#ps2 hardware error
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exeggcute · 2 years ago
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after some trial and error I think I finally have the perfect PS2 setup for the modern gamer. behold:
PS2 (old reliable) + power cable + magicgate memory card for those eight delicious MB of storage
retrotink adapter: a must-have in my case because we don't have any TVs that support analog input. you COULD go scrounge up an old CRT instead of shelling out for an adapter but (1) I have no desire to fistfight a melee player over who gets dibs on the CRT we both spotted on craigslist at exactly the same time (2) I have nowhere to put a CRT and (3) the retrotink is sick. worth every penny imo. this thing has upscaling, lots of settings to mess with (including psuedo-CRT settings to add scanlines and whatnot), and zero lag. there are significantly cheaper adapters out there but I did a shitload of research and nearly all of them have some kind of dealbreaking problem, save for the retrotink, whose only problems are that it isn't cheap and it runs out of stock quickly because they're all made by one guy in his garage.
component/YPbPr cable: the retrotink won't accept the regular AV cable that I've had for two decades (with the red/white/yellow inputs), but apparently AV input kind of sucks so component is the way to go for quality anyway.
wingman PS2: this thing is SO fucking cool dude. if you only pick up a single item on this list let it be the wingman. being able to play PS2 games not just wirelessly but on a modern controller (dualsense ftw) feels amaaaaazing. rumble works great, pairing is easy, no lag as far as I've noticed. the only downside is that modern controllers don't have the same pressure-sensitive buttons that the PS2's dualshock did, which means the handful of games that utilize that feature won't be a 1:1 experience.
so now your wallet just took a hit on all these peripherals—but not to worry, because we're also in the golden age of PS2 piracy:
if you have a stack of compatible DVD-Rs and a disc reader for your PC, you can use freedvdboot ESR patcher to patch an .iso of almost any PS2 game, burn that patched .iso to a disc, and then run the game on unmodified(!!!) PS2 hardware. there's a handful of caveats though:
(1) not all PS2s can take advantage of the exploit; it depends on the version of your console's DVD player. atm I think all slim models are compatible, and some fat models are compatible, but people are working to crack the last few holdouts so don't lose hope if yours isn't supported yet.
(2) technically not all games are compatible either, but more games seem to work than not. games that do work are essentially indistinguishable from a legit copy, though—some of the other game piracy methods I looked into (like MC2SIO) have a lot of performance issues that freedvdboot-patched games don't seem to suffer from at all.
(3) not all DVDs are equal; someone on reddit compiled a list of DVDs that worked/didn't work with freedvdboot-patched games. (they aren't on this list, but I used Verbatim DVD-Rs and they worked fine.)
I have yet to find any good text-based guides about using the patcher, but this guy's video tutorial explains everything well. howeverrrr you can skip all the parts about "creating backups" of your "original game discs" and just use the .iso you downloaded off of Vimm's Lair lol.
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bam. not quite free since you have to buy discs, but just about. and a 50-pack of DVDs was still cheaper than any of the used copies of ape escape 3 that I could find on ebay
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anygadgetrepair · 3 days ago
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When Your Console Breaks, Don’t Panic — Get It Repaired in Birmingham
If you’ve ever had your PS5 suddenly power off mid-game or your Xbox refuse to load the latest title, you know how frustrating console failures can be. In today’s digital world, our gaming consoles are more than just gadgets — they’re entertainment hubs, nostalgia machines, and for many, even stress relief tools.
When they stop working, it feels personal.
That’s why console repair services like Any Gadget Repair in Birmingham are quietly becoming heroes of the gaming world. Instead of shelling out hundreds for a replacement or spending weeks dealing with manufacturer delays, more people are turning to local specialists for fast, affordable, and reliable repairs.
🎯 Why Console Repairs Make More Sense Than You Think
The idea of “repair vs replace” is making a comeback — not just because it saves money, but because it’s more sustainable and practical in a world where tech is only getting more expensive.
Let’s be real: replacing a PS5 or Xbox Series X is no small decision. But what if the issue is just a faulty HDMI port, overheating due to dust buildup, or a damaged power supply?
That’s where repair services shine.
Any Gadget Repair offers deep diagnostics, skilled hardware and software fixes, and even controller repairs — whether it’s Joy-Con drift or PS5 DualSense buttons gone rogue.
🔧 What Kind of Problems Can Be Repaired?
From minor nuisances to major system failures, most console issues are fixable. Some common examples include:
No Power or Random Shutdowns: Often due to PSU failures, motherboard issues, or bad solder joints.
Overheating: Caused by dust, blocked vents, or failing fans.
HDMI Port Damage: Especially common in PS4 and PS5. These ports are fragile and frequent plugging/unplugging can break them.
Disc Drive Malfunctions: Unreadable discs or stuck trays.
Software Issues: Boot loops, freezing, system update errors.
Controller Problems: Stick drift, broken triggers, non-responsive buttons.
What’s refreshing is that Any Gadget Repair also covers retro systems — think PS2, Xbox 360, Sega Dreamcast — which many repair shops don’t even touch anymore.
🛠 The Repair Process: What to Expect
Repairing your console with Any Gadget Repair is as straightforward as it is efficient:
Reach Out — Call or message with your issue. You’ll get an idea of possible causes and a free quote.
Diagnostics — Bring the device in or ship it. Diagnostics are free up to 30 minutes.
Approval & Repair — Once the issue is confirmed, you’ll receive a cost estimate. If approved, repairs begin.
Collection or Delivery — You’ll get your console back, fully tested and ready to play.
What makes them stand out? Transparency. They won’t do any repairs without your consent and are known for competitive, honest pricing.
📍 Birmingham-Based, UK-Wide Service
Located in the Great Western Industrial Estate, Any Gadget Repair serves not only Birmingham locals but also console owners across the UK. They offer mail-in options and promise a quick turnaround — no more waiting for weeks like with OEM repairs.
Their workshop handles everything in-house, ensuring quality control and consistency. And if your console isn’t worth fixing? They’ll tell you that too — no hidden agendas.
♻️ Repair Is the Future
In an era where tech is often treated as disposable, there’s something refreshing about fixing what’s broken. Not only does it save money, but it’s also a small act of environmental responsibility.
Gaming consoles are complex machines, and repairs require skill, patience, and specialized tools. Any Gadget Repair brings all three to the table — plus a customer-first approach.
So, next time your console acts up — before you panic or go shopping for a new one — consider reaching out to a repair service that actually cares.
💬 Final Thought
Gaming is joy. It’s connection. It’s escape. When your console breaks, it shouldn’t mean the end of any of that.
Any Gadget Repair isn’t just fixing devices — they’re keeping the game going.
Contact Info 📍 Unit 5B, Great Western Industrial Estate, Birmingham, B18 4QG 📞 +44 121 554 4826 📧 [email protected] 🌐 Visit Website
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ps2bios24 · 4 months ago
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Fixing Common PS2 Emulator Issues – Troubleshooting Guide
Are you struggling with slow performance, game crashes, or missing BIOS errors in your PS2 emulator? You’re not alone! Emulating PlayStation 2 games can be tricky, especially if you're new to PCSX2 or other PS2 emulators.
In this episode, we explore: 🔹 Common PS2 Emulator Problems & Solutions – Identifying issues like FPS drops, sound glitches, and more. 🔹 The Role of BIOS in Emulator Performance – Why an incorrect BIOS file can cause problems. 🔹 How to Fix the "BIOS Not Found" Error – A step-by-step troubleshooting guide. 🔹 Optimizing PCSX2 for Smooth Gameplay – The best settings to enhance speed and graphics. 🔹 Why Your Games May Not Be Running Properly – Tips for compatibility and hardware requirements.
We’ll provide practical, easy-to-follow solutions to help you get your PS2 emulator running smoothly, whether you're playing classics like God of War, Gran Turismo, or Final Fantasy X.
