May 2006 - Posts

ARComics to release graphic novels (a.k.a. comic books) on the PSP

I found this post on Handheld Learning today... -Auri

A press release came through to me regarding work by ARComics who have spotted a market opportunity to exploit the Sony PSP's Flash capability via it's Internet browser to deliver interactive graphic novels:

Quote:

ARComics, Inc. continues to retool their vision/version of what a digital comic book could be with input from the visitors to the site. The site currently has several short animated Macromedia Flash teasers available (as well as artwork and information on various properties) that will give you an idea of the type of content being developed. Be sure to check out the latest release: THE FRONTEERS, to see the evolution of the ARComics digital animated episode on the Sony PSP.

ARComics sees the PSP screen size, Internet/network connectivity, commercial success and target demographic as a perfect venue to bring an entertaining means of reading to a new generation by blending technology with art and storytelling.

More...


Could this be another novel (no pun intended Smiley ) way of encouraging reading via handheld technology?
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GTA Vice City Stories out for pre-order

(Note: eLoader is probably NOT going to work with this new version of GTA -Auri)

http://www.newsvine.com/_vine/images/users/nws/rappo/233699.jpg

 The next installment in Rockstar Games's Grand Theft Auto series, Vice City Stories is out now for pre-order. Similar to its PSP predecessor, Liberty City Stories, Vice City Stories will most likely be a continuation, or a different viewpoint, of the plot which it is based off of, that of Vice City

Although not much information has been released yet, we do know that the game will be debuted on the PlayStation Portable, and will most likely move onto the PS2 and other consoles, as Liberty City Stories is currently doing.

So, for those interested, the starting price for pre-orders from US retailers is $49.99 and £39.99 from UK retailers. The game will ship on October 17 in the US and 20 October in the UK.

United States retailers

Rockstar Warehouse
EB Games
Gamestop

United Kingdom retailers

GAME

Related sites

Official Website
ViceCityStories.com - Fansite

Source: Newsvine
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The Complete PSP Homebrew Database Released! (thanks Fanjita!)


Fanjita has just released the beta of an all-new, complete, and up to date homebrew database system, with internal download links, at his new website, PSP-Homebrew.eu. This site is/will soon be a free and public database of all of the PSP homebrew, not limited to eLoader compatible homebrew, but every, single, released piece of homebrew in the PSP's history.

Check it out here!
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Gamers rejoice: Two new handhelds on their way? (another Microsoft, and even APPLE handheld story!)

Supposedly, two more handhelds are on their way to the gaming industry.

They aren't the Gizmondo, Tapwave, or some super-high tech cellphone. Apparently, Microsoft and Apple are making handhelds.

A handheld gaming system is a small unit that plays video games. For example, the old GameBoy that played the classic Tetris game.

Over the years, many companies have attempted to compete with Nintendo's GameBoys, such as Sega Game Gear, Turbo Express, Atari Lynx and so on.

Since then, Nintendo has pretty much dominated the handheld gaming industry with the GameBoy, GameBoy Color, GameBoy Advance, GameBoy Advance SP, and the current Nintendo DS. Sony joined back in 2005 with the unit known as the PlayStation Portable.

Now there's speculation Apple and Microsoft will be joining in.

PORTABLE GAMING ON RISE

The latest known name for Apple's handheld will be the gPod, which looks quite like the PlayStation Portable -- except without the joystick. It'll have all the same media players as the PSP including pictures, music, videos and a probable browser.

The various iPod models have been dominating the media player industry and now there's already an iPod Video out and all it needs is a game player.

Portable gaming is on the rise -- so why not try to join in?

When Microsoft decided to join the gaming industry, everything changed.

At the time, it was only Sony PlayStation and Nintendo GameCube. Then Microsoft joined in with the unit known as the Xbox, which has now advanced to the Xbox 360.

Time passed and the Nintendo DS (Dual Screen) and the PlayStation Portable have been competing. The consoles are set, and Microsoft has yet to attempt to join in with the handheld industry -- until now.

There is no known release information about it yet, but it's obvious they'll be joining in soon. There's talk the Microsoft's handheld may be called the "Xplayer" and there are no known images of it, either.

With one company dominating the media industry and the other one having everything but a handheld in their product line, a venture into handhelds seems obvious.

Ryan Inman
May 30, 2006

Source: Newsvine

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Microsoft Likely to Enter Portable Gaming Market in Late 2007-Early 2008, Says The Diffusion Group

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New research from The Diffusion Group suggests that Microsoft will likely leverage its Xbox franchise to enter the portable game console (PGC) market in late 2007 or early 2008. "Microsoft has been waiting on the sidelines until its gaming console and software business reached sustainability, all the while watching closely how Nintendo and consumers in general would respond to Sony's PSP," said Thomas Wolf, a portable media analyst at TDG.

Read the full article here...
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Sam Goody web site discount code

Came across these today on TechBargains.com for those of you who shop SamGoody:

http://www.musicdisplays.com/images/sam%20goody%20logo50.jpg

Free shipping $25+ now added
samgoody.com has a new coupon Codes:
15% off $25 Code: 05SAVE15 Exp 5/30
20% off $50 Code: 05SAVE20
25% off $100 Code: 05SAVE25

offer excludes Electronics Advantage, Used, Digital Downloads, and Gift Cards.

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Nyko Releases PSP Car Adapter - FM Audio Transmitter + Charging Dock

The new Power Tuner for PSP broadcasts a Sony PlayStation Portable's audio over a FM car radio while at the same time charging the device.


Nyko Technologies, a maker of iPod and PSP accessories, today unveiled a new adapter for charging a PSP while at the same time broadcasting its audio over a car stereo. The new Power Tuner for PSP looks to be priced at $19.99 and available now.

The Power Tuner for PSP, said Nyko, operates both as a charger and an audio transmitter for Sony’s handheld gaming device. Drivers plug the Power Tuner into a car’s lighter or power port and then into a PSP to give it power. The unit also uses one of three selectable FM frequencies to transmit the PSP’s audio through a car radio to the vehicle’s speakers. It comes with a four foot cable for easier placement of the PSP within the vehicle.

"The Power Tuner enhances user experience by offering multiple features at a great price," said Susan Corben, vice president of marketing, Nyko Technologies, in a statement. "We've created the perfect travel companion for PSP owners on long road trips."


