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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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April 11th, 2013, 00:13 Posted By: wraggster
Ryan Ackroyd to be sentenced along with fellow hackers in May
A fourth member of the LulzSec hacker group has pleaded guilty to attacks on websites owned by Sony and Nintendo, among others.
According to a report on Bloomberg, 26 year-old Ryan Ackroyd entered a plea of guilty at a hearing in London yesterday. Ackroyd had previously denied any involvement with the attacks, but he will now be sentenced along with fellow LulzSec members Jake Davis, Mustafa Al-Bassam and Ryan Cleary on May 14.
Prosecutors stated that Ackroyd was instrumental in attacks on Sony, Nintendo, Twentieth Century Fox and the National Health Service between February and September 2011.
"They turned to him for his expertise as a hacker," said Sandip Patel, a prosecutor at the hearing.
LulzSec was one of the most prominent hacker groups in the world, following a series of high-profile attacks on government and commercial targets. However, the group disbanded in June 2011, around the time of Cleary's arrest.
"Behind the mask, behind the insanity and mayhem, we truly believe in the AntiSec movement," a statement released by the group read. "We hope, wish, even beg, that the movement manifests itself into a revolution that can continue on without us."
http://www.gamesindustry.biz/article...ntendo-attacks
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April 10th, 2013, 23:51 Posted By: wraggster
Revealing Mark Cerny's Knack first during PS4 unveiling an intentional decision to show off diversity
Sony would hate to see all of the games developed for the PS4 as first-person shooters or action-adventure titles, Sony’s worldwide studios president has said.
Speaking to Edge, Shuhei Yoshida said Sony made the intentional decision to show Mark Cerny’s latest game Knack first during its PS4 unveiling in February.
He said that while a plethora of people are interested in triple-A blockbusters and photorealistic titles, they were not the only kind of games players can enjoy.
“It was pretty intentional,” said Yoshida.
“Mark’s idea was like ‘what about [a] Crash Bandicoot for PS4?’ when he suggested the concept of Knack. We were like yeah we hate to see all the PS4 games being FPS or action-adventure or very photorealistic, you know big-budget blockbuster games. And you know people like these games but these are not the only kinds of games that people can have fun with.”
http://www.develop-online.net/news/4...mes-to-be-FPSs
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April 10th, 2013, 02:46 Posted By: wraggster
Level-5 was listed as one of the third-party developers signed on for PlayStation 4 development. CEO Akihiro Hino told Nikkei (translated by Siliconera) that the company has a specific game in mind for the platform, which is in the "planning" stage now. He indicated that the developer and publisher "may" be able to announce this game in the near future.
Hino said that it's important to figure out the PS4's network components when planning a game for it, as well as the usual specs and graphical tech.
It's going to be really satisfying when Level-5 is making a PS5 game. Just for the sake of symmetry.
http://www.joystiq.com/2013/04/09/le...ng-a-ps4-game/
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April 10th, 2013, 02:42 Posted By: wraggster
Draw Slasher is coming to PlayStation Vita, its developer has announced.The gory cartoon-style ninja slicing game launches on the PlayStation Store in Europe on 24th April and in the US on 23rd April.Draw Slasher was made by Polish indie developer Mass Creation. The first Draw Slasher, subtitled The Quest, launched in 2011 on touch devices as a spin-off from 2009's Dark Ninja vs Pirate Monkey Zombies! A black and white version called Draw Slasher Origins launched in 2012.In the game you play a ninja called Hanzo who runs around slicing up zombies. You draw a line to jump, dash, dodge and slash, and pinch the screen to use Ninjutsu Techniques.There's a story, hardcore challenges and, within the Arcade mode, two sub-modes: Survival, which tracks your kill count, and Gatekeeper, which tasks the player with preventing the zombies from entering Hanzo's village."It quickly became clear that the Vita version was too small, so we decided to extend it with new locations, enemies and bosses, doubling the amount of content compared to the original," producer Artur Gosk told our friends at Eurogamer Poland."Then there are new mini-games and modes adapted to the Vita. Along the way, we changed the mechanics. In some cases we turned it upside down. The game remained close to the original idea, but very different at the same time. That's why we decided to call it simply Draw Slasher."
