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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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November 7th, 2019, 20:54 Posted By: wraggster
PlayStation 4 is slowing down a little -- and where only a short while ago that would have been a the-sky-is-falling kind of pronouncement, right now it's probably fine.
The console, coming up shortly on its sixth birthday, has outperformed all expectations and is now the second-best selling home console in history -- comfortably ahead of the PS1 and the Wii, though still tens of millions of units behind the staggering performance of the PS2. A bit of softness in its sales figures at this point, with the full-year sales numbers being revised down from 15 million to 13.5 million units, suggests that the PS2's record might remain unchallenged, but it's not actually damaging in terms of the PlayStation business overall, either for Sony or for its third-party partners.
If the PS4's sales are slowing at a faster than expected pace -- and to be clear, that minor full-year shortfall doesn't really show the scale of the downturn in the graph, with Q2 shipments of PS4 hardware actually down some 28% year-on-year -- the real question is not what it means for PS4 itself, whose place in the market is already well-secured, but what it means for the planned transition to PS5 next year.
"The figures are far from a crisis but projecting this decline forward and factoring in the uptick in PS5 news, it's easy to see sales flatlining earlier than Sony allowed for" Thus far, the signalling from Sony, limited as it has been, has suggested that the company is keen to strike a balance between the old and new platforms. Broadly similar architecture and shared online services mean that the PS4 to PS5 transition should, in theory, be very smooth compared to Sony's previous generation shifts -- and opens up the potential for an increasingly discounted PS4 to stay on the market as the company's entry-level console for several years after PS5 arrives.
It's unlikely that Sony plans to be particularly radical in their positioning of this strategy; more than any other platform holder, Sony has done very well, thank you very much, from the old-fashioned console business model and has little incentive to try to upset that process too much. The overlap between PS4 and PS5, however, seems set to be a bit more comprehensive than in previous generations, with the older console remaining a viable option in its own right -- not just "pick this up for your kids to play cheap older games," great though that business opportunity can be -- while the PS5 sells itself initially to a higher-end audience on the basis of new functionality and prowess. On paper, this kind of transition would result in much smoother finances for Sony throughout the generation shift, while also hopefully opening up new demographics for the PlayStation platform overall.
https://www.gamesindustry.biz/articl...-nears-opinion
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November 7th, 2019, 20:45 Posted By: wraggster
Sony Interactive Entertainment is turning off the servers for SingStar, 15 years after the launch of the first game in the series.
SingStar users will be able to play offline and use their downloaded content after January 31, 2020, but all online functions and features will end on that date.
Songs will no longer be for sale on the PlayStation Store, and all shared content on SingStar.com will be deleted. SIE has reminded users to download any digital purchases before January 31 next year.
https://www.gamesindustry.biz/articl...n-january-2020
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November 7th, 2019, 20:36 Posted By: wraggster
PlayStation has named Guerrilla Games managing director and co-founder Hermen Hulst as its new head of Worldwide Studios.
He starts the role immediately and will manage all of Sony's game development across its 14 internal studios.
Meanwhile, Worldwide Studios president Shuhei Yoshida will leave his current role to lead a new initiative that will look after and nurture external, smaller independent studios.
The changes are part of Sony Interactive Entertainment's restructuring ahead of the launch of PS5. It also comes a month after the departure of Worldwide Studios Chairman Shawn Layden.
Speaking to GamesIndustry.biz, PlayStation CEO and president Jim Ryan said that Hulst's appointment will prove Sony is very much thinking globally as it moves into the next generation.
https://www.gamesindustry.biz/articl...ldwide-studios
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October 29th, 2019, 22:15 Posted By: wraggster
It has been a while since we hear from Team REBUG, but they are back and showing some (love) to the PlayStation 3 consoles, by releasing finally Rebug v4.85.1 LITE for the all those waiting to upgrade to best CFW out there, sadly there is still no REX release yet from the team, but you know as always they are hard at work on it, so remember to drop them a donation via their official website!
