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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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January 3rd, 2013, 21:59 Posted By: wraggster
City Interactive has confirmed that Sniper Ghost Warrior 2 will release on March 12, 2013.
In July last year, the Xbox 360, PS3 and PC game's release was delayed for a second time to 2013.The first Sniper: Ghost Warrior game was poorly received, but Xbox World previewed the sequel last year and came away suitably impressed, noting in its Sniper: Ghost Warrior 2 preview:
"With a range of accurately modelled sniper rifles (the Remington MSR, the Barrett Xm500 and the Accuracy International 50 to name a few), an addictive bullet cam rewarding perfect shots, and the use of CryEngine 3, Ghost Warrior 2 has a chance to knock the next CoD off its pedestal. From a couple of miles away."
http://www.computerandvideogames.com...-release-date/
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January 3rd, 2013, 21:47 Posted By: wraggster
PlayStation maker's application details use of RF tags to prohibit playing used games, even offline
Sony Computer Entertainment America
us.playstation.com
A Sony patent application has revived rumors that the console maker is designing its next-generation hardware to be incompatible with second-hand games. As spotted by NeoGAF user gofreak, Sony has filed an application for a patent on a method of blocking used games from playing on a system without an online connection.
The filing says it is "vital" that the creators of games receive part of the proceeds from sales, but in second-hand markets they receive no such compensation. Sony also notes in the application that players who purchase used games are no longer potential buyers, further impacting its sales.
As for how Sony intends to block used games, the patent describes a variety of implementations and specifies the use of radio frequency identification. In one treatment, an RF reader/writer on the system would read data from an RF tag specific to a copy of a game. The system would then check the content to see if it was restricted (if it was tied to a different console, for example) before allowing it to be played.
"As a result, the dealing of electronic content in the second-hand markets is suppressed," the application states, "which in turn supports the redistribution of part of proceeds from sales of the electronic content to the developers. Though in the following description a game application is exemplified as the electronic content, the present embodiment is similarly applicable to various kinds of electronic content such as an office suite, images, and music content."
Analyst firm Sterne-Agee sent a note to investors today after the filing was discovered. According to the group, "Sony's new patent application to block used games, while ominous on surface, is not a done deal and there are many practical considerations that may prevent Sony from implementing it (assuming they receive the patent)."
Speculation that console makers would look to stamp out used game sales with the next generation of consoles first surfaced about a year ago. At the time, analysts were skeptical, suggesting that consumers would rebel. In addition, they said none of the big players in the market would be willing to risk the market share they would lose if competitors opted to allow used sales.
The patent in question was originally filed for in Japan back in April of 2010. Sony filed it in the US in September.
http://www.gamesindustry.biz/article...ond-hand-sales
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January 3rd, 2013, 21:42 Posted By: wraggster
Could physical retail about to be dealt a fatal blow?
We’ve heard the rumour before, and now a fresh patentfrom Sony has once again hinted that the platform holder is looking for a way to block pre-owned games on the PS4.
The tech-heavy document describes a process that sees the console tag discs with information, including whether or not they have previously been played on a different machine or associated with a different PSN account.
The technology would also allow for consoles to block pre-owned titles even if the hardware is not connected to the internet.
“The development of electronic content including game applications (APs) is costly and therefore in a content business it is vital to redistribute part of proceeds from sales of the electronic content to the developers,” the document reads.
“On the other hand, the electronic content is being bought and sold in second-hand markets. In such a scheme where the electronic content is bought and sold in the second-hand markets or the like, the sales proceeds resulting therefrom are not redistributed to the developers. Also, since the users who have purchased the second-hand items are somehow no longer potential buyers of the content, the developers would lose their profits otherwise gained in the first place.
“As a technique to suppress the second-hand sales and purchase, a user may be first required to send a password or the like to a remote authentication server from a reproduction device (game player) via the Internet and the reproduction of content may be permitted only for the device that has succeeded in authentication.
“However, where the reproduction device is not connected to the Internet, use of the content cannot be controlled. Also, where the connection to the Internet is an absolute requirement, user's convenience may be significantly reduced. Besides, users may communicate to share the password between them and therefore the second-hand sales and purchase cannot be eliminated reliably.
“In view of the foregoing problems described above, according to the present embodiment, a recording medium and a radiofrequency (RF) tag storing the terms of use (use condition) are included in the same packet (package) of electronic content. Proposed is an electronic content processing system where a usage mode of the electronic content is determined based on whether a reproduction entity, such as a reproduction device or user of the electronic content fulfils the use condition or not.
“According to the present embodiment, realized is the electronic content processing system that reliably restricts the use of electronic content dealt in the second-hand markets. As a result, the dealing of electronic content in the second-hand markets is suppressed, which in turn supports the redistribution of part of proceeds from sales of the electronic content to the developers.”
Rumours of a PS4 pre-owned clampdown first emerged back in March 2012, although Sony moved to dismiss the chatter in mat with Jack Tretton saying that he was “opposed to blocking used games”, that pre-owned is “great for consumers” and any moves to block the trade would be “anti-consumer”.
Retailers have also dismissed the claims, though it’s tough to know whether that’s born of hope or actual discussions.
http://www.mcvuk.com/news/read/new-s...or-ps4/0108819
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January 2nd, 2013, 23:42 Posted By: wraggster
Having only officially launched on Boxing Day, LEGO’s Chima brand is to expand with three video game releases this year.
