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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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February 22nd, 2012, 00:02 Posted By: wraggster
But PSN charges less in Japan and North America
The launch games for the PlayStation Vita cost an average of 17 per cent more to download over PSN than they do to buy on the High Street or online.
That’s according to calculations from bargain hunting site SavyGamer, which has compared the recently released PSN price list with the best deals currently available online.
In both Japan and North America Sony chose to charge less for digital versions compared to physical copies.
http://www.develop-online.net/news/3...a-prices-by-17
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February 21st, 2012, 14:00 Posted By: wraggster
On the eve of the USA and Europe/UK release of the PSVita we have spruced up our PSVita site with all the recent new features for the DCEmu sites and also updated the site with new lisitings for import consoles, import games, import accessories, the latest top preorders and also the latest releases of games and accessories for the PSVita, the site itself is being updated massively at the moment with all the latest news concerning the PSVita not only from the Commercial gaming scene but also from the Homebrew, emulation and hacking scenes.
Check out PSVita News here --> http://psvita.dcemu.co.uk/
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February 20th, 2012, 22:00 Posted By: wraggster
You won't see the texture issues that plague the PlayStation 3 versions of some multi-platform games on Vita, one developer with experience of both platforms has said.The Vita's impressive amount of RAM means it's better able to produce stable, high resolution textures than the PlayStation 3, the creator of Vita launch title A-Men told Eurogamer.Vita has more RAM than PS3. Vita has 512MB of RAM and 128MB of V-RAM, compared to the PS3's 256MB of system RAM and 256MB of video RAM. Vita also has the advantage of not having to reproduce HD visuals."This is great," Bloober gameplay programmer Jakub Opoń, who worked on Vita launch title A-Men, told Eurogamer."This is the main drawback for PS3 versus the Xbox 360, because the Xbox 360 has half a gigabyte of RAM, so the texture quality is better in games on the Xbox 360. You can see when you compare two games."Vita won't have this problem. This is a really good solution. It tells developers not to think so much about really hardcore optimisation. They can focus on making the game, and not strip the quality of the assets. This is really important."Our artists made some really good effects and we have no problems with game speed."Bloober's A-Men is a downloadable 2D platform strategy game inspired by Blizzard's Lost Vikings and Lemmings.It is the Polish developer's Vita debut, but is has worked on a number of platforms, including WiiWare, DSi Ware, PlayStation Portable, iPhone, iPad, and, more recently, PS3.Opoń said despite Vita's RAM advantage over PS3, it is not as powerful as the PS3, which, through the Cell microprocessor, is a heavyweight when it comes to physics, simulations and AI. "It's not as powerful as PS3, which you can see with Uncharted, which is a great example to compare the hardware power."But: "Vita has so much power in this small device, every player will be satisfied with the things you can do."Bloober creative director and vice-president Piotr Bielatowicz added: "There is much more computational power in PS3. Obviously you've seen how Uncharted was supposed to look like, and during the development how it begins to look like."While Vita's power is attracting programmers to the system, Sony has also tried to make making games for it as easy as possible - certainly easier than it was with the difficult, complex PlayStation 3 when it launched in 2007."Vita is very easy to develop for," Opoń said. "It's much easier than Sony's previous platforms. The hardware is much more popular. It's the same type of hardware you can find in iPad 2, but twice as powerful. The core mechanism of working on the platform is the same."Sony provides a great SDK [software development kit/devkit]. The documentation is really good. Basically, we came up with a port of our engine in three months. It's fast, rapid development on the platform."It's easy even to set up the machine on your computer. You just start the installer. I can't say the names, but on some other consoles it takes a whole day, or two days, even, to even set up or build the game."For some devkits you've got three USB cables just to plug into your computer. You've got three cables that connect the same two machines, which is crazy."Now we get this beautiful console, which is small, and only has two cables. The only problem is you don't have the battery for that [on the Vita devkit], so you need to use the adapter."In all other aspects, it's the best we've worked on until now. The easiest one, the fastest one to start just making the game, not struggling with the hardware, with the software provided."For Bielatowicz, Vita marks an important change in approach to third-party development at Sony, one that moves away from former Sony Computer Entertainment boss Ken Kutaragi's philosophy when he launched PS3."It's great now to cooperate with Sony," Bielatowicz said. "When Kutaragi was in charge it was very technologically oriented. It was, 'we create the best possible hardware and deal with it. Figure out on your own how to program it.' For PS3 it might take two weeks for a programmer to just compile a demo. It was so hard in the beginning."Now, I believe Sony is more developer oriented. They reach out to us. They organise seminars to train us, to teach programmers and designers features like Near. The support is very swift. The communication is very good. I would say, at the moment, Sony is by far the nicest format holder to work with."Vita launches in the US and Europe on Wednesday, 22nd February.
