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March 7th, 2008, 00:15 Posted By: JKKDARK
New version of the Neo Geo emulator for Windows.
Changelog:
* There was an endianess detection problem in mingw32 since the new savegame format was added in 0.43.4b. The consequence : savegames were incompatible between linux and windows. I have fixed this, and added some code to detect this bug to allow to load the broken savegames in linux...
* history.dat : now handles correctly the long url at start of each entry (avoid a crash)
* The screenshots directory isn't hardcoded anymore in the sources for the game selection dialog (uses the the screen_dir setting of the config file)
* You can finally change the keys for the video layers, just load a game which uses video layers and then go to the inputs section / Video layers... (notice that some games must be started before you can configure the layers, like the cave games).
* Inputs are now reseted when returning to the game, which avoids the problems when calling the gui while keeping a game key pressed.
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March 6th, 2008, 20:38 Posted By: Shrygue
via Eurogamer
Webzen has confirmed that much-delayed massively multiplayer FPS Huxley will be released in the US in late 2008 on PC. The Xbox 360 will follow around six months later.
Huxley is a fast-paced massively multiplayer shooter set during a mutant war in a post-apocalyptic future, offering both player versus player and player versus environment missions. The Xbox 360 version will also include a single-player campaign.
It was first unveiled at E3 back in 2005 before largely disappearing off the radar. A summer 2006 release date was bandied around at one point, but so much for that.
Now the game, developed by Webzen itself, is scheduled to appear in its native South Korea in the first half of this year before undergoing a six-month localisation process. Webzen told Eurogamer there's no word on a European release so far as plans are still being finalised. In the meantime, you'll find videos of Huxley in action over on the gamepage.
Webzen is also collaborating with Dundee-based Crackdown developer Realtime Worlds on the hotly-tipped crime MMO, All Points Bulletin, and with ex-Blizzard splinter-group Red 5 Studios.
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March 6th, 2008, 20:18 Posted By: Shrygue
via Eurogamer
Starr Long, producer of science fiction MMO Tabula Rasa, has responded to recent speculation about the game's performance on the NCsoft website. Long admitted that "the game has not taken off as quickly as we had hoped", although he reassured players the company is committed to supporting it with new content.
Tabula Rasa was the subject of a controversial article in the Korea Times two weeks ago. The report claimed it had been a "financial disaster" for NCsoft, leading to layoffs at the company's Austin development studio.
Although NCsoft discredited the article at the time, Long's comments represent the first official indication that the company is disappointed with the game's performance. "We also launched in an insanely competitive time frame, with several well-known intellectual properties launching follow up products at the same time," he observed.
However, Long went on to explain that the downsizing of the development team is a "standard" ramp down from crunch development in the run-up to release. "The fact of the matter is that we are transitioning from a pre-launch crunch-mode development team to a live service team," he said.
"This is standard in our industry - you ramp up to launch a game and then ramp down once it's live. This is what we are doing over the next several weeks, and it only affects the Tabula Rasa team. Once all is said and done, we will still have a substantial live team for industry standards."
According to Long, "NCsoft has committed a lot of money and resources into continuing post-launch development of Tabula Rasa." He offered details on a number of new features and content updates in the works, including dynamic mission flashpoints, the ability to command squads of upgradeable AI soldiers and Personal Armour Units (mechs and mini-vehicles that players can use).
He also said that creator Richard Garriott remains involved in development on a daily basis, in between training to become the world's first second-generation astronaut [and redoing his plait - Dep Ed]. Garriott, the son of scientist and astronaut Owen K. Garriott, will fly to the International Space Station with the Space Adventures space tourism firm in October this year.
Expect extensive Tabula Rasa coverage when Eurogamer's MMO channel launches in the coming weeks.
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March 6th, 2008, 20:17 Posted By: Shrygue
via Computer and Video Games
Those stingy enough to refuse buying Valve's Orange Box for all five of its games can reclaim some of their street cred next month, when the bargain package is split three ways.
Team Fortress 2, Portal and the Half-Life 2: Episode Pack will go on sale on April 9. According to Valve this is a worldwide release, although UK retailers are to list either of the games for pre-order.
Pricing for the US (according to retailers) will be $19.99 for Portal and $29.99 for the other two. Presuming this translates to £10 and £20 (which it won't) it's still a bit steep considering you can pick up Orange Box PC for £25.
Still, the few who found the idea of re-buying Half-Life 2 with Portal disgusting, will now be pleased. The moany g*ts.
