact that the actors really don’t exist in the game’s world.”Cerny was speaking to us as part of a wider discussion about the game industry’s preoccupation with photorealism, in which he also recalled his time in the late nineties at Crystal Dynamics at the height of the FMV era.“We [at Crystal Dynamics] weren’t as far ahead as EA was,” he said. “EA did Road Rash with full-blown shoots in exactly the era of the game with professional actors, stunt people and the like. They were really feeling that was the future. As an industry, we have gotten to that story-driven place that we thought we were going to get to. It just took 15 years longer than we thought it would.”When asked why he thinks it took games so long to reach that point, Cerny replied: “If you look at games and you look at film, in film no matter how much cheap your production is, you have access to emotion because you have access to the human face. But in games that’s the most expensive thing – the human body is the most expensive thing you can try to put in your game – at least a human who looks like a human.”“So it takes tens of millions of dollars to do what film can do on many levels for just a few hundred thousand dollars. It took a while for the technology to get to the point where we could really put something compelling in there on the narrative side.”You can read why PlayStation 4s lead system architect also believes that PS4 can help kickstart a new golden age for games through the link.
http://www.edge-online.com/news/mark...al-expression/
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July 17th, 2013, 22:30 Posted By: wraggster
This open-world RPG-shooter was this year’s Watch Dogs at E3: the big Ubisoft surprise no one saw coming. Swedish studio Ubisoft Massive worked on Far Cry 3’s multiplayer mode, but while that was a hived-off addition to Ubi Montreal’s tropical open-world game, The Division has been built from the ground up with multiplayer in mind.The titular group is a government agency set up to deal with the fallout from a pandemic, based on a 2001 real-world study that revealed just how quickly America would fall apart. Years later, it comes to pass: an outbreak on Black Friday, the busiest US shopping day of the year, wreaks chaos within days. Players are dropped into New York City three weeks after the outbreak, and it’s in tatters. It’s still beautiful, Massive’s new Snowdrop engine helping create a recognisable, believable Big Apple in midwinter, with swirling snowflakes ticking the E3 particle-effects checkbox, and steam billowing out of vents and manhole covers. When we head indoors, the use of light and shadow is remarkable, powered by dynamic global illumination, a truly next-gen technique; current consoles have no problem lighting a static scene, but open a door and everything goes to pot. The tricks don’t end there, either. There’s no map screen – an augmented-reality overlay of the area appears beneath your feet. Menus, meanwhile, are a virtual pop-up from your agent’s wristwatch.Mechanically, this is a tactical, thirdperson cover shooter that rewards teamwork – very much in the Clancy mould. Following the template set down by Assassin’s Creed’s viewpoints and Far Cry 3’s outposts, here you’re tasked with restoring a police station before you can begin work on the surrounding area. We free a couple of cops who have been locked up in their own cells, scavenge some food and water for ourselves, and head back outside.
http://www.edge-online.com/features/...sive-surprise/
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July 17th, 2013, 22:27 Posted By: wraggster
Something is wrong with Shuhei Yoshida, president of SCE Worldwide Studios. All the rumpled indie developers on Sony’s Boeing 777, which has been idling for hours on a Dubai runway, notice as soon as he finally emerges from his private cabin. Beneath his usual fawn blazer he wears a new-looking M83 tee instead of his standard Oxford shirt. His elegant silver glasses have been replaced by chunky hipster frames. His sensible haircut is bizarrely pomaded upwards at the back, and a wallet chain swings from the belt loop of what are clearly women’s jeans. A faded nightclub stamp is visible on the back of his hand.The game designers are on the plane as part of Sony’s new initiative to entice indie developers away from Steam and Ouya. One-hundred-and-fifty devs were invited to spend seven days on a junket with Yoshida, stopping at Hard Rock Cafes in seven different countries for reasons that remain entirely unclear. But what indie developer could pass up a week of global wining and dining on Sony’s tab while getting an inside track on the latest indie-friendly initiatives? Remembering their good fortune, the passengers shake off their shock at Yoshida’s appearance and start a tentative round of applause. This is cut short when Yoshida suddenly darts down the aisle shouting “YOLO!”, wantonly pouring cans of Pabst Blue Ribbon around as the developers frantically scrabble for their plastic cups.Back at the head of the aisle, Yoshida turns to face the baffled developers. He’s now radiating his usual refreshing candour and good humour. After some warm, polished introductory remarks, he