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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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August 19th, 2019, 22:24 Posted By: wraggster
A few months ago, a contact reached out to me with an irresistible offer. I would be given the opportunity to experiment with an insanely rare, prototype development kit PlayStation Vita. The only ask from my source is that I somehow dump the boot code. I’ve spent the last seven years hacking every last bit of the Vita from exploiting the kernel to extracting hardware keys with AES fault injections. In that long journey, I’ve gotten intimate with every model and revision of the Vita so it seems inevitable that I would find myself with the very first prototype. The DEM-3000L is actually more rare than the DEM-3000H that recently made headlines having been sold for $20,000. Although I cannot confirm this independently, my source claims that the DEM-3000H units were distributed to early game developers while the DEM-3000L was used internally at Sony to develop the system firmware. The history of this particular DEM-3000L was that two of these were originally found side by side at a Chinese landfill. They had extensive water damage (I was told they were “at the bottom of a lake”) and was carefully repaired. One of the two (the one with the broken display) eventually made it to me.
If you want to learn more about hardware glitching, the ChipWhisperer Wiki is a great place to start. If you get a ChipWhisperer Lite hardware, you can follow the tutorials there to learn more. Our work was all done on a ChipWhisperer Lite along with some molecule mods that enables features such as eMMC packet triggering, multiple glitch units, edge triggering with extra GPIO inputs, extra clock divider options, and more. You can also find some Vita-specific scripts for the ChipWhisperer for glitching and for DFA. Finally, if you want to learn more about the Vita, the HENkaku wiki is the place to go.
The DEM prototype glitching summarized in this article was done live on Twitch over exactly two weeks. If you want to see the whole process from inception to completion, they are all recorded in vods. Be warned though, more time was wasted going down wrong paths and making mistakes than actual progress–but that is how real hacking works. Thanks to everyone who tuned in and provided help and moral support, and to xyz for providing the exploit to trigger the reset handshake.
full article here https://yifan.lu/2019/08/16/glitchin...ce-of-history/
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August 19th, 2019, 22:17 Posted By: wraggster
Sony has purchased Spider-Man and Ratchet & Clank studio Insomniac Games for an undisclosed amount.
Much of Insomniac's catalog over the years has appeared on Sony PlayStation consoles, including last year's Marvel's Spider-Man, which Sony revealed today has sold over 13.2 million copies. Insomniac also has a number of games on the Oculus Rift that have not yet reached PlayStation VR, as well as the Xbox One and PC-exclusive Sunset Overdrive.
Sony says that day-to-day operations are expected to be run by the same management team alongside the Sony Interactive Entertainment San Mateo studio.
"Insomniac Games is one of the most highly-acclaimed development studios in the industry and their legacy of best-in class storytelling and gameplay is unparalleled,” said Shawn Layden, Chairman, SIE Worldwide Studios. "We have enjoyed a strong collaborative partnership with the studio for many years, and are thrilled to officially welcome them to the Worldwide Studios family. The addition of Insomniac Games to SIE WWS reiterates our commitment to developing world class gaming experiences that can only be found on the PlayStation platform."
In a follow-up blog post, CEO Ted Price added that the move felt less like an acquisition and "more like a homecoming."
https://www.gamesindustry.biz/articl...nsomniac-games
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August 14th, 2019, 21:54 Posted By: wraggster
As its name suggests, Easy Plugin is a homebrew application that lets you install, remove and manage plugins on your hacked PSVita or PSTV console. This application is developed by GBATemp user ‘THEN00P‘ and was originally released in March 5, 2019 although it didn’t receive much attention back then so we’ll be taking an in-depth look at it.
