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June 11th, 2012, 13:16 Posted By: wraggster
via http://www.emucr.com/
NesterJ AoEX R3 is released. This is based on NesterJ 1.12 Plus 0.61 RM, so it includes features like rewind mode, cheat codes support, rotated/mirrored screen, sepia palette, support to rare mappers (the pirate bootleg FF7 works on it), etc. NesterJ is a NES Emulator for PSP. It is a modified version of NesterJ.
NesterJ AoEX R3 Changelog:
R3:
+Fixed some crashes (i.e. Mario Bros Classic (E) is fixed now, possibly other games too)
+Fixed minor cosmetic issues on rewind submenu
http://www.mediafire.com/?8n0fpzcfeyx7677
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June 11th, 2012, 13:03 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2570 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:
r2569
Implement ELF import containing Vstub: this should fix application showing
"'xxx' has size 6" while loading a module.
r2570
Improved handling of texture mapping in 2D: always use UV-mapping. Improved compatibility of sceGuTexMapMode.
http://www.mediafire.com/?8e9u68gge4afabi
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June 11th, 2012, 12:33 Posted By: wraggster
via http://wololo.net/2012/06/10/release-cfw-pro-c/
Some of you might think this is old news, having seen Pro CFW C released a long time ago on other websites. This is not. Yesterday, Pro CFW C “fix 3″ was added to the official list of downloads on their google code page. This is in my opinion the first really stable release of Pro CFW C, and this is why I am updating our download page only today.
The beta versions had a few issues, including a bug in the CIPL flasher which could cause bricks. Thankfully, this issue of course only happened on hackable motherboards which could be fixed with Pandora batteries. This is now fixed with this release, and I personally verified it on my PSP 1000.
The major improvement of Pro C over Pro B is the possibility to access the Prometheus online system, a free gaming service that allows you to play adhoc games online. In other words, your PSP believes you are in the same room as your friends, and allows you to play adhoc games over the internet. We discuss here why this is a great solution compared to alternatives such as adhoc party or xlink kai.
If you are new to the world of Custom Firmwares on the PSP, or interested but worried about the installation process, do give it a try. The times have changed: installing Pro CFW is risk free (the default installation process is designed to be less risky than installing an official firmware, by not touching any critical files), and is a two-steps operation. An up-to-date and noob-friendly tutorial on how to install it can be found on my cfw for dummies guide.
Pro CFW gives you access to hundreds of homebrews and emulators, plugin support, recovery utilities to repair your psp, additional Ram on most models of PSP, integrated iso supports, and today access to a free online gaming service, that supports more games than the official Sony solution. In simpler words, there is no good reason to stay on Official Firmware today on a PSP.
DOWNLOAD VIA COMMENTS
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June 11th, 2012, 11:40 Posted By: DCemumaniac
Newly released/announced for the PSP on import from Play Asia.
Release Date: Jul 26, 2012. 新キャラ、新シナリオと、夏休みにできることを大増量!!しかもメインスタッフはオリジナル版とほぼ同じ! !もともとクロスレビューなどでも高評価の作品なので、このタイトルはかなり期待できるぞ!!<あらすじ> 都会っ子の少年「ボクくん」はある年の夏休み、お母さんが臨月なので、田舎で民宿を営む親戚の家にあすけら れることになりました。船に乗ったボクがやってきたのは、海辺の町「富海(ふみ)」。ここで8月1日から3 1日までの間、ボクくんはおじの家族たちとともに暮らします。<リニューアルで夏休みの要素が大進化!>【 新要素1】 自由度の高い絵日記システム搭載!【新要素2】 昆虫コレクションの完成を目指せ!【新要素3】 「ちょっとタンマ!」でどこでもセーブ!【新要素4】 巨大沈没船の巨大な謎を追う! 【新要素5】 ナゾナゾ姉妹の宿題にチャレンジ【新要素6】 新しい虫相撲をやりまくれ! 【新要素7】 王冠コレクションが大充実!【新要素8】 小説家にネタを提供しよう! 【新要素9】 ラクガキで埋め尽くせ!<おなじみの夏休み要素も盛りだくさん!>・ロケット少年のお手伝・魚釣り名人を目 指せ!・秘密基地遊び ・朝のラジオ体操・ザリガニ採り
Price: US$ 36.90 / Not yet published or released
More...
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June 11th, 2012, 11:01 Posted By: DCemumaniac
Newly released/announced for the PSP on import from Play Asia.
