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July 23rd, 2013, 11:15 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded r86182 is compiled. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r86181
Fix debug messages when the debug file pointer isn't inited on OS X. This only affects the Debug build.
http://www.sendspace.com/file/dqckto
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July 23rd, 2013, 11:09 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/07/22) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #2881 from raven02/patch-3
Fix rendering mode switching issue in old & new UI
* remove if
* Fix rendering mode switching issue in old & new UI
* Merge pull request #2883 from unknownbrackets/gpu-minor
Use GE state accessors more often
* Use GE state accessors in the texcache.
* Use stencil GE state accessors.
* Use the texture-related GE accessors.
* Use the light computation/type GE accessors.
* Use lightning GE state accessors where appropriate.
* Add and use some color/alpha test accessors.
* Add logic op/color masking GE state accessors.
* Implement some stencil test GE state accessors.
* Add type safe getter for texture and clut format fields.
* Add clut GE state accessors.
* Add some texture-related GE accessors.
* Add some more lighting related accessors.
* Add some more GE state accessors for light/etc.
* Add accessors for several lighting related values.
* Update native (load the GL_QCOM_alpha_test OpenGL extension if available)
* Merge pull request #2879 from raven02/patch-1
Typo fix and few more items added to system UI
* Fix wrong order , put GPU last
* Add 'Enable cheats' and 'Screenshots as PNG' to general UI
* Duplicate 'Display Raw Framebuffer' option
* Frame Skipping should be start with 0 and it is working now
* Typo fix and few more items added to system UI
* Quickfix for crashes switching rendering mode
* Merge branch 'raven02-master'
Conflicts:
native
* Remove _ suffix and hide the GPU mode on GLES2
* Merge remote-tracking branch 'upstream/master'
Conflicts:
UI/GameSettingsScreen.cpp
UI/MenuScreens.cpp
Windows/ppsspp.rc
* Consolidate Rendering Mode
* Warning fixes, improve error msg
* Merge pull request #2878 from unknownbrackets/ccc
Fix UTF-16 surrogate pairs and sceCccEncodeUTF16() return value
* Fix retval and surrog pairs in sceCccEncodeUTF16().
Surrogate pairs fixed by native update for typo (missing ++.)
* Correctly output NULs, etc. (i.e. UTF-16.)
* Remove erroneous ifdef from newui pause screen.
Now the continue button shows on all platforms.
http://www.sendspace.com/file/kz7ie1
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July 23rd, 2013, 11:05 Posted By: wraggster
via http://www.emucr.com/
Soywiz's Psp Emulator Git (2013/07/22) is compiled. Soywiz's Psp Emulator is a PlayStation Portable (PSP) emulator, emulator for windows. This emulator born as a proof of concept of an emulator made in D. Now it's getting more and more compatible with homebrew, and gaining in features and speed. The emulator was based in it's first version on great Noxa's C# pspplayer emulator.
Soywiz's Psp Emulator Git Changelog:
* - Moved projects into folders
- Delete old projects and files
- Small changes
* - Fix VertexReader on 64 bits
- Set default DisplayScale to 2
- Dispose ISOs in GameList when reading
- Fix Shift/Ctrl hotkeys
- Improved GUI synchronization with the PspDisplay
- Small changes and refactorings
* - Improved a lot sceDisplay (much more accurate)
- The VBlank is now generated by the DisplayComponentThread instead of the GUI
- __sceSasInit and __sceSasSetVolume fixes
- Small changes
* - Fixed keyboard events in main window
- Added support (again) for homebrew/direct vram rendering (not using GE)
* - More work
* - More work
* - Some refactorings
- Improved GE flow
* - More work
* - Some cleanups
- Implemented vi2s and vi2us
- Fixed game list GUI synchronization
- Fixed GpuStateStruct size (2048) and reduced base size
- Support for scissors
- Implemented sceGeSaveContext and sceGeRestoreContext
- Implemented sceAtracGetRemainFrame
- Implemented scePowerRegisterCallback
- Fixed sceKernelPowerLock
- Fixed sceKernelDelayThread* now Astonishia Story works again
- Fixed MemoryStick :: CommandType.CheckMemoryStickStatus now lumines detects the memory stick (and probably other games)
- Added readonly to some static fields
- More random work
http://www.sendspace.com/file/y295t7
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July 23rd, 2013, 00:02 Posted By: wraggster
Forget Xbox One and PS4, as EA pledges to keep investing in current generation FIFA.
On the eve of the next generation, FIFA 14 for PS3 and 360 promises to be the most advanced FIFA ever, the publisher told MCV.
