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July 5th, 2012, 15:42 Posted By: wraggster
I receive an increasing number of messages asking me if the PS Vita scene is dead before it is even born. My typical answer is: there’s some stuff happening, you just don’t see everything, because some things are not worth mentioning, others are “too important” to be publicly mentioned until they’re more mature.
Today I want to make a summary of the stuff I know. Some of the things you will read below are a mix of things I know and of personal guesses… but in general I tend to be right about these things
Currently, the only public way to run unsigned content (homebrews) on the PS Vita is VHBL. The hack in itself is fairly limited (it only allows to run a subset of PSP homebrews), and is also not widely spread since only a few thousand lucky people are able to grab the releases (the other 2 million vita owners are people who are still not following this blog, how foolish of them) before Sony patches the exploits (or, rather, pulls out our attack vectors).
I’m not completely stupid, and I know that running fanmade homebrews is not exactly hat most people expect from a console hack. So, besides VHBL, what could or could not be done currently with Vita hacking?
I’ll first describe what’s going on with the PSP emulator side, because it’s the one I know the best, and then I’ll move on to other stuff.
Attacking the PSP emulator, more than 5 teams in the race
The PSP emulator is a nice attack vector for Vita hacking, for various reasons. The most obvious one is that we know the PSP system quite well since the scene has been studying it for years now. VHBL itself relies on user mode exploits in the PSP emulator. Those of you who have been on the PSP scene for a while know that when it comes to the PSP, the holy grail is to get access to a kernel exploit. A Kernel exploit on the PSP is synonymous with the possibility to run a Custom Firmware, with all the benefits that come with it (perfect homebrew compatibility, plugins, but also the controversial iso loaders).
Before we get any further, I want to clarify that when I am talking of a kernel exploit in this article, I am talking of a PSP kernel exploit, running inside the psp emulator, sandboxed on the vita. It is essential to understand that a psp kernel exploit alone will not give us any access to the PS Vita specific content, including its ram, its hardware, or its games. A PSP Kernel exploit, at best, would give us the equivalent of a PSP CFW inside the emulator itself. It would be a sandboxed CFW (SCFW) <– hehe coining a new term here, does any of you remember who came up with the term “LCFW” ?
• Related Read: Flash0 dump, then what?
Ok, now that this clarification is made, what do we have? Well, what I can tell you is that I have been personally contacted by 5 different teams or individuals who have access to psp kernel exploits that do work on the Vita. Now, this does not necessary mean there are 5 different kernel exploits out there (some of these teams might be using the same exploits, either through random luck, or because they are communicating with each other), and it does not necessarily mean that a release is around the corner either.
Let me develop on that last bit. The people I’ve talked to (the anonymous “Tony” is one of them) all have various goals and constraints with their hacks.
•Related read: PSX on the Vita: an Interview with the mysterious Vita hacker
Some of them just want to use the hacks for personal experiments, and have no plans to release their work (for those of you who are shocked by this form of egoism, please remember that depending on your country, the laws against hacking on devices such as the Vita can be pretty convincing…). Others have plans to release their hacks “one day, maybe”, but not in the foreseeable future.
Others strongly believe that making those psp kernel exploits public now would be a bad move, as a psp kernel exploit on the vita emulator could be one step closer to a real vita hack. Revealing such a hack too soon would mean it would get patched by Sony, closing a possible “door” to more interesting vulnerabilities. Their point is therefore: would you like to do on your vita what you can already do on a hacked PSP, or would you rather wait a few months, or maybe a few years (sob) in order to see a true vita hack? Of course, there is no guarantee that a psp kernel exploit can be a valid entry point to a vita hack, but surely digging into the interface between the psp emulator and the vita (the now famous “kermit” module) could prove to be interesting.
•Related Read: Who’s Kermit?
Other people, finally, are hard at work to release “something” for the scene, but could not provide any specific date to me. Although there doesn’t seem to be any specific technical obstacle to run a PSP SCFW on the Vita, these things take time, and timing is the essence here, as basically all the hackers I have been in contact with agree that psp kernel exploits are quite rare and should be used wisely.