Metal Slug the horizontal shooter is breaking new grounds in the Sony PSP platform. The new game makes use of the wide screen to display some high color resolution graphics. You can use the LAN facilities and ask friends to participate in the war with you.When you get a friend to join the frontiers with you, you'd be able to take care of enemies in different parts of the stages. Besides the main mission, there is a new combat school mode where you get to play with 70 weapons and learn warfare tactics under a tsundere beauty.
Price: US$ 19.90 / In stock, usually ships within 24hrs
More...
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June 11th, 2012, 06:50 Posted By: DCemumaniac
Newly released/announced for the PSP on import from Play Asia.
Release Date: Jul 26, 2012. 新キャラ、新シナリオと、夏休みにできることを大増量!!しかもメインスタッフはオリジナル版とほぼ同じ! !もともとクロスレビューなどでも高評価の作品なので、このタイトルはかなり期待できるぞ!!<あらすじ> 都会っ子の少年「ボクくん」はある年の夏休み、お母さんが臨月なので、田舎で民宿を営む親戚の家にあすけら れることになりました。船に乗ったボクがやってきたのは、海辺の町「富海(ふみ)」。ここで8月1日から3 1日までの間、ボクくんはおじの家族たちとともに暮らします。<リニューアルで夏休みの要素が大進化!>【 新要素1】 自由度の高い絵日記システム搭載!【新要素2】 昆虫コレクションの完成を目指せ!【新要素3】 「ちょっとタンマ!」でどこでもセーブ!【新要素4】 巨大沈没船の巨大な謎を追う! 【新要素5】 ナゾナゾ姉妹の宿題にチャレンジ【新要素6】 新しい虫相撲をやりまくれ! 【新要素7】 王冠コレクションが大充実!【新要素8】 小説家にネタを提供しよう! 【新要素9】 ラクガキで埋め尽くせ!<おなじみの夏休み要素も盛りだくさん!>・ロケット少年のお手伝・魚釣り名人を目 指せ!・秘密基地遊び ・朝のラジオ体操・ザリガニ採り
Price: US$ 36.90 / Not yet published or released
More...
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June 11th, 2012, 00:29 Posted By: wraggster

"This show is about Naughty Dog and The Last of Us. So we're not talking about Uncharted for the future," Sony VP of product development and worldwide studios Scott Rohde told Joystiq in an interview this week. That doesn't mean there aren't things happening with the Uncharted franchise elsewhere at Sony, of course. "It's a Sony IP, but it's just not something we're talking about. Of course it's one of our pillar franchises," Rohde said.
The latest entry in the Uncharted franchise was the Vita's Uncharted: Golden Abyss – the series' first title not developed by Naughty Dog. Its production was instead handled by Sony's internal Bend studio, with Naughty Dog overseeing development. Rohde added that "it'd be ridiculous to say that we're not always thinking about [Uncharted], but we're just not talking about it right now."
http://www.joystiq.com/2012/06/08/un...bout-its-futu/
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June 10th, 2012, 10:20 Posted By: DCemumaniac
Newly released/announced for the PSvita on import from Play Asia:
Release Date: Aug 23, 2012.
Price: US$ 69.90 / Not yet published or released
More...
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June 10th, 2012, 10:20 Posted By: DCemumaniac
Newly released/announced for the PSvita on import from Play Asia:
Release Date: Aug 23, 2012.
Price: US$ 69.90 / Not yet published or released
More...
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June 10th, 2012, 09:10 Posted By: DCemumaniac
Newly released/announced for the PSP on import from Play Asia.
Release Date: Aug 30, 2012.
Price: US$ 72.90 / Not yet published or released
More...
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June 10th, 2012, 02:48 Posted By: wraggster
via http://gbatemp.net/
justburner has updated PokeMini to version 0.5.2. This Pokemon-Mini emulator is available for several systems, including DS/DSi and PSP. See the change log for what's new in this release, and be sure to check out the project page linked below for more information about this homebrew.
QUOTE: Change Log (06/03/12)
- Opening .minc files now opens the linked .min files
- More accurant PRC timing and triggering
- Minor changes
Debugger Only:- Recent ROMs list
- Drag & Drop ROM files support
- Added file association to .min and .minc files
- Moved PRC Counter from Timers Window to Misc. Window
- Added more special registers for printing and controlling the debug output
- Reorganized the menu
- Improved the memory content components
- Added 16-bits memory filler into memory viewer
- All viewers and main window position & size are now saved
Win32 Only:
- Fixed command-lines and closing code
- Recent ROMs list
- Drag & Drop ROM files support
- Added "Pause when inactive" window option
- Added file association to .min and .minc files
- http://code.google.com/p/pokemini/
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June 10th, 2012, 02:30 Posted By: wraggster
via http://psp.dashhacks.com/2012/06/02/...online-options
Thanks to the hard work from the guys at PROCFW there is now another option play our favorite PSP games online.