Among the features it comes with, we find:
- The ability to install plugins from VitaDB so you have a pretty significant choice of 87 to choose from
- You’re allowed to install any user plugin of your choice for either a specific application(s) or for all applications
- Obviously, kernel plugins are installed under the *KERNEL section so they’re available regardless of the application that’s running
- A search function so you can find the plugin you’re looking for more easily
- Functionality for removing installed plugins although it doesn’t seem to find any of the plugins I already had in my “config.txt” file
- It supports installing plugins that have data folders or config files so the vast majority of plugins can be installed without any extra effort
- A nicely-made GUI controlled with face buttons which describes the action that each button does for easy navigation
From a short testing session, I can confirm that Easy Plugin works pretty well and comes with enough features to satisfy the plugin-management needs of the vast majority of hacked PSVita users! That being said, I’d personally like to see the plugin list be sorted alphabetically and for the application to have a section in which you can manage your ‘config.txt’ file without having to look for every plugin individually.
Without a doubt, Easy Plugin 1.1 is a pretty significant update which you should surely get if managing plugins by modifying taiHEN’s config.txt isn’t your thing. To grab it, you can either install via VHBB as it’s available on VHBB or get the VPK from the GitHub link below. As usual, bugs should be reported to the Issues Tab on the application’s GitHub page.
http://wololo.net/2019/08/06/psvita-...umerous-fixes/
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August 14th, 2019, 21:52 Posted By: wraggster
It’s no secret that the PSVita’s FPS library is pretty thin and with a few exceptions such as Killzone Mercenary, not all that good.
vitaRTCW 0.2 comes with multiplayer support for extra enjoyment! (Image Source)
To remedy that, various homebrew developers ported classics such as DOOM, Quake and numerous others including Return To Castle Wolfenstein, the port of which was updated earlier today. This sizeable update, which bumps the version number to 0.2, brings along:
- Multiplayer support which lets you play RTCW online on the few populated servers that remain!
- Make sure to play the single player game first since it’s awesome in its own right
- Cinematics are now rendered properly so you can enjoy the fictional plot with Nazis dabbling in the supernatural a bit better
- The memory available to the renderer was increased and memory usage for both it and the sound manager was reduced
- Mipmaps can now be used and support for fog/portals got implemented
- Numerous rendering issues were fixed including one that made the skybox not render properly in some instances
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August 14th, 2019, 21:46 Posted By: wraggster
The PlayStation Vita has a pretty good amount of homebrew and even some original homebrew games that are exclusive to the system created by numerous Indie developers.
Among these, we find Pingo by Grzybojad which is a puzzle game with the goal of painting a whole map with the least amount of steps as possible. While this may sound easy, it can get pretty challenging since many levels are designed in a clever ways that force you to think about your next move. Other than being a fun way to pass some time, it also has a high degree of polish and great artwork which was done by Jumbocube.
Pingo 2.0 comes with a whole new world and even more polish
Now, it has been updated to version 2.0 and this brings along:
- A new world that include 30 levels. These levels come with 3 new gameplay mechanics and a different colour scheme
- Support for custom levels which can be created by robDev’s pingo-edit
- Navigation with the touchscreen which kinda gives it Cut The Rope-esque vibes in the menus
- The Options menu now works;
- This menu can be used to set the volume, enable/disable touch controls and view your stats
- Improved visuals, 4 new music tracks, an easter egg and a credits scene after you beat all the levels
To get Pingo 2.0 on your Vita (which you definitely should do), simply open VHBB and install it since it’s available on VitaDB. Alternatively, you can grab the VPK from this link (report bugs in the Issues tab) and install it via VitaShell. You may also donate to him via Patreon. Unfortunately, there’s no Android/iOS port since I personally think that it would make a great mobile game especially with the updated visuals in this version!
http://wololo.net/2019/08/11/news-co...30-new-levels/
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August 14th, 2019, 21:40 Posted By: wraggster
In the beginning of this month, Reddit User ‘EpicEpsilon1033’ decided to create a bounty for native resolution PSP games on the PSVita. This bounty, which forms part of Rinnegatamante’s recently created VitaNuova community, aims to achieve native resolution (960×544) on PSP games when run on the PSVita by making clever use of the PSP hardware inside the Vita and the console’s own graphics hardware. Following this article, many people shared the bounty online and it’s currently valued at $500 which is a huge increase from the $75 it was at a week ago!
