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March 12th, 2012, 21:41 Posted By: wraggster
After the Magnet AR tech demo, now there's a concept game boasting card free augmented reality gaming
On the show floor at GDC last week Sony was showing off a tech demo in the form of an air hockey Vita augmented reality game that worked without any need for the physical 'Waar' AR cards.
As reported by Joystiq, 'AR Hockey' takes the approximate form of game design icon Pong.
The game clearly users Sony's 'Markerless AR' technology, although whether that means it makes use of a combination of gyroscopes and accelerometers, or something similar to the 'Magnet' approach is unclear.
Magnet, which wowed an audience at GDC, demonstrated an impressive new Sony London-created tech that gives Vita AR games similar inputs to those that Kinect's 3D depth sensing cameras utilise.
In combination AR Hockey and Magnet demonstrate that Sony has an ongoing commitment establish Vita as a platform for AR games. How much developers and consumers are willing to embrace AR remains to be seen.
http://www.develop-online.net/news/4...th-Vita-Hockey
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March 12th, 2012, 17:23 Posted By: wraggster
news via http://www.emucr.com
Soywiz's Psp Emulator Git (2012/03/08) is compiled. Soywiz's Psp Emulator is a PlayStation Portable (PSP) emulator, emulator for windows. This emulator born as a proof of concept of an emulator made in D. Now it's getting more and more compatible with homebrew, and gaining in features and speed. The emulator was based in it's first version on great Noxa's C# pspplayer emulator.
Soywiz's Psp Emulator Git Changelog:
* - Small typo fix that fixes demos/text.elf and Castlevania menus
* - Refactorings
* - Fixed skinning
* - More Work
* - Fixed intraFontTest
* - Refactorings, cleanups, documentation and added and fixed some tests
* - Added prxdecrypter for reference
http://www.mediafire.com/?8uq482if971z0n2
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March 12th, 2012, 13:51 Posted By: wraggster
via http://www.emucr.com/
Pokopom PSX Pad Plugin SVN r14 is compiled. 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. It currently has no configuration available, and defaults to use the first and second XInput controllers as pad1 and pad2 respectively.
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:
r14
Pokopom:
-. Automatic dll version... I think.
http://www.mediafire.com/?du6u0r9r96cwcm0
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March 12th, 2012, 13:12 Posted By: wraggster
modrobert writes: "I tried to be funny with the news headline there, but it failed, moving on. You can now remarry the PS3 Blu-ray drive using custom firmware v3.55, before you had to downgrade to firmware v3.15 to do this. The info and software can be found here in the download section. However, you still need an USB jailbreak dongle (Eg. Amazebreak or ecliPS3) to enable factory service mode. So, what does 'remarry' actually mean in this context? Simply put it allows you to replace the Blu-ray drive with another one, which normally would fail due to the Blu-ray drive firmware making each drive unique. Thanks goes to crispycritter911 for the heads up, and welcome back m8."
http://www.eurasia.nu/modules.php?na...ticle&sid=2970
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March 12th, 2012, 13:08 Posted By: wraggster
While its importance is seen in front of the forgotten great changes that had to hack the PSP since late 2010, the old battery hack using "Pandora" and the famous "Magic Memory Stick" still keeps its place in the debrikage PSP Slim or FAT 100X 200X non-8C.
Made its debut in the famous DarkAlex , the "C4Eva" of the PSP scene at the time, this hack still interested a lot of people and especially for the update to install directly the new CFW with custom IPL as neur0ner of the ME or the PRO of Virtious ColdBird Flame and of course the PSP Pandora compatible.
