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May 30th, 2013, 00:50 Posted By: wraggster
In their first two years on sale, Ubisoft expects the PS4 and Xbox One to sell double that of their predecessors during their respective launch periods.
Console launches in recent years - including Nintendo's 3DS and Wii U, and Sony's Vita - have suffered slow starts to life. But Ubisoft seemingly expects no such issues with Sony and Microsoft's new high-end machines."As the industry transitions to a new console cycle, past market trends and Ubisoft's internal estimates indicate that within two years the next-gen consoles' installed base could double that of the previous generation over a comparable period," it said in a press release today regarding its E3 lineup, for which it has promised to reveal "exclusive next-generation games".
The firm says it's primed to take full advantage of the major console transition due later this year.
"Ubisoft's cross-studio collaboration structure allowed the company's creative teams to get an early start on the transition, with next-gen games like Watch Dogs already scheduled for release this year and more next-gen titles to be announced during E3," it said.
Company CEO Yves Guillemot added, "This is a pivotal moment for the video game industry, and E3 is the opportunity for us to share our vision for the future.
"We have many incredible games in development, and we're especially excited to share more on our next-gen titles, which will deliver more connected, immersive and interactive experiences to our fans."
Sony announced the PS4 back in February with a launch of 'holiday 2013'.
Xbox One was revealed at an event on May 21, when Microsoft confirmed a launch for 'later this year'.
http://www.computerandvideogames.com...ssors-ubisoft/
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May 30th, 2013, 00:04 Posted By: wraggster
Gran turismo 5 was famously dogged by delays, but the newly announced GT6 shouldn’t suffer the same fate, says Sony.
The firm is confident Gran Turismo 6 will arrive on time this Christmas.
“There is no reason to think the proposed release window for GT6 will not be achieved,” product manager Josh Walker told MCV.
Eyebrows were raised when it was revealed Gran Turismo 6 was destined for PS3 rather than PS4.
But Sony and Gran Turismo developer Polyphony Digital believe that the racer will prove there’s plenty of life in the current gen console.
“We feel it is important to continue to support our loyal PS3 users, and those from many parts of the world who are new to PS3, with a new title,” he said. “And [series producer] Kazuori Yamauchi was keen to develop the Gran Turismo platform further on PS3.
“Gran Turismo has a huge following among current PS3 gamers. The release also follows a pattern for Gran Turismo – GT and GT2 for PS, GT3 and GT4 for PS2, and now GT5 and GT6 on PS3.”
http://www.mcvuk.com/news/read/sony-...or-gt6/0116293
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May 30th, 2013, 00:00 Posted By: wraggster
PS4 developers must integrate Vita remote play into all of their games, according to a report.
A PS4 developer source “with a proven track record for accuracy” has told Eurogamerthat only games that require the use of the PS4 Eye will be exempt from Vita compatibility.
The report said remote play will downscale the 1080p resolution of PS4 games to the Vita’s own native 960x544 display, which is then streamed over WiFi to the Vita.
Although the Vita can be used with the PS3 in a similar way, acting as a controller and second TV at 480p, but many developers have yet to pick up the feature.
http://www.mcvuk.com/news/read/all-p...e-play/0116298
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May 29th, 2013, 23:56 Posted By: wraggster
Some games are defined by their control schemes. Diablo belongs under the control of a mouse, just as Street Fighter is at home on an arcade stick and Angry Birds is best suited to a touchscreen. When Diablo III debuted for PC and Mac last year, the Edge office was drowned in a cacophony of clicking. Click to move your chosen hero until he’s in position. Click to attack until all the demons are gone, and then click some more to pick up all the shiny loot your fallen foes have left behind. Diablo III, then, is defined by the click of a mouse; if you play it on a gamepad, is it still the same game?Just about. In making the transition to PlayStation 3 – a PS4 version is also planned, though Blizzard’s in no mood to discuss it at present – Diablo III has gained a dodge move, which is mapped to the right stick. While this certainly lends a little grace to proceedings, when combined with the free character movement on the left stick it makes Diablo III feel less like an action-RPG and more like an action game, and one with rather basic combat at that. In fact, with its isometric camera, crumbling ramparts, and hulking demonic bestiary, Diablo III on PS3 feels more like a homage to the God Of War series than the much-requested port of a multimillion-selling PC game that it is.A 15-minute demo isn’t the best way to experience Diablo III, admittedly. The long game lies in the gear management, in kitting out your chosen character with absurdly powerful weapons and armour in order to cut an effortless swathe through the demonic hordes and pick up even more powerful loot. What is clear from the demo is that Blizzard’s made a considerable effort to retool skill and item management for a controller and a big TV screen. The pause screen is home to radial menus for speedy selection of gear and attacks, but tweaks to the game design are focused on having players spend as little time in such menus as possible. There will be fewer but better loot drops than were found in last year’s PC version of the game, for instance. Stand over an item and you’ll be able to see immediately whether it’s worth your time, and you can either equip, collect or discard it with a quick press of a face button.
