hrudu.

November 27, 2011
by paolo.
1 Comment

[ROM] Trying out CheckROM RevoHD™ V3.1.1

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I told myself I wouldn’t flash again until ICS hits — but since my installation of Criskelo has been bugging out on me lately,  (must be my undervolt values) I decided to flash MIUI Android. It didn’t turn out great. Wi-Fi hasn’t been fully worked out yet and the theme I installed … didn’t want to uninstall itself. (I couldn’t change it to anything else.) I sorta liked the idea of having the option to apply themes on my phone, but for it not to work? I had to flash again.

Decided to give CheckROM a try.

At first glance, you would think that it was stock ROM minus the bloat. It’s so much more.

My setup:

ROM: CheckROM RevoHD™ V3.1.1

Modem: XXKI4

Kernel: Siyah-V2.1.1 (SetCPU and BLN-enabled!)

… but I didn’t flash them one by one. The real gem in CheckROM is that it includes the KitchenPro app. It’s essentially a one-stop app to download and install components to customize your CheckROM installation. With it, you could add boot animations, modems, themes, widgets/apps, dialer themes, mods and even kernels!

  1. My configuration.
  2. The KitchenPro app.
  3. Some of the components you could install.
  4. Boot Animations!
  5. Widgets/Apps – If you miss the Samsung bloatware, you could restore them from here.
  6. Kernels!

The ROM also comes with JKay Deluxe to allow you to further customize how your phone looks/operates. (I updated mine to v.13.1 via xda download. Read before you install!)

Here’s what the Bios boot animation looks like:

(Totally had that installed until the ICS theme overwrote it with the ICS boot animation. I reverted back to a simpler theme but the ICS boot animation stuck, which I like.)

For now, I’m keeping my configuration because it’s stable and has adequate battery life. (After a week, I might try flashing other modems/kernels just to see which configuration is best.)

If you want a stock ROM you could start customizing, try out CheckROM.

Remember: read (a lot!) first before flashing your device!

***

Overclocked to 1.6Ghz, here’s what my config could do:


November 24, 2011
by paolo.
2 Comments

Uncharted 3 Review: Less With More

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Like many of you, while looking forward to the latest Uncharted game, I was thinking fondly of the great moments from the last one. After all, the Uncharted games are the best Hollywood blockbusters you could play — remember Urban Warfare? How great was that level? The “run ‘n gun” sequence was only done for that part (I think) and it was memorable for its scarcity. How about Locomotion? It was exciting and challenging and breathtaking and wonderful and kind of repetitive-in-a-way-you-don’t-mind-because-the-level-is-gorgeous-and-completing-it-will-allow-you-to-see-the-next-cutscene. (If you don’t know what I’m talking about, check out the link above.)

Trying to remember parts of that Hollywood blockbuster, I tend to forget the truth that there were parts that the movie could have done without.

I think the Kotaku article Overstaying Its Welcome: The Place of Uncharted 3 in the Medium articulates best what I mean: Uncharted 3 put more were it could have done with less.

Near the end, it became less puzzle/adventure/shooter more survive-the-same-firefight-by-memorizing-where-the-enemies-will-come-from. I ended up quitting the game a few times and coming back at a later time, out of frustration. Also, did I mention that it takes a bit longer to aim / aiming is worse than the last game? (Naughty Dog responds to Uncharted 3 aiming concerns)

More more more. More firefights, more hand-to-hand combat, more chases and more grabbing-the-ledge-at-the-last-moment-slipping-and-catching-another-part-of-the-ledge. (SPOILER: he *always* makes it)

Let’s break that down:

  • More firefights! – Surviving isn’t an ordeal when after your nth attempt, you’ve already memorized where the enemies will be coming from.
  • More hand-to-hand combat! – They emphasized that the hand-to-hand combat has been improved this time around. Here are my issues with that: 1.) it’s the same motion over and over again 2.) it’s useless when you’re in a firefight and snipers and grenade-launcher dudes and machine gun dudes are taking away the colors from your screen 3.) Arkham City’s freeflow combat has spoiled me.
  • More chases! – Remember when I mentioned the “Run ‘n Gun” part of Urban Warfare from Uncharted 2 above? You get chased by _____ twice, with the same “unseen obstacles” angle. (Insert “spiders,” “flood,” and “water.”)
  • More ledge-grabbing! – Drake always makes it. The effect is lessened because *every* almost-fall will have a ledge. Drake will grab onto that ledge. Always. I’ll be more surprised if he goes through a level and nothing big happens. Or if he just slips and spends the following weeks recovering.
  • More murder! – No one acknowledges that Drake is a mass murderer. I read somewhere that Naughty Dog was going to adjust it to “breaking a few necks along the way to get treasure/ Drake’s the everyman etc,” but instead, we get a lot of shooting the same bad guys over and over again.
  • More treasure! – Well … not really. Which would probably make Drake a horrible mass-murdering non-treasure hunter.
Much like the way of the Hollywood blockbuster, we’ve all seen it. Or played it. No matter what anyone else says. Don’t get me wrong, it’s a terrific game … just marred by some serious flaws. But you already knew that, didn’t you?

 

November 21, 2011
by paolo.
0 comments

the wire 11/21/2011: nexus camera comparison, iphone 4s camera, egyptian walking whales, underwater egg crack and adventure time comics

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[image via reddit]

November 18, 2011
by paolo.
0 comments

the wire 11/18/2011: galaxy nexus camera, oreo ice cream sandwich and a cool batman project

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[above: from A Cool Batman Art Project by artist Scarlett Veith]

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