And now a new very interesting contribution, the duo Total_Noob and his colleague Hackman both come complete reverse-engineering the famous Despertar del cementerio in its version 8. This eventually they share with the PSP scene fruits of their work through the German forum PSPKing.de This innovation will pave the way SDC can be set that allow direct installation of CFW ME on PSP or PRO compatible Pandora, but also the work of these debrikage PSP. Just to reiterate, the kit SDC 8 is composed of two elements: - An original PSP battery changed so software and hardware to slip your PSP compatible (FAT 100X or 200X slim non 8C) in service mode, often called Pandora battery. - A Memory Stick on which you install the homebrew "Despertar del cementerio" with a custom IPL (Initial Program Load). Once the two together on the PSP compatible it will boot automatically on the custom IPL from the memory card and not on the content of the nand. In this way the SDC launches and offers to you services that are: - The downgrade of firmware to a version according to the X model. - Direct installation of CFW 5.0 M33 - The dump and restore the nand - Get information on the hardware console. Source and download link in it: http://www.pspking.de/forum/
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March 12th, 2012, 00:56 Posted By: wraggster
CondorStrike Solar's dad or some themes for Multiman out a small utility that allows you to enter Recovery mode directly from the XMB.
Tested on Rogero and Kmeawn the author points out that it could run on PSP and PS Vita and it does not downgrade from firmware than 3.55. Thanks to the green-to information. Condor Updater 1 Official Website: www.tortuga-cove.com
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March 12th, 2012, 00:51 Posted By: wraggster
via http://psp.dashhacks.com/2012/03/08/...hidden-exploit
PSP exploits are somewhat of a common creation now. Ever since the start of the PSP hacking scene there have been numerous hello world's and game exploits popping up showing what the developer and their PSP are capable of. While the PSP scene may be dying, this does not mean these old creations can't still be put to good use.
PSP scene developer "Xerpi" has recently pushed out his own exploit, which may end up leading to a VHBL/Port for the PS Vita. Now before anyone gets ahead of themselves, the exploit is currently on the PSP. The first step towards progress and impregnating the Vita with it is to make sure the game is available for the Vita.
Here's hoping some progress is made with [COLOR=blue !important][COLOR=blue !important]Sony's[/COLOR][/COLOR] new flagship console. [COLOR=blue !important][COLOR=blue !important]Video[/COLOR][/COLOR] below shows the exploit in action.
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March 12th, 2012, 00:45 Posted By: wraggster
via http://wololo.net/wagic/2012/03/08/v...exploit-found/
I honestly stopped counting how many psp “hello world” exploits in PSP games have been announced over the past months, but these exploits are getting a second life now that they symbolize a possibility for homebrews on the PS Vita.
This time it’s scener Xerpi who found an exploit, which I haven’t confirmed yet, but I should be able to give it a try sometimes this week. Will this lead to a VHBL port/release? First we need to make sure this game is actually available for the Vita. After that, only time will tell, but I’ll do my best to help
Congrats, xerpi!
Note: Let me emphasize that I am aware of several psp game exploits being available, and releasing VHBL for them or not is basically up to their authors. I’m of course offering my help to port VHBL (although my free time is limited. Porting VHBL is relatively easy, but even with some experience, from the exploit to the VHBL port it can easily take 30 hours, if you include debugging. That’s not mentioning that each game usually comes in several versions.)
Another note: you might think, seeing all these videos of exploits, that finding exploits in psp games has become super easy. This is not entirely true. I am sure that my tutorials have made these things easier, but going from a crash to a hello world still requires lots of patience and dedication.
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March 12th, 2012, 00:43 Posted By: wraggster
via http://wololo.net/wagic/2012/03/07/v...ts-after-vhbl/
Many of you have noticed that VHBL is far from being a full vita hack. Not only is it only impacting the PSP emulator, Sony was fast enough to remove Motorstorm Arctic Edge from their store before the hack became mainstream. Many people have asked me if I have other plans for the vita moving forward, and the answer is that, of course, I do.
But readers should actually focus their attention on the work of some other hackers, far more skilled than me. For example, as I was “entertaining” Sony with some Child Play, significant progress was made on reverse engineering the CMA client by Yifan Lu (of Kindle hack fame). His work is paving the way to a truly open source PC client for copying files to and from the vita, which could to some extent allow us to copy files without being constantly connected to the net (in the meantime, Windows users have open CMA)
He’s not the only hacker who started looking into the Vita. It seems Sony managed to unify their portable and home console ecosystems: the Vita seems to be the bridge between the PS3 and the PSP, not only for Sony, but for hackers as well, as we see both the PSP scene and the PS3 scene taking lots of interest in the PS Vita. It seems to me now that every possible vector of attack is being analyzed by several hackers. We all put our attention on the stuff we know of course, this is why our community has been focusing a bit on the PSP emulator, but people like SKFU are looking into the network communications of the Vita, and I’m sure hardware hackers all over the world are hard at work to start being able to read those “proprietary” cards.