Now, a developer called Michal (nickname: ‘robots‘) has started working on making the bounty come to life. He said that one shouldn’t expect quick progress and went on to provide a rough timeline for his work which includes:
- Figure out how to patch the PSP’s graphics module in order to make it redirect Texture/DrawList memory to the Vita’s shared memory rather than the GE’s memory spacePort PPSSPP’s GE to the PSVita – scaling won’t be included at this point
- Add scaling capabilities to the above so that native PSVita resolution could be achieved
- These steps are in chronological order. While they might sound simple, it’s important to keep in mind that they require a tremendous amount of work so don’t expect to see much any time soon unless he pulls a Xerpi
- Going through the guy’s GitHub repository list, it seems that he’s dabbled a bit with PSVita-related development in the past but hasn’t made an awful lot of work public. That being said, only time will tell if he manages to get anywhere and we at Wololo wish him the best of luck!
http://wololo.net/2019/08/14/news-na...-games-on-3ds/
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August 12th, 2019, 21:26 Posted By: wraggster
Investigative think tank TaxWatch UK has taken an interest in the gaming market lately. After releasing a report on Rockstar Games' lack of tax payments last month, the outfit has released a similar report on Activision Blizzard.
As with Rockstar Games, much of TaxWatch's criticism of the Call of Duty and World of Warcraft company focuses on where and how it declares its profit. While both Activision and Blizzard are headquartered in California, they have technically sold their IP rights to a company in Bermuda (ATVI C.V.) and one in Barbados (ATVI International SRL). Those companies then license that IP to a fourth part of the organization, Netherlands-based Activision Blizzard International B.V., which manages Activision and Blizzard distribution and rights outside of the US.
Activision Blizzard International B.V. is profitable, but not impressively so because so much of what it brings in is paid out in royalties to the Activision Blizzard outfits in tax havens, like ATVI C.V. The Bermuda-based outfit has no employees, but received €5 billion ($5.59 billion) in royalty payments between 2013 and 2017. In 2017, ATVI C.V. sold some of its intellectual property to the Barbados-based ATVI International SRL, information for which is not publicly available. TaxWatch notes that the UK government is rolling out a new tax on royalties derived from the UK that are paid out to tax havens; that tax will apply to royalties transferred to Bermuda, but not to Barbados as that country has a tax treaty with the UK.
In 2017, Activision Blizzard International BV reported pre-tax profits of €55.6 million ($62.18 million) compared to €1.3 billion ($1.45 billion) in royalty payments. As a result, it paid out just €7.2 million ($8.05 million) in taxes.
TaxWatch also looked at Activision Blizzard's subsidiary King, know for the Candy Crush series of mobile games. While it appears to be functionally headquartered in London, the British companies in the King corporate structure are only making money by charging management fees to the rest of the King companies. When players pay for in-game boosts, they are actually sending the money to a King business in Malta (for most of the world) or Delaware (for customers within the US).
https://www.gamesindustry.biz/articl...es-on-billions
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August 12th, 2019, 21:26 Posted By: wraggster
The Yuke's-2K tag team has broken up. Video Games Chronicle has received confirmation from both companies that they have ended their partnership on the WWE 2K franchise.
2K confirmed that Visual Concepts, which has worked on the franchise since WWE 2K14, will be taking over duties beginning with this year's WWE 2K20.
"As we've continued to invest in the WWE 2K franchise, we've seen the Visual Concepts team display incredible passion, talent and commitment to the future of the series. We thank Yuke's for their years of partnership and are excited to see what the Visual Concepts team brings to the franchise moving forward."
https://www.gamesindustry.biz/articl...e-2k-franchise
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August 1st, 2019, 23:14 Posted By: wraggster
Without a doubt, Rinnegatamante is one of the most active PSVita scene members, so much so that he even wrote his thesis about porting Quake III to the console!