Notably, however, none of them are for home consoles.
LEGO Legends of Chima: Speedorz is a racing title that will launch on LEGO.com today and iOS tomorrow (January 3rd). LEGO Legends of Chima: Laval’s Journey is heading for 3DS and PlayStation Vita and is described as “an amazing adventure” whilst free-to-play online MMO LEGO Legends of Chima Online will launch in the autumn.
All three will tap into ‘The Chima Vault’ – an online network that rewards players with points that can be redeemed in Chima Online.
The game will be published by Warner Interactive, with TT Games developing Laval’s Journey and producing Speedorz.
“We are doing something innovative with LEGO Legends of Chima by making three distinct video game experiences on a variety of platforms,” Warner Interactive’s senior VP of production and development Samantha Ryan stated.
“By creating multiple LEGO videogame experiences for one brand, we are catering to today’s diverse gaming community, as well as establish a rewards system for players of all three games.”
Chima officially launched in the UK on December 26th and is the company’s big new IP for 2013. LEGO intends for the brand to overtake sales of Ninjago by 30 per cent before the end of the year
http://www.mcvuk.com/news/read/lego-...-games/0108794
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January 1st, 2013, 22:07 Posted By: wraggster
Because of New Year's festivities, Sony has updated the PlayStation Network a day earlier than usual. This week brings a bunch of discounts for some of 2012's best, including a few bucks off Sound Shapes, Skullgirls, Tokyo Jungle,Shadow of the Colossus and many more. Of course, if you're a PlayStation Plus member everything is discounted a tad bit extra.
PS Plus subscribers also get their requisite free games this week, includingNBA Jam: On Fire Edition and PS Vita puzzle-platformer, Chronovolt. Both of those are available in PS Plus members' Instant Game Collection right now – for the full list of this week's deals, hit up the PlayStation Blog.
http://www.joystiq.com/2012/12/31/ps...ounted-free-n/
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December 30th, 2012, 22:05 Posted By: wraggster
Tomba! and Tomba! 2 are out now on the PSone Classics section of the European PSN for £6.99 each, a MonkeyPaw Games rep told Joystiq today. The games, ports of the original NTSC versions, had some emulation issues but are now available for download on PS3 and Vita.
Additionally, Tomba! 2 is being discussed with SCEA for release in North America, and would be available on PSN for PS3 and Vita as well. Tomba! was originally scheduled to launch on the European PSN in September.
http://www.joystiq.com/2012/12/29/ps...-european-psn/
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December 30th, 2012, 00:51 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2953 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:
r2950
Implemented scePowerTick (used by homebrews).
r2951
Improved sceKernelRegisterThreadEventHandler.
Now execute the THREAD_EVENT_START in the context of the started thread, just
before it starts his execution.
r2952
Code clean-up: abstracting ISO & CSO file reading. No functionality change.
r2953
Added sanity checks in ISO/CSO reading.
http://www.mediafire.com/?cfiuyx6is3x9cdm
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December 30th, 2012, 00:49 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5492 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:
r5492
Make a rare IPU chain mode transfer error log be DevCon only.
The only known game to run into it is fine anyway (Phase Paradox).
http://www.mediafire.com/?ob4h34hb95chbv6
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December 30th, 2012, 00:48 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r81977 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:
r81977
Get OS X compiling again:
Fixed undeclared GPU_FRAME_LIMIT.
Some patch somewhere changed the file reference of the ExtendedKeys headers in the GPU plug-ins. reverting that.
http://www.mediafire.com/?4vsabcqs2s23bv1
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December 30th, 2012, 00:41 Posted By: wraggster
via http://www.emucr.com/
PPSSPP mediaengine Git (2012/12/29) is compiled. PPSSPP mediaengine Git is a branch of PPSSPP. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP mediaengine Git Changelog:
* Merge pull request #285 from unknownbrackets/mediaengine
Fix mediaengine save states
* Can't just do that, might get the vtbl. Arg.
* Merge pull request #282 from unknownbrackets/mediaengine
mediaengine: Merge from master, add save states
* Add save stating changes to mediaengine.
Also makes it compile again.
* Merge branch 'master' into mediaengine.
Note: doesn't compile, just fixes conflicts.
Conflicts:
Core/HLE/sceKernel.cpp
Core/HLE/sceKernelThread.cpp
Core/HLE/sceKernelThread.h
* Reset JIT before saving/loading state
* Change save state extension to ".ppst"
* Quick build fix for gcc
* Merge pull request #266 from unknownbrackets/savestates
Initial progress on savestates (requesting review only)
* Add a simple devctl to verify the state.
Could do more, but this should be useful.
* Add some basic Windows UI for save states.
* Save the savedata and other dialog state.
Although, hopefully it wouldn't be running anyway.
* Savestate cleanup + be more careful with vectors.
For some reason I debugged it going into std::string so I just made
them all more explicit which fixed everything.
* Fix memory leak in msgpipe when loading state.
* Fix kernel object loading (ouch) from save states.
Also a fix to SAS voices not saving right.
* Start saving the state of the GPU.
Not 100% sure this is all that's needed, but let's try it.
* Don't store pointers in VagDecoder directly.
I'm assuming it's fine to not fix read_ when end_ happens.
Shouldn't be any performance penality, really.
* Start save stating audio, plus minor fixes.
* Warniof the sceIo defAction is used when stating.
This is broken anyway so skipping for now.