A new device is always extremely exciting, for those of you who have never hacked and might be interested, this is the best time to give it a try, when everybody is basically a noob. If some of you are interested, this page gives a few pointers, which, despite being psp specific, might help you getting the basics of “playing” with a device. I’m sure we all try with the techniques we “know”, but most likely, Sony is not repeating their errors from the past.
As far as I’m concerned, I might or might not port VHBL to other PSP game exploits if I have time (either helping people who have an exploit – contact me if you do and need help with HBL -, or working on some of the old game exploits I still have that are lying around), improve the existing VHBL for motorstorm, and/or start digging into actual Vita research.
The reason I’m not sure I will immediately put more effort in VHBL is because Sony will most likely patch the most obvious vulnerabilities of CMA in their next update, making VHBL more or less useless. Of course, let me remind everyone that VHBL is open source, and if you feel like creating your own menu, or want to help improving homebrew compatibility, please feel free to do so!
Fake alert
On a side note, I’m getting reports on a Vita “hack” going by the name of N3rOS4T. This is an obvious fake, which aims at getting money from ads click, and will give you at best a huge waste of time to answer a survey (and give these guys money), and at worst a virus. Spread the word on this one. One good thing is to report their videos as scam on youtube when you stumble upon them.
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March 12th, 2012, 00:42 Posted By: wraggster
via http://wololo.net/wagic/2012/03/05/v...ened-that-way/
Many people have doubted my plans for the release of VHBL, and I’ve received a good share of insults when VHBL was not available exactly on February 22nd for public consumption. As a matter of fact, the release of VHBL had started on February 21st, but some people didn’t see what was happening…
When Teck4 announced he had a running hello world on the PSP Emulator of the Vita back in December, I quickly contacted him (thanks to the help of mamosuke) in order to offer my help porting HBL to this exploit. Quickly, it was obvious to all of us that as soon as the exploit would be made public, Sony would at least remove the game from the store, and possibly patch it before putting it back. Previous history with the mercury exploit showed us that when they have access to the exploit, Sony was extremely fast to remove the game from their store (approx. 1h between the release of the Mercury exploit files and the game being removed from the store). In addition to that, the possible spying through the CMA and the crash log on the vita made it dangerous to even share/run our work in progress.
Therefore came the question: how to make such an exploit useful to as many people as possible without Sony removing the vector of the attack super fast? Publicly announcing the exploit and giving away the files at the same time was a no go, we knew (or thought we knew) from experience with the Mercury exploit that sony would react quickly. In addition, assuming Sony monitors the sales of their games, revealing the game to thousands of people at once might have triggered alarms on their end, giving away the name of the game.
Our conclusion, and the release plan, therefore became the following: Give away the name of the game to people we trust, in a progressive way so that a “good amount of people” could buy the game on a daily basis without going above any threshold that might be in place for the monitoring systems. I of course don’t know this threshold (or if it ever exists), but went with a random number: let’s give away the name of the game to about 1000 people every day.
Of course, these people have to be people we trust with the secret, but where would one find thousands of people they trust? I decided to go with our /talk community. This was a bet, of course, but starting on February 21st, every day, 1000 additional people were made aware of the exploit. Of course, I started with the people I trust the most, and ended with the people I trust the less. I won’t give the exact algorithm, but I’m sure you can figure out the basics by yourself. (People who have been in the community a long time ago got the information before recent members, etc…). I will refine that algorithm if I ever do such a “ninja release” again.