(We are still looking for providers of DEX OFW for future “REX/D-REX” releases)
LITE COBRA 8.2 EDITION --- INSTALL ON CEX PS3 SYSTEM --- REBUG 4.85.1 LITE EDITION --- Oct. 27th 2019[/COLOR]
(See below for full LITE EDITION features)
What’s new since 4.84.1 LITE EDITION?
- Stability*
(This system software update improves system performance) - REBUG TOOLBOX 2.03.03 MULTI
(The latest REBUG TOOLBOX with Multi Language support -16 languages) - COBRA 8.2 Updated
(Built-in reactPSN feature supported)
FEATURES FOR REBUG LITE EDITION
- FEATURE – QA Token compatibility
- FEATURE – OtherOS++ support enabled
(Use Rebug Toolbox to Boot OtherOS with different LV1 patches) - FEATURE – Package Manager
(Replacement for the standard ‘Install Package Files’ option) - INCLUDED – Rebug Toolbox 02.03.03 Multi
(Install included Rebug Toolbox or higher for full compatibility) - FEATURE – FSELF compatibility
(Fake Signed ELF is supported on both CEX and DEX modes.) - PATCHED – Appldr: LV2 memory hash check is disabled
(Memory protection on LV2 is disabled in higher level) - PATCHED – LV1: Disable System Integrity Check
(Safe to use with mismatched COREOS/SYSCON versions or if PS3 is not QA enabled) - PATCHED – LV1: Undocumented function 114
(Allow mapping of protected memory) - PATCHED – LV1: Skip all ACL Checks
(Needed to allow booting of OtherOS) - PATCHED – LV1: Peek and Poke support
(Unused LV1 call 182 and 183) - PATCHED – LV2: Peek and Poke support
(LV2 Syscall 6 and 7) - PATCHED – LV2: Peek and Poke support for LV1
(LV2 Syscall 8 and 9) - PATCHED – LV2: LV1 CALL System call
(LV2 Syscall 10) - PATCHED – LV2: Allow execution of any LV2 internal function
(LV2 Syscall 15) - PATCHED – Recovery: Prevent accidental OFW update while on Recovery mode
- PATCHED – VSH: Allow HAN Signed EDAT/PKGs
- PATCHED – VSH: Allow Unsigned act.dat and *.rif files
- PATCHED – VSH: Auto unlocks c00 demo contents
(Improved patches applied) - PATCHED – VSH: Disable NEW PSP DRM Check
(Allowing unsigned PSP pkg contents on 4.75 or higher CFW) - PATCHED – VSH: Disable Epilepsy Warning for Faster Boot-Up Speed
- FUN FEATURE – In Game Screenshot
(Allows taking screenshots in Game) - FEATURE – Full Polish support for XMB/PS2 Emu
(Provide full Polish character support) - FUN FEATURE – Enhanced Remote Play
(This unlocks the limitation of working apps/games for remote play, by disabling SFO flag check) - FEATURE – Cinavia protection fully disabled
(Supports optical media/bd iso, AACS must be decrypted) - FEATURE – COBRA 8.2 *UPDATED
(Enabled by default ) - FEATURE – Homebrew store compatibility
(Downloading debug signed packages is now available on retail CFW.) - FEATURE – XMB CFW settings v0.1a
(XMB icons for simple CFW tasks available via REBUG TOOLBOX) - FEATURE – PSN/SEN Accessibility
(PSN /SEN Accessible , until the next OFW update) - FEATURE – XMBM+ Compatibility
(XMB Manager Plus developed by Team XMBM now supported via standalone pkgs.) - FEATURE – HAN Toolbox Compatibility
(HAN Toolbox Support added for testing HAN Signed pkgs on CFW)
Click to expand... OFFICIAL SITE: --> https://REBUG.me
Please Remember: If you enjoy using REBUG CFW's on your PS3 console, to visit their website (link above), and donate something to them today!
https://www.maxconsole.com/threads/o...th-2019.55114/
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October 29th, 2019, 22:09 Posted By: wraggster
Sony Interactive Entertainment clearly believes the power of PlayStation isn't waning as it files trademarks for no less than five future consoles.
Trademark applications have been submitted for PS6, PS7, PS8, PS9 and PS10 in Japan, Gematsu reports.