📌 Listen now and enhance your emulator’s performance!
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technispace · 5 years ago
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PS2 port not working is not something new that can happen with anyone working on pc. Consequences are that mouse or keyboards keys become inactive. It difficult to find out why this can happen.
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blazehedgehog · 2 years ago
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Physical or digital media?
I would be a 100% physical media person if I could help it.
There are too many stories of games getting delisted for licensing or whatever. A developer pays for a celebrity likeness or a top 40 song or a specific model of car and five years later, whoops! The rights expired! The game goes poof. It's like it never existed. Doesn't matter how good or bad the game was.
And keep in mind, even a bad game is going to be somebody's favorite, and they deserve a way to still experience it.
If you have a disc, that disc is forever (within reason). If it's a digital game, it gets deleted from that reality. Literally deleted. I bought Forza Horizon 3 on PC a few years ago because Microsoft had the foresight to warn people when it was getting delisted. And thankfully, the servers are still up, and Microsoft says they are, at least for now, committed to letting you redownload delisted games that you paid for.
But that won't always be the case, and it's already happening that some games can permanently disappear. The Wii Shop Channel is gone now. All those Virtual Console games, all those WiiWare titles, if you missed your shot to download it from Nintendo, it's gone now. Doesn't matter how much you paid. If you connect that console to the internet all you'll have is an error message. The clock is also ticking on the 3DS and Wii U eShops, which are slated to close at the end of this month.
Stadia, in its entirety, is gone. Most (not all) of those games are available on other platforms... but if you bought it on Stadia, you will have to buy it again somewhere else, and hope that one day, that too does not also go down.
There are always gestures of preservation efforts made by the community. And I'm thankful for those. The Wii Shop Channel is gone, but all of those games have been backed up by pirates years ago. Believe me, I'm no stranger to the methods used to play games like Castlevania ReBirth or Fast Racing League, which died on the Wii Shop and have never been ported anywhere else to this day.
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But there are a lot of assumptions made in things like that which may not have practical solutions. Like, how many of you reading this blog have ever tried to emulate an original Xbox game on the PC? Microsoft only lets you access a small percentage of the Xbox library through their official backwards compatibility, but what if you want to venture outside of that?
It's not an easy process. Compatibility is a mess, system requirements are all over the place, and you have to get very specific dumps to even get the games to boot at all, assuming they can actually run. Yes, the data has been preserved, but it's not worth much when you can't do anything with it or need to spend $1500 on a PC good enough to run the emulation software.
It will always be easier to own the disc and throw it in the original hardware. A lot of Sega Saturn emulation still isn't an especially easy thing to run smoothly unless you have an above average gaming PC. I'd have to spend at least $300-$400 just to upgrade my system's CPU, but a couple years ago I spent $110 on a RetroTink2x Pro and I can hook my real hardware up to that just fine.
But even that's becoming it's own problem, because all of the greasy collectors have been moving in for years now and driving prices up on even the cheapest, most recent trash. The aftermarket is all but disappearing -- up through the launch of the PS4, it used to be you could find PS2 games for pennies. Now used prices seem to stay pretty much lock step with retailer MSRP (that's the price you pay for brand new shrinkwrapped games, kids). You might be lucky to find newer games on Ebay for a couple bucks off, but it's not like it used to be.
There are more and more and more stories about grifters like WATA coming in and "officially grading" retro games to be fake collector's items, leading to awful headlines like a copy of Super Mario 64, one of the most ubiquitous and common N64 games ever made, selling for a million dollars. That's like selling a bucket of tap water for a million dollars.
Buying physical is becoming a landmine because it's feeling like if you wait too long then you're at the mercy of scalpers and grifters and "collectors" who think they can throw a loose cart of Super Mario 64 up on Ebay and get $50-$70 for it.
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A part of me wants to slap on a tinfoil hat and say that this was a plan. Ten years ago, the used games market was the enemy for a corporation like Microsoft, because it was a method to get dirt cheap games without any of that money going to them.
And though they backed off from that after it publicly damaged the Xbox brand, they are still pushing very, very, very hard to move everything to digital where the used games market does not exist. The next generation of Xbox after the one we're on right now probably won't come with a disc drive at all for how much they push the all-digital Series S in the marketing.
How do you hurry that along? Turn the used games market in to "the collector's market" where those old games like Halo 2 are much more expensive and much less convenient than just buying a digital copy of The Master Chief Collection for $20 on the Xbox Store.
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And make no mistake, it is more convenient. Speaking as someone who has moved into smaller and smaller spaces over the last seven years, there comes a very real moment where you have to get rid of pieces of your life. Being able to plug a single box in and have my 18 year old Steam account with 1500+ games certainly seems a lot more comforting on the surface than having to lug five tubs of plastic cartridges and game discs around everywhere I go.
But what if the unthinkable happens, and Steam shuts down some day? I cannot reliably back up 1500 PC games. What if it gets stolen tomorrow and I can't get access back? Is convenient always better? Like, yeah, somebody could break in and steal my retro games, too, but that's a lot harder to do than breaking into my Steam account.
And this isn't even touching on the complications of ownership rights, and how certain businesses are trying to redefine what it means to be a "service" because that allows them to bypass the ownership laws meant to protect people like you and me.
The reality is, because of space, price, and availability concerns, I only really buy physical games if they're meaningfully important to me. And if they're important to me to own on a disc, I usually end up buying them digitally too, just for the convenience of digital. The Xbox 4 might not have a disc drive but I'll still be able to play the digital copy of Sonic Unleashed on it some day, while also being able to pop that same disc in my old 360, assuming it still works.
There are forces at work here and as always their goals are to take more and more and more of our money away from us. They have discovered a lot of great ways to do that. Buying physical is getting to be almost a matter of protest at this point.
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repentantsky · 4 years ago
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Top Games I’m Looking Forward To in 2021 (Part 2)
2021 is here! We can finally say good fucking riddance to 2020, and with that thought in mind, it’s time for part 2 of my list of games I’m looking forward to in well...this year. Gawd that feels good to say. Let’s get into it. Unlike the last list which was only 8 entries long, this one might be super long, and could end up as a two part-er on it’s own. For this list, or possible lists, anything that could come out in 2021 is eligible, not just games with release dates. Just like the last list though, these entries are more ranked based upon how much I want to talk about them, more than how much I want to play them, so some games that I like more, are bound to show up before games I’m less excited about. So, with that said, let’s feel the hype, as we look forward to the biggest, and also possibly underrated releases of 2021. 
Ratchet and Clank Rift Apart
I don’t know if I’ve made it clear here on Tumblr, but I am a massive Ratchet and Clank fan. I have been since the PS2 era, when the original’s demo first released. I remember I used to play that demo over and over waiting for the game to release. These days, Ratchet and Clank has become a major part of my gaming preferences, and Rift Apart looks to be one of the most interesting titles throughout all the series’ run. The idea of of traveling from one time to another, from place to place, and doing so in a way that only current gen hardware can make possible, is an exciting idea. Don’t know about about the rest of you who may stumble upon this list, but I’ve watched the demo for Rift Apart over and over, time and time again. I can only hope that the game will find a release date soon, and stick the landing as Ratchet and Clank have always done to this point. No shooter even comes close to as hype for me. 
Gran Turismo 7. 
I am not a massive racing fan, but there’s nothing quite like a good race in Gran Turismo, something that was sorely lacking on the PS4, as Sport was a weak entry in the long running franchise. Thankfully, Polyphony has seen the errors of their ways, and Gran Turismo 7, which is by far the best looking racer I’ve ever seen, is going back to the formula that made the series so great in the first place. The trailer that showed the game really did a number on fans nostalgia, but also reminded me personally, of just how relaxing and fun a Gran Turismo game is. Whenever this game comes out, be it this year or later, I will absolutely enjoy, every second I spend racing in it. 