http://www.eurogamer.net/articles/20...oblems-on-vita
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February 20th, 2012, 21:50 Posted By: wraggster
We won’t discover all the High Street Vita deals until tomorrow, but that doesn’t mean you can’t splash your cash right now and have the machine waiting for you on (or at least shortly after) launch day.
Here’s a look at the deals currently available online for Sony’s new machine, as well a few of the accessories available for the new high-end machine.
GAME
- The Wi-Fi version of the handheld is available for £229.99 with the 3G unit costing £279.99
- Bundles include the 3G console with Uncharted: Golden Abyss and an 8GB memory card (£319.98) or alternatively with Wipeout 2048 (£309.98). The Wi-Fi version complete with FIFA Soccer and an 8GB card costs £269.98
- GAME is also offering an extra 25 per cent trade-in credit when customers hand over at least one title
- Customers can also get a guaranteed trade-in credit of just £10 less than the device’s purchase price if they return the unit by March 7th
HMV
- HMV is asking £219.99 for the Wi-Fi model and £269.99 for the 3G SKU. Both come with a free pre-order pack that includes headphones, a £5 PSN card and some Vita-themed PlayStation Home goodies.
AMAZON
- The online giant is undercutting its High Street rivals by charging £209.99 for the Wi-Fi model and £259.99 for the 3G machine
- Customers pre-ordering the handheld get a free 8GB memory card and one of a selection of titles (Virtua Tennis, Lumines, Michael Jackson, Rayman Origins, Dungeon Hunter or Asphalt) for just £15
PLAY.COM
- Play is selling the Wi-Fi console and free 8GB memory card for £212.99 with the 3G machine, complete with 8GB card, for £262.99. All Vita hardware SKUs come with a pre-order pack
- Three £227.99 bundles are also on offer including wither Rayman Origins, Virtua Tennis of Little Deviants. All include an 8GB card
- A £242.99 SKU is also available including a copy of Uncharted: Golden Abyss and 8GB card
- Those looking to bundle with FIFA Football can choose between a £242.99 pack including the Wi-Fi machine or a £292.99 SKU for the 3G machine. Both include an 8GB card
SHOPTO.NET
- The indie retailer is charging £209.85 for the Wi-Fi machine and £259.85 for the 3G model
- For £218.84 customers can get a Wi-Fi machine and either F1 2011, Lumines, Asphalt or Dungeon Hunter Alliance. The same offer for the 3G machine costs £279.85
- The Wi-Fi machine and FIFA Football costs £228.85 with the 3G machine costing £284.86
- The most expensive SKU on offer includes the Wi-FI machine, Rayman Origins, Lumines, Dungeon Hunter and a 4GB card for £269.86.
GAMESTOP.CO.UK
- The base price for the Wi-Fi model is £219.97 or £269.97 for the 3G handheld
- A Wi-FI SKU including a 16GB card and Uncharted costs £269.99
- For £229.99 the Wi-Fi machine can be had with either FIFA Football or Virtua Tennis. For £239.99 any game can be bundled with the machine
- £279.99 will get you the 3G machine and either FIFA Football or Virtua Tennis. For £289.99 any game can be bundled
- GameStop also offers an official portable charger for £42.97
OTHER OFFERS
The £19.99 Vita Starter Kit includes two cases, a strap, screen protector and cloth. The £24.99 Travel Kit offers a case, car charger, cartridge carrier, screen protector, cloth and strap.
4GB memory cards cost around £14.99 with the 8GB costing £29.99 and the 16GB £39.99.
Third party carry cases start from £9.99 for the officially licensed 4Gamers SKU.
http://www.mcvuk.com/news/read/plays...heapest/091485
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February 20th, 2012, 21:11 Posted By: wraggster
Sony has announced that Twitter, Facebook and Flickr apps will be ready to download on Vita’s PSN Store on day one.
All three apps will be free to download as soon as the Vita store goes live – which could be as early as tomorrow evening (Feb 21st).