Naturally, this is not confirmation any of these machines will exist. Instead, it's likely trademark security to prevent anyone else snapping up these brands before PlayStation.
In fact, Sony has a history of future-proofing its console strategy this way. In 2006, the same year the PlayStation 3 was released, the platform holder trademarked both PlayStation 4 and 5 -- which is amusing when you consider the company refused to call it that until earlier this month.
https://www.gamesindustry.biz/articl...6-7-8-9-and-10
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October 29th, 2019, 22:06 Posted By: wraggster
Sony has announced it will be shutting down its TV subscription service, PlayStation Vue, after four years.
Users will be able to continue their subscriptions through January 30, 2020, after which point it will shutter for good. All other TV and movie apps will remain on the PlayStation Store as normal. The website currently says that at some point "in the near future," new trial and paid subscription sign ups will be deactivated.
https://www.gamesindustry.biz/articl...vue-in-january
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October 25th, 2019, 22:26 Posted By: wraggster
Other than the Diablo I port, the PSVita and PSP have received an update to their only Nintendo 64 emulator which is DaedalusX64.
This emulator has been around for a pretty long time and it only exists because the PSP shares the same architecture as the Nintendo 64 (MIPS) and some developers had a tad too much on their hands. Up till mid-2018, the latest release was r1909 and it was thought that it would be the final version of the emulator but then z2442, with the help of others including TheMrIron2, decided to keep on updating and improving the emulator releasing multiple updated versions as a result.
Now, version 1.1.8 has been released and this brings along:
- Updates to the Asynchronous Audio function so that it now uses the PSP’s Media Engine to provide a more stable experience
- Performance improvements through a new speed hack and updates to the PSP’s Media Engine PRX
- Working PSVita detection
- The code now conforms to the C++ 11 standard
- Many other changes accumulated over the last 7 months which can be viewed in the commit history
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October 25th, 2019, 22:24 Posted By: wraggster
As many of us know, the PSVita didn’t get an entry in many major game series and the Diablo series is one of these. Up till now, the only way to play a Diablo game on the console was by emulating the PlayStation 1 port via Adrenaline but that’s just changed thanks to the work of developer ‘gokuhs‘ and his port of DevilutionX
Diablo I can now be played natively on the PSVita provided you can live with kinda awkward controls (Image Source)
DevilutionX is a open-source port of the Diablo I game engine that supports a wide variety of platforms including Windows, Linux, macOS and the Switch while also having some added features of its own such as upscaling and modding support.
The PSVita port is still in beta stage and from user reports on Reddit + its changelog, it’s at the current state:
- Overall, performance is pretty decent with the game hovering around the 40FPS mark in the city and the 20FPS mark in dungeons
- Controlling the game is a tad awkward because it uses the rear touchpad and most buttons are unassigned
- Hopefully, gokuhs can take some cues in the controls department from Diablo NX which is a DevilutionX port for the Switch by MVG
- There are a few minor issues such as tapping on the rear touchpad not working all the time and the mouse in menus being mapped incorrectly
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October 25th, 2019, 22:13 Posted By: wraggster
PlayStation has begun issuing refunds for WWE 2K20 after the game was pulled apart by fans for its copious glitches and bugs.
The latest entry to 2K Games' annual wrestling franchise has become the talk of the town -- for all the wrong reasons -- after fans began sharing footage of how extensively the game was broken.
Along with missing items from the collector's edition, there are broken in-game features, and graphical bugs that make Assassin's Creed Unity look like a launch day success.
Since Tuesday, fans have taken to Twitter using #FixWWE2K20 to call attention to the problem.
One tweet from 2K Support amid this furore said: "We're receiving more tickets than normal. Rest assured: We're doing everything we can to get to your case. Thanks for your patience!"
https://www.gamesindustry.biz/articl...idden-wwe-2k20
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October 25th, 2019, 22:12 Posted By: wraggster
More businesses are beginning to recognise the potential of virtual reality, as enterprise revenue is expected to leap 69% this year.
