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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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July 18th, 2012, 01:01 Posted By: wraggster
The new "Game Genie" cheat device is shipping today, July 17. Of this year.
No, Galoob hasn't returned – the new Game Genie is a USB cheat device for PS3 produced by Hyperkin. It allows users to transfer game saves to a PC, edit them using pre-programmed edits from a database, and then return the saves to PS3 – for the usual benefits of extra money, ammo, experience, etc. "Popular games that will have modifications at release are Uncharted 3, Batman: Arkham City, Final Fantasy XIII-2, and The Elder Scrolls V: Skyrim," the company notes.
Of course, since the days of ubiquitous cheat devices, there have been some significant changes in the game landscape. During E3, a Hyperkin representative told Joystiq that none of the premade cheats would be usable in multiplayer, and that Hyperkin would routinely remove any that were, in order to avoid cheaters using the Game Genie for online play. But for your own single-player games? Go nuts!
http://www.joystiq.com/2012/07/17/hy...-on-ps3-today/
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July 18th, 2012, 00:53 Posted By: wraggster
No platform is safe, as 11 bit studios has announced the PS3 is the latest to have Anomaly: Warone Earth occupy its virtual halls. The new addition for the PS3 port is local co-op play, allowing one player to act as the strategist and one to act as the unit commander – see it in action in the video above.
Anomaly: Warzone Earth is expected to launch on PSN sometime this summer; though no exact release date has been finalized yet, 11 bit studios will showcase the PS3 port at this year's Gamescom.
http://www.joystiq.com/2012/07/17/an...co-op-support/
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July 17th, 2012, 11:33 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2614 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:
r2614
Fixed the compilation of VFPU matrix instructions: VMMUL, VMSCL, VMMOV, VMIDT, VMZERO, VMONE
http://www.mediafire.com/?kpusq77lgm1k5y6
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July 17th, 2012, 11:27 Posted By: wraggster
via http://www.emucr.com/
Pokopom PSX Pad Plugin SVN r64 is compiled. A XInput input plugin for PSX/PS2 emulators, and as of r48 nullDC 1.0.4 too. Pokopom is a PSEmu Pro pad plugin that emulates a DualShock1 and DualShock2 controller for PS1 and PS2 emulators respectively. It only uses XInput, so as to avoid the DirectInput troubles with X360 controllers.
Pokopom PSX Pad Plugin function
- Supports rumble, with a nice custom curve.
- Extended analog sticks range on corners. (for games like Ape Escape)
- Guitar build for XInput Guitars on Guitar Hero games.
Pokopom PSX Pad Plugin SVN Changelog:
r64
Pokopom:
-. Added mempak for N64 (seems functional)
-. Fixed deadzone for N64
-. Left trigger thing...
N64 rumble can now be toggled for a mempak with the BACK button.
When using the mempak, the Scroll Lock LED will be on.
Following nRage, mempak files will be saved on the MemPaks directory.
It's a raw dump with the mempak extention (I think it might work as .mpk)
Also, now if you hold the Left Trigger, the face buttons become C-Buttons.
Useful in case you need to press opposite buttons simultaneously.
And... Y/B buttons are now A and B buttons too, respectively.
http://www.mediafire.com/?zzbc4lned3pxs1l
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July 17th, 2012, 11:20 Posted By: wraggster
via http://www.emucr.com/
gpSP 0.9 Signed Fix 3 is released. gpSP is the best GBA emulator released for the PSP with great compatibility and performance.
gpSP 0.9 Signed Fix 3 Changelog:
initial fix:
*fixed a bug that caused the emulator to crash when you exit without a loaded rom*
fix2:
*made a boo boo(real culprit is when it calls the function "sound_exit();" causing the crash)*
fix3:
*removed a useless help line "Brings up frameskip adjust bar and menu access." now it displays help accurately when setting up the buttons... added icons
Download via comments
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July 17th, 2012, 11:02 Posted By: wraggster
Last week, a Hong Kong person wishing to remain anonymous, explained a method to turn your PS3 console in Devkit.
