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August 29th, 2012, 00:48 Posted By: wraggster
The PlayStation Vita officially supports PSOne Classics games now. But not all of them, at least not officially. As of today, you'll be able to get .... thirteen of them from the PlayStation Store directly through the Vita. You can get many that aren't on the store, if you have previously bought them on PS3 or PSP, by checking your account's download history and downloading from there.
But that doesn't work for every game – many PSOne games are not available for download onto Vita through your history. Many of those can be copied to Vita from PS3 ... if you happen to have them sitting on your PS3 without installing them. And that doesn't cover all games either.
This is absurdly complicated, and doesn't make a damn bit of sense. And it's completely familiar to any Vita owner who has tried to copy their digital PSP collection over.
http://www.joystiq.com/2012/08/28/vi...assic-blunder/
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August 29th, 2012, 00:43 Posted By: wraggster
Today Sony released PS Vita firmware 1.80, bringing a swath of new changes to the handheld including UI tweaks, better music playlist support, rear-touch functionality for the web browser, an interesting Cross Controller function and more.
Today Sony released PS Vita firmware 1.80, bringing a swath of new changes to the handheld including UI tweaks, better music, playlist support, rear-touch functionality for the web browser, an interesting Cross Controller function and more.Of course the most exciting new addition is the new library of PSone classics. PS Vita owners certainly haven't been starved of quality games, with topsy-turvy action title Gravity Rush and music driven platformer Sound Shapesbeing two of the most notable recent releases, but the reduced quantity of new games is less encouraging.
Fortunately you can now pass time by indulging in some nostalgia or catching up on games you might have missed the first time around. Sony has named over one hundred PSOne classics for Vita that will be available for download from tomorrow.
We've looked through the entire list and picked out the five essential games. If you're looking for more to do with your Vita then these gems from yesteryear will no doubt provide you with hours of fun.
http://www.computerandvideogames.com...for-your-vita/
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August 28th, 2012, 23:42 Posted By: wraggster
A selection of PlayStation one games are now playable on Sony’s Vita handheld.
The new functionality comes courtesy of the v1.80 system update. Users can either download games directly onto their portables from the PS Store or transfer them from their PS3 console.
The complete list of officially compatible European titles can be found below, although some users are reporting luck getting games not on the official list working on Vita:
Cool Boarders |
SCEE |
Cool Boarders 2 |
SCEE |
Crash Bandicoot |
SCEE |
Crash Bandicoot 2: Cortex Strikes Back |
SCEE |
Crash Bandicoot 3 Warped |
SCEE |
CTR: Crash Team Racing |
SCEE |
Destruction Derby |
SCEE |
Everybody’s Golf 2 |
SCEE |
G-Police |
SCEE |
Jet Rider |
SCEE |
Jet Rider 2 |
SCEE |
Jumping Flash |
SCEE |
Kula World |
SCEE |
Kurushi Final |
SCEE |
MediEvil |
SCEE |
Motor Toon Grand Prix 2 |
SCEE |
Rally Cross |
SCEE |
Syphon Filter |
SCEE |
Syphon Filter 3 |
SCEE |
Twisted Metal |
SCEE |
Wild Arms |
SCEE |
WipEout |
SCEE |
40 Wink |
ATARI EUROPE S.A.S.U. |
A Bug’s Life |
DISNEY INTERACTIVE STUDIOS, INC. |
A Bugs Life and Monsters Inc bundle |
DISNEY INTERACTIVE STUDIOS, INC. |
Abe’s Exoddus |
ODDMOBB INC |
Abe’s Oddworld Oddysee |
ODDMOBB INC |
Airboat |
XS GAMES LIMITED |
All-Star Boxing |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Arc Arena: Monster Tournament |
MONKEY PAW GAMES INC. |
Arc the Lad |
MONKEY PAW GAMES INC. |
Arc the Lad II |
MONKEY PAW GAMES INC. |
Arc the Lad III |
MONKEY PAW GAMES INC. |
Arcade Hits: Shienryu |
MONKEY PAW GAMES INC. |
Arcade Hits: Sonic Wings Special |