segues into his prepared spiel for the gathered developers, who are picking suspiciously at the vegan meals they’ve just been served. Yoshida turns on a laptop projector and pulls up a slideshow. The first slide looks like the wiring diagram for an immensely complicated machine. But the developers, knowing better, groan in recognition – it’s a flow chart depicting Sony’s developer submissions process, with its 666 labyrinthine steps. Many of them are arbitrary, some seem deliberately cruel, and more than a few are potentially fatal.Pausing dramatically, Yoshida draws an organic Natural American Spirit cigarette from inside his jacket and casually sticks it in the corner of his mouth, but backwards. Lighting the filter and inhaling deeply, he coughs violently, turning red. Still, he manages two more determined drags. The developers look on in horror as the stench of burnt cellulose fills the plane. Once Yoshida’s coughing fit passes, he chokes out a sigh of relief and presses on. Until recently, he admits, indie developers who wanted to get their games on PSN or Vita had to jump through all sorts of hoops, including relinquishing creative control, washing Yoshida’s Lotus 2-Eleven Roadster and maybe even drinking noxious cocktails of condiments (“because it’s funny,” according to company policy). A wrong move in the submissions process could even land a developer in gruesome experiments with the PlayStation Move and tank controls.Yoshida says that he randomly ran into a certain hot young developer – who spent five years making a celebrated indie game where you stare at a motionless glowing orb as a metaphor for time or love or something – at a “musical concert by the American five-piece indie rock group Deerhunter, who have described themselves as ambient punk, though they incorporate a wide range of genres”. He makes no attempt to hide the fact that he’s reading from a Wikipedia printout. At the back of the plane, an embarrassed-looking young man self-consciously crosses his arms over the Deerhunter logo on his shirt. According to Yoshida, the developer had confided that the main reason he wouldn’t make games for Sony was that he didn’t want to die. The president pauses significantly, rubbing his neck and smearing the tribal tattoo that’s plainly been drawn on in Sharpie. “Our submissions process was literally killing game designers,” he says reflectively. “That got to me.” Then he pulls up the next slide, which elicits a chorus of gasps.Titled Sony’s New Indie Submissions Process, the slide displays a giant smiley emoticon ringed with talking points such as ‘One Step!’ and ‘Non-Lethal!’ alongside more obscure items such as ‘No Baby Blood!’ and ‘Seapunk!’. Yoshida explains that as of now indie developers who want to release games with Sony simply have to “come chill at my house and listen to phonograph records of dubstep music”. If Yoshida likes your haircut, Sony will take care of the rest. In addition, he says, Sony will no longer charge exorbitant sums for dev kits, patches, basic logons, and the privilege of not wearing a proprietary electro-convulsive monitory collar. Instead, developers will receive the basic tools they need for free and pursue their visions without fear of corporate meddling or reprisal by way of a remotely triggered incapacitating shock. Finally, Yoshida says, Sony contracts need no longer be signed in babies’ blood; the blood of any mammal will do. The president disappears into his cabin, not to be seen again for the rest of the junket, as the indie developers open their veins.
http://www.edge-online.com/features/...sions-process/
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July 17th, 2013, 22:01 Posted By: wraggster
Strong response to motion control interface game suite leaves Sony hopeful for an expanded version
Sony is contemplating developing its PlayStation 4 tech demo The Playroom into a full consumer release.
The demo, conceived by both hardware and software teams within Sony so as to demonstrate the PS4's various inputs and control methods to the trade and press, met with great interest at E3, and as a result may be expanded to reach a wider audience, reports Polygon.
The website quotes SCEA senior producer Tsubasa Inaba at a recent New York event stating: "Conceptionally it follows the DNA of [the PS Vita's] Welcome Park. That's actually the perfect example. Our R&D teams for hardware and our software teams worked to put that application together. It was a very similar situation for this one."
According to the report, Sony is now considering releasing the collection of toy-like games to a public that it was never desitned for. And Inaba claimed The Playroom is already inspiring other internal teams to craft titles for the package.
Asked if the game suite would come pre-installed on the PS4, Inaba said: "Perhaps. We hope to have a more definitive answer to that question in the next month or two."
http://www.develop-online.net/news/4...ercial-release
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July 1st, 2013, 01:05 Posted By: wraggster
via http://www.emucr.com/
Snes9xTYLmecm v0.4.2 Mod r19 is released. Snes9xTYLmecm Mod is the excellent Super Nintendo emulator for the PSP.