Source: Nino Marchetti and Digital Trends News
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Griffin Releases a PSP Strap for Car Seats - The Road Dock

prod_roaddockpsp_main.jpg

From Gizmodo (btw: I discussed how to do something similar to this in my book Geek My Ride a couple years ago :))

Griffin has released the RoadDock PSP accessory. It is a strap that wraps around car seat headrest and holds the PSP—yep, that’s it. What the hell? A $30 strap? We usually have nothing but love for Griffin, but this is just lame. You may be better off just duct-taping the PSP to the car seat. Should be available in June.

Click here for the product page.

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Lumines II - Trailer from E3

E3 has been over for a while now, but lots of screens and trailers used there are finally being put online officially by publishers. Lumines II is an example - here, you can check out the nifty trailer for Q Entertainment's sequel to one of the best puzzle games ever.

To be released in fall this year, and this time published by Buena Vista Games, Lumines II features the same, highly addicting puzzle system as it's predecessor - where you must combine block pieces to form bigger squares of the same color - but adds a licensed soundtrack with tracks from today's cutting-edge musicians, new battle modes and also all new backgrounds, including 3D ones and the ability to play streamed video in it!

Download the video here.

Lumines II




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Metal Gear Solid: Portable Ops Trailer

In this trailer we see a bit of the story involved as well as some gameplay clips. The video is a little over 4 minutes long and definitely shows us what to expect with this upcoming title. In Metal Gear Solid: Portable Ops, players take control over the original Snake throughout the game as well as recruit their own mercenaries teammates. Set after MGS3: Snake Eater, this game offers a fully loaded single player campaign as well as various online modes. Players can take their squads online and battle in new levels featuring a unique 'White Flag' mode that will allow players to surrender or fight to the death.

Download the video here.

http://pspupdates.qj.net/uploads/articles_module/47367_vlcsnap-2025476.png

Source: PSPUpdates and IGN

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Tekken PSP packs a new 8-way PSP D-pad in Japan

Miyamootoo from GameBrink sends us word of a new PSP D-pad cover that will come with the Japanese release of Tekken. No word on a US release of the accessory, but we wouldn't mind having 8 directions just as long as (a) the cover is not flimsy and (b) it come in black -- call us vain, but the grey overlay is kind of ugly.

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Read the full article here.

Source: Joystiq
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It's Apparently Real, Folks: "Undiluted Platinum" PSP Modchip Specs and Pic (will it ever see the light of day, or just the cold flourescent lights of a courtrooms and the reflections from Sony's attorney's spectacles?)

PSP owners, rejoice. Max Console has more details on the world's first PlayStation Portable modchip, the Undiluted Platinum. The chip (dubbed "U.P.") is a replacement flash that allows folks to run homebrew code on the latest PSP systems. Here's the technospeak from Max Console:

The U.P. contains 32MB NAND flash which is programmable from the PC via a high speed USB connection, using our user friendly software. You may boot the PSP from either its onboard flash or the flash contained on the U.P; the flash which is used is determined by a button press as the PSP is powered on (U.P. flash is used by default, hold L1 to use the PSP onboard flash). Since U.P. provides a secondary flash which the PSP can boot from, it can even be used to restore a PSP which has been "bricked".

Play homebrews and get the latest firmware updates? Brillant!

More Here [Max Console] Thanks, Brad!

Other details from PSPUpdates:

Features Announced:

    * Ultra reliable and feature rich Actel ProASIC Plus FPGA
    * Full Speed USB 1.1 ASIC onboard
    * Branded 32MB NAND flash onboard (same flash as used in PSP)
    * Stable and reliable flashing software freely available for download
    * Installation verification using flashing software
    * Ultra compact four layer PCB
    * High quality Japanese connectors
    * USB cable included
    * FPC cable included, reducing installation effort and improving shock resistance
    * Copper enamel wire included
    * Open platform development system for software developers
    * Installation has been optimized to fit entirely inside PSP
    * All PSP hardware versions/regions supported
    * User updatable flash
    * Low power consumption
    * Flash select via button press
    * Ultra compact PCB has been designed to avoid signal bounce

Bundled Stuff:

    * U.P. MAIN MODULE x1
    * U.P. USB BOARD x1
    * USB CABLE x1
    * INSTALLATION AIDS 1 SET
    * COPPER ENAMEL WIRE 1 SPOOL
    * FPC CABLE x1

Source: Kotaku


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Sony Announces Adult Goods Brand - "Playstation Signature" Series

Sony Computer Entertainment Japan has announced the start of a PlayStation-related goods brand for Japan. Called PlayStation Signature, this brand includes PSP related goods that target the more sophisticated and thick-pocketed gamer.

The following PlayStation Signature products were announced by SCEJ today:
  • Remote Control/Headphones: Special versions of Sony's MDR-EX90SL headphones and the PSP remote. 13,000 yen, available in white and black.
  • PSP Stand: Has holes for the speakers. 2,200 yen, available in white and black.
  • PSP Pouch: A leather case. 8,000 yen, available in white and black.
  • Wrist Watch: Features a 39mm, simple, round case. Available with leather strap band for 73,000 yen or metal band for 68,000 yen.
  • Wallet: Full leather, with PlayStation symbol colors used for stitching. 11,500 yen, available Summer 2006, only in black.
  • Crew Neck Knit Shirt: 15,000 yen, available only in white.
  • Wine Glass: Imprinted with the triangle, circle, X and square controller logo. 2,100 yen.
  • Wine Opener: Has a gold-colored imprint of the controller logo. 4,200 yen, available Summer 2006.
  • Photo Frame: Front is a mirror, back is made of wood. The frame attaches as a magnet. 3,500 yen, release in Summer 2006.
  • Leather Note Cover: Has pockets and pen holder and is made of leather. 20,000 yen.
  • Set of Two Ball-Point Pens: Controller logo is on pen cap. 2,600 yen, includes one each of silver and black.
  • EMILIO PUCCI X PLAYSTATION Signature PSP Case: A PSP case designed as a collaboration with Emilio Pucci. Each unit has a unique design. 33,600 yen.
Pics for all the products can be seen at Impress Watch.

Except where specified above, these products will be available starting 6/14 exclusively at the PlayStation Square showroom on the first floor of Sony Computer Entertainment Japan's Tokyo cooperate headquarters.

Source: IGN

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Super sweet deal on 1 GB Memory Sticks at Fry's - $25!!!

I was wandering around my tech Mecca today, Fry's Electronics, here in Indianapolis and guess what I found?

LEXAR MEMORY STICK DUO 1 GB - $24.99 after $16 mail-in-rebate!