Sony adds that the Twitter app, called LiveTweet, is a custom-made Vita download that includes much of Twitter’s regular functionality
Apps for location service Foursquare and communications tool Skype will follow at a later date.
In addition to these apps, every game that arrives at UK retail on Wednesday will also be available to download from PSN. And if the UK market follows the example laid down by Japan and the US, the digital versions will be cheaper too.
http://www.mcvuk.com/news/read/faceb...-launch/091492
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February 20th, 2012, 21:07 Posted By: wraggster
Bethesda game director Todd Howard has spoken about the bugs affecting Skyrim, particularly on PS3, admitting that many gamers saw problems but that the trouble was "not nearly as bad as it seems".
Speaking to Industry Gamers, Howard said that the 1.4 patch, released at the weekend, should solve many problems experienced by gamers, but that many issues were impossible to predict.
"Statistically, it is not nearly as bad as it seems," says Howard. "Meaning, by all the internal and external data, this is our most solid release."
"It's also our most popular by a large factor, so we do have a lot of people on the PS3 who play the games a lot and their games are at a state that the game is just taxing the PS3 enough. That's a fact; so, it really wasn't until we were able to get save games from the users - because, literally, how they play the game over 100 hours - some of it, very little of it, we were able to reproduce and take care of on our own and a lot of it that you're seeing now, we weren't.
"So over the course of, like, December, the community helped us. We got their save games. We'd literally have to look in and say, 'What quests do they have running, what order? Oh, he's doing this. He's got these dragons here. This script is running. Why is it kicking out this many things?' And the 1.4 update is coming out today on the PS3 and it should - in our internal tests on those games - it fixes it, it takes care of it. But, going through this, we now know, there will still be - a smaller set, but there are probably still people we don't have their saved games and they have [other problems]."
Whilst the size and intricacy of Skyrim lead to obvious potential for conflicts and difficult to test issues, it's unlikely that Howard's comments will go down well with gamers who experienced the game breaking issues which afflicted the PS3 SKU.
Users reported stuttering, broken questlines, texture issues and other bugs, with many considering the game unplayable after a certain point. Howard, however, insists that they were in the minority.
"People will say, 'When your save game hits this size [you're affected]' but that's totally not true, because you have a much larger set of people who are fine. So it's not that. It has to do with how many things have you done in the game in what order. What's running right now? And because the game is so dynamic, it does tax the PS3 in a different way. Obviously, we wish we had all that information beforehand. Some of that is just very difficult to get."
http://www.gamesindustry.biz/article...ad-as-it-seems
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February 20th, 2012, 21:02 Posted By: wraggster
Sony is telling Japanese retailers to offer a cashback deal on purchases of a 3G-enabled PlayStation Vita, according to reports.
Andriasang reports that early last week Amazon began offering ¥2,000 (£16) to those that buy a 3G Vita and a game. It appears that it was designed not by Amazon, but Sony itself, with the company now telling retailers to offer the same deal from February 23.
It's further evidence that Sony is seeking to improve sales of the pricier 3G Vita - reports in December claimed that only 56 per cent of 3G stock was sold at the system's launch in Japan, compared to 85 per cent of WiFi-only stock. Soon after, some Japanese retailers were reportedly selling the 3G model for just ¥19 (15p) nmore than the WiFi system.
Vita launches in the west this week, and there are similar incentives to stimulate demand for the 3G model. In the UK, Vodafone is offering a 4GB memory card and free download of WipeOut 2048to those that top up their Vita's 3G SIM card with £5.
http://www.edge-online.com/news/repo...ita-deal-japan
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February 20th, 2012, 20:59 Posted By: wraggster
Retro City Rampage will be released for PlayStation 3 and PS Vita, developer Brian Provinciano has confirmed.
The top-down, open-world game is a parody of classic games and their mechanics. Its release for Sony platforms is a surprise given that it was initially a WiiWare exclusive, and was later announced for Xbox Live Arcade.
In a post on the PlayStation Blog, Provinciano stops short of explaining how the game came to be released on Sony platforms, but does take a minute to enthuse about Vita development - backing up Sony's pre-launch claims that the PSP successor is the company's most dev-friendly hardware yet.
"Bringing RCR to PlayStation has been a fantastic experience," he writes. "Sony's been so supportive and great to work with since the beginning. This will mark the seventh year since I began developing games for the PlayStation platforms, and I look forward to many more to come.
"The PS Vita has been a dream to develop for as well. I've developed for every console and every handheld from the past decade, and the PS Vita's development system is the best I've ever used.