This method was very technical, but it will not take long for a number of tools are emerging to facilitate this task. Developers who have looked at it even worked quite well in bringing new software today, CEX2DEX, which will be discussed later, which provides more support for Nand. relativize all the same, ease the task is a big word, only the creation of Nand / Nor is facilitated. To achieve it and then flash the console, a flash hardware is required. Since the announcement of this achievement, both programs allow the creation of this Nand / Nor. PS3Tools GUI has been updated to version 2.6 with support for memory Dex To Cex Nor CEX2DEX and allows for him to create Nor, as well as Nand, but also the extraction of Metldr. To achieve all this, it You will need a dump of your console, using a chip or flasher type E3 ProgSkeet then change your memory before reinjecting it into your console. As with any change affecting the Flash console, this operation is very risky for your console. CEX2DEX a PS3Tools 2.6
http://ps3.gx-mod.com/modules/news/a...p?storyid=3109
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 17th, 2012, 10:20 Posted By: wraggster
For those of you who want to create your own games and apps for the Playstation Vita, the open beta is still going on, and Sony issued an update to their SDK yesterday.The main change is not super exciting: the name of the program is now Playstation Mobile, while it was known as Playstation Suite until now (no doubt that people will still be calling it that for a while). But Sony also adding In-App purchase functionality, a feature that fans of Free To Play were probably eagerly waiting for.
The changelog is as follow:
- In-App Purchase library
- Digital Signature & Encryption library for content protection
- GamePad support for UI Toolkit library
- ModelViewer for previewing .mdx files on PC
- 50+ bug fixes
It’s worth noting that given its new name, this SDK will probably never be officially made available for the PS3, which was one of the things some developers were hoping for.
More info on the official page here
http://wololo.net/2012/07/14/playsta...dated-to-0-99/
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July 17th, 2012, 10:20 Posted By: wraggster
I’m a bit late on the “CEX to DEX” news, but sometimes it’s better to be late, in order to have a good overview of something.
If you’ve been following the PS3 scene sites this week, you’ve probably seen that a new “hack” was released, that has been nicknamed “CEX to DEX”. Later on, PS3 dev naehrwert explained the process on how the information was obtained, although most scene websites failed to make a connection between his quite complex technical explanation and the leak. Most of them treated that as two pieces of unrelated information.
In this article I’ll try to connect the dots, but please bear with me as I am still an external observer of the PS3 scene, being myself stuck in 4.11 (damn you, Uncharted 3!)
Why this is interesting for the end users
Ok, first of all, what is this hack useful for, in other words, what does it do?
Let’s start with the basics. Retail PS3 units (the ones we buy in stores) are codenamed CEX. Debug PS3 units are codenamed DEX. What this hack does is allow any Retail unit (CEX) to be converted into a Debug unit (DEX). A DEX unit lets you, among other things, install a Debug firmware on the PS3 through the recovery menu (you can’t do that on a CEX PS3).
A Debug firmware is interesting because it allows to run official blu rays as well as unsigned content. This means homebrews, but also potentially unsigned official games. In theory a 4.21 Debug firmware could run backups of newer games (3.6+), which is where it gets interesting (currently AFAIK the only way to do that is to use one of the piracy dongles, and it only works for a few games).
There is of course a “catch” to this: 3.6+ games backups would need to be not signed, and such things are not easy to find on the internets (if they can be found at all).
So in theory this release could be good for pirates, and bad for dongles, but practically it doesn’t change much on that front.
However, this opens something new for people who have been on 3.55 CFW and don’t want to upgrade: the possibility to run official 3.6+ Blu rays.
