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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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November 6th, 2018, 18:37 Posted By: wraggster
@stooged is back with another great new v5.05 payload to allow those with exploitable PS4 consoles to dump their original PlayStation 4 game discs directly from the blu-ray optical drive to a external USB HDD plugged into their jailbroken PS4 console, it is not fast as you can see from quote 'developer notes' post from PSXHAX forums, but it does get the job done!
stooged said:
It's not super fast, but it will dump the files to a folder named Disc_Dump on an USB drive.
Just insert the disc into the drive, and then run the payload.
If you use a new game disc, if it asks you about updating, just select cancel, and then run the payload.
Click to expand... DOWNLOADS: --> DiscDump.bin / DiscDump.html / GIT
OFFICIAL SITE: --> https://ps4.editzz.net/5.05/dumper/
via https://www.maxconsole.com/threads/p...payload.49375/
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November 6th, 2018, 18:36 Posted By: wraggster
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is @rsn8887 mod of this great Amiga emulator that was originally ported to the Vita by @Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.
Switch Installation
- Download and unzip uae4all2_switch.zip
- Copy the resulting folder uae4all2 to /switch/ onto your SDCard, ensure none of the "archive" flags is set.
- You should now have the executable /switch/uae4all2/uae4all2.nro and a folder /switch/uae4all2/data/ with the keyboard icons and other data files on your SDCard.
- Obtain and copy BIOS files kick13.rom (size: 262,144 bytes), kick20.rom (size: 524,288 bytes) and kick31.rom (size: 524,288 bytes) to your SDCard into /switch/uae4all2/kickstarts/
- Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2
Vita/Switch-exclusive Features
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to "slow mouse" in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
Switch-exclusive Features
- On the Switch, there's no shader support yet. But the Switch resolution is high enough for perfect integer scaling with factor 3x if displayed lines is not larger than 240 and width is not larger than 426. Filtering can be set to "Bilinear" or "None". When "Bilinear" is selected, the screen is scaled to fill the Vita display, keeping aspect ratio. No black bars on top and bottom appear. The image can be quickly zoomed using "R+Start+left/right" and vertically adjusted using "R+Start+up/down" to center it. When "None" is selected, only a perfect integer scaling is applied. Depending on the chosen Amiga screenmode, the integer scaling will be a 1x, 2x, 3x, or in principle even 4x, depending on whether the scaled Amiga screen fits. In most cases, this results in black bars on top and bottom as well as left and right.
THANKS:
- Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.
- Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.
- Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.
- Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and Sean Ritzo.
Click to expand... OFFICIAL SITE: --> https://github.com/rsn8887/uae4all2/...tag/1.72switch
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November 6th, 2018, 18:35 Posted By: wraggster
I covered part 1-3 in a previous story. This time they explore a stack buffer overflow bug in the HDMI encoder firmware when HDMI-CEC is enabled, accessed via I2C and IRQ lines while disabling HDMI encoder power switch access from syscon.
I assume Sony will mitigate this attack either by changing the southbridge chip hardware in future revisions of the PS4, or by removing the option to use HDMI-CEC (Consumer Electronics Control) in settings.
This post describes another way to attain code execution on Aeolia (actually, the southbridge revision on PS4 Pro which was used in this case is named “Belize”). This exploit differs from the previously documented method as it does not have the prerequisite of gaining control of the APU. Additionally it is fairly generic and therefor workable on all currently released hardware and software versions of PS4.
From Aeolia to Belize
Previously, we have attained permanent code exec on the southbridge on the SAA-001 motherboard. This chip is marked as CXD90025G (referred to as Aeolia internally) and constitutes the first production version. As mentioned in previous posts in this series, there have been many revisions of the PS4, and it makes sense to assume more recent hardware includes more advanced security features. With the original Aeolia owned, it was possible to examine the EMC and EAP firmware and look for vulnerabilities which would allow a more direct attack on the successive hardware revisions. Specifically, the target was the southbridge on the most recent (at the time) PS4 Pro NVB-003 motherboard: marked CXD90046GG and named Belize. From reversing the Belize driver in the x86 FreeBSD kernel, it could be seen that the device was functionally mostly identical to Aeolia. For our purposes, “Aeolia” and “Belize” are interchangeable, so keep that in mind while reading this post.