That's according to the SuperData XR Q3 2019 update, which found that businesses are rapidly adopting VR for areas like employee training and automotive design.
Virtual reality revenue is steadily climbing elsewhere too, with consumer VR software revenue expected to 16% this year, breaching $1 billion for the first time. Much of this is thanks to the rise of location-based entertainment, which accounts for roughly half the total.
https://www.gamesindustry.biz/articl...ld-in-business
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October 23rd, 2019, 18:30 Posted By: wraggster
Sony has decided not to sell Call of Duty: Modern Warfare digitally on its PlayStation Store in Russia, though the game will still be available on other platforms in the country.
Eurogamer managed to confirm the news after a tweet from the Call of Duty Russia official account first announced it earlier today. The statement in English provided to Eurogamer is as follows:
"Call of Duty: Modern Warfare is a fictional game that has been thoughtfully created to entertain fans and tell a compelling narrative. Sony Interactive Entertainment has decided not to sell Modern Warfare on the PlayStation Store in Russia at this time. We look forward to launching Modern Warfare digitally in Russia on 25 October on PC via Battle.net and on console via Xbox."
https://www.gamesindustry.biz/articl...tore-in-russia
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October 22nd, 2019, 20:38 Posted By: wraggster
Spectabis v1.1.0 is released. Spectabis is a free custom frontend for PlayStation®2 emulator PCSX2. Without tinkering for hours with settings for each game or creating complicated setups for each game, Spectabis takes it all from your hands so you enjoy what matters - your games. You can configure most of the emulation settings, graphical settings, input, sound and manage shaders without leaving Spectabis. Spectabis will handle your game files and appropriate box art covers, connect you to game's PCSX2-Wiki page for even faster and easier game library management.
Spectabis v1.1.0 changelog:
Changed stuff around the global config emuDir - #27
API Overhaul - #28
Added additional art APIs
Embedded API keys
Automatic API switching and priorization
Error Logging output to file + PCSX2 directory change bug fix - #33
Fixing playtime counter only keeping track of minutes, not hours - #38
Fixing crash on startup - #39
Also updated bundled emulator plugins to dev-3033-g52da124a2
Thanks to CyberFoxHax and Michanne for caring when I didn't
https://www.emucr.com/2019/10/spectabis-v110.html
https://github.com/Spectabis/WPF_Spectabis
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October 21st, 2019, 22:41 Posted By: wraggster
It’s no secret that the PlayStation Vita is an excellent console for retro console emulation and RetroArch is an excellent all-in-one solution for doing just that. However, only installing the VPK will give you a pretty ugly interface which might give you the wrong idea about RetroArch so in this article, we’ll be looking at the proper way to do things!
Part I: Downloading files & getting them onto your PSVita
Before you start doing anything, you need to download some files namely:
- The RetroArch VPK (link)
- This comes in at around 170MB and contains all cores (RetroArch-speak for emulators) available for the PSVita which range from NES to Genesis to NeoGeo and much more
- For a full list of cores, check out this GBATemp thread
- A two part article series about what the Vita can emulate can be accessed from these links (part i, part ii)
- RetroArch’s data files [RetroArch_data.7z] (link – the link is specific to RetroArch 1.7.9 which is the latest version as of writing this article but you can find links for newer versions easily when they’re available)If you just install RetroArch’s VPK without the data files and the configuration below, it won’t look pretty
- This contains the stuff that will make RetroArch look great including fonts, menu icons, themes, audio/video filters and much more
- Optional – A wallpaper of your choice to make the interface look even better. I personally think that ‘minimalist’ wallpapers look the best
After you download the above, you can grab your PSVita and do the following in order to install what you just downloaded:
Obviously, your PSVita must be in hacked mode so run HENkaku/h-encore/Trinity before you start unless you use HENkaku Enso
- Open VitaShell and connect your PSVita via USB (you can do it via FTP but copying the data files might take 20-30 minutes as they’re composed of a lot of small files)
- Copy RetroArch’s VPK (RetroArch.vpk) to any directory you please
- Extract ‘RetroArch_data.7z’ and copy the ‘retroarch’ folder into ux0:/data [as a result, you’ll now have a ux0:/data/retroarch folder]
- This step might take a while
- If you want a custom wallpaper, the instructions are below
- Disconnect the Vita from your PC and install RetroArch’s VPK which you just copied
- Congrats, you’ve successfully installed RetroArch on your PSVita and can now proceed to setting it up
- Up till now, you have menu icons and RetroArch looks better but you’re not quite done yet!
