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January 23rd, 2012, 23:40 Posted By: wraggster
It looks like Sony's been reading our daily email missives, bemoaning the state of its PlayStation certified gaming selection. The message appears to be getting through, with several PSP titles getting spotted over at the Entertainment Software Rating Board with PlayStation certification. Ahead of any official fanfare, there's no big hitters here just yet, but titles like Syphon Filter: Dark Mirror and Daxterare likely to be more resonant with gamers than the pitiful offering we've seen so far from its PS Store app. Alongside Syphon Filter and Daxter, PS3 port Fl0w and Pinball Heroes were also spotted getting their contents okayed by the ESRB. Unsurprisingly, there's no detail here on release dates or technical requirements -- something that we reckon could be important, given the technical gap between the Xperia Play and the dual-cored innards of Sony's tablets. It's also worth noting that Pinball Heroes is already available on the Tablet P. Sorry Sony, but we'd still trade all of what's been leaked here for a portable version of the original Metal Gear Solid -- without hesitation.
http://www.engadget.com/2012/01/23/p...-devices-ESRB/
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January 23rd, 2012, 23:13 Posted By: wraggster
Several videos have emerged online that appear to depict hackers playing pirated PS3 games on PlayStation Vita.
Eurogamer reports that the exploit requires a PS3 using the old 3.55 firmware version. Even though Vita Remote Play support was only introduced with the 4.00 firmware release, this restriction can be circumvented within the OS settings.
Games seen being played in the videos include Red Dead Redemption, Battlefield 3 and Batman: Arkham Asylum.
However, from the evidence presented so far the performance of these titles is patchy to say the least, lagging way behind what is possible with proper Remote Play functionality.
Sony has previously expressed its intention to enable Vita Remote Play with PS3’s entire software library, with certain titles supporting a higher framerate.
http://www.mcvuk.com/news/read/vita-...3-games/090140
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January 23rd, 2012, 22:54 Posted By: wraggster
Dust 514 to establish universal PSN microtransaction rules; Game could still hit retail
Sony Computer Entertainment is negotiating an in-game currency policy for all virtual items traded on PS3, the CEO of CCP Games has said.
Hilmar Pétursson told Develop that the studio was “breaking new ground” in outlining protocol on how developers can trade goods across the PlayStation Network.
It is expected that the negotiations will establish pricing tiers of virtual items, as well as the revenue split between Sony and developers.
The talks could pave the way for a more standardised virtual item policy for other third-party developers. It could also open the floodgates on in-game item sales across the PlayStation Network and, in theory, encourage more free-to-play games on PS3.
“We’re having many meetings with Sony to ensure they have solid policies on virtual currency,” Pétursson said in a new interview with Develop.
http://www.develop-online.net/news/3...urrency-policy
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January 23rd, 2012, 00:20 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator for Sony PSP has been updated. Changes:
Revision 729
[~] Forgot to update roms.ini..
Revision 728
[=>] Merged from Dev branch:
Rev 386 - Salvy
[!] Tidy check to update when rumble is active
Rev 387 - Salvy
[!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
[!] Simplified parameters in CodeGen
Rev 388 - Salvy
[!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
Rev 389 - Salvy
[!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
Rev 390 - Corn
[!] Some rendering pipeline fixes and optimizations
[!] Changed amount and order of render states
[!] Updated DList debug output
Rev 391 - Salvy
[~] Minor optimizations in GFX plugin
[!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
Rev 392 - Corn
[!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
Rev 393 - Corn
[!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
Rev 394 - Corn
[!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
[!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
[!] Some clean up in gspmacros and PSPRenderer.
[+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
Rev 395 - Corn
[+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
[!] Optimized the DKR TnL rendering pipeline.
Rev 396 - Salvy
[!] Unified DKR and JFG ucode tables
[!] Simplified DKR/JFG's Vtx ucode
[!] Simplified abit MoveWord_DKR
Rev 397 - Corn
[!] Optimized TnL paths for DKR
[~] Fixed compile error for enable texture (debug Dlist)
Rev 398 - Salvy
[~] Some code reordering and small clean ups
Rev 399 - Corn
[-] Reverted Texrect since it does not work well with GE after all
[!] Reduced MaxUcode to 11 (saves some memory)
Rev 400 - Salvy
[!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)
File: Download
News source: http://forums.daedalusx64.com
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January 22nd, 2012, 23:47 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=3054
redsquirrel87 decided to offer regularly new versions of Showtime, an application based on a PS3 port of Showtime, a media player used on HTPC stations.