Shin Megami Tensei III/V. 
It might seems weird to include two games into one entry, but I feel like if I don’t, I’ll rant and rave until these games release. I am a huge SMT fan, and have been for years, so to see not only a remaster of my possibly my favorite mainline game coming to Switch, as well as us finally getting a new entry after what will easily be 5 years is a dark, cursed, blessing in disguise. The SMT games are dark, and difficult affairs, but that’s exactly what makes them so memorable and interesting. Being able to experience an old classic on a modern system, and seeing the new dark turns that the series is bound is take has me more excited than pretty much anything else coming out this year. Almost. 
Monster Hunter Stories 2: Wings of Ruin.
Surprising even myself, I found that I really loved Monster Hunter Stories on the 3DS back when it released. It’s Pokemon, if Pokemon ever tried to be difficult, with abilities similar to it like flying, made more fun than Pokemon ever tried. Monster Hunter Stories is basically everything that Pokemon could be if it’s management would stop thinking like a Double A developer. Monster Hunter Stories 2, looks like it will be moving forward with that idea in mind, telling possibly a better story than the first. I know a lot of people are looking more forward to Rise, but I’ll be honest, I really think Monster Hunter is suited more for RPG’s these days, than the action combat that it originated from, but that could just be my dumb JRPG riddled brain talking. Whatever it is, Stories 2 is currently my most hyped Switch game of 2021, and I don’t even know what might be able to knock it off that perch, if anything. 
Neo: The World Ends With You. 
Maybe you’ve heard this before, maybe you haven’t, but The World Ends With You is the best game on the DS, plain and simple. Alas the Switch version didn’t quite reach that level if only because the controls were a bit too normal, but despite that, getting a sequel to this game, along with an anime release to boot, is just about the most hype thing that 2021 is doing right now. Neo The World Ends With You is also keeping that fabulous style that on it’s own should have made the original famous. The amazing music of the trailer, along with that even better looking combat, just screams potential. Indeed, very few title will be able to compete with the likes of this game, and most likely, it’s amazing cast to boot. 
Resident Evil Village. 
Like just about every entry on this list, there’s a history for me, and the game in question’s previous entries. That said, Resident Evil has always been a little spotty for me. I enjoy the recent remakes, I loved Resident Evil VII: Biohazard, but I’m not that big a fan of most of the other entries. However, when it comes to horror, the thing I’m looking for most is scares and to that end, Resident Evil Village, looks like it will bring the fire like no other. Warewolves, check, Witches, check, a setting that is naturally unsettling, check, and who knows what else is in store. No matter what is, we are looking at a horror franchise that when it really wants to go in for the scares, goes in hard, and does an amazing job at it. 
Cris Tales 
The reason this one ended up on my Part 2, despite supposedly having a release date, is because it’s supposed, it’s really hard to nail down when it’s coming out, but coming it is, and it to me, appears to be the a contender for personal indie game of 2020. If these two recent lists haven’t made it obvious before now, I am a massive RPG fan, and any game that claims it’s taking influence from old school RPG’s, and adding in their own twists, is high on my radar. Cris Tales is unique in that it has the player looking at the game through the past, present, and future all at once, and will at times have you traveling to all three times to prevent a future event, from causing harm. The idea is engaging, and the demo from last year (That’s still so fun to say, buh-bye 2020) is proof positive that we are looking at an amazing game. 
Kena: Bridge of Spirits. 
While I could probably go on, I feel like this will probably be the last game made for this list, but what a note to end on. Yet another indie game that could potentially be a Game of the Year for me, and likely many others, Kena looks to be an attempt at making some PS2 action games with a more nature themed vibe in the modern era. I really feel like with it’s amazing visuals, fantastic premise, and overall design, Kena could become the Jak and Daxter of PS5, and in fact I hope that it does. Kena: Bridge of Spirts is stunning, and absolutely should be on everyone’s radar this year. 
And that’s it, did I miss anything else? Let me know in the notes below, be sure to follow for most lists like this, and enjoy the start of 2021. It’s about time. 
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5droid · 5 years ago
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Damonps2 Pro
Play Station 2 is a game console, which was developed and marketed by Sony. It was first available in 2000. However, by 2013, the platform had stopped developing and providing related services that made many users around the world regret. Besides, smart mobile phones are also emerging strongly and the new generations of Play Station, making it gradually forgotten. Also, many games on Play Station 2 were regrettably forgotten. At this point, the great solution from the technology people is to write a Play Station 2 emulator for smartphones. Therefore, Damonps2 Pro was born, which helps gamers play PS2 games on mobile easily.
About Damonps2 Pro
This app is a PS2 emulator for Android phones. It is similar to the other emulators available in the mobile stores. Specifically, the app will require users to pay a small fee to be able to install it. However, it is worth a try for you to get a stable emulator. Of course, due to hardware differences, this application will still have unexpected errors when you experience some special games. However, it is not too much.
Besides, Damonps2 Pro has diverse powerful features. At this point, your game will start almost automatically without having to be deep or good technology experience to install it. Damonps2 Pro will automatically optimize all of them according to your device configuration.
The key features
Compatible with many games
Damonps2 Pro is compatible with about 90% of PS2 games, which is a quite large number. Despite huge hardware differences, Damonps2 Pro still succeeds in kicking up games with a stable connection and maintaining a high FPS.
Graphics improvements
PS2 games have been existing for a long time with just average graphics. This level is no longer suitable for today's mobile devices, making games less sharp. So, Damonps2 Pro has fixed this with good graphics improvements. Especially, the Rendering Resolution feature allows up to 5 times as many as the original image quality.
Simple and intuitive interface
Damonps2 Pro has a simple and easy to use interface. The app's main screen only includes basic settings like Recent, Game, and BIOS. If there are no problems, it will almost automatically scan most of the games that it is compatible with. Also, you only need to click and launch it quickly.
The gamepad support
Moreover, Damonps2 Pro will support virtual keys on the phone screen like the old handles. They will show up in detail and precisely in the exact positions that you are familiar with. However, this application also supports players to use an external gamepad to control, which will help the viewing area on your screen much better.
Backup and connect
When you play games on Damonps2 Pro, it will automatically save the game files on your device's memory. If you exit or stop playing, you can resume it easily. This is even more fun when you can simply share or store those files wherever you want.
No advertising
Advertising is essential to maintaining and developing any free application. But for a paid app like Damonps2 Pro, you won't need to see those ads. You will be using a clean application and a smooth gaming experience.
Cheat codes
In any game, cheat codes will help players speed up the gameplay, unlock many interesting things. Also, most emulator platforms have these cheat codes to help improve the player experience. Damonps2 Pro is no exception. It supports a lot of different codes for players to use.
The configuration requirements for your Android phone to run Damonps2 Pro
PS2's hardware cannot be as powerful as today's high-end Android devices. However, not everyone can have such a good device. Therefore, please refer to the required configuration so that your Android phone can play PS2 games with Damonps2 Pro smoothly.
First, your device must have at least 2Gb of RAM memory, and games with larger     capacity may require more RAM.
Second, Damonps2 Pro will require a device running Android 7.0 or higher.
Third, your phone requires a Snapdragon 835 Chip or equivalent. It may still work     on weaker chips, but FPS may be reduced.
Fourth, players will need the ROM files of the PS2 game, look for them online.
Conclusion
Overall, Damonps2 Pro is the best app to help you play PS2 games on your Android phone. It is experienced by many players and rated as the most stable emulator in the market. Readers can download Damonps2 Pro APK now to your device to experience PS2 games. If you have any comments on it, please let it know in this post! Thanks and have fun!