Vita Nuova’s bounty tracker lets one easily create and publicise bounties so that the Vita could get a few more homebrew before it’s really lights out for it
2 days ago, he came up with yet another contribution to the scene and that’s the creation of Vita Nuova, a Vita community that focuses on bridging the gap between developers and end-users while also focusing on promoting bounties for the platform.
As of right now, Vita Nuova consists of a slightly updated VitaDB, a Discord server where users/developers can discuss things related to Vita development and a bounty tracker with a few bounties that Rinnegatamante himself started. The bounty tracker includes bounties for:
◾GPU acceleration in RetroArch for the Vita which has raised a staggering $1172
◾A Reicast port for the Vita which has raised $50 but is most likely just a pipedream.
◾A port of the GemRB engine which would allow you to play Baldur’s Gate, Icewind Dale and Planescape: Torment on the Vita. This has raised a modest $30 at the moment
http://wololo.net/2019/08/01/psvita-...ovas-bounties/
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August 1st, 2019, 23:03 Posted By: wraggster
Udcd_uvc is a kernel plugin, by xerpi, that lets you stream your PSVita’s screen to a computer through a wired connection. In other words, this means that the plugin gives the PSVita a feature similar to the Nintendo Switch’s Docked Mode which is a major selling point of the console as you can start playing games on the go and continue them on a big screen at home.
The plugin works well enough so that you can even play time sensitive games like Project Diva with good results!
When it comes to performance, it’s pretty good as it can sustain a very playable framerate almost all the time although it may struggle with keeping up a 60 FPS stream so you’ll have to live with the occasional framedrop but it shouldn’t affect playability at all.
Now, this plugin has been updated to version 1.4 and this brings along a highly requested feature. The full list of changes includes:
- The plugin now supports turning the screen off when the it is enabled and a USB cable is plugged into the console
- This allows you to save some battery life while also making the experience a tad better if you’re using the PSVita as the controller
- There are 3 separate versions now namely:
- udcd_uvc.skprx – Doesn’t turn the screen off
- udcd_uvc_oled_off.skprx – Turns the screen off on OLED (Phat) models
- udcd_uvc_lcd_off.skprx – Turns the screen off on LCD (Slim) models
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August 1st, 2019, 22:47 Posted By: wraggster
When it first launched the PlayStation 4 in China, Sony was effectively starting from nothing.
The country's restrictions on consoles had only just been lifted when the system arrived there in 2015, console gaming effectively had zero market presence. That meant that Sony Interactive Entertainment Shanghai vice chairman and president Takehito Soeda had to find ways to build an entire console market.
"This country has the single largest legal market in the world for software, mobile, computer and console gaming," Soeda said in an interview with CEO Magazine on the company's efforts in China. "Because console gaming was illegal for so long, though, we started operations with a market share that was practically zero.
"...We had to develop entire networks from scratch. In essence, we went back to where we started and founded an entire business."
To accomplish this, Soeda says some examples of what Sony did included storefront demos of games and various trade shows for both business partners and consumers that offered the opportunity for people to get a look at exactly what the PS4 was and what kinds of experiences they could play on it.
Soeda goes on to say that despite the ban on consoles being lifted allowing the PS4 to have a presence in the country, it's nonetheless been challenging due to issues with censors, as well as a lack of any console business groundwork there to begin with.
"In any other market, you can release a game with minimal interaction with censors," he said. "In China, it's a challenge. It slows what we can bring to market, because we're not just selling hardware, we're selling content.
https://www.gamesindustry.biz/articl...g-ps4-to-china
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July 30th, 2019, 21:19 Posted By: wraggster
Sony has released its results for the first quarter of the financial year, showing a dip in revenues for PlayStation but a rise in console sales.
The platform holder's Game & Network Services segment suffered a ¥14.6 billion decline in sales year-on-year, generating ¥457.5 billion ($4.2 billion) in the three months ended June 30, 2019.
Often the company's best performing segment, it was actually outperformed this quarter by Electronic Products & Solutions (EP&S) -- although this encompasses mobile, home entertainment and sound, and Imaging & Sensing Solutions (I&SS), which handles cameras and so on.