Nevertheless, the fact that so many people are working on hacking the vita with positive results is, I think, good news, and should lead to good stuff in the months to come.
Of course, none of this makes VHBL irrelevant. As a matter of fact, it actually makes VHBL, or rather, our ninja releases, more relevant than ever. PSP Kernel exploits need to be run through a user mode exploit. User mode exploits on the PSP emulator are currently found in games, and Sony can pull those games out of the store fairly fast. The ninja releases tend to counterbalance that by giving people a chance to grab the games before the information goes public. Of course, as these releases get more and more popular, they also become more and more difficult to handle, so I guess the message here is, if you already have access to a user mode exploit through one of our VHBL releases, it might be wise to not give it up, assuming you are ready to stay on the same firmware for a few months. If not, fear not, there will most likely be other ninja releases to give more people the opportunity to run VHBL on the latest firmwares.
Hacking the Vita, not going through the PSP emulator
In addition to the ongoing work on the psp emulator, some people have contacted me with “leads” on hacking the vita through other means. If you think about it, every “interface” on which the user can control the input to some extent, is a possible attack vector. With the PSP emulator, we used the savegames so far, but other entry points exist, such as the media files we copy on the device (images, music, movies), the web browser, some of the internet-connected apps (facebook, youtube,… <– although it might not be wise to attack Sony through a vulnerability in a Google or Facebook, unless you really like to make several powerful enemies at once).
As I mentioned a while ago though, all these leads are useless without knowing anything about the ram layout of the Vita (which is also why it is much simpler to hack into the PSP emulator, since the PSP Ram layout is well known).
•Related read: Where are the real Vita hacks?
Initial reports also show that the Vita is integrating several “anti hack” measures. This is not a surprise since the Vita ships for example with an ARM Cortex 9 processor, which includes a bunch of security measures. Of course, this is Sony we’re talking about here, and they are known to mess with the stuff they use in a way that eventually backfires on them, so there are probably still ways to get into the system
What are your expectations regarding Vita hacks? would you be happy with “just” PSP access? Or would you rather wait for something bigger? Should Sony be worried of “just” a psp breach on the vita?
http://wololo.net/2012/07/04/the-cur...-vita-hacking/
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July 5th, 2012, 00:01 Posted By: wraggster
To achieve the visuals Square demonstrated in its impressive Luminous Engine demo shown last month, next-generation consoles will need an ample serving of RAM.
That's according to Square's creative director and senior manager Takeshi Nozue, who told Edge (via TSC) recently that "memory size is the biggest challenge" to any hardware hoping to achieve that level graphical fidelity.The textures in the demo, Nozue explained, are of such high detail that their sheer size puts a strain on system memory. The demo ran on a high-end PC packing Nvidia's beastly GTX 680, and Sony and Microsoft's consoles will need to cough up serious figures to keep up with it.
Square is confident, at least, that PS4 and Xbox 720 will "come to a level of quality that will support". It's perhaps not quite so confident that the Blu-ray disc format will be up to the job of storing a next-gen game on a single disc.
http://www.computerandvideogames.com...ext-gen-games/
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July 4th, 2012, 23:53 Posted By: wraggster
Digital Foundry on why the Gaikai acquisition goes beyond simply streaming PlayStation games
Despite some bizarre denials, the news that Sony was going to move into the cloud gaming space ranks as one of the worst-kept secrets in the games business, leaked to the press over a month before the official announcement. Perhaps what is more surprising in the light of Monday's confirmation of the Gaikai acquisition is that we still have very little idea of what it all actuallymeans for the gamer.
"Gaikai is more than just a delivery platform for existing content - in the hands of Sony's game devs, the possibilities for new gaming experiences built for the system from the ground-up are mouth-watering."