MONKEY PAW GAMES INC. |
Atari Anniversary Edition |
ATARI EUROPE S.A.S.U. |
Atlantis |
DISNEY INTERACTIVE STUDIOS, INC. |
Atlantis and Hercules Bundle |
DISNEY INTERACTIVE STUDIOS, INC. |
Bishi Bashi Special |
KONAMI DIGITAL ENTERTAINMENT GMBH |
Blockids |
MONKEY PAW GAMES INC. |
Blood Omen: Legacy of Kain |
SQUARE ENIX LIMITED |
Bugriders |
ATARI EUROPE S.A.S.U. |
Buzz Lightyear of Star Command |
DISNEY INTERACTIVE STUDIOS, INC. |
Centipede |
ATARI EUROPE S.A.S.U. |
Cho Aniki |
MONKEY PAW GAMES INC. |
Constructor |
SYSTEM 3 SOFTWARE |
Critical Depth |
ATARI EUROPE S.A.S.U. |
Dezaemon Plus |
MONKEY PAW GAMES INC. |
Disney’s Action Game ft. Hercules |
DISNEY INTERACTIVE STUDIOS, INC. |
Dodgeball |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Driver |
UBISOFT ENTERTAINMENT SA |
Eagle One: Harrier Attack |
ATARI EUROPE S.A.S.U. |
Fear Effect |
SQUARE ENIX LIMITED |
Fear Effect: Retro Helix |
SQUARE ENIX LIMITED |
Fighting Force |
SQUARE ENIX LIMITED |
Fighting Force 2 |
SQUARE ENIX LIMITED |
Final Fantasy VIII |
SQUARE ENIX (2009) LIMITED |
Final Fantasy IX |
SQUARE ENIX (2009) LIMITED |
Final Fantasy V |
SQUARE ENIX (2009) LIMITED |
Final Fantasy VI |
SQUARE ENIX (2009) LIMITED |
Final Fantasy VII |
SQUARE ENIX (2009) LIMITED |
Front Mission 3 |
SQUARE ENIX (2009) LIMITED |
Gaiaseed |
MONKEY PAW GAMES INC. |
Galaxy Fight |
MONKEY PAW GAMES INC. |
Gex |
SQUARE ENIX LIMITED |
Gex 3: Deep Under Cover |
SQUARE ENIX LIMITED |
Gex 3D: Enter the Gecko |
SQUARE ENIX LIMITED |
Grandia |
GAME ARTS CO., LTD. |
Gubble |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Guilty Gear |
SYSTEM 3 SOFTWARE |
Gunship |
ATARI EUROPE S.A.S.U. |
Hardcore 4X4 |
URBANSCAN LIMITED |
International Track & Field |
KONAMI DIGITAL ENTERTAINMENT GMBH |
Jigsaw Madness |
XS GAMES LIMITED |
Judge Dredd |
URBANSCAN LIMITED |
Junior League Soccer PS1 |
XS GAMES LIMITED |
Legacy of Kain: Soul Reaver |
SQUARE ENIX LIMITED |
Lilo & Stitch |
DISNEY INTERACTIVE STUDIOS, INC. |
Little Mermaid 2 |
DISNEY INTERACTIVE STUDIOS, INC. |
Little Mermaid 2 and Winnie The Pooh bundle |
DISNEY INTERACTIVE STUDIOS, INC. |
Metal Gear Solid |
KONAMI DIGITAL ENTERTAINMENT GMBH |
Mickey’s Wild Adventure |
DISNEY INTERACTIVE STUDIOS, INC. |
Miracle Quad Racer |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Miracle Space Race |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Missile Command |
ATARI EUROPE S.A.S.U. |
Monsters Inc |
DISNEY INTERACTIVE STUDIOS, INC. |
Motorhead |
URBANSCAN LIMITED |
N20 |
URBANSCAN LIMITED |
Namco Heritage bundle |
NAMCO BANDAI GAMES EUROPE S.A.S. |
Pandemonium |
SQUARE ENIX LIMITED |
Pandemonium 2 |
SQUARE ENIX LIMITED |
Parasite Eve 2 |
SQUARE ENIX (2009) LIMITED |
Peter Pan |
DISNEY INTERACTIVE STUDIOS, INC. |
Pong |
ATARI EUROPE S.A.S.U. |
Pooh’s Party Game |
DISNEY INTERACTIVE STUDIOS, INC. |
Rageball |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Rainbow Six |
UBISOFT ENTERTAINMENT SA |
Rascal Racers |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Rayman |
UBISOFT ENTERTAINMENT SA |
Rayman 2: The Great Escape |
UBISOFT ENTERTAINMENT SA |
Reel Fishing |
NATSUME INC. |
Re-loaded |
URBANSCAN LIMITED |
Resident Evil 2 |
CE EUROPE LIMITED |
Resident Evil 3: Nemesis |
CE EUROPE LIMITED |
Resident Evil: Director’s Cut |
CE EUROPE LIMITED |
Ridge Racer Type 4 |
NAMCO BANDAI GAMES EUROPE S.A.S. |
Sheep |
EMPIRE INTERACTIVE EUROPE LTD |
Silent Hill |
KONAMI DIGITAL ENTERTAINMENT GMBH |
Snowboard Racer |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Sorcerer’s Maze |
XS GAMES LIMITED |
Spin Jam |
EMPIRE INTERACTIVE EUROPE LTD |
Sports Superbike |
MIDAS INTERACTIVE ENTERTAINMENT LTD |
Streak |
ATARI EUROPE S.A.S.U. |
Street Fighter 2 Alpha |
CE EUROPE LIMITED |
Super Star Dance Club |
XS GAMES LIMITED |
Tarzan |
DISNEY INTERACTIVE STUDIOS, INC. |
Tekken |
NAMCO BANDAI GAMES EUROPE S.A.S. |
Tekken 2 |
NAMCO BANDAI GAMES EUROPE S.A.S. |
Tomb Raider |
SQUARE ENIX LIMITED |
Tomb Raider: The Last Revelation |
SQUARE ENIX LIMITED |
Tomb Raider Chronicles |
SQUARE ENIX LIMITED |
Tomb Raider 2 |
