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March 4th, 2012, 23:27 Posted By: wraggster
Rogero releases a new version of his custom firmware.
New / fixed: - Spoof integrated version 4.11 (this does not allow access to the PSN but just to avoid accidental SHIFT and you can download online SHIFT) - NoBD patch: it allows you to install CFW on a console without a BluRay player or drive off (especially useful for the downgrade) - Bring a few corrections that avoid the black screen and the problems encountered with some payload backups on some PS3 This version is not performed with the Builder and PS3MFW 'OFW 3.55 but based on CFW 3.55 kmeaw and tools released by the team fail0verfl0w. Thanks to the green-to information. Official site: http://tortuga-cove.com
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March 4th, 2012, 23:26 Posted By: wraggster
As explained earlier this year , The Team E3DIY gives us today the scheme to operationalize its E3 Flasher with dual-boot.
It provides an English manual to explain how surgery. The team adds that the dual-boot is still functional in 4.11 and advises to update in 4.11 before a downgrade. Official site: www.e3-tech. net
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March 4th, 2012, 23:25 Posted By: wraggster
The team behind the Cobra USB Multiman updates in version 4.02.
New / fixed: - Added a new display mode (TMB - Top Media Bar) to replace mode "Box Art" - New setup option "Top Media Bar Color" to set the colors back and forward mode TMB - Added a new default background TMBBG.JPG - file copy speed improved - Optimized use of memory (10 MB still available for operations) - Scan can / dev_usb010 in / dev_usb099 for files PSX/PS2 / PS3/PSP/BD/DVD - Added four colors to define SIDE / TMB and two options in COLOR.INI - Added a function to exit to the XMB in now or Round Cross (depending on the setting of the cross / circle) - Added a scroll bar in a virtual course many matches - Staining for remote RED: Exit GREEN: Screensaver YELLOW: Restart BLUE: Back and file manager Multiman Cobra USB Full 04/02/00 Official site: http://www.cobra-usb.com/
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March 4th, 2012, 23:19 Posted By: wraggster
via http://psp.dashhacks.com/2012/02/27/...what-you-asked
You asked for it and the wonder developer that is Babkock delivered. ToneMatrix 0.9 was pushed out yesterday, adding the much asked for feature that was saving or exporting your songs.
Babkock says that "In this update, I added a much-requested feature: the ability to save and load your songs! ToneMatrix 0.8, which I didn't release to the public, added a 16-grid sequencer, so sixteen different grids will play one after another. 0.8 also added cut grid, copy grid, and paste grid functions. I highly encourage the uploading of songs to the internet, to share with other ToneMatrix users."
You heard the man! Get creating with your ToneMatrix expertise, and enjoy the homebrew. I know I for one am going to use this for some random tracks in YouTube videos when I get around to it. What will you use it for?
http://www.psu4ever.com/babkock/down...matrix-0.9.zip
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March 4th, 2012, 16:06 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 4th, 2012, 16:05 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 Vita without being constantly monitored.
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March 4th, 2012, 16:00 Posted By: wraggster
via http://wololo.net/wagic/2012/03/02/v...edge-released/
If you are lucky enough to be one of the few owners of Motorstorm Arctic Edge, VHBL is now available for download.Please report Success/Failure here
As you will see, installing homebrews is a bit of a pain, so if you’re a good hearted guy who understands my explanations in the readme, please feel free to share homebrews packaged “correctly” for VHBL. Note: you can have several homebrews in one “install” file. For example if you zip all your PSP/GAME folder, all the homebrews in there can be installed at once by VHBL.
Credits
HBL port to the KR/US/EU/JP versions of the exploit by Wololo
Thanks go to:
- Teck4 for the Motorstorm exploit
- All the devs who made HBL what it is today, in particular m0skit0 and JJS
- Mamosuke, j416, Some1, and all the other devs who kept the secret, that’s much appreciated guys
- Monsieur2T2R for the cool VHBL icons/wallpapers
Vita Half-Byte Loader is a project to port the PSP homebrew loader HBL to the Playstation Vita, through the PSP emulator on the Playstation Vita.