The only additional piece of detail that tells us much of interest is that it's Sony Computer Entertainment that is the buyer, meaning that this is a PlayStation deal, not just a shot of gaming adrenaline into the arm of the company's ailing HDTV business. Sony's statements on its plans for the cloud sound suitably grand, but don't really tell us anything we didn't already know anyway:
"By combining Gaikai's resources including its technological strength and engineering talent with SCE's extensive game platform knowledge and experience, SCE will provide users with unparalleled cloud entertainment experiences," explained SCE overlord Andrew House.
"SCE will deliver a world-class cloud-streaming service that allows users to instantly enjoy a broad array of content ranging from immersive core games with rich graphics to casual content anytime, anywhere on a variety of internet-connected devices."
The obvious conclusion to take from this would be the migration of existing and planned PlayStation content to Gaikai infrastructure, representing an enticing opportunity: state-of-the-art titles in combination with an enormous back catalogue running on an ever-expanding range of streaming devices. Kotaku ran with a great headline on this story yesterday: You May Already Own PlayStation 4.
To a certain extent, we've already had a preview of just how cool cloud streaming the latest games can be: on Digital Foundry at Eurogamer, we've already suggested that OnLive running on an Xperia Play smartphone offers something approaching a true next-gen handheld experience: latency is still an issue but downscaling an HD image onto a smaller, mobile mobile screen solves many of the image quality issues that have blighted cloud gameplay thus far, and the overall effect can be very impressive. It's a taste of the future, and improvements to infrastructure in combination with server-side technological advances are almost certain to turn what is currently a great tech demo into a viable cross-device gaming platform.
Sony's Xperia Play smartphone runs OnLive very well indeed, the smaller screen resolving many of the image quality issues. Latency is still an issue but it is a tantalising glimpse of the future of streaming gameplay.
Looking at things from a more short-term perspective, there's already been some talk that we could see Gaikai tech implemented to supply playable demos. While this is a possibility (running PC versions on the existing Gaikai network), there's a strong chance that developers and publishers wouldn't want to see their console games represented on the PlayStation Network in this way - perhaps it would be better to use streaming tech to get demos seen by a new audience, one perhaps not so concerned with matters like input lag or video quality - things that are noticed by the core audience.
I would hope that Sony would take a more measured approach in how Gaikai is deployed, especially as there are major technological issues to overcome in integrating the technology into the PlayStation Network. Gaikai's chosen infrastructure uses a completely different hardware architecture to any PlayStation platform, past or present. Sony has traditionally created its own gaming hardware, while David Perry's outfit uses server farms based on Intel processors and NVIDIA graphics cores.
"Streaming existing PlayStation content over Gaikai can't happen overnight - the cloud infrastructure runs on fundamentally different architecture - Sony will need time to adapt."
The obvious solution would be to roll-out a mass of back-compat PlayStation 3s to the Gaikai datacentres, perhaps utilising a variation of Sony's Remote Play technology to get everything integrated fairly easily. Unfortunately, this wouldn't produce very good results: even when using a local network, Remote Play is very laggy, and factoring in the internet would reduce a sub-optimal experience to a borderline unplayable one on any fast-action game. This approach would fly in the face of all the hard work Gaikai has done in making cloud gaming work, and to be frank, Sony could do it themselves without forking out $380m for the privilege. It's the know-how, tech and infrastructure that Sony has paid for.
The basics of "how cloud works" in providing a playable experience are fairly straightforward: the idea is to get close to current console latency by running games at 60Hz (or even higher) compared to current console standards of 30Hz. Running game code at twice the speed has the effect of significantly lowering input lag: the time you save is then budgeted towards encoding/transmission/decoding of game video. Conceivably this technique could be applied to Sony's back catalogue titles running under PC emulation - and the platform holder knows plenty about that.