SQUARE ENIX LIMITED |
Tomb Raider 3 |
SQUARE ENIX LIMITED |
Toy Story 2 |
DISNEY INTERACTIVE STUDIOS, INC. |
Toy Story Racer |
DISNEY INTERACTIVE STUDIOS, INC. |
Toy Story Racer and Toy Story 2: Woody and Buzz bundle |
DISNEY INTERACTIVE STUDIOS, INC. |
Vagrant Story |
SQUARE ENIX (2009) LIMITED |
Alundra |
MONKEY PAW GAMES INC. |
Urban Chaos |
SQUARE ENIX LIMITED |
http://www.mcvuk.com/news/read/updat...t-here/0101920
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August 28th, 2012, 15:32 Posted By: Shrygue
via Eurogamer
What's happening with The Last Guardian, the eye-catching PlayStation 3 exclusive once due out late 2011?
We asked Sony Worldwide Studios chief Shuhei Yoshida that same question during an interview at Gamescom today.
"The team is still working on it very hard," he replied. "There are certain technical issues they've been working on. That's the period of time when the game, looking from the outside, doesn't seem to be making much progress. But internally there is a lot of work going into creating the title."
The Last Guardian failed to show up during Sony's Gamescom press conference yesterday. That absence, following similar no-shows at Tokyo Game Show 2011 and E3 in June and the news that superstar developer Fumito Ueda is working on the game as a contractor, has only served to increase the concern around the game's status.
So what's taking so long? According to Yoshida, Sony Japan Studio has had to completely re-do work that had got the game to a playable state.
"We had the game playable," Yoshida explained. "At one point we felt that it would be produced for a certain time period. That was the time we prematurely talked about the launch window. But it turned out the technical issues are much harder to solve. So the engineering team had to go back and re-do some of the work they had done."
Some have suggested the game has been switched from PlayStation 3 to PlayStation 4, which is reportedly due out late next year.
But Yoshida insisted The Last Guardian remains a PS3 title. "The game is developed on PS3," he said.
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August 28th, 2012, 15:10 Posted By: wraggster
Mr Modchips the website who sell anythin from DS Flash Carts to Modchips for Xbox360 and replacement parts for DS, PSP, PS3, Xbox, Gamecube,PS2, GBA and Xbox 360 have launched a massive sale with near on 300 items at One or Two Pounds, and many that are up to 80% off.
Check out the full listings over at MrModchips, you do have to be logged in to see the Flash carts and Modchips etc.
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August 28th, 2012, 15:10 Posted By: wraggster
Mr Modchips the website who sell anythin from DS Flash Carts to Modchips for Xbox360 and replacement parts for DS, PSP, PS3, Xbox, Gamecube,PS2, GBA and Xbox 360 have launched a massive sale with near on 300 items at One or Two Pounds, and many that are up to 80% off.
Check out the full listings over at MrModchips, you do have to be logged in to see the Flash carts and Modchips etc.
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August 28th, 2012, 14:54 Posted By: wraggster
The first round of PSOne Classics is now available on the PS Vita. The 1.80 firmware update is now live, making available nine different PSOne titles on the PS Vita: Arc the Lad, Cool Boarders 2, Final Fantasy VII, Hot Shots Golf 2, Jet Moto, Syphon Filter, Tomb Raider, Twisted Metal 2 and Wild Arms.Outside of the addition of PSOne Classics, v1.80 also adds the option for d-pad navigation. Users can go into settings and enable d-pad controls for menu navigation, which was previously touch screen-only. The PS Vita browser has been expanded, as wellhttp://www.joystiq.com/2012/08/27/ps-vita-v1-80-update-now-live-or-say-hello-to-psone-classics/
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August 28th, 2012, 13:52 Posted By: wraggster
PS Vita's barren release schedule is to receive a significant boost this week, with a new firmware update adding compatibility with games from Sony's first console, PSOne.