This release plan was almost explained in “clear” on the vhbl page (the content of that page has changed since then), which was asking people to check their /talk account on a regular basis. And it seems lots of people understood the message, as we got a massive amount of subscriptions starting on February 22. As a matter of fact, most people who registered around that date got the information 1 day before it was really made public. By February the 29th, potentially 6000 people were aware of the name of the game, and were refraining from insulting the 3-4 guys who were still blindly complaining on my blog that I kept delaying the release to boost my ego or because it was actually a hoax…
That settled the announce for about 6000 people, which I think is a good number. Of course, in these 6000 people, not all of them own a vita, or had money to buy the game, or actually connected to their /talk account in time. But at least I had done my best to guarantee that the people who have been in the community with us for a while were the ones in the best position to get access to the hack, and hopefully hundreds of them got the game long before its name was made public. This was a win-win situation, as I managed to get the hack to people who matter “the most” to me (that’s of course an average, I’m sure some people have been reading this blog for months now, never created an account on /talk, and are pissed to read that… this is nothing personal, I had to make such a choice at some point), while being quite sure that our oldest members, who had been with us since the early hbl days, would probably know better than to leak (and that more or less worked fine).
There still was the problem that even if these people would not leak intentionally, the crash log system of the Vita made it possible for people to unintentionally leak the name of the game. I’m sure if Sony started seeing hundreds of crashes in the same game, they would start looking closely into it. Again, I am not sure these crash logs are actually sent to Sony, but out of precaution the actual HBL files were only sent in advance to a handful of people, while most people would have to wait for the actual release.
Announcing secretly this exploit to thousands of people was already a good move IMO given the circumstances and how easily Sony could remove the game from under our feet. But then came the next challenge: how to get as many “other” people (people who are not registered on /talk) to know about the game, and give them enough time to grab the game? Well this one was quite impossible, but I made a bet: if Sony didn’t have any actual exploit to patch, any kind of proof that there was indeed a hack, they would probably not remove the game from the store. It turns out I was dead wrong on this one, which was (that and the fact that the game was not available in the US) the only real bump in that release. To be honest, anybody who managed to get the game while not having seen the info on their /talk account before is someone I consider as an extremely “lucky bonus”. Of course, I would have preferred if Sony hadn’t pulled the game out of the store, but I’m still happy with the way things turned out.
One thing I think I could have done much better is to announce the name of the game on the weekend, when Sony’s offices probably have less people monitoring all the stuff. That was my initial plan, but I stupidly changed my mind for several reasons, the main one being the cancellation of the PSN maintenance.
So tell me, would you have handled this release any better, had you been in my position? Does it now make sense why it took “so long” to announce the name of the game, or do people who insulted me on my blog still think I was trying to boost my ego? (seriously guys, that was really painful to read, given the efforts I was putting into making sure as many people as possible would get the exploit… after all, keep in mind that personally I could decide to keep the HBL port for myself, or for just a handful of hackers and friends… instead I came up with a plan to get as many people as possible to get access to the hack). In retrospect, I hope my posts from the past few weeks now make much more sense.
I don’t think my idea was perfect, but I still think it was pretty good given the many obstacles in our way, but I’m interested to get more ideas… I don’t think we can really beat Sony when an exploit involves a content hosted on their servers, but surely there are ways to make lots of people know about those somewhat secretly (and if you have an idea to make such releases that you really think is brilliant but needs to be kept secret, feel free to send it privately to me by email)
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March 12th, 2012, 00:40 Posted By: wraggster
via http://wololo.net/wagic/2012/03/04/v...ome-that-dont/
Some people have asked me to test some homebrews on VHBL. Although I cannot test every single version of every single homebrew, I tested a few things. For now, compatibility is not impressively good, but remember the early days of HBL, when we went from 1 or 2 homebrews that worked, to hundreds of them… If the community around VHBL is as active as the one we had around HBL, I am sure compatibility will improve with time.