* Save state of a bunch of small modules.
* Fix a memory leak in the ISO filesystem.
* Start save stating the filesystem state.
Plus minor fixes and at least an attempt to make states the same
on both 32 and 64 bit.
* Snapshot the CPU state as well.
* Don't leak MipsCall objects.
* Add a registry for actions so they can be stated.
Also add late loaders to ensure things are hooked up properly.
* Change threadqueue and currentThread to be SceUIDs.
hmm, kind of a big change. Tried to add some checks to be safe.
* Require interrupt handlers to be registered.
This allows it to be save stated sanely.
* Add state saving to tertiary kernel modules.
* Add CoreTiming to save states.
I hope DoLinkedList works, seems like it should.
* Add a mechanism to restore event callback ptrs.
Ugh, more duplicates. Maybe can find a good way to refactor.
* Also handle save states while paused.
* Run save state operations at next Advance().
Should take some question marks out of things.
* Add Verify() method to quickly test states work.
* Fix a warning if loading wrong version / etc.
* Implement a factory for kernel objects.
Couldn't think of a better way to do this, maybe there's some fancy
one I don't know about.
Also finished up a couple left over kernel objects.
Maybe a quarter the way there?
* Add basic state for the memory kernel objects.
Not the actual memory partitions quite yet.
* Add basic DoState() to tertiary kernel objects.
* Initial state saving for kernelObjects.
* Add more stuff to GeDisasm. Advance index pointer on indexed draws.
* Just some cleanup of GPU code
* Merge pull request #277 from raven02/master
User define linear filtering
* User define linear filtering
* Possible buildfix
* Merge pull request #275 from Xele02/master
Save Update
* Add missing break
* * Add PSP Homebrew for encode/decode save between PSP and PPSSPP.
* Add code for sdk version info
Modify Encrypt file data
* Mode 8 Correction
Modif for save encryption in Param.sfo and export save filename and
encode key in a file
* Merge pull request #276 from artart78/patch-1
Fix buttons for the virtual gamepad
* Fix buttons for the virtual gamepad
* Merge pull request #265 from unknownbrackets/save-fixes
Stub out mode 12 so games think it's working
* Stub out mode 12 so games think it's working.
* Merge pull request #273 from artart78/master
Fixed the rest of the ELF issues
* Hopefully fix all the ELF loading issues
* Merge pull request #274 from raven02/master
Border cosmetic fix in save/load menu + add 2 stubs in sceAtrac
* OSK dialog cosmetic fix
* Add 2 stubs in sceAtrac
* Border cosmetic fix in save/load menu
* ge: fix bug with indexed primitives
* Try to fix linux build
* Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
* Add some options to ingame menu. Minor fixes.
* Clamp colors before fragment shader.
* Merge pull request #264 from tmaul/master
Some clean up
* Last of the error=0 reverts
* More error=0 reverts
* Revert some error=0 stuff
Just make them unitialised.
* Clean up more warnings
* Random bits of cleanup
* Merge pull request #271 from artart78/master
Implemented user segment relocations
* Implemented classic segment relocations
* Merge pull request #269 from KentuckyCompass/case3
Fix brain fart.
* Fix brain fart.
* Merge pull request #267 from KentuckyCompass/case_insensitive2
Case insensitive2
* Remove pointless string clear()
* Minor comment edit.
* Simulate case insensitivity on case sensitive platforms.
* Storing a size_t returned from std::string in an int and checking for negative is weird.
* Add an ERROR_LOG for GetDirListing not implemented on non-Windows.
* Implement opening for append in DirectoryFileSystem. Add more non-Windows access modes.
* Reindent.
* Add HOST_IS_CASE_SENSITIVE define
* Merge pull request #268 from KentuckyCompass/dotdot_beyond_root
Confirmed: PSP ignores .. beyond root.
* Confirmed: PSP ignores .. beyond root.
* Merge pull request #263 from unknownbrackets/audio-minor
Add more atrac3 stubs to get games farther
* Add more atrac3 stubs to get games farther.
* Merge pull request #261 from unknownbrackets/reg-highlight
Highlight changed regs in the Windows debugger
* Highlight changed regs in the Windows debugger.
* Update a function name
* audio: need to clear the rest of the buffer at end of sample.
* Merge pull request #256 from unknownbrackets/sysmem-fix
Fix GetMemoryBlockPtr() to take both arguments
* Fix GetMemoryBlockPtr() to take both arguments.
* Merge pull request #255 from unknownbrackets/master
Fix a crash when switching between jit and interpreter
* Fix a crash when switching between jit/interp.
* Merge pull request #254 from unknownbrackets/io-fixes
Async/callback sceIo fixes (partial)
* Revert rescheduling in sceIoOpen().
Broke Orbit and Breakquest, maybe my tests are wrong. Scheduling is hard.
This reverts commit f75f2748b1d9c346c05ff40de4c270ac35fcd731.
* No need to register now, actually.
Was using NotifyCallbackType before but that wasn't necessary
anyway, so this is cleaner/better.
* Actually run callbacks for async IO.
Probably needs to actually be delayed though.
* Ensure we don't close the wrong fd in async io.
* Clean up a few IO wrappers with deferred HLE.
* Tests show io open also rescheds, async or not.
* Make waiting on async IO reschedule.
* Correct arguments in sceIoGetAsyncStat().
* Apparently RECTANGLES shouldn't flip that way.
* Stop ADPCM decoder from running off into space. improves motogp audio.
* Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
* SasAudio: voice.samplePos -> voice.sampleFrac. Gets rid of annoying overflow errors.
* Wrap some functions, clean some stuff
* Non-windows button mapping tweaks
* JIT: Ignore branches in delay slots. Not sure if this is 100% correct.
* Filesystems: add host0: hack, proper shutdown of DirectoryFileSystem
* Cleanup GPU init/shutdown a bit
* Tiny optimization - only init the vertex decoder on vertex type change
* Move vertex arrays from globals to heap.
* Split code from GLES_GPU to TransformDrawEngine, cleanup
* CMake build: enable optimization
* Merge pull request #251 from unknownbrackets/save-fixes
sceUtility / savedata fixes
* Correctly fix incorrect save directory being used.
Darn, should've caught this before when I refactored wrong.
* Fix potential buffer overflow.
Detail can be 1024 already, I guess.
* Oops, need to use saveNameList when specified.
Mistake from 6f165cfbe46ead77e3b4e99fe18ee1609188cf9c...
* Make sure sceUtility funcs all return error codes.
Right now, everything is 0, but before it wasn't returning anything.
Returning 0 actually made some games start working right.
* Simplify reading/writing in one shot.
* Protect against an unlikely buffer overflow.
* Fix another potential png load failure.
Also, rename func for consistency.
* Fix a couple warnings on 32 bit in savedata.
* Fix crash loading bad png file in savedata.
* Refactor some similar code together.
No functionality changes, just moving around.
* Initialize some stuff in SasAudio, fixes some audio issues on my mac
* Fix timing issue wiith JIT on non-Windows platforms
* NativeApp: Load config before processing flags (duh)
* Don't let DecryptPRX1 scramble the keys in-place (!), make a copy
instead. Could now make all the keys const, as they should be.
* Merge pull request #252 from unknownbrackets/hle-break
HLE stepping / breakpoints
* When not ignoring bad mem access, break to debug.
* Remember to break on HLE after an ignored syscall.
* Add a button on Windows to enable HLE stepping.
* Add a mechanism for HLE to trigger a debug break.
* Oops, missed some state in HLE to reset.
* Merge pull request #250 from raven02/prx-fix
Put back byte array to stack and increase buffer size (tmp3)
* Fix I_CIRCLE right/bottom cutoff
* Put back byte array to stack and increase buffer size
* Merge pull request #248 from raven02/flush-fix
Take out flush() and add GE_CMD_TEXBUFWIDTH0 to flush CMD list
* Remove flush()
* Add GE_CMD_TEXBUFWIDTH0 to flush cmd list
* Merge pull request #246 from unknownbrackets/emu-reset
Fix emu reset
* No longer need this forward decl.
* Deallocate properly in shutdown, not in init.
* Oops, don't need this here after all.
* In Windows, disable run/reset/pause when closed.
Saw this a lot while testing and couldn't help but fix it.
I know this is probably going away soon.
* Switch the Windows RC file to UTF-16.
UTF-8 not supported, and the encoding got messed up.
This should keep it correct.
Contents not changed.
* Properly cleanup the jit on reset.
* Cleanup some state on reset in the GPU code.
* Fix random modules not reseting on shutdown.
* Properly clear interrupt state on shutdown.
* Make sure threading state is cleared on shutdown.
* Always create CoreTiming timers during kernel init.
* Cleanup and fix mutex init, no need for a flag now.
* Merge pull request #245 from Xele02/master
Save Update
* sync submodules to latest
* Copy right size of save request.
* Merge remote-tracking branch 'upstream/master'
Conflicts:
pspautotests
* Merge pull request #243 from tmaul/master
Fix some warnings and a possible error
* 3 foats, not 3 bytes....
* Fix some more possible errors
Shadowed var n in MIPSIntVFPU
Possible buffer overflow in vertexdecoder.h
fix valid address checking in sceRtc function
* Fix some atrac warnings
Shouldn't be returning uninited vars, just in case..
* Merge pull request #232 from unknownbrackets/osk-fixes
Some crashfixes for OSK, release crash investigation
* Make the OSK go left/right like SNES/etc. ones.
* Stop always selecting the first char in OSK.
* Center and space out the OSK.
* Fix left/right/up/down wrapping issues in OSK.
* Naive fix for repeat rate issues in OSK.
Not sure if the latch should actually be consumed but makes sense.
Needs tests.
* Switch OSK to using a std::string buffer.
Back as a class member, hurray.
* Oops, forgot to add one here.
* Move OSK inputChars to global, fixes release crash.
Also, assorted potential crash fixes / etc.
* Merge pull request #241 from xsacha/master
Symbian port
* Get Symbian running again
* Merge pull request #242 from raven02/master
Fix bustage from 415be25653ecfcbab12390e7a94601effaa2bed7.
* Buildfix
* Merge pull request #240 from raven02/master
Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Merge pull request #239 from raven02/sceVaudio-add
Add two new functions to sceVaudio
* Add WrapU_II for functions in SceVaudio
* Add 3 new functions for sceVaudio
* Merge pull request #237 from raven02/audio-crash-fix
Fix audio crash in FF type-0
* Fix audio crash in FF type-0
* Merge pull request #236 from raven02/flush-fix
Fix massive corrupted graphic in FF Type-0
* Fix massive corrupted graphic in FF Type-0
* Merge pull request #231 from raven02/sceAtrac
sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* Merge pull request #235 from xsacha/master
Qt Update
* Fix Qt compile for ARM processors. Update README for Qt frontend.