I don't know how long the deal lasts, but it was in Friday's ad...

Sweet!

Happy Memorial Day!

Best,

-Auri

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PC Demo for Loco Roco Available

Those evil Moja Troops are out to get the cute Loco Rocos and it's up to cute-loving people (like me) to save the yellow things. But if you are not yet ready or do not want to upgrade to 2.7 to help these goo-like creatures, you can still see and aid the helpless creatures.

PopcOrn DeVil (thank you!) pointed us to the Loco Roco website where a computer demo of the game is running. The flash game is playable and you use the left and right arrow keys on your keyboard to navigate the Loco Roco. The gameplay is close to the PSP version but is really very short.

Aside from the demo, you can also watch the trailer, view screenshots, and download screensavers, wallpapers, and MP3 ringtones from the game. Just click the 'Read' link below to help roll these cutesies to safety and see whether Loco Roco is worth an update to a 2.7 or not.

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Source: PSPUpdates

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Tiny Projector for PSP on the Horizon?

The Digismart microprojector, which is currently under development by a company called Digislide, will bring a whole new visual dimension to laptops, handhelds and possibly the PSP.  The Australian company that is developing the thumb sized device claims to already have deals with several laptop and mobile manufacturers, along with smart phone developers and UMPC makers that will be bringing devices to market in 2007.

If it will work for smartphones and UMPC's it seems only logical that it could work for the PSP as well. This device apparently has no moving parts, draws very little power and is designed to be very robust and stable. The microprojector uses LED technology to create A3 sized images on nearby walls and surfaces.

The projector provides an image that is distinct enough to be seen even with the light on in the room where it is being used. Digislide plans on releasing a standalone mcroprojector device before the end of 2006 that will cost less than approximately $400 (200 Pounds).

Source: PSPUpdates

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Rumor: PSP Modchip Coming Soon

http://cache.gizmodo.com/images/2006/05/pspmod.jpg

Rumor has it (note RUMOR has it) that a modchip called “Undiluted Platinum” is coming very soon for the PSP. What can it do? Boot custom firmware and load unprotected/homebrew code. That means running games from your memory stick.

A hardware solution would be more sturdy than the hacks people have been using so far to get the PSP to run custom code. However, if Sony can detect if the chip is installed, they can brick your PSP until you take it out, or somehow by pass that code. It never ends.

Read: First PSP Modchip Announced - Undiluted Platinum! [DCemu]


Source: Gizmodo

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Lemmings Now On PSP

Sony has resurrected the little green-headed weirdos with a death wish for Lemmings, a video game now available for the PSP. The latest iteration of the well-known strategy puzzler features fast scenarios in which players must successfully guide a horde of smiley, dimwitted lemmings safely from spawn portals to exit. In the last 15 years, Lemmings has been ported for almost every handheld and console system imaginable, going back as far as the Lynx and Commodore 64.

Matt O'Driscoll, a producer at Sony, told SCI FI Wire that Lemmings was the ideal choice for a port to the PSP because of its easy and fun gameplay. "The suitability of its pick-up-and-play-for-five-minutes-or-an-hour [format] fits the play patterns of mobile gamers perfectly," O'Driscoll said. "I personally think the reasons for it coming to the platform is that good gameplay never dies. Lemmings deserved to be resurrected and punted out to as wide an audience as possible. Certainly, the reaction we've had to it has been brilliant."

The premise of the game is simple: Players must ensure that the hapless Lemmings don't meet an untimely death by a variety a means. If the player isn't fast and creative, the Lemmings will walk off ledges, fall into fire pits or molten lava or be jabbed with mechanical spikes. Players guide the Lemmings by selecting command prompts—such as bashing, digging, building, climbing, mining and bombing—to move safely from entrance to exit. Because the formula is largely intact from previous versions of the game, little has been altered in the actual gameplay, save the addition of 36 new levels and all-new updated graphics.

"It's worlds apart visually from older ports, like the GBA version," O'Driscoll said. "The PSP version uses the PSP graphical capabilities well, and we've got a smooth and stunning-looking game that uses very high-resolution landscape graphics. In addition, there are all the original levels (all 120 of them!), plus 36 newly designed levels, a level editor, and the ability to share your levels and download others over the Internet." Lemmings is on sale now and carries a suggested retail price of $39.99. —Casey Lynch

Source: SciFi Wire
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Midway Announces Myst(TM) For Sony's PSP

London – May 26, 2006 - Midway Games Ltd. (NYSE: MWY) today announced a publishing agreement for Myst™ on PSP, the latest epic adventure from Cyan Worlds. Over a decade since PC adventurers first sampled the delights of Myst's emotive and visual feasts, the new handheld development will engage the player like never before and literally take them to another world.

There are no instructions and the player begins a voyage of exploration without encountering a single living sole. Alone on a mysterious island, you set out to explore its grandeur and mystery. Here a chilling tale of intrigue and injustice, defying all boundaries of space and time, is being told. Quickly, though, it becomes clear every action can somehow help unfortunate individuals trapped somewhere in a parallel dimension. The Myst adventure is like no other, tantalizing with its unique combination of lavish environments, puzzles, mazes, and a sizzling underlying drama which steadily unfolds to reward the player further still. More details about the game and release information will made available shortly.

Martin Spiess, Managing Director of Midway Games Ltd, offered, "We're thrilled to be bringing one of the best known and most successful game franchises to a handheld format for the first time. Myst promises a one-of-a-kind adventure experience and contribute to the broadening of our PSP portfolio."

Manny J. Granillo, President & Chief Designer of Hoplite Research, LLC, stated "Finding the right partner with the right vision and who is in touch with what gamers want is always a challenge. We are delighted that we can work with such a strong publisher."

Source: GameIndustry.biz
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Homebrew PSP MMO in the works

A brave programmer has taken up the task of trying to create the very first PSP MMO, actually, the very first MMO for portable consoles I believe.

His work is very green still, but it will be set in outer space and apparently you'll fly around different systems in order to accomplish different objectives, though nothing has yet been set or spoken about, other than technical details.

pspmmotraveller.png

So if you want to follow his progress, visit his weblog by clicking on the link below, and who knows, perhaps a few months from now we'll have the first beta on our hands.