"Sony's simply gotten everything right, from the hardware to the tools and support."
http://www.edge-online.com/news/retr...d-ps3-and-vita
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February 20th, 2012, 20:55 Posted By: wraggster
'We really want to establish this as the number one handheld console in the world'
Sony sees Vita as a five-to-ten year platform and is bullish on its potential for success, the console giant’s SVP of brand marketing has said.
Speaking to GameTrailers, Guy Langworth said that Sony was looking to establish the PS Vita as “the number one handheld console in the world”.
He added however that it would take two to three years to judge whether the platform had been a success or failure.
"If you listen to gamers, if you listen to the response people have had, who've actually got their hands on this thing, it's just been a tremendous response, way ahead of our expectations actually," said Langworth.
“Our customers and our third parties are also very excited about this. We see this as a five-to-ten year platform, so we'll judge the success of this in 12, 24 to 36 months. We expect to have a great launch, but it's really in 12 or 24 months we'll know how successful it has been.
http://www.develop-online.net/news/3...e-to-ten-years
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February 20th, 2012, 20:54 Posted By: wraggster
'You'll see a number of games coming out from all of our studios', says firm's SVP of brand marketing
Sony is to throw all of its leading internal development studios behind the PS Vita, the company’s SVP of brand marketing has said.
Speaking to GameTrailers, Guy Langworth claimed the console giant would be releasing games from its studios such as Naughty Dog, Media Molecule, Guerilla and Sony Santa Monica during the platform’s lifespan.
“You’ll see a number of games coming out all of our studio’s” he said.
He added that Sony’s internal developers were “fired up” about the possibilities of Vita, and said that the handheld offered the chance to have a home-console like experience on the move.
“They’re really fired up about the canvass this gives them, a chance to create some incredible experiences for people,” he said.
http://www.develop-online.net/news/3...nt-behind-Vita
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February 20th, 2012, 00:40 Posted By: wraggster
via http://www.emucr.com/2012/02/daedalusx64-svn-r755.html
DaedalusX64 SVN r755 is compiled. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r748
[=>] Merged from Dev branch:
Rev 560 - Corn
[!] Fixed BSOD in Duck Dodgers (TMEM palette)
Rev 561 - Salvy
[!] ForceMtx(2) takes two cmds so skip' em (reduces significantly Dlist size of games that use it)
Rev 562 - Corn
[!] avoid concatenation/multiplication of world and projection matrices for CBFD and PD (small speed up)
[!] use aligned loads and saves for matrix multiplication in psprenderer (small speed up)
Rev 563 - Corn
[-] Reverted some of the aligned matrix multiplications since for some reason they are unaligned?
Rev 564 - Corn
[!] Fixed matrix alignment (including DKR)
Rev 565 - Corn
[!] Refinements in VFPU TnL code for small speed up
[!] Fixed matrix stack limits to proper values
[!] Save some memory with smaller indices buffers
Rev 566 - Salvy
[!] Some more optimizations in copying data with vectors (~20 ops)
Rev 567 - Salvy
[!] Simplified Light Colour (VFPU TnL needs to be updated!!)