Part II: Setting up RetroArch on your PSVita
Now, open RetroArch on your device and start setting it up by following these steps:
- If you’re accustomed to having X for confirm and O for back, head over to Settings -> Input -> Swap OK & Cancel Buttons and toggle it
- There are some options for touch controls but they don’t seem to work
- You can also change the combination to get the option menu while in-game which I recommend doing if you’re using a Phat PSVita (Vita 1K)
- Now, go to Settings -> User Interface -> Appearance to make RetroArch look greatThe difference between this image and the above image is night-and-day
- Fonts: Navigate to Menu Font and from here go to ux0:/data/retroarch/assets/glui/font.tff
- Different Menu Icons: Navigate to Menu Icon Theme and see what you prefer (I personally prefer Systematic)
- Menu Color Theme: Navigate to Menu Color Theme and figure out which style you prefer (I personally prefer Undersea)
- Icon Shadows: Navigate to Icon Shadows and toggle it (I personally think RA looks better with shadows on but this is a matter of taste)
- Menu Layout: You can toggle it between handheld and console with the former providing a bigger interface and the latter providing the default UI (I personally go with Console)
- You can also change some stuff like the background’s opacity, font colour
- After doing the above, RetroArch looks pretty decent and using it is much more pleasant!
- For a custom wallpaper in RetroArch’s menu, you have to follow these steps since Settings -> User Interface -> Appearance -> Background doesn’t seem to detect PNG/JPG files on the Vita
- Go to ux0:/data/retroarch/assets/xmb/(theme you chose)/png
- Name the image you want as a background to ‘bg.png’ and copy it to the above directory
- It’s recommended you use a 960×540/960×544 image
- You may need to change the background’s opacity in Settings -> User Interface -> Appearance to make your wallpaper look nicer
Part III: Other things you can do with RetroArch
If the XMB UI isn’t your thing, you can use Ozone for a Switch-like experience. You’ll need to add data files to ux0:/data/retoarch/assets/ozone from a PC installation of RA and make sure you remove ‘cursor_border.png’ or else, it won’t work well
If you properly followed Part I and Part II, you’ll get a decent looking RetroArch that uses around 200MB of your device’s storage. However, if you want to customise your experience even more, you can:
- Set up Dynamic Wallpapers which change as per the core you’re using (guide)
- Create your own playlists and introduce thumbnails for your games into the mix (guide)
- Thumbnail files (i.e. game front covers) come in packs which include all games for the system so downloading them might take a while
- Use a different menu driver such as Ozone which gives you the Nintendo Switch UI
- This can be done by going to Settings -> Drivers -> Menu
- Customise a lot more stuff which you can learn about by checking out RetroArch’s documentation
http://wololo.net/2019/10/20/tutoria...it-look-great/
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October 21st, 2019, 22:37 Posted By: wraggster
If you haven’t been following PS3 news for the last few months, PS3HEN is hack for nonCFW PlayStation 3 consoles which include all the Super Slim models and Slim models whose minimum firmware version is 3.60 or greater. PS3HEN 3.0.0 is a bug fix release but it irons out some pretty annoying issues so updating is highly recommended
This hack, which was released in April, allows these consoles to get some CFW capabilities such as the ability to run homebrew, use backup managers and more which has prompted many people to hack their PS3 in order to get a piece of the action.
Thanks to the work of various individuals, especially Jason Borowski (@esc0rtd3w), PS3HEN is still seeing updates to this day in order to iron out all issues that may arise while using it and now, version 3.0.0 has been released. Version 3.0.0, which succeeds version 2.4.0, comes with some major fixes and its change log includes:
- Fixes for freezing issues on all PS3 models thanks to work by habib
- Both freezing issues in the payload itself and the HEN plugin were fixed including a freeze that occurred when you had a DVD/CD in your PS3’s optical drive and enabled HEN.