Sidenote: NVB-003 contains a cost-reduced version of syscon, marked as A05-C0L2. This chip can be pwned exactly the same as the original version, so there will be no further post about that.
Click to expand... OFFICIAL SITE: --> https://fail0verflow.com/blog/2018/ps4-cec/
via http://www.eurasia.nu/modules.php?na...rder=0&thold=0
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November 6th, 2018, 18:30 Posted By: wraggster
Ubisoft has come under fire from parents over in-game marketing for its Just Dance subscription service.
The issue centres around the recently released Just Dance 2019, which lists both songs on the disc and ones from the Just Dance Unlimited service (a collection of tune from previous games) on its in-game tracklist.
The 2019 version also brings back a Kids mode, introduced last year, that focuses on songs aimed at younger players. But a parent has complained about the inclusion of Unlimited tracks in this section.
As our sister site Eurogamer observes, Ubisoft markets the Kids mode as "a safe space for Kids to have fun and enjoy dancing". Parent and Reddit user 'darkheartsmd' accused the game of "spamming" their child to sign up.
"Bought the game for my son (6) because he loves to dance," the user wrote. "Was going fine until he tried selecting the song about sheep in the kids mode. Every time it would ask him to subscribe. They need to remove those songs from the list until an adult subscribes in the normal mode."
https://www.gamesindustry.biz/articl...bscription-ads
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November 5th, 2018, 20:53 Posted By: wraggster
Sony and Lenovo have announced a two-year licensing deal that will give Lenovo the rights to use the PSVR's industrial design for its own headset.
Lenovo will use the patented design to improve its Mirage Solo headset, which shipped earlier this year and is visually already similar to the PSVR.
"We are pleased to announce that we have licensed the PS VR headset design to Lenovo," said Sony chief legal officer Riley Russell. "The industrial design for PS VR has been widely acclaimed, and that was the result of years of hard work by PlayStation engineers. This agreement with Lenovo is a testament to the quality of PS VR's design, as well as SIE's commitment to creating great virtual reality experiences and helping the VR industry expand."
"Lenovo is pleased to partner with Sony," added Lenovo VP of product and business management Yao Li. "The preeminence of the PS VR design is obvious. This agreement will allow us to work together to greatly enhance the design sophistication and appeal of the rapidly expanding VR field, and is an outstanding example of how great consumer brands in the VR industry can work together to benefit the consumer VR market."
https://www.gamesindustry.biz/articl...ovo-vr-headset
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October 29th, 2018, 17:54 Posted By: wraggster
Sony previously, highlighted five fan-favorites – Final Fantasy VII, Jumping Flash, Ridge Racer Type 4, Tekken 3, and Wild Arms. Here’s the full list of titles that fans can now look forward to playing:
- Battle Arena Toshinden
- Cool Boarders 2
- Destruction Derby
- Final Fantasy VII
- Grand Theft Auto
- Intelligent Qube
- Jumping Flash
- Metal Gear Solid
- Mr Driller
- Oddworld: Abe’s Oddysee
- Rayman
- Resident Evil Director’s Cut
- Revelations: Persona
- Ridge Racer Type 4
- Super Puzzle Fighter II Turbo
- Syphon Filter
- Tekken 3
- Tom Clancy’s Rainbow Six
- Twisted Metal
- Wild Arms
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October 28th, 2018, 20:00 Posted By: wraggster
There is little reason to be on firmware 3.69 right now. However, if you’re an unlucky buyer of a 3.69 console or run 3.69 on your second console for whatever reason, you may be in luck as Qwikrazor87, who released ARK for 3.60-3 a while ago, is apparently working on an ePSP hack for FW 3.69!
