![]() ![]() This can be set to letterboxed by hex editing A79DA5 to 00, although the HUD will improperly scale.ĭisk/bb/ActionCommon.ar.00 contains the Mission UI from Unleashed (ui_missionscreen.xncp), however, most of the textures are missing. ![]() Additionally, the Unleashed version displays angular shadows (objects cast their shadows at an angle depending on the light source), which is not the case in Generations.Ī leftover Boolean from Sonic Unleashed for whether or not the game is displayed in a widescreen aspect ratio. This is not so on the one that is used in-game. One thing you can notice right off the bat is that the Unleashed renderer uses more intense motion blur. See the notes page for info on how to set these leftovers to appear in the game. While there are new Shader Tables and a new optimized renderer, it looks like Sega forgot to take the old ones out. More detail about this renderer and compare it to the one used in Generations. Note that this mission type is used in the 3DS version. This mission type is not listed in the developer's comments. The HUD shows an icon of Motobug, the number of enemies beaten, and the number of kills required. Sonic must destroy a certain number of enemies before reaching the goal. This mission type doesn't seem to have an effect presumably replaced by the Endless Boost skill.īreakEnemy SetMissionType("BreakEnemy", Number of enemies) SetMissionType("BoostMax", Boost Multiplier) "BoostMax" Boost Multiplier // Maximum Boost This mission type has no objectives or limitations. Some of the objectives are never used.Įxcept for "OrderDashRing" (used) and "BreakEnemy" (unused), every mission type is described by the Japanese developer's comment in the mission script. The objective of the mission is set by calling "SetMissionType" function. The mission levels have a "a" file which sets the objective of the mission. Turns Sonic into Pink Spikes- Cling to surfaces! Turns Sonic into an Orange Rocket to fly up. However, they cannot be hacked into a save file, as they are missing from the game's Skill list. Normally, they're only in this level, but there are skill entries/descriptions for them in the skills file. In Planet Wisp, Sonic can collect Wisps from Sonic Colors: Classic Sonic can use the Pink Spikes, while Modern Sonic can use the Orange Rocket. In the Characters section of the art room, there are 14 characters with biographies, however, the data includes text for an entry for Super Sonic, who's never seen in this section and lacks any other data for it in the XML files. For some reason, some of the filenames such as "hhMessage.h" is repeated many times in the exe. The game's executable is scattered with the filename of the game's source code. The dump of XML file is available in the Notes page. The XML file organizes the objects by category, so it was possibly used by Sega/Sonic Team's level editor. The game has a XML file which stores the name of each level object in Japanese, which are never seen in normal gameplay. The dummy- is just a pixel of that respective color. ![]() Within an unpacked bb3.cpk is an Application.ar.00 which contains these files: See if the debug options can be re-enabled and if so, see if they still work.Do you own the plain-text versions of those Lua files? If so, please upload it! There might still be unused elements.Images from the Sonic Unleashed debugger remain in the game. ![]() However, the game will get stuck at the last frame of "Sonic is falling" intro animation. If the debug initialization is entered AND the variable g_IsDebugSequence is 1, the lua script will try to enter the debug menu screen mode (MODULE_DEBUGMENU) instead of the hub world (MODULE_PLAYABLEMENU). If the debug initialization (MODULE_DEBUGINIT) is entered from the title screen without setting g_IsDebugSequence to 1, the game will enter the main game, but with no visible changes. In addition, this flag is reset to 0 when the game enters the title screen. However, the game will get stuck at a black screen, because the game requires displaying the Havok logo to successfully initialize the game. If this value is 1, the Lua script will boot directly into the debug initialization (MODULE_DEBUGINIT) instead of the start of logo sequences (MODULE_NOTICE_CESA). (Source: evilhamwizard (Plain-text a)) global("g_IsDebugSequence", 0) - デバッグシーケンスフラグĪt the beginning of the file, there is a variable named "g_IsDebugSequence". 8.4 Leftover Unleashed Renderer and Shader Tables.6.5 PAMxx_Dummy_A_wav.aax through PAMxx_Dummy_M_wav.aax. ![]()