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lapsedgamer · 5 years ago
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Shadow of the Colossus (PS4)
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This one’s long overdue - Fumito Ueda’s sparse and melancholy David and Goliath adventure arrived when I wasn’t playing PS2 games, and although Ico was important in my teens and The Last Guardian left a significant impression, I never did get around to trying its HD re-release on the PS4. However it arrived on PlayStation Plus this March, when I was in need of a fairly concise game and in the mood to test out my TV’s HDR mode again, so the stars finally aligned.
Colossus stands apart even from Ueda’s other two games. All are about using observation, trial and error to figure out the route ahead and perform the necessary gymnastics. All three include frantic, desperate struggles for survival. But where Ico and Guardian had fearful interludes against a background of exploration, Colossus melds exploration frantic combat as you scale the totems that give the game its name. Between these interludes, there is boundless desolation.
And although you are a gnat against titans, there’s an undercurrent of arrogant destructiveness in your mission to fell the Colossi. Some of that comes from the framing - you are not creeping up and out towards the light and an uncertain promise of escape but zeroing in on a target and methodically completing a spell. Most of that feeling is created by your encounters with the Colossi themselves. Some are wantonly hostile and throw themselves at you when you enter their domain, but most seem to just exist, quiet and benign relics of a dead world that you exterminate in your quest. They struggle pitifully to throw you off before you can land the killing blow. Even before the game’s back-loaded story makes it explicit, you understand that your mission is noble yet misguided.
It’s a fascinating, moody game with a peculiar rhythm and tone, and there’s not much I can say about its status as a classic that hasn’t already been written. This PS4 update does leave me a little nostalgic for the PS2 version I never played - the artistic accomplishment of doing something like this on such primitive hardware is fascinating, and I love the texture of that era of games - but the austere HD HDR presentation Bluepoint have used here works on its own merits.
I wonder what Ueda is up to next...
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DOWNLOAD 945PLM S2 DRIVER
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DOWNLOAD ASPIRE E560 LAN DRIVER
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hexadecimalmantis · 6 years ago
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Argonaut Games Research
This post was originally going to be an absurdly long documentary video, but I realized it would have been a bit boring, so I ultimately decided on making a glorified blog post. 
When I joined BioMedia Project last year, I was tasked with researching Bionicle: The Game and its sequel Bionicle 2: City of Legends. I have talked about both games in great detail many times before, and I think we all know about the issues that plague both of them by now. Bionicle: The Game is seemingly incomplete, and filled with content that was cut early on, and Bionicle 2: City of Legends never made it past a private movement demo. For context about Bionicle 2: BioMedia Project managed to obtain an Xbox build of the movement demo a few years ago. It has a few issues, such as broken audio and some missing graphical effects. I began reaching out to former developers in an effort to piece together the entire story of Argonaut Games, and uncover more secrets about both games. (Initially) With the assistance of Liam Robertson of DidYouKnowGaming?, I began contacting some of the developers. For those of you that are unfamiliar, Argonaut Games was split into two different facilities during the development of Bionicle: The Game. The first being Argonaut London, and the second was Argonaut Sheffield. I decided to reach out to the former developers from the London branch first. I initially didn’t get any replies, but I remained persistent. After waiting a few weeks, I eventually I got a reply from a former artist. Keep in mind that personal details about the former developers I contacted will be expunged in order to protect their identities and to prevent harassment and spam.
This is the first message I received after I inquired about Bionicle: The Game:
“Hi, yes I was lead artist on Bionicle. I'd say that it was a game that we cared a lot about, and to be honest we had high hopes for, at least initially. As always with game dev there wasn't just one cause of the games problems, but probably the biggest was we fell in love with the games setting and bit off far more than we could chew. We should have started with far more cautious goals, but we wanted to tell the whole story. I'm surprised if there was that much unused content on the disc TBH but the original scope of the game is definitely visible in naming conventions etc. we had intended each character to have toa levels and toa nuva (if thats the right term?) their powered up versions - before adding the 7th. Given that they have different abilities that was a huge ask of the team.
(Redacted)”
This message was about what I expected, the devs were a bit too ambitious and were unable to complete their ideas during the given development time. I later asked about the developer signatures stored within the BIGB archives, and asked them if they had worked on any of the Kopaka areas, since I found their signature within a subset of those files:
“the 'signatures' probably just refer to the designers - which is a relatively small subset of the team as a whole. I oversaw the project from an art perspective, so characters env, frontend etc then I ended up doing some animation work on the bull, onua, the weird door thing. I didn't work on Kopaka - that work was done up in Sheffield, I used to visit their studio to review stuff & sign it off.”
I’m sure the Bull was probably the Kane-Ra seen in Onua Nuva’s level. There are some pre-release trailers that show a Kane-Ra attacking the player with unique animations too. After that, I asked him about Argonaut Sheffield and their work on Bionicle 2: City of Legends. To my surprise, I got this:
“No, I didn't I thought they were disbanded alongside Argo”
This essentially meant that nobody from Argonaut London was aware of the development of Bionicle 2: City of Legends. With this information, it was easy to conclude that Bionicle 2 was created solely by Argonaut Sheffield as speculated. After failing to get more replies from former developers from Argonaut London, I shifted my focus to Argonaut Sheffield, intrigued by the messages I received from the former artist.
After a bit of waiting, I got a reply from another former artist.
“Hi,
Yes, I worked on Bionicle as a character artist along side artist (redacted). He was my mentor back then as it was my first industry job. I think we modelled about 130 odd characters/modular models back then between us. The character concepts we're drawn up by (redacted).
Argonaut Sheffield was previously Particle Systems who made I-War, the PC Sci Fi game and some other iterations. It was a technically adept small team and great to work with. I didn't have much to do with the London branch. We went on to try and make some failed movie tie-ins alongside them at a later date. Catwoman, Zorro, Star Wars, Charlie And The Chocolate Factory and also Bionicle 2.. which was going to be a fluid parkour type platformer. Which never materialised as after being there just shy of two years, London shut us down.
I'm actually working back in the offices where it all happened now. Which seems strange. I did work at Sumo Digital as a lead Char artist for ten years in between. I know there's a basement full of hard drives still here as one of the old directors still rents some space here.
(redacted)
(redacted)
Hope this helps.
Cheers,
(redacted)”
I received concept art for both Bionicle: The Game and Bionicle 2: City of Legends in this message. The art was later posted on my Twitter: https://twitter.com/HexMantis/status/1099883979942084608
Aside from the plethora of art, this message provided some insight about how Argonaut Sheffield came to be. It was previously known as Particle Systems before it assimilated into Argonaut Games. After this exchange, I reached out to a former programmer from Argonaut Sheffield. This time I provided a set of questions for the developer to answer in an effort to obtain specific information. After waiting for nearly a month, I got a reply:
The questions I asked will be enclosed within [ ] to avoid confusion.
“Hey!
There's some incomplete credits here (redacted)
but you could try contacting (redacted) as he was the lead programmer there. He used to work at PKR too, also owned by (redacted).
(redacted)
[Asked about the main development platform for the games]
1) Yep it was PS2. The PS2 version was handled by Argonaut Edgeware and programmers in Sheffield did ports for the other platforms
[Asked about the cut content from Bionicle: The Game]
2) Sorry, I wasn't involved with that bit. I was responsible for adding the hyper threading features on the PC (redacted)
[Asked about interactions with the London branch]
3) Yep, we worked together on it. Designers and Artists in Sheffield were working on assets for the main game.
[Asked about I-Ninja’s compatibility with Bionicle: The Game]
4) I think they should be compatible with each other. I-ninja came out a bit later though.
[Asked about Bionicle 2: City of Legends]
5) Maybe, not sure as it was a long time ago and I then moved to the Edgeware studio. If they did I guess it was just a prototype for a pitch
Good luck with your fact finding!“
I later asked if they knew of any early builds of either game, and I got this reply:
“Hey!