By analysing a string of tweets from the last couple of hours, Qwikrazor87 has revealed to us that:
- He’s working on exploiting the ePSP software on PSVita/PSTV devices running FW 3.69
- Currently, he has 5 different kernel exploits on hand and he can use 3 of these as he’s saving the other 2
- His time working on this may be limited as he’s having some legal trouble so don’t except a release just yet
Apart from revealing information about what he has, he also suggests that you download a PSP game (or mini; a demo might work as well but Qwikrazor87 hasn’t confirmed this) off PSN and back it up via QCMA. This way, you’ll have a backup that you can easily modify with psvimgtools and potentially inject the ARK payload into. Qwikrazor87 also suggests that you head over to http://cma.henkaku.xyz/ and grab your CMA key by using the AID generated by QCMA on your PC.
via http://wololo.net/2018/10/09/epsp-ha...t-up-via-qcma/
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October 28th, 2018, 19:59 Posted By: wraggster
It’s been a few months since Vita Moonlight was updated but its current maintainer ‘d3m3vilurr’ hasn’t forgotten it as he’s just released version 0.4! Version 0.4 brings about some small tweaks that make your experience better and also patched up an notable issue.
Vita Moonlight 0.4 brings about the following updates:
- The app list is now sorted alphabetically so you can find the game you’re looking for more easily
- The special input configuration settings have been improved
- You can now map more mouse buttons which could be useful if you use a multi-button mouse on your main system
- A connection issue was fixed as some video clean-up functions have been added
Vita Moonlight GitHub page: https://github.com/xyzz/vita-moonlight/releases/latest
via http://wololo.net/2018/10/11/vita-mo...-fix-and-more/
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October 28th, 2018, 19:57 Posted By: wraggster
A few days ago, Sony decided to release OFW 4.83 for the PlayStation 3 which broke ps3Xploit thus rendering the latest OFW unhackable again. This came as a bit of a surprise as the PS3 is over a decade old and many thought that Sony had stopped supporting it.
As a result of this, CFW 4.82 users were no longer able to connect to PSN because Sony has server-side checks to prevent consoles not running the FW from logging into PSN. Now, that issue is no more as, thanks to @Evilnat, SEN Enabler 6.0.9 has been released with the ability to spoof OFW 4.83 so that you can connect to PSN on your PS3 running CFW.
Other than support for spoofing OFW 4.83, SEN Enabler 6.0.9 brings along:
- Support for CFW 4.83 CEX/DEX although this hasn’t been tested as there aren’t any 4.83 CFWs yet
- Cobra data for Rebug 4.82 CEX/DEX has been updated
- SEN plugin has been updated to version 3.1
To grab SEN Enabler 6.0.9 and get your CFWed PS3 back online, simply follow this link and download it from your preferred mirror.
via http://wololo.net/2018/10/13/recent-...spoof-support/
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October 28th, 2018, 19:49 Posted By: wraggster
If you’ve been following any of rsn8887’s work in the PSVita homebrew scene, you’ll easily realise that he loves working on small updates/patches. These patches are usually intended to fix pesky bugs, update code bases or add useful new features and this time, it’s the latter.
rsn8887’s new “Sharp Bilinear without scanlines” filter is intended to be used with TheFlow’s Adrenaline 6.7 and it offers some advantages over the “Sharp Bilinear” filter already found in Adrenaline. Among these advantages, we find:
- The removal of scanlines which is a feature that some people don’t like
- The only things that this shader does are giving sharp pixels minimum blur and eliminating pixel wobble
- Unlike the “Bilinear” filter that comes bundled with Adrenaline, rsn8887’s filter does not cause screen tearing and slow-down in certain PS1 games like “Lomax”.
To get this new filter, you simply need to follow this link, download “adrenaline_user.suprx” and copy it to “ux0:app/PSPEMUCFW/sce_module/” (you’ll have to replace the file that’s already there). After doing that, you can just open Adrenaline and enjoy the new filter as it doesn’t require a device reboot to function.