The firm has overhauled the game's Ultimate Team mode, which is now the most popular section in the game, with 35 per cent of FIFA owners playing it.
That's even more than the game's staple career mode. 3.4m gamers are playing it every day, with almost 1bn games played since FIFA 13 launched late last year.
EA hopes to make Ultimate Team even bigger with FIFA 14 with a string of updates. It has also taken the game mode on tour to educate retailers and show it off to the press, something the firm has never done before.
New to Ultimate Team this year include new chemistry traits, which dictate how players interact with others on the pitch. EA says it hopes this will make the mode even more strategic gameplay. There's also new customisation options, which lets users change player roles and kits. Meanwhile, the transfer market has been significantly upgraded, so that finding specific players is a lot easier
And this comes with a brand new tiled interface, which can be found throughout the game.
There is another big change coming to Ultimate Team, which EA plans to announce at Gamescom.
The changes to Ultimate Team yet another update to the game's running, shooting and defending mechanics, which was revealed to the press earlier this year.
For those unfamiliar with Ultimate Team, it is a unique game mode where gamers take on the role of a manager, who must buy players to improve their team. The stats of these players are dependant on how that player is performing in the real world. For instance, if Wayne Rooney is scoring goals in real life, then his stats will rise in the game.
These players are acquired through in-game cards. Consumers can pay for these cards via in-game currency, or buy them using real-world money. EA tells us that the 'vast, vast majority' of Ultimate Team users don't pay anything.
FIFA 14 is coming to pretty much every platform, including DS, 3DS, Wii, iOS, PSP and PS2 (alongside the expected PS3, PC, 360, Xbox One and PS4) on September 27th. There's no Wii U version of the game. EA told MCV this was because EA Sports fans just haven't bought that platform yet.
http://www.mcvuk.com/news/read/ea-be...hauled/0118938
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July 22nd, 2013, 23:55 Posted By: wraggster
Another Teenage Mutant Ninja Turtles game has been announced by partners Activision and Nickelodeon.
Called simply Teenage Mutant Ninja Turltes, the title is due for a boxed release on Xbox 360, Wii and 3DS on October 25th in Europe. It features four-player drop-in local co-op (on the console versions).
"We're thrilled to debut this new Teenage Mutant Ninja Turtles video game for our younger Turtles fans," Nickelodeon’s senior VP of entertainment products Sherice Torres stated.
"Jam-packed with all the ninjas, nunchucks and non-stop action Turtles fans crave, Teenage Mutant Ninja Turtles is set to delight fans around the globe when it launches in time for the holidays."
A separate digital Turtles game called Teenage Mutant Ninja Turtles: Out of the Shadows is currently in development for Xbox Live, PSN and PC.
Activision and Nickelodeon announced their licensing team-up back in February.
http://www.mcvuk.com/news/read/activ...s-game/0118949
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July 22nd, 2013, 15:36 Posted By: wraggster
via http://www.aep-emu.de/
DaedalusX64 is a N64 Emulator for Windows, OSX, Linux and the Sony PSP.
Quote:
Changes:
[1.1]
Code: Select all
*Compatibility with Windows XP
*Many fixes and speed improvements to accurate TMEM (pretty much is flawless at this point!)
*Better game pad support, also game pad can be connected or disconnected at any time.
*Many graphical bugs fixed (DK64,Banjo Tooie, Zelda, Ogre Battle, SSB, Bomberman, MRC, etc)
*FSAA 4X filter
*Smoother gameplay and less laggy audio
*Updated libraries to latest version (GLFW, zlib, etc)
*Bug fixes and speed improvement to dynarec
*Correct rounding conversions (Fixes South Park Rally)
*Fixed crash in 007 TWINE
*Code clean ups and some other small changes
[1.0]
Code: Select all
Initial release for W32 port
download attached
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July 22nd, 2013, 14:40 Posted By: wraggster
zecoxao over at ps3hax.net explains why we will never see native CFW (Custom FirmWare) for new PS3 consoles like CECH-30xx and 40xx (Super Slim). In short, for CFW to work the private keys are required to sign, and the only reason those were found for 3.55 (and older firmwares) is the mistake Sony did when implementing the ECDSA algorithm which was discovered by fail0verflow back in 2010, a mistake Sony presumably corrected in newer firmwares. He also explains how it is possible with existing keys to run homebrew on ODE devices like 3k3y and Cobra on these new PS3 consoles by setting self files to run as mounted 'fake' discs, because there are way less restrictions to run selfs from disc than in packages (pkg). The way forward for any 100% software solution, that is not relying on ODE hardware, seems to be game exploits, which is pretty much the current cat-and-mouse situation on PSP (or PSVita emulating PSP) with HEN (Homebrew ENabler).