Nouveautés/corrections :
v3.3.401 (Jan 21, 2012):
Include Showtime's spotify appkey in the build
Update Swedish translation
Make it possible to configure if Showtime is to include all .srt files from a directory
httpapi: Some commented out helpers for memory fragmentation diag.
ps3: Don't play h264 constrained baseline using the cell accelerated decoder (it does not work)
Add some more blacklisted file-endings (.exe and .tmp)
v3.3.390 (Jan 20, 2012):
Merge pull request #60 from Daisho/master
Update Danish translation
Update from sept 2011 to 3.4RC
Merge remote-tracking branch 'upstream/master'
ps3: Fix more picture order problems
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January 22nd, 2012, 23:23 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=3053
Kakaroto left a long note on his blog to show us the progress of his project which is very delayed and put the record straight with Mathieulh. Kakaroto settles accounts.
Since my ad to almost two months, there has been much progress. We have not relaxed our efforts, we are a group of ten developers who worked hard for two months, sometimes 15 hours a day to bring the homebrew on the latest update of PS3. There are three parts to hen the first to get the packages to install on the PS3, this game is over, tested, debug, etc.. The second part is to obtain the release of the application, it still has major problems ... The last part is something I would not say at the moment (it's a surprise), but it's over 70% to 60% (and it has nothing to do with the peek & poke or BackupManager or n ' matter what others like this. This is a solution and it will "hack free") Now, launch an application is the biggest challenge is what we worked on in recent months and as some know if you follow my tweets, I asked her to give me Mathieulh NPDRM algorithm is necessary to start an application. But he was reluctant, keeping it for people who want to kiss his feet (or whatever). In the end, he refused to give it to me, my first intention releaser quickly took longer than I would 'have imagined. Mathieulh launched once again one of his famous puzzles that are for him "very useful for people who have a brain." Then he told us that the solution to our problems was to look in the appldr 3.56. And it was something that Lv1 which was sent to applrd or not the hash check. And killed after sweating our brains, we came to the conclusion that it's bullshit. After a month of disassembly and several checks of our results, we can say that the hash algorithm is not in the 3.56 firmware as he says. He says he is a hash AES OMAC, but after monitoring of all functions in the OMAC appldr, we found that it was not used for the hash. Then he said he meant HMAC, then in the Lv1 ... It came after the huge fight on Twitter where he made his usual morning saying he would share something (FYI, this code was not him, I had proof, but I do not reveal it, I told him promiis and I will keep my promise), because he forgot to remove the name of the developer in a file. In addition, it was useless except to make me lose a shit day uncommented code. So why stick me an enigma after what happened? Just to sabotage us and make us lose time. Anyway, we all agreed that Mathieulh was full of shit (we knew before, but he lost the benefit of the doubt) and we decided to continue our work without us unnecessary worry about their puzzles. We tried to use / decrypt the 3.60 firmware to find the algorithm Now, some weeks later, we finally figured out a missing piece in the algorithm npdrm and is explained here for all to enjoy the game PS3 is an executable format SELF, SELF these are signed and encrypted. PSN games (games not run from a disk) they need an extra layer of security called "NPDRM." A self npdrm is so basic, an executable encrypted and signed and re-encrypted with a new layer information. In less than 3.55 and was able to sign our own self as if it files the original Sony Ps3 and executes them without any problems. However they are not really like the original, it lacks the information layer and the Ps3 just ignore this check. Since version 3.60, this check is done, if we could sign our self with this layer of the Ps3 rerun. Another important point explained, I said several times that were self signed. ECDSA signature that the Ps3 can easily check to see if a file has been modified or not. It is easy to validate a signature, but impossible to create without the private key. (think of it as a real signature, you can see the signature of your father and recognize, but you can not sign just like him, and you can recognize if your brother has tried to imitate his signature). So how have we been able to sign files 3.55? This is because this "ECDSA signature" is just a very complicated equation (my head still hurts trying to understand, but I could talk about this in the future and try to explain in simple terms if people are interested). A very important part of this equation is that you must use a random number to generate the signature, but had failed and Sony used the same number every time. In doing so, it was easy to find the private key (which allows us to imitate perfectly the signature) with a few equations on it. So to summarize, a "signed file" is a file that is digitally signed with a "signature ECDSA" that can be falsified, unless you have the "private key. Let us return to the subject, above 3.55 Sony has not made the same mistake, and uses a truly random number, so it is technically impossible to find the private key . The reason we lost two months and that the above Mathieulh lied by saying he could do. Remember when the firmware 4.0 is out and I said that my system was still running, he also confirmed that the algorithm works, he lied because he can not have the private key. I said I had proof of the lies of Mathieulh, here: he says it is in 3.56 is false, he says it's a signature OMAC AES is false, he says it in HMAC is false, he says it is in appldr is false, he said in LV1 is false, he says he can do is wrong, he said that "it takes an hour to find out if you have a brain 'is false, he says to verified that it works in 4.0 is false, he says that the algorithm / key is wrong, he said that once we know the algorithm used, we can reproduce is false. Now you know the real reason he refused to "share" what he had. It's because he has nothing ... So why is all this? The orgeuil does not allow him to admit he can not? To make us waste time? For me it is pure sabotage. Enough about him, back to the HEN 4.0, then what? We now know that we can not sign an application on 3.60 (it can work in 3.56 though). What we do is find another way, a new exploit. We will also be looking for "collision signature" and this we will need the help of the community. I hope he has a collision (even random number used twice) so that we can compute the private key. jailbreack When will be released? If I knew, I would tell you, but I do not know. I said last November, then December, then Christmas and then until the new year ... But as you can see it is impossible to predict what will happen and what that we will discover. Be patient and stop to ask a date, I want to thank my team for all their effort. lexou06 and thanks to the-green for the information. Homepage: http://kakaroto.net
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January 22nd, 2012, 22:33 Posted By: wraggster
PSP developer V@ughn is at it again with a substantial update to his homebrew game EPIC Sathe. The addition of music, sound effects, sprites and unlockable characters is making this one exciting game. I look forward to seeing what else this talented developer will bring to the table in his next release.