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March 6th, 2008, 19:25 Posted By: wraggster
It's fair to call the GeCube an Asus Eee PC clone. With a 7" screen, 2GB of flash storage, Linux backbone and that form factor, I mean, c'mon. The 2.1lb computer does have two things going for it though. It has a splash proof keyboard and...what could the special talent be? (We have a neat picture...)
OMG ITS HEAD POPPED OFF! We kid, the screen can be detached from the keyboard but retains full computer functionality. Now if the GeCube had combined that idea with a touchscreen, many of us would be pretty excited right now. Instead, the GeCube uses a trackpad on the back side (identical to the one on the keyboard). While still not a bad idea by any means, for $450, we wish they'd have splurged for stylus controls.
http://gizmodo.com/364574/gecube-gen...special-talent
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March 6th, 2008, 17:01 Posted By: wraggster
Perhaps the ECS G10IL could use some help in the naming department, but it certainly isn't having any trouble bringing a bit of class to the subnotebook market. In addition to those stylish good looks, the G10IL sports a webcam, HSDPA 7.2, three USB ports, Ethernet and a 56Kb modem (joy of joys!). No mention is made of WiFi or Bluetooth, but at least the former seems a given. Other details are slim, but the price is supposedly "sub-$500." Perhaps this "race to the bottom" won't be so horrible after all.
http://www.engadget.com/2008/03/06/g...tually-killer/
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March 6th, 2008, 09:50 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
------------------------------
00817 [RansAckeR]
Source Changes
-------------------------
MC6845 updates: [Zsolt Vasvari]
* now signalling both 0->1 and 1->0 transitions of synching pins
* added mc6845_assert_light_pen_input; uses a timer for latching the light pen address
* added reset device function
* implemented VSYNC height computation difference between the Motorola and the Rockwell devices
* since the Commodore 40xx computers program an HSYNC width that extends past the end of the scanline, I am clamping it in lack of anything better to do
* added support for the Commodore 6545-1 device type
* added support for the status register
* better variable names
* more asserts
Updated the "Input (This Game)" menu to support conditional inputs. [stephh]
Converted Amiga based games to partial updating and proper scanline based timers. [Zsolt Vasvari]
Beginning of the clean-up of Space Guerilla - fixed rotation, some other stuff. [Zsolt Vasvari]
Removed use of tmpbitmap from some drivers. [Zsolt Vasvari]
Replaced mame_bitmap with direct use of bitmap_t. Removed mame_bitmap typedef. [Zsolt Vasvari]
Fixed taitoic regression that caused crashes in several games. [Zsolt Vasvari]
Changed the way VBLANK_INTs are handled:
- Defined a new MDRV_CPU_VBLANK_INT_HACK() (in deprecat.h) which is a copy of the current MDRV_CPU_VBLANK_INT()
- Found all the places where VBLANK_INT is used with something other than 1 interrupt per frame and changed it to the new macro
- Removed the "# per frame" parameter from MDRV_SCREEN_VBLANK_INT() and added a screen tag in its place; updated all callers appropriately.
- Added some validation of the interrupt setup to validate.c
Fixed SH4 refresh ticks value of 0, makes awbios not blow up the timer system. [R. Belmont]
Updated dkong driver to use two discrete structs which were previously not being used: [couriersud]
* dkong walk using a jump struct
* radarscp using a dkong 555 struct
MACHINE_DRIVER_EXTERN now requires a semicolon. Removed a number of extra semicolons. [couriersud]
In memory.c: removed some code never to be executed: [couriersud]
* removed "return 0" from READ* macros since it is unreachable
* removed comparisons of type FPTR < 0 and FPTR >= 0
Identified code not used and marked with "#ifdef UNUSED_FUNCTION". [couriersud]
Naomi: Use defines instead of magic numbers for IRQ sources, add VBL-out. [R. Belmont]
Improved (not perfect) ACIA slot monitoring. [kingshriek]
Changed parent/clone relationship to separate SSI Poker sets from Jackpot Joker Poker. [Roberto Fresca]
Removed a couple of unused items from the cpuexec_data structure. Added validity check that screenless drivers cannot have a VBLANK interrupt. [Zsolt Vasvari]
Added macros to define device functions. Updated existing devices to use the macros. [Aaron Giles]