Snes9xTYLmecm v0.4.2 Mod r19 Changelog:
Added SCE's official OSK supprot (Rev.13)
Changed Randomize Background to Swap Background (Rev.13)
Added SPC play in order option (Rev.13)
You can change auto frameskip limit (Rev.13)
Used gcc 4.3.6 to compile (Rev.12)
Added shortcut button for saving/loading state (Rev.8)
Added Auto-Start Function (Rev.7)
(Set "MISC" -> "Last ROM Auto-Start" to [yes] to use the function.)
Fixed for ROMs which don't have ROMId and CompanyId (Rev.7)
Added and fixed Japanese translation (~Rev.6)
Updated zlib to 1.2.3 (this change made more compatible) (Rev.4)
Removed intro (Rev.3)
Updated codes of cheat (it fixed cheat management bugs) (Rev.3)
Removed nickname display (Rev.4)
It can save state even if battery is low. (Rev.6)
Added SPC7110 chip support (Rev.17)
- (Thanks to Nukotan (https://github.com/173210/s9xTYLmecm_mo ... 48b00deb68))
Fixed graphics bug (Rev. 18)
-(Thanks to Nukotan
(https://gist.github.com/Nukotan/b3576c77a59524f43939))
Fixed memory leaks bug while loading icon resource (Rev.8)
- (Thanks to ID:SEEW0arg (http://kohada.2ch.net/test/read.cgi/gam ... 363467661/))
Tuned some codes (Rev.8)
- (Thanks to ID:SEEW0arg (http://kohada.2ch.net/test/read.cgi/gam ... 363467661/))
Removed scroll animation in menu
- (Thanks to ID:VdKiIZq+ for >>111,112 (http://kohada.2ch.net/test/read.cgi/gam ... 363467661/))
(Rev.5)
http://www.sendspace.com/file/3x7s0l
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July 1st, 2013, 01:01 Posted By: wraggster
via http://www.emucr.com/
DaedalusX64 Git r1817 is compiled. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 Git Changelog:
[~] Fixed black box that appeared in SSB when flying away from the screen
[-] Removed partial tmem emulation
Note: There's now only two methods: fast or accurate tmem
[!] Fixed TLUT in Accurate TMEM
[-] Accurate TMEM no longer needs TLUT hack
[~] Clean up OSHLE since we now always sign ext V0
[!] Fixed Textures in EWJ, also need TLUT hack for Banjo Tooie (N64 logo)
[!] Fixed shade issue in Kirby
[~] Fixed clamping issue in MRC
http://www.sendspace.com/file/r5nx1x
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July 1st, 2013, 00:59 Posted By: wraggster
via http://www.emucr.com/
PS3 Game List v2.2 is released. PS3 Game List is a application that allows you to manage your list of PS3 games. It started out as a demo to test the Qt Framework functionality, but it evolved into a full feature C++ app. It allows users to download game updates.
PS3 Game List v2.2 Changelog:
- Support for compressed 7z files (data stored as a RAR file will not be editable; an icon will overlay both avatar and background image in order to differentiate the entry from standard game folders, and the tooltip will display additional info about the file; note that 7z files, like ISO images and PKG files, do not follow the ‘folder depth’ configuration, just have them stored at the root of a directory and they will be loaded as a regular game folder);
- Pam files played from compressed files will be overlaid with the corresponding icon;
- Fixed column customization setting;
- Fixed issue while loading avatar from RAR;
- Fixed add game icon not being available;
- Fixed loading PKG games from CSV/Excel;
http://www.sendspace.com/file/05by4b
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July 1st, 2013, 00:57 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r3270 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.
Jpcsp SVN changelog:
r3270
fixed regression from r3265 - language strings in main menu are not displayed properly on all systems
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r3269
added some translations for pt_BR (thanks azteczx)
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r3268
fixed Cancel button not working dialog opens centered in parent
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r3267
added i18n for FileLoggerFrame code cleanup
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r3266
fixed regression from r3265 - disassembler lines not written to file
http://www.sendspace.com/file/3c2bqx
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July 1st, 2013, 00:51 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5690 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5690
gsdx ogl: fix crash when pause/resume with EGL (opensource driver)
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r5689
pcsx2: gcc warning round 3 * various cast was overflowing - use unsigned integer for SSE mask - force SINGLE macro to use u32 * disable parenthesis warning, only a matter of coding style
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r5688
gsdx ogl: * fix shader compilation on Nvidia (broken on r5682) * fix various memory leak thanks to Valgrind
http://www.sendspace.com/file/8awg8z
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July 1st, 2013, 00:48 Posted By: wraggster
via http://www.emucr.com/
rpcs3 SVN r65 is compiled. rpcs3 is an open source PlayStation 3 (PS3) emulator for the Microsoft Windows. Current versions can run only small homebrew for PS3. Developers are planning to make it to emulate PS3 on its speed in the near future.
rpcs3 purpose:
- Make PS3 developers easily test their apps and homebrews on PC without crashing their PS3 or moving their apps from PC to PS3.