http://www.eurogamer.net/articles/20...aystation-vita
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April 10th, 2013, 02:37 Posted By: wraggster
North American publisher Aksys Games has confirmed a June 25 release for Muramasa Rebirth. Muramasa: Rebirth is a Vita re-release of Vanillaware's Wii action game, Muramasa: The Demon Blade.For those who missed the Wii version, which was released in the west in late 2009, Muramasa: The Demon Blade is "a highly stylised action adventure starring a colourful cast of more than 100 characters".the publisher has also confirmed plans to release a 'Murasama Rebirth Blessing of Amitabha Collector's Edition',
http://www.computerandvideogames.com...tion-revealed/
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April 10th, 2013, 02:29 Posted By: wraggster
Tired of all those messy icons cluttering up your PlayStation Vita's home screen? Sony's providing a solution in its next update, firmware version 2.10, which enables folders of up to 10 items to be organized on the screen. That means you could potentially take those 100 max applications allowed and stuff them all into folders on the home screen, effectively condensing your various home screens from 10 to one. The rest of the update isn't so thrilling -- namely, being able to identify which memory card you've got in the device, some email app enhancements, and video support which "allows you to play video within the browser." There're a few more minor tweaks, which we've included in the list past the jump -- a complete list of updates in gritty detail will show up here when the update goes live at some point "later this evening."
http://www.engadget.com/2013/04/09/p...-firmware-210/
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April 10th, 2013, 02:23 Posted By: wraggster
Tales of Xillia – the 13th flagship title in the Tales franchise – is heading to North America on August 6th, Namco Bandai has revealed.
Gematsu reports producer Hideo Baba revealed a summer launch window for the PS3-exclusive JRPG’s arrival stateside, and the site later updated to the exact date following Namco Bandai’s announcement at a recently held media event.
No word on a Europe launch as of yet.
On a related note, Baba also told Kotaku that there are no current plans for Tales games on Wii U, PS4, or the next-gen Xbox. He added that Vita remakes for Tales of Hearts R and Tales of Innocent R aren’t in the cards due to Vita’s lukewarm reception in North America.
"Unfortunately, at this present time we don't have any plans to release any of the Vita titles. One of the main reasons is unfortunately the PlayStation Vita is doing relatively poorly in North America, so it's one of those things that if the numbers increased considerably, then it's something we could consider."
http://www.mcvuk.com/news/read/namco...xillia/0113759
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April 10th, 2013, 02:19 Posted By: wraggster
Guerrilla Games’ technical director Michiel Van Der Leeuw has dismissed the notion that PS4 is little more than a high-end PC, suggesting that those describing the console that way are ‘trolls’ and ‘fanboys’.Speaking in an interview to be published in E253, on sale Thursday, Van Der Leeuw explained that his studio was heavily involved in the creation of PS4’s arcitecture, and while it might be more PC-like than its predecessor, it is still very much a games console.Referring to those calling PS4 a PC in a fancier box, he said: “That’s difficult because people are trolling, right. What do you say to a troll? You don’t feed the trolls, that’ll make them grow.”“I mean, it has always been a piece of high-end hardware that we put in a box, we find exactly the right components that complement each other and make a really good gaming experience. This is exactly the same thing – it is a console. The fact that the best pieces of hardware are also devised from, or optimised versions of, the stuff we find in PCs doesn’t make it any less a console. I can imagine if you find people with a vested interest to say PC gaming has won, they will find lots of great arguments in the fact that we use some of the same parts. But you know that’s just fanboys on the internet, I guess.”Van Der Leeuw went on to explain the differences between PS4 and a high-powered PC. “A PC is a number of parts which also has bridges in between where there are inefficiencies that may not be exactly the right match. We’ve got the right amount of memory, video card, everything balanced out. I know it was a very conscious effort to make sure that, with the speed of the memory, the amount of compute units, the speed of the hard-drive that we put in, that there would not be any bottlenecks. So the amount of pixel-pushers that you have, the amount of memory, the speed of your compute units make sure that you don’t hit any of the weakspots of the hardware.”This balancing of PS4’s architecture and the use of complementary components make it simpler to work with, said Van Der Leeuw. “Whereas if you have a PC very often your buffs, or your express buffs are very slow compared to your video RAM which is GDDR5 and your main RAM then is even slower than that, but you compensate by sticking buffers in there… there’s a lot of things to contemplate in the fact that it is a replaceable-parts architecture. This [PS4] is where all of the parts are designed to work together, naturally.”He added that Guerrilla was part of a constant iteration process with PS4′s innards. Guerrilla made at least five different major changes to the graphics chip, CPU and on the bandwidth between the different components, to define and then eliminate any disruption in performance.“I think it was for more than a year that we knew the main ingredients and there was just discussion after discussion trying to find a bottleneck,” he added. “We actually had parts of both Killzone 3 and very early Killzone 4 art assets running through simulators to try to find out how it would behave on our speculative hardware that didn’t exist – trying to find bottlenecks in the hardware that we could fix before we could even think about the chip.”You can read more about how the Killzone studio shaped Sony’s next console in the new issue of Edge magazine, on sale Thursday. You can buy or subscribe to Edge magazine in print, on iPad, on Google Play and through Zinio.