So let me summarize here. A 4.xx Debug firmware can:
•run unsigned < 3.55 game backups (those are apparently easy to find) (a 3.55 CFW can do that)
•run unsigned eboots (homebrews) (a 3.55 CFW can do that)
•run unsigned 3.6+ game backups (a 3.55 CFW can’t do that, but those are impossible to find anyways)
•run all official (legit blu ray) games up to 4.xx (a 3.55 CFW can only run up to 3.55! That’s the interesting bit)
•Upgrade and downgrade at will between all versions of Debug firmwares
And please don’t quote me on that, as this is just my understanding of what a debug firmware allows, but I can’t confirm this myself as I don’t have a CFW. I’m just gathering the bits of information I’ve read here and there. But my understanding is, a 4.xx debug firmware gives you the best of both OFW and CFW: 3.6+ games and homebrews
What this cannot do
Since in order to convert your console from CEX to DEX, some per-console specific information needs to be obtained directly from your ps3, this is not a magical solution if you are currently stuck on a 3.6+ official firmware. You would still need to downgrade to a 3.55 CFW first (in order to run the tools necessary for the hack) using a hardware chip, and then run the hack from there to install a Debug firmware.
In other words, Going through 3.55 is a necessary step of this hack.
It is also worth noting that by running a Debug unit, you lose access to the PSN (which you can get back by installing a clean flash back).
Ok, let’s do this thing, where are the tools?
Ok, so, if you have a 3.55 console (if not, you need to downgrade, read the paragraph above!), you might want to try and convert your own console into a Debug version. For now, no “easy” tool is available to do this, sadly, and if you mess things up you could end up with a brick (also, do not try to get somebody else to send you their modified Flash, some of the encryption keys involved are specific to each console!). It is strongly recommended that you have a hardware flasher (and a clean dump of your flash) handy in case you mess things up..
If you’re lucky enough to have a 16MB NOR console (that’s the recent PS3 FAT and all PS3 Slim, see details here), you can use the tool C2D by andbey0nd to ease the process. It will build the stuff to flash for you, but you still have to provide the EID root key (obtained with metldrpwn)
If you’re a developer, you might want to download libeeid here, and use the sample provided as a base to build your own tool.
But ironically, the easiest way for now seems to follow the leaked guide below and do it manually.
Hi Scene Sorry for my bad English. I want to give you info you pls make public. I want be anonymous. I only can say I’m from Hong Kong. I have way to get a dex, it works and is complete nothing missing
Manual to get a dex (here is everything you needed) and you have a full working dex
EID0 Key Seed and EID0 Section Key Seed are hardcoded in the isoldr
EID0 Key Seed
AB CA AD 17 71 EF AB FC 2B 92 12 76 FA C2 13 0C
37 A6 BE 3F EF 82 C7 9F 3B A5 73 3F C3 5A 69 0B
08 B3 58 F9 70 FA 16 A3 D2 FF E2 29 9E 84 1E E4
D3 DB 0E 0C 9B AE B5 1B C7 DF F1 04 67 47 2F 85
EID0 Section Key Seed
2E D7 CE 8D 1D 55 45 45 85 BF 6A 32 81 CD 03 AF
If you dump they isoldr key (EID Root Key) with metldrpwn you got from 0×00 to 0x1F the EID Root Key and from 0×20 to 0x2F the EID Root IV
use AES Encrypt to Encrypt EID0 Key Seed as data with EID Root Key as Key and EID Root IV as IV
the result contains from 0×10 to 0×20 the EID0IV
and contains from 0×20 to 0×40 the EID0Key
use AES Encrypt to Encrypt the EID0 Section Key Seed as data with the EID0Key as Key and no IV
the result will be the first 0×10 bytes of the EID0 First Section Key
the second 0×10 bytes of the EID0 First Section Key are only 0×00 bytes
EID0 is located in NAND at 0×80870 and in NOR at 0x2f070
the first 0×20 bytes of EID0 are not encrypted
at the fifth byte of EID0 (NOR example 0x2f075) your target ID is located change it to 0×82 (Debug Target ID)
use AES Decrypt to decrypt the first EID0 Section (NOR example 0x2f090). The size of the first Section is 0xC0 bytes. Use the EID0 First Section Key as Key and the EID0 IV as IV
Build the CMAC (OMAC1) hash of the decrypted EID0 Section from 0×00 to 0xA8 with EID0 First Section Key as Key. The calculated hash has to be the same as the bytes in the decrypted EID0 Section from 0xA8 to 0xB8.