Sorry for the late reply. I believe everything was archived by Argonaut and EA. I'm not sure if anyone archived it personally at Argonaut or not but there were a lot of people working on it. They created archive PCs with everything you need to make the game from the source assets.
Thanks,
(redacted)”
The concept of the supposed “archive PCs” was interesting, but I doubt any of them are still around after all this time. After this, I contacted another former programmer from Argonaut Sheffield. This time with a focus on Bionicle 2: City of Legends:
“Hi William, I must admit, I'm curious where you found my name in the demo. Do you have a source code drop to go with it, or did I leave my name in an error message in the binary package itself?
Either way, yes I did work on the demo, albeit briefly. The engine the demo is built on is largely the same engine used in Bionicle (the original PS2/Xbox/PC game), Catwoman, and I-Ninja. It has an older pedigree than that too, but those were the games it was used on while Argonaut Sheffield was part of the Argonaut group. I was one of the programmers who ported the engine over to PC & Xbox for the original Bionicle, which is why I was involved in the demo in some capacity.
I'm still in touch with a lot of the designers who worked on the movement demo; the lead designer, (redacted), has said that I can pass on his contact details if you'd like to get in touch with him. You can contact him at (redacted).
Cheers,
(redacted)”
I was not surprised to get confirmation that Bionicle 2 used the same engine as Bionicle: The Game, since most of my existing programs I wrote for Bionicle: The Game were compatible with the Xbox demo. I asked if a PS2 port of Bionicle 2: City of Legends ever existed, since the Xbox demo we have has DualShock button mappings present in the game:
“Ah, I'll bet that's because I'll have compiled and built the disc image, so it's embedded my PC's name into the image. The level select would have just been for test levels where I was looking at specific bugs, performance problems or new features.
I really can't remember if we did PS2 or PC builds of the demo, other than the development binaries the design team would have been using. It's unlikely we'll have done a full ISO for the PS2, because the spiders caused real performance problems and we'd have wanted to show it to the publishers on the fastest available hardware.
By the way, the Xbox version will have reference to PS2 hardware because the original engine was PS2 only. The easiest way to port the engine was to, as far as possible, just get the Xbox and PC versions to pretend they were doing exactly the same thing as the PS2. For example, the game scripts don't need to know that when they get a button press from Cross or Circle, they're actually getting button presses from A or B. So although the names are going to be PS2-centric, they're still doing Xbox specific stuff.”
I was surprised to find out that the Morbuzakh Spiders were the primary reason for shifting Bionicle 2 to the original Xbox. I guess it makes sense, given how little time Argonaut Sheffield had to optimize the game. Switching to the original Xbox appeared to be a quick and easy way to avoid the hassle of optimization.
I later asked about the audio issues present in the Xbox demo, and for some general information about Bionicle: The Game.
“Hi William,
I'm afraid I've got no idea why the demo would be silent - it's been far too many years for me to remember the exact details, and I have no idea which version of the demo is the one which has been circulated. The full code for the audio system will have been present, because it was just a continuation of the engine used on Bionicle, and I'm sure the designers would have had at least some placeholder audio to hook up.
Audio is habitually the last thing to get hooked up in any game development, and since most developers prefer to have a silent build and listen to their own music while they work, it's not unusual for it either to be neglected in early internal builds, or for it to have been hacked to be silent (assuming the demo was one built locally rather than for showing to a publisher).
In terms of the development situation on Bionicle, although we weren't directly in the body of main developers, I think most of us were aware that the game wasn't progressing as well as it should. As well as the code team doing the porting work, our design and art teams were making the 'adrenaline levels' - which were the short lava/ice/tree surfing levels. They were only supposed to be short breaks between much larger levels, but it became increasingly obvious towards the end that these relatively small levels were still a large percentage of the actual content, and the other larger levels weren't coming online as fast as they should. QA in particular do full play-throughs on a regular basis, so they have a very good view of how fast the game as a whole is coming together.
I'm not 100% sure on all of the reasons for the delays in development, having been a relatively junior developer in a satellite studio at the time, but the reasons discussed at the time with leads and producers are fairly common ones that I've seen and heard about on other projects since. Inexperienced publishers or IP holders who haven't worked with game developers before often don't understand the lead times involved in producing content.
It's very hard to explain to customers who are used to working with companies like advertising agencies, who can turn around a complete change of direction in a matter of days, that you need to make and lock down decisions months or even years in advance. I think the penny finally dropped for Lego about three months out from submission that if they kept holding up approvals and kept requesting changes, they weren't going to get any game at all on the shelves - which of course meant we all had to crunch like hell to get the content in good enough shape to ship!
Cheers,”
An example of the aforementioned “Adrenaline sections” is the Tahu Nuva level from Bionicle: The Game. This level is actually internally named “Ta Adrenaline” as well. It’s obvious at this point that Tahu Nuva was originally going to have more than just surfing sections in his level, given the evidence in this message and the fact that he has a full set of unused walking animations.
I eventually contacted the designer mentioned by the former programmer, and got a reply after a month. (This designer was kind enough to restate my questions in his message):
“Hey,
I'm so sorry it's taken so long to get back to you. I was launching a game and I completely forgot about this.
1. What was your role as a designer like when working on both games? What kind of work did you do?
I was lead designer at Argonaut Sheffield, and we were brought in to help out on Bionicle the Game. We were responsible for what was known internally as "the adrenaline sections". The game was split into third person. exploration and combat levels (which were developed by the main Argonaut office in London), and the fast moving on rails sections that we created. As well as leading the team on these sections I was directly involved in the Tahu Nuva Boss Race near the end of the game.
2. Were you aware of content being cut or removed when working on Bionicle: The Game? Did you work on anything that didn't make the cut?
Like with any game there's work that involved that never sees the light of day. There were a lot of changes to the design over time, sometimes for practical reasons, other times because Lego wanted them.  I seem to recall that in the original design you would play as each Toa normally and each one again in their Nuva form in large open levels - with the platform adventure and the adrenaline sections seamlessly blending into each other. Quite soon after we were brought into the project a much clearer separation was made between the two, but I'm sure there was lots of the preparatory work for that ended up on the disc.
3. Do you know if any other character models aside from Matau (The green character) were created for Bionicle 2?
No other characters were made for that demo. I think we had a matter of weeks and everything had to be done very quickly.  That build represents a build that we sent to Lego (And Giant who eventually became TT Games) for approval and hopefully for more funding for the company. And we spent a lot of time agreeing the visual look of the character, as it was very different from what we'd done in the first game.
The work done on Bionicle 2 was entirely done up in Sheffield so we had a lot more control over the content. We knew that the Bionicle audience was getting older, and their gaming needs were becoming more sophisticated and we wanted to do something that would appeal both to that audience and be an interesting game in its own right. We felt that the first game had been so compromised by production issues that it ended up being very disappointing. We wanted to make something fluid and interesting that was a joy to play as a platformer, and had the dynamism and the sense of scale that the Bionicle world deserved.
4. Do you know if any other builds of the Bionicle 2 movement demo exist? Like a build that has working audio?
I don't remember for sure if we ever ended up with a build with audio. But it feels a bit unlikely that we would have got to the stage that we did without their being something in there, especially if the audio assets were on the disk. Somewhere in the depths of my home I think I have a PS2 version of the demo, so I may see if I can get that up and running and find out. As I think - so far - the only people who have had access to the game have played on Xbox, right?
Thanks”
Of course LEGO was being difficult during Bionicle: The Game’s development. They did something similar with Bionicle: The Legend of Mata Nui, and that certainly did not end well. This message was a big deal for us at the time, not only did we get a lot of information about both games, but we also got confirmation that a PS2 build of Bionicle 2: City of Legends actually exists! Unfortunately, this developer never replied again, and I was beginning to lose motivation.
I decided I had enough of Argonaut Sheffield at that point, and shifted my focus to Argonaut London once more. After waiting a bit, I got another reply from a former AI programmer.