- Just playing PS3 games on your PC and have fun! ( In the future )
rpcs3 SVN Changelog:
- Improved sc function binder.
- Improved GLGSRender.
Repository has been moved to https://github.com/DHrpcs3/rpcs3
http://www.sendspace.com/file/r9k0es
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July 1st, 2013, 00:24 Posted By: wraggster
So that was the rumor stage for several days, the team was formalized. The 3k3y will soon work with all consoles including Super Slim.
The installation is done without custom firmware, certainly in the same way that the Cobra team, it just enough of an update of DEDA, scheduled next week for Pata Sata version so it supports the new . models , however, it is not clear whether some models are not supported yet, it announces all models. Source: facebook.com
http://ps3.gx-mod.com/modules/news/a...p?storyid=3235
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July 1st, 2013, 00:12 Posted By: wraggster
A few days ago I showed some of my initial test results of Qwikrazor87′s upcoming VHBL hack for Vita 2.12. I was then put in touch with one of his other beta testers who shared his test results with me. Let me show you the updated compatibility list.
Most of these homebrews were taken from the VHBL Homebrew thread here. In the list below, I am sharing the aggregated results of both this tester and myself (based on my previous test results)
Working
Emulators
•Gpsp Kai
•Nester AoEx R3 (confirmed by 2 testers)
•Atari 800
•ColEmPSP
•Deadalus r13
•EmuMaster v3.GX
•FinalBUrn Aplpha FBA4PSP CPS123
•FCEUltra-PSP
•MVSPSP adhoc
•NeoGeoPSP
•PCEPSP
•PLYNX
•PSPMame r0.6
•PicoDrive (confirmed by 2 testers)
•SMS+ Game Gear
•cps1psp
•cps2psp
•fMSX PSP
•fuse
•snes9xTYL (confirmed by 2 testers)
•VIce
Homebrews/Apps
•BookR (confirmed by 2 testers)
•Lamecraft r56 (confirmed by 2 testers)
•Stickman Jump (sometimes freezes when you die)
•Kurok
•Cube Runner Advanced
•Cubynergy
•SnakeSP
•Left For quake 0.8
•CrazySnake
•CubicZombies
•Guitar Star
•JellyCar
•Quake Areana
•Wagic
•Hexen 2
•Quake
•Doom
•Silveredge
Not working
•Geometry Wars
•PSPFiler
•Deadalusx64R777 (confirmed by 2 testers)
•PSPkvm
•NZP 1.1
•Cosmos Lunar
•BattleShip
•gpSP mod
•learnjp09
•Polyon Hockey
•PspManiaV4
•PSPRevolution v0.4
•s9xTYLmecm_mod
•Xonergy
•Pong PSP alpla 5
•Doodle Jump 1.3
•Atari 5200
•emu mame4all v49r2
•NeoGeo CD
•PSPTI 99
•psp2600
•scummvm-0.13.0-psp (confirmed by 2 testers)
•Duke 3D
•OpenTyrian
Note that a “non working” homebrew is not always a fatality. This shows you the results from a few testers in a few sepcific conditions, with the initial release of the hack. There are possibilities that some working versions of the same homebrew exist (such is the case above with Snes9xTYL, which itself works, while some mods of the emulator don’t work), or tricks to make these homebrews work, or that an update of the VHBL port will bring more compatibility.
The lack of compatibility of PSPFiler, however, is a bummer. wMenu does not have any File manager features, and that could become a problem if no alternative exists, if only to delete/reorganize homebrews.
As a reminder, Qwikrazor’s upcoming exploit will be in a game that is only available in the US store. I explain here how you can buy US PSN Credit if you live outside of the US, and we have an ongoing tiny “contest” on twitter to win a $20 PSN Code. In parallel, I got contacted about a possible EU exploit that could be available, and I am following up on that as fast as my free time permits.
Stay tuned!
http://wololo.net/2013/06/30/upcomin...tibility-list/
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July 1st, 2013, 00:10 Posted By: wraggster
Exactly 3 years ago, I announced the release of wMenu for HBL (Half Byte Loader). The early releases of HBL shipped with an embedded menu that was not nice looking and caused some headaches to our team related to the GPL license (details below). With the amount of good quality menus available for VHBL today, it doesn’t look like it, but at the time wMenu was a giant step up. Today, as the initial reasons to make it closed source are not really valid anymore, and with the recent changes to the vita Firmware (which will require additional changes to the way menus install Homebrews on the Vita moving forward), I decided to make wMenu open source.