Half-Byte Loader (HBL) is an open source Homebrew Loader for the Sony PSP and the PS Vita. It allows to play fan-made games on any PSP up to firmware 6.60, and on the Vita up to firmware 1.61. HBL allows to run emulators for the Game Boy, Nintendo 64, Sega Megadrive, NES, Super NES… and many other applications.
Disclaimer
- VHBL does not technically allow you to play any pirated PSP or Vita games.
- Although VHBL is free and open source, the current version relies on a vulnerability in a specific PSP game (Motorstorm Arctic Edge) that you need to buy from the PSN. VHBL comes with no guarantee, especially I cannot guarantee it will work on your Vita, so remember that you pay for a PSP game, and not for anything else. I do not do refunds for the money you gave to Sony
- It is super easy for Sony to patch the vulnerabilities used by this tool, given the amount of control they have on the PS Vita. VHBL runs fine on firmware 1.61, but for all I know it is possible for Sony to patch the game’s vulnerability without a firmware update. So, once again, before buying the game and downloading VHBL, you need to understand that you pay for the game, and VHBL is a bonus that might or might not work
EU Version
JP Version
KR Version (Seen at least on the HK store)
US Version (not very useful)
How to Install and Run HBL
- It is *strongly* recommended that you turn of all wireless connections on your PS Vita, and that you use OpenCMA on your PC instead of the regular CMA. This is recommended because otherwise your console has a way to force you to upgrade the firmware even before you get a chance to use the exploit.
- Extract this HBL archive in your CMA PSP Savedata folder. It is a folder on your PC named PSSAVEDATA/[lots of random characters here]. If you don’t know where it is, check your settings in CMA
- Connect your PS Vita to the PC through the CMA, it should give you the possibility to copy the savedata from your PC to the Vita. If not, you probably extracted it in the wrong folder. (Note: You will also want to install some homebrews with a similar technique, read the section below)
- To run HBL, start the Motorstorm game, select “Load” in the savegame menu, open the HBL savegame, then go to “Wreckreation > Time Attack” and select “No”. At this point, HBL should start. See the video below for details:
How to Install and Run Homebrews
Installing homebrews on the PSP was an easy task. On the Vita, until better solutions are provided, it’s quite a pain in the ass.
The CMA will only let you copy savedata, and will not recursively browse folders.
To address this, HBL comes with a tool that can extract archives with a specific structure.
Packaging the homebrew for installation on the Vita:
1) download PSP homebrews from your favorite website
2) extract the homebrew somewhere on your hard drive, and with your favorite utility, zip it again with the *store* setting (no compression), in a file that you will name “install.zip”
3) take any PSP savedata (but not the one used for HBL!), and add the “install.zip” to that folder, in your PC CMA folder. so your PSP Savedata will look something like this:
in folder PSSAVEDATA/1a2b3c4def5678/UCUS12345000/ (or something like this) you will have the following files:
- ICON0.png
- PIC1.png
- DATA.bin
- PARAMS.SFO
- install.zip
Here you can download an example of packaged homebrew: Doom
Installing:
1) run OpenCMA on your PC, and CMA on your Vita
2) copy the previously packaged SAVEDATA (see above) with your homebrew in “install.zip” on your Vita
3) run HBL (how to run HBL is explained in the previous section)
4) navigate with the HBL menu to the SAVEDATA folder, then go to the folder you just downloaded (in my example, UCUS12345000), and clikc cross or circle on it
5) At this point, the HBL menu should ask you if you want to install the homebrew. select yes, and wait until HBL is done extracting your homebrew
6) The homebrew is now installed, and you can run it by going to the GAME folder, if everything went well, a new subfolder with your homebrew has been created here, and you can run the homebrew
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March 4th, 2012, 15:40 Posted By: wraggster
The PlayStation app available for iOS and Android devices has been updated to coincide with the release of Vita.