“Hi William, sure thing, although it was a long time back so may not remember too much :)
probably easier to use my email (redacted) though as I rarely login to Linkedin.”
We later communicated via email:
“Hi William,
on the unused level front, it’s entirely likely that a bunch of the designers and strat coders ’play areas’ would have ended up in the build. Not sure if you’ve had any background info on how a lot of the Argonaut games were built, but here’s a brief rundown :)
So, when I started at Argonaut in 1997 , I joined the Croc 2 team, who were using the first updated iteration of the engine they built for Croc that had its own scripting language written (originally for the level designers to use) to write all the gameplay elements, while the engine coders focused entirely on the main engine for the PS1 (and a separate small team handled porting the engine to GameCube/Dreamcast, PC etc.). The idea being that ASL (Argonaut Strategy Language) Strats would be cross platform as they were just interpreted by the engine.
As it turned out, ASL strats were a bit too complex for the level designers to write themselves without coder assistance, so Argonaut let them focus on the actual level design itself (using the editor that just became known as the Croc Editor) and got gameplay specialist coders (like myself) to work on the strats. This worked out great as we could focus on individual items or groups of them independent of what was happening with the engine and we could quickly tweak a strat and run it on the devkit without doing a full build of the game (which took *AGES* back then ;) ) as well as some basic debugging capability.
This meant that most of the level designers and strat coders usually had a level slapped together with all the bits they were trying out. I don’t know if my one with all the Matorans following you in a chain still exists, but there were some pretty strange ones. In theory these wouldn’t end up on the disk but the build system was pretty clunky, so it’s entirely likely that some ended up there.
So by the time I got drafted onto the Bionicle PS2 project, I’d worked on Croc 2, Aladdin Nazira’s Revenge, Harry Potter and the Sorcerer’s Stone and Bionicle Matoran Adventures on GBA. All but the last one using revisions of the Croc Editor and ASL.  (The Emperor’s New Groove, Harry Potter 2, Malice, Catwoman & iNinja also got written with the engine). I say revisions as not a lot was actually added to either over time. Also, by Bionicle PS2 I was kind of an emergency response coder for strats, as I got parachuted in after the project started to help fix a lot of problems with how ASL was being used and design issues with the levels.
There were a lot of issues with Bionicle (not as many as Aladdin or Catwoman started with and my 4 days on Malice were certainly interesting, but they’re entirely different stories ;) ). Mostly from inexperience as the team working on it had a lot of new hires or ones that had been drafted from other teams that didn’t use ASL or the Croc Engine, so they weren’t familiar with its limitations. There were some HR issues going on too, but I’m not going to get into those. The team were mostly all professional and good at what they did, but struggling with a relatively clunky engine. By this point Argonaut had split off most of the engine coders to the “Tools” team and we had to officially request any engine or editor changes we wanted through their chain of command (and they weren’t interested in working on the ‘old’ engine).
There were also some issues with inexperience in games from the Lego UK side too. So a lot of the overall design rules were a bit flaky and lead to a lot of levels and gameplay getting changed. The “No Weapons” rule was one we thought was pretty odd, considering the swords, pikes etc. in use. Apparently they’re tools, not weapons. So we weren’t allowed to use them as direct combat weapons for gameplay, only for magical ranged effects. There was also a lot of issues of really big levels being designed without consideration for what could actually be rendered on screen at the required frame rate on PS2 with the old Croc engine. Even updated to PS2 and with everything the engine coders could do to optimise it, the engine and ASL were struggling to do what the designers wanted.
I don’t think it’s a case of biting off a bit more than they could chew (we successfully wrote Harry Potter from scratch in 9 months in time to release with the film using the engine but that was very much a dream team of all the right people with the right skills and a publisher working well in sync). More a case of it being a new team of people not so experienced with the system and a publisher that wasn’t entirely sure what it wanted. So things were that bit harder to get done in the time available.
In theory, some older gold disks are likely still around. (redacted) was one of our engine guys on the project and “Master of the Build” (he was the only one who had enough tasteless Hawaiian shirts for the numerous submission build days). I’ll have a dig through my CD collection, but it’s unlikely I’ve got any Bionicle builds surviving. I *might* still have some strat code floating about on an old hard disk. I do seem to have some of the Catwoman build code that used mostly the same (although slightly updated) engine though.
One thing that I think got axed was my chain of Matorans. The idea was a level where you’d be picking them up from around the level and they’d follow you to a rescue point. Normally this wouldn’t actually be that difficult to code, but ASL never actually had any arrays! I’d been asking for them for a couple of projects by that point but they never got added, so my Matorans were each working as their own array elements and frantically messaging one another in a chain, which never quite worked reliably enough with ASL, so we shelved the idea.
(redacted) was one of the strat coders working with me on Bionicle. I think he’d just joined Argonaut then, but luckily, knew his stuff.
(redacted)”
I guess a few of the unused levels I found in the PS2 port of Bionicle: The Game are examples of “play areas” given how small some of them are. This message also provided some insight about ASL, the proprietary language both games were created with. This gave me a good idea about how difficult ASL was to use as well. The fact that Arognaut also had many new hires that couldn’t handle ASL’s idiosyncrasies certainly didn’t help Bionicle: The Game at all.
I later reached out to another former AI programmer affiliated with the previous one. They had some interesting things to say:
“Wow, I'm really surprised that anyone is that interested in Bionicle, because I didn't think it was a very good game, but I'm happy that you felt strongly enough to do this, I guess. That's quite an impressive bit of digging.
[Asked about ASL]
Q1) ASL wasn't a great language to use, it was being developed at the same time as the engine so it was constantly changing and was occasionally broken as well. The turnaround from making a change in code to testing it on the target device was quite slow. And coming from C++ the lack of modularity was frustrating. There was some talk in the team about wanting it to be object oriented, but anything that made it cleaner and less prone to repetition would have been good. My memory of it isn't that good since it was 20 years ago. I remember the collision and animation systems being awkward and crude as well though. Do you know about the other games that the system was used for? Catwoman took the animation engine a bit further, but it was really horrible trying to program the animation blending for finite state machines with a language that was so hard to debug.
[Asked about scrapped content in Bionicle: The Game]
Q2) I don't remember much about what was scrapped. There were different teams working on different levels and playable characters, I mainly worked on the Tahu levels and the final boss. I think there might have been some stuff scrapped from the other characters. One or two of them were developed by the team who were doing the cross platform conversion for us, and we didn't see much of what they were doing and only saw it quite late.
[Asked if any early builds of Bionicle: The Game still exist]
Q3) I have no idea - perhaps Sony or EA have archives of the earlier builds. Someone on the engine team might do, I can't think how or why a strat coder would have one.”
The issues with the collision system they mentioned are definitely present in Bionicle: The Game. It’s quite easy to glitch out of bounds, as speedrunners have demonstrated many times. We later talked about general programming concepts and discussed ASL further:
“Reassuring to know that I'm not imagining Bionicle being pretty bad! I think object oriented was just flavour of the month in 2003, Java was a highly respected language at the time and we thought it was the future. It would have been nice to work in a language that was used in other places, because having ASL on your CV was a pretty crappy prospect for seeking other work. At least if you used Fortran or Pascal it was recognised by employers as a mainstream language. WTF is ASL? I worked in two other organisations that had proprietary languages and it was annoying. The good thing about starting work at Argonaut at least was that ASL was a proven language that you could make games with, and it did let you get down to the relevant bits of gameplay you wanted to take control of. Before that I worked at Phase 3 studios where they had never made an action game before, and we spent a lot of time programming systems that had hardly any effect on gameplay. So I was grateful for ASL and the toolchain for making it easy to do some limited things. I was very impressed by someone on the iNinja team for getting ropes to work with a vertlet algorithm, we stole that later for the green Bionicle to use. I think the High Voltage Software studio might be using a different language with the same initials? I can't see how it could possibly be Argonaut's language. I'm pretty sure there was some talk about opening it up as middleware to sell other studios but I don't think we ever got there. Many of the staff from Catwoman went on to work at Rocksteady, Sony and Ninja Theory, but I think they just started using whatever engine was in place there. You could find hundreds of people who had brushes with the language.”