http://www.eurasia.nu/modules.php?na...ticle&sid=3190
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July 22nd, 2013, 14:39 Posted By: wraggster
This story was written back in 2007 by Bruce Schneier, several years before fail0verflow found a weakness in the random number generation to retrieve the crucial private PS3 keys in OFW 3.55 (and below). Quote: 'Break the random-number generator, and most of the time you break the entire security system. Which is why you should worry about a new random-number standard that includes an algorithm that is slow, badly designed and just might contain a backdoor for the National Security Agency.' ... 'Even if no one knows the secret numbers, the fact that the backdoor is present makes Dual_EC_DRBG very fragile. If someone were to solve just one instance of the algorithm's elliptic-curve problem, he would effectively have the keys to the kingdom.' Can anyone confirm if this indeed is the reason the PS3 implementation of ECDSA was flawed?"
http://www.eurasia.nu/modules.php?na...ticle&sid=3191
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July 22nd, 2013, 14:26 Posted By: wraggster
Developers Uf6667, Ago, and Bmx update their program to the chip ProgSkeet. Windows version.
They worked on a lot since the last version, and some corrections were surely forgotten changelog. 's new / fixed: - Added a speedometer - Improved flash mode 'Single Word' - Added detection the state of the chip - Back to libusb-win32 library because it is easier to use, according to the comments, the libusb0 lib will be added - Added tooltips - Improved speed, 70 seconds to 16 MB Spansion - Improved Buffer Mode and Single Word ', a 16 MB Spansion flash is fully 40s (without reading and erasing), 3 seconds per sector mode Single Word' - Auto-detection of Nor through "CFI dump button" They indicate also work on Linux and Mac versions of the program. Thanks to the-green for the information. WinSkeet Website: dayton360mods
http://ps3.gx-mod.com/modules/news/a...p?storyid=3246
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July 22nd, 2013, 14:25 Posted By: wraggster
uf6667 updates Bitstream chip ProgSkeet 1.2.
New / fixed: 130715 - Merge bitstreams Nor and Nand 130713 - Updating bitstreams uf6667 also said he is preparing new bitstreams for older versions 1.0 (white), 1.1 (blue) and 1.2 alpha (green) . ProgSkeet The archive includes all versions 1.1 and 1.2 as well as software programming Infectus Programmer. Thanks to the-green for the information. ProgSkeet Bitstream
http://ps3.gx-mod.com/modules/news/a...p?storyid=3245
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July 22nd, 2013, 14:23 Posted By: wraggster
To follow the evolution of its firmware, Rogero updates its program for the PS3 patch and facilitate the downgrade by not going through the Factory mode.
New / fixed: 4.46a - Best management drag and drop, no need to dump in the same folder as the executable - Fixed a problem with Windows XP 4.46 - Added patches Rogero 4.46 - Compatible with Windows XP Features : - No need to downgrade the Factory - Detecting "METLDR" non Downgradable - Support for unified Nand - Support for consoles 3.56 Factory
http://ps3.gx-mod.com/modules/news/a...p?storyid=3243
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July 22nd, 2013, 14:23 Posted By: wraggster
Rogero, returns once again after announcing his departure to update the CFW.
WARNING make a backup of the console and its Nor / Nand before use. This custom has been tested on many PS3 models by different testers and no problems were encountered. Like all custom, it must be installed carefully and following the appropriate instructions, nobody can be held responsible in case of damage. 's new / fixed: - Patch ReactPSN to work offline without the need to connect to PSN - Added patches noBD / noBT to allow installation on consoles or card reader with Bluetooth absent - This custom can be installed from the XMB on official firmware 3.55 or custom 3.55/4.21/4.30/4.40/4.41/4.46 - The HDD can be changed and custom reinstalled without problem - Lv1 patched to disable protections Lv2 - Lv1 patched for peek and poke - Lv1 Hash Check Core OS patched to the risk of brick on consoles not dehashé - Lv2 patched for peek and poke - QA Flag enabled by default - bybass RSoD screen to allow consoles with RSoD start - PSN / SEN access but not recommended - it can run all games without patching up 4.46 eboot - Can be used directly with a hardware downgrade flash with the new "Auto Nand and Nor PS3 Patch 4.46 " - MD5: f8edbf7b45180f823f4298b388ecfb9b Thanks to the-green for the information.
http://ps3.gx-mod.com/modules/news/a...p?storyid=3242
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