This week's PlayStation Store update will herald the arrival of over 100 PSOne games that can be played on Sony's handheld - if you live in Europe, anyway. The North American PlayStation Blog lists a paltry nine games, with more promised over time.
Mercifully, PS Blog commentors have worked out that plenty more games are compatible if downloaded on a PS3 and transferred to Vita using Sony's Content Manager software. SCEA, then, is staggering the release of games which can be downloaded directly onto Vita itself through PlayStation Store, a curious decision which has prompted predictable criticism from Vita owners.
SCEA's Don Mesa insists that the company is "working hard to ensure all your favourite PSOne classics will be available for download directly on your PS Vita via PlayStation Store as soon as possible." For the full list of directly downloadable games, see theEU and US PlayStation Blogs.
http://www.edge-online.com/news/pson...cs-arrive-vita
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August 27th, 2012, 21:25 Posted By: wraggster
DaedalusX64 SVN r777 is compiled. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r767
[=>] Merged from Dev branch:
Rev 675 - Salvy
[!] Simplified branch type functions (Compiler was adding a bound checking, also reorder Enum to allow other optimizations)
[-] Removed svnversion.h (this created automatically anyways)
Rev 676 - Corn
[!] Dynarec: Improved performance of float compare and branching (BC1F/BC1T) (speedup)
[!] Dynarec: Removed exception check after interpreter calls from dynarec (speedup)
Rev 677 - Salvy
[!] Simplified branch type even more
Rev 678 - Corn
[!] Made BC1T/BC1F branching more robust (fixes RR64)
Rev 679 - Salvy
[+] Added known value optimizations to SLTx ops (32bit only!) in dynarec (they are disabled since I'm not sure is worth to handle them)
r768
[=>] Merged from Dev branch:
Rev 680 - Corn
[!] Dynarec implemented LD/SD (load/store 64bit integer)
[!] Dynarec partly implemented LDC1/SDC1 (load/store 64bit float)
[!] Dynarec if source reg is SP, ADDIU wont do sign extension.
[!] Dynarec Skip sign extending CFC1
Rev 681 - Corn
[!] reverted ADDIU optimization (CBFD BSOD)
Rev 682 - Corn
[!] Proper double handling in interpreter (and some clean up)
[!] Reverted PIF/DMA changes (Incompatible with older SaveStates)
Rev 683 - Salvy
[!] Bring back changes to PIF/DMA changes (This is was the proper way, PJ64 are compatible now)
[!] Added workaround to support older savestates created after rev 715
Rev 684 - Corn
[+] Added INS/EXT and CFC1 OpCodes to AssemblyWriterPSP
[!] Dynarec: Optimized float compare (no branch)
[!] Small fix/optimization to PIF swizzle
Rev 685 - Corn
[+] Dynarec: Added DADDI/DADDIU, DSRA32 and DSLL32
Rev 686 - Salvy
[!] Fixed regression in Aerogauge
[!] Optimization in XORI and ORI
Rev 687 - Corn
[!] Aerogauge fix
[!] small optimization in floats branching when fast mode fails
r769
[=>] Merged from Dev branch:
Rev 688 - Salvy
[!] Optimization in ADDIU & ANDI (Dynarec)
Rev 689 - Salvy
[!] Opps typo!
Rev 690 - Salvy
[-] Removed optimization in ANDI (since we zero'd the hi reg regardless)
[!] Optimization in OR
Rev 691 - Salvy
[!] Reverted optimization for ADDIU
Rev 692 - Corn
[+] New Speed up option: Dynarec Doubles Optimizations (advanced menu) when enabled dynarec compiles code to simulate doubles with floats
Rev 693 - Corn
[!] added dynarec simulated float caching in FPU and some clean up
Rev 694 - Salvy
[+] Implemented blit (code taken from The TriEngine)
[!] Use blitting to support large textures (since the PSP hardware can only handle up to 512x512)
Worms - Armageddon is now playable
Rev 695 - Salvy
[!] Use more complex blit algorithm from latest version of TriEngine (fixes large texture used in StarSoldier (640x320)
r770
[=>] Merged from Dev branch:
Rev 696 - Corn
[+] Added more float/double conversion to dynarec doubles optimization
Rev 697 - Corn
[!] Reverted MFC1 optimization, sign ext. is needed (broke DKR)
[!] Various cleanup/bugfixes to SimDoubles
Rev 698 - Salvy
[!] Made more robust optimizations in GenerateOR (we'll check more throughly if we need hi bits)
[!] New optimization in GenerateOR when rs/rt is R0 and register is known
Rev 699 - Corn
[!] Better compatibility using Doubles Opt. (fixes a few games)
Rev 700 - Salvy
[!] optimization in GenerateADD/U when rs/rt is R0 and register is known
[!] optimization in GenerateAND when high bits aren't needed
Rev 701 - Salvy
[!] Improved previous optimization in GenerateADDU
Rev 702 - Salvy
[!] Don't check hi part of known value when probing if high bits aren't needed (Fixes text being missing in OOT)
[!] Check if register is mapped as 32bit, this will improve detection when high bits aren't needed (Experimental!) (Note: This will be removed soon, the logic is completely wrong!)