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![]() ![]() “Although this somewhat mirrors our ocean today, the world in our fiction is one more attuned to the tie between the health of the ocean and the health of our planet.” “When our game begins, some areas of the ocean are under significant pressure and disruption, while others are showing revitalization following increased global action to mitigate human impact,” Angst said. With that sense of realism, E-Line Media considered the very real threats the ocean is facing. Hudson also noted that this process means being able to shift ideas while in development - being “agile.”Ī screenshot from Beyond Blue Image: E-Line Media The further into the future you go, the less confident you can be about landing an accurate prediction in such a huge possibility space.” But the further out you get, the less you’re able to predict from a stable state it’s a bit like the butterfly effect, where the ripple effects of small changes grow bigger and bigger over time. “So if you do enough research, you can be pretty confident about projecting 5, 10, or even 15 years forward. “Life and technology usually make iterative leaps - even if something seems mind-blowingly new, you can usually trace back a number of smaller steps that led there,” Hudson said. Legion game director Kent Hudson told Polygon that it’s easier to develop these near-future worlds, “because you get to start with total knowledge of the current state of the world and iterate from there.” Watch Dogs: Legion, the upcoming Ubisoft hacker adventure game, is set in a future London - somewhere in the near-future. Instead, the team focused on the fantasy of Neo-San Francisco, where “espers, sapient robots, and hybrids are like colorful sprinkles on some ridiculous cake in ROM, a fun sweet thing to have around in an otherwise largely deceitful and unhealthy world.”Ī promotional image for Watch Dogs: Legion Image: Ubisoft Toronto/Ubisoft “Dreadful, we’re already pretty much living it now- it’ll just be more streamlined,” James quipped. James noted that MidBoss had chosen to move away from what San Francisco might actually look like in 40 years, when the city “might be completely wiped of what remaining charm it even has left,” a place where tech makes life more boring and streamlined. The high-tech world - with colorful, advanced beings - worked for the game, but the team didn’t want the scenery to be too bleak. But by moving only 40 to 50 years in the future, the city of Neo-San Francisco, where the game is set, will still feel familiar in some ways. In a world set 200 years from now, the options feel limitless. Because it’s set in the near future - one that’s within this generation - James said the team had to balance how high-tech the world feels. On the surface, it’s visually reminiscent of “the future,” one that looks high-tech and advanced. MidBoss’ 2017 release, 2064, certainly hits those design goals. He continued: “The visual goal of 2064 was to present a future that looked a little bit like today, just with more cybernetics and genetically-altered people walking around, and maybe a few pieces of tech retrofitted into older building structures.” Neurodiver main characters ES88 (left) and GATE (right) Image: MidBoss We asked game developers and creative teams about the process of creating future worlds. Video games have to be built in ever-changing technology, and yet science fiction games about the future manage to encompass all of these themes, imaging worlds across the spectrum. It’s not always about flying cars and cybernetically enhanced bodies, but, of course, that’s cool, too. That’s what makes designing the future so hard the definition is always changing. Other times, these worlds are set so far in the future that they’re nearly unrecognizable. Sometimes these are near-future worlds, ones that are only slightly off from our own. ![]() Science fiction is a study of future worlds. Follow along as we deep dive into the great unknown. What does the future hold? In our new series “Imagining the Next Future,” Polygon explores the new era of science fiction - in movies, books, TV, games, and beyond - to see how storytellers and innovators are imagining the next 10, 20, 50, or 100 years during a moment of extreme uncertainty. ![]() ![]() ![]() Video quality: Dashcams record video in SD, HD and 4K. Recording resolution: 3840 x 2160 pixels.That one records in 2k rather than 4k so your footage isn’t quite as sharp but it’s still leaps and bounds above many other dashcams on the market. If the Thinkware U1000 is slightly out of your price range, the Q800 Pro is a little bit more affordable. On the downside, it’s expensive, bulky and isn’t the most attractive device to look at. It’ll also warn you about upcoming speed cameras and has GPS built in, so if an incident occurs the exact location will be recorded in the video footage. The lack of screen does make it fiddly