- Issues with some PS3 models being incompatible were fixed
- Sanity checks in the payload were improved
- An error message is now shown if the reply from the HEN server is too short
- Support for FW 4.82 has been dropped as maintaining support was too much work for the main branch
- This means that only HFW 4.84 and 4.85 are supported by PS3HEN
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October 20th, 2019, 23:00 Posted By: wraggster
Vita firmware 3.73 “blocking” Modoru was only temporary after all, and basically a false alarm.
Developer SKGleba has released an update to the popular downgrading tool (originally developed by TheFlow), allowing it to support the latest PS Vita firmware.
The developer adds that this latest Vita firmware only seems to change something related to webkit (this might be a vulnerability patch, but not one that’s used in h-encore2).
With h-encore2 and Modoru both confirmed to work with Vita 3.73, it now feels safe to upgrade to that firmware if you were already on 3.7x. Users of former firmwares, running on the trinity or h-encore exploits might consider staying there.
Download Modoru 2.1 (supports PS Vita 3.73 and below)
You can download Modoru 2.1 from the developer’s github here.
Source: SKGleba
http://wololo.net/2019/10/17/psvita-...3-73-firmware/
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October 20th, 2019, 22:40 Posted By: wraggster
Sony has been rolling out Vita firmware update 3.73 today.
Unsurprisingly, the official changelog touts the usual “performance improvement”, which can mean anything from “fixed something that made a game crash” to “we patched some security vulnerability”.
The previous system update, 3.72, was released back in August. It raised waves of panic across the scene when it was initially reported to patch h-encore2. This turned out to be a false alarm.
This time again, the scene has been frenetically checking right after the release if this latest firmware update patches H-Encore2, or if it’s still possible to hack the Vita on this latest firmware. Early reports seem to indicate that 3.73 is still hackable, but that a few things might have been patched. Scene veteran NanospeedGamer in particular reports that h-encore2 still works, however downgrading tool Modoru is apparently not operational anymore.
Whether Modoru can be fixed to accommodate this latest firmware update, or if Sony patched some critical parts of the tool, remains to be confirmed.
In the meantime, as always, we recommend you don’t update unless you have significant reasons to.
http://wololo.net/2019/10/16/vita-fi...early-reports/
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October 14th, 2019, 23:10 Posted By: wraggster
Electry released NoPowerLimits this weekend which is a plugin aimed at circumventing some power-related limits that Sony put in place potentially to prevent overheating. This plugin, which has functionality similar to the VitaBright plugin, has the following features:
- The 77% brightness limit in games that use 166/222MHz for the GPU and WiFi has been removed
- Wi-Fi is no longer disabled when games require 166/222MHz for the GPU and full brightness – an example is God Of War Collection
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October 14th, 2019, 23:09 Posted By: wraggster
CBS-Manager, by SKGleba, is an evolution of “Princess Of Sleeping“‘s Custom Boot Splash plugin. Contrary to ‘Custom Boot Splash’, CBS-Manager is effectively made out of three parts namely an updated version of the Custom Boot Splash plugin, an easy installer and settings menu for the plugin built-in to the native Settings app. Now, CBS-Manager 3.0 has been released, which comes with pre-compiled binaries (version 2.0 had pre-compiled binaries but they were taken down), and it brings along:
- Better boot animation support – This was achieved by:
- RAM preloading for small animations
- Some memory jobs were optimised
- SlowMode was added to get rid of artifacting
- LiveBoot mode was added
- Menus for managing the plugin have been added to the native Settings app
- Some installer bugs were fixed
As CBS-Manager runs a plugin pretty early in the booting-up stage of the PSVita, only FW 3.60/5 are supported since the plugin needs HENkaku Enso. Before using the plugin, it’s important to check out the README as it has some important information for enso_ex and update365 users.