This new filter has already been accepted by TheFlow in Adrenaline’s official codebase so expect it to be bundled with Adrenaline 6.8 when it drops.
via http://wololo.net/2018/10/13/recent-...spoof-support/
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October 28th, 2018, 19:45 Posted By: wraggster
GameMaker Studio is a game engine, which runs on multiple platforms, that uses a scripting language which allows you to create games with less effort.
Among GameMaker Studio-based games, we find:
Through G*Maker, you can take Game Maker Studio (GM:S) projects and compile/export them to the PSVita! This tool allows you to bring open-source GM:S projects to the PSVita with little effort but it must be noted that this won’t allow you to run closed-source GM:S games on your PSVita. G*Maker is based on some code from a game called “Siralim” and that uses GM:S v1.4.1763 as the game engine so you won’t be able to use newer versions of GM:S with G*Maker.
If you want to start bringing GameMaker games over to the PSVita, simply look for their links which can be found easily enough. SilicaAndPina has also been able to port some games which can also be found online.
@nikita_krapivin, CelesteBlue and others helped make G*Maker possible. There isn’t enough information to verify the legality of G*Maker and the Extreme Burger Defense port (was distributed via Humble Bundle) so links won’t be provided.
If you don’t know what PSM games are, you needn’t worry as the PSM (not PSN) service was shut down over 3 years ago. As of right now, they can be played via NoPsmDRM on hacked PSVita/PSTVs even if you didn’t own a Vita and buy PSM titles back in 2015 when the service was still up.
However, NoPsmDRM (like NoNpDrm) leaves games in an unencrypted state as it works by creating fake licenses. As a result, modding PSM games wasn’t possible as game files and executables were encrypted but now, F*PSSE has been released which lets you decrypt these games!
via http://wololo.net/2018/10/15/gmaker-...d-for-modding/
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October 28th, 2018, 19:44 Posted By: wraggster
VitaGrafix is a plugin for hacked PSVita/PSTV consoles by developer ‘Electry’ which allows you to unlock the full potential of games. This is done by:
- Letting you enforce or remove FPS caps
- Allowing you to increase the resolution of the framebuffer (the size of the frame you’re being shown on screen)
- Allowing you to increase internal buffer resolution (the resolution that’s being rendered internally)
- You can also reduce these aforementioned buffers as certain games, like Borderlands 2, have performance issues with their default settings
- Allowing you to configure the above options for supported games however you wantAmong games that are supported, one can find Persona 4 Golden, Ridge Racer, LittleBigPlanet, Killzone:Mercenary and many more. It must be noted that not all options can be used with all supported games (for example, you can only change the internal resolution in Hatsune Miku Project Diva X).
VitaGrafix version 3.1 brings along support for the following games:
- Sly Cooper Collection and Sly Cooper Thieves in Time, both for EU/NA versions. FPS Caps can be configured for both and the framebuffer resolution can be modified for the former.
- Ninja Gaiden Sigma 2 Plus for EU/NA/JP regions with supporting changing the internal buffer resolution
- Dragon Quest Builders for EU/NA/JP/ASIA. Support has been added for changing FPS cap settings
- Ratchet & Clank Collection and Ratchet & Clank Full Frontal Assault/QForce, both for EU/NA regions and with support for changing the frame buffer.
- Utawarerumono: Chiriyuku Mono he no Komoriuta for the Japan region with internal buffer resolution modification support.
- Dragon Ball Z: Battle of Z for EU/NA/JP regions. This allows you to change the internal buffer resolution.
- The EU version of Borderlands 2 is now supported and LEGO Star Wars: The Force Awakens is now playable without crashes at a resolution of 960×544 (native resolution)
Configuring the plugin is either done by manually editing the plugin’s configuration text file (found in ux0:/data/VitaGrafix/config.txt) or by VitaGrafix Configurator which does all the dirty work for you!
To learn more about how to configure the plugin manually and to see the whole supported game list, simply follow this link. To get the plugin, go here.