Added the concept of device classes. Devices specify their class in their get_info function. Classes can be used to walk through devices at a more general level than their type. Functions have been added to iterate through devices by class just as you can by type. [Aaron Giles]
Removed some unused fields from device_config. [Aaron Giles]
Moved all video timing logic from cpuexec.c to video.c. Added a video_screen_register_vbl_cb() function for registering VBLANK callbanks. Changed inptport.c and debugcpu.c to make use the VBLANK callbacks. Added video_screen_get_time_until_vblank_start(). I did some fairly extensive testing, but this is a very signficant internal change, so some things may have broke. [Zsolt Vasvari]
Removed use of cpu_scalebyfcount() from CVS driver. [Zsolt Vasvari]
Changed a number of global functions to being static. [couriersud]
Rewrote some potentially compiler specific code: [couriersud]
* added ATTR_FORCE_INLINE to osdcomm.h
* added ATTR_NONNULL
* moved U64 S64 fram mamecore.h to osdcomm.h
* define SETJMP_GNUC_PROTECT() in osdcomm.h for use in ppc602, ppc603
Removed cpu_getcurrentframe() and replaced it with video_screen_get_frame_number(int scrnum). Updated all callers. [Zsolt Vasvari]
Moved watchdog processing logic into its own module. [Zsolt Vasvari]
Replaced sprite multiplexing hack in tp84.c with video_screen_update_now() on sprite RAM write. General driver clean-up. [Zsolt Vasvari]
Gyruss: Tilemap conversion, sprite multiplexing done properly, driver clean-up. [Zsolt Vasvari]
Changed z80dma to new device interface, updated mario.c and dkong.c to use new interface. Illustrates how to keep existing memory read/write handlers. This is slower than caching the device interface, but does not have an impact on devices accessed at a low frequency like in this case. [couriersud]
Added video_screen_get_time_until_vblank_end() and video_screen_get_time_until_update(). [Aaron Giles]
Fixed CCPU and QB3 to no longer rely on cpu_scalebyfcount(). Fixed busted timing in the CCPU core. Changed watchdog to count internally rather than using external watchdog support. Altered CCPU to accept interrupt signals from the driver. Updated clocks in the cinemat driver to be derived from the clock crystal. [Aaron Giles]
Normalized function pointer typedefs: they are now all suffixed with _func. Did this throughout the core and drivers I was familiar with. [Aaron Giles]
Added PORT_CHANGED macro which calls a callback if the given port changes. Usage is very similar to PORT_CUSTOM. See the Astro Invader driver for an example. [Zsolt Vasvari]
Removed input_port_set_changed_callback and converted all users to PORT_CHANGED. The only difference between the old callback and the ones supplied by PORT_CHANGED is that values passed by PORT_CHANGED are normalized to start at bit 0, just like PORT_CUSTOM. [Zsolt Vasvari]
Added running_machine* to the CUSTOM_INPUT callback - updated drivers to use it. [Zsolt Vasvari]
Updated brkthru.c, btime.c, exerion.c, fcombat.c, astrof.c, cheekyms.c, cinemat.c to use PORT_CHANGED. Combined memory maps where applicable. Converted cheekyms.c to use tilemaps. [Zsolt Vasvari]
Merged memory maps for drivers X->Z. [Andrew Gardner]
Exidy440: modernized input port handling with CUSTOM_INPUT and INPUT_CHANGED. Cleaned-up special case handling. Created better separation between driver and video code. [Zsolt Vasvari]
Verified clocks and oki pin7 for Peek-a-boo. [Mike Ellery]
Untangled the Fire Truck driver. Many uses of PORT_CUSTOM and PORT_CHANGED, including another good use case for the gear shift logic. [Zsolt Vasvari]
Updated ladybug.c, lasso.c, m10.c, madalien.c, maxaflex.c to use PORT_CHANGED for coinage. [Zsolt Vasvari]
Added running_machine * parameter to the front of all read/write handlers. Updated all call-through handlers appropriately. Renamed read8_handler to read8_machine_func, replicating this pattern throughout. [Aaron Giles]
Defined new set of memory handler functions which are similar but which pass a const device_config * in place of the running_machine *. These are called read8_device_func, etc. Added macros READ8_DEVICE_HANDLER() for specifying functions of this type. [Aaron Giles]
Added running_machine * to the device_config, live while the device is live, and NULL otherwise, just like the token. [Aaron Giles]
Meadows driver updates: [Zsolt Vasvari]
- Merged memory maps
- Uses PORT_CHANGED for coins
- Renamed 'Inferno (S2650) to 'Inferno (Meadows)'