Rev 568 - Corn
[!] Ambient light change is now compatible with VFPU TnL code (standard and Perfect dark)
r749
[=>] Merged from Dev branch:
Rev 569 - Corn
[!] Indice buffer is now 256
[!] Clean up among the hacks
Rev 570 - Salvy
[!] Some optimizations in copying data with vectors in Texrect/Flip (~29 ops)
Rev 571 - Corn
[!] Pass values by reference in coordinate translation function
Rev 572 - Salvy
[+] Daedalus can now be translated to any language (not used yet, will add Spanish translation as example and leave the rest to the community)
[~] Some clean ups to some redundant code
Rev 573 - Salvy
[!] Identified most strings to be translated (We can start translating now)
[!] Some improvements and clean ups to Translation codebase
Rev 574 - Salvy
[+] Added menu to switch languages (WIP!!!) can be found in Global Settings
Rev 575 - Salvy
[!] More work and clean ups when loading languages to GUI
Rev 576 - Salvy
[!] Reverted 573 (I'll use a way better method to identify strings =)
Rev 577 - Salvy
[+] Use a more robust method to identified strings (we'll hash each string and thus we can translate any string without having all the redundant stuff all over our strings)
Rev 578 - Salvy
[~] Forgot to update makefile
r750
[=>] Merged from Dev branch:
Rev 579 - Corn
[!] small optimizations in TnL for CBFD and PD
Rev 580 - Salvy
[!] Alot of improvements and fixes to translation codebase (Is fully working now)
[+] Added Spanish translation by niccoooodu61
Rev 581 - Salvy
[!] Made language switching friendlier (language changes will happen instantly too)
[!] More clean ups to remove redundancies
Rev 582 - Salvy
[!] Fixed translated strings not showing correctly when wrapping
[~] Simplified codebase abit more (All strings are interpreted as UTF8 anyways)
[!] Use INTRAFONT_CACHE_ALL instead of INTRAFONT_CACHE_ASCII (was causing some random issues with unicode strings)
Rev 583 - Salvy
[!] Updated Spanish translation (Ricot)
[+] Added Russian translation by Scarecrow
[+] Added French translation by niccoooodu61
[+] Added Brazilian translation by Lev Tolstoi
Rev 584 - Salvy
[!] Fixed ancient regression that was breaking most unicode strings
[!] Translations will fall back to use intrafont's manual linebreaking feature (our auto-linebreaking can't handle unicodes)
[+] Handle special chars as newline when parsing language files (Needed by intrafont's linebreaking)
Rev 585 - Salvy
[!] Fixed memory leak in cheat feature
[!] Fixed translations switching to default when accessing pause menu (thnx Ricot for reporting it)
[!] Fixed language list being inconsistent (thnx Ricot for reporting it)
[!] One more fix when wrapping translated text (thnx pzu for reporting it)
[!] Simplify getting language name
[!] No longer register a sysevent handler when using volatile memory (Was breaking exception handler, also volatile memory now works in signed builds)
[!] Use scePowerLock to disable power switch and thus "disable" suspend mode (needed when using volatile memory)
Rev 586 - Salvy
[!] Avoid translating strings when hash fails
[!] Increased translated text array
Rev 587 - Salvy
[!] Updated Spanish translation (Ricot)
Rev 588 - Salvy
[-] opps!
Rev 589 - Salvy
[!] Fix translated text height is not calculated correctly when breaking lines
[!] Load translations to volatile memory and only unload if using a different language
r751
[=>] Merged from Dev branch:
Rev 590 - Corn
[!] Check for Off screen rendering in Tri1, 2 and 4 is now for CBFD only and skips the whole list at once thus avoiding checking individual tris (small speed up)
[!] If Off screen rendering is true, TnL is skipped for Conker (small speed up)
[~] Small cosmetic change in GUI text (will this break translations?)
Rev 591 - Salvy
[!] Is now possible to translate savestate menu, battery/time status, splash screen, daedzone screen and other strings.
[!] Some clean ups in translation codebase
[!] Only fetch language files once
[!] Updated Brazilian Portuguese translation (Scarecrow)
[!] Updated Spanish translation (Ricot)
Rev 592 - Salvy
[!] More text in About screen can be translated
Rev 593 - Salvy
[!] Fixed Min/Max text overlapping in Adjust DeadZone Screen
[!] Typo from last commit that broke time/bat stats display_height
[!] Updated Spanish translation (Ricot)
Rev 594 - Salvy
[!] Cosmetic changes to battery/time stats
[!] Draw battery/time stats in one go
[!] Center align battery/time stats
Rev 595 - Salvy
[!] Updated Brazilian Portuguese (Scarecrow)
[!] Simplified translate parsing
Rev 595 - Corn
[+] Added SM64 Star Road and Christmas Carnival ROMs
[+] Added Camera Control Cheat code for SM64 Star Road
[!] Fixed a typo in cheats file
Rev 597 - Salvy
[!] Removed both CoverFlow GUI and compatibility info (RomSelector is now ~2k lines smaller). As discussed here: http://forums.daedalusx64.com/viewtopic.php?f=38&t=3799
Rev 598 - Salvy
[!] Updated Russian translation (pzu)
[-] Removed all compatibility codes from roms.ini
[-] Removed GUI selector option (no longer used)
r752
[=>] Merged from Dev branch:
Rev 599 - Corn
[!] Bigger cover art picture and other rearrangements in classic GUI
[!] Changed chunk size for ROM cache
[!] added -fpredictive-commoning to makefile, 5% speed up in some cases (tnx Salvy)
Rev 600 - Salvy
[!] Reduced number of ucode cache entries to 6 (Max ucodes I ever seen per game is 4 anyways)
[!] Don't cache ucodes globally, only per game (to avoid hitting max of entries and spreading too far)
[!] Revert change to chunk size for ROM cache
Rev 601 - Salvy
[!] Removed sysevent.prx (no longer needed)
[!] Tidy ME initialization
Rev 602 - Corn
[!] Fixed small bug in VFPU TnL code for PD
Rev 603 - Salvy
[+] Added Italian translation by kakarotto
[+] Added Dutch translation by grivy
[!] Is now possible to hash/dump your own strings erg hash.txt (Just use DAEDDAED value in your language file to prompt Daedalus to do so)
[~] Minor corrections to Spanish translation
[-] Removed compatibility with compressed ROMs (Daedalus no longer reads compressed ROMS, didn't work well in the PSP due the limited amount of memory anyways, and just the unzip lib alone added a good amount of bloat to the binary)
[!] Updated unzip lib from 0.15 to 1.01h
Rev 604 - Salvy
[!] Forgot this
Rev 605 - Salvy
Rev 606 - Salvy
[!] Updated Spanish translation (Ricot)
[!] Updated French translation (niccoooodu61)
[!] Tyde compile flag to disable compressed Roms support, also disabled remaining code used for it.