Anyways, here is a list of homebrews I tested, that work, or don’t:
Work
•Doom
•Picodrive (genesis emulator)
•snes9xTyl (snes emulator)
•emuMaster (GB/GBC/SMS emulator)
•Wagic (heoric fantasy card game)
•Zombie Crisis (Doom Like)
•Spider Solitaire
•ScummVM
•Bookr
•PSP Write 1.2.1
•PSP Filer 0.6
•Daedalus (0.13 is the one I tested)
•FCEU-PSP (Nes emulator)
•T.O.M.E. (text mode rpg)
•Cave Story (platform)
•Counter Strike PSP
Don’t work, but could probably work with some minor fixes
•Lamecraft: There is a problem creating/loading maps because VHBL cannot seem to load the keyboard API. A minor tweak to lamecraft’s source code could help writing an alternate way of creating/loading worlds
•GPSP Kai: the gba emulator “almost” loads fine but fails at the very last step, on the vita only (works fine on the PSP if memory serves well). A bit more investigation might solve the issues. Edit: some people are reporting here that it actually works
Don’t work, further investigation is needed
•Kurok PSP
•Rhythm 8
•PSP Revolution 0.3
Those guys simply refuse to start… it is most likely because of a missing syscall, but I haven’t investigated yet. I’m kinda lacking free time this days and sure hope that more devs will join the fun once version “1″ of VHBL is released
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March 12th, 2012, 00:39 Posted By: wraggster
via http://wololo.net/wagic/2012/03/04/a...d-the-psp-emu/
In this article I will share a few of the things I’ve found on the vita while working on VHBL, and in particular in the psp emulator part. I’ll also give some details that will be useful to people who want to write PSP homebrews compatible with the Vita, or to people who would like to write an alternate menu for VHBL. There’s probably nothing major or groundbreaking in there, but this is information I didn’t want to share until VHBL was released, as some of the things described here will probably end up being patched in further CMA/Vita firmware updates (I don’t think the explanations given here give away anything that couldn’t be found by an engineer looking at how VHBL works. There’s no magic in the stuff I do with VHBL).
Details about the PSP Emulator on the vita
I developed VHBL mostly on a PSP1000, but made some tests on the Vita once in a while as well. I found three major differences between a regular 6.60 PSP and the emulator.
First, it seems to me that it is impossible, within the PSP emulator, to copy a file named EBOOT.PBP inside a subfolder of the PSP/GAME folder. For example, the Vita prevents the emulator from creating and/or writing in a file named PSP/GAME/Wagic/EBOOT.PBP. This is probably a security for the emulator to avoid erasing a PSP game by mistake? wMenu bypasses this security by changing the EBOOT.PBP filename into wmenu.bin when extracting it from the “install.zip” files. This lack of EBOOT.PBP files is also probably why all those homebrews show up as “corrupt” in your content manager. Note that the PSP/SAVEDATA folder does not have this issue.
Another issue is that normal API calls to “readdir” do not seem to return the “.” and “..” folders. I initially thought that this was a problem with my VHBL port, but this does not happen when running VHBL on a PSP. To the normal user, this means that some emulators will not give you an opportunity to load roms from any place else than where the homebrew itself is located (typical symptom: you can’t “navigate” in the folders from your favorite homebrew). To developers, this means you might need to come up with a different way of “browsing folders”. For wMenu I ended up counting the number of “/” symbols in the path instead of relying on readdir. This limitation is usually not leading to a compatibility problem with homebrews, but some of them might behave strangely because of that.
Finally, and that is probably obvious, it seems only ms0:/ is accessible from the PSP emulator. I wasn’t expecting to see the full content of the PS Vita’s memory card from within the PSP emulator, but it also seems that there is no flash drives… don’t quote me on that, but it seems to be what I’m seeing through PSP Filer. Update on this: some people (namely, yosh) are telling me that for example fonts from the flash0 folder can be read.
CMA and it’s limitations
The Content Manager Assistant is a revolutionary piece of software installed on your Vita that does not only manage to be extremely inconvenient to use, it also appears to be crippled with security holes and limitations.