- Renamed 'Bowling 3D' to '3-D Bowling'
- Added NO_DUMP entries for Gypsy Juggler's ball graphics and added GAME_IMPERFECT_GRAPHICS flag
Fixed sprite colors in Exerion. [Zsolt Vasvari]
Added new macros AM_DEVREAD, AM_DEVWRITE, and AM_DEVREADWRITE, which specify device read/write handlers in address maps, along with the type/tag of the device they reference. [Aaron Giles]
Converted MC6845 read/write handlers to READ/WRITE8_DEVICE_HANDLERs. Updated all MC6845-using drivers to use the new macros and call the updated functions. Removed the many little helper functions that used to do this work. [Aaron Giles]
Added validity checks to ensure that the devices referenced actually exist. [Aaron Giles]
Fixed display of screen information so that it shows live information, not just the original configurations. [SailorSat]
Improved DIP switch definitions, added DIP locations, and simplified input ports in atarisy2.c, atetris.c, avalnche.c, bagman.c, balsente.c, lasso.c, seta.c. [RasnAckeR]
Added DIPs and locations to onetwo.c. [Sonikos]
Corrected some glitches and fixed bank reading in Deal'Em. [James Wallace]
Changed/verified clocks on the following pcbs: 1943, Arkanoid, Action Holliwood GalsPanic, Ben Bero Beh, 1000 Miglia, Pit and Run, Prehistoric Isle, Rastan, Hotmind, Hardtimes, Stagger1 and Tiger Road. [Corrado Tomaselli]
Changed/verified Oki pin 7 on the following pcbs: 1000 miglia, Galspanic, Action Holliwood, Hotmind, HardTimes, World Rally, Stagger1. [Corrado Tomaselli]
Added the new display types to the listxml DTD. [Oliver Stoneberg]
Internal address map constructor changes: [couriersud]
* pass running_machine parameter to construct_map_##_name
* change "Machine->" to "machine->" in AM_BASE_MEMBER, AM_SIZE_MEMBER
* pass Machine in construct_address_map
Mysterious Stones gets the "full treatment". [Zsolt Vasvari]
Fix 8085 RST75 not working with PULSE_LINE. According to datasheet, RST7.5 is latched on rising edge, while the other maskable interrupts are sampled. [Nicola Salmoria]
Removed AM_SPACE and matchmask support. Updated relevant drivers to use AM_MIRROR() and AM_MASK() to achieve the same thing. [Aaron Giles]
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March 6th, 2008, 01:48 Posted By: JKKDARK
New version of the multi-system emulator for PC.
It emulates the Emerson Arcadia 2001 (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) and Interton VC 4000 (Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace, Waddington, etc.) console families, and the Elektor TV Games Computer.
Changelog:
. "View|Monitor RAM contents" command.
. Italian translation (AmiArcadia only) (thanks to Samir Hawamdeh).
. Miscellaneous improvements and bug fixes.
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March 5th, 2008, 19:59 Posted By: Shrygue
via Computer and Video Games
GSC whispered to us the other day that confirmation on an official release date for S.T.A.L.K.E.R. Clear Sky "should happen within the next few weeks" - but in the meantime, check out 12 new screenshots from the prequel.
Once you've eyeballed that lot, read PC Gamer's recent Clear Sky preview which dives into the history of S.T.A.L.K.E.R. and the developer's plans for the new game.
As soon as we get word on a confirmed release date, we will of course let you know.
Screenshots
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March 5th, 2008, 19:58 Posted By: Shrygue
via Eurogamer
With the next major update for World of Warcraft already live on public test servers, and with seasoned WOW-watchers expecting release towards the end of this month or some time in April, it's time to detail what players can expect to see in Fury of the Sunwell - known to decimal point fans as patch 2.4.
Blizzard isn't resting on its laurels after the sweeping changes of patch 2.3, The Gods of Zul'Aman, which was released in November last year. Fury of the Sunwell adds Sunwell Isle to the map - the first ever outdoor zone to be added to the game via a patch. The Isle, located off the northern coast of Blood Elf starting area Eversong Woods, is an adventure hub for max-level players, featuring two new dungeons, a new town and quests, and a new faction.
The first of the new instances is Magister's Terrace, a dungeon for a party of five players, offering both normal and heroic modes and a second pop at Blood Elf lord Kael'thas Sunstrider (also the boss of the raid zone in The Burning Crusade's Tempest Keep).
