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    Some Playstation 3 tidbits

    Gryph
    By Gryph,

    This is taken from the latest PSM.

    # No more memory cards.  You know all that stuff about backwards compatibility with the PS2 and the original Playstation?  Well, we've got good news and bad news for you.  Your old save games won't be usable, thanks to the PS3's reliance on the Memory Stick Duo for storing save data.  The good news is that downloading and saving shares via your PC (ahem, ahem) for all three Playstation versions and the PSP will be easy as pie.  And we like pie.

     

    # Say bye-bye to peripherals.  No more using knockoff DDR pads and wireless controllers, gang.  Sony has officially disavowed support for all third-party controllers, but you'll still be able to play PS1/PS2 games just fine with a PS3 pad.  My money's on a USB adapter coming out for it soon after release, though.

     

    # Specs?  Um, what specs?  Sure, Kutaragi might be singing "The best is yet to come, and babe, won't it be fine?" but he's a little off-key.  All those impressive tech specs revealed at E3 weren't the be-all, end-all of the story.  Engineers have begun talking about improvements to the system, including low-level memory upgrades and other things that make game developers all hot and bothered.

     

    # That hard drive isn't for games.  No such luck in getting your save games for Avalon or Dark Sector onto the PS3's micro HDD; Sony wants you to use it for things like downloaded video content, MP3s, and photos.  The network hub capabilities will then let you access it from any network-enabled device.

     

    # Use your PSP as a remote.  Ever wish you could just power on your PlayStation from the couch?  Well, grab a PSP and you'll be able to access the PS3 even in sleep mode.  Couch potatotes, rejoice!

     

    # It will have TiVo-like capabilities.  Sure, Sony, you might have told me sweet nothings about a USB video input box that will allow the PS3 to record movies and TV to the micro HDD, and you got me so worked up when you whispered to me about being able to download the shows I've missed from my PS3 to my PSP over the Internet, but I think I'll stick with DirecTiVo, thank you ver much.

     

    # Most games will be 720p.  Yes, you'll still have 1080i and 1080p high-definition modes, but you can put off that HDTV purchase a little while longer with the news that most game developers are using 720p as the standard target resolution.  Good thing, too; have you priced an HDTV-ready plasma recently?  (Edit: tanjou's been good enough to point out that all you folks with EDTV won't get any 720p loving.)

     

    # Speed or quality, but not both.  PC gamers have it so good.  Battlefield 2 not running so well?  Play it at a lower resolution and watch the game speed up.  Sony wants to have games run faster and smoother by dropping the resolution, but it remains to be seen whether game developers will let us have that choice.

    Source: PSM via http://arstechnica.com/journals/thumbs.ars/2005/8/1/846


    Haze’s Mame WIP!

    CaptainCPS-X
    By CaptainCPS-X,

    After the release of Mame98u3 Haze come back with

    updates to the following:

     

    1st update july 31 2005

     

    Aaron has released the ‘u3′ source update for Mame 0.98, this includes the Deco 156 progress made so far.

     

    Shortly after the release of u3 I made some further improvements to the 156 emulation, removing a kludge (allowing the Eeproms to work) and fixing the music.

     

    2nd update August 1st 2005

     

    Another 156 update..

    I fixed a few more bugs in the driver.. if testing use the new source

     

    3rd update August 1st 2005

     

    Osman / Cannon Dancer

    Dox fixed a bug in the ARM Cpu core, which in turn fixed the colours in Osman.

     

    osman_1.png

     

    osman_3.png

     

    osman_7.png

     

    osman_9.png

     

    osman_10.png

     

    4th update August 1st, 2005

     

    3rd 156 Update

     

    This includes the ARM cpu core fix from Dox.

     

    Also fixed are some priority problems.

     

    Please delete any nvram files before testing, old nvram files WILL cause problems with Osman / Cannon Dancer.

     

    The other good news for now is that the Mame Italia guys should be able to do a redump of Charlie Ninja, all going well that should have proper sprite colours by the end of tomorrow.