to set up though, and it’s crucial it’s positioned correctly to ensure it alerts you when you drift out of your lane or drive too close to the car in front. On test, it recorded sharp 4K video, both during the day and at night. If you prefer a dashcam without a screen, this is the best you can buy. Recording resolution: 2560 x 1440 pixels.A 256GB card can be bought on Amazon for around £20. ![]() However, it only has an adhesive mount rather than a suction mount, which is fiddly to detach if you want to use the dashcam in another vehicle, and you’ll need to supply your own microSD card. We love that the charger comes with two USB sockets, so you can use the dashcam at the same time as a satnav or charging your phone. It’s compact, has a two-inch screen and voice control. It warns you if you’re too close to the car in front, are drifting out of lane, or if you haven’t noticed the traffic ahead of you has started to move. Its 180 degree lens makes it suitable for stretches of motorway that have more than three lanes, too. While this dashcam doesn’t record in as sharp a quality as our winner, it’s still very clear – especially during the day. ![]()
![]() We offer a Price Match Guarantee, and QuickQuote form, to make purchasing quick and easy. Unlike Amazon and other retailers who may also offer The Fox Went Out on a Chilly Night books on their website, we specialize in large quantities and provide personal service, from trusted, experienced, friendly people in Portland, Oregon. All standard bulk book orders ship FREE in the continental USA and delivered in 4-10 business days. This book title, The Fox Went Out on a Chilly Night, ISBN: 9780385376167, by Peter Spier, published by Random House Children's Books (September 9, 2014) is available in hardcover. In this glowing, restored vision of Spier’s beloved classic, follow the wily fox as he roams a sleepy New England town in search of a meal, with tones and textures so vivid you can almost hear the crackle of crisp fall leaves and the ripples of the river in the moonlight. ![]() Over fifty years after he won a Caldecott Honor for The Fox Went Out on a Chilly Night, legendary illustrator Peter Spier went back to this time-honored favorite to paint the half of the book that was originally printed in black and white. " finely detailed, action-packed New England autumn vistas are almost startlingly beautiful." - The New York Times ![]() With its art restored and colorized by Peter Spier, a beloved Caldecott Honor Book regains its original glory in this reissue of a spirited take on a classic American folk song. Lewis George Orwell Mary Pope Osborne LeUyen Pham Dav Pilkey Roger Priddy Rick Riordan J.
![]() ![]() Sidewalk café permit area cannot be used for storage of any café elements, such as tables and chairs, when it is not in operation. ![]()
![]() I feel both theses games do different things and are appealing to two different groups. Mortal Shell feels like a demo in comparison to Hellpoint, but I still think it's an impressive showing from an indie developer, and I'm looking forward to seeing what they come up with next. (I'm not very good at video games, if that's not already abundantly clear.) Black Cerberus probably took me 100 tries to beat, maybe more. Again, I'll reference The Surge to state that THAT game may be more difficult, in its final levels, than almost anything. It's lighter than a lot of the soulslikes I've played. Once you get the hang of it, the game is much, much easier - but it's certainly punishing for the first few hours. The combat, especially the "shell" mechanic, is engaging and interesting. I haven't beaten it, but I'm pretty close, and I'll say that I think the game looks gorgeous and is a lot of fun. That being said, I do want to defend Mortal Shell a bit. I think The Surge nails this as well, but it's not in Mortal Shell. And that's another thing that Hellpoint gets right that few souslikes do - the sense of dread and fear. You're always curious about (and more than a little scared to discover) what's lurking around every corner. The sense of exploration in Hellpoint is incredible. Hellpoint is far superior to Mortal Shell, I agree. If anyone asked me which game to go for, it would be Hellpoint for sure which comes closest to the spirit of Dark Souls 1. I can't for the life of me understand why Mortal Shell got rave reviews while Hellpoint had a more subdued welcome from the critics. And though like Mortal Shell, enemy and boss variety in Hellpoint could have been more and are nothing to write home about, the great exploration made up for it, with many secrets. I mean, it gave me a real immersion of being in some alien world. ![]() I remember my jaw dropping when I saw the black hole close