Source: Forever Geek
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Off Topic: Game critics narrow down Best of E3

Journalists from 37 North American publications meld minds to vote on best of E3 2006; Gears of War, Nintendo lead pack. Winners announced next week.
By Tim Surette, GameSpot
Posted May 24, 2006 1:14 pm PT

In the wake of the Electronic Entertainment Expo, the only thing almost as abundant as the trinkets and schwag being sold on online auction sites are the Best of E3 lists touted by various publications. However, one set of awards stands out from the rest as it represents a large sample of the gaming press.

The Game Critics Awards, first held in 1998, is decided by a group of dozens of journalists from different media outlets. This year, 37 judges participated in deciding the best games and hardware from E3 2006. Leading gaming editors culled from publications such as Newsweek, CNN/Money, The Los Angeles Times, Rolling Stone, and GameSpot chimed in on what they thought were the highlights of the conference.

Read the entire article here.

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iHikes offers PSP-formatted hiking guides

iHikes is now offering PSP formatted video guides to different trails and points of interest in seven different National Parks. The site offers over 150 video segments, and they are available as single downloads ($0.99 a piece) or you can get unlimited downloads for a year with their $19.99 subscription plan. In addition to the video downloads, the site also contains information about proper gear and clothing, wildlife, wildflowers, and camping/lodging information.

Source: PSPWorld
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Orb Fuels PSP Photo Fest

Free software liberates your PSP from photo drudgery.
Click to enlarge
Less photos on your PSP means more space for games... [more images]

Lugging round photo collections can be a pain – clogging up your iPod, phone, and even PSP, but new software from Orb means you can leave all that stuff at home and access it anywhere, any time, from a web-enabled device instead!

See, the clever little programme turns your home PC into a media server, spitting out all your photos across the internet – provided you know the password. And best of all, it’s free!

Orb can even stream your music and video collections, although not all mobile gadgets are geared up to receive them.

Those of you with a PSP in your pocket are among the unfortunates not to enjoy streamed video through Orb, a move most likely taken by Sony to protect its Location Free TV, launching later this year.

Orb will take care of your photos though, freeing up your Memory Stick, meaning much more space for games!

All your content is pumped through a standard web browser, so provided your device has one of those installed, you’re all set for streamed media nirvana!

Source: T3

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Off Topic: Sony May Try To Stop PS3 Game Resales

Next Generation reports on Sony's hopes that it will be able to prevent the resale of PS3 games. The article argues that it is unlikely they'll succeed in this goal. From the article: "One expert in retail law told Next-Gen.Biz, 'Sony can theoretically sell a license to play the game, but the user would have to acknowledge acceptance of the license. You've seen this when you install software on a PC. I'm not sure that the license agreement is enforceable if the licensee doesn't agree to it. Also, even if the agreement is enforceable, it's hard to preclude subsequent sale of the disc. The consumer could theoretically agree that he doesn't own the right to transfer his license, but why couldn't he sell the medium that held the license (the disc)? Sony can't enforce the agreement against a third party, as it lacks privity with the third party.'"

Source: Slashdot
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Do-It-Yourself Motion sensor for the PSP?

Sony's Dual Shock 3 controller (or so it has been tentatively called) for the PS3 will feature motion sensor support - so why not have a motion sensor on the PSP? This video shows a motion sensor adapted to work with the PSP. From what I can tell it's running the PSP game Mercury, and works reasonably well., although it's not the most sensitive of motion sensor devices.

It could be a homemade motion adaptor for the PSP, or, most likely an early development version of the motion sensor accessory that was being developed for Mercury before it's release. What a great attachment this would make for the PS3 - Who needs Dual shock 3 when you've got a PSP to use?

Check out the video here.

Source: PSPUpdates

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Tom Cruise Bans Xbox 360, DS, PSP, Sony PS3, Wii, and PC Games

(I wonder if he ever played the Top Gun video game? -Auri)



Tom Cruise bans his family from playing videogames for the Microsoft Xbox360, Sony PSP, Nintendo DS, PC, and any reading literature that contains Sony PS3 and the Nintendo Wii.


Tom Cruise sets the ground rules in his house by banning videogames for the Microsoft Xbox 360, Sony PSP, Nintendo DS, PC, and any Nintendo related console games. All video game consoles banned too. In addition, all reading material for any games, especially for the Sony PS3 and Nintendo Wii are also banned.

The banning goes for his two older children from playing any computer games from his house.

In addition to the videogame ban, any entertainment such as television is also banned. However, movies are an exception.

Also, all children must attend home schooling by the Church of Scientology.

Speaking of reading material, GameSHOUT is giving away a free 1-year EGM (Electronic Gaming Monthly) magazine to all site visitors. No catches, no strings. To get your free subscription, go to: http://www.gameshout.com/egm

Source: HalfLifeSource
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Pacific Design's PSP Gaming Flip Cases

We recently come across a rather novel concept when it comes to protecting your PSP - Pacific Design's PSP Gaming Flip Cases. Most cases prevent key functionality of your consoles, but these specially designed cases do not limit the functionality of your PSP. Even with the case installed you can still have access to every control your PSP without removing the thing - magic!



Read the full article here.

Source: MaxConsole
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Sorta Off-Topic: E3 Post Show Impressions #2

ShackNews has some more impressions from the world's largest game and console/computer entertainment expo, E3...

Read the article here.
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Gradius Collection Coming to PSP (Classic gaming fans rejoice!)

Konami wowed old-school gaming fans with its upcoming Gradius Collection, an all-in-one compilation of the classic side-scrolling space-combat games, at the Electronic Entertainment Expo in Los Angeles earlier this month. The collection features five Gradius titiles, including Gradius I, II, III, IV and Gradius Gaiden. Kit Ellis, a spokesperson for Konami, told SCI FI Wire that the new PSP title will feature a number of extra modes as well.

"Players will have a lot of customizing features to play around with," Ellis said in an interview. "Players can resize their ship, play with arcade-accurate slowdown on or off and zoom the game to fill the wide screen."

Konami chose the PSP to release the Gradius Collection because of its fast interface and easy "pick-up-and-play" accessibility, Ellis added. "This is one of those games you can jump into really quickly for a few minutes and them put down, or you can get really deep into it and play it for hours," he said.

Each title appears in its full original form and has not been updated, so every fight and power-up has an old-arcade feel. Playing the Gradius titles is considerably more difficult on the PSP than on a larger screen, so the developers have included the ability to customize how much damage a player's ship takes. The adjustable "hit-box" feature is optional for players who want the challenge. Players can save any game they want in each title.