At 0×5 of the decrypted EID0 Section is your target id again change it to 0×82 again
0xB8-0xC0 of the decrypted EID0 Section should be just 0×00 bytes
after you changed the target ID of the decrypted EID0 Section, create the CMAC hash of the new decrypted EID0 Section and write the new hash to the decrypted EID0 Section
use AES Encrypt to encrypt the EID0 Section and write it back to the NOR (NAND).
Now install dex Firmware with the recovery menu.
HINT: Got Petitboot on emer init go to boot gameos and do emer init again to get to the recovery menu.
You can’t login to the PSN because IDPS is obviously not valid from now on.
THIS CAN BRICK YOUR CONSOLE IF NOT DONE CORRECTLY.
有志者,事竟成 “Where a will, there is way”
一不做二不休 „You start something, you have to finish it”
The connection with naehrwert
This hack was revealed as a leak. It seems obvious (based on his recent blog post) that naehrwert was part of the people working on all the reversing work required to access this information. It is likely that this information was part of a larger scale work, and obviously for these devs the leak was not a good piece of news. I can relate, getting your work leaked at the most inappropriate time is never good. This is probably what pushed later on an “anonymous” dev to publish the work that led to this hack in the first place, in the form of a C library that any dev can now use (libeeid, download link below).
Then again, as I described above, I don’t see why this could lead to anymore piracy than there is already on the PS3 (3.6+ games are still “safe” until somebody can publicly decrypt them), so the excuses about this work leading to piracy are probably just words. On the other hand, as naehrwert mentioned, I can picture an army of noobs asking questions on how they can pirate 3.6+ games on DEX machines from now on
The Technical details
So how does that hack work? Ok, I’m trying to dumb that down as much as possible here: there are special locations in the flash memory of the PS3 that indicate if the unit is a Retail machine or a Debug machine. Reading/Writing this information requires to both know where it is located and how to decrypt/encrypt it. How this information was found is what naehrwert explains in his blog post (note: Finding and understanding this required dozens – hundreds? – of hours of reverse engineering of some parts of the PS3 firmware, which also explains why some people are pissed about that leak.).
The information lies in the Appliance Info Manager module, a module in charge of …describing the specs of the current unit, I assume, given its name.
The encryption/decryption keys are all inferred from the eid0 key seeds for this specific module. These key seeds were obtained by reading the metadata of the module, as explained by naehrwert. From there, the whole process explained in the leak is just a series of decrypt / replace / encrypt data, based on the algorithms that were reverse engineered.
The key point here is that the Target ID of the unit is replaced with 0×82 (you’ll see that number a lot in the leaked CEX to DEX hack), which symbolizes a Debug unit. The target ID is a key identifying the type of a unit, as described here.
Speaking of TargetID, the holy grail of the Debug units is 0×81, the DECR unit which apparently can also decrypt anything we want. Those are suspected to require specific hardware and firmwares however…and the legend says that some scene devs own one.
Conclusion
Until this week, people who legitimately wanted to stay on a Custom Firmware for homebrew reasons could not play recent PS3 games they owned. With such a technique, they now have a possibility to run their 3.6+ blu rays without sacrificing homebrew. As far as I can tell, this does not “bring more piracy to the PS3″, for now. It just allows more legitimate use of the PS3 for honest homebrew users.
http://wololo.net/2012/07/14/ps3-cex...ting-the-dots/
http://ps3devwiki.com/files/devtools/Cex2Dex/libeeid.7z
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July 17th, 2012, 10:17 Posted By: wraggster
A few days ago I wrote about PS Vita Remote Desktop, a tool that allows you to stream PC games on your Vita, and control them with the Vita.
The author of that application, DigitalArts001 (a.k.a. melfice002) just released the source code for that application on the playstation forums.