Update version 1.3 apparently lets you "get all the latest PS Vita news, games and peripherals info", and a bonus augmented reality feature that lets you "discover Vita"."All you have to do is find a PS Vita logo, zap it and this will trigger the interactive animation," says Sony.
Sony also teases the upcoming release of version 2.0, which it says will be a "big release" with multiple new features.
See images of the new AR feature in version 1.3 through the source link.
http://www.computerandvideogames.com...-vita-content/
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March 4th, 2012, 15:36 Posted By: wraggster
The London rioters who stole a PSP and 10 games from 20 year-old student Ashraf Rossli after his jaw had been broken and bicycle stolen have been found guilty of various crimes.John Kafunda, 22 - the man videoed helped a bleeding Ashraf Rossli to his feet - was found guilt of robbery at Wood Green Crown Court.Kafunda appeared to be aiding Rossli as 24-year-old Reece Donovan strode over and began rifling through Rossli's bag. But instead of preventing Donovan, Kafunda joined in.That moment (video below).
Donovan was videoed walking off with what turned out to be a PSP and 10 games. Donovan was found guilty of theft. The jury is deliberating whether he's guilty of robbery."I knew they were stealing from me but I could do nothing."Ashraf Rossli
Theft is the lesser of the two crimes. It involves simply taking something from someone. Robbery, however, involves theft and a form of violence.Kafunda didn't appear to take anything, but guided a confused Rossli away when he cottoned on to what was happening.Both Kafunda and Donovan have been found guilty of violent disorder."I knew they were stealing from me but I could do nothing," commented Rossli, reported byBBC News."I was sat on the pavement with blood pouring from my mouth."I remember being approached by a male who asked if I was OK. I remember being pulled to my feet, then I felt someone again tugging at my rucksack."I was not in a position to defend myself and was still suffering from the effects of being hit. Once they had taken what they wanted they left."The 17 year-old who broke Rossli's jaw and stole his bicycle, Beau Isagba, was charged with GBH and robbery. He'll be sentenced on 9th March.
http://www.eurogamer.net/articles/20...s-found-guilty
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March 4th, 2012, 15:34 Posted By: wraggster
Assassin's Creed 2 has given up its Platinum trophy more often than any other PlayStation 3 game, Sony has revealed.As detailed on the PlayStation Blog, Ubisoft's 2009 adventure pipped Modern Warfare 2 to the top spot, followed by Uncharted 2, God of War 3 and Resident Evil 5.Here's the full rundown: - Assassin's Creed 2
- Modern Warfare 2
- Uncharted 2: Among Thieves
- God of War 3
- Resident Evil 5
- inFamous
- Uncharted: Drake's Fortune
- God of War (GoW HD Collection)
- Borderlands
- Sly Cooper and the Thievius Raccoonus (The Sly Collection)
Sony's social media manager Jeff Rubenstein noted that all the games in the top 10 were both commercial and critical successes."We're looking at total Platinum trophies here, so it stands to reason that games that have sold a lot of copies would have been Platinum'd a lot," he explained."That's probably why you don't see CSI: Fatal Conspiracy or Hannah Montana: The Movie on this list, even though they are known to be easy to Platinum."Similarly, he cites a focus on single player achievements as another reason why so many gamers have hit 100 per cent completion in these titles."None of the games listed have the dreaded 'Hit Level 50 Rank in Multiplayer.' Even the multiplayer-heavy Modern Warfare 2 saves most of its Trophies for the campaign and Spec Ops missions."I think this is why you see Assassin's Creed II on this list, and not AC: Brotherhood, which introduced Multiplayer to the series (and associates 10 Trophies with this mode, many of which are tough to get). Take note, developers!"
http://www.eurogamer.net/articles/20...inumd-the-most
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March 4th, 2012, 15:28 Posted By: wraggster
When my PS Vita arrived the middle of last week, I had no intention of buying any games for it.
Of course, it didn't work out that way. As soon as I got my Vita all set up, I logged into the PlayStation Store to download some PSP games that I had already purchased. Moments later, I had Rayman: Origins and Super Stardust Delta as well. It was the rare triple whammy: a credit card, a new game system, and an easily accessible online store.
