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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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June 18th, 2013, 23:46 Posted By: wraggster
Specialist doesn't expect PS4 and Xbox One to simplify AI production challenges
New console hardware will not solve the problems facing AI programmers today, says one of the sector’s middleware specialists.
Thomas Young (pictured), owner of PathEngine, a firm that specialises in pathfinding middleware for games, said there are certain areas where better hardware can help with AI, but, in many cases hardware capabilities are not what are holding back AI implementation.
Improved graphics and animation fidelity can actually increase the cost of implementing better character behaviours, he warns, and believes its issues like this that are making top-tier games more complex to build.
“I think there’s a problem with triple-A titles being fundamentally hard to scale, which isn’t going to be solved by the next-gen hardware improvements, and in order for us to see really big improvements in AI and character behaviour it may be necessary to find ways around these kinds of scalability issues,” he told Develop.
“Moving towards more procedural generation is something that can be interesting from this point of view, and automating content generation processes is definitely a good idea.”
http://www.develop-online.net/news/4...I-issues-alone
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June 18th, 2013, 00:29 Posted By: wraggster
E3 may be over but Sony will do all it can to ride on the wave of goodwill that it generated in LA for as long as possible.
Speaking to Yahoo, SCE chief exec Andrew House and made further statements about the company’s appreciation of the public backlash to Microsoft’s Xbox One DRM.
Smelling blood, he even moved to dismiss the idea that this is all simply going to fade away.
“You could argue that it’s a storm in a teacup – a very vocal minority of passionate gamers,” House stated. “This huge outpouring of feeling around the concept of ownership of content. But I have to say I don’t see it that way.
“I think we saw a lightning rod for feeling that has been bubbling up – that doesn’t just apply to games, but to entertainment overall. I think there’s an increasing nervousness about what ownership of content means, in the absence of physical goods. When that nervousness was starting to migrate into control over physical goods that consumers have purchased, that was a bridge too far.
“I want to be very clear about where we have been on this issue. I think there’s a danger that we could be seen to have reacted and capitalised on a situation. When we first announced PS4 in February, people were saying, ‘Oh, Sony’s being coy’ – almost with some implicit suspicion. It struck us as very odd.
“We had no intention of changing our position – it hasn’t changed from what it’s been for the last fifteen years. We believe that if you buy it, you own it, you’re able to do with it what you want.”
http://www.mcvuk.com/news/read/sony-...own-it/0117248
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June 18th, 2013, 00:22 Posted By: wraggster
Sony’s brave experiment that is Wonderbook is to receive two new games in the coming year, including a new Harry Potter entry.
E3 saw the announcement of both Wonderbook: Book of Potions and Wonderbook: Walking With Dinosaurs.
The former is a fully Pottermore licensed product developed in conjunction with Harry Potter writer JK Rowling. It follows the template laid down by 2012’s Book of Spells.
The latter is based on the BBC documentary licence of the same name.
Late last month Sony released the second Wonderbook title, Diggs Nightcrawler.
http://www.mcvuk.com/news/read/book-...erbook/0117254
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June 18th, 2013, 00:20 Posted By: wraggster
An aggressive Sony took E3 by storm last week, but says it was only ‘one good day’.
The company’s pre-E3 press conference was quite low on new games compared with Xbox. But its decision to not force online checks every 24 hours, or block trade-ins, was a real crowd-pleaser.
And PS4’s £350 price tag is more attractive than Xbox’s £430 (including Kinect).
The result has been a huge increase in pre-orders.
Yet SCE UK boss Fergal Gara has played down the significance of winning E3, telling MCV that the company needs to keep its foot on the gas up to launch and beyond.
“Winning is determined by a much longer timescale,” he said. “We were very pleased with how our messages went down at E3. We aim to be the best for gamers, and this was a key step in that direction.
“E3 is important for early momentum and generating pre-orders. But it is only one step along. We feel we had a good day but there is loads more hard work to do, and we are focused on that.”
The E3 event marked a more aggressive Sony, with barbed remarks aimed at Microsoft during the show. And Gara says the firm won’t hold back in the future.
“My UK and Ireland team is under the most competitive pressure in Europe,” he said.