http://www.edge-online.com/features/...n-to-consoles/
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May 29th, 2013, 23:42 Posted By: wraggster
Only games already harnessing the PS4 Eye will be exempt, source claims
PS4 developers must integrate Vita remote play into all of their games, according to a report.
A PS4 developer source “with a proven track record for accuracy” has told Eurogamer that only games that require the use of the PS4 Eye will be exempt from Vita compatibility.
The report said remote play will downscale the 1080p resolution of PS4 games to the Vita’s own native 960x544 display, which is then streamed over WiFi to the Vita.
Although the Vita can be used with the PS3 in a similar way, acting as a controller and second TV at 480p, but many developers have yet to pick up the feature.
The move is likely part of Sony’s attempts to help improve the fortunes of the PS Vita, which has struggled somewhat commercially since its release in February last year in Europe and North America.
http://www.develop-online.net/news/4...ta-remote-play
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May 29th, 2013, 00:43 Posted By: wraggster
Sony plans to let Vita owners watch a livestream of its pre-E3 press conference.
Asked whether it will be possible to view the event on Vita, European PlayStation Blog manager Fred Dutton said: "We're finalising plans now, but yes, you will be able to watch the show somewhere, somehow on your Vita."Sony's E3 event kicks off at 6pm Pacific Time on June 10, eight hours after Microsoft's E3 press conference begins.
Sony revealed PS4 in February. It has yet to show off the PS4 console itself, but the company recently teased plans to unveil the hardware at its E3 conference.
The platform holder has confirmed a PS4 release date of "holiday 2013" in at least one of Japan, Europe and the US.
CVG recently reported that Sony has determined Europe a high-priority territory in the next generation sales race and will ensure the PS4 launch is not delayed into 2014.
The first round of European PS4 advertising would appear to back this up, although Sony has played down the significance of a number of adverts stating that PS4 is "coming 2013".
http://www.computerandvideogames.com...rence-on-vita/
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May 29th, 2013, 00:01 Posted By: wraggster
A trio of Sony execs have reacted positively to the #PS4NoDRM campaign.
As reported by MCV earlier, consumers are taking it upon themselves to try and obtain some specific confirmation from Sony regarding its intentions for pre-owned games on PS4.
Although MCV understands that Japan’s current strategy is to refrain from releasing official word until E3, the reaction of key execs on Twitter at the very least suggests that its plans will – at least in the eyes of consumers – compare favourably to Microsoft’s.
http://www.mcvuk.com/news/read/sony-...mpaign/0116236
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May 28th, 2013, 23:55 Posted By: wraggster
Rayman Legends will be released on PS Vita alongside the console version on August 30, Ubisoft has confirmed.The latest new Rayman Legends SKU will also include five Vita-exclusive maps playable through the handheld’s rear touch pad. Two costumes will also be exclusive to the Vita version – players will be able to dress Rayman in Prince Of Persia-themed attire, and Globox in Splinter Cell-style garb.Rayman Legends will now be available on PS3, Xbox 360, Wii U and Vita on August 30th.
http://www.edge-online.com/news/raym...firms-ubisoft/
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May 28th, 2013, 23:48 Posted By: wraggster
Consumers bombard Sony execs with messages on Twitter to avoid Xbox One policies
PlayStation fans are are calling on Sony to shun DRM and a pre-owned games block in the upcoming PS4.
Tagged over Twitter as #PS4NoDRM and #PS4USEDGAMES, consumers have posted a plethora of messages to Sony executives pleading with them not to implement usage restrictions on the PS4.
Fans were sparked into action the social network and other sites such as NeoGaf and Reddit amidst reports that Sony may enact similar restrictions on the PS4 as those seemingly implemented by Microsoft for the Xbox One.
Confusion currently surrounds some of Mircrosoft’s DRM policies, with the company being vague and issuing contradictory statements over claims that users will be required to go online at least once per day to run the Xbox One, and that each game will come with an activation code tied to an individual’s Xbox Live account. This would mean second-hand owners can’t play the game without first paying a fee.