Originally, the Vita was an impulse purchase. A system that I could use for work and write off on my taxes. Now though, I wonder if Sony might finally be on to something here.
To better understand where the Vita is today, it would help to look back at the PSP's launch.
Seven years ago, I walked into a store and asked if I could see one of the then-new PlayStation Portables. I had been skeptical to that point, but I'm as much a technophile as any gamer. I needed to hold a PSP in my hands. Finally I had my chance to get hands-on at a retail store. If I had tried out Lumines or Wipeout Pulse, I might have been more impressed. Instead, I was playing Twisted Metal: Head-On, a muddy brown game with irritating load times that looked like it was trying but failing to be a PS2 title. I put the PSP away and never looked back.
http://www.joystiq.com/2012/03/02/so...-the-psp-fell/
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March 4th, 2012, 15:26 Posted By: wraggster
Capcom's Seth Killian told Shacknews that the 12 extra characters in the Vita edition of Street Fighter X Tekken would eventually arrive on consoles. We just have one question: DLC or Ultimate Edition release?
"We'll find a way to make sure that console fans are happy, as well," Killian noted at last night's launch party in Los Angeles. Sadly, he wouldn't go into specifics on when or how the additional dozen would be added to the console version. The 12 characters in question are Street Fighter's Elena, Guy, Cody, Sakura, Dudley and Blanka, and Tekken's Alisa, Christie, Jack, Brian, Lars and Lei.
Update: Reader Joel wrote in to tell us about this interview, where Capcom's Yoshinori Ono promised all content updates in Street Fighter X Tekken would be offered as DLC, intimating that these 12 characters would be no exception -- it would seem they'll come to consoles as DLC. We'll hear more in April when Capcom holds its annual Captivate event.
http://www.joystiq.com/2012/03/02/st...l-come-to-con/
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March 4th, 2012, 15:25 Posted By: wraggster
Looking for the next lovely thing to gawk at on your Vita's crazy screen? XSEED announced today that the sumi-e inspired action game Sumioni: Demon Artswill be available in North America on March 20. The PSN-exclusive release will sell for $19.99.
The gorgeous ink-style vistas, touchscreen platform painting, and summonable "inkgods" will be included at launch, of course, as well multiple endings. Lessessential features like leaderboards and extra DLC will be released later.
http://www.joystiq.com/2012/03/02/su...ease-march-20/
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March 4th, 2012, 15:24 Posted By: wraggster
Q-Games' music thing, PixelJunk 4am, will be available this spring on the PlayStation Network. It's been a rough road trying to describe the "game" to the masses, so the developer will be holding a public preview next week in San Francisco. PixelJunk 4am Art & Music Director DJ Baiyon, who was also responsible for the music in PixelJunk Eden, will be there to perform, and there'll be free play for everyone.
The PlayStation Blog has also detailed how the spectator mode will work for the game. A free app will be available on the PSN for everyone, and allow them to "stream any live performances currently happening worldwide." Players will be able to follow their favorite performers and provide feedback through those fancy social networking sites, like the Twitters and Facebooks.
Hopefully, the GDC performance will finally give us the audio-visual opportunity to properly encapsulate the feeling of 4am.
http://www.joystiq.com/2012/03/02/pi...mode-detailed/
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March 4th, 2012, 15:19 Posted By: wraggster
As we learned a few months ago, the PS3 and Vita versions of Street Fighter X Tekken will include the two best/worst characters ever to grace a fighting game: Original Box-Art Mega Man, and Mecha-Mokujin Pac Man.
These characters won't be available out of the box, however; both hilarious callbacks will be released as free DLC on March 13, one week from SFxT's North American release on March 6, according to Capcom Unity. We're alright with this, because it means we'll at least get one week of fighting regular characters online. As soon as Mega/Pac-Man are available, we don't expect to see anyone else, ever again.
http://www.joystiq.com/2012/03/03/st...-ps3s-on-marc/
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March 4th, 2012, 15:18 Posted By: wraggster
The official Assassin's Creed 3 website has begun a rather short and mysterious countdown, set to expire in a little under two days, which also happens to be when the 2012 Game Developers Conference begins.