As mentioned above, VitaGrafix Configurator is a configuration utility that makes setting up the VitaGrafix much easier. This utility, by ‘Kirezar’, is written in Lua (and interpreted by Lua Player Plus) and makes use of the PSVita’s front buttons for navigation so that it’s also compatible with the PSTV.
Among the features found in this software, we find the ability to change graphics options (as per what VitaGrafix supports) and the hiding of non-available options so that you know what works and what doesn’t. It also shows you which regions of the game are supported and information about game defaults.
VitaGrafix Configurator version 1.2 brings about the following:
- The game list has been updated to be in line with what VitaGrafix v3.1 supports
- The supported game list can now be updated via Wi-Fi when a new version of VitaGrafix drops.
- This removes the need of having to update the app manually when a new version of VitaGrafix is out.
To download VitaGrafix Configurator, you can either open VHBB as it’s available on VitaDB or download it manually through here.
via http://wololo.net/2018/10/16/vitagra...and-many-more/
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October 28th, 2018, 18:36 Posted By: wraggster
Spelunky Classic HD is an enhanced version of the original Spelunky game (which was renamed to Spelunky Classic).Spelunky Classic is a cave exploration game in which you hunt treasure, kill enemies and dodge traps among others things. This game, by Derek Yu, was originally released in 2009 as freeware but later on in 2012, an HD reboot (that’s available for the Vita via PSN) of it was released for which you have to pay $15.Spelunky Classic HD, by yancharkin, took the original Spelunky game (which was converted to GM:S by Darius Kazemi and YoYo games) and improved upon it by adding:
- Support for different aspect ratios like 16:9 (which is found on many of today’s screens)
- Support for touch input
- Translation support (there’s a Spanish one available)
- The PSVita got its port by Reddit user ‘tijesef‘ and G*Maker was used to make it possible. Spelunky Classic HD works pretty well on the Vita and has the following features:
- Excellent performance with no performance drops at all
- 16:9 video so you don’t have to bother with letter boxed gameplay
- Audio support
- Ability to use the d-pad or analogue stick to control the game
- This game makes no use of the touch screen so it’s PSTV-friendly!
- Spelunky Classic HD Reddit thread (download link + instructions): https://www.reddit.com/r/vitahacks/c..._hd_vita_port/
Official Spelunky game for the PSVita (via PSN): https://store.playstation.com/en-us/...ELUNKY00000000
via http://wololo.net/2018/10/18/spelunk...amemaker-game/
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October 28th, 2018, 18:31 Posted By: wraggster
If you don’t know what PSM games are, they’re games that used to be available via a service that closed over 3 years. Unfortunately, this meant that there was no longer a way to play them (unless you had bought them and they were on Vita already) but then, frangar released NoPsmDrm which fixed this problem. However, modding these games was impossible since NoPsmDrm didn’t decrypt the game itself but only created fake licenses to run the games. Thankfully, a few days ago F*PSSE was released and this decrypted PSM games and their files so that you could modify them.
Now, PSMPatch has been released and this lets you install mods to PSM games such Cytus Lambda and also run PSM homebrew! Among the realistic stuff that you can expect to come out of PSMPatch, we find:
- Patches to unlock content that required you to make an IAP
- While this may be illegal, it’s very difficult to make a case against it because the servers for processing these IAPs have been down for years
- Mods that could change the look of certain game elements
- Ability to make homebrew PSM games/applications with the PSM SDK (which means that you can code in C# for the Vita)
download https://bitbucket.org/SilicaAndPina/...e-view-default
via http://wololo.net/2018/10/21/psmpatc...-psm-homebrew/
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October 28th, 2018, 16:33 Posted By: wraggster
Geoff Embree has completed an English translation of 7th Dragon 2020-II for PSP. With the official localization of 7th Dragon III: Code VFD last year, the entire 7th Dragon series is now playable in English.