[~] Reverted Rom cache size change for Phat PSPs
[~] Some small cleans ups
r753
[=>] Merged from Dev branch:
Rev 607 - Salvy
[!] Allocate the entire extra memory of PSP Slim and newer models (32mbs in total)
[+] Added a new option (Found in Global Settings) which allows you to use either Rom cache (default, slower but faster boot time) or Rom Buffer (faster, but slower boot time, since it has to buffer the entire Rom to the Ram, Note: Any Rom bigger than 32mbs will fall back to use Rom Cache)
[!] Don't allocate RomCache if we load the whole ROM (Rom Buffer)
[!] Don't allocate memory for VideoManager (Was used to fall back if running out of VRAM, happens very rare [about 3 known games, we could use the volatile memory for this eventually?] )
All of these is a nop for PSP Phat and any PSP not using CFW or HEN
Note: This is a WIP!!!!
Rev 608 - Salvy
[!] Clean ups and fixes to previous commit
Rev 609 - Corn
[+] Add 1.5MB of volatile RAM to the memory pool for textures (SLIM->5.5MB and PHAT->3.5MB)
Rev 610 - Salvy
[!] Fixed PHAT compatibility with recent changes
[!] Made conditions when using large Rom cache or Rom buffer, more safely to avoid any unwelcome bugs
[!] Some clean ups
r754
[=>] Merged from Dev branch:
Rev 611 - Corn
[!] Made ROM cache lines equal length regardless of cache size
[-] Removed debug info
[!] Changed description text for ROM buffer/cache
Rev 612 - Salvy
[~] More clean ups to ROMFileMemory
[!] Made more robust when Allocating and freeing ROM Cache/Buffer
[+] Create memory pool for PHAT as well to avoid fragmentation and keep things neat
Rev 613 - Salvy
[!] Updated French translation (niccoooodu61)
[!] Huge clean up (redundant code, unnecessary checks/asserts etc) in our RomFile code
[!] Removed nasty hack I had when either reading to header of Rom or loading Rom completely (everything is allocated separately now to avoid this sort of bugs..)
Rev 614 - Salvy
[+] Added quick loading bar for ROM buffer (based from our compressed Rom loading bar, pretty much a test...)
Rev 615 - Corn
[!] Fixed ROM buffer loading screen showing progress bar
[!] fixed text for buffer modes
Rev 616 - Salvy
[!] Fixed typo in hash in all translations
[!] Only try to load language files once when system inits
[!] Fixed crash when number of language files changed
[+] Conserve the order of languages, regardless if their number was changed
[!] Increase ROM cache size for PHAT from 2MB to 4MB
Rev 617 - Salvy
[!] Fixed potential bug in our home button implementation with signed builds under FW 6XX or higher
[!] Slight change to our loading screen for ROM buffer
r755
[!] Updated roms.ini with latest changes
http://www.mediafire.com/?2dhx033bxd8ieew
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February 19th, 2012, 23:47 Posted By: wraggster
via http://wololo.net/wagic/2012/02/16/v...are/#more-3982
Today I updated my Vita to 1.60 and could confirm that HBL for the Vita still works as of firmware 1.60 (assuming the game itself hasn’t been patched). A few days ago, Teck4 had confirmed on Twitter that his exploit still works on the most recent firmware.One thing I noticed is that the Vita, after being updated to 1.60, made me update the Content Manager Assistant on the PC as well (is it because my PC was connected to the internet? Maybe, although it i also possible that the OS on the Vita itself has a minimum version requirement for the PC client, and refuses to connect if that number is too low… something that can probably be bypassed at some point). It’s good to note though that Virtuous Flame’s OpenCMA still works fine and allows me to copy files while not being connected to the internet.