I asked about other studios using ASL for their games:
“What release date were the games? Argonaut folded in 2004 I think, so the creditors might have managed to sell off the technology as cheap middleware of last-gen consoles
or perhaps they were licensing the tech while we were using it, and I just hadn't been aware of it”
I sent him some notable examples of games using ASL from other studios, such as The Conduit and Ben 10: Protector of Earth:
“That fits the picture then - liquidation in 2004, sell the technology in 2005, two years of learning the systems and developing content, release in 2007
The PS3 would be the current gen console by then, but the PS2 had a large enough user base to make it a viable market, especially for movie tie-ins and children’s games”
I later asked if there was any possibility that Argonaut received parts of ASL from other sources:
“That's an interesting question... I don't know but I think Argonaut were using strats since 1993 and the language gradually evolved from Starfox to Croc and so on. I think it was around before High Voltage existed. It does seem like a massive coincidence that the header is VOLT but there aren't many words that sound cool to programmers so I still suspect it is just a coincidence. Programming was Argonaut's strongest suit, it doesn't make sense that they would buy tech in like that. I was only at the company for two years or so, ask someone who was there longer.”
Then out of the blue, another former designer from Argonaut Sheffield reached out to me about Bionicle 2. After that, I asked them a few questions:
“Hi William,
Great to hear from you. Let me see what I can do to answer your questions!
[Asked about the development process of Bionicle 2]
1. Designing the demo was a bit of a break from the usual licensed Dev. We had creative control so got to decide what direction we'd like to take things in (hence a departure from the 'standard' platforming fare of the time!) My role was predominantly as a technical designer - that was, creating ideas and prototyping/building in the tools. For the demo I was responsible for populating and scripting some of the functionalities in the level.
[Asked about the broken audio in the Xbox port of Bionicle 2]
2. Not sure on the silence in the build tbh... I seem to remember doing some work on creating and implementing some spot FX and seem to remember we put some audio track on the front end screen. With this being a closed pitch demo, I honestly can't remember if we'd created the track or sourced it from elsewhere!
[Asked if they knew about any other builds of Bionicle 2]
3. I believe a have a variety of unreleased games and demos on various formats somewhere. Most of them will be PS2 from that period.
Thanks”
When they mentioned owning a variety of unreleased games and demos, I was immediately intrigued. I later asked if they had a PS2 build of Bionicle 2 and offered to send him a copy of our Xbox build of the game in exchange for it, and to my surprise I got this:
“Hey William,
Cool, I'll have a search when I get some time and attempt to extract it for you!
Thanks”
I was ecstatic. Finally, after months of searching, I was about to get something tangible! But the days passed, and those days turned into weeks. I was beginning to lose hope until I got this message:
“Hey William,
Quick note on my progress - I've not forgotten! I delved into my garage over the weekend and came away with 3 CDs labeled bionicle 2 with various dates on!
I'll attempt to create an ISO of the latest date and share with you when I get a mo (most likely the weekend again!)
Thanks”
Not only did he have a build of the game for the PS2, but THREE of them! After seeing this, I decided to wait for the weekend to arrive. Unfortunately I would be very busy on this particular weekend, but Bionicle was still my top priority! So I proceeded to bail on my friends to wait for an obscure as hell prototype game from a discontinued children’s toy line to show up in my inbox. However, on Sunday, the weekend was coming to a close, and I had heard nothing from the former designer. My waiting and persistence later paid off after I got this message:
“Hi William,
Give this a go - no idea if it works - let me know!
(redacted)”
At last! I finally got it! The latest known PS2 build of Bionicle 2: City of Legends! But there was a problem. The game didn’t boot. Just my luck. But I wasn’t ready to give up. I ended up rebuilding the entire iso with some proprietary tools, and by some miracle, it booted up in my emulator. It’s about what you would expect: It’s similar to Xbox build in many ways, but it is also different. Unlike the Xbox port, the audio works, and there are some extra graphical effects and animations. I was also able to get the game to boot up on a real PS2 without issue.
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I can’t say exactly when BioMedia Project will release this build to the public, but I'm sure it will happen soon. Until then, feel free to watch some gameplay footage of the demo on my Youtube channel: https://youtu.be/Dvmzz92F3oo
These past couple of years have been pretty crazy for Bionicle. The Legend of Mata Nui was found TWICE, and there has been so much more activity within the community as a result. I’m glad I was able to make my mark and get this unreleased build of Bionicle 2: City of Legends into the hands of the Bionicle community where it belongs. If you made it this far, Thanks for reading. If you liked this post, don’t forget to share it. I spent a lot of time researching this, and I would really appreciate it. Special Thanks:
BioMedia Project
Liam Robertson
Fraug L. Coolman
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tachyon-at-rest · 3 years ago
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This reminds of that math issue I was having while writing a grade school math program.
Back in the 8086 days, when I was programming in GWBasic on IBM PS2s, I had a floating point math problem that solved a bigger problem. With no discernable pattern, the division of one integer by a different integer (that were specifically filtered to only display whole number integer answers: 27÷9 or 18÷3), would return "answers" like "12÷4 = 3.00000006873819.
Eventually I came up with a workaround to stop this from happening but I had a fairly flummoxing problem: how to provide truly random numbers in line numbered Basic which still operated off of a randomization seed number that was either hard coded in to the program or students were entrusted enter different every time.
The floating point math issue gave every indication of being truly random: ask for a couple thousand results and I'd usually get 2 or 3. I couldn't narrow the issue down to hardware nor software. It didn't occur with any specific set, type nor pattern of numbers.
Soooo ... I used this math error as my source of randomness to feed the system.
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anygadgetrepair · 1 year ago
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Expert Console Repair Services in Birmingham: Any Gadget Repair
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supersci · 3 years ago
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Ellipse xbox 360 mod tool download
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To be fair, JTAG/RGH consoles can run some original Xbox homebrew.
Softmod Depot features the best in Modding Tutorials and the best Modding Forums you can find. You'll find the files you need to mod Xbox, Xbox360, PS2, PS3, PSP, Wii, and more.
Softmod Depot is the premier source for the latest in the Console Modding community.
once this is done, select Back To Main Menu. RGH will always work on exploitable consoles as it is a hardware glitch, it cannot be done from software.
There are no softmods for the Xbox 360 posts asking about a softmod will be removed! In short, the hypervisor limits any deep tampering and cannot be modified due to it being signed by unobtainable keys.
Címlap » GYIK/FAQ » Xbox Classic » Moddolás » SoftMOD (szoftveres moddolás) » Softmoddolás XboxHDM használatával (döglött Softmod javítása is!) Softmoddolás XboxHDM használatával (döglött Softmod javítása is!.
When you want to revert back to the Softmod you basically repeat the steps to do the exploit the first time with the exception that you should choose 'WaffleTools' then 'Backup Menu' (NOT Install UXE Package) now here simply choose the option 'Restore Modded Backup' this will copy the files needed to revert your box to the UnleashX dash, once complete reboot your Xbox and you should be back to the UnleashX dashboard.
If all went well and the flash drive is compatible, it will be formatted to be used in the Xbox and you.
Preparing to softmod Turn on your Xbox Plug your flash drive into your USB to Xbox adapter.