One of the “proof of concept” videos that impressed people the most was Left 4 Dead running through this application. If you have an up to date Playstation Mobile SDK, as well as an up to date Vita (yup, you’ll probably need firmware 1.691), and a bit of motivation and/or programming skills, then do give this app a try.
http://www.mediafire.com/?b68g7qa2ukzku8a
http://wololo.net/2012/07/14/release...igitalarts001/
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July 17th, 2012, 10:16 Posted By: wraggster
Developer Neur0n has been working on a port of VHBL using a new game exploit, and I have been providing a bit of help. A few days ago I could port his work to the EU version of the Game, and yesterday I managed to port it to the US version.
I also was able to confirm VHBL works fine on the Vita, see the picodrvie screenshot below on the EU version of the game, although neur0n had already confirmed that on the JP version a few days ago.
We will now be doing a bit of testing and debugging, while patiently waiting for firmware 1.80. Fingers crossed that this firmware will not patch anything critical
http://wololo.net/2012/07/15/vhbl-ne...us-port-ready/
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July 17th, 2012, 10:15 Posted By: wraggster
When the Playstation Suite (now known as Playstation Mobile) was announced, I was extremely excited at the idea. Playstation suite was full of promises. Vita compatibility, Android compatibility, and potentially PS3 compatibility. The Playstation suite also made the implicit promise of reducing fragmentation on Android, by bringing a “playstation seal of quality” to a range of devices.
The Playstation suite was the solution for indie devs and homebrew programmers who wanted to develop officially on Sony’s new consoles.
In hindsight, I think spending some time on the Playstation Mobile SDK, for an independent developer, is a waste of time and money. Let me explain…
It’s all about numbers
First of all, with its new name, the Playstation Mobile is sending the clear signal that your applications will not be available on the PS3. PS3 compatibility was never promised by Sony, but is something many were hoping. Now it’s obvious, Sony is cutting indie developers from its 65 million PS3 owners userbase (you still have the minis for that, though…), leaving you with a userbase of somewhere between 5 and 15 million users (that’s Sony certified device owners + Vita owners + HTC Certified devices, yet to come).
Note on these numbers: I am assuming numbers of about 1.5 million Vita users, 5 million owners of Sony compatible devices, and roughly the same for HTC compatible device owners. (this is assuming Sony and HTC each represent 10% of the total Android user base, and that 15% of that is certified Playstation Mobile compatible).
15 million potential users sounds a lot? Well, compare it to the 400 million Android users, and the 300 million iOS users out there, then think again…
As an indie developer, one of the things you want for your app is a large audience. The Sony playstation Mobile does not offer that for now, and I don’t think it ever will. Bringing HTC to the party took Sony 6 months, and the compatible devices are not even announced yet, so what are the hopes to see more devices/companies join the Playstation suite certification any time soon? If you want to develop a nice touch application and make a bit of pocket money with it, Android or iOS is where you should be.
In addition to that, although Sony will try to be “flexible” on the apps it will have in that program, I’m pretty convinced it will be roughly similar to what Apple has. Apple can afford to put crazy restrictions on their apps because of their gigantic user base (every developer is ready to make sacrifices if it means such a large audience). Sony can’t really.
Finally, by not making the Playstation suite available to the PS3, Sony fails once again at bridging the gap between their devices, and once again we won’t have the full “Playstation experience” we were all wishing for. Sony’s devices, as usual, stay far away from each other, Playstation Mobile won’t be the symbiosis we really expected.
But games on the vita will use the full potential of the machine, Right? Right?
Another reason people might want to develop on the Playstation Mobile system is because the Vita is, let’s face it, a nice piece of hardware. The back touchpad is a cool addition, the screen is awesome, etc… so developing in order to fully use that kind of functionality would be really awesome…
… except Sony have been very clear several times that they will enforce strict rules on the compatibility of the devices. Your app does not only need to run on the Vita, it needs to run on (for example) the Xperia play as well, and on the upcoming pss certified devices. At this stage, let’s say that your app needs to be able to run on any highend android device, including ones that don’t have a physical pad, ones that don’t have a back touchpad, ones that don’t have such a big screen, etc…
The result? A game developed on the playstation Mobile SDK cannot fully use the power of the Vita, but rather must (technically) reach the lowest common denominator between all certified devices.