7th Dragon 2020-II is a direct sequel to 7th Dragon 2020. It expands the classes previously introduced, adds the new Idol class, and further develops the cast of the previous game, nearly all of whom return. On the production side, Kazuya Niinou steps aside as director for Dai Oba, while producer Rieko Kodama (Phantasy Star, Skies of Arcadia), and composer Yuzo Kushiro (Streets of Rage, Etrian Odyssey) continue their work on the series.
It is recommended that players complete 7th Dragon 2020 before playing.
via https://cavespeak.org/
http://www.romhacking.net/forum/index.php?topic=27230
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October 28th, 2018, 13:33 Posted By: wraggster
Earlier this afternoon, the world famous Sony Scene Developer @flat_z send out this tweet, with news regarding his latest release for the PlayStation 4 consoles with exploitable firmwares!
Remote Package Installer Requirements:
- Any exploit on 4.5x+
- HEN 1.8 (you could get it from zecoxao's page) or any other kernel payload (it just need to have fPKG stuff and /data mount patches for ShellCore that I've posted recently)
Here is the first version of remote package installer that I made a few days ago, it have no GUI yet (it just displays a splash screen), but all the job could already be done via Web API that you could access remotely from your PC using any of available tools that you prefer: a custom web server or an application, NodeJS scripts, etc. No more need to use USB flash drives or external hard drives for your packages, everything could be done remotely.
One important thing: to be able to use this tool for receiving commands you need to have this application in focus (not in a background, because PS4 will suspend it and it won't be possible to use network anymore). After you send a command (to install game, for example), wait some time (I suppose "waiting to install" phase should be finished before you do minimize/close, anyway if you experiences it then click on "View Details" in notification window, you may see "the connection to the server has been lost", if so then just relaunch/maximize application and resume task), and then you could minimize this application freely (switch to a game, for example), because actual installing (or better saying, downloading) will be running in a background.
So, an idea is simple: you need to set up a web server that will serve package files for PS4 access, in other words, it will host package files and when a command will be received it will send .pkg file to PS4 using a simple HTTP protocol. Also, this PS4 application runs another web server by itself (using 12800 port) that is used to receive commands from PC/mobile or anything else you prefer. To send a command to PS4 server you need to use any tool that you want (this could be the same tool that you use for web server, for example, if it's a site then it will be some PHP/JS/Python script or you could just use a simple cURL client). Some of you could also create their own tool to communicate with it using HTML+JS/C#/NodeJS or anything else, so it's flexible and there are no restrictions. All commands are based on HTTP POST requests that receives/sends JSON data (see below).
There are two types of installation:
- using direct URLs to .pkg parts
- using URL to manifest JSON, so called CDN way, but it's limited due to exploit's reasons, however if it's still usable for you then you need to unblock this CDN domain (if it's blocked): gs2.ww.prod.dl.playstation.net Also, manifest .json may be on a local server as well, an official server is not required, of course. You could even host a public server (even CDN) to store files that could be accessed from your PS4.
Because I'm lazy to create desktop application I just use a NodeJS server (I use NPM package called "serve") as local web server on my PC, this package is very good because it supports multi-threading and PS4 actually need it.
Code:
npm install serve
serve -p <local port> <serve folder>
So you set a path to a folder where are your packages located and then specify proper URL for PS4 to locate them. For client I just use command line version of cURL.
Click to expand... See the below official link, for more info, various examples on how to use it, and latest 'package link' to mega for the download.
OFFICIAL SOURCE: --> https://gist.github.com/flatz/60956f...625357a45cd9c8
via https://www.maxconsole.com/threads/p...-flat_z.48954/
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October 28th, 2018, 13:19 Posted By: wraggster
PlayStation has announced the upcoming PS4 exclusive from Bend Studio, Days Gone, has been delayed.
The game was originally due to come out on February 22nd, but the PlayStation Blog reveals it has been pushed back to April 26th instead.
The announcement attributes this to the "crowded February timeline" - no doubt a reference to the fact that Days Gone would have arrived on the same day as 4A Games' hotly anticipated Metro Exodus and BioWare's ambitious shared-world shooter Anthem.
https://www.gamesindustry.biz/articl...lays-days-gone
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