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April 1st, 2012, 23:14 Posted By: wraggster
Jordan Mechner is trying to figure out how to put it into some "21st century readable format"
Prince of Persia, the classic 1989 Apple II game from Jordan Mechner, could soon find its way into the hands of interested programmers everywhere, as Mechner has announced his intention to distribute the source code.
Mechner acknowledged on his blog that he'd been searching for the game for the better part of 10 years, and lo and behold his dad found it and others in the back of a closet. It's worth noting that Mechner's father composed the original music for both Karateka and Prince of Persia.
"So, for all fifteen of you 6502 assembly-language coders out there who might care… including the hardy soul who ported POP to the Commodore 64 from an Apple II memory dump… I will now begin working with a digital-archeology-minded friend to attempt to figure out how to transfer 3.5″ Apple ProDOS disks onto a MacBook Air and into some kind of 21st-century-readable format," Mechner said.
He also noted that it might "take a little while" because of how busy he is. Mechner is currently working on a revival of Karateka for XBLA and PSN.
http://www.gamesindustry.biz/article...se-source-code
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April 1st, 2012, 23:15 Posted By: wraggster

Multiplayer gaming today has become an inherently and bewilderingly antisocial affair. You grab a controller, take up as much space as possible on your couch at home, then connect to some random game hosted by some random server filled with some random people with whom you do your damnedest to fill with some collection of lead thrown from some assortment of futuristic weaponry. Along the way, you'll be taunted, insulted and, if you're playing a Halo game, quite possibly physically shamed.
Back in 1976, of course, things were a bit different. Pong was the height of at-home multiplayer gaming. Two dials, one button and one switch is all you had, and with your opponent sitting in extremely close proximity to you, chances are most of the heckling would be the good-natured variety. It is a vastly simplified experience versus what we have today, but in some ways a vastly superior one. Click on through to see why.
http://www.engadget.com/2012/04/01/atari-pong-review/
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April 2nd, 2012, 00:59 Posted By: wraggster
via http://www.aep-emu.de/
A new beta version of the 3DO emulator 4DO based on FreeDO is available.
Quote:
There are no functional changes in 1.1.6.5 beta. This release provides the introduction of the 4DO installer. If you find an issue, please provide feedback!
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April 4th, 2012, 23:48 Posted By: wraggster

As a kid, [Boisy] cut his teeth on the TRS-80 Color Computer. It was a wonderful machine for its day, featuring a relatively powerful Motorola 6809 CPU. Although his CoCo was theoretically more powerful than its Commodore and Apple contemporaries, the graphics and sound capabilities of [Boisy]‘s first love paled in comparison to his friends 6502-based machines. A little jealously and thirty years go a long way, because now [Boisy] is adding a 6809 microprocessor to the 6502-based machines Atari put out.
[Boisy]‘s goal for his Liber809 project was simple: Put a 6809 CPU in an Atari XEGS and get NitrOS-9, the Unix-like OS for the TRS-80 CoCo running on his Frankenputer. After a few months of work, [Boisy] completed his goal and more so: the Liber809 also works on the Atari 1200XL.
To put [Boisy]‘s work in perspective, it’s like he took a Macintosh from 1993 and made it run on an Intel 486. While that’s not a terribly accurate analogy, we hope our readers will understand the fortitude needed to make a computer run on a completely different processor.
After the break, you can check out a neat demo app written by [SLOR] from the AtariAge forums showcasing a 6809 running in a machine designed for a 6502. Awesome work for all involved
http://hackaday.com/2012/04/04/givin...eeded-upgrade/
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April 8th, 2012, 23:22 Posted By: wraggster

[Dablio] sent in an awesome console mod he made. It may just be the smallest Atari 2600 ever (Portuguese, here’s the Google translation).
The build began with a Dynacom MegaBoy, from the same company that put out many less-than-legal 2600 clones. The MegaBoy PCB is an exercise in parsimony consisting of only a single IC, a crystal, and some resistors and caps. [Dablio] made a new PCB board based on the schematic he reverse engineered andthis thing is tiny. It’s much smaller than even the smallest [Ben Heck] 2600 consolebuild.
[Dablio] now needed a case for his new console. He had originally planned to mount the whole thing in an Atari controller like this commercial product. Serendipity intervened and he realized the entire system (sans cartridge port) fit inside a plastic tube of m&m minis.