Now you may be thinking “we already can play PSP online Infrastructure mode, Xlink Kai and Adhc party” and you're right as there are already a few different ways to play online but this is why Prometheus is still a good option. As we all know there really aren’t a whole lot of games on the PSP that allow for infrastructure play. There are around ten or so reasonable games that support it despite the length of the life span of the PSP so that just about kills the infrastructure option right off the get go.
Xlink Kai allows for Adhoc play online but requires special compatible network adapters and requires that you be near your PC to play your games which is a similar problem that you face with the Sony Adoc Party service. With this you need to have your PSP near your PS3 to play online. So that's where Prometheus comes in its free, it allows you to play wherever and whenever and it works with your CFW enabled PSP, what else could you ask for? Now all of that said you should know going in that this only works with second gen PSP’s and newer (aka Slim PSP’s).
This could be a very good thing for all of you SOCOM fans because well its shutting down. That’s right the servers for SOCOM on the PSP and PS2 are shutting down forever leaving you to play your games in single player or Adhoc only making Prometheus a pretty good idea if you like playing online. Have a look below at what everyone is playing online right now.
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June 10th, 2012, 02:29 Posted By: wraggster
via http://psp.dashhacks.com/2012/06/03/...are-prometheus
Coldbird and the guys on the PRO team have built a more stable platform for Prometheus and its PRO-C baby.
If you are using the Prometheus online client then you know there have been some bugs in the past due to how the online client was working with the firmware. Well now your CFW of choice has now been updated to work better with Prometheus, how? Originally there where some issues with the code one of which forced you to exit with the VSH menu. Also to note this version of the 6.XX PRO-C has be built to work with Prometheus and will be the basis for all future updates to the online client, so you shouldn’t have to update again for quite some time if at all.
http://forum.prometheus.uk.to/viewtopic.php?f=23&t=220
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June 10th, 2012, 02:21 Posted By: wraggster
via http://wololo.net/2012/06/07/syscall-internals/
I assume you understand what is a syscall and how syscalls are called from user space in PSP. If not, please read Freddy’s post.We are going to take a closer look at what happens in kernel space, where syscalls are intercepted and served. This is a pretty technical post so get some coffee.
When a syscall is issued (called) from user space, the syscall exception handler which is installed in interruptmgr will take control. The hardware will put a pointer in coprocessor register r12, which leads to a fixed size (0×4010) table in memory. Let’s call it syscall table. The first 4 words of the table are the header, and the rest are slots for function pointers.
The struct of the syscall table header is like this:
struct syscall_table {
u32 unk_0;
u32 seed;
u32 table_size; // always 0x4000
u32 total_size; // always 0x4010
u32 func[0]; // 0x1000 slots of function pointers
};
The most important field is the seed, which is generated randomly when the system boots up. Meanwhile, register r21 of the coprocessor has a value by which you can index into the function pointer slot. The Kernel then reads the value of that slot, and jalr (jumps) to it, which is the real implementation of the syscall.
We, as a user space process, have no privilege to write or read the syscall table directly, because the table is within kernel memory space.
The syscall table is initialized in loadcore, when system/game boots up. The seed is generated at that moment, and never changes until next bootup. All the slots in the function pointers table will be initialized to an address in loadcore, which does nothing but returns an error number (0×80020001).
When a module is loaded, it has to register its exported function in loadcore. The registration in a word is to find a proper slot(s) to store the function pointers, then assign a syscall number to it.
The Kernel first decides how many slots reserved for the module. The algo is as below:
reserved_slots_cnt = (random() & 3) + 1 + exported_syscall_cnt;
Then kernel will decide which slot index to start, with this algo:
start_index = random() % exported_syscall_cnt;
BTW, the random() function is reading the Count register.
Then from the start_index, the kernel copies the function addr into the table in a
fixed sequence (the order follows the sequence of exports).
At this point, the exported function has already been assigned a syscall number, which is calculated as:
syscall_num = seed / 4 + slot_index;
Note that at this moment, all function pointers are masked by 0×80000000, i.e., any attempt to call this syscall will be trapped by a Bus error. This is how Sony protects un-imported syscalls.
Note also the reserved slots count for certain module is larger than the total amount of exported functions. Therefore, the spare slots are filled with a fixed address, which triggers break exception. It brings more trouble for syscall estimation.