http://www.edge-online.com/news/ps4-...errilla-games/
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April 10th, 2013, 02:15 Posted By: wraggster
Lost Planet 3 has been delayed yet again. After missing its original early 2013 release, it was delayed until June 26. Now, however, it’s been pushed back to August 30 in the EU, and August 27 in the North American regions.The decision to delay was due to “business reasons,” according to Capcom.Lost Planet 3 is due out on current generation consoles and PC, and will return to EDN III, the snowy planet on which the first game in the series was set.
http://www.edge-online.com/news/lost...-until-august/
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April 9th, 2013, 23:47 Posted By: wraggster
Sony told developers console would ship with 4GB RAM, says Just Add Water CEO
Sony kept all but its closest studios in the dark about its decision to give the PS4 8GB GDDR5 RAM, says Just Add Water CEO Stewart Gilray.
Gilray's studio already had their dev kit, and was working on a secret title for the new console, but didn't find out about the real specs until the unveiling on February 20th.
"We were told [PS4] was 4GB originally and we first knew it had 8GBs when Mark said at the event's stage, 'And it has 8GB of memory.' We'd had kits at that point for a good while," Gilray told Videogamer.
While it is likely that "a couple of really close first-parties" knew about the 8GBs before the event, Gliray says that "most third-parties, were in the dark and happy with 4GB.
One of the benefits of the additional memory is that Sony has fenced in its system memory so that developers don't have to worry about it.
http://www.develop-online.net/news/4...ed-by-PS4s-8GB
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April 9th, 2013, 11:33 Posted By: wraggster
Via http://www.emucr.com/
PCSX2 SVN r5607 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:
r5607
gsdx ogl: install a GLX error handler before the context creation. Allow to print a nice message when the user doesn't support opengl 3.3
---------------------
r5606
Game Index: Changes made by pgert, mostly naming changes, added what i believe is a second disc for the US version of Persona 4 Serial: SLUS-21782B to auto enable VU Clip Flag Hack.
http://www.sendspace.com/file/6gb2qg
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April 9th, 2013, 11:30 Posted By: wraggster
Via http://www.emucr.com/
PPSSPP Git (2013/04/08) 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 #1221 from raven02/patch-2
Fragment Shader : use mix() for decal/blend
* Fragment Shader : use mix() for decal/blend
* Buildfix for iOS. Fixes #1220.
* Merge pull request #1217 from unknownbrackets/fbo-flicker
Adjust FBO decimation to optimize for creation
* Change FBO age back to 5, gets in a create loop...
* Adjust FBO decimation to optimize for creation.
But, keep aggressively decimating for a few frames.
* Merge pull request #1219 from unknownbrackets/mpeg-fix
Initial sceMpegGetUserdataAu() from JPCSP
* Initial sceMpegGetUserdataAu() from JPCSP.
Because I got the stub wrong, so now it does something.
* Merge pull request #1214 from unknownbrackets/pad-fix
Treat the keyboard and pads differently
* Treat the keyboard and pads differently.
We basically never want two pads active at once, but keyboard is
different. So, they need to be treated differently.
Fixes #1212.
* Merge pull request #1213 from unknownbrackets/dlist-cycles
Try to match GPU cycles to the CPU
* Use regular events for GPU for now, quicker.
There's too much latency in threadsafe events, causing tests to fail.
Might break games too. I guess they need to execute more often...
* Don't allow two drawsyncs to be in play at once.
* Slow down the GPU clock estimate.
This makes Fat Princess for example much faster.
* Make sure lists aren't reused before they complete.
* Delay GPU signals and waits to simulate cycles.
* Merge pull request #1215 from raven02/patch-1
Add "Use Media Engine" to pause screen as well
* Keep Fast Memory as unstable
* Add "Use Media Engine" to pause screen as well
* Merge pull request #1216 from unknownbrackets/alloc-func
Initial stab at implementing some new memory funcs
* Initial stab at implementing some new memory funcs.