Currently, [Dablio] has two ports on his ‘Atari tube of m&ms’ – the largest is the cartridge slot, and a small VGA port sits in the lid of the tube. This VGA port carries the power supply, controller, sound and video signals to and from the console.
[Dablio] sent in a bunch of pictures of his build which are in a gallery after the break. Now for the million-dollar question: anybody know where to buy one of these Dynacom MegaBoys?
http://hackaday.com/2012/04/07/the-t...ari-2600-ever/
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April 9th, 2012, 21:34 Posted By: wraggster
Namco Bandai filed a European trademark (number 010786341) for something called "Pac-Man Smash!" suggesting that, finally, Namco is making a spinoff game based on Pac-Man.
All right, maybe there's not enough information in the trademark listing to do much other than joke about the ubiquity of games starring Pac-Man, but the trademark does at least specify that it's for a video game (or card game, toy, or "gymnastic and sporting articles.)
The majority of Pac-Man-themed games end up on mobile or iOS these days (Pac-Man Arcade Golf, Pac-Man Kart Rally, Pac-Chain, etc.) so that's a likely destination for whatever this turns out to be. We're attempting to corner Namco now to ask about it, before the publisher can find a Power Pellet and turn on us.
http://www.joystiq.com/2012/04/09/pa...ked-in-europe/
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April 9th, 2012, 22:35 Posted By: wraggster
via http://emu-russia.net/en/
Panasonic 3DO emulator has been updated. Changes:
- Bios 2 Support Added. Viktor determined how to added support for the second bios slot, used in Japanese hardware for the Kanji font. This should enable support for several Japanese games that require it (one example being Blue Forest Monogatari). Awesome!
- Daedalus Encounter timing fix added. This should alleviate many of the freezes encountered.
- Screenshot Feature added. Press F3 to take screenshots to a “Screenshots†subfolder.
- Russian translation fixes and improvements from both Viktor and Sedabi.
File: Download
News source: http://www.fourdo.com
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April 10th, 2012, 22:44 Posted By: wraggster
Holocaust survivor and tech mastermind leaves legacy of product ingenuity
Jack Tramiel, the entrepreneur whose start-up company went on to produce the Commodore 64, passed away on Sunday, his family has confirmed.
He passed away surrounded by his family, aged 83.
Having escaped Auschwitz in 1945, the technology mastermind had emigrated to America and went on to build various electrical office equipment. In 1982 his career transformed with the release of the Commodore 64 – one of the best-selling personal computers ever and a successful games system.
Standout games for the system included Paradroid, Uridium and Stunt Car Racer.
Following the videogame crash in the early eighties, Tramiel was forced out of Commodore International and bought a stake in Atari with the aim to revive its consumer division.
http://www.develop-online.net/news/4...l-dies-ages-83
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April 12th, 2012, 01:30 Posted By: wraggster

[Quinn Dunki] just reported in on the latest iteration in her computer project which is called Veronica. This time she added RAM to increase the VGA performance of her build. Like just about every other part of the project, [Quinn] knew what she wanted to do, but had to overcome a lot of issues along the way.
The goal is to implement a 256×240 display with 8-bit color depth. [Quinn] says this is on par with game console technology from the 1980′s. The problem is that the 10MHz AVR controller can’t really keep up with the scan rate of this size of display. The answer is to add RAM which stores all of the color data, the microcontroller will simply advance the address pointer on the memory chips to match the sync rate of the VGA output.
After hooking up her hardware design she gets a screen full of uninitialized pixel data. But moving from there to the final product seen above was quite frustrating. It turns out that noise on the breadboard was most of the problem, further compounded by entire breadboard row which wasn’t contacting the wires to make the temporary connections. A bit of jockeying for position and by Jove, she’s got a boot screen.
That breadboard sure has become crowded since her first VGA experiments.
http://hackaday.com/2012/04/10/veron...own-boot-logo/
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April 12th, 2012, 22:29 Posted By: wraggster

We’re going to have to take [Mike's] word for it that he built Conway’s Game of Life with high-definition video output. That’s because this screenshot is his only proof and it looks a bit fuzzy to us. But we are interested in the project which used an FPGA to generate a 1080p VGA output of the classic programming challenge.