My conclusion is that if you’re serious about developing a touch game as an indie developer, you should go Android or iOS directly, without going through the Playstation Mobile SDK. If what you want is to actually develop high end games for the Vita or Sony devices, you’d rather look into becoming a Minis dev, or an actual developer with Sony (which, err, is not really easy for indie devs).
Are any of you developing on Playstation Mobile? Have you thought of developing for android or iOS instead? What are your thoughts?
http://wololo.net/2012/07/16/vita-wh...waste-of-time/
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July 17th, 2012, 10:11 Posted By: wraggster
Progress on pspe is slowly but some major steps have been done.
Vertex decoding part of GE unit is now completely done in shaders (well bezier and splines are still missing) using tranform feedback .
That provides more accurate emulation (and probably more speed) since all the other psp emus are using cpu to decode vertexes.
Major drawback though is that you need a opengl 4.2 compatible card to run pspe. This means that you need at least one of the following cards :
- Nvidia GeForce 400 series
- Nvidia GeForce 500 series
- Nvidia GeForce 600 series
- ATI Radeon HD 5000 series
- AMD Radeon HD 6000 Series
- AMD Radeon HD 7000 Series
Of course having a better card isn't an issue
We are now working to add the bezier and splines to the vertex decoder and then we will move to the rest of GE unit features (lighting , dither , fogging ,texturing etc).
Keep looking the site for updates.
shadow
http://www.pspe4all.com/news.php
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July 17th, 2012, 01:19 Posted By: wraggster
Machinarium looks set to be released on PS Vita.
That's according to an Entertainment Software Rating Board classification, which was spotted by PSN Stores.First released for PC, Mac and Linux in 2009, the highly regarded point-and-click adventure game is now also available on iPad 2, Android and BlackBerry PlayBook, while a PSN version is in the works for PS3.
Developed by Czech Republic-based indie studio Amanita Design, Machinarium sees players take on the role of a robot who has been exiled to the scrapheap. They have to use logic, collect important items, and solve environmental puzzles to get the robot back into the city of Machinarium so he can rescue his girlfriend, save the head of the city, and defeat the bad guys.
Our friends at Edge gave the game an 8/10 in the mag's Machinarium review.
http://www.computerandvideogames.com...ated-for-vita/
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July 17th, 2012, 01:15 Posted By: wraggster
This Tuesday, PlayStation Plus users will get to crack their brains open for less, as Dyad is 20% off for members of the premium service. It'll launch for $11.99 for Plus ($14.99 for everyone else).
Next week, Malicious will launch at 20 percent off, and then that will lead right into PSN Play. So ... the only difference between now and PSN Play is that you get some money back and a PS3 theme for buying the games that come out later this month. The Plus discount is the same!
You'll be able to get a couple free games tomorrow on PS3 (and on PSP, through your PS3): the PSOne Classic games International Track & Field and Hot Shots Golf 2. These two freebies lead into a 50 percent off sale on unspecified games for Plus members.
http://www.joystiq.com/2012/07/16/up...-sports-games/
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July 17th, 2012, 01:00 Posted By: wraggster
EA's Frank Gibeau says its two shooter franchises are dissimilar to one another
EA Danger Close
EA DICE
www.dice.se
Electronic Arts
www.ea.com
The first person shooter market, notably the modern shooter, is full of major franchises from all of big publishers. EA believes that its two heavy hitters, Battlefield and Medal of Honor, are doing the right thing by avoiding sequel fatigue as well as addressing multiple audiences with each title.
Speaking with Game Informer, EA Labels boss Frank Gibeau says that "We are very careful that Battlefield and Medal of Honor stay differentiated."
