RPCS3 is an interesting project that emulates the PS3 console. It is actively evolving. Recently we heard the news that the emulator learned how run all the games from the console's catalog. That's a good excuse to analyze the project. We'll see which errors remained after new fixes were added to the project.
Games and game consoles
Rock Paper Scissors
Back in 2016 an United States based music composer and performer Sergio Elisondo released an one-man band music album A Winner Is You (know your meme), with multi-instrumental cover versions of tunes from numerous memorable classic NES games. A special feature of this release has been its version released in the NES cartridge format that would run on a classic unmodified console and play digitized audio of the full album, instead of the typical chiptune sound you would expect to come from this humble console. I was involved with the software development part of this project.
This year Sergio makes a return with a brand new music release. This time it is all original music album You Are Error, heavily influenced with the video game music aesthetics. It also comes with a special extra. This time we have raised the stakes, and a new NES cartridge release includes not only the digitized audio, but full motion videos for each song, done in the silhouette cutout style similar to the famous Bad Apple video. Yet again, this project is crowdfunded via Kickstarter. It already got the asked amount in a mere 7 hours, but there is still a little time to jump on the bandwagon and get yourself a copy. In the meantime I would like to share an insight on the technical side of both projects.
We often check retro games. In our company, many developers like to find interesting projects for themselves. They feel nostalgic when they're studying these projects. But we need to run retro games on something, right? This time we checked a project that helps to run old games on modern hardware.
The latest forecast by Niko Partners shows promise that gender equality in gaming is on track to reach 50/50 by the end of 2020, as figures show a consistent rise of 4% year on year: “Female gamers are rising, making up 42% of total gamers in 2018, 46% in 2019, and forecast to be 50% in 2020, primarily on the mobile platform.” This forecast follows a report by the China Audio-Video and Digital Publishing Association last year that identified growth potential and calls for more quality games targeted at female players.
2019 saw the number of female gamers reach 300 million, contributing RMB 52.7 billion (USD 7.5 billion) or 22.8% of total actual sales revenue of the gaming industry in China. The Association’s report also identified low cost leisure games as most popular among females. Furthermore, the Gamma Data report gives China’s female game market revenue a forecast of RMB 56.8 billion for 2020, with 70% (RMB 40.1 million) of revenue deriving from mobile games.
The Chinese Mobile RPG: the Genre of Giants.
Chinese RPGs make up 56% of the top 500 grossing iOS games in China. According to data gathered in 2019 by Game Refinery’s Joel Julkunen. Let’s take a look at the genre and some important points for game developers and RPG enthusiasts to consider Chinese Mobile RPGs.
RPG or role-playing game is a game where the player plays as a character, often the main character, in a fictional game world.
This article is about the check of the OpenRA project using the static PVS-Studio analyzer. What is OpenRA? It is an open source game engine designed to create real-time strategies. The article describes the analysis process, project features, and warnings that PVS-Studio has issued. And, of course, here we will discuss some features of the analyzer that made the project checking process more comfortable.
Today we welcome Randall Steward «Randy» Pitchford II, president, CEO and co-founder of Gearbox Software video game development company.
Randy started in 3D Realms where contributed to Duke Nukem 3D Atomic Edition and Shadow Warrior. Then he founded Gearbox Software and made Half-Life: Opposing Force, which won D.I.C.E in 2000. Other Gearbox titles include Half-Life: Blue Shift, Half-Life: Decay, Counter-Strike: Condition Zero, James Bond 007: Nightfire, Tony Hawk's Pro Skater 3, Halo: Combat Evolved and of course Borderlands.
The interview team also includes editor of Habr Nikolay Zemlyanskiy, Richard «Levelord» Gray, Randy’s wife Kristy Pitchford and Randy’s son Randy Jr.
Several years ago I wrote a Pascal compiler. The motivation was simple: as a teenager, I had learnt from my first programming textbooks that a compiler is a very sophisticated thing. This claim eventually became a challenge and required to be tested by experience.
First, a simplistic PL/0 compiler came into being, and later an almost fully-functional Pascal compiler for MS-DOS has grown from it. My source of inspiration was the Compiler Construction book by Niklaus Wirth, the inventor of the Pascal language. I don't care if Wirth's views are now considered obsolete and have no direct connections to the IT mainstream, or if the compiler design fashion has changed. It is enough to know that his techniques are still simple, elegant, and — last but not least — bring much fun, since it is more appealing to parse a program source with a handwritten recursive descent parser and generate the machine code, rather than to call yaccs, bisons and all their descendants.
My compiler's fate was not so trivial. It has lived two lives: the first one in my own hands, and the second in the hands of computer antiquarians from Poland.
In video games, enemies are one of the key figures, without which a game might lose its meaning, and when it’s not only enemies, but terrifying monsters, they often create the chilling atmosphere intended by the developers. It’s impossible to imagine Silent Hill without the Pyramid Head, or Outlast without Chris Walker, and so on, you get the idea. Monsters are a cumulative image of a video game enemy, and it’s not necessarily an ugly demon or a giant spider: even an angry neighbor, like in Hello Neighbor, is a monster despite his human appearance.
This is where the reader probably asks:
what’s the point of this article?
In mid-October the Sistema_VC venture capital fund hosted a conference called Machine Teaching, where creators of various educational startups assembled to talk about technical advancements.
The special guest was Mark Pavluykosvkiy, the creator of Piper. His company created an educational computer — a children’s toy that, using wires, circuit boards and Minecraft teaches programming and engineering to children. A couple of years ago Mark completed a successful Kickstarter campaign, got a couple of Silicon Valley investors on board and raised around $11 million dollars in investments. Now he’s a member of Forbes’ “30 under 30” list, while his project is used by Satia Nadella and Steve Wozniak, among others.
Mark himself is a former Princeton and Oxford student. He was born in Ukraine, but moved to the US with his mother when he was a child. In various interviews Mark claimed that he doesn’t consider himself a genius, but simply someone who got very lucky. A lot of other people aren’t so lucky, however, and he considers it unfair. Driven by this notion, during his junior year he flew to Africa, where he almost died.
If you’re planning on designing one of these apps, there are a few steps that you’ll need to follow.
The first thing that you need to decide is who will be playing the game. This will require the player to enter the input. If more than one person is playing, they will need to enter their names. This will allow the app to keep the scores separate.