“So if we want to be more successful, we have to earn it. We are have to be more driven and focused.”
http://www.mcvuk.com/news/read/sony-...er-yet/0117256
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June 17th, 2013, 21:20 Posted By: wraggster
via http://www.emucr.com/
PCSX2 gsdx-ogl-wnd SVN r5665 is released. PCSX2 gsdx-ogl-wnd is a branch of PCSX2. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 gsdx-ogl-wnd SVN Changelog:
r5665
gsdx-ogl-wnd: fix ifdef mess on fxaa (both dx and ogl)
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r5664
gsdx-ogl-wnd: VS2010 doesn't support string bigger than 64k bytes. So remove PS3&360 shader from fxaa
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r5663
gsdx-ogl-wnd: port (minor) renderer update of r5649 to opengl
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r5662
gsdx-ogl_wnd: Merging r5633 through r5661
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r5661
gsdx-ogl-wnd: ... forget to add the file...
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r5659
gsdx-ogl-wnd: implement fxaa. I directly reuse the .fx file with minor update
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r5658
gsdx-ogl-wnd: * Patch from miseru to fix VS2010 * Quick fix for 8-bits textures
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r5657
gsdx-ogl-wnd: * Don't write color during stencil. Keep the old method to ease debug * Realign date shader on DX * keep stencil ref to 1. Reduce stencil management burder * Fix texture pitch (was in pixels but need bytes). Fix Bleach Blade B...
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r5656
gsdx-ogl-wnd: * properly set the stencil write mask * Multiply Y coodinates by -1. Let's hope it fixes shadows gliches.
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r5655
gsdx-ogl-wnd: * detect Advanced Micro Devices for newer AMD Card... * Mess with coordinate for StretchRect. Upscaling seem to work now. Surely the biggest diff between ogl and dx...
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r5651
gsdx-ogl-wnd: * factorize sample object creation * remember frame buffer attachment state * Use a basic context on EGL. Allow to use Mesa 9.1 on AMD GPU. * precompile vertex and geometry shader to avoid benchmark polution on replay * Try ha...
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r5650
gsdx-ogl-wnd: * Fix shader alpha issue. Hoppefully fix lots of glitches. * Use glBufferSubData to upload data into the constant buffer instead of map/unmap. More fps * Fix wrong api setup on EGL * Be more portable on glsl2h
http://www.sendspace.com/file/c820rt
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June 17th, 2013, 21:13 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/06/16) 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 #2292 from unknownbrackets/fbo-alpha
Ignore alpha when writing to display
* Ignore alpha when writing to display.
* Merge pull request #2296 from unknownbrackets/loadexec
sceKernelLoadExec(.../BOOT.BIN) should load EBOOT.BIN instead
* sceKernelLoadExec(.../BOOT.BIN) loads EBOOT.BIN.
Fixes #2289, crash when pressing R+L+Start+Select in Final Fantasy 3.
* If __KernelLoadExec() fails, halt emulation.
Otherwise, we have no current thread, nothing can work.
* MsgDialog: Have the text WRAP_WIDTH match the horizontal lines. Fixes #2288.
* Merge pull request #2276 from aquanull/PSPDialogTextFix
Psp dialog text fix
* Text spacing adjustments.
http://www.sendspace.com/file/x99ec8
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June 17th, 2013, 21:10 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r3238 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.
Jpcsp SVN changelog:
r3238
fixed menu item enabled even if DebuggerMemory is not used
http://www.sendspace.com/file/6jjw8i
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June 17th, 2013, 21:01 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5675 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5675
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
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r5674
gsdx: * don't delete the wnd in GSclose. It can still be used later * Properly detect the GL_ARB_gpu_shader5 extension for Fxaa * A couple of fix in Create (GSopen1) of GSWndEGL/GSWndOGL
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r5673
i18n: refresh string translation GSdx: nothing to see
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r5672
gsdx: miss a part of the previous patch...
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r5671
gsdx: * add exception in GSWndEGL and GSWndOGL * Try to use EGL when GLX failed => you don't need any flags for the opensource driver
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r5670
pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long) gsdx: * move gl function loading into GSwnd. Clean the header and avoid to rely on macro. * Always require libegl for GSdx. You still need to select the AP...