Borrowed from JPCSP, kept simple. Need to do tests.
* Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around.
* Bigger stack buffer for gpu stats (yes need to do something better here).
* Don't use PPGe for debug overlays. Fixes fps counter in games where it didn't work before.
* Merge pull request #1209 from unknownbrackets/threadqueue-perf
Don't save/restore VFPU regs for threads that don't use them
* Don't save vregs for threads that don't use them.
* Optimize resched with a running thread.
Esp. if it would go back to itself.
* fragment shader: RGBA DECAL does make more sense this way
* Merge pull request #1200 from unknownbrackets/threadqueue-perf
Improve threadqueue performance
* Fix crash if queue is empty during savestate.
On load it would then crash.
* Dynamically size the thread queue, explicitly alloc.
* Replace the thread ready queue with non-STL.
It seems much faster.
* Centralize the thread ready queue logic.
This makes it slower for now, but should make it easier to optimize correctly.
* Merge pull request #1203 from raven02/patch-10
Show upto 8 recent item for Android/iOS
* Show upto 8 recent item for Android/iOS
Windows version --> http://www.sendspace.com/file/qk2hf8
Android Version -> http://www.sendspace.com/file/eb3lg9
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April 9th, 2013, 01:15 Posted By: wraggster
Batman Arkham City: Armored Edition, the Wii U version, is $20 at Best Buy as part of its weekly deal offer. Also on sale are the PS3 and Xbox 360 versions ofFar Cry 3 and Assassin's Creed 3 for $30, or PS3, Xbox 360 and PC editions ofBlack Ops 2 for $40 each.
We found the Wii U version of Arkham City to have some cool features, such as the WiiPad audio function whenever Batman picks up a conversation on his earpiece. Otherwise, it's definitely not the prettiest way to play a Batman game.
https://deals.bestbuy.com/#!/winning+home+entertainment
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April 8th, 2013, 22:59 Posted By: wraggster
Ubisoft Montreal has called the PlayStation 4 "a really pleasant surprise" thanks to a "radical change" of hardware strategy from Sony Computer Entertainment. CEO Yannis Mallat said he believes that the move to new console hardware will be "less complex" than previous transitions thanks to the familiar architecture of PS4, which is essentially comprised of off-the-shelf PC parts."From what we can talk about, which is the PlayStation 4, it's been a radical change from those guys," he told CVG."I'll tell you an anecdote: When I was the producer on Prince of Persia: Sands of Time we managed to get our hands on a very good programmer who's still on the Assassin's Creed core team."One day on his desk he had a black book all written in Japanese, and I was like, 'what is that?' It was the documentation support for coding for PS2. 'That's why I wanted to have Japanese lessons,' he said - to understand and make the most out of the machine."That day I understood how complex it was to develop on PlayStation 2. So we were eager to find out what the PlayStation 3 would be in terms of architecture, and it was pretty much the same but more complex."Mallet said the PS4 architecture vindicates Ubisoft's decision to start developing its next-gen games, such as Watch Dogs and Assassin's Creed 4: Black Flag, early on high-end PCs."PlayStation 4 really comes as a pleasant surprise because indeed it's a very familiar architecture," he said."I think it's paying off for us deciding to develop on high-end PCs early. It's a less complex transition."
http://www.computerandvideogames.com...soft-montreal/
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April 8th, 2013, 22:58 Posted By: wraggster
A senior Blizzard designer has offered suggestion that shelved PS2 action game StarCraft: Ghost could one day be released. Way back in 2002 the ill-fated spin-off was pitched as a stealth-action and third-person shooter hybrid for consoles. However, after being perpetually delayed Blizzard eventually announced it had been put on "indefinite hold" in 2006.Now speaking to OPM, Diablo 3 senior designer Matthew Burger claimed that the spin-off title had "never been cancelled" outright, adding: "It's on hold."Asked directly if the title will ever be released, Burger replied simply: "Maybe."The common thread between Ghost and StarCraft 2 is Nova, an operative that was to be the protagonist of the console game. She appeared briefly in the main game before making another appearance in the expansion.Speaking last summer, StarCraft 2 lead Dustin Browder said that Nova's appearance in the recent RTS release wasn't indication of a renewed interest in Ghost.He did, however, leave the carrot dangling on the stick:"It doesn't mean that in two years from now, we won't have those meetings, the team won't be formed, but there is literally nothing happening around that game right now that would indicate that there's any likelihood that it will happen," he said in June."It's just as likely we'll do that again as Lost Vikings 3 or whatever. There's just no guarantees one way or the other, but nothing is happening."We are super huge fans of consoles. We love console gaming as players," Browder added. "I wasn't really party to [the decision to put Ghost on hold] but I know it was a difficult decision."