* Init/shutdown mutex
* Clear some state between runs. Tabs fixing.
* Assorted warning fixes
* Warning fixes (and maybe a bugfix) in sceRtc
* Merge pull request #233 from unknownbrackets/ctrl-fixes
Implement sceCtrlSetSamplingCycle()
* Update tests.
* Implement sceCtrlGetSamplingCycle() freq changes.
* Implement sceCtrlGetSamplingCycle().
* Make sure ctrl resets properly on game close/open.
* Implement sceCtrl*IdleCancelThreshold().
* Stub out the sceCtrl idle cancel funcs.
* Merge pull request #234 from xsacha/master
Linux+Windows+x86 support for Qt frontend
* Support x86 arch and Windows(untested), Linux platforms with Qt frontend
* Update Qt: IndexGenerator{.cpp,.h}
* Merge pull request #226 from tmaul/master
Add an horrific looking but working OSK
* Make some vars class members
* Clean up OSK code
Remove some magic numbers and a few other things
* Fix returned value length
* Clean up OSK instructions
* Make OSK work
But it's kind of horriffic
* Increase font size and spacing
* Display 'keys'
* Start making the osk an osk
* Add sceAtracSetMOutHalfwayBuffer definitiion
PLus clean up the font code a tiny bit
* Merge pull request #225 from unknownbrackets/windows-cli
Windows CLI
* Refactor Windows show log switch.
* Add -f switch for parody with Headless.
* Add a switch to Windows to save to a log file.
* Enable a few command line switches on Windows.
* Fix a couple typos in headless.
* merge
* Merge remote-tracking branch 'upstream/master'
Conflicts:
Core/Dialog/SavedataParam.cpp
* Merge pull request #224 from unknownbrackets/delete-fix
Fix sceIoRemove() on Windows infinite looping
* Fix sceIoRemove() on Windows infinite looping.
* Merge pull request #223 from unknownbrackets/warnings
Revert incorrect warning fix
* Revert incorrect warning fix.
* Merge pull request #222 from unknownbrackets/graphics-fix
Graphics fix
* Remove DL flush optimization causing wonky gfx.
* Fix specular causing shader to fail to link.
* Merge pull request #221 from unknownbrackets/warnings
Misc. warnings
* Ignore the .lastcodeanalysissucceeded file.
* Oops, don't think this belongs here after all.
* More minor static analysis warning fixes.
* Need this for the debug build.
* Fix some "might be null" warnings.
* Fix some ignored error / shadowing warnings.
* Fix some type-conversion warnings.
* Don't chop the float in vscmp, don't branch.
* IndexGenerator: fix triangle fans
* Didn't mean to remove these calls
* Merge branch 'multi-draw'
Conflicts:
GPU/GLES/DisplayListInterpreter.cpp
GPU/Null/NullGpu.h
* Two more commands that get to trigger flush
* Bugfix, remove hack
* Merge
* Merge branch 'master' into multi-draw
Conflicts:
GPU/GLES/IndexGenerator.cpp
GPU/GLES/IndexGenerator.h
* Now not flushing at every drawcall by mistake...
* More work and optimization. Still not quite there.
* More work on indexed draws. Not combining yet.
* All drawing is now indexed lists, through IndexGenerator.
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #219 from unknownbrackets/texcache
Darn, invalidate the dest not the src
* Darn, invalidate the dest not the src.
* Set gstate_c.textureChanged in a few more places.
* Merge pull request #217 from Orphis/master
Fix some warnings (mostly printf errors)
* Warning fixes
* Merge pull request #218 from unknownbrackets/texcache
Use sceKernelDcache*() to invalidate the texcache
* Use sceKernelDcache*() to invalidate the texcache.
Also in the block transfer code.
* update submodules
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #215 from raven02/fast-mem
Quick add checkitem for option fast memory
* Quick add checkitem for option fast memory
* Merge pull request #216 from unknownbrackets/alarm
Fix up alarms
* Update tests.
* Properly delete alarms after they run.
Also fix refer, based on tests.
* Fix error handling for setting alarms.
* Correct sceKernelSetSysClockAlarm timing.
Also make refer status work for the tests to be usable.
* Flip Y axis for xinput
* Cleanup and reorganize gpu code a little
* Warning fixes
* JIT: add option to enable/disable jit of memory instructions. for crash safety.
* Merge pull request #209 from raven02/vsocp-new
Implement Vsocp
* Fix tab issue
* Implement Vsocp
* Merge pull request #213 from raven02/ge_cmd
Change BBOX JUMP/TEST to DEBUG . This fix massive slowdown when hit them .
* Change to DEBUG for BBOX JUMP/TEST .Fix massive slowdown when hit them .
* Fix hw transform and audio on android, misc
* add #version to the framebuffer drawing shader for compat
* HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on.
* Assorted minor cleanup and fixes.
* Try to fix "W1" vertex error
* Merge pull request #211 from unknownbrackets/alarm
Basic alarm functionality and related fixes
* Fix minor typo.
* Add alarm test.
* Don't run interrupts while they're suspended.
* Improve accuratcy of CoreTiming::ScheduleEvent().
* Reschedule after interrupts run.
It'll reschedule anyway, so this will just give us a message.
Hardware seems to reschedule, not just go back to the original
thread, but there may be more to it than that.