For PS1 and PSP, Sony already has extremely strong software emulators that can run virtually any piece of software - this is how PS3 can run any PS1 title, and how Vita can host PSP downloaded games. The company is also starting to roll out PS2 titles for the PlayStation 3 that run entirely using software emulation - an impressive
technical achievement in its own right. All of these different emulators could be ported to PC and deployed on Gaikai servers - the performance of the PCSX2 open source emu suggests that the 60FPS gameplay cloud thrives upon shouldn't be a problem.
http://www.gamesindustry.biz/article...cloud-frontier
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July 4th, 2012, 23:49 Posted By: wraggster
The recent acquisition of cloud gaming service Gaikai at the hands of Sony IS a PlayStation-centric business move.
That’s according to Sony, whose confirmation will rub dirt into the noses of the handful of onlookers who claimed otherwise.
Speaking to Wall Street Journal, PlayStation boss Andrew House confirmed that “Gaikai's services will be focused on Sony's game machines”, adding that "it's recognition on Sony's part that the cloud and cloud streaming technologies are going to have profound and possibly a very positive impact on not only our game business, but also in the way our consumers interact with and obtain content in general".
Also confirmed was the definite intention “to start an online videogame streaming service”, though no timing was specified.
That’s not to say that Gaikai won’t touch upon Sony’s many other businesses, of course.
The most obvious route will be to bring to PlayStation business to other sector, such as Sony’s HD TV, laptop, smartphone and tablet operations.
Indeed, House added that “expanding the technology to other Sony products is absolutely within the frame".
http://www.mcvuk.com/news/read/sony-...focused/098988
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July 4th, 2012, 13:39 Posted By: wraggster
European PlayStation Plus users will be able to add Deus Ex: Human Revolutionto their "Instant Game Collection" from tomorrrow through early August. That's this month's "Game of the Month," downloadable at no additional charge with your PS Plus subscription.
If you want even more Deus Ex, three DLC packs (Explosive Mission, Missing Link, and the "Explosive Mission and Tactical Enhancement" pack) are half price for PS Plus members in Europe for the next two weeks.
http://www.joystiq.com/2012/07/03/de...-plus-this-mo/
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July 4th, 2012, 13:33 Posted By: wraggster
To celebrate summer, Atlus is ensuring that you have absolutely no reason to go outside. A new PSN sale announced by the publisher will keep you far too occupied to see the sun, and doesn't even require leaving the house to buy the games! It's called the "Half Off Just About Everything For Just About A Month" ("HOJAEFJAAM") sale and it's active through July 31.
If you've been waiting to try Catherine, it's $20 now. Curious about Class of Heroes before the sequel hits? It's $7.49. Don't have enough games with "Badass Rumble" in the title? Might we suggest Kenka Bancho: Badass Rumblefor $7.49? Politely reading along until we mention Persona? 1, 2, and 3 are all on sale for PSP, for $10, $15, and $10 each, respectively. Find the full list after the break.
http://www.joystiq.com/2012/07/03/at...-through-july/
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July 4th, 2012, 13:32 Posted By: wraggster
Assuming it successfully clears all of the regulatory hurdles that govern these types of deals, Sony's $380 million acquisition of Gaikai (and the mysterious cloud gaming service borne from said purchase) may eventually benefit the electronics megalith's non-dedicated-yet-gaming-capable devices like cell phones, internet-connected televisions and Blu-Ray players, waffle irons, etc.
Migrating Gaikai's capabilities to those devices is "absolutely within the frame," according to Sony Computer Entertainment president/CEO Andrew House, speaking with the Wall Street Journal. "It's recognition on Sony's part that the cloud and cloud streaming technologies are going to have profound and possibly a very positive impact on not only our game business, but also in the way our consumers interact with and obtain content in general."
Of course, the world still has no idea what this partnership actually means in practical terms, but its nice to know that we may soon have a Blu-Ray player capable of playing modern video games. Oh wait.
http://www.joystiq.com/2012/07/03/so...orms-absolute/
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July 4th, 2012, 13:28 Posted By: wraggster
Sony has rounded up everything it's is doing at the San Diego Comic Con next week, and between the panels, the announcements, and various playable game on the floor, there's a lot going down. The Last of Us and Beyond: Two Souls(which each made a big splash at E3) are getting panels of their own, while The Unfinished Swan panel will show off the upcoming game's art. The PlayStation All-Stars panel will reveal two more playable characters for the upcoming cross-franchise beatdown.