Copying homebrews and installing exploits on the PSP was relatively easy: the PSP was recognized as a USB drive on your computer, which allowed us to simply copy files in there. The CMA makes this more complicated: CMA allows us to copy images, videos, music, psp savedata, and vita/psp games. I have yet to verify, but it seems any data identified as “corrupted” will not be copied (although, I’m thinking this might not be the case for video/image/music files). The CMA also decides where to copy the files. You cannot choose to copy your mp3s in a way that they will be accessible from the PSP emulator, for example.
This means I had to change the structure of HBL a little bit in order to get it to run on the Vita. I needed something that would be accessible from within the PSP emulator, so the files had to be contained within a PSP Game or a PSP SaveData. Since PSP Games on the Vita are packaged/signed in a specific way that I didn’t try to understand, packaging HBL fully inside a Save data seems like the most obvious way (while in the past, HBL was installed at the root of the memory stick, this couldn’t happen here since CMA decides for us what goes where). In addition to that, CMA will not copy the subfolders inside some savedata, only the files directly in the folder. This means everything needs to be flat, which is in essence the “core” of the changes that were required to get HBL to work on the ps vita.
Since the CMA does not copy subfolders for PSP savedata, and since psp savedata was my only “entry point” to copy stuff inside the PSP emulator (including the exploit, HBL, but also homebrews), this made things not very practical to copy homebrews that often have subfolders. The idea here was simple: let’s pack the homebrew inside a zip file, put that file in the savedata, get CMA to copy the savedata folder on the memory stick, then unpack the zip from within HBL. This is the reason for the somewhat “complex” homebrew installation system that people have to follow with VHBL. Of course, VHBL would still work with a different installation pattern, so if other people want to come up with other ways to install homebrews, they just have to create an alternate menu for VHBL.
wMenu is, for historical reasons, not open source. However, the HBL svn contains the source for a basic menu that could be extended in order to support zip “unpacking” or any other homebrew installation system. I’m looking forward to seeing alternate menus for VHBL.
Network and paranoia
CMA requires you to be constantly connected to the internet while you are copying files. When I first learned about that I really freaked out, on top of being angry at this unneeded requirement. In addition to that, the PS Vita itself is potentially monitoring lots of the things you are doing with it. In my particular case, what annoyed me was the “error log” mechanism. As its name tells you, that thing logs crash reports every time your console runs into problems. I assume these logs are regularly sent to Sony when your console goes online (I have no proof of that, but I’d rather assume it’s the case. If you can prove me wrong, please do so). That system is probably here to improve the customer experience, by helping Sony to quickly find the applications/games that have largely-spread issues. In my case, this was a problem because every time I had a crash in VHBL while developing it, I ran into the risk of letting Sony know which game was involved in the process. This is the main reason I did not distribute the VHBL files even to people who were aware of the game long before the info went largely public: people could have leaked some critical info to Sony without even knowing it.
A log taken on the day VHBL was ran for the first time on a PS Vita. Did Sony know about this since day 1?
To address the CMA network issues, openCMA was the solution I used during VHBL’s development. For the crash log system, I had no option but to connect my console as little as possible to the network… Works being done on the network side, such as SKFU’s proxy are probably going to become necessary in the future for people who want to use their
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March 11th, 2012, 23:32 Posted By: wraggster
The US launch of PS Vita was met with "overwhelming enthusiasm" from gamers, Sony has insisted.SCEA's corporate communications boss Patrick Seybold said Vita had enjoyed "exceptional" sales in the US."After months of anticipation, the US launch of PlayStation Vita saw overwhelming enthusiasm amongst gamers, resulting in exceptional hardware, software and peripheral sales," he said.Sony failed, however, to reveal a US sales figure. Instead, it pointed to its already announced global sales total of 1.2 million, made since Vita's launch in December last year in Japan."Customer satisfaction rates are very high and momentum will continue as gamers get their hands on a deep line-up of blockbuster titles that take advantage of PS Vita's unique features, including cross-platform play with the PlayStation 3," Seybold continued.Last week analyst Nicholas Parker said Vita had sold 61,000 units during its UK launch. If the figure is accurate, Vita sold substantially fewer units than its predecessor, the PSP, which shifted 185,000 units during its launch window in 2005 in the UK - a record that still stands today.