As far as the release is concerned, it will happen in a few days, for now all the info I can share is on this page. Stay tuned!
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February 19th, 2012, 22:49 Posted By: wraggster
In just a few days time the PlayStation Vita will be in warehouses and on store shelves and we're pensively staring off into the distance weighing up whether it's worth running down to our local store and picking one up at launch.
The case for buying one at release are pretty strong, having had one in the office for a while now we're convinced it an excellent bit of kit. In our PS Vita review we said Sony has managed to cram the handheld with very "Impressive technology" and created a platform that has "uncompromised control inputs". We concluded our review by saying it's "a brilliant hardcore gaming handheld".
The PlayStation Vita also has one of the better launch line-ups of all the recent console launches, and the majority of games available alongside it are reviewing very well.
http://www.computerandvideogames.com...ing-at-launch/
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February 19th, 2012, 22:43 Posted By: wraggster
Sony has no plans to bring PS2 or PS3 games to PS Vita, it's confirmed."Users can play supported digital PSP titles and supported minis," Sony said in a Vita FAQon the PlayStation Blog."In regard to PSone classics titles, we will announce further details when they are ready."PlayStation does not have plans to make PS Vita compatible with PS3 or PS2 titles at this point."The news is sure to disappoint PlayStation fans buoyed by the addition of games such as God Hand in the PS2 Classics range to the European PlayStation Store this week.And it is a somewhat surprising decision given the Vita's horsepower is significantly higher than the PS2's.Vita launches in Europe and the US on 22nd February.
http://www.eurogamer.net/articles/20...mes-to-ps-vita
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February 19th, 2012, 19:48 Posted By: wraggster
If you're anxious to carve powder in EA's SSX reboot, you'll get a chance next week. Creative director Todd Batty revealed the news in the latest episode of the SSX Ubercast, a bi-weekly podcast centering on, well, you know.
The demo will launch on Xbox 360 worldwide and PS3 in North America on February 21; the PS3 demo will be available a day later in the rest of the world. It will feature one playable character, Zoe -- Mac is unlockable through a referral system that EA has yet to reveal -- and two tutorials, plus two events and skydiving.
[Thanks, Jack.] Update: Added more detail via @kfatyas. Thanks!
http://www.joystiq.com/2012/02/17/ss...ps3-next-week/
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February 19th, 2012, 19:10 Posted By: wraggster
You didn't think the entire Skullgirls character roster was going to be comprised exclusively of buxom cartoon vixens, did you? Reverge Labs had to do something to balance this stuff out, so what better way to show that it's what's on the inside that counts than to add a character whose insides are on her outsides?
Double, the terrible, moist hand/mouth creature above, is actually much more disgusting in motion, as you'll see in the walkthrough videos after the break. A shapeshifter, Double's fighting style is an amalgamation of the other styles in the game: She morphs into other characters to perform tweaked versions of their normals, and most of her specials are moves that didn't make it into their respective character's final moves list.
She's got some really original stuff as well, like a level-5 super that transforms her into an Easter Island head that spews bullet-hell projectiles from its mouth. We're intrigued, but also a little nauseous.
http://www.joystiq.com/2012/02/18/do...est-character/
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February 19th, 2012, 18:57 Posted By: wraggster
I ain't scared of no ghost, but I am completely terrified by the idea of invisible soldiers. There could be one beside me right now and I wouldn't even know it, at least not until his translucent knife perforated my windpipe with extreme prejudice. This first entry in Ghost Recon: Future Soldier's "Inside Recon" developer diary series elaborates on the animation and motion capturing techniques used to create the game, as well as the major role that cover plays during a firefight.
While you guys watch that, I'm going to go spread legos all over the floor of my apartment as an anti-ghost-soldier countermeasure. Those things smart when you step on 'em barefoot.
http://www.joystiq.com/2012/02/18/gh...system-invisi/
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