Additionally, the GT Academy National Finals will be taking place near the convention center in the Gaslight District, complete with a chance for passers-by to join the tournament at the last minute. There'll be plenty of demos on the show floor too, including quite a few PS Vita games. Joystiq will, of course, be in attendance at the show this year, and we'll bring you every crumb of Comic-Con news we can find.
http://www.joystiq.com/2012/07/04/so...ars-panels-fo/
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July 4th, 2012, 02:24 Posted By: wraggster
Analysts weigh in on the purchase and a PS4 powered by Gaikai, but don't expect Microsoft to purchase OnLive
Gaikai Inc.
Sony
"The world isn't ready for cloud gaming," says Rob Fahey. That may be true, but for how much longer? Sony has to prepare for a potentially all-digital future, and most of the analysts GamesIndustry International spoke with believe the Gaikai purchase is a very smart move, and even worth the seemingly high $380 million price tag.
But what impact will the Gaikai deal have on Sony in this generation and the next and how will it affect the video game business as a whole? Will Microsoft have to react by buying OnLive? Will Nintendo do anything at all? How will this affect the upcoming console battle? These are questions we put to several leading games industry analysts in our roundtable below.
Lewis Ward, IDC Research Manager
I think it's kind of a bombshell.
$380 million isn't chicken feed, especially for a company that's had a rough financial ride in the past year.
I don't know the particulars of the Zipper interactive, Sucker Punch, or Guerilla Games buyouts but this has to be one of the biggest deals in the history of Sony Computer Entertainment. That gives you a sense on how strategic Sony views the Gaikai platform.
"I think Sony will hold off on the streaming of AAA games until the PS4 arrives and they can offer some interesting subscription levels."
Lewis Ward
I think this is ultimately more about the PS4 platform than PS3, although I wouldn't be surprised to see some streaming game demos at least surface in Home and in the PS Store within the next year. I think Sony will hold off on the streaming of AAA games until the PS4 arrives and they can offer some interesting subscription levels.
I also believe the deal is important in the context of PlayStation Mobile: There's no reason games and game demos couldn't be streamed over WiFi to PS Certified smartphones and tablets. That may be phase two though, after it's up and running in a PSN/PS4 context.
I suspect Microsoft is working on their own cloud platform and won't buy OnLive and it would be out of character for Nintendo to buy a company like OnLive. So buckle up - it's going to be an interesting ride in the next year!
Jesse Divnich, EEDAR
Without a doubt this was a genius move by Sony. Although they've been doing quite well in video games, as a company Sony has been struggling. What the acquisition of Gaikai really does is it helps to future proof Sony, because no matter where the industry transitions, whether we're getting entertainment through Wi-Fi, through a Blu-ray player or discs at the store, it doesn't matter because no matter where technology goes over the next 10 years, they will be able to utilize Gaikai and its technologies to deliver entertainment straight to the consumer.
"Without a doubt this was a genius move by Sony... I don't think the market necessarily realizes how impactful and important this acquisition is for them"
Jesse Divnich
I think a lot of industry insiders thought the price of the acquisition was quite high, but really it's pretty reasonable when you think about the value this is going to give Sony five years from now, even 10 years from now. I don't think the market necessarily realizes how impactful and important this acquisition is for them. They may not realize all the potential of the Gaikai acquisition initially - obviously there's bandwidth issues, but I don't think anyone would argue with you that cloud won't be the dominant form of entertainment delivery five years from now. It works beautifully now and once we get the bandwidth there - it's more a problem in North America - Sony will be there. And this could be theoretically that five years from now, everything literally goes straight to the TV. You don't need a Blu-ray player or a game console; all you need is a TV and it could very well be a Sony TV.