For veteran Gradius fans, the collection offers a new gallery of content, such as the movies from the Gradius Deluxe Pack (PlayStation), Gradius III and IV (PlayStation 2) and Gradius Gaiden (PlayStation), as well music from all five titles. The Gradius Collection is due for release this summer. —Casey Lynch

Source: Sci Fi Wire
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Tenchu Heading to PSP (with a snazzy level editor to boot!)

Sega has announced that Tenchu: Time of the Assassins is heading to PSP and will be released on June 23rd. The game has been developed by From Software and K9 Studios.

“Tenchu’s gameplay offers all the strategy of a stealth game but none of the frustration” commented Matt Woodley, Creative Director of SEGA. “This next release represents SEGA’s commitment to providing compelling new content to the handheld market”

Rikimaru, Ayame, Rin, and Tesshu return from previous games in the series with each character being tied to a different story and collection of levels. A level editor enables players to create new maps and share them with friends via an ad-hoc wireless connection. Mulitplayer supports both head to head and co-operative missions.

Source: Sega via BoomTown
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Hacking the PSP book reviewed on Geek.com!

Read the entire review here!

An excerpt:

I found the book to be extremely helpful, and since I just recently switched to a MacBook Pro (see my switch story) I was happy to learn of some new Mac-compatible applications that I could use with my PSP. The book has a very detailed Table of Contents showing the chapters and each section in the book, so you can quickly and easily jump right to a section you are interested in if you don't want to read it cover to cover or already have read it and are just looking for a particular topic. Chapters include Taking Apart the PSP, The Web on Your PSP, Game Hacks, Video Hacks, Audio Hacks, Programming the PSP, Running Homebrew Applications, and much more.

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1UP's Post E3 Special Show

(I couldn't find their podcast or videocast on their site... once I find it I'll post it... -Auri)

Seven days, about ten hours of sleep, many dinners at Denny's, and one destroyed van door later the 1UP Show is back from the annual Electronic Entertainment Expo and we got lots to talk about--so let's cut the crap and get right to it:

Everyone is buzzing about the new Lost Planet demo on Xbox Live--it was the second most-downloaded item this week, just behind the mighty Halo 3 trailer; Ryan and Demian discuss why. And while we're talkin' 360, Mass Effect's behind-closed-doors showing almost won it 1UP's Game of the Show award -- we say what only the lucky few got to see.

Speaking of the lucky few, Mark and Bryan managed to avoid the crazy lines to play through the entire demo of Metroid Prime: Corruption on the Wii and left with some early opinions about what worked and what didn't. And let's not forget Nintendo's "other" system -- the DS had a fantastic show, epitomized by Shane and Jeremy's chat about Yoshi's Island 2 and the new Castlevania adventure, Portrait of Ruin. Even Boktai's spiritual successor Lunar Knights is looking good.

Finally, we finish up with two overlooked gems you probably never heard of: Metal Gear Solid 4 and Metal Gear Solid: Portable Ops for the PSP, including an interview with up-and-coming game creator Hideo Kojima. Take it from us, this guy is going places!

Source: 1Up

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Update on Daedalus Nintendo 64 PSP Emulator Work-In-Progres

Source: MaxConsole

StrmnNrmn has given us a mega tech update on the progress of Daedalus 64 for the PSP - an N64 emulator port to the PSP. We're not gonna pretend we know what he's talking about here, so here is what he said...



quote:


DynaRec Status

Just a quick update on the dynarec status, as I know a lot of people are more interested in this than the grizly details of branch delay instructions :)

Last weekend (13/14 May) I managed to assemble the fragment buffers into native x86 code, and execute this dynamically. I spent some time debating whether to target MIPS or Intel initially, but I decided that it would be a lot easier for me to debug the code generation on the PC than it would be to debug code gen on the PSP.

In the end I'm glad I started with the PC as it allowed me to fix a number of hairy problems without going down the torturous path of debugging self modifying code on the PSP with just a few printf() statements to help track down any problems.

To start with on the x86 code generation, all I did was convert my fragment simulator loop directly into assembly. So the generated code for each instruction in the fragment looked something like this:

set current pc
set branch delay flag
get op code in ECX
call handler for specified op code (from R4300.cpp)
if ( exception set ) exit to exception handler
if ( branch instruction and branch taken ) exit to branch handler


So a fragment with 100 instructions in would have this block repeated 100 times (with different pc, delay flag constants etc).

This generated a lot of assembly (i.e. 200KB or so of N64 instructions would generate over 4MB of x86 assembly, i.e. an expansion of around 2000%). At this point I wasn't interested in performance though - I wanted to make sure that I was preserving the behaviour of the fragment simulator as much as possible. The exception and branch handlers mentioned in the pseudo code above warrant more detailed description, but I'll leave that for another post.

At this point I spent a few hours debugging, but generally everything was working pretty well. The emulator was currently running around the same speed with 'dynarec' enabled as with it disabled (I use quotes because there isn't really much 'dynamic' about this code yet).

I spent the rest of the weekend and the early part of last week trying to optimise the generated assembly and see what I could get away with removing. One of the first things to go was setting the program counter before executing each instruction. The only instructions that need to know this tend to be branching instructions (which are relative and need to know the current PC to work out their target address) and other instructions that can potentially fire exceptions. The vast majority of instructions don't need to know the current PC though (e.g. arithmetic ops, logical ops etc).

Next I had a look at reworking things so I only needed to explicitly set the branch delay flag if a branch delay slot was actually active. I made the precondition that the branch delay slot was always clear, and explicitly set/cleared it when I knew the state needed to change.

Finally I removed exception handling from all the instructions I knew to be safe. For instance, I know ANDI (and immediate) can never throw an exception. As I only perform counter updates at the end of the block, an exception can never be fired when executing this instruction.

After all these changes I had an instruction execution block which looked something like this:

if ( pc needed ) set current pc
if ( branch delay instruction )set branch delay flag
get op code in ECX
call handler for specified op code (from R4300.cpp)
if ( can throw exception and exception set ) exit to exception handler
if ( branch instruction and branch taken ) exit to branch handler

This meant that the vast majority of instructions looked as follows:

get op code in ECX
call handler for specified op code (from R4300.cpp)


So I had nice big fragments like this:

...
get op code in ECX
call handler for specified op code (from R4300.cpp)
get op code in ECX
call handler for specified op code (from R4300.cpp)
get op code in ECX
call handler for specified op code (from R4300.cpp)
get op code in ECX
call handler for specified op code (from R4300.cpp)
...