up in the Observatory and the otherworldly stairs of the Solar Promenade. In contrast, Hellpoint had some amazing level design. If you have an immersive level design, you can certainly overlook poor boss and enemy designs, but Mortal Shell couldn't accomplish it. I liked the Obsidian level, it was the part that redeemed the game for me. I think what Mortal Shell greatly suffers from is the short duration combined with very dull environments. Seriously, you can just do that and even beat bosses. Also, the game is literally broken if you just sprint attack every enemy you see. But bland environments except perhaps 1 area, poor boss design and too short a duration plague this game. I used Tiel with Hammer and Chisel which made it fun. The only thing good about Mortal Shell are the Shells which offer variety in combat. ![]() Really got to hand it to the devs for showing how to make an exciting game on a lesser budget. And having played the latter game, I can seriously say Hellpoint stands head and shoulders over Mortal Shell. I played Hellpoint first and just finished Mortal Shell. I felt like I was playing a souls-like with guns instead of blades when I played Remnant, and I still think of it as a game in the souls-like category.Īnd how does hellpoint (with guns) make you feel? tbh its the first time i hear this, i mean i like the game, its a nice game but its more serious sam than souls.The two most significant Soulslikes this year were Hellpoint and Mortal Shell. Remnant was no souls like as in didnt play like souls thats for sure Originally posted by ZAToM - whats good in the HOOD:why? what happened to remnant? i thought it was successfull and well received or did something happen? ![]() ![]() Instead of “Boy, I’ll need a lever to open this valve!” you get something more “I can’t get a grip on this with my hands.” There were a couple of instances like this in the demo, where I was encouraged because I was on the right track, but not given an overt clue as to where to go next - because 3 Minutes to Midnight also eschews the character saying something out loud to help you, like “Hm, the citronella is sort of working… If only I had a way to do with it!”. I kept thinking that I was basically doing the right thing, and couldn’t figure out what was missing. Partially because I am an idiot, but also because I have this learned behaviour that I can’t do a thing in a game unless it’s the right thing to do, I got stuck in a loop. I picked some up and tried to use it on the mosquitoes, and Betty rubbed it over her arms and noted that the mosquitoes didn’t bite her that time - but she still couldn’t walk past. So then I had a big pool of citronella-y sludge. I’d found some lemongrass, and there was a mangle right by said insects, and I know what citronella is. In 3 Minutes to Midnight, y’have to get past a big cloud of mosquitoes. 3 Minutes to Midnight is one of a very few games that lets you try stuff that sort of works, but isn’t quite right. If it’s neither of those, you’ll get an “I don’t want to do that,” or some other verbal clue telling you that tieing a harpoon to a bottle or whatever won’t work. Most puzzle games won’t let you do a meaningful interaction unless it’s a) funny or b) part of a puzzle solution. 3 Minutes to Midnight does this too, but takes it a little further. Recent point and click games, from your Thimbleweed Parks to your Unavoweds, have figured out that puzzles actually following some kind of logical thread make for ultimately more satisfying solves for the player. In one of the Legend of Kyrandia games you have to USE Teddy Bear WITH T-Rex to escape a lava cave. See, while DotT and the like taught me how to solve puzzles in games, that lesson boiled down to “trial and error”, because often the solution to a puzzle would be so obscure that it wouldn’t even make sense if you squinted. The game has a cool Saturday morning cartoon vibe to it that I was really into.īut the crux of a puzzle game are the puzzles of course, and Scarecrow have taken a slightly different approach. I was also a fan of what developers Scarecrow Studio describe as “high-def cartoon art”. She had a strong Laverne from Day of the Tentacle vibe. The cast of characters was suitably wacky: a raccoon, a man in a diving suit hunting a lake monster, and a girl playing host to three different personalities. I got to play as her in a short segment of B plot, so as not to spoil any of the puzzles in the main story. ![]() That’s, like, two retros for the price of one.