Rev 703 - Corn
[!] Small optimation in dynarec simdouble loading
[!] rearrangement in Dynarec options
r771
[=>] Merged from Dev branch:
Rev 704 - Corn
[!] Additional fixes/optimizations to dynarec sim-doubles (SSV works now as well as most other games)
Rev 705 - Corn
[!] fixed audio pitch when using PAL ROMs (tnx re4thewin to point that out)
Rev 706 - Salvy
[!] Simplify IgnoreHi, It'll only check if gate logic is non negative
[!] Fixed Duck Dodgers not longer working with IgnoreHi optimization in GenerateAND
Rev 707 - Salvy
[-] Removed IgnoreHi optimization in GenerateAND (Breaks SW - Racer)
Rev 708 - Salvy
[+] Added compile flag to disable checking if logic is 32bit in dynarec
[!] More aggressive checking if logic is 32bit
Rev 709 - Corn
[!] Fix proper N64 to PSP scaling for large textures(see Worms, still don't work for 4:3 unscaled screen)
r772
[=>] Merged from Dev branch:
Rev 710 - Salvy
-Ignored
Rev 712 - Salvy
[!] Fixed blitting not scaling properly (we'll use the simple version of blit as well for now)
Rev 712 - Salvy
-Ignored
Rev 713 - Wally
Updated uCode files for case sensitive OS's
Rev 714 - Salvy
-Ignored
Rev 715 - Salvy
[!] Rewrote logic to check if 32bit in dynarec
[-] Removed checking if register was mapped as 32bit
[!] GenerateADDU : Sign extend when rt/rs is 0
Rev 716 - Corn
[!] optimization of Patch_strchr() (OSHLE)
[+] some comments
Rev 717 - Corn
[+] Added LWL and LWR OP codes to Dynarec
[!] Only use real doubles in dynarec if forced from ROM hacks
[!] Some clean up and removal of Dynarec test code
Rev 718 - Corn
[!] Fixed bug that never enabled LoopOpt. (LoopOpt still only works in a few games like SM64)
[!] Cleaned up BSOD text dump (shows when registers are pointing in RDRAM)
[+] added EXT & INS in disassembly and fixed MSB/LSB order
r773
[=>] Merged from Dev branch:
Rev 719 - Corn
[!] Made LoopOpt is more stable
Rev 720 - Corn
[!] Reworked exception/BSOD information screen and log
Rev 721 - Corn
[!] Dynarec: reimplemented LWL & LWR OPs with much simpler code (faster)
[!] Dynarec: implemented SWL & SWR OPs
[!] Framelimiter now averages with 4 frames (converge faster)
Rev 722 - Corn
[!] Removed redundant checks for operations on hi part of CPU regs in DynaRec
Rev 723 - Corn
[!] fix for CBFD using LWR op
[!] fix for CBFD using AND op
Rev 724 - Salvy
[!] SDC1,LDC1,LDL,LDR,COP0 (except ERET) don't need PC, removed entries which are already handled in dynarec too
r774
[=>] Merged from Dev branch:
Rev 725 - Corn
[!] Optimizing AND/OR/XOR for when one of the hi regs are known and =0, small speedup
Rev 726 - Salvy
[!] Improve detection when hi reg isn't needed in GenerateOR
Rev 727 - Salvy
[!] Improved previous optimization when register is known and is zero (they are basically a NOP), also added another opt for AND
Rev 728 - Corn
[!] reverted and corrected logic in previous rev
Rev 729 - Corn
[!] Added possibility to scroll ASM when PSP BSODs (require #undef DAEDALUS_SILENT)
Rev 730 - Corn
[!] CPUControl is now 32bit (from 64bit)
Rev 731 - Wally
[~] Fix SVNVersion so it compiles all times.