Essentially I removed the vast majority of the instruction fetch/decoding overhead from the emulation.

With this version of the dynarec, 200KB of N64 code was now generating just 2MB of x86 assembly (i.e. an expansion ratio of around 1000%). The PC version was running around 60% faster with dynarec enabled than with it disabled, which is a pretty significant speedup (although this is still very early in the process).

What's also important is that this is before I've done any real optimisation of the generated code. For each instruction I'm still calling the generic instruction handler which has the overhead of figuring out which source registers to use, which register is the destination etc. The *real* speedup comes from generating code to handle op codes explicitly, as you remove all this decoding overhead along with the overhead of jumping to another function. Once you've removed most of the generic instruction handling you can start looking at caching register values to minimise the amount of memory that's being moved around.

With the PC version up and running fairly successfully, I've spent this weekend getting the PSP code generation working. I don't want to go into too many details (as I want to go into more depth in future posts), but I know people are keen to hear some news about how this is going.

I got the basic code generation working on Saturday morning (thankfully I'd already resolved most of the tricky issues in developing the x86 version the previous weekend). I spent most of Saturday afternoon fixing some really horrible instruction cache related bugs. I'm still not 100% sure I've fixed them, but it seems very stable at the moment. At the moment I'm at the same stage with the PSP version of the dynarec that I was with the PC version last weekend - the code generation is running fine (and executing on the PSP without crashing more importantly :) but I've only just started looking at optimising things. It's still too early to speculate on numbers for the performance improvement it will give. Currently it's running around 10% faster with dynarec enabled, but it's still very early days.

More soon.

Branch delay instructions

Well it's been a little longer than I intended since my last post. I've been busy with work, and when I've had free time I've found it hard to drag myself away from the compiler for long enough to post an update :)

In my last post on the subject, I left saying that I was trying to iron out bugs in the fragment 'simulator' and was about to start work on native code generation. I want to pick up from that point, but first I wanted to talk about about branch delay instructions and how they effect the implementation of emulators and the new DynaRec work I've been doing.

The couple of bugs in the fragment simulator were indeed to do with exceptions and interrupts triggering in unexpected places. The problem occurred if an exception was triggered in the branch delay slot following a jump instruction.

In case you're not familiar with the MIPS architecture, after branch instruction has been executed (but before control arrives at the target instruction), the CPU executes the instruction immediately following the branch. So to give an example, this is a block of mips code that calls the function foo( 6, 3 ):


li a0, 6 # load the first argumentjal foo # call fooli a1, 3 # load the second argument# the result is returned in v0 here...foo:jr ra # returnadd v0, a0, a1 # add the arguments, store result in v0



If you've never read MIPS assembly before this will probably look a little strange.
When we call foo with 'jal foo' (Jump and Link), we don't set the second argument until after the jump to 'foo'! Notice also that we calculate the return value for foo after we return with the Jump Register (JR) instruction.

The reason this code works is because of the branch delay slots. When the call to foo is executed ('jal foo') the CPU keeps going for one more instruction and executes 'li a1, 3'. Control then jumps to the start of 'foo', where the CPU immediately executes 'jr ra', jumping back to where it just came from. Again, the CPU executes the following instruction, calculating the sum of the arguments and returning the result in v0.

Although this seems rather pointless and unnecessarily complicated, it serves a very good purpose. With most modern CPUs the instruction execution is pipelined, which means that the processor breaks down the work into discrete chunks (fetch instruction, decode instruction, execute, commit etc), and executes multiple instructions in parallel. Wikipedia (as always) explains this in a lot more detail.

With many architectures the CPU has to throw away the contents of the pipeline when a branch is executed, as the subsequent instructions may refer to data (register or memory contents) that is invalid until after the call has completed. With certain architectures (including MIPS), the engineers decided that it was wasteful to throw away all this work on every branch, and designed the processor to continue processing the pipeline until the subsequent instruction had completed.

What this means is that when writing code for MIPS processors, you have to be careful that your branch delay slot doesn't have any unintended side effects. For maximum efficiency you also have to be careful to try and do useful work in the branch delay slot (rather than just filling it with a NOP for instance). Normally this isn't an issue as the compiler generates all the code for you, but it's certainly an issue if you're writing assembly. It's also been a very important consideration when I've been writing the code generation for the new DynaRec (I'll cover this in a later post).

So, how do branch delay instructions effect emulators? Although they help pipelined CPUs to improve performance, they require emulators to do bit of extra bookeeping and this slows things down slightly and adds complexity. Every time daedalus interprets an instruction it has to check if a branch was taken, and if so set a flag to indicate that a branch delay instruction is due to be executed. When the branch delay instruction is executed, the flag is cleared and the emulator sets the program counter to the original target of the branch.

This is all fairly straight forward, but complications arise when exceptions fire as a branch delay slot is due to be executed. In the example above, what would happen if an interrupt fired immediately before the branch delay instruction 'li a1, 3' was executed? Normally once the interrupt has been handled, the operating system restores control by jumping to the instruction that was due to be executed, allowing the program to run from that point. If this happened in our example above, a1 would be loaded with the value of 3, but the jump to 'foo' that was originally delayed will never take place. The code would continue running without ever calling 'foo'!

In order to handle this situation, when an exception (or interrupt) is triggered, the CPU sets a flag in the 'cause' register. The operating system keeps track of this flag, along with the program counter where the exception fired and various other bits of information. When it's done handling the exception, the operating system uses this information to allow the CPU to correctly restore control to the code that was originally executing. In our example above, the CPU would see that the branch delay flag is set in the cause register, and restore control to the jal instruction immediately preceeding the instruction where the interrupt occured.

It should be fairly clear that there's quite a lot that must be taken care of by the emulator to make sure that the program executes as intended. This is all fairly simple to keep track of when processing instructions individually, but it becomes more complicated when you start to dynamically recompile the code.

The bugs that I mentioned at the start of this post were caused because I wasn't correctly setting the branch delay flag for instructions causing exceptions in branch delay slots. When I build fragments for the dynamic recompiler I avoid triggering certain types of interrupts (e.g. vertical blank and timer interrupts) in the middle of the fragment to reduce the overhead of having to add the code to handle these situations. Unfortunately there are many other types of exceptions that can occur in the middle of a fragment, such as page faults, I/O completion interrupts etc. It turns out these are very rare, but unfortunately not rare enough to save me from a full day of debugging :(

This was a little more detailed than I was originally planning. Branch delay instructions are quite a simple concept on the surface, but they can cause all sorts of complexities when it comes to dynamic recompilation. Fortunately I feel very confident that I've now fixed all the branch delay related bugs in the dynamic recompiler, so hopefully I shouldn't have to think too much about them again in the near future.