One of the biggest benefits of using an FPGA for this application is the hardware’s parallel processing ability. For every frame of the game, the area around each living cell must be analyzed to produce the next evolutionary step. Most of the time this means processing all of the pixels in the playing area, which is the case here. [Mike] is using VHDL to program a Papilio Plus which has a Spartan 6 chip on it. He separated his code into the different components when writing about it. This makes it easy to find the chunks relating to the game if that’s what you’re interested in. If you just want to see how he implemented the VGA interface that’s well documented as well.
If you’re not familiar, Conway’s Game of Life has simple rules regarding when a cell will live, die, or be reborn. As [Mike] points out, every programmer should give it a shot at some point. We’ve seen many iterations from the very large to the very small.
http://hackaday.com/2012/04/12/conwa...of-life-in-hd/
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April 13th, 2012, 23:41 Posted By: wraggster
Atari offers $50,000 grand prize for iOS re-imagining of the classic game
Atari is looking for help bringing Pong to the App store.
The Pong Indie Developer Challenge offers contestants a shot at winning "up to 100,000" for their new take on Atari's most iconic game.
Contestants should submit their idea for a mobile Pong title, to be released on iPad, iPhone, and iPod touch, by Sunday, April 15.
Twenty semi-finalists will be announced on the 24th of April, who will assemble a team and begin work on their game.
The ten finalists, announced June 19th, will be highlighted on Atari's Developer Spotlight, recieve full three year revenue-share publishing agreements including marketing and PR support, and cash prizes based on their final standings.
http://www.develop-online.net/news/4...-dev-challenge
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April 16th, 2012, 00:07 Posted By: wraggster
Aeon Genesis has announced intent and progress on translations for Shin Megami Tensei: if… and Magical Drop 2, both for the SNES. Both have been in the works for about four years, and several screenshots of each are provided at the AGTP website. SMT is roughly half-way done, with 2/3s of the script having been translated, and Magical Drop 2 is about 70% of the way there, with a major script edit in the works and a number of graphical interface elements that still need to be replaced.
Relevant Link: (http://agtp.romhack.net/)
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April 16th, 2012, 01:44 Posted By: wraggster
via http://www.emucr.com/
Virtual Jaguar SVN r417 is compiled. Virtual Jaguar is an open source emulator based on Jagem (Virtual Jaguar) for Linux, MacOS X, and Windows. The source also compiles on BeOS. Virtual Jaguar is an awesome Atari Jaguar emulator with great compatibility.
Virtual Jaguar SVN Changelog:
r414
Added switch to disable untuned tank circuit, for slower computers.
r415
Preliminary support for passing in filenames from the command line.
r416
Fix to compile on win32.
r417
Reverted win32 specific fix: wasn't necessary. :-P
http://www.mediafire.com/?4145asnmvfhzzj4
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April 16th, 2012, 02:14 Posted By: wraggster
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.

GP32
In 1996 a South Korean based company by the name of Gamepark Holdings set out to create an amazing gaming handheld. It took on many designs, but the finished product appeared 5 years later.
The Gamepark GP32 was released in Korea on November 23rd of 2001. The handheld featured it’s own limited game library developed internally, and marketed the handheld locally to keep production costs down. The games would also be placed on rewritable "Smart Media Cards" and could be downloaded from a Gamepark web site. This also helped in keeping down production costs.
GP32 had amazing technical specs for it’s time, and also allowed for other multimedia capabilities. It can be connected to any PC via USB. This connectivity allows for downloadable games, music, and other applications onto the Smart Media Cards. What also made GP32 such an impressive device was it’s open development capabilities. If you purchased and registered your GP32 on the official website, Gamepark offered free downloadable software development tools to create your own games or applications.
The open development platform sparked enormous interest in the homebrew and emulation communities around the world. International resellers and importers made the Gamepark GP32 available outside of Korea and it began to grow in popularity (GP32 manuals and firmware come in both Korean and English). GP32 would soon see several other functions such as movie viewers, firmware upgrades, overclocking, web browsing, emulation, and public-domain games. The beauty is that they are all downloadable for free.