     

    And a WIP just came out too:

     

    August 2 2005 WIP

     

    Charlie Ninja

    The redump of the missing sprite rom was done by the Mame Italia Forum guys, here are the results.

     

    charlien_sprites1.png

     

    charlien_sprites2.png

     

    charlien_sprites3.png

     

    charlien_sprites4.png

     

    charlien_sprites5.png

     

    More images and downloads of the Source Updated files here:

     

    » http://haze.mameworld.info/

     

    SeeYaa!!!

    :rofl:

     

    PD: Now to compile my unoffcial mame32 v98u4 xDD


    ScummVM DS Released

    Gryph
    By Gryph,

    A DS port of ScummVM has been released in two different formats, Flash and WMB.

     

    To use:

    Click 'add game'.

    Click 'Choose'.

    Click 'OK'.

    Click 'Start'.

     

    'Select' switches between scaled and unscaled. D-pad to scroll around. Play the game using the pen.

     

    I should have a version that can play any game you have the data files for by next week or so.

    fescumm3ym.jpg

    game1scumm7nf.jpg

    game2scumm4mc.jpg

     

    »» Official Forum Post

    »» Download it Now! (Flash Version) [1Emulation Server]

    »» Download it Now! (WMB Version) [1Emulation Server]

     

    Credits: This post via r1cola at Shacknews


    Resident Evil 5 Information

    Wizard
    By Wizard,
    An update on Resident Evil 5 has just come our way from the latest issue of one of our favorite Japanese magazines, Famitsu Xbox (soon to be Famitsu Xbox 360). The September issue of the magazine features a four page look at Resident Evil 5, and while the screenshots are old, the interview with producer Jun Takeuchi is new.

     

    In the interview, Takeuchi reveals some juicy details on the visual side of the game. You may have noticed the particularly impressive shot of the main character aiming his gun at the screen. The character uses a whole lot of polygons, with modeling going down to the detail of each blade of hair that makes up his stubble.

     

    The game's powerful visual engine will contribute to facial expressions. The game engine, in its current form, gives the developers the ability to set values for muscles throughout character faces, allowing for fine tuned facial expressions. Takeuchi notes that he's unsure if this will make it into the final game or not.

     

    Capcom is working to make the game run at a smooth sixty frames per second, twice the frame rate of the GameCube Resident Evil 4. In making this move, Takeuchi's team felt that they would be able to express things that couldn't be expressed with thirty frames per second. He points to the increased framerate as evidence that the game will indeed have a strong action component.

     

    Outside of visuals, we can expect real physics from the game. Takeuchi is hoping to make the world reactive to your actions, allowing you to break things by shooting them and topple things by kicking them.

     

    For the complex visuals and physics that will go into the game, Famitsu Xbox asks Takeuchi if it's possible that the game will use middleware, such as the Unreal 3 engine. Takeuchi responds that his team is currently investigating such solutions. Takeuchi feels that, while many Japanese developers have spent time creating their own engines until now, this requires too much money and time.

     

    This was touched upon in our original story on the game, but one area the development team is hoping to focus on with Resident Evil 5 is giving players a sense of the surrounding atmosphere through visuals. Heat and cold are key words for Resident Evil 5, Takeuchi reveals, with the game's visual engine being able to clearly express changes in temperatures. This focus on heat and cold came about as the development team considered things they wanted to do using high defintion output. Takeuchi feels that his team has been able to create a sense of atmosphere that was previously impossible through standard definition.

     

    Finally, Takeuchi confirms that the game will follow along the lines of Resident Evil 4's gameplay system. This doesn't seem to indicate that the game will play exactly like Resident Evil 4, but that it will play closer to Resident Evil 4 than the original PlayStation games.

     

    The Resident Evil 5 team is currently considering sharing the previous PlayStation Meeting and Xbox Summit Resident Evil 5 trailer with the public at the September Tokyo Game Show. We hope to hear more on the game then.

    > IGN


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