To make this registry change, you can create a .reg file with the following contents below and execute it.
Once done, the Microsoft Update website will be fooled into believing that your XP system is a POSReady system, making the latest updates available.
Thanks to ZDNet for reporting this. Unsurprisingly, Microsoft has issued a statement about the “hack” in that it is completely unsupported and that users are better off upgrading to Windows 8.1 instead. No word on if Microsoft will do anything to counter this hack, but for the time-being, XP users can gain access to the latest security updates for Windows Embedded.
SOURCE: ZDNet – Registry hack enables continued updates for Windows XP Read More
Here is the full list of changes in 1.02.
– Added missing Overworld map locations.
– Added Japanese and Korean language support. Cid is now multi-lingual!
– Main screen background now alternates between a sky and underworld background.
The latest update to Cid’s Aerial Tours can be found on the Google Play Store:
* Fixed a few audio-related crash bugs.
* Fixed a memory issue for LOW RESOLUTION mode.
* Added several new maps for Dragon Warrior III:
– Cave of Enticement
– Romaly Castle
– Cave West of Noaniels
– Eginbear Castle
– Isis Castle
– Cave of Jipang
– Port Town
– Shrine of Holy
– Shrine of the Poison Swamp.
* Added Gwaelin’s Cave for Dragon Warrior II.
* Added the Dragon Warrior VII PS1 map by King Zenith.
Many thanks goes out again to King Zenith and x_loto! DRAGON GEO can be found here:
Ever since the introduction of the new UI found in Google Maps, there have been many complaints about the overall UX, in that the new Google Maps takes far too long just to launch Navigation Mode. The new Google Maps takes a minimum of three steps just to get Navigation Mode, but GO THERE NOW simplifies the process, by making it one step instead. GO THERE NOW supports several languages, including: English, Chinese (Traditional & Simplified), French, German, Hindi, Italian, Japanese, Korean, Portuguese, Russian, and Vietnamese.
Many thanks goes to Joey for the app idea! Feel free to check out GO THERE NOW in the Google Play app store and let me know your thoughts and especially if you run into any bugs!
CAT is an interactive map guide app for the Google Android platform, akin to Google Maps but for viewing world maps from Squaresoft’s classic 16-BIT RPG, Final Fantasy IV (aka Final Fantasy II for the U.S.). Like Dragon Geo, users can zoom in and out on the map using buttons and pinch/tap gestures. Users can view the three world maps (overworld, underworld, and the moon) from Final Fantasy IV. Unlike Dragon Geo, CAT is a much smaller app and will focus solely on world maps, rather than castle/town/dungeon maps.
CAT is the second Google Android app that I have launched onto the Google Android Store.
Many thanks goes out to my friends who helped beta test CAT, as well as these sites that provided the sprites, maps, and music/sound effects for Final Fantasy IV:
* Steve Chou
* Joey Dorpat
* Ashwin Kamath
* King Zenith
* James Spencer
* Dan Smoliak
* Jesse Thomas
* Zophar’s Domain
Cid’s Aerial Tours is available for free on the Google Play Store. If you have an Android device, be sure to check it out! Read More
- Aapt-based PNG processor is now default again while we investigate some issues with the old one.
- flavorGroups have been renamed flavorDimensions and the DSL has been updated. The old DSL is still available until 1.0 at which time it’ll be removed.0.9.1
- It’s now possible to include a file when there’s a conflict during packaging:
- New PNG processor.
- Should be much faster when processing many files
- Fix issue where crunched png are bigger than original file
- To revert to the old cruncher: android.aaptOptions.useAaptPngCruncher = true
WARNING: We’ve seen reports of the new processor generating PNGs that make the app crash on GB
- The plugin now enforces that all library dependencies have a unique package name.
- To disable this you can use android.enforceUniquePackageName = false
- WARNING: The ability to disable enforcement will disappear in 1.0
- Generated POM files now have the proper dependencies even if the pom object is manipulated in build.gradle
- libraryVariant API now gives access to the list of flavors.
- fixed issue where changes to the manifests of libraries didn’t trigger a new manifest merge.
- BuildConfig.VERSION_NAME is always generated even if the value is not set in the current variant.
- BuildConfig is now packaged in libraries. This requires that all your libraries have a unique package name.
- If you are disabling enforcement of package name, then you should disable packaging of BuildConfig with: android.packageBuildConfig = false
- WARNING: the ability to disable packaging will disappear in 1.0
For those that are unfamilar with aapt, it is the SDK compile tool responsible for packing your app into an APK package. As part of the packing process, aapt also performs file optimization on certain media files, such as PNG files. It uses a built-in PNGcrush to reduce PNG file sizes as part of the process. Normally, this is a good step to perform prior to building the APK. However, when you have already optimized your PNG files with tools like TinyPNG and offer greater savings than PNGcrush, this step is completely unnecessary. Also, it greatly adds to the compile time for building your Android application.
While developing Dragon Geo, I was always suspicious on why my APK was much larger than it should be, given my already optimized PNG files. However, it now makes sense with the latest update notes on the Android SDK Build Tools, as it seems that for the longest time, the PNG processor in the aapt was not checking whether the ‘crushed’ PNG files were actually smaller than the original PNG files it was crushing! Google finally mitigated this issue by fixing aapt in 0.9.1. Along with this long-awaited fix, Google has now made it possible for Android Studio/Gradle users to use the new PNG processor in aapt with the following change in the build.gradle configuration file:
aaptOptions.useAaptPngCruncher = false
Although the new PNG processor is disabled in 0.9.2, it is still possible to use the new PNG processor in aapt with this command. I recently tested this Gradle configuration for the Dragon Geo app to see the difference in APK size from the older builds. In the case for Dragon Geo, the size reduction was dramatic; the APK size was roughly 4.8 MB smaller! Although a few Android developers have reported issues with the new PNG processor in aapt, I have found no bugs in Dragon Geo with this new build configuration. Read More
Given that Microsoft is ending support for Windows XP on April 8, 2014, it is highly recommended to either upgrade to a newer version of Windows, or switch to a more modern operating system. Otherwise, you risk being exposed to a multitude of security vulnerabilities.