In 2003, a company by the name of Hahotech helped produce a modified version of GP32 that offered front lighting. It was also available only in Korea, but of course importers took care of that as well. This same year a Japanese toy distributor named Mitsui established a deal to bring Gamepark GP32 to Europe. Unfortunately, the deal was cancelled as a result of Gamepark Holding’s financial status, and Mitsui’s reduction in GP32 unit requests (Gamepark had to pay to have GP32s assembled, so the more they order, the less it cost per unit. They could not financially handle the reduction)
All was not lost for European distribution. A company called Virgin Play of Spain became the new distributor. The additional year gave GamePark the capitol they needed to provide the units. On July 15th of 2004, Virgin Play began distributing a model of GP32 featuring a back-lit screen. The units were sold in Spain, Italy and Portugal for £199. International resellers also distributed them.
The GP32 was an impressive handheld that was kept alive by hardcore emulation enthusiasts, and the homebrew community.
FACT: There was yet another model called GP32 Back-lit Unit+ (BLU+). It used a different TFT screen (The Samsung original screens were apparently no longer available). This caused compatibility problems with applications that use the official SDK development tools. However, there are now BLU+ compatible applications available. The BLU+ is also reported to be a better build as far as controls and screen.
Whats the greatest GP32 Release Ever ?
More DCEmu Console History Can Be Found Here
Got a Console we havent reviewed or want to do a better review then please Post them Here
Thanks go to Dark Watcher and his old site on the now defunct PSxfanatics domain.
Previous History Topics:
3DO a History & Whats the greatest 3DO Game Ever ?
Amstrad GX4000 a History & Whats the greatest Amstrad's GX4000 Game Ever ?
Atari2600 a History & Whats the greatest Atari2600 Game Ever ?
Atari 5200 a History & Whats the greatest Atari 5200 Game Ever ?
Atari Jaguar a History & Whats the greatest Atari Jaguar Game Ever ?
Colecovision a History & Whats the greatest Colecovision Game Ever ?
Emerson Arcadia 2001 a History
FM Towns Marty a History & Whats Your Favourite Game
Intellivision a History & Whats the greatest Intellivision Game Ever ?
Neo Geo a History & Whats the greatest Neo Geo Game Ever ?
Nintendo 64 a History & Whats the greatest Nintendo 64 Game Ever ?
Nintendo Gamecube a History & Whats the greatest Gamecube Game Ever ?
Nintendo NES / Famicom a History & Whats the greatest NES Game Ever ?
Nintendo Snes a History & Whats the greatest Snes Game Ever ?
PC Engine a History & Whats the greatest PC Engine Game Ever ?
Sega 32X a History & Whats the greatest 32X Game Ever ?
Sega Dreamcast a History & Whats the greatest Dreamcast Game Ever ?
Sega Genesis/Megadrive a History & Whats the greatest Game Ever ?
Sega Master System a History & Whats the greatest Master System Game Ever ?
Sega Saturn a History & Whats the greatest Saturn Game Ever ?
Sony Playstation a History & Whats the greatest PSone Game Ever ?
Sony Playstation2 a History & Whats the greatest PS2 Game Ever ?
Treamcast - The Unnofficial Portable Dreamcast History
WonderMega/ JVC X'Eye A History
Xbox a History & Whats the greatest Xbox Game Ever ?
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April 17th, 2012, 13:49 Posted By: wraggster
The organizers of Classic Gaming Expo announced today that the 2012 Classic Gaming Expo will be held August 11 and 12 at the recently renovated Plaza Hotel in Las Vegas, Nevada. The show’s historic ties with Las Vegas, and specifically the Plaza Hotel, made it the obvious choice to play host to this year’s convention.
“We were surprised to hear from many of our attendees and celebrity guests alike that they miss the old-school charm of the Las Vegas Downtown area,†said Joe Santulli, co-organizer of Classic Gaming Expo. “We have a lot of history with the Plaza Hotel as they hosted our show from 1999 through 2003. After seeing the work and improvements that they did during their remodeling, there was no question that it was time to bring the show home to the Plaza.â€
The Plaza Hotel is located at the top of the amazing Fremont Street Experience, home to numerous shops, casinos, concerts, and the amazing Viva Vision light display. The Plaza recently purchased the assets of the aborted Fontainebleau Hotel project and completely overhauled their rooms, shops, convention area and casino. According to Santulli, the vast amount of things to do in Las Vegas should appeal to those attendees that make Classic Gaming Expo part of their family vacations.