* Defer HLE interrupts, vblank only when enabled.
Based on tests, vblank doesn't queue up (makes sense) while
interrupts are disabled.
I'm not 100% sure about the GPU stuff but it seems to only come
from HLE via sceGe, so this should fix those return values.
* Oops, not a real pointer, use 0 not NULL.
* Alarms now fire again based on return value.
* Handle interrupt return values.
* Make the intr handler public, will need for timers.
The idea here is that alarm/vtimers/etc. can implement a subclass
to pass more arguments / do whatever they need to.
* Implement the basic functionality of alarms.
They only fire the once though, and the use of subintr might be
a bit naive, may need internal funcs.
* Merge pull request #210 from raven02/vsrt-new
Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* HW transform: Fix too-harsh lighting
* Lighting fixes (sw + hw)
* HW transform bugfixes
* Add check for invalid VAG audio addresses
* More work on hw transform.
* VertexDecoder: Respect lowerbound of verts to transform. Make decoding a little safer.
* Prettify logging of context switches
* Merge pull request #204 from KentuckyCompass/colon_never_relative
paths with a colon are never relative
* paths with a colon are never relative
* Merge pull request #205 from raven02/vscmp-new
Implement Vscmp
* Implement Vscmp
* Change some warn logging to debug logging, it's fine
* Prevent crashes on bad vertex / index addresses
* Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
* Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
* Get rid of the DecodedVertex struct.
* Merge pull request #203 from raven02/vdet-new
Implement Vdet
* Implement Vdet
* Add include for tolower(), made Android unhappy.
* PSPSaveDialog: Style/warning fixes. Add a way to return errors (unused).
* Fix sceIoGetStat, memstick capacity check
* Use flexible vertex formats pre-transform. Saves memory b/w.
* Add some infrastructure for flexible vertex formats
* Buildfix
* Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
* Slightly better logging in path mapping
* Fix memory stick status check - now saving works in Lumines
* Merge pull request #197 from xsacha/master
Qt Update, compiler warning fix
* Don't check if unsigned is less than 0. Fix tabbing.
* Updated Qt .pro's for latest files
* Merge pull request #196 from Xele02/master
MotoGP dialog flicker correction
* Continue work on mode 8
* Work on mode 8
* Merge remote-tracking branch 'upstream/master'
* Implement vhdp
* * Don't restart dialog if already running. This correct bug with
MotoGP, even if the game make weird stuff with the dialog call...
* Add log for data install and install request.
* Correct mistake
* Fix a relative path issue - apparently paths starting with '/' are still relative.
* Properly size debug text when zoomed
* Merge pull request #195 from raven02/fs-fix
Quick viewport fix for fullscreen mode
* Quick viewport fix for fullscreen mode
* Merge pull request #194 from unknownbrackets/alarm
Ensure interrupts don't run on real threads
* Ensure interrupts don't run on real threads.
If a thread waits on a sema, and an interrupt (such as an alarm) happens,
and the interrupt signals or deletes the sema, it needs to return the
value correctly.
For callbacks, it's injected, since they run on thread. But interrupts
aren't supposed to run on thread anyway, so this switches to idle.
* Audio smoothness improvements
* Revert puyo puyo hack, breaks things (not very surprisingly)...
There has to be some function that should reschedule that doesn't, though...
* Attempt more accurate frame timing (windows). Increase audio volume.
* Use the right reschedule function..
* Merge pull request #192 from tmaul/master
fake sceFontGetFontList
* With not insane tabs this time..
* Another font function
Used by assassins creed.
http://www.mediafire.com/?jsu3hjddv4ihbni
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December 30th, 2012, 00:23 Posted By: wraggster
via http://www.aep-emu.de/
no$psx is a new Playstation 1 emulator for Windows from Martin Korth.
Quote:
28 Dec 2012 no$psx v1.1
audio: bugfixed right-channel CD-XA stereo decompression (allows xa_mask.bit1)
audio: bugfixed left-channel CD-XA stereo decompression (pushes extra offhold)
gpu: changed initial texcoord fraction (for ff tactics, but isn´t perfect yet)
cdrom: supports images with mixed sector sizes (in different tracks/areas)
cdrom: supports libcrypt subchannel data from .sbi, .m3s, .mdf
cdrom: supports .cdi (discjuggler) images, supports .ecm file decompression
cdrom: supports .mds/.mdf (alcohol) and .ccd/.img (clonecd) images
cleanup: removed "uh" warning on nonstandard/pocketstation memcard commands
cleanup: removed ´err80h´ warning on uncommon/inaccurate seek_p cdrom command
bios: added "patch_optional_pad_output_inefficient_variant " (lemmings)
debug: bugfixed step-over via f3-key (on call/syscall aka jal/jalr/syscal)
debug: bugfixed native mips disassembler syntax (use dis_proc_native_retry)
setup: moved loadbios_firsttime after loadsetup (using Default BIOS option)
help: added subchannel-image chapter (.sbi, .m3s, .mdf, .sub, .cdi, .nrg)
help: added .cdi (discjuggler) cd format, and ecm (pseudo-compression) specs
help: added .mds/.mdf (alcohol) and .ccd/.img/.sub (clonecd) cd format specs
help: added libcrypt info (16bit key, sectors, crc, cop0regs, example, etc.)
help: added formerly unknown license strings (JP="Inc.",0Ah, US="Amer ica")
keyboard: removed ALT+X=exit hotkey during emulation (conflicted with joypad)
iomap: shows CD-audio playback mode (18900Hz/37800Hz/44100Hz, mono/stereo)
setup: allows to disable MMX (just for curiosity/testing purposes)
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December 30th, 2012, 00:18 Posted By: wraggster
via http://wololo.net/2012/12/29/cef-on-...aters-release/
We know lots of you have been waiting extremely patiently for Frostegater’s port of Total_Noob’s CEF, a PSP Custom Firmware running within the playstation Vita’s latest Firmware 2.02. Believe it or not, I did not get to test Frostegater’s work until today.