The only catch is that you have to upgrade to a new Windows 8 computer.
Those who are eligible for the promotion can redeem the credit at Microsoft’s online store or their retail shops — and the fact that you still use the 13-year old Windows XP is subject to verification by Microsoft (MSFT, Fortune 500). The offer is good for PCs ranging in price from $599 and $2,299 and will run until June 15.
The promotion is part of Microsoft’s plan to get the last remaining Windows XP users off the operating system before the April 8 end of life date. After April 8, Microsoft will no longer issue security updates to address viruses and exploits to the operating system.
Source: CNN Money – Microsoft will give you $100 to buy a new PC Read More
This past week, I had a chance to attend the Game Developers Conference in San Francisco, a huge annual conference for game producers & developers. As this was my first GDC, I was thrilled to have the opportunity to meet professionals in the gaming industry, attend seminars on game development, as well as seeing the latest games and technology on display.
While the first two days of GDC came and gone with little fanfare, things became a bit more interesting when the Career Center and the Expo Floor opened up on Wednesday. Companies like Oculus and Unity were in full force on the floor. Oculus, riding on the growing interest into virtual reality technology, were demonstrating the full capabilities of what the Oculus Rift VR headset had to offer for the next generation of games. As for Unity, they were heavily touting it’s capabilities as a versatile gaming engine that supports most (if not all) current gaming platforms, as well as high-profile games that were developed with Unity.
Some of the biggest announcements at GDC included Sony’s Project Morpheus, a VR headset similar to the Oculus’ Rift headset. Another large announcement was Valve’s unveiling of the latest version of the SteamOS controller, considered to be controversial due to it’s unorthodox game controller layout. Along with the new controller, Valve was also demonstrating the SteamOS and the SteamBox PCs over at it’s booth.
Hardware companies like Intel, AMD, and nVIDIA were also at GDC, demonstrating what their hardware can do for game developers. With Intel, they were promoting Iris Pro (Haswell’s integrated GPU) and it’s gaming performance. The message that they wanted to deliver was that the Iris Pro was capable of running the latest games (albeit at lower settings compared to nVIDIA & AMD’s GPU solutions).
As for AMD, they were focused on promoting EyeInfinity, their triple monitor solution for gaming, as well as Mantle, an AMD API that allows developers greater access to AMD’s GPU capabilities on a lower level.
Over at nVIDIA’s booth, they were promoting their latest Tegra 4 SOC solution, as well as nVIDIA GRID, a cloud game streaming service that nVIDIA is currently promoting.
de with the large game & hardware companies, part of the Expo Floor was dedicated to Independent Game Developers, where the latest and greatest indie games like “Papers, Please”, “Crypt of the Necrodancer”, “The Stanley Parable”, and many others were on display. GDC has always had a large focus on independent game developers, but this year, indie game developers were definitely in force, as many of the indie games on display were quite intuitive and most importantly, fun to play.
Outside of the Expo Floor, I encountered an interesting exhibit, the Videogames History Museum. It was an exhibit dedicated to the history of arcade and console gaming, with classic consoles like the NES, SNES, Atari, N64, Genesis, GameCube, Game Boy, Virtual Boy, etc. on display. There were several stations where gamers could reminisce and play these classic consoles; I was able to get a chance to play E.T.: Phone Home (a game that was largely responsible for the 1983 video game crash), as well as a few rounds of Super Smash Bros. Melee. The exhibit was definitely a trip down nostalgic road for me.
On Wednesday night, the Game Developer’s Choice Awards 2014 was held. It’s similar to the People’s Choice Awards, except that the winners here are games and their developers. A significant portion of the GDC Awards were dedicated to indie games, showcasing how far indie games have come in recent years. What I found surprising is that a large amount of the awards were given to the indie game “Papers, Please”, winning five awards for categories such as Best Narrative, Visual Art, etc. Another big winner was Naughty Dog’s “The Last of Us”, a great game that rocked the gaming world last year.
With GDC ’14 concluded, I am still in awe over all the announcements, games/tech that were on display, and more importantly, the advice I received from game designers and professionals. As I have started the journey back into software development in the past year, I was initially overwhelmed, as I felt at times if I could ever get back to speed with what game companies are looking for in developers these days. However, I also gained insight and a better direction of where I should focus my software development skills on.
More about the origin of DRAGON GEO: Project Geo was originally used as a way for me to get familiar with Android development, roughly four months ago from today. During development, I’ve learned quite a bit about developing on the Android platform, such as programming gestures, loading and playing media files, displaying large images, UX design handling memory optimization issues, and much more. Although I still have far to go in terms of Android development (and mobile development in general), I’m proud to have been able to put out a quality first app that I quite enjoyed working on in the available spare time I had. I’d like to thank the sites & people that have made these maps and sprites available online. Without them, DRAGON GEO would not be possible:
- Dragon’s Den
- King Zenith
- NES Maps
- NES SNES Sprites
- Realm of Darkness
- RPG Legion
- Sprite Database
- Zophar’s Domain
Also, many thanks goes out to my friends who have dedicated their time to beta testing out DRAGON GEO:
- Ashwin Kamath
- Steve Chou
- Joey Dorpat
- King Zenith
- James Spencer
- Dan Smoliak
- Jesse Thomas
DRAGON GEO is now available for download on the Google Play Store. If you have an Android device, be sure to check it out! I’ll be making improvements to the app from time to time.