It's joined by Sunwell Plateau, a new challenge for a full-sized raid of 25 players. This is intended to be the hardest raid in the game until the next expansion, Wrath of the Lich King, appears. Its final boss, Kil'jaeden - who will have to be unlocked by the combined efforts of all players on the server - is acting leader of the Burning Legion and creator of the Lich King. So, Fury of the Sunwell appears to offer a climax to the Burning Crusade storyline, and a bridge to the new adventures in Northrend, expected later this year.
Sunwell Isle also adds a new town and quest hub, Sun's Reach, but this will have to be reclaimed building-by-building from the monsters over-running the island. This will mostly be done through the completion of daily quests. To reflect the new focus on dailies, the limit on them will be raised from ten to the quest log maximum of 25.
Outside of the new content, there will be the usual swathe of adjustments and fixes to class balance, much of it aimed at creating more evenly-balanced player-versus-player combat in anticipation of the forthcoming pro-gaming Arena tournaments. In terms of the interface, Blizzard is overhauling the combat log, with new filtering tools and the ability to define custom colours for friends and enemies.
Not quite the revolution that Gods of Zul'Aman was, then, but Fury of the Sunwell still sounds like a treat for all level-70 players, and a fitting end to WOW's Burning Crusade era. If, indeed, that's what it turns out to be. Ever hedging its bets, Blizzard says it hasn't ruled out further new content before Lich King comes out, in case it gets delayed "for any reason".
Look out for our verdict on the state of WOW today when Eurogamer's MMO channel launches in the coming weeks.
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March 5th, 2008, 16:03 Posted By: JKKDARK
hiryuz released an update to his JNES (a NES emulator for PC) translation to polish.
Download here
Changelog:
Updated version of translation.
Added short-cut's
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March 5th, 2008, 00:24 Posted By: JKKDARK
Mavtak released a new version of his rom manager for PC.
Changelog:
* New Feature: Ability to edit ROM platform, language, maximum number of players, title, and notes
* Tweak: the code for editing a ROM’s rating was re-written to match the same method as editing the platform, language, etc.
* Tweak: .a26 is added as a unique file extension for Atari 2600 ROMs in the default Platform Vocabulary
* Tweak: "JAG" and "J64" extensions for the Atari Jaguar were re-written as "jag" and "j64" in the default .Platform Vocabulary in order to be lower case like all of the other extensions.
* Tweak: Now the "Help" button goes leads to "http://redirect.somewhatgeeky.com?token=friHelpButton", which is a redirection page that allows me to change the final destination outside of FRI.
* Tweak: Right-clicking on nothing in the ROM list no longer brings up the list of options.
Also note that FRI supports editing the information of ROMs in bulk. Just select more than one before you right-click.
Also, I was talking with a friend about FRI, and he brought up an interesting point. Previously I pronounced the FRI "fry", but he thought it was pronounced "free", which makes more sense to me. Now FRI, the Fantastic Rom Indexer, is pronounced "free".
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March 4th, 2008, 21:51 Posted By: JKKDARK
FPSE is a PlayStation emulator for the Amiga.
Changelog:
This release fixes a few bugs and should make the OS3 version work better on MorphOS.
Versions:
_ AmigaOS3 (M68k)
_ AmigaOS4 (PowerPC)
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March 4th, 2008, 20:50 Posted By: Shrygue
via Engadget
Okay, so it's not like we were oblivious to the fact that NVIDIA's 8800-smashing GeForce 9800 GX2 was just around the bend, but we're getting that much closer to seeing it on store shelves judging by a finished product shown off at CeBIT. The Albatron card you see pictured above is most certainly proof that the mythical GPU is indeed a reality, and while no one in Germany will spill the beans on this thing's specifications, price or release date, feel free to check out a few more snapshots in the links below while clutching any spare change you can.
A few more images at PC Perspective
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March 4th, 2008, 20:47 Posted By: Shrygue
via Gizmodo
At CeBit today AMD finally showed off the fruits of its 45nm labors—one server and one desktop chip, a far cry from the 16 Intel launched with Penryn's debut back in January. But, given AMD's woes lately, on the technical and biznass fronts, we're just glad to see 'em.
On the other hand, AMD's refusal to specify when in the second half of '08 they'll launch is a bit worrying—December would basically put them a year behind Intel, and it wouldn't be the first time they've been late. Come on AMD, be awesome again, please. Update: Press release below.
AMD Demos 45nm Native Quad-Core Processors for Server, Desktop
-- Customer Testing of Product Samples Underway --
HANNOVER, Germany. -- March 4, 2008 --AMD (NYSE: AMD) demonstrated at the CeBit electronics exhibition its first 45nm quad-core chips running multiple operating systems and a range of processing intensive applications. The processors were produced in Dresden, Germany, in AMD's Fab 36 300mm manufacturing facility, using an advanced 45nm process co-developed with IBM.