[~] Tidy up Text_Area Commands into new file UIArea.h (Saves 3KB)
Rev 732 - Wally
[<=] Reverted previous commit, broke several parts of the GUI
r775
[=>] Merged from Dev branch:
Rev 733 - Salvy
[!] FPUControl is now 32bit
[!] Some small optimizations in OSHLE
Rev 734 - Salvy
[!] FPU reg is now 32bit
Rev 735 - Corn
[!] Some cleanup after 64bit to 32bit register changes
Rev 736 - Salvy
[~] Fixed debug build
Rev 737 - Corn
[!] Added showing handled speed hacks (with OP code) in dynarec (undef DAEDALUS_SILENT)
[!] moved some code under DAEDALUS_SILENT to DAEDALUS_DEBUG_CONSOLE and DAEDALUS_DEBUG_DISPLAYLIST
Rev 738 - Corn
[!] It is now possible to map emulated CPU/FPUregs to psp scratchpad (disabled)
[!] Debug_console is now possible to compile without silent flag
[!] Adjustments to dynarec/traces parameters
r776
[=>] Merged from Dev branch:
Rev 739 - Salvy
[!] Rewrote N64 memory initialization
[!] Simplified ReadRom/WriteValue_Cartridge (FlashRam read/write is more robust too)
[!] Use attribute const for ReadAddress (hints compiler to optimize further)
[~] Lotsa of clean ups in Memory.cpp etc
Rev 740 - Salvy
[!] Games that use EPAK should work again
Rev 741 - Corn
[!] Fixed some dynarec constants that slowed down War Gods and PD
Rev 742 - Salvy
[+] Add support for games that write to ROM (Bug's Life and Toy Story 2 boot now)
[!] Use fast memory read for DPC, AI, and SI reg
[!] Removed memory bound checking (paranoid checks..this was already disabled in release mode anyways)
[!] Several clean ups in memory.cpp
Rev 743 - Salvy
[!] Do not allocate memory for RD_REG4,RD_REG4,and DPS_REG (They are unused anyways)
[!] Simplified mapping Rom region (It'll use new memory mapping, as a result will respect Rom boundary as well)
Rev 744 - Salvy
[!] Simplify a few more things in Memory.cpp
Rev 745 - Salvy
[!] Reduce PIF RAM usage from 2048 bytes to 64 (It can be reduced more, but need to do some tests first)
[!] Enabled SI hack for Cruisn' USA (it boots now)
[~] Some small clean ups
Rev 746 - Salvy
[!] Reduced PIF RAM even more, now is only 16 bytes
[!] Pre-swap when writing to PIF RAM, also simplified MemoryUpdatePIF
Rev 747 - Salvy
[!] Optimized memory pointer table optimization (faster, and no longer computes the address twice when table is invalid) (Note: Dynarec is broken! Need to update DynaRecStubs.s)
[~] Removed "fast" memory write table (pointer table was already optimizing out) (saves memory too!)
[!] Increased maximum of clipped verts (Fixes Mortal Kombat 4) (Thnx jeanpave for reporting it)
[-] Reverted previous commit (I assumed wrongly that memory alloc was done in word size.. thnx Corn for pointing out!)
Rev 748 - Salvy
[!] Made DAEDALUS_ALIGN_REGISTERS compatible with previous changes (Might be a good idea to give it another shot since we have decreased register pressure lately)
[~] Forgot to twiddle address in previous commit
[+] Add back svnversion.h (Still needed when compiling Daedalus in cygwin)
Rev 749 - Corn
[!] Fixed dynarec access to broken pointer from previous rev
Rev 750 - Corn
[!] Optimized branch delay slots in dynarec service routines
r777
[=>] Merged from Dev branch:
Rev 751 - Salvy
[=>] Merged from Daedalus js port:
[+] Added new hash for microcodes
Rev 752 - Corn
[!] Removed optimization of LBU for banjo while using dynarec mem opt.
[!] Changed to a simpler hash for texture indexing.
Rev 753 - Corn
[!] Abort texture generation if palette address is NULL for palette textures
[!] small optimization of hash function.
Rev 754 - Salvy
[-] Bye bye murmur2 hash
[!] Made slow memory access compatible with recent changes
[+] Added DKR64 hack which makes DK64 boot (This is disabled since we ignore IMEM transfers for speed which is required for DK64)
Rev 755 - Salvy
[!] Moved check if palette address is NULL for palette textures (Now is only check when trying to load a palletized texture)
[~] Removed unused tables from convert image
Rev 756 - Salvy
[!] Increase both MAX_VERTICES and MAX_CLIPPED_VERTS (Fixes Flying Dragon crashing)
[!] Fixed debug build
[~] Silenced some annoying asserts
http://www.mediafire.com/?alsrtmbmb88lji3
http://www.emucr.com/
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August 27th, 2012, 21:23 Posted By: wraggster
pspudb v1.00 is released. pspudb is a rewrite of pcsp-udb this time using advanscene database. Atm it only stands as database viewer but many capabilities are planned.