Microsoft is working on their own forms of cloud technology, but I don't think this Gaikai move forces Microsoft to make an acquisition. I think this is something they will probably handle internally - they certainly have the skills and money to throw at this. Purchasing OnLive, which is probably valued at a lot more than $380 million, I don't see Microsoft making a play to acquire OnLive, whioch would probably be well over a billion dollar valuation. I think the Gaikai purchase puts OnLive's valuation beyond the reach of most entertainment players now - but I could see some cable companies or cell phone companies potentially looking at OnLive. I don't think anything's going to happen with OnLive for at least the next 12 months. OnLive only works when it's part of a bigger network, so I think it's going to happen. It's a matter of price and I think it's a little bit too early for anyone to make an acquisition, especially after the valuation Gaikai got today.
Billy Pidgeon, M2 Research
I think acquiring Gaikai is a good move by Sony, but this buy will pay out in the long term. Cloud gaming has terrific potential and will have a substantial disruptive impact on the industry realized gradually over the next ten to twelve years. Streaming high end console games will add value to free or inexpensive online services currently available from console vendors. However, cloud gaming isn't cheap and will have to be subsidized by subscriptions and advertising. I think we'll be likely to see tiered service levels and pricing for streamed games, with lower end casual games offered for free with advertising and high end game services bundled for premium subscriptions.
"It might seem counter-intuitive, but I think Sony should use Gaikai to bypass consoles and use streaming games to bring PSN to PC, tablets, smartphones and televisions"
Billy Pidgeon
Streaming games are going to be an important feature in Sony's next generation console, but I'd like to see Sony integrate cloud gaming with PSN for PS3. In the short term, Gaikai's cloud gaming service will help Sony provide wider game demo distribution and back catalog PS One and PS2 games to PSN consumers. It might seem counter-intuitive, but I think Sony should use Gaikai to bypass consoles and use streaming games to bring PSN to PC, tablets, smartphones and televisions. Consumers are going to be able to access games on multiple devices from a variety of hardware vendors using networked services from Apple, Google and Microsoft, and Sony will also have to compete on hardware other than its own.
Microsoft may be working on a proprietary cloud gaming system, but could buy OnLive or (another cloud gaming provider) to acquire any patents or unique technology that would help Microsoft to match or outperform Sony's Gaikai service. Cloud gaming is likely to be included in the next generation of Xbox, but could also be a valuable add for the Windows 8 platform on PC, tablets and smartphones. Microsoft should also consider using cloud gaming outside its usual hardware, specifically for television.
Wii U will allow local streaming, as games processed on the console can be played on the GamePad. Still, Nintendo should also invest in technology for streaming games from the network, as cloud gaming could be a "must have" feature in the next generation Xbox and PlayStation even though the potential won't be realized until further out. Dedicated console vendors without cloud gaming could be squeezed out between services provided by competitors and more accessible networked games from Google, Microsoft or Apple on multiple devices. And even with cloud gaming Nintendo will have to work harder to compete as its business model doesn't extend to convergent devices.
http://www.gamesindustry.biz/article...-a-genius-move
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July 4th, 2012, 02:09 Posted By: wraggster
Free-to-play is not necessarily a dangerous monster stalking the innocent gamer. But at times it feels like it could be.
Digging through the transcript of a 2011 stockholder meeting,Xbox360Achievements discovered the following comments from EA CEO John Riccitiello:
“When you are six hours into playing Battlefield and you run out of ammo in your clip and we ask you for a dollar to reload, you’re really not that price sensitive at that point in time,” he stated.
“So essentially what ends up happening, and the reason the play-first, pay-later model works nicely, is a consumer gets engaged in a property. They may spend ten, twenty, thirty, fifty hours in a game. And then, when they’re deep into a game, they’re well invested in it.
“At that point in time the commitment can be pretty high. It’s a great model and it represents a substantially better future for the industry.”
EA today said that it believes it is on the road to being a 100 per cent digital publisher.
http://www.mcvuk.com/news/read/when-...-reload/098915
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July 4th, 2012, 02:03 Posted By: wraggster
Sony is to introduce a number of PS2 games for PS3 in Japan later this month.