īetty Anderson, a plucky amnesiac teen, is one of two playable protagonists. In this case the game is set in the ‘40s, and the character I played is wearing a poodle skirt and a letterman jacket. Point and click puzzle adventures have had a bit of a resurgence over the last few years, and it seems like every one of them kind of markets itself like it’s the first one to bring back the genre (3 Minutes to Midnight’s Steam page says “Yeah, puzzles - remember those?”, as if there hasn’t been a single puzzle in a game since 1989). Those old Lucasfilm/LucasArts ones like Day of the Tentacle and the Monkey Island series were some of the first games I ever played, and they taught me how puzzles in games are supposed to be solved. I played it at EGX last weekend, because I really like PnCs, as we purists definitely call them (do not check that). ![]() 3 Minutes to Midnight is not, as my brain keeps suggesting, a sequel to a classic Maiden track, but a point and click adventure game. ![]() ![]() It's free, compact, and portable totally easy to use and versatile enough to be a significant step up from the Old School. The next time we clicked the program's stopwatch-face icon, Cook Timer opened immediately.Ĭook Timer is the sort of utterly simple and reliable tool that just about everyone will need once in a while. We closed Cook Timer and clicked it open again, only this time we deselected the option to display the file-opening dialog each time. Likewise, clicking Automatic restart caused the timed cycle to repeat continuously. Selecting Ring forever caused the audible notification to repeat endlessly in other words, Cook Timer keeps on beeping until you click Reset. When the time elapsed, a beeper gave a few brief chirps to notify us. Cook Timer counted down the time and also displayed a green progress bar. We clicked custom, set the timer for five seconds, and clicked Start. Estimated number of the downloads is more than 1,000. Latest version of Kitchen Timer is 2.2.0, was released on (updated on ). ![]() Kitchen Timer is free House & Home app, developed by Funky Qubits. Aside from checkboxes titled Automatic restart and Ring forever, there's just Start and Reset buttons to deal with: No options, properties, Help file, or anything resembling a bell or whistle, except of course the beeper that signals time's up. On this page you can download Kitchen Timer and install on Windows PC. Presets let us quickly select 3, 5, 10, or 15 minutes or a custom entry. This is about the size of a minimized media player, with prominent numerals for hours, minutes, and seconds the latter to hundredths. So, you can use it for a diversity of recipes. It has a long time range of 99-minutes 59-seconds. Each timer has a large display and clearly labeled buttons that make usage easy. We clicked it and then clicked Run on the Open Program dialog, and Cook Timer's compact interface opened. Here Are the Best Kitchen Timers of 2023 1 ANTONKI Kitchen Timer Best Overall Buy on Amazon The value-for-money set features two ANTONKI timers for the price of one. In Distraction-Free mode, the TickTime gets at least a week of battery life or more. We downloaded and saved Cook Timer's executable to our desktop. Combined with its fast charging speed of around 3o minutes, and tiny size, the TickTime is the best personal timer for mobile usage on todays market. At 239.5 KB, it's smaller than some ringtones, and it has no dependencies so it's completely portable and runs when you click its program file, with no installation needed. But what about out and about? What takes the place of granddad's stopwatch? Cook Timer, that's what. That's great for the kitchen, you say, where you use your laptop for recipes. You can still buy either new, but it's probably quicker and easier and certainly cheaper to download Cook Timer, a free desktop timer for Windows. Your granddad had a stopwatch from his track-and-field days. Cooking Timer is a simple and free to use cooking timer assistant that alerts you for each step in cooking your meal and ensures all items finish at the same. ![]() Your grandma had a mechanical egg timer that dinged a bell. ![]() ![]() ![]() By relying on a separate battery, Nintendo is probably keeping things cheap and simple, but is also defeating the convenience of having a well-designed modern handheld. Let me know what you think of Slidepad and if you plan on trying it out. I also recommend it for laptop users, because it’s a great way to bring most visited web pages into view without having to navigate to them in Safari or another web browser. Yes, the facepalms-get-edited-to-cute-puppies thing is a forum quirk, but reading. Slidepad is available for a free 30-day trial download. memory card preinstalled with 500+ 3DS/NDS/SNES/GBA games Scratch free external and great working condition. that shouldve been your clue right there, lol. Buy 3DS XL Slide Pad in Singapore,Singapore. Action replay, game shark, GBA movie maker, GBA