pspudb v1.00 changelog:
-Rewrote threading now it is better and more clean
-Added batch conversion tool (ISO to CSO ) , (CSO to ISO) and a new pspe4all format 7so (ISO to 7so ) , (7SO to ISO)
-Added multiplayer and description fields to database , fixed up a lot of entries and separated BOOT.BIN status from EBOOT.BIN
-umd scanning is also using the new threading model , and a little faster CRC algorithm has been added
-Multiple umd path support
-Database tab has been gone and "My collection" is now "UMD" tab with combine features from both old tabs
-Small fixes to rename tool
-Support for UMD running for pspe4all
http://www.mediafire.com/?8c61dhu622o8i3m
http://www.emucr.com/
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August 27th, 2012, 20:01 Posted By: wraggster
MonkeyPaw Games will make five of its PSOne Imports and Classics available to Vita users tomorrow, when the new firmware adds PSOne support to the handheld. Alundra, Arc the Lad 1 and 2, Vanguard Bandits, and the recently released Tomba will all be playable on Vita in North America starting tomorrow, the publisher told Joystiq.
The overall list of supported PSOne Classics for tomorrow's Vita launch, outside of MonkeyPaw's offerings, is largely a mystery. When announcing the feature at E3, Sony showed off a selection of games including Tomb Raider, Final Fantasy VII, Wild Arms, Twisted Metal 2, Cool Boarders 2, and Jet Moto, but didn't say if those games would be part of the launch lineup.
MonkeyPaw hopes to have the rest of its PSOne games on Vita "soon."
http://www.joystiq.com/2012/08/27/ar...-launch-lineu/
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August 27th, 2012, 18:59 Posted By: wraggster
Shadoxi, a member of one PS3News release Dumper True Blue EBOOT / ELF allows us as the name suggests, dump the Eboot / True Blue Elf encrypted once it started.
It is an Elf Dump memory and it works on CFW V2 True Blue and all customs 3.55 because it does not require patches Lv2 peek / poke. Warning: There should anything happen to your PS3, but in case of trouble, neither the author nor GX-Mod will not be liable for damages. Usage: - Activate "dev_blind" in MultiMan - Copy "libsysutil_np_trophy.sprx" from "/ dev_blind / sys / external / external" in "dev_hdd0 /" and rename "orignal_libsysutil_np_trophy.sprx" - Copy "libsysutil_np_trophy.sprx" modified "/ dev_blind / sys / external /" - Load game from True Blue MultiMan - Exit MultiMan - Start your game - Wait a few minutes (if you have a Black Screen after 3Mn, restart the Ps3) - Quit the game - Go Ftp - In "dev_hdd0 /" there's your "DUMPEDBOOT.bin" decrypted How to uninstall the patch (2 ways) - By replacing the "libsysutil_np_trophy.sprx" modified your "orignal_libsysutil_np_trophy.sprx" - Update your recovery console by sources are also available and there are still some bugs (size dump ...) but it works. [Update 1] Deank was an amendment to the first release. - 35MB dump - dumps are saved in "/ dev_hdd0/RAMDUMP- # #. BIN" or # # is 00 to 99 power dumped in series - Rebuilding the "elf" original only take a few minutes if you know what made you stop dumping * Does When It Reaches Embedded ELF * Does not require the original SPRX really, since loading never Succeeds anyway Menad Thanks for the information. Dump True Blue Pastie: Source Code
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August 27th, 2012, 16:02 Posted By: wraggster
via http://www.dashhacks.com/dashhacks/p...-released.html
If you're a fan of real-time strategy titles, than Heroe's Empire is for you! Based strongly off the second Age of Empires title, this game will have you building your own virtual society with the purpose of eventually attacking and destroying a rival nation. Essentially this game operates with the same basic mechanics and ideas that you would expect from any half-serious RTS game. Like more or less every other member of this genre, along the pathway toward attack, players will be asked to perform special missions such as collecting a certain amount of gold, and once they complete that task they will be able to upgrade their army. Doing this enough will eventually allow for a well-trained force that is primed for battle.
So what can a user find in this relatively young 0.2 version number? While the translation may be a bit rough, what I can understand is that the graphics have experienced a slight overall improvement. On top of that, the barracks is now a legitimate item, so you can finally start creating that army instead of just spending the whole game harvesting resources. Lastly of course there are some bug fixes making the game more stable.
If you want to see what AoE2 could be like on the go, this may be a worthwhile homebrew to look at. Just remember that this is a work in progress. Let the sarmy building begin!
http://pspcustomfirmware.com/heroes-empire-0-2/
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August 27th, 2012, 16:01 Posted By: wraggster
via http://www.dashhacks.com/psp/psp-hac...r-for-psp.html
Still, just because something isn't exactly fun doesn't mean that it's not useful. I have reviewed a lot of such useful apps for this site, and today I would like to introduce you to the latest release of another of such programs called DORAKZ. Like many others, this little bit of code definitely offers you quite a bit of power in a small package.