US journalist Geoff Keighley recently claimed on GameTrailers that he had heard Sony was also likely to enforce some form of used game restrictions, and that he “can’t see publishers allowing one system to do one thing and one the other”.
http://www.develop-online.net/news/4...re-owned-block
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May 27th, 2013, 23:59 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5642 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:
r5642
pcsx2: support both pnach and PNACH extension (linux is case sensitive...)
---------------------
r5641
pcsx2: fixed cheat loading on linux.
---------------------
r5640
pcsx2 gui: * handle cheats and cheatsWS folder like others data folders. Note: I didn't add new gui entry but every configuration bits are here. Tell me if you want addional entry
http://www.sendspace.com/file/6clz9d
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May 27th, 2013, 23:35 Posted By: wraggster
via http://www.emucr.com/
PCSX2 gsdx-ogl-wnd SVN r5644 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:
r5644
gsdx-ogl-wnd:
* fix a bad interaction when GL_ARB_SSO is supported without GL_ARB_shading_language_420pack
* try to replace struct with flat parameter in glsl interface
=> with some hacks of the free driver, I was able to compile SW renderer shader. Unfortunately
the rendering is broken. Maybe my hack
* remove EGL context check (wasn't working as expected)
http://www.sendspace.com/file/xujhgf
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May 27th, 2013, 23:27 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/05/27) 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 #1950 from mgaver/patch-5
Make on screen messages translatable
* Update EmuScreen.cpp
use shorten keys.
* Make on screen messages translatable
* Merge pull request #1949 from oioitff/atrac-fix
Build fix, sorry.
* Build fix, sorry.
* Merge pull request #1948 from jeid3/master
Build iOS fix
* Build ios fix
* Merge pull request #1947 from oioitff/atrac-fix
Implement low level atrac3 decoder.
* Implement low level atrac3 decoder.
* Merge pull request #1936 from unknownbrackets/texcache
Improve CLUT load performance, tweak hashing
* Don't bypass the secondary cache on minihash fail.
* Allow ConvertColors() to work as a copy op.
* Switch to a weaker, but faster clut hash.
* Make sure to update the CLUT if format changes.
Otherwise we throw away the loaded clut, which is no good.
* Don't hash the clut when it's not even used.
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens. There shouldn't be any need to rehash the clut
either.
Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
* Fix a typo.
* Merge pull request #1945 from unknownbrackets/perf
Rewrite BlockAllocator in attempt to free memory faster
* Avoid a double lookup in FreeExact().
* Rewrite BlockAllocator in attempt to free faster.
And more importantly try to find that weird heap corruption, but no
luck...
* Merge pull request #1940 from unknownbrackets/mpeg-fix
Fix videos that never end
* Since we don't use readlength yet, don't add it.
This would actually go negative often enough, making us consume packets
more slowly than we should, or even never finish consuming. 4 is probably
too small, though.
* Merge pull request #1938 from unknownbrackets/symbol-map
Symbol map fixes
* Clear the debug symbol map on shutdown.
Instead of polluting the next game.
* Correctly detect bltzal as func calls in debug.
* Improve perf when loading a large debug map file.
* Merge pull request #1944 from unknownbrackets/reporting
Add reporting for branch in delay slot and cwd thing
* Add reporting for jumps in delay slots.
* Add some reporting in filesystem related code.
* Buildfix for Mac / iOS.
* Merge pull request #1937 from unknownbrackets/windows-ui
Fix cursor reset and pop ups in fullscreen
* Hide pop up windows in full screen.
Otherwise, they get in the way even though you can't see them.
* Show/hide the cursor correctly.
It uses a counter, so we may need to call it more than once.
* Merge pull request #1935 from unknownbrackets/modules
Get sceKernelStopModule() sorta working
* Remove comment.
* Initial implementation of sceKernelStopModule().
Not perfect but should be functional.
* Add a wait type for modules to handle return right.
* Get rid of the "root" return hack.
* Use a custom RA for module funcs. Not used yet.
But it will be.
* Wrap sceKernelGetThreadExitStatus().
So it's usable internally too.
* Merge pull request #1933 from Motaz-Alnuweiri/patch-2
Update PPSSPP.pro
* Update PPSSPP.pro
Hi, you can use "VERSION" Variable
----------------------------------
VERSION
This variable contains the version number of the application or library if either the app TEMPLATE or the lib TEMPLATE is specified.