This isn’t a huge announcement. As I said, other menus are now available for VHBL, many of them better than wMenu. But wMenu relies on the powerful JGE++ library, the same library we use for Wagic, and with a bit of work wMenu could easily become much more than what it is today. Better graphics, more options,… and since wMenu is relying on the same library that wagic uses, I have personal interests to guarantee this will work as good as it can in constrained environments such as VHBL.
More interesting than the code itself maybe, is the story behind wMenu:
Back in 2010, when we first made HBL public, HBL was the only way to run homebrews on the PSP Go, and it staid so for a long time. HBL was therefore getting lots of attention, including that of people who didn’t seem to care about giving proper credit, or respect the GPL license.
These people would take the HBL source, quickly edit the menu to make it look better (which wasn’t difficult given how crappy the default HBL menu was in these days), repackage HBL into an “improved” version, and get all the credit for our work. Every time we would improve HBL, these guys would grab our sources, add their tiny menu improvements to it, and offer a “better” hbl. Fair enough, the GPL is exactly made for that, to benefit the end user first… except these guys would not make their source available, so we couldn’t improve our default menu with their changes. They were willingly doing so in order to drive traffic to their site ( I won’t name them, it was a popular scene website, the scheme was not driven by the owners of the site, but the admins were not actively doing anything to stop the infringing guys either).
Bottom line is, I figured out that the best way out of this was to dissociate the menu from HBL. HBL would stay open source, but the license of the menu would be up to the creator of the menu. After splitting the code of the menu from HBL (by turning the menu into a regular homebrew), I worked on a menu that added real graphics support, sounds, better browsing, better memory management… it blew the “competition” out of the water and basically marked the end of their dirty tactics.
Before…
…After
This also, of course, solved the GPL infringement issues (these people did not have the skills to improve HBL itself, therefore were not providing “improved” binaries anymore), and as a nice side effect triggered the creation of various menus from other people. To a point where wMenu is just one menu in a series of other menus today, lots of them being better than wMenu in many aspects. To give credit where credit is due, I took the idea of making the menu an independent homebrew from the Noobz eLoader (I actually tried to reuse their API so that we could reuse their eMenu, but that never worked for some reason). It’s probably an obvious thing for many “binary loader” developers that the engine should be separate from the interface, but at the time my inspiration came from the noobZ eLoader.
Today, as we face new challenges (it is impossible to install anything in PSP/GAME by default), with my free time is shrinking, with the approach of a new VHBL port for Vita 2.12, and since HBL is not “threatened” anymore by GPL infringement, it felt like a good time to make wMenu open source.
http://wololo.net/2013/06/25/vhbls-w...s-open-source/
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June 30th, 2013, 23:37 Posted By: wraggster
UK indie developer Eiconic Games is preparing a new twin-stick shooter for the PS Vita on July 9 called Total Recoil. The premise is simple: Shoot everything. Shoot all the things.
Total Recoil is already available on iOS 5.0 and greater as a free download, in case you're looking for an idea of what to expect from the PS Vita game; however, the PS Vita port has additional features like rear touchpad controls for missiles, allowing players to trace their flight path. When a killstreak bonus is achieved, players can use the front touch-screen to control the support plane.
Unfortunately, Eiconic Games doesn't reveal pricing in the PlayStation Blog announcement post.
http://www.joystiq.com/2013/06/28/to...o-vita-july-9/
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June 30th, 2013, 22:48 Posted By: wraggster
The Xbox One and PlayStation 4's $500 and $400 launch price points (respectively) aren't necessarily what we'd call "svelt," but they're also not as expensive as consoles have been in the past. Even ignoring last generation's $600 PlayStation 3 launch, the annals of video game history are riddled with consoles that, when adjusted for inflation, make this holiday season seem like a bargain in comparison.
The Intellivision cost $300 when it originally launched in 1979, which doesn't sound all that out of the ordinary – adjust for inflation, however, and that's the equivalent of $849 in 2013 dollars, according to Ars Technica's breakdown of console launch prices and their respective histories.
The Panasonic R.E.A.L. 3DO was far and away the most expensive console in history with its $700 launch in 1993, which translates to $1,127 in today's skrilla. Hit up the source link below for more graphs comparing the cost of each console over its lifetime, both as a percentage change and a dollar figure adjusted for modern inflation.
http://www.joystiq.com/2013/06/29/xb...djusted-launc/
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