AMD 45nm transistors are engineered to enable greater performance-per-watt capabilities in AMD processors and platforms. AMD combines new processes and materials with leading edge technologies, such as immersion lithography and AMD's fourth-generation strained silicon, for a highly-manufacturable, highly-efficient production process.
This important milestone is the first of many as AMD moves toward delivery of 45nm products later this year. The first 45nm chips demonstrated by AMD include the "Shanghai" product for server and "Deneb" for desktop platforms.
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March 4th, 2008, 20:44 Posted By: Shrygue
via Engadget
All of the sudden we're starting to see more and more attacks take advantage of what's stored on your computer's RAM -- the latest, from New Zealand's Adam Boileau, allows an attacker to unlock Windows passwords in a just a few seconds using a Linux machine connected over Firewire.
Unlike those disk encryption attacks we saw that required a reboot, Boileu's attack works while the target computer is running, tricking Windows into allowing full write access to RAM and then corrupting the password protection code. That's a little scary -- but other researchers say that it's not a traditional vulnerability, since direct memory access is a feature of Firewire. Still, we're sealing up all of our ports with Silly Putty starting today, that ought to stop 'em.
Update: Apparently this has been demonstrated on OS X as well -- it looks like Firewire's direct memory access is the common vector here.
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March 4th, 2008, 20:12 Posted By: Shrygue
via Eurogamer
Assassin's Creed: Director's Cut Edition has slipped to "early April", Ubisoft has told Eurogamer, confirming comments in a Q&A with technical lead Charles Beauchemin released earlier today.
Beauchemin had said, "The game will ship in the early days of April," in an official Q&A distributed to the press this morning, with a 4th March datestamp to suggest it's current, despite Ubisoft's recent release schedules - including the current one - all saying 28th March.
Ubisoft has since told Eurogamer that Beauchemin was correct.
That Q&A also included details of the four new investigation types introduced in the PC version of Assassin's Creed, so be sure to bone up on that if you're interested. We like the sound of the Rooftop Race Challenge ones.
And Ubisoft also scattered some Assassin's Creed: Director's Cut screenshots across the electronic cobblestones of our email face, so be sure to marvel at those.
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March 3rd, 2008, 20:09 Posted By: wraggster
If you hadn't guessed from the headline, and as rumored just an hour ago, there's 9-inches of LCD on this thing. Actually, 8.9, but who's counting? We found out that and a few other little tidbits about this Eee PC "New Generation" at the ASUS booth just now, but for the most part the 9-inch Eee PC is quite similar to its 7-inch forebearer. Anything past that ASUS is saving for tomorrow's press event when this laptop will become officially official, but whatever they end up calling it (Eee PC 900 is rumored), it's certainly for real. The battery impact of the new display is said to be "negligible," with 2.5 to 3 hours of battery quoted. ASUS wouldn't let us turn it on since it's all so very secret at the moment, but they did confirm some release details. The 9-inch Eee will hit in the "middle" of 2008, with that €399 pricetag for the 12GB version, but other capacities available (we saw an 8GB on display). No word yet on US pricing, but we're trying to pry it out of them.
http://www.engadget.com/2008/03/03/h...9-inch-eee-pc/
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March 3rd, 2008, 20:07 Posted By: wraggster
We know you need it. Now you've got it. ASUS' 7- and 9-inch Eee PCs lined up for a side by side comparison. The new 9-incher is clearly the bigger brother to the shorter original. Too bad too 'cause that chunky bezel on the 7-inch already offers plenty of room for screen-estate growth. You can also clearly see the bigger touchpad and beefier display hinge of the new 9-inch. Check the gallery to see all the hot 9- on 7-inch action.
http://www.engadget.com/2008/03/03/7...c-ready-fight/
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March 3rd, 2008, 17:19 Posted By: Shrygue
via Eurogamer
We said it would happen, and now it has. EVE Online, the life-ending Icelandic space MMO, is now available for download on Valve's digital distribution service, Steam. It's the first game of its kind to be featured there.
There are two purchase options: you can dive straight in by paying USD 14.95 for your first month, or you can grab a 21-day free trial. That's a whole week more than is available by downloading the trial straight from developer CCP.
EVE recently received a major graphical update, so it's worth checking out. Be warned, though: CCP is planning to keep you playing for the next 50 years.
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