http://www.computerandvideogames.com...zard-designer/
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April 8th, 2013, 22:00 Posted By: wraggster
Skyrim has been patched on Xbox 360, adding a Legendary difficulty, Legendary skills, and a slew of bug fixes. The PS3 update is expected to hit later today.The Legendary skills allow players to reset their level 100 skills to level 15, netting them an extra skill point in the process. If done enough, players could fill out every perk in their chosen tree. It also allows players to level beyond the previous effective level cap of 81, and do so without diversifying their skills.The bug fixes and gameplay tweaks include improved stability, greater variety in combat dialogue, better companion AI when it comes to equipping superior weaponry and armor.Legendary difficulty greatly increases the HP and damage done by enemies, making the overall game significantly more difficult than previous iterations.Patch 1.9 has been available on Steam since March 4. The full patch notes are available at the Bethesda blog.
http://www.edge-online.com/news/skyr...ry-difficulty/
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April 8th, 2013, 19:36 Posted By: wraggster
Tim Schafer says Sony asked what his studio wants from its next-gen console
Consumer favorite and Kickstarter legend Tim Schafer says Double Fine has been approached by Sony about PS4 development.
The studio has been in headlines constanly since it took to Kickstarter last year and started a craze that has opened doors for many small to mid-sized studios.
With all the media buzz around the San Francisco team, it's little wonder that Sony would want Double Fine to back its new console.
“Let me just say we’ve been talking with Sony, can I say that? I don’t know, I think I might get in trouble,” Schafer told the Official Playstation Magazine.
“We’ve already got some guys playing with some of the new features to see what we can do with it."
http://www.develop-online.net/news/4...looking-at-PS4
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April 8th, 2013, 01:42 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/04/07) 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 #1191 from raven02/patch-9
Miss parenthesis in GE_TEXFUNC_BLEND
* Clean up if-else
* Miss parenthesis in GE_TEXFUNC_BLEND
* Merge pull request #1196 from unknownbrackets/ui-tweaks
Minor adjustments to the menu screen
* Fix drag and drop loading on Windows.
* Adjust spacing a bit to look less cluttered.
* Don't stretch icons for Minis, keep aspect.
* Show up to 12 items in recent on Windows.
It's a tiny bit cluttered, and I know more is coming, but it's pretty
convenient for now...
* Don't try to analyze prx's either - tests.
* Always show the Exit button, useful in fullscreen.
Fixes #1193. Could make it conditional but doesn't hurt...
* Merge pull request #1195 from unknownbrackets/dispatch
More dispatch thread fixes
* Don't get stuck on idle when interrupts run.
This was happening when the dispatch thread was disabled.
* sceIoRead/Write doesn't work without dispatch.
Except stdout/etc.
* IO waits don't work without dispatch enabled.
* Only OpenAsync works with dispatch disabled.
And it even re-enables dispatch.
* Don't suspend/resume dispatch while interrupts off.
* Don't allow wait in event flags without dispatch.
But this happens after other param checks.
* Don't wait on LwMutexes with dispatch disabled.
* Stop threadend timeout when the thread ends.
Fixes threads waking up early in tests.
* Merge pull request #1197 from unknownbrackets/pad-fix
Skip pads if their analog is not set
* Skip pads if their analog is not set.
Not sure if a deadzone is needed... or if some pads may do a constant
bottom left or something...
* Merge pull request #1192 from unknownbrackets/dlist-parts
Improve displaylist signals
* Implement the jump, call, and ret signals.
Still buggy, but more things show...
* Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
* Implement the pause signal a bit better.
* These signals seem to skip the next FINISH, report.
* Don't listsync until after the signal handler.
* Qt: Fix stuck keys, support accelerometer on all mobile platforms.
* Merge pull request #1189 from unknownbrackets/dlist-parts
sceGe*Sync(wait)
* Implement sceGeListSync().
* If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
* Implement sceGeDrawSync().
* Qt Fix that was meant to be included before. No longer crashes after running a game.
Windows version --> http://www.sendspace.com/file/a5h0qk
Android version - > http://www.sendspace.com/file/27owe2
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