http://www.eurogamer.net/articles/20...ing-enthusiasm
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March 11th, 2012, 23:31 Posted By: wraggster
Sony has announced a raft of new PS Vita games for launch in Japan.Among them are Phantasy Star Online 2 and Persona 4 The Golden.Phantasy Star Online 2 was previously a PC exclusive. According to Andriasang, series producer Sakai Satoshi said the PC and Vita versions will be played on the same server, and you'll be able to play the same character on both versions.Also spotted in a new video: Super Robot Wars (Namco Bandai), Heroes Zero no Kiseki Evolution, Gundam Seed Battle Destiny (Namco Bandai), and a new game from Mega Man creator Keiji Inafune.In a video message (translated by Andriasang), Inafune described the mysterious Vita title as an "Inafune-like" game. It's also "amazing", but then he would say that.Andriasang suggests Inafune's next will be published by Sony Computer Entertainment.Sony also announced Discovery Project, a collaboration with Japanese company Kadokawa Games. According to Andriasang, it is unclear what the project is, but it will involve Vita owners working together in some way.Heroes Zero no Kiseki Evolution, from Japanese companies Falcom and Pyramid, is an updated Vita port of a game originally planned for PSP, Andriasang said. The developers decided to make the switch to Vita because of concerns over the limits of UMD space.All of these games are Japan-only - for now.Meanwhile, Sony has announced a 28th June release date for the Vita version of Metal Gear Solid HD in Japan.
http://www.eurogamer.net/articles/20...ames-for-japan
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March 11th, 2012, 23:15 Posted By: wraggster
Sony's subscription music streaming service, Music Unlimited, is now available on the Vita. The app touts a touch-navigated menu system and the ability to listen to music offline, which is a first for the service, but is otherwise unchanged from its various other iterations across Sony devices. There's still two levels of service at $3.99 and $9.99 monthly, with cross-platform "Music Sync" technology that keeps your various Sony devices pumpin' the same jams.
We'd love to have been a fly on the wall during the Music Unlimited naming meeting at Sony HQ: "We need a name that communicates the fact that our service provides people with music. But, like, a lot of music. There's so much music in our service, you guys."
"What about The Infinite Blackness of the Void of Horrible Space, With Music™?"
"Johnson, you're fired. Turn in your unlimited coffee voucher on your way --Johnson you're a genius."
http://www.joystiq.com/2012/03/10/ps...e-now-on-vita/
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March 11th, 2012, 23:12 Posted By: wraggster
All right, so the existing Vita AR games aren't hits. But Sony's still trying, demonstrating a new AR game at GDC that's more impressive than the current lineup. It's Pong.
AR Hockey, which the Sony staff assured me was currently only a tech demo, is an air hockey game in which two players face off over a rectangular surface, each controlling their paddle by physically shifting left or right.
Unlike, say, Table Soccer, which uses six damn cards, AR Hockey can build a playing field out of any rectangular surface it detects -- basically, any corners the Vita can see. This is the "markerless" AR tech shown by Sony back at TGS, and it seems to work just fine, even if you move the Vita around to change your perspective on the game. Though, as one nearby attendee asked, "Why would you want to do that?"
http://www.joystiq.com/2012/03/10/vi...without-cards/
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March 11th, 2012, 23:06 Posted By: wraggster
In 2008, staff from Metroid Prime developer Retro Studios broke off to form a new company, called Armature. Though it was initially partnered with EA, nothing has come of that deal, and to date no projects have come out that are officially attached to Armature.
It's quite a surprise, then, to see the studio's name on this Japanese website for the PlayStation Vita version of Metal Gear Solid: HD Collection. Its name is listed as co-developer along with fellow Austin studio Bluepoint Games, who was responsible for the console versions (and many other HD remakes of this generation).
So if you decide to pick up Metal Gear Solid 2 and 3 in handheld form this summer (June in Japan), you'll be playing the first game(s) by Armature Studio
http://www.joystiq.com/2012/03/11/ar...-edition-on-v/
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