Over the past fourteen years, people from all over the world have attended Classic Gaming Expo to see the latest offerings from the various exhibitors, visited the world’s largest and most comprehensive video game museum, played classic and modern games, and met the luminaries of video gaming’s past and present. “The excitement and response to this year’s show has been astounding,†stated show founder, John Hardie. “One quick look at the list of vendors and celebrities on our web-site and you’ll see why 2012 is shaping up to be the greatest Classic Gaming Expo ever. In addition, our museum collection has grown immensely and will surely be one of the major highlights for every show attendee.â€
Classic Gaming Expo is open to people of all ages with an interest in video games – both classic and modern. Information about ticketing, attendance and past events is available at www.cgexpo.com.
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April 18th, 2012, 23:24 Posted By: wraggster
In recognition of the huge influence the ZX SPECTRUM computer has had on an entire generation in the creative and scientific fields, in the UK and beyond, SCI-FI-LONDON (The London International Festival of Science Fiction and Fantastic Film) will honour Clive Sinclair’s invention in a light-hearted ceremony on Saturday, MAY 5TH, 2012 at 12noon at London’s BFI Southbank.
The birthday cake (baked to a bespoke recipe by Gordon Ramsey’s former pastry chef, Beth Watts) will be presented as part of HORIZONS: A CELEBRATION OF THE 30TH ANNIVERSARY OF THE ZX SPECTRUM, the festival’s weekend-long FREE event, at the BFI South Bank.
The little machine that plugged into the living room telly will be honoured in a rich blend of fun, memories, and future-gazing. Visitors who were there the first time round will be able to play some of their favourite games and share their memories, whilst the generation who are only just beginning to scratch the surface behind their software can road-test the new RASPBERRY PI. These innovative new computers are currently like gold-dust as demand has far exceeded supply. They are credit-card sized computers which also plug into your TV and a keyboard. The inventors want to see them being used by children all over the world to learn programming – a very hot topic of educational debate currently.
Speakers and performers over the two days, include: Dylan Smith: demonstrating the amazing Spectrum-to-Twitter client Saul Metzstein: director of BBC film Micro Men discusses his influences from the golden age of 80s computing Matt Westcott: running the Chiptune music workshop – how to make music with the Spectrum Dr Bill Marshall of RS Components demonstrates the workings of the Raspberry PI. Matthew C. Applegate: the musician, teacher, and author on how the Spectrum gave birth to a generation of programmers MJ Hibbett: performing Hey Hey 16k and other evocative songs!
Louis Savy, Festival Director for SCI-FI-LONDON says:
“As well as screening great science fiction, we are also serious about promoting science fact. Where one meets the other is where all the fun happens. The 30th birthday of the ZX Spectrum gives us an opportunity to promote the best in computing innovation today as well as celebrating the halcyon days of Sir Clive’s ground-breaking machine. We hope people will enter into the spirit of the weekend and come along to the BFI to play. We’re hoping the next little Sinclair will find her way to the Southbank and have a go on a Raspberry Pi.â€
Paul Squires, for Imperica, producers of the events says: “We're delighted to be working with SCI-FI-LONDON and the BFI on this celebration of one of the greatest machines – and greatest eras – of British computing. It helped to form and shape the career of many of the UK's creative and technical leaders, and continues to enjoy a lively, vibrant 'retrogaming' scene. With the Raspberry Pi, it's great to see this 'homebrew' culture coming back. Horizons is very much a celebration of the Spectrum and what it gave to us, and given that the event is free, we are looking forward to a well-attended and enjoyable two days.â€
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April 18th, 2012, 23:54 Posted By: wraggster
The game that launched a multi-billion dollar franchise is now laid bare for your hacking pleasure. [Jordan Mechner] just posted the once-lost source code for Prince of Persia. This game was ground-breaking for its use of rotoscoping to mimic the movements of an actor (in this case it was his younger brother). Oh, and it’s a ton of fun to play.This comes at an appropriate time since yesterday was the the 35th anniversary of the Apple II release. PoP was written for that platform but should be easy to get running on an emulator if you’re just interested in cloning the repository so that you can play it through once again. Interestingly enough, the source code went missing for many years. [Jordan's] been looking for the original source code for a decade. Turns out his Dad came across a cardboard box with some original copies of the game in it and shipped it off for [Jordan] to take care of. Inside was a set of 3.5″ disks that are pure retro gold.So here’s your chance to inject yourself into the game. The question is, will you be the Prince or will you be Jaffar?http://hackaday.com/2012/04/17/origi...code-released/
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April 19th, 2012, 01:09 Posted By: wraggster
35 years ago this week, at San Francisco's first West Coast Computer Faire, a tiny startup named Apple demonstrated its new personal computer, the Apple II. It was the company's first blockbuster product — the most important PC of its time, and, just maybe, the most important PC ever released, period."