The PlayStation 2 Archives service will arrive on PSN on July 25th. Its debut titles are Resident Evil: Code Veronica (Capcom), Kessen (Tecmo Koei), Siren (Sony), Dragon Force (Sega) and Shin Contra (Konami).
Prices range between ¥1,500 and ¥1,200, Andriasang reports.
Unlike other titles on the PSN Archive service – which currently offers PSOne, PC Engine and TurboGrafx games – the new PS2 selection will be playable only on PS3 and not PSP.
The roster will be updated monthly, with a number of upcoming additions having also been named – Gunstar Heroes (Sega), Dark Cloud (Sony), Castelvania (Konami) and Dead and Alive (Tecmo Koei).
http://www.mcvuk.com/news/read/ps2-g...s-month/098920
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July 3rd, 2012, 12:43 Posted By: wraggster
The Pb2, the last clone of True-Blue is the first clone to work with the update 2.7 of True Blue-and thus be able to get in on games.
New / fixed: - Improved the code, stability and security dongle - Support of the following games: -> Devil_May_Cry_HD_Collection -> Meikyuu_Touro_Legasista_JPN -> Summer_Stars_2012 -> Armored_Core_V -> MUD_FIM_Motocross_World_Championship -> Metal_Gear_Solid_HD_Collection - > Sniper_Elite_V2 -> Prototype_2 -> NINJA GAIDEN 3 -> Yakuza_Dead_Souls -> Order Up -> Tiger Woods PGA TOUR 13 -> Warriors Orochi 3 -> Attouteki_Yuugi_Mugen_Souls -> Shin_Sangoku_Musou_Moushouden_ASiA -> Max Payne 3 - -> Dragon's Dogma -> Dirt_Showdown_PS3-Vimto -> SBK Generations -> Tom Clancy's Ghost Recon - Future Soldier -> Major League Baseball 2K12 -> Game of Thrones Firmware 1.2 Pb2 Official site: http://ps3break. com /
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July 3rd, 2012, 12:43 Posted By: wraggster
After Pb2, it is the turn of the Job-King to receive the update 2.7.
New / fixed: - Improved the code, stability and security dongle - Support of the following games: -> Devil_May_Cry_HD_Collection -> Meikyuu_Touro_Legasista_JPN -> Summer_Stars_2012 -> Armored_Core_V -> MUD_FIM_Motocross_World_Championship -> Metal_Gear_Solid_HD_Collection - > Sniper_Elite_V2 -> Prototype_2 -> NINJA GAIDEN 3 -> Yakuza_Dead_Souls -> Order Up -> Tiger Woods PGA TOUR 13 -> Warriors Orochi 3 -> Attouteki_Yuugi_Mugen_Souls -> Shin_Sangoku_Musou_Moushouden_ASiA -> Max Payne 3 - -> Dragon's Dogma -> Dirt_Showdown_PS3-Vimto -> SBK Generations -> Tom Clancy's Ghost Recon - Future Soldier -> Major League Baseball 2K12 -> Game of Thrones milerwan Thanks for the information. Firmware Jb-king 2.7 Official Site: www.jb-king.com
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July 3rd, 2012, 12:42 Posted By: wraggster
The team behind the Cobra USB is once again updated his dongle.