To sum up, ELLIPSE is a practical tool for any user who needs to determine the area, perimeter and flattening factor for this interesting geometrical shape.Home Xbox 360 softmod How to Softmod the original Xbox (2021) - h4ck You need to write down each value by yourself in order to use them in your projects. Since all the values are displayed in the console, the app does not allow you to export the results or copy them to the clipboard. In order to calculate all these parameters you only need to enter the values for the major and minor semi-axes. The package also includes the source code which allows developers to improve the application.īesides the perimeter calculation, the app is able to provide you with exact values for the ellipse eccentricity, flattening factor and area. All the results are displayed in the Command Prompt window which also displays the error margin for each of them.īefore using the program you should read the documentation from the included text file in order to understand the process of estimating each result. The advantage of this application is the ability to provide you with multiple results by using the elliptic integral method, RMS approximation and two variants of the Ramanujan’s approximation. Until an exact formula is defined, both the students and scientists can use multiple methods in order to find an approximate value.
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However, finding the perimeter of an ellipse is not an exact science even if you already know all the other parameters. As most geometrical figures, its parameters have been studied in detail by a lot of scientists which accurately defined its focus points, axes and area. Generally speaking, an ellipse is a geometrical shape that resembles with a squashed circle.
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The program can be used in command line mode in order to calculate or approximate these values. ELLIPSE is a lightweight application designed to help you solve or check mathematical problems related with the perimeter or area of an ellipse.
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mmorglucky · 3 years ago
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Pcsx2 ratchet and clank texture issues
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Pcsx2 ratchet and clank texture issues pro#
Pcsx2 ratchet and clank texture issues Ps4#
Pcsx2 ratchet and clank texture issues iso#
Pcsx2 ratchet and clank texture issues ps2#
Memory card saved files only with Rogue Emulator. Check Emulator Configuration for additional details. Clouds using shaders have the wrong shader applied, upscaler issue, remove up2x2 render to fix. Use custom config to fix terrain rendering.
Pcsx2 ratchet and clank texture issues iso#
Homebrew iso (NTSC-U/C version) cannot save or load due to memory card corruption. NTSC-J Version how are unable to reach the Title screen.Īvailable as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately). Use custom config to fix terrain rendering and collision detection and to fix clouds wrong shader. KOF98 Emu fails to load past title screen.
Pcsx2 ratchet and clank texture issues pro#
Tuttavia, viene visualizzato nella versione GBA di Pro Action Replay con emulatore GBA (mGBA) sulla tua console Old2DS, quindi abbastanza.īlack screens/freezes after intro information. Il gioco lancia un errore di pagina non gestito dopo l'introduzione del BIOS PS2. Karat Pro Action Replay: Best Price Soku Kouryaku PS2-you Vol. Gran Turismo 2000 (PlayStation Festival 2000 ) Il gioco va in crash dopo il logo del BIOS PS2. GameShark 2: Video Game Enhancer (Homebrew) Works perfectly with Star Ocean emu & Jak 3 v2.
Pcsx2 ratchet and clank texture issues ps2#
Either freeze on Pic1.png or black screen immediately after PS2 logo. Tested with six different emulator templates, none of them worked. vu1=jit-sync allows game to boot past PS2 logo (known in Japan as " Tsukiyo ni Saraba" ). Known in Japan as 彩京シューティングコレクション Vol.1 STRIKERS1945 I&II (Psikyo Shooting Collection Vol. In the NTSC-J version, Strikers 1945 II plays, but eventually crashes. In the PAL version of the game, 1945 works perfectly fine, but 1945 II is completely broken. Tried on several emulators, including Roguev2 and Jakv2. Pal version works flawlessly using Jaxv1 Emu but US version: Black screen after PS2 logo. Jak emulator freezes after PS2 bios intro. Works fine and just disable uprender from 2x2 to none in order to remove the white trail line. 50Hz game, use a "-force-pal-60hz=1" in recent emulators to fix framepacing.Īn unreleased prototype tested using Rogue emulator. Works great with Jakv2 emulator, no visuals with Roguev2. Official and Custom PS2Emu Configuration Files The Game has been released as a official "PS2 Classics on PS4" Title from Sony available at the PlayStation Store. Only for those Game Titles, which weren't released in certain Regions (for example: Games for the Japanese Market, which didn't saw a "Western Release").
Pcsx2 ratchet and clank texture issues Ps4#
You can't complete the Game successfully to the end even when both the Graphics and Framerates working fine and/or the PS4 will freeze/shutdown by itself. The Game crashes after some in-game-progress (randomly), you can't change Discs when prompted, the screen keeps black or you can't even start the Game at all. It works, but it will be a pain for both of your Gaming experience, as probably for your PS4 itself. The Game has several stronger issues like stronger flickering, massive frame drops and not only the graphics are glitching, but the Game itself too. The Game has some small issues like small flickering, frame drops or glitching graphics.īut the Game itself works fine and you are able to complete the Game successfully without any huge disadvantages for your in-game-progress. It works exactly like when you play it on real PS2 Hardware. The Game works perfect without any noticeable errors.
PS2 Classics Emulator Compatibility List (on PS3).
PS2 Classics Emulator Compatibility List (on PS4) Jump to letter: # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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Best Video Games For Modest Youngsters
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Most folks right now played video games as a kid.This notion doesn't appear like it is going to cease any time soon, and video games are far more common than ever.
Video games have moved previous the point of being a kids' pastime, so not every single game is protected for all ages.
Download demos to get a glimpse into the games you obtain it. Previewing a game this way can aid you see no matter whether you want to purchase the complete version or not. Make certain that you physical exercise security precautions when carrying out this. Only download from respected websites.
Take advantage of parental controls that most games contain. Check if the game is playable on-line. If it does have this capability, limit your children's Internet access. You must also want to verify their buddies lists and messages to make certain they play to be secure.
Attempt the library to try them out. Your nearby library may possibly have video games and systems you can borrow and try totally free of charge. Contact ahead to see what games they have obtainable.
Video games offer a fabulous way to get workout these days. Technology that can sense your physical motion sensing has gone viral by way of the gaming market. You can move around and mimic the controller. You can enhance your fitness level in the same time.
The PS2 is not the most current gaming system, but it is low cost and has a fantastic library. There is a fraction of the expense of newer method games. There are about 10 years worth of games on the market place for this already made.
Maintain your body and posture in thoughts as you are gaming. A stability ball can genuinely help in keeping your spine effectively aligned. If you like active games, then don't forget to take breaks and stretch.
Sometimes bonuses are provided only to customers who order early. These kinds of further bonuses can consist of game gear or functions that the ordinary public will not have access to.
Check on the internet auction web sites for your new games. You may be capable to locate excellent offers in video games by getting them on auction websites. Do a bit of research to make certain you can get the fairest price tag.
A video connection serves a lot of positive aspects when you are playing. A lot of game consoles have different cables for optimal connectivity. What cables are you to use if your monitor or Television can take various kinds of cables? If those are not an choice, there are many possibilities accessible including S-Video, Composite and RCA connections. Coaxial connectors are what men and women mostly find, but they never operate as well. Only use coax if they're the only ones available.
Do not make video gaming your life.Too a lot time spent on video gaming can be unhealthy. You need to make confident you pursue other activities also.
You need to have to have the hardware and specialized gear your game requires to play it proper. Do not make the error of thinking that a controller will be enough and then uncover out at home that is necessary to play certain games.Carefully read a game's description to see if you will need game distinct controllers to operate it.You can then know specifically what you require.
Always think about costs when you're thinking of receiving a excellent video game. Just simply because a game has a high price does not imply it is far better.Verify out the back cover of the video game box in order to make an educated choice.You must also read critiques as well just before purchasing anything. Never purchase one thing on impulse if you're not certain that it is excellent.
Video games had been there in the past, they're here in the present, and they will be there in the future. The changes that they have undergone have been phenomenal. Gaming in the future is going to be even more impressive. So considerably enjoyable to point about it and picture all the possibilities of future games.
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