http://apple.slashdot.org/story/12/0...turns-35-today
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April 20th, 2012, 23:48 Posted By: wraggster

If you’ve been trying to think of stuff you can do with the DCPU-16 this may inspire you to write a clone of a classic game.
This version of Pac-Man was written using a sprite system with a 16 color pallette. It runs in an HTML-based emulator, so you can even monkey around with the assembly code to help you figure out how it works. But if you’re not into writing code that is this machine-close, you can just click the ‘run’ button and use your keyboard arrows to play through a level or two. You’ll notice there’s only one game board available so far and some things are still missing like that familiar waka-waka as he gobbles up the dots. Let us know if you mange to extend the features of this version.
In case you missed it, this emulator is running the DCPU-16 spec from Notch’s new game, 0x10c (. We have no idea how that’s going to shape up, but getting in on the game early will pay off it turns out to be as popular as Minecraft.
http://hackaday.com/2012/04/20/dcpu-16-running-pac-man/
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April 23rd, 2012, 19:46 Posted By: wraggster
Today marks the 30th anniversary since the invention of Clive Sinclair’s seminal home computer, the Sinclair ZX Spectrum.
To honour the device and its impact on the development of home computing, the device has been honoured with a Google doodle depicting George and the Dragon (as it’s also St. George’s Day) in 8-bit graphics.
Predated by the ZX80 and ZX81, the ZX Spectrum was the third device to have been made by Sinclair, but it was the first to be aimed at the home market. On release, it was available in two models, the 16KB which cost £125 and the 48KB which cost £175 and was marketed against the BBC Micro.
Since then, the device has achieved cult status with over 23,000 software titles released for the platform (including 90 made in 2010) and earned its creator Clive Sinclair a knighthood for ‘services to computing’.
http://www.pcr-online.biz/news/read/...versary/028239
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April 23rd, 2012, 19:51 Posted By: wraggster
 [Joe] sent us an email to show off his latest build. Tank Wars is the beginning of a video game/robot hybrid. You control the tank via an iPad, telling it where to go and how to fire. You have real life targets, in this case another robot. When you hit your target, the interface is updated with game stats. Currently, this is only a step past being a wifi controlled robot. [Joe] is working on making the game part of it a little more interactive.
The tank and the target are both run by Arduinos with RN-XV WiFly modules. The tank has obstacle avoidance both forward and backward, which, from the video, seems like it might make navigating a bit challenging at times. The iPad interface is just a web page, so it could really be used on any device. This is pretty cool, we can’t wait to see how he proceeds from here.
http://hackaday.com/2012/04/23/tank-...-physical-bot/
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April 24th, 2012, 23:50 Posted By: wraggster

[Daniel] wrote in to tell us about his PIP-Boy 2000 prototype. While most PIP-Boy remakes we’ve seen tend to be focusing more on the aesthetic side, like a prop, [Daniel] is attempting to make a functional one. He has included a GPS sensor, RFID reader, and radiation detector in his build but did choose to stick with the familiar PIP-Boy visual theme in the menus. He has a very long way to go if he wants it to do everything the PIP-Boy from Fallout did, but his list of semi-functional features is growing steadily.