I have a video ready, But Total_Noob’s TN Menu makes it difficult to post a video that would not reveal the name of the game, so here are simply a few screenshots.
Those of you who have already run VHBL, or Total_Noob’s CEF on a previous firmware (or a CFW on your psp) will probably not be surprised: Full homebrew and iso support.
Installation of the CEF is a bliss (it just consists in copying a PSP Savedata using Open CMA), but the installation of homebrews and Isos is a bit more complicated. Again, those of you who have used CEF or VHBL in the past won’t be surprised, Sony has made it extremely difficult for their customers to copy anything on the Vita, basically. What bothers me a bit is that TN Menu insists that you copy all your stuff in the same savedata as the exploited game, which to me makes you run the risk of messing up with the exploit, but hey, I see where this choice is coming from, and for those who don’t like it, Alternate menus with different functionality are available.
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December 30th, 2012, 00:17 Posted By: wraggster
via http://wololo.net/2012/12/29/skfu-te...ion-vita-hack/
Just recently developer SKFU has made progress on what could be a native hack of the Vita, giving us our first visual glimpse!
It seems hacking progress is regularly attempted outside of the PSPemu (which is the typical eCFW and VHBL) by SKFU. Awhile back you may remember our reporting on news that the developer SKFU was able to get a developer PsVita and had slowly started to peal back the veil of his own Vita exploit by releasing common app paths in the Vitas filesystem.
Now, SKFU has revealed a picture of what could be a native Vita exploit, confirming that he has made progress with that Dev unit. SKFU posted the picture below and playfully teasing us by saying “VHBL is not the only thing working on 2.02 ”
It seems that if this photo is correct, SKFU has been able to do a very in depth analysis (something we saw with his reveal of the Vitas common app eboot paths) of the Vita and has made some progress in his investigations. What’s shown in the picture is a custom icon and naming of said application.
But don’t get too excited yet. Showing icons of homebrews in the XMB has always been possible on the PSP, it didn’t mean the PSP would accept to run them if they weren’t signed. The PS Vita however is known to prevent you from even copying homebrews to the memory stick, so SKFU has at least figured out how to do that… or is this just a feature of the dev units?
This could be a false lead, but as of now this is the only known one outside the pspemu, besides Yifanlu’s UVL. This is likely to be a huge and developing story so stay tuned for more information, we’ll try to reach out to SKFU for more details on this.
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December 30th, 2012, 00:15 Posted By: wraggster
via http://streetskaterfu.blogspot.co.uk...and-facts.html
One year passes by again, one year full of scene activity. Consoles, hacks and developers came and went away but one thing never changed - the community.
Including loyal people, haters, awesome devs and more. For some here a few answers and facts:
@loyal people:
You guys make me doin' what I do, not gettin' sick of others and trying to stay active in the console scene. Thanks for believing in my work done for the community and not starting to flame once a new post arrives. Your words and motivation keeps me up! Thanks for all and Happy New Year, guys! @haters:
Yeah, you guys really piss me off sometimes. Especially if work has to be kept secret to prevent patches destroying great work, you still hate, claim fake or simply insult. Grow up, switch being a loyal and either believe in the scene developers or do something else than posting senseless shit. One recent thing you guys picked up was the PSV Devkit donation. You claimed I would take the donation, buy a devkit and then simply resell it to make profit. Seriously, these donations are no scam and actually one of the motivations which keep me inside the business. Surely I could just pay all myself but as said, it's about people showing their loyality and trust in the development beeing done. Aswell the results of all work belongs to the scene, not the developer. Anyway, the total sum of donations was around 400.00€, which was used like it was ment to be.
So, you clearly see, even if one unit would have been sold - it would make no difference Anyway there's even some more than those and I'm happy to say that the currently leading VITA scene developers got their piece of the cake aswell. So, dear haters - switch beeing loyal or finally shut up. Thanks. @awesome devs:
It's boring to work alone, so I'm proud to see new faces every year in the scene. Thanks for taking part in a scene full of the people mentioned above and mostly working for free just due curiosity. Your work is appreciated and it's a pleasure to work with you guys. Keep up the good work, stay curious and Happy New Year !
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December 29th, 2012, 01:18 Posted By: wraggster
Virtuous Flame, the developer behind the project, including a lot of the last OPEN CMA, has revealed some information on the Chinese site duowan.com about a kernel exploit and a eCFW for Vita (a custom firmware launched from the PSP emulator) called ARK.
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December 29th, 2012, 01:13 Posted By: wraggster
Deank proposes a new version of its PS3 Manager (formerly AVCHD / Game Manager), a mod manager that combines open and Simple AVCHD Manager Open and thereby initiate backups but also watch videos in AVCHD format and a manager files.