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r5669
gsdx (ogl): * fix memory leak of m_wnd * don't escape % in the shader string * Fix shadeboost StretchRect parameter
http://www.sendspace.com/file/cc09ps
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June 17th, 2013, 14:57 Posted By: wraggster
Rogero @ tortuga-cove.com] Hi everybody, I was away for a long while, a lot of work and real life projects to handle lately, I don't even have time to follow the scene news but I still managed to pre-order a Launch Day Edition PS4 and a Day One Xbox One too. Here's my build of the CFW4.41 v1.00 ( it's still v1.00 the very same PUP built initially ) and honestly this may be the last too, I may not have the time to work on all the reversing/patching/building of future firmware versions. The CFW have all the basic patches needed as usual but ToolBox payload was not updated and not included this time so ToolBox won't show on [app_home] (before anyone start asking about it).
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June 17th, 2013, 14:46 Posted By: wraggster
Team Cobra has announced that the Cobra ODE hardware is now in production. Check this forum topic in the Cobra tech forum here at EurAsia for full details, videos of Cobra ODE in action and press release (in PDF). I think the most impressive part is that they have managed to nail PS3 Super Slim (CECH-40xx) which is supported! Let me know if you figure out how that was done.
http://www.eurasia.nu/modules.php?na...ticle&sid=3181
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June 17th, 2013, 14:40 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.
New / fixed: - Added patches Rogero 4.41 Features: - No need to downgrade the Factory - Detecting "METLDR" non Downgradable - Support for unified Nand - Support for consoles 3.56 Factory lexou06 Thanks for the information.
http://ps3.gx-mod.com/modules/news/a...p?storyid=3231
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June 17th, 2013, 14:39 Posted By: wraggster
Rogero today presents his custom 4.41.
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 will be held responsible for any 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 with Bluetooth card reader or 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 - The HDD can be changed and custom reinstalled without problem - Lv1 patched to disable the 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 4.41 eboot - Can be used directly with a hardware downgrade flash with the new "PS3 Nand and Nor Auto Patcher 0.05" - MD5 : f8edbf7b45180f823f4298b388ecfb9b lexou06 Thanks for the information.
http://ps3.gx-mod.com/modules/news/a...p?storyid=3230
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:20 Posted By: wraggster
PSP States has been improved, and better to use. Now it uses images to get it well organized. It has 18 slots and can store ISO/CSO's, Homebrews and UMD games. So if you ever got stuck in a game and you couldn't save you wished that you had something like PSP States.
Download Attached
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June 17th, 2013, 14:15 Posted By: wraggster
This update is mainly focused on the multiplayer menu. After some comments saying that the menu from Version 4.8 was not detailed enough, version 4.9 makes them more detailed. Now, if you press on the multiplayer feature in the main menu you'll go to a small "how to play" menu about the multiplayer feature. Then, you'll go to the multiplayer track list which shows a small preview of the racing track you will choose.
This version has the "Sonic" character changed with the "Shy Guy" character. However, the "Shy Guy" character doesn't look that great and still has some bugs. We might see this fixed in the next version. Apart from this and the multiplayer menu not much has been added. For more info see the changelog:
Changelog:
•Multiplayer menu improved
•Details before playing multiplayer track
•Shy Guy switched with Sonic
•How to play Multiplayer info
Download attached
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June 17th, 2013, 14:12 Posted By: wraggster
The biggest feature of the 1.0.4 (or 1.0.2 MoD) update is that the Homebrew is playable in English. That is something that wasn't possible in the previous versions. The original language of this Homebrew is Russian, so not only the Russian speaking gamers can enjoy it, but almost everyone. Also what's new in the latest update is the look. The intro is changed, and a new XMB look is also added. So now we can enjoy science on our PSP in English with a much improved look.
Now what do I need to do? Mix and match the elements to get new ones which are also to be used in alchemical chain. The point is simple: initially with four basic elements, and combining them together to open all the available items. The four elements are fire, water, land and air and with these elements you should be able to make plenty of other elemental combinations. Too bad I know nothing about science...
Changelog:
__________________________________________________ _____________________
v1.0.4
•Change Eboot icon (sign and unsign)
•Change all Name (translate russia to english) of In Game pics
•translate all in english
•Change Intro
v1.0.2
•Posted recognition game. Now, to find out what your part, you need to go on the cover of the game, choose Settings => Help.
v1.0.1
•Solves the problem of occurrence of elements of the inning.
Download Attached
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