Currently there are the basic functions of:
- automapping and waypoint navigation
- external PC interface
- inventory status and item recognition (using RFID)
- player experience (adds experience as you go to new locations)
- ambient radiation
- screensaver
Let us know when you get that sucker to stop time [Daniel]
http://hackaday.com/2012/04/24/pip-b...ion-over-form/
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April 25th, 2012, 02:30 Posted By: wraggster
 Bummed that you won't be making it out to E3 this year? Well, at least you'll be able to console yourself with your very own tiny iPad arcade. According to Ion, the iCade Core, the latest in the company's line of nostalgia-inducing Bluetooth tablet controllers, will be shipping to UK customers in mid-June for £49.99 ($81) a pop. The iCade Mobile will be hitting right around the same time for the same price. Now you'll finally be able to experience Pac-Man the way it was meant to played: on a tablet attached to an oversized joystick.
http://www.engadget.com/2012/04/24/i...r-you-in-june/
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April 27th, 2012, 01:07 Posted By: wraggster

No, it’s not just another MAME cabinet build. [Le Chuck] over on the arcadecontrols.com forum built a fully functioning 1/6 scale replica of the classic 1983 Atari arcade game Star Wars.
The hardware is a CAANOO Linux-based portable media player running an emulation of the classing 1983 Star Wars video game. When [Le Chuck] turns his cabinet on, MAME4All boots up and goes directly into the game.
Because there are no 1/6 scale arcade parts, [Le Chuck] needed to fabricate most of his build from scratch. The case is basswood, along with the very-accurate light up coin slot doors. The joystick for the game was a bit tricky; the Star Wars game used an X Z joystick modeled after the yoke in the cockpit of an X-wing. To build this joysitck, [Le Chuck] took apart a few pots and crafted the joystick out of thin sheet metal. The controls operate exactly like the original, only in 1/6 scale.
After the break you can see the video of this incredible build in action.
http://hackaday.com/2012/04/26/micro...a-work-of-art/
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April 28th, 2012, 23:00 Posted By: wraggster
Retro emulation-based handheld GameGadget has had its RRP slashed from £99.99 to £59.99.
Makers Blaze say the move is due to “phenomenal demand and supportâ€. Furthermore, the company has said it will refund all current owners £40 to make up for the price drop.
“Demand and support for GameGadget has been phenomenal taking us completely by surprise,†GameGadget creator Jason Cooper stated. “It has enabled us to secure significant cost savings on future production, well ahead of schedule.
“As we are serious about GameGadget becoming a “must have†gadget, that everyone can afford, we are therefore passing on our cost savings immediately.
“From day one we said we would be honest with our customers. We shall be refunding all customers the equivalent value of today’s price drop. They and future customers can now be confident that GameGagdet has reached its optimum price, in record time. There will be no further price reductions.â€
Since launch the device has been beset by problems, including a software issue that prevented it functioning correctly out of the box.
Some owners have also been angered that, for the time being at least, only 30 titles are available for the machine, all of which are Mega Drive titles priced at £4.99 a piece.
Blaze is marketing the download service as “the gaming equivalent of iTunesâ€.
http://www.mcvuk.com/news/read/blaze...-owners/095178
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April 29th, 2012, 23:55 Posted By: wraggster
 Product delays that push back release dates a full year are never good. What's worse? When that product finally does launch and even someone inside the company votes against it. That's exactly what's going down with the CT510 GameBox, the Eedoo Kinect competitor for the Chinese market. Though it's gone through a fair share of reincarnations before arriving at its current config (it was formerly known as theeBox), the final package has a dual-core CPU, a minimum of 250GB in HDD storage and a 3D GPU, and comes pre-installed with eight games and ten apps. All told, it will cost a cool 3,799 yuan ($600) when it ships on April 29th -- some very ambitious pricing, considering that the imported Xbox with Kinect (the console isn't officially available in China) already sells for about $459 in China, according to M.I.C. Gadget. A director from the Lenovo-backed company seems to agree: in a Sina Weibo poll asking users whether they'd buy the product (pictured after the break), he selected the answer, "No way! Price-to-performance ratio too low." Though to be fair, the gentleman later clarified that it was an honest mistake, and that his company is targeting the high-end family users instead of the core gamers. Well, we shall let the sales figures do the talking.
http://www.engadget.com/2012/04/28/l...onsole-launch/
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April 30th, 2012, 00:13 Posted By: wraggster
 Halo may have made its way to the Atari 2600, but wouldn't porting a retro game to this '70s-era console be more appropriate? MAKE Magazine has the skinny on former Atari dev Scott Williamson's port of the Cinematronics shooter Star Castle. Though Atari execs decided the title was too complicated to bring over in the '80s, Williamson took it upon himself to make that transition possible. The result of some serious coding is 8K of ROM and 128 bytes of RAM's worth of good ol' space war. But he didn't stop there -- he redesigned the cartridge with a transparent casing and LEDs that flash during gameplay. Click through to the source link for the full step-by-step.