The latest improvements focused mostly on optimizing the speed of Multiman. 's new / fixed: 4/17/04 - Improved visual - Adding Data SD / MS / CF in Retro - Some other improvements on the copy, scan and verification - Fade-in for game backgrounds - Multiman version "minimal" / "bare" available -> A version Skinned minimalist -> Can be installed without previous version of Multiman -> This is the same version as the base version but: ----> Theme mere 2 MB ----> No translation of the Gui, English only ----> No police custom system font used ----> No database of games (PS1/PS2/PSP name / IDs), no name games posted ----> AIOMOD not include (BD-old method of using custom Mirror 4.21 +) Do not use it unless you're the one who Asked for it. BARE can be installed on Any firmware for normal users who do not really need any of the features listed above. Of course NONE of this thesis are features in other bums so everyone shoulds be happy. It can be installed on top of your current mM if you wish to test it (you will not notice much difference, Because You Already have the fonts / translations / aiomod / themes installed). Bare This version is suitable for: * English speaking users * All 3.41/3.55 (non Cobra / TB) firmware 4.21 + * All firmwares (disc may be required When booting USB bd-mirror games if AIOMOD.BIN is not present) * Weeners who complain all the time That 130MB is too much for PS3 homebrew like a stupid mM 4/17/03 - Improved speed Multiman - Installation of pkg from / dev_hdd0 no longer requires a copy before - Added progress bar when copying a file from uncut USB in the application installpkg - Fixed a problem with the games cut in stealthMAN - Update pkg [SingStar Replacement] 17/04/02 - Fixed minor with Hermes payload custom 4.30 - Fixed a copy of a file with 0 byte files - Fixed a problem with the games cut in stealthMAN - Integration pkg [SingStar Replacement] in installpkg - Update the standalone installpkg 17/04/01 - The console will reboot after more installing a pkg in "Bubble" - stealthMAN version or standalone installpkg updates / app_home [* IPF] Multiman 4.14.00 FULL Cex Cex Base Multiman 4.17.00 Multiman 4.17.04 Update Cex Multiman 04/17/03 stealthMAN Cex Cex 17/04/04 BARE Multiman Multiman 4.17.00 Base Dex
http://ps3.gx-mod.com/modules/news/a...p?storyid=3180
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December 29th, 2012, 01:12 Posted By: wraggster
D_Skywalk Estwald and just release a version compatible Iris manager 3.55 until 04.30 for the greatest pleasure of all those who want a different Multiman Manager.
New / fixed:
- Support for custom 4.30 (thx to Estwald) This mod supports: - Games with large files from external hard drive (the files in question are cached on the internal hard disk). Games containing such files appear with a red icon. - New syscall8 and hook via a new algorithm for open_table 3.55 - Support for Black Screen games (BDEmu). reminder, this homebrew which was compiled by Hermes is fully open source and legal. Built with tools PSL1GHT/Tiny3D/PS3Soundlib/OpenPS3FTP. The downloadable archive contains more STEALTH version. ludo1421 Thanks for the information. 1.25 Backup Manager Iris Official Site: gitorious.ps3dev
http://ps3.gx-mod.com/modules/news/a...p?storyid=3178
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December 29th, 2012, 01:06 Posted By: wraggster
After my article regarding the Vita’s eCFW ARK some details were missing but Coldbird has decided to step out and help us clarify some information including that ARK is indeed his work as well as some other big news.
To quote Coldbird directly (source) :
Some people over at Wololo’s place have been wondering whether the showcased VF Vita CFW Video was the CFW I’ve been working on. To put it short, yes it is. Project Ark (initially PRO-Vita) has been a joint collaboration of multiple big personalities of the scene. However, as I’ve not queried the other team members for permission to post their names just yet, I will only name those which are already obvious to the open eye, namely me (Coldbird) and Virtuous Flame. (Should any other people want to get mentioned, please contact me, you know how to find me.) I want to put big importance into the fact that this project is a collaboration and that everyone that took part in it deserves to label himself a valuable member to Team PRO.
Rolling up the events of the recent past, namely the leak of the Project Prototype which forced me to leave the scene, was caused by multiple people, some trustworthy – some not so trustworthy – some made of pure evil. One of those people involved in the leak, tricked through social engineering to leak the Prototype, was frostegater, a person initially part of the well known TN-Camp. While its impossible to make up for the part he played in the leaking events, I and the core members of Team PRO decided that it was best to work towards uniting the scene, rather than stirring flames of war, which lead to frostegater being accepted as one of our Core-Team members (with him, we are now 5). Even though he’s the newest member of the Core-Team I’m very positive his contributions in the future will be of big use to the team and, obviously, also to you, the Enduser.
As for Project Ark release dates, no information available at the moment…However the code is complete, fully functional and out beats that of TN-CEF by far (sadly, even the Prototypes beat TN-CEF by far). The reason this ain’t out yet is simple, this is a collaborative project and we are a democratic team where every core member gets a equal vote in what we are meant to do. The vote for when and how (and also – if) to release this project is still pending.
I wish all of you (even if a bit late for xmas) – a relaxing, calm and happy Christmas Holidays, as well as a good slide into the new year 2013. Maya my a** – we are still here.
Greetings, Coldbird.
So there you are, people. project ARK, an eCFW that (according to its authors) beats TN’s CEF in terms of performance and compatibility, might or might not be released soon, and this is still being debated among its creators. Are you as excited as we are?
via http://wololo.net/2012/12/27/coldbir...leak-team-pro/
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