I'll follow up this post with a quick update on the state of the new dynarec engine.



Official Website: http://strmnnrmn.blogspot.com/
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Herald Review: Handheld Releases a Mixed Bag

From the Herald Review:

It's vacation time again - which means time to get out your handheld systems for some fun on the road with new games.

Here's a look at what's out there.

"Capcom Classics Collection Remixed," by Capcom, Rated Teen, $39.99 - I've always felt handhelds are the perfect venue for retro collections such as this. Usually the control schemes work better, plus the games tend to be shorter, perfect for someone on the go. This collection is pretty well done, with games that perform and control nicely. A few of the 20 old-school games included in the package: "Street Fighter," "Bionic Commando," "1941," "Black Tiger," "Captain Commando." Obviously, some of the inclusions aren't that great (and some I'd never even heard of), but overall it's a nice collection for those longing for the old days. Grade: B


"Me & My Katamari," by Namco, Rated Everyone, $39.99 - This is the best example of why the PSP really needs two thumbsticks (see below for the other two examples). Game play is great and loyal to the console versions, but using the face buttons as a replacement for the second thumbstick just isn't as intuitive as it should be. Still, despite causing some major hand cramps, the game delivers as a portable version of the Katamari universe. After all, who doesn't want to roll up things in a ball while killing time at the doctor's office? Grade: B+

"Mega Man Powered Up," by Capcom, Rated Everyone, $29.99 - If I had to use one word to describe this game, it would be "cute." There are lots of bright colors and kiddie voices. Some people probably will dislike that, but I enjoyed it. The characters are fun, and the visuals great. It's a remake of the original "Mega Man," after all, and there's a reason that game went on to spawn many, many offspring. Plus, you can play it in both "New Style" and "Old Style," depending on your mood. There also is lots of bonus content to unlock, including the ability to play as the bosses you defeat. Grade: B+

"Splinter Cell Essentials," by Ubisoft, Rated Mature, $39.99 - First-person shooters really need that second thumbstick. It works best with one to control your movement and one to look around with. Developers have tried to work around that, and in this case, it hurts the game - you both move and look with the same thumbstick. And you hold down a button to make the thumbstick be the camera, making it impossible to move and look at the same time, something that has to happen in a stealth action game. Minus that problem, "Essentials" is a pretty faithful re-creation of "Splinter Cell" missions. Too bad the camera frustration kills any fun. Grade: B-

"Syphon Filter: Dark Mirror," by Sony, Rated Mature, $39.99 - This game handles the camera problem much better. While it's still annoying having to use the face buttons to look around, it's independent of your movement, and once you get the hang of it, it's no problem. Add to that excellent controls overall, great presentation and fun game play, and this is the first-person shooter you should buy for your PSP. Grade: A-

"Viewtiful Joe: Red Hot Rumble," by Capcom, Rated Teen, $29.99 - This is essentially a copy of the game that was released for the GameCube a while back. While it sparkles with great characters and personality, the game play is too chaotic and crazed. It's basically mini-game after mini-game, thrown at you at lightning speed, making it difficult at times to tell what you're doing and leaving little time to actually enjoy it. Grade: B-

Read the entire article here.

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Datel Announce Max Media Dock for PSP & DS - Compact Flash Adapters

Datel have recently put up two new products on their on-line catalogue thus being the Max Media dock for PSP & DS (Lite compatible also) - essentially allowing you to use compact flash cards to store audio, video, homebrew and so forth on the PSP and DS. It looks as if each product is a small clip-on adapter respectively which is sold stand-alone as well as in 1gb and 2gb bundles with Datel branded compact flash cards. The stand-alone adapter docks come in at $39.99 each respectively.


The Datel Max Media Dock for DS looks identical to the Max Media Player but without a hard drive...so basically if this is used in conjunction with the Max Media Launcher and a CF card then it is a fully blown DS flash cart!

The Max Media Dock is sold stand-alone at $39.99, with a 1GB branded CF card at $79.00 and with a 2GB branded CF at $119.00. These appear ready to hit the market and the pricing is exactly the same as per above for the DS and PSP versions.

Datel Max Media Dock for DS

MAX Media Dock is an amazing new storage device for your DS and DS Lite console.



MAX Media Dock allows you to store and access content saved on any Compact Flash card, releasing the potential of your DS as a full media playback device!

MAX Media Dock is compatible with readily available Compact Flash cards which offer some of the best value flash memory around. Cards up to 8GB can simply be snapped into the MAX Media Dock providing access to huge storage potential on your DS.

MAX Media Dock includes the Max Media Player/Dock DS cartridge which allows you to navigate and run content stored on your MAX Media Dock’s Compact Flash card though an intuitive, stylus controlled browser interface.

To get all that content onto your MAX Media Dock use the built in High Speed USB 2.0 port to connect the Media Dock to your PC. Windows will automatically recognise your card allowing you to quickly and easily Drag and Drop content onto it.

With MAX Media Dock you will also be able to enjoy numerous games and applications developed by talented programmers in the DS’s thriving ‘Homebrew’ community as well as watch high quality video and listen to MP3s!

MAX Media Dock is also available with 1GB and 2GB Compact Flash cards included, see alternative items.

MAX Media Dock is perfect for Movies, Music, Games, Home Brew and more!

Max Media Dock for PSP

MAX Media Dock is an amazing new storage device for your SONY PSP handheld.



MAX Media Dock allows you to store and access content saved on any Compact Flash card from your PSP’s browser.

MAX Media Dock is compatible with readily available Compact Flash cards which offer some of the best value flash memory around. Cards up to 8GB can simply be snapped into the MAX Media Dock providing access to huge storage potential on your PSP.

To get all that content onto your MAX Media Dock, use the built in High Speed USB 2.0 port to connect the Media Dock to your PC. Windows will automatically recognise your card allowing you to quickly and easily Drag and Drop content onto it.

MAX Media Dock also includes the renowned MAX Media Manager software which allows you to automatically encode video, audio and images into PSP friendly formats, and even download game saves from the Internet!

MAX Media Dock is also available without a Compact Flash card or with a smaller capacity 1GB card included, see alternative items.

MAX Media Dock is perfect for Movies, Music, Games, Home Brew and more!

