Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.freetalk Subject: Re: Whoa, SCEA Yaroze is "Not Dead Yet". ! ! ! Date: Tue, 05 Jan 1999 16:38:02 -0500 Organization: SCEA News Server Lines: 116 Message-ID: <3692863A.B1818495@datasys.net> References: Reply-To: darco@bigfoot.com NNTP-Posting-Host: 165.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Sean Kennedy wrote: > > Yikes, > > Got to be a bit careful with the rants... > > Yaroze is not dead, we just saw that they are not selling any more systems. > How come none of the other, more active NY territories aren't suffering from unit shortages? I think they pulled the plug. > > I speculate: > The reason for that could be that Japan has run out of stock and cannot > FAB any new Yaroze's because of a change that was made in the GREY PSX > model fabrication > mold that is Incompatible with the PSX/NY Motherboard... > That's not right... the 5500 series case isn't compatable with the 1000 series case, which is what the black and blue playstations have. They were manufacturing 5500 series playstations when Net Yaroze was in it's prime. I don't think that this is the problem with the new 7000 series. (I know it's something with a seven in it, it might be 7700 series or something...) > > The new PSX systems are no longer Screw Retained, they are bonded. > Yuck. That's news to me. You talking about the 7000 series, right? No screws? Yikes. That's scary. I hope they aren't heat-sealed... > The > Yaroze is a Low Volume Production device, so changing the molds are > costly, hence the current stock has to be run out. A logical conclusion is > that North America was the first to do so. > Then this would mean that they would no longer manufacture blue debug units either. (Which is very possible... They could quite possibly be only a certain number of these in existance, manufactured only once sometime in 1995) > > Yaroze needed a bit of motion, so I picked up the cattle prod, and well... > > What I am interested in is a bit of Pickup. > I second that. Even if the scene will not welcome new members, we still need to become more active. > > I have been doing some 3D code lately. > As have I. I'm currently working on 2 projects. SEDE and BloodShed. Project BloodShed is a 3D mech battle game with randomly generated playing environments. Right now I'm just trying to make a square jump around the random environments to the point where I don't have to re-write massive amounts of code to add mechs instead of color cubes. > > OK, after the CHAT on Dec 27. Which consisted of Mario, and Jeremy H. And > yours truly. Mario and I covered a lot of ground. We looked at what > technological software at SCEA could we leverage to do "Presentations". > > Placeware is a Neat way of doing this. So is RealVideo. Especially when > you want to do a Visual output job. It is just a Question of Generating > the Content. > SCEE is a valuable resource in Up-to-the-minute info on the Yaroze domain. > But the connection across the Pond can get a little annoying. > > But to make the North America Net Yaroze thing happen, I need to get in > touch with as many N/A Members as possible. > > This of course is going to take some time. > I'm going to try a role call. > If you get the email from me, Please reply. > The content will be brief and to the point, and I am not trying to "Spam" > anyone. Further to that I am not releasing the information to any > organisation without Prior Consent. > > Imagine Microsoft trying to do that... > {Again, it comes to a question of Who do you trust?} > > But I am going to try and put together my first slide show: > > Collision Detection. > > When I run, How do I know I bumped into something... And what do I do? > > Stay Tuned.. > > Now I can put the PROD away... ;) > Yeah.... I guess this is where I should mention my fabled tutorials that I was working on... So here it goes. Tutorials help out alot of people and would help the net yaroze scene; but they aren't great portfolio stuffers. So I've concluded that it would be better for me to work on a game, and release the fully-commented source code to the world-wide NY scene, explaining how I did everything. This would be much better for my portfolio than a tutorial, and is more interesting to work on. However, this isn't exactly the best way for newbies to learn... So... I'm sorry to everyone who was looking forward to the tutorials. I can assure you that the source code that I release to these two projects that I am working on will be full and ledgable. That's all I can offer you all. 'Darco