TV tuner. Instead you just whip out the adapter and charge it up. Note that Feenie referenced ray62s nonsensical post. external speakers, Printers, atttachble cameras: digi and worm cam. Nintendo’s sealed, rechargeable battery design has done away with having to root around for spare batteries, or carry a bunch of spares around. The games camera would be controlled by the second analog stick, and weapon. However, one of the most convenient things about modern Nintendo handhelds has been the ease of recharging them. Konami confirmed that the game would use the Nintendo 3DS Expansion Slide Pad. With that in mind, the slidepad will probably get you through just fine. Speaking personally, I think the most time I ever put into a handheld game was Pokèmon Red - about 96 hours worth. Nearly every handheld ever released has at one time or another decided to further extend its capabilities by tacking on an external device of some kind. But even if the device only gets 240 hours of battery life in the wild, that’s still 10 straight days of gaming. As is the case with other pieces of consumer electronics, it wouldn’t be too surprising if Nintendo had inflated those claims somewhat. While that may seem like truly breathtaking battery life, it’s important to note that this figure is reported to come from Nintendo’s own documentation. Nintendo 3DS Hacking Poll What Luma settings do you have enabled Dionicio3 22,495 19 What settings are enabled Autoboot SysNAND Votes: 66 80.5 Use SysNAND FIRM if booting with R Votes: 26 31.7 Enable loading external FIRMs and modules Votes: 8 9.8 Use custom path Votes: 10 12.2 Enable game patching Votes: 55 67. ![]() ![]() Multiple global search paths for images and articles Step-through print preview features with live data view Longest and shortest line testing with overset text verificationĭata preflight report to check for missing images and other variable assets Multi-up layout features with Cut & Stack, Label, and Cutter support Variable Master Page support ( apply or remove Master Pages using rules) Variable Article support ( an Article file contains multi-paragraph, styled text) Menu-driven rules support for text and images ( no hand-coding or programming required)Īutomatic copy-fitting of overset text, or fully expand text to fill a frameĬustom-named variable PDF files using database fields or conditional logic Supports an unlimited number of database recordsĪdvanced composition features ( variable rotation, transparency, runarounds, etc.) Works with Adobe InDesign for both Mac and Windowsįull support for variable text and imagesĬreate optimized PDF/VT and PPML files for efficient variable output The software is supported by all of the major digital press companies, including Canon, FujiFilm, Kodak, and Konica Minolta. These features include an advanced, menu-driven Rules Builder for handling conditional logic, an automatic Copy Fitting feature that will adjust text to fit an area, and Multi-up Imposition features that allow you to step out and preview your layouts without leaving InDesign, including full support for specialty modes such as Cut & Stack, Label Sort, or Duplo cutters.ĭesignMerge Pro imports data directly into InDesign layouts and produces unique, personalized output in a variety of file and VDP formats, including PostScript, PDF/VT, VPS, and PPML. ![]() There is no programming language to learn, and most importantly your VDP designs are completely unrestricted – every feature supported by Adobe InDesign is also supported by DesignMerge Pro, including type-on-a-curve, runarounds, multi-page composition, drop caps, transparency effects, Pantone® colors, and much more.ĭesignMerge also includes a number of built-in features that you would expect to find only in much more expensive packages. Of course this means that you never need to leave the InDesign application! Just select the objects you wish to make variable, and click a button. The software supports variable element references by filename, or by full path, and includes our unique Global Search Path feature that allows you to store your variable assets separately on any server or accessible storage.Ĭreating a variable document with DesignMerge Pro is very easy to do because the setup process utilizes a custom floating panel, with all of the main features accessible via the panel fly-out menu. ![]() For variable graphics, all of the most popular file formats are supported, including JPEG, PNG, PDF, and TIFF just to name a few. DesignMerge Pro can merge variable text, picture, multi-paragraph files, Word documents, MPS Tags, or even full InDesign master page information using data taken from practically any source. ![]() |
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