Operating income for the games segment slipped 9.6% year-on-year t ¥73.8 billion ($679.5 million).
The segment's decline was attributed to the impact of foreign exchange rates, falling sales of third-party titles and a decreased contribution from first-party software. The latter suggests that Days Gone, the platform holder's big release this quarter, has not lived up to the success of last year's God of War (released around the same time).
However, these declines were offset by increases in PlayStation 4 hardware sales and digital services such as PlayStation Plus.
PlayStation 4 shipped 3.2 million units in the last quarter (as it did in the same period last year), putting its total units sold into retail at 100m million. Niko Partners analyst Daniel Ahmad notes this makes PS4 the fastest console to ship 100m units, overtaking the Wii and PS2.
Meanwhile, 42.9 million games were sold during the three-month period, up from the 40.6 million sold in Q1 FY2018.
53% of these sales were digital -- the highest in two years. Sony's comparison chart only goes back to FY17, but given the global shift towards digital, it's safe to surmise this is a new high.
In total, more than 973.6 million PS4 games have been sold worldwide.
PlayStation Plus subscribers stand at 36.2 million, showing a slight drop from 36.4 million in the previous quarter but a marked improvement from the 33.9 million recorded last year.
https://www.gamesindustry.biz/articl...-by-15-percent
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July 29th, 2019, 21:49 Posted By: wraggster
For HENkaku’s 3 year anniversary, Yifan Lu has something in store as well although it isn’t in the form of some massive release but of an interesting write-up. This write-up, which was originally written in January 2019 was intended to be published when somebody found the same vulnerability in 0x50002 service that it discuses.
If you want some interesting reading material, then make sure to read Yifan Lu’s write up on the first F00D exploit!
Unfortunately, this didn’t happen even though there were various hints on the HENkaku Wiki that the service buggy probably due to lack of interest in hacking the obscure F00D processor. As usual with Yifan Lu’s blog posts, it’s pretty well written and the gist of it can be grasped by anyone with limited knowledge of computer security so if you’re into learning how vulnerabilities/exploit work, you should surely give it a read when you don’t have much on your hands!
On the other hand, Xerpi has recently posted build instructions for generating a Linux kernel to boot with his PSVita Linux Loader software. Unfortunately, Vita Linux hasn’t seen much progress after the initial groundwork done in December of last year but Xerpi’s known for making the seemingly impossible possible, which was the case with udcd_uvc so work on Vita Linux might continue someday. The main purpose of these build instructions is probably to help more experienced developers to get working on improving the PSVita more quickly but aren’t very useful for regular users as a precompiled Linux kernel can already be downloaded. It’s important to note that Vita Linux doesn’t support the PSVita’s display so if you boot it, you’ll just see a black screen; output is currently available via UART0 which is a debug interface that requires soldering to use. Thanks for the heads-up on this @TheheroGAC
http://wololo.net/2019/07/29/psvita-...-instructions/
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July 29th, 2019, 21:48 Posted By: wraggster
It is only appropriate that the PSVita gets a birthday present for the 3rd year of having to endure HENkaku and this present is a port of Deltarune Chapter One.
Make sure you don’t waste too much time on creating the perfect character in Delatrune
This massively popular and highly-rated Indie game is written in GameMaker Studio by Toby Fox, the creator of Undertale which was officially ported to the PSVita. Sadly, Deltarune didn’t find its way to the console but Tijesef, who’s ported numerous GameMaker games to the console thanks to Silica’s G*Maker, decided to rectify the situation and create a homebrew port instead!
If you’ve never heard of Delatrune before, it’s an RPG game in which you end up in an unknown place called the ‘Dark World’ where you and a classmate named Suzie are hereos that have to restore balance. This is done by defeating creatures and their bullet heck attacks either peacefully or through violence. From a short period of testing, I can confirm the PSVita port works pretty well and has good performance along with a nicely mapped control scheme. According to tijesef, there are only two minor issues with the port namely long waiting times when saving (around 5 seconds) and that you can’t remap controls
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July 29th, 2019, 21:44 Posted By: wraggster
Earlier today, Bethesda released ports of the DOOM triology for the Nintendo Switch, PlayStation 4 and XBOX One thus making it possible to play these games without having to hack your console.