As a sum up, the algo for filling the syscall table is as below:
for (i = start_index; i < reserved_slots_cnt + start_index; i++) {
int index = i;
if (index > reserved_slots_cnt)
index = index % reserved_slots_cnt; // wrap at the end
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June 10th, 2012, 02:20 Posted By: wraggster
via http://wololo.net/2012/06/08/vhbl-4t...k-in-progress/
VHBL is a homebrew loader for the PSP and the Playstation Vita. Since it relies on exploits in specific games available on the Playstation Network, Sony usually removes the exploited games within hours following my announcements.In order to allow a maximum number of people to benefit the exploit before Sony pulls the games, we are regularly doing “confidential” releases (a.k.a. Ninja Releases) to trusted members of our forums at http://wololo.net/talk, using new exploited games.
We’ve done 3 releases this year so far, using exploits in Motorstorm, Everybody’s Tennis, and Super Collapse 3.
I recently ported VHBL to a 4th exploit, and confirmed it works fine on the Vita. This time, you’re going to have to trust me that I am running VHBL on a new exploit, since I cannot easily prove that this is not running under the Super Collapse 3 exploit. Here is a short video showing the PSP emulator GPSP, running Advance Wars
The author of this exploit wants to stay anonymous for now, and hasn’t taken a decision on a release yet for personal and technical reasons. In particular, the exploited game is not available in all stores (something that’s become the norm now, we usually suggest people to bypass that limitation by buying PSN cards from some online retailers). That being said, I am (and hopefully, other people are too) working on porting VHBL to other games in parallel. If one of the ports is successful, I’ll try to discuss with the various devs involved which exploit would be the best to release, so I am confident we will have a release ready soon enough.
My current goal (but that might change), is to wait for Sony’s next move (firmware 1.68?) before doing a new release. This is, of course, if I am done in time with the port, and if I can convince one of the owners of the exploit(s) to do a release.
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June 10th, 2012, 02:19 Posted By: wraggster
via http://wololo.net/2012/06/09/vhbl-co...it-your-entry/
Hey guys, since I got a bunch of emails requesting for a bit more time, I am extending the deadline of our VHBL contest to next week, June 16th.This is a double contest, either submit a new VHBL menu (not so easy, but extremely cool) or a youtube video (easy and cool!), and there’s 167$ in cash prizes to win!
Details here
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June 10th, 2012, 02:17 Posted By: wraggster
via http://wololo.net/2010/03/13/wagic-0-11-released/
I’m excited to announce a new version of Wagic today, version 0.11.1. We added so many new cards in this version that the numbers don’t make much sense anymore, so you will see that the main menu displays now 2 numbers: the number of cards, and the number of unique cards. Wagic 0.10 had roughly 5100 cards (4000 unique), and Wagic 0.11 ships with around 30 new sets for a total of more than 9300 cards (more than 4700 unique). So if we don’t count reprints, that’s more than 700 new cards for you to play with!Many thanks go to the team of developers, who are the soul of this project, and to the people who helped during our alpha and beta tests.
[h=3]What is Wagic?[/h]
Wagic is an heroic fantasy card game (currently available for the Sony PSP, Windows, and Linux) in which you fight as a sorcerer with your creatures and spells. As you win epic battles against the CPU, you earn credits that allow you to improve your army, unlock new cards and other game modes. Wagic is open source, community driven, and extremely customizable. It is available in English, Spanish, German, Italian, Portuguese, and French.
Wagic is entirely fan-made, but is frequently compared to commercial games for its replay value and its graphics.
[h=3]What’s new?[/h]I wish I could summarize this release in a few words, but the truth is, this is once again a release packed with incredible new features. An amazing amount of new cards of course (who said “as usual”?), but also cool improvement such as the card filter, which (finally) allows you to tweak your shop experience, and browse your collection much more easily than before. Windows and Linux users will also love the new “key bindings” feature to be able to setup the keys of the game to their liking. This will also be useful for PSP players who want to switch their circle and cross buttons. Here’s a more complete changelog:
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June 10th, 2012, 02:12 Posted By: wraggster
Hlide here.
PSPE progress is quite slow. I'm working on the graphics engine emulation (namely GE) and learning about OpenGL features. My intent is to have a complete accurate and fast emulation of GE using some special features of OpenGL 3/4.X. But those features are quite new and demand more time to master them. Right now, I'm struggling with one feature (transform feedback) which refuses to work with PSPE whereas it perfectly works with a standalone program.
In fact, there is no reason to release a new version of PSPE as long as GE emulation is not advanced enough to allow some commercial games to run. And I fear it may take a long moment until we reach this step.
But PSPE is not dead.
http://www.pspe4all.com/news.php
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June 9th, 2012, 11:50 Posted By: DCemumaniac
Newly released/announced for the PSP on import from Play Asia.
Release Date: Sep 13, 2012.
Price: US$ 129.90 / Not yet published or released
More...
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