For most people, "changing a compiler switch" to get 64-bit builds for iOS is all you need to do. The situations where you need to make changes are the same ones that have existed for years in C, C++, and ObjC applications.
In my case, flipping the switch just triggered some compiler warnings regarding ambiguous data types like size_t where I wasn't being specific as to their size. The compiled builds still worked perfectly fine out of the box, but I was able to go in and be more specific or cast when necessary to eliminate those warnings.
An application like Infinity Blade 3 (which is the one you mention during the presentation) is fairly complex, maybe they had some native ASM code in there or something.
The WRT54GS switched to VxWorks as well. Not sure if the hack mentioned in the post works for it too.
However, the WRTSL54GS was released a few months ago. This version of the router has a USB port on it, which opens up a whole bunch of new uses when you replace the default firmware. (The Linksys firmware only allows the USB port to be used for networked storage. Third-Party firmware such as DD-WRT adds support for USB printers, and possibly other fun stuff.)
No, you don't need to buy the Broadband Adapter from Ebay. For some reason, there has been a common misconception since PSO came out that the Gamecube BroadBand Adapter was discontinued by Nintendo. It has not, and is still available for purchase from Nintendo's online store.
Really long URL link directly to Nintendo's Online store
PSO on the other hand, is rather hard to get ahold of, although I know that Play-Asia still has brand new copies of the Japanese version of PSO Episode 3 available for purchase, which are compatible. (If you've got a Japanese Gamecube, of course)
Despite this, you can still get ahold of an Action Replay and a Gamecube SD Card adapter for under $50, which requires no console modification to use SDload.
As far as the joystick goes, here's the best explaination I can give. It's a cross between a D-pad and an analog stick.
It looks and feels like an analog stick, but it needs a bit more force to move than the analog stick on a Gamecube controller, for example. Although it feels like one, it isn't an analog stick. It's digital and can only register if a direction is pressed or not. It's quite different from the digital stick found on the Neo Geo Pocket or the GP32, so it takes some getting used to.
Just a fair warning for anyone thinking about buying one.
I've got one, and it's a great device, but it sucks up batteries like nothing else. The day I got mine, I put in the set of batteries that came with it, and they lasted me less than 2 hours. I threw some brand new duracell batteries in, those lasted about an hour and a half as well.
I ended up buying some 2500mah recharagable batteries the day after I got the device, because it really does need them. With those I get battery life around 4 hours, which includes the fact that I'm turning it on and off every 5 minutes or so to test a game I've been trying to port.
The popular import store Lik-Sang isn't selling them at this point because of minor issues like that. (That, and it's fairly easy to brick them upgrading the firmware)
So if you're thinking of getting one, be prepared with good batteries or an AC adapter.:-)
This IS Mario Kart though, not F-Zero. You shouldn't be expecting insanely fast racing where half the time you aren't even right-side up.
Though if you're looking for loops and corkscrews, Rainbow Road in this version of Mario Kart has them, and it the first thing they reminded me of was F-Zero GX.
Archive.org has it, despite not being the most up to date.
It appears to be a game targeted to children ages 8 to 14, so... slashdot probably isn't the best audience to advertise this game to. But the story behind how it came to be was a nice read.
For most people, "changing a compiler switch" to get 64-bit builds for iOS is all you need to do. The situations where you need to make changes are the same ones that have existed for years in C, C++, and ObjC applications. In my case, flipping the switch just triggered some compiler warnings regarding ambiguous data types like size_t where I wasn't being specific as to their size. The compiled builds still worked perfectly fine out of the box, but I was able to go in and be more specific or cast when necessary to eliminate those warnings. An application like Infinity Blade 3 (which is the one you mention during the presentation) is fairly complex, maybe they had some native ASM code in there or something.
1. Phantasy Star Online Episode 1&2
2. Phantasy Star Online C.A.R.D. Revolution (Episode 3)
3. Homeland
The WRT54GS switched to VxWorks as well. Not sure if the hack mentioned in the post works for it too. However, the WRTSL54GS was released a few months ago. This version of the router has a USB port on it, which opens up a whole bunch of new uses when you replace the default firmware. (The Linksys firmware only allows the USB port to be used for networked storage. Third-Party firmware such as DD-WRT adds support for USB printers, and possibly other fun stuff.)
Really long URL link directly to Nintendo's Online store
PSO on the other hand, is rather hard to get ahold of, although I know that Play-Asia still has brand new copies of the Japanese version of PSO Episode 3 available for purchase, which are compatible. (If you've got a Japanese Gamecube, of course)
Despite this, you can still get ahold of an Action Replay and a Gamecube SD Card adapter for under $50, which requires no console modification to use SDload.
Although I could've sworn it was mentioned here on slashdot, I can't find it.2 /play-twlight-princess-with-revolution-controller/
But a quick search turned up this article from December:
http://www.4colorrebellion.com/archives/2005/12/2
It looks and feels like an analog stick, but it needs a bit more force to move than the analog stick on a Gamecube controller, for example. Although it feels like one, it isn't an analog stick. It's digital and can only register if a direction is pressed or not. It's quite different from the digital stick found on the Neo Geo Pocket or the GP32, so it takes some getting used to.
Just a fair warning for anyone thinking about buying one. I've got one, and it's a great device, but it sucks up batteries like nothing else. The day I got mine, I put in the set of batteries that came with it, and they lasted me less than 2 hours. I threw some brand new duracell batteries in, those lasted about an hour and a half as well. I ended up buying some 2500mah recharagable batteries the day after I got the device, because it really does need them. With those I get battery life around 4 hours, which includes the fact that I'm turning it on and off every 5 minutes or so to test a game I've been trying to port. The popular import store Lik-Sang isn't selling them at this point because of minor issues like that. (That, and it's fairly easy to brick them upgrading the firmware) So if you're thinking of getting one, be prepared with good batteries or an AC adapter. :-)
This IS Mario Kart though, not F-Zero. You shouldn't be expecting insanely fast racing where half the time you aren't even right-side up. Though if you're looking for loops and corkscrews, Rainbow Road in this version of Mario Kart has them, and it the first thing they reminded me of was F-Zero GX.
Is there any actual proof of the power savings that they claim this would bring? I'm sure someone can come up with a few examples of the opposite.
Archive.org has it, despite not being the most up to date. It appears to be a game targeted to children ages 8 to 14, so... slashdot probably isn't the best audience to advertise this game to. But the story behind how it came to be was a nice read.