"There is inefficiency to having two different brands coming out alternating like that; there is some upside. You don't have the annualized, sequel fatigue. With Medal of Honor we tried to embrace that the game is real. The multiplayer is different than Battlefield. We're trying to use a sequencing strategy to keep it as fresh and different as possible."
Though many gamers might not be able to pick apart the differences, Medal of Honor and Battlefield are inherently different shooters. The games are sharing technology now, however. Danger Close, responsible for Medal of Honor, has transitioned to the Frostbite engine, the very engine that powers Battlefield 3.
http://www.gamesindustry.biz/article...-are-different
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July 16th, 2012, 21:21 Posted By: wraggster
After [Pyrofer] built a quadcopter, he purchased a cheap 6-channel transmitter made in China. Unfortunately, that transmitter was terrible so he took an old PS2 controller and built his own.
For his build, [Pyrofer] broke out the analog sticks and wired them to an AVR housed in the handle of the controller. The AVR sent commands to a 2.4 GHz radio transmitter powered by a small LiPo battery. With the addition of a few tact switches behind the shoulder buttons of the controller, [Pyrofer] has four axes of control with a few buttons for changing modes on his quadcopter.
This build really doesn’t hold a candle to some of the awesome DIY RC transmitters we’ve seen, but we’ve got to give [Pyrofer] credit for coming up with a very simple and easy build. Just about everyone has a PS2 or XBox controller lying around, and with a few extra hardware bits it’s easy to bodge up a decent remote control.
[Pyrofer] used a project called Funkenschlag to generate PPM signals, so if you feel the need to replicate this project send it in when you’re done.
http://hackaday.com/2012/07/16/need-...s2-controller/
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July 15th, 2012, 23:11 Posted By: wraggster
An HD remake of Jojo's Bizarre Adventure was just announced during a Capcom panel at the San Diego Comic-Con. The remake features both the original graphics and a high-def reskin, as well as online multiplayer capabilities. Reliving one of the craziest fighting games ever made will run you $19.99/1600 MSP when the game launches on PSN and XBLA August 21 and 22, respectively.
Hints of this remake were uncovered just three days ago byXbox360Achievements, though this announcement failed to confirm speculation that CyberConnect2 would be handling the HD conversion.
If you're mystified and confused, let us fill in the gaps: Jojo's Bizarre Adventurewas a Capcom-developed fighting game released in Japanese and North American arcades in 1998, and on the PlayStation and Dreamcast in 1999 and 2000. The exceedingly eccentric fighting game, based on an equally eccentric manga, was developed by the team at Capcom responsible for the Street Fighter III series.
http://www.joystiq.com/2012/07/14/ca...g-august-21-2/
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July 15th, 2012, 18:47 Posted By: wraggster
F1 2012 is not the only Formula One game coming to retail this year – with Codemasters preparing an over-the-top spin-off for Christmas.
F1 Race Stars has more in common with Mario Kart than the hardcore, realistic F1 simulator series. The game presents iconic F1 stars - including Fernando Alonso, Sebastian Vettel and Lewis Hamilton - as cartoon characters, and features transforming corkscrew tracks and powerups. All of which should help this F1 title appeal to a younger audience than the core series.
All-Stars is set to launch in November. The tracks, racers and cars are all based on their real-life counterparts. And development duties are being handled by the Codemasters Racing Studio in Birmingham, the same developer responsible for the main F1 series.
“We’re really excited to bring the whole cast of Formula One into a fun new world of racing," said F1 Race Stars senior producer Chris Gray.
"We’ve really let our Art and Design teams off the leash to bring F1 stars’ personalities alive in a new way and create a game where racing fans of all ages can jump into all-action solo, split-screen and online multiplayer races. It’s the game we’ve wanted to create for a long time and, building on our strong relationship with Formula One Management Limited, we’re now able to bring Codemasters’ long-standing expertise in track design and AI to create a Formula One racing experience quite unlike any other.”
Codemasters' other F1 game, F1 2012, is due on September 21st.
http://www.mcvuk.com/news/read/codem...pin-off/099548
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