The countdown hovers in front of a snow-covered field, potentially of the "battle" variety, which is stylistically consistent with the terrain and locations seen in the purported screenshots that leaked yesterday. By the time the clock reaches zero, we expect this field to be filled with soldiers in formation, lead by a cowled assassin riding a moose, armed with a smaller, wrist-mounted moose.
http://www.joystiq.com/2012/03/03/of...owy-countdown/
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March 4th, 2012, 15:15 Posted By: wraggster
It wouldn't be the launch of a new PlayStation device without a new Ridge Racer game, and while Ridge Racer for the Vita may have missed launch day, it'll be making making up for its zero-to-retail time with free cars, music and tracks when it launches on March 13.
Initial retail copies of Ridge Racer ($29.99) will include a "Ridge Racer Gold Pass," which nets the buyer five additional cars, three bonus courses, two new songs and an extended remix of an existing song. PSN copies of the game ($24.99) also include the Gold Pass goodies, provided they're purchased before April 30. An additional "Silver Pass" DLC pack will also be available in April, albeit at an undisclosed price.
Aside from free DLC, Ridge Racer's North American launch also includes a system update, which improves the game's frame rate and adds "crisper graphics." It's fitting, since the only other thing more "PlayStation" than Ridge Racer is a system update.
http://www.joystiq.com/2012/03/03/ri...ee-dlc-in-tow/
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March 4th, 2012, 15:01 Posted By: wraggster
We know that it's become all too easy to assume that the PlayStation Network is getting hacked again whenever it goes down. That said, consider this another heads-up in long line of previous friendly reminders: Since being postponed last Thursday, Sony's announced that the PSN will go down for "significant maintenance" tomorrow, March 4th starting at 2 3 PM EST until approx 5 AM on Monday, March 5th. Unlike February's fixin', you'll still be booted offline even if you've logged-in with your SEN ID prior to the scheduled maintenance window. This means you won't be able to hop into a game of Domination on MW3, along with being restricted from accessing your account, the PlayStation Store, Home etc., as per usual. You can stay glued to PlayStation on twitter to get the official word on when everything's back up, but may we suggest it could be a good chance for a lazy Sunday stroll? Hey, consider it an excuse to try out Near if you were one of the 1.2 million to snag yourself a PS Vita -- oh wait, that requires being logged into the PSN, too. Sigh.
http://www.engadget.com/2012/03/03/p...-tomorrow-wil/
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March 4th, 2012, 00:09 Posted By: wraggster
...And here's the catch: the game you need is Motorstorm Arctic Edge (or 'Raging Ice' in Japan), and it appears to have already been pulled from the PS Store. Besides, it was never compatible with US-registered Vitas in the first place. Nevertheless, if you happen to have bought this old PSP title for your Vita already, then this may just work. Hacker Wololo claims that later today he'll release Vita Half Byte Loader files, which will give you a "limited PSP homebrew experience" on your lovely new handheld -- and indeed we've already seen it playing Sega Genesis titles. The hack supposedly uses an exploit in this particular Motorstorm title -- but since Sony is already on VHBL's tracks, who knows if it'll really work or how long it'll last? Video evidence after the break.
http://www.engadget.com/2012/03/02/p...arrives-today/
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March 3rd, 2012, 23:59 Posted By: wraggster
US consumers who buy a PS3 copy of BioShock Infinite will receive the original 2007 BioShock game for free.
However, it has not yet been confirmed whether the UK PS3 version of BioShock Infinite will include a copy of the original game.
The third instalment in 2K’s popular shooter series received anOctober 19th UK release date yesterday. The game will arrive three days earlier in the US on October 16th.
Developer Irrational Games also confirmed that BioShock Infinite will be compatible with the PlayStation Move motion controller.
The BioShock franchise has sold 9m copies worldwide to date.
http://www.mcvuk.com/news/read/ps3-b...al-game/092144
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