http://www.engadget.com/2012/04/27/s...le-atari-2600/
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April 30th, 2012, 00:15 Posted By: wraggster

[Kyle] and an a few of his classmates are wrapping up a microcontroller interfacing class at Purdue and thought it best to send in the . It’s a version of Super Smash Bros. made by just bitbanging pins on a microcontroller.
The hardware for the project is based around a Freescale 9S12c32, an updated version of the 30-year-old M68HC11 microcontroller. For the controls, the guys used a Playstation 2 joystick and buttons housed in an Altoids box, and the actual console is made out of strips of wood stapled together to look like a crate from Super Smash Bros.
There are nine playable characters: Pikachu, Captain Falcon, Yoshi, Donkey Kong, Mario, Luigi, Link, Kirby, and Fox. Despite these characters being only four pixels high, the game looks extremely playable (at least when two players don’t choose the same character). After the break is the video demo of Super Smash Bros: Bitbang edition, along with a gallery of pics showing the console and gameplay. All the code is up on GitHub for your perusal.
http://hackaday.com/2012/04/29/bitba...er-smash-bros/
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April 30th, 2012, 01:25 Posted By: wraggster
This week saw the 30th anniversary of the launch of Sir Clive Sinclair's legendary ZX Spectrum - the more powerful, full-colour follow-up to the seminal ZX80 and ZX81 - and a genuine gaming phenomenon.While the Spectrum's place in gaming history is indisputable, it was not the only computer launched in 1982 that offered a generational leap in power over its predecessor; later that year, the brilliant Commodore 64 arrived to replace the lacklustre VIC-20. Coming in at over twice the price of the 48K Spectrum, the C64 wasn't cheap, but it was packed with custom hardware clearly aimed at offering arcade-style gameplay to the home computer audience. While the Spectrum dominated sales in the early 80s, the C64 began to catch up and thus the scene was set for the first great platform conflict: the basis for thousands of classroom arguments and countless playground brawls.So with the benefit of hindsight, which was actually better - the ZX Spectrum or Commodore 64? On the face of it, from a technical perspective there's no real contest here. While the Spectrum enjoyed a resolution advantage, the C64's VIC-II graphics chip offered hardware scrolling and sprites that weren't available on the Spectrum, while the impressive three-channel SID chip annihilated the efforts of the poor single-channel speaker embedded in the Sinclair machine - and it was the C64 that helped define the chip-tune musical genre that is still going strong today. In short, one machine was designed primarily with home computing and programming in mind, while the other had advanced custom hardware dedicated entirely to smoother, richer graphics and vibrant sound."Commodore spent a huge part of their efforts developing the audio and video chips. Why else would you put them in there if it weren't to make games?" says ex-ZZAP! 64 reviewer, erstwhile C64 games dev and current studio head of Ruffian Games, Gary Liddon."The VIC-II chip seems to be built off of concepts that were already fairly common in arcade machines; mainly sprites and smooth scrollable screens made from character sets. Contemporary arcade titles like Scramble already had similar capabilities."Jason Page, the ex-C64 coder and musician for developer Graftgold, now heading up Sony Europe's audio R&D department, concurs with Liddon's assessment."I'd think that if the C64 was aimed at education and learning to program, then it certainly got it wrong - C64 BASIC was essentially a load of POKEs. I'd say that there was certainly an 'entertainment' element in the C64 design. If Commodore expected it to be used for games, I guess that's likely," says Page.Looking at the two major HD consoles of today, just imagine the cheaper Xbox 360 launching without any kind of graphics hardware at all, while the PS3 retained its Cell/RSX CPU/GPU combo. The technical curiosities and tweaks in visual effects work that tend to separate cross-platform games of our era would expand into an enormous gulf of difference if the same game had to run on one system with no graphics hardware support at all. To a certain extent, that's how it was back in the day on the Spectrum and Commodore 64.
http://www.eurogamer.net/articles/di...s-commodore-64
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