Essentially DORAKZ is a directory cleanup program for the PSP with a series of some more very useful functions. Among its list of features, this little tool allows you to clear your browser cache with the push of a button, cleans up your SAVEDATA folder, empties any cached iso files you may have, and can edit the version.txt of the 6.60 firmware. Needless to say, this program is able to perform a lot of very important tasks all within one single app. As a true gamer myself, I have an admiration for anything with that kind of efficiency.
However, if that's not enough for you DORAKZ can also be used to create splash screens complete with animations and sound as well. In addition all major internal and external functions related to both RAM and battery usage can easily be tallied while using this program. Not to mention because the developer calls this one a stable release, you shouldn't be experiencing too many bugs this time around. If you're looking for something truly useful DORAKZ is the one for you!
http://pspcustomfirmware.com/dorakz-1-5l/#more-21974
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August 27th, 2012, 15:59 Posted By: wraggster
via http://www.dashhacks.com/psp/psp-new...available.html
If youre still a member of the long-running PSP homebrew scene odds are your console has gotten beaten around a bit on both a hardware and software level.
Between endless flashing of firmwares and booting of unsigned applications, theres no doubt that such continued and repeated use can have at least some impact on the systems performance after all of these years.
Thanks to a handy little piece of software developed by Acid_Snake with this new updated version of the program you now have the option to perform a lot of different maintenance tests to make sure that your trusty little handheld runs like new for years to come. According to the developer, this handy little piece of software includes features such as directory checker, a button and analog nub test, a stuck pixel fixer, a space freer and even helps you install VHBL on firmwares 6.20 and 6.60. With all of these interesting little cleaning mechanisms, PSP Tools is definitely an application you may want to take for a test run if you havent booted your PSP in a while. Time to clean house!
http://pspcustomfirmware.com/psp-too...-2/#more-21969
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August 27th, 2012, 15:54 Posted By: wraggster
via http://wololo.net/2012/08/22/is-this...-is-all-about/
I’m having a hard time finding stuff to blog about on the PS3 scene. One of the reasons is that I’m much more focused (and knowledgeable) on the PS Vita and PSP scenes, but the other reason is that most of the news-worthy content on the PS3 is, these days, about piracy.
And it’s not even about debating if piracy is good or not, no. If you check the other major PS3 scene websites, since the CEX2DEX hack and the leak of 3.60 keys, 90% of the “news” are basically warez releases. No, I won’t link to those, if you want your dose of piracy, you know where to find them.
Ah, well, don’t get me wrong, I see where this is coming from. The reason isos were not the main discussion topic on the PSP scene was basically because once the first CFW was out there, piracy was child’s play. The games that were actually secured enough that they could resist a few weeks made the headlines of most scene websites, such as for example the infamous Kingdom Hearts: Birth by sleep.
Then again, I can’t help but think that on the PSP scene, there were people hard at work to get all isos to run on a CFW, not just spoonfeeding patched eboots to the community. Honestly I’m not really interested in the process, but is it that hard to automate? Or is it that the people behind those patches enjoy the power they have on the PS3 underground? To me it really feels like a failure as long as CFWs don’t have,embedded within them, the features to patch the games (which is what PRO CFW does on the PSP). Again, I’m sure it’s more difficult than it sounds, but I can’t help but being surprised at the differences between the two “scenes” on that specific point. Could it be that hackers like Virtuous Flame are extremely rare?
I’m sure there’s more to the PS3 scene than Eboot patches. Tons of emulators, or the great Showtime that I have yet to try and review (shame on me, but hey, I just recently got a hackable PS3, so…), etc… What types of articles would you guys want to see about the PS3 Scene?
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August 27th, 2012, 15:53 Posted By: wraggster
The googlecode page of pro cfw is now back online, and I just had a very interesting chat on the subject with Coldbird.it appears that the pro cfw google code page had been “turned off” earlier today by Google, as part of a “witch hunt”. It is basically unclear to me what they were after, but apparently they turned off a series of “abusive” projects (what do they mean by abusive? DMCA type of infringement?) today, and procfw was part of the projects taken down.
Where this becomes interesting is that Coldbird contacted google and asked them to explain why the project had been removed. After a thorough verification, Google concluded that there was absolutely no reason to shut procfw down, so they kindly apologized and put the project back online.
Don’t you love it when a story has a happy ending like this? And google, I still love you, no hard feelings, we all make mistakes
via http://wololo.net/2012/08/22/and-pro...on-googlecode/
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