New / fixed: 04/04/03 - Changed the "Game Updates" (different server, no longer works on older versions) - Changing the "Download Game Covers" (different server, no longer works on older versions) - Added option "Blu-ray Disc Movie Region" parameter to change in the region / target Id for better compatibility with the films (not for Customs Cobra / True-Blue) - Support for themes ICON1.PAM 04/04/02 - Added 4.20 and spoof of the "4.20 to firmware version" - The "paste" will not remove the more contained in an existing file - Ability to set the timeout from January to September minutes or not timeout of the FTP server - Added 3 combos in MMOs (for full list refer to navigation.txt) -> Select + Cross maintained: select all -> Select + L2/R2: down or up in a folder or file cobra Multiman USB Base 04/04/03 04/03/03 FULL Multiman Cobra USB (sendspace 294Mo) Official site: http://www.cobra-usb.com
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July 3rd, 2012, 12:40 Posted By: wraggster
The developer of the Mac port of PCSX2, zedr0n, came back with a bang after some time of silence! He has released a new version of his 0.9.6 port of PCSX2 for Lion with some additional compatibility fixes. Here is what he had to say about it:
I’m releasing a slightly updated version of pcsx2 0.9.6 – it should crash less because of the audio plugin. 0.9.7 is proving very difficult so no update for now.
From this version onwards this becomes a regular .dmg bundle with pcsx2.app separated from the required libraries package – which is still included in the dmg by default.
You can get it from Downloads or direct link – pcsx2.dmg
The package has been cleaned so that all libraries reside in /usr/local/pcsx2 and can be removed easily. The Uninstaller.pkg included in the dmg will do that for you.
Latest version of XQuartz and CG framework still required You can download the new version from our Mac Downloads section.
In addition, he released an early 0.9.7 alpha port. This version should be considered unstable and pre-beta but you can give it a try. Here is what was posted about this:
And the day has come – I’m releasing a very early alpha version of 0.9.7 – it does play some games but you are advised to do a lot of save states.
I’m going to continue working on this so hopefully will get better as the time goes on.
You can grab it here: pcsx2 0.9.7.dmg
The installer includes another mandatory package – WXWidgets.pkg which should be installed after Libraries.pkg. Note that Uninstaller.pkg is going to delete the whole install but otherwise 0.9.6 and 0.9.7 coexist well. You can get this one from the PCSX2 Mac homepage. Keep up the good work zedr0n
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July 3rd, 2012, 01:26 Posted By: wraggster
Microsoft doesn't necessarily need to respond to Sony's $380m acquisition of Gaikai, analyst Michael Pachter has said.
According to the Wedbush analyst, Sony's proposed purchase of the cloud gaming firm is likely more related to pushing Sony TVs than traditional game products, as well as a strategic move to keep the cloud tech away from its rivals."I think that this is more related to Sony's integrated strategy, and ties into their hopes of selling more televisions. I know that Gaikai was purchased by Sony Computer Entertainment, but essentially, they provide a solution to play games without a console, so they make a lot of sense if built into Sony TVs," he told CVG.
"This could be both a strategic move to sell more TVs and a pre-emptive move to keep others from using the service. It's actually a very interesting deal, and the price is reasonable if it gives Sony an advantage over other television manufacturers while keeping the technology off the market so that others can't eliminate the need for a console."
Pachter said he's not sure Microsoft needs to respond to the deal because "they are making the [Xbox] console integral to the delivery of television content, so they have a different approach."
For in-depth analysis of Sony's Gaikai acquisition - and what it could mean for the next-generation of games consoles - read Dan Dawkins' Sony Gaikai dissection.
http://www.computerandvideogames.com...-says-pachter/
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July 3rd, 2012, 01:25 Posted By: wraggster
Development on the next-generation PlayStation 4 was fully underway by August 2010.
That's according to the Linkedin CV of a former SCEA R&D director Attila Vass. According to Vass' list of 'projects', he was working on the 'Graphics Library' and 'Security' for the "Next Generation PlayStation" from August 2010 to April 2012.With his work on Vita listed separately, it would seem that he's referring to the as yet unannounced PlayStation 4 console.
"I worked on graphics ( COLLADA, PSGL ) and a lot of network related technologies ( advertising, telemetry, PVRs ) for the Playstation2-x, PSP, Vita and Next Generation platforms," said a now-removed summary statement on Vass' CV.
Sony UK has declined to comment.
Sony has said it's not prepared to reveal its PlayStation 4 console until the system can demonstrate 'a significant leap' in technology.
http://www.computerandvideogames.com...d-2010-dev-cv/
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