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October 13th, 2019, 19:37 Posted By: wraggster
The gaming community may be itching to read all the latest news about Sony's upcoming console, but that doesn't mean homebrew enthusiasts have left the previous generations behind just yet. In fact, one developer in particular ( @CTurt, a name already familiar to those in the PS4 scene) has decided to go back a whopping 19 years to revisit the PlayStation 2 not for a quick nostalgia dive, but to crack it even further than it's ever been!
As a lot of you readers may know by now, Sony's best-selling console is by no means a stranger to hacks: a plethora of modchips, software exploits and other types of clever tricks to bypass the platform's security have popped up over the years, all of them with their own methods and pros/cons. However, every single one of them requires either purchasing some pieces of hardware or having a pre-modded console at hand to later pass an exploit over to your own, which is by no means ideal for a multitude of reasons. But this is about to change starting today, as @CTurt has managed to find an exploit which only needs a PS2 Yabasic demo disk to work.
The exploit consists of two stages: the first overflows one of the interpreter's built-in functions and gains arbitrary code execution, while the second is a payload that launches an ELF from a medium available to the system (the repo includes one that loads the FIFA demo bundled with a specific revision of the disc, however, someone could technically choose whichever executable they want - even on a different/burned CD). Support for USB/HDD drives and loading ELFs over the network is also reportedly possible, but no compatible payload has been written for those yet. Everything said so far only requires a stock PlayStation 2 and an aforementioned Yabasic demo disk (something many European owners may already have as Sony originally included one with the consoles to avoid EU import taxes) so this should not only open up the doors to hacking & homebrew for many more people, but the exploit also works with late Slim models that don't support FreeMCBoot at all!
There are, however, a few things you should keep in mind. First and foremost, while everything is already in a working state and the code has been made public, it's not really that user-friendly yet: you need to compile the exploit yourself and, as previously stated, some otherwise useful payloads are still missing and will be added sometime in the future (other devs are welcome to make their own contributions!). Secondly, while most demo disks containing Yabasic are supported (serials PBPX-95204, PBPX-95205 and PBPX-95506), one of them is still not compatible as it uses a different executable version and the developer wasn't able to get their hands on it (serial PBPX-95520 - if you have it, please consider contacting the dev!). Lastly, those discs have only been produced for PAL consoles, so NTSC PS2 cannot take advantage of the exploit due to region locking.
Here is the usage guide included in the README:
Install the PS2DEV toolchain (really you just need a MIPS compiler), place your assembly payload in payloads/name.s and run make to build it into a Yabasic exploit.
On PS2, run the %lg patch corresponding to your disc first. EG: for PBPX-95205 that will be in out/patches-95205.yab.
Then you can run your payload (located at out/name.yab).
If your payload writes a value, you'll need to run the feEgG patch, and then you can run the debugger program to print it (both in out/patches-version.yab).
Click to expand... Feeling experimental? You can find PS2-Yabasic-Exploit's GitHub repo by clicking the source link below! You can also find out more about how the exploit works by reading the technical writeup here.
Source
https://gbatemp.net/threads/new-ps2-...-point.550031/
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October 12th, 2019, 18:14 Posted By: wraggster
PlayStation Vita homebrew releases have significantly slowed in the last few months but some developers are still creating useful stuff for the system. This time, we have VideoDebug which is a plugin that finally makes the native video application useful!
The video formats supported when the VideoDebug plugin is used are the same ones that the PSVita natively supports which are:
◾MPEG-4 Simple Profile Level 6, Maximum 1280 x 720 pixels, AAC
◾H.264/MPEG-4 AVC Baseline/Main/High Profile Level 4.0, Maximum 1920 x 1080p, AAC
◾Both the video and audio format must be compatible for videos to work
From some limited testing of my own on FW 3.60, I was able to play:
◾‘Just Dance’ by Lady Gaga @ 640×360 (360p) 24FPS
◾This video by ashens @ 1280×720 (720p) 25FPS
◾An episode of Koutetsujou No Kabaneri @ 1280×720 (720p) 24FPS which has a file size of around 500MB
◾Videos without an audio track didn’t want to play on my device. All videos tested use the H.264 codec
http://wololo.net/2019/10/12/psvita-...he-native-app/
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