* Merge pull request #1929 from Motaz-Alnuweiri/patch-1
Update PPSSPP.pro
* Update PPSSPP.pro
Hello, I changed PPSSPPQt version for Symbian from 0.7.5 to 0.7.6
* Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any.
* Merge pull request #1927 from unknownbrackets/scheduling2
Implement suspend/resume HLE for threads
* Disallow suspend/resume on current thread.
Might be some extra subtle things with callbacks/interrupts here...
* Initial attempt at a suspend/resume thread impl.
* Make sure we keep the suspend state around.
I assume it sticks around in this case.
* Merge pull request #1924 from unknownbrackets/scheduling
Fix sceKernelWakeupThread
* Return the moduleId in sceKernelUnloadModule().
Final Fantasy 4 very clearly requires this.
* Report unfinished code in sceKernelAllocateTls().
* Wrap the sleep/wakeup HLE funcs.
* Properly return success in sceKernelWakeupThread().
Fixes #1596, fixes #1796, possibly others. I can't believe how long
I stared at this code and debugged it without noticing such a simple
thing...
* Merge pull request #1923 from unknownbrackets/rtc-fix
Implement the sceRtc*Win32FileTime() funcs
* Remove UNIMPL from FileTime funcs, they work now.
* Implement the sceRtc*Win32FileTime() funcs.
* Merge pull request #1911 from aquanull/language
Make more menu screen items translatable, and...
* Make it possible to translate error screens.
* Tweak some menu screen items.
* Make more menu screen items translatable.
Update font atlas files.
http://www.sendspace.com/file/kkb2sd
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May 27th, 2013, 22:52 Posted By: wraggster
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May 27th, 2013, 22:37 Posted By: wraggster
Sony's PlayStation 4 will feature similar DRM for used game purchases to Xbox One, according to a report.
Sony has been less vocal on the matter than Microsoft, allowing the latter firm to draw much of flak on the controversial topic since its May 21 Xbox One reveal.Geoff Keighley on Gametrailers claims to have 'heard' that Sony is likely to enforce similar used game policies to its rival.
"Sony has sort of been seen as this kind of white knight so far that's not going to restrict used games. Based on some of the things I'm hearing, I don't think that's entirely true, because I can't see publishers allowing one system to do one thing and one the other."
Microsoft has confirmed that all Xbox One games will require mandatory installation onto the system's hard drive and, to install the same disc onto another user's drive, a fee must be paid.
But several statements from multiple Microsoft reps have failed to rectify ongoing confusion - and outrage - over the use of second-hand games on the console.
Reports claim that a new system will be put into place that sees revenues taken at retail for used game sales shared between Microsoft, the retailer and the game's publisher. If true, this system wouldn't govern the private sale of used games, in which case it appears a used game activation fee will be applied.
Microsoft has moved to dismiss reports surrounding Xbox One's used games policies as "inaccurate and incomplete", adding that its yet to finalize its policies on the matter. "Xbox One is designed to support the trade in and resale of games," it assured gamers, however.
Sony has escaped much of the controversy despite having not confirmed its policies for used games on PS4, other than to say that it won't block second-hand game use.
When pushed on the issue in an interview with CVG, Sony's VP of Worldwide Studios Michael Denny would only acknowledge that the firmwould do what it sees as "the right thing" by both consumers and the development community.
http://www.computerandvideogames.com...ox-one-report/
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May 27th, 2013, 22:35 Posted By: wraggster
US PlayStation Plus subscribers will be given access to timed trials of Fuse and Sly Cooper: Thieves in Time this week.
The two timed demos will be available as of Tuesday's US PS Store update, and will allow PS Plus subs access to the full game for 60 minutes.Fuse is a third-person action game and the first multi-platform title from Resistance developer Insomniac Games.
Sly Cooper: Thieves in Time is the latest in the long-running 3D platformer series, developed by Sanzaru Games as a cross-platform title for PS3 and Vita.
Also in this week's update, BlazBlue: Continuum Shift Extend for Vita will be added to the Instant Game Collection, which will allow subs to download it at no additional cost.
Meanwhile PS Plus Subs-only discounts will be introduced for Hamilton's Great Adventure and Germinator on PS3, and Draw Slasher on Vita.
Sleeping Dogs will be removed from the Instant Game Collection on June 1.
http://www.computerandvideogames.com...-timed-trials/
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