DOOM can run on anything from a toaster to current home consoles and smartphones. However, you won’t be running Brutal DOOM or certain intensive mods at 60+FPS on every computer as they can be pretty demanding!
Furthermore, they also updated the iOS port of DOOM I to finally support iOS 11+ (it didn’t have a 64-bit binary before) and released DOOM II for it. On the Android side, ports of DOOM I and DOOM II got released although they require Android 8.0 probably for no good reason.
Price-wise, DOOM I and DOOM II come at $5 each while DOOM III comes at $10 thus being quite a bit more expensive than the same offerings on GOG/Steam as they’re all 67% off at the moment with the first two costing around $2 and DOOM III BFG costing around $7.50. However, you’re probably paying a bit extra for the porting work although if you have a hacked console, you can provide your own legitimate game files and play away!
http://wololo.net/2019/07/27/doom-i-...her-price-tag/
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July 29th, 2019, 21:23 Posted By: wraggster
The cloud partnership between Microsoft and Sony was "all driven by Sony," according to Microsoft CEO Satya Nadella.
Speaking to Fortune, Nadella explained the origins of the partnership with Sony, which the two companies formed in May.
"First of all, it's all driven by Sony," he said. "They looked at who are all their partners that they can trust. In fact, it turns out, even though we've competed, we've also partnered.
"Basically and fundamentally the fact that we have a business model in the areas that they're partnering with us, where we're dependent on their success. So we will do the best job for them, whether it's in cloud or whether it's in AI or what have you, in order to make sure that Sony can succeed with their own IP creation."
The partnership will influence Sony's games business, but Nadella also highlighted silicon chips and cameras as areas that "can use more cloud computing power."
Historically, Sony and Microsoft have been rivals in the games market, but their partnership reflects a broad shift away from physical products and towards digital services.
In a recent article, Rob Fahey speculated that these changes could signal the end of direct competition between Sony, Microsoft and Nintendo -- generally known as "the console war."
https://www.gamesindustry.biz/articl...driven-by-sony
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July 26th, 2019, 16:20 Posted By: wraggster
In contrast to the Nintendo Switch, work on emulating the PlayStation Vita started years after the console was released and this was due to numerous difficulties such as the console only getting a full native hack in 2017 with HENkaku, a staggering 5 years after its release. That being said, progress is picking up and a few games are already In-Game to varying degrees.
A few hours ago, the folks behind Vita3K had something interesting to share with us and that is the fact that Persona 4 Golden is close to showing some graphics. This was achieved through significant progress in the shader translation part of the emulator which shows that some developers are indeed interested in making the PSVita fully emultable, like the PSP, one day.
http://wololo.net/2019/07/25/news-an...-graphics-soon
/
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July 23rd, 2019, 17:32 Posted By: wraggster
CLR-DEV9 v0.8.6 is released. CLR-DEV9 is a Dev9 Plugin for PCSX2 Written in C#. Based on PCSX2's Dev9 plugin. This plugin will use sockets instead of Tap or WinPcap, which will hopefully eliminate most configuration issues most users face when setting up.
To connect using this plugin;
Copy the plugin file into the plugin directory in PCSX2
Launch PCSX2, Click Config>Plugins/BIOS Selector, on the window that appears click "Plugins"
Click the dropdown box next to DEV9 and select "CLR DEV9 Test", then click apply.
Click Ok on the plugin selection window.
Set "Auto" to IP/DNS/Gateway Settings in the PS2 Netconfig menus.
CLR-DEV9 v0.8.6 Changelog:
Fix crash introduced in v0.8.5 which causes crashes with UDP ports for LAN games
Fix crash associated with newer versions of mono
Fix crash associated with unloading/reloading the plugin
https://github.com/TheLastRar/CLR-DEV9
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