Source: MaxConsole
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PSP Gets Some Hot Titles This Week - 21.5.06

While there’s finally some next-gen action to report, the big news this week really falls in the lap of one of the handheld consoles. The PSP is getting some serious action with several titles coming its way during the week of May 22, including FIFA World Cup 2006.

After a drought in new titles, the Xbox 360 will also see a few new ones this week with the release of Rockstar Game’s Table Tennis and Call of Duty 2. The PC is also getting the latest edition in the Heroes of Might and Magic series along with a few other releases. Teen Titans will make its way to several platforms this week, too.

The following are some of the titles expected for release the week of May 22:

PlayStation 2
  • Jaws, May 23
  • Puzzle Challenge: Crosswords & More, May 23
  • Rogue Trooper, May 23
  • Steambot Chronicles, May 23
  • Teen Titans, May 24
PlayStation Portable
  • FIFA World Cup 2006, May 22
  • Field Commander, May 23
  • Lemmings, May 23
  • Monster Hunter Freedom, May 23
  • Puzzle Challenge:Crosswords & More, May 23
Xbox 360
  • Rockstar Games Table Tennis, May 22
  • Call of Duty 2: Game of the Year Edition, May 25
Xbox
  • Jaws, May 23
  • Rogue Trooper, May 23
PC
  • Zoo Tycoon 2: African Adventure, May 22
  • Devil May Cry 3: Dante’s Awakening Special Edition, May 23
  • Heroes of Might and Magic V, May 23
  • Rogue Trooper, May 23
Nintendo GameCube
  • Teen Titans, May 24
Nintendo GameBoy Advance
  • Backyard Baseball 2007, May 22
Source: Igniq
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Maxim Sizzles onto your PSP this summer!

Maxim Magazine is giving you three good reasons why you should bring your PSPs with you as you welcome the hot summer season: Veronica Varekova, Frankee, and Daniella Alonso. These sizzling babes will keep your summer days hot and the nights even hotter. Get more of the story in the June issue of Maxim for the PSP.

Finders, Keepers: Most 19-year-olds spend their days stocking shelves at Blockbuster, but at that age Veronica ditched her home for New York City. She intended to study at Parsons School for Design, but like any woman with a perfect physique in the Big Apple, took to modeling. This and much more in this issue of MAXIM for your PSP...

Thanks Chris for the heads up.

Download the June 2006 issue here.

Source: PSPMagazines and PSPUpdates

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Video: The DS Sucks, Folks. Look It Up.

This video editorial from Jon of Talking With Jon fame clearly outlines why the Nintendo DS is inferior to the Sony PSP. For instance, can you use the DS as a PlayStation 3 controller? No. Is the DS widescreen, the future of gaming? No. Does it have the gigabytes? No. Can you play it without plugging it into the wall? Apparently not. Pretty damning evidence.

Before you go out willy-nilly buying game portables, watch this video. You will say "Huh.". You will say "Wow!". You will say "I can't believe I just watched that for 12 minutes...". — Michael McWhertor

Source: Kotaku

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Metal Gear Solid Portable Ops on Sony PSP

A new Metal Gear Solid game is coming to the Sony PSP in Winter 2006/1st Quarter 2007. Kojima Productions has created an original storyline that follows the events of Metal Gear Solid 3: Snake Eater.

Highlights include:
- All-new Metal Gear Solid action game on the PSP system
- Original storyline set in 1970 featuring Big Boss
- Returning cast of characters including Para-Medic, Major Zero, Sigint and more
- Recruit NPCs with different abilities to create a custom fighting force
- Fully voiced cinematics featuring 3D models and original artwork from renowned illustrator Ashley Wood
- New 3D camera optimized for play on the PSP system
- Connect to wireless access points to recruit new comrades – each access point generates a unique group of allies
- Unique new multiplayer modes
- Wide variety of multiplayer-specific environments
- Use your squadron of comrades in online play and recruit new members only available in multiplayer
- New “White Flag” system – choose to surrender and live to fight again or fight to the death until the next game begins
- Trade squad members online with other players

Check out some screenshots here and read the official press release from Konami.


Image

Image

Source: Gaming Bits

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PSPRadio 0.38.10 Released!

Raf has released a new update to his awesome PSP Radio homebrew application, which allows you to stream music and listen to Shoutcast servers from your PSP.

quote:


The Dynamic version includes retawq and links2 plugins.

NOTE: If a plugin stops responding, try L+R+START (should take you back to PSPRadio)

New Features

(raf) Core/(Links2): Updated/enhanced pthreads implementation.
(raf) Core/SHOUTcast: The SHOUTcast request string can now be specified in the configuration file.
(sandberg) Dyn/Core: -Prepared the plugin framework for game plugins.
(sandberg) Dyn/Retawq: -Modified Retawq plugin to use danzeff for inputs.
(raf) Dyn: If plugin load fails because of lack of memory, then the message displayed on the screen will say so.
(raf) Dyn/Code: Now PSPRadio allocates 6MB instead of 8MB or RAM. This to give more RAM to plugins.
(danzel) Core: Added lite version to danzeff library.
(sandberg) Core: Added GU version to danzeff library.
(raf) Dyn/Retawq: -Updated code to take advantage of changes to newlib (for pipes/file descriptors/sockets)
(raf) Dyn/Retawq: -Cleaned up the code to make it easier to update when a new version of retawq is available.
BUG FIXES
(raf) Calling network termination functions before exit -- hope this helps exit when using eLoader.
(raf) When a socket closed, writestring() would keep trying to send, and keep reporting errors, filling up the event queue, and causing pspradio to exit. Thanks PSP KEVIN for the report.

Download: Here (Dynamic & Static Bundle)

Official Website: pspradio.sourceforge.net

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Reverzi Coming To PSP!

Deniska shows off the screenshot of his latest PSP porting project, the Reverzi - a clone of the Othello (also known as Reversi). The board game was invented around 1880 by two Englishmen, Lewis Waterman and John W. Mollett. It became quite a sensation at the end of the 19th century in England. However, the modern set of rules originated in Japan in the 1970s where it was known as Othello. In the Othello version, the goal is to trap one or more opponents' pieces between two of your pieces. Trapped pieces then become your pieces. When both you and your opponent cannot play another piece, or if the board is filled, the game is over. The one with the most pieces win. It's a strategy game than can quickly turn a newcomer into an addict.
In addition to the standard gameplay, Deniska's PSP adaptation will feature the following:

    * 3 different difficulty settings for AI