Changelog:
[v0.2]
•added more level music
•added more sound effects
•added "sathe" sprite
•added "republiken" sprite
•added "orre sprite"
•edited "earth sprite"
•added PIC1
•player can earn money now
•changed the enemy lineup for the first 8 levels
•fixed menus
•added features to buy character menu
•added "baron" sprite
•added "blade" sprite
•fixed a lot of bugs
•added lives
•you can now unlock new characters by buying them
Controls:
•SQUARE = punch
•TRIANGLE = guard
•CROSS = jump
•START = pause game (press select once paused to quit)
•R activate power
•L use power
Known bugs:
•still working out battle bugs
•items are not actually buyable yet
•user cannot upgrade player yet
•sometimes game freezes
•sometimes the game crashes upon xmb exit
•sprite glitches when going left
http://epic-sathe.googlecode.com/
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January 22nd, 2012, 21:55 Posted By: wraggster
via http://streetskaterfu.blogspot.com/2...52-status.html
Ok guys we tested the possibilities on firmware 1.52 for a few days now. What I can confirm is the following:
- Tech4's exploit still works
- Wololo's HBL still works
- everything I research atm didn't change from 1.50 to 1.52
If that is fine for you, there's no reason not to update.
Anyways, I have to mention that this can change without a firmware upgrade!
If you are online with your PS VITA, it can download and install silent updates for any application which runs in usermode and has nothing to do with system critical modules.
The good is, those updates are removed once the system is restored to the current firmware, so it would not be a major problem to remove a fix.
- SKFU
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January 22nd, 2012, 21:05 Posted By: wraggster
Remember the pricing plan we unveiled for PlayStation Vita's AT&T data service? Yeah, well, forget it. All of it. Well, most of it. You'll see:
AT&T has changed its 3G data plans for the PlayStation Vita, according to theVita AT&T listing, to one $15, 250MB plan and one $30, 3GB plan. Previously AT&T announced a $25, 2GB plan instead of the 3GB one, but it seems that wasn't enough of a jump between consumer bases. As there are 1,024 megabytes per gigabyte, paying double for about 12 times the data space doesn't seem like such a bum deal.
http://www.joystiq.com/2012/01/22/vi...-a-switcheroo/
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January 21st, 2012, 23:13 Posted By: wraggster
Not that we're necessarily surprised by Sonic CD taking the number-one spot on December's PSN charts, but it's always a little sobering when the classics of yesteryear outsell brand-new titles like Trine 2. Nostalgia is a powerful thing, friends.
Well, the fact that Sonic CD is arguably the best 2D Sonic game of all time probably has something to do with it too, but we all know most of us bought it just to hear again. Hop past the break for the full list of December's best-selling PSN titles.
http://www.joystiq.com/2012/01/21/so...-top-psn-game/
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January 21st, 2012, 22:04 Posted By: wraggster
Dual analogues on a handheld may seem like a no-brainer to those who've been crying for them for years, but designing the Vita was quite the challenge.
That's according to Sony's Takashi Sogabe, boss man at the Sony Corporate Design Centre team that headed up Vita's aesthetic design."The engineers have been working on the PS Vita analog sticks for quite some time and it is a much greater technical challenge to build sticks this small than you might imagine," he told the PS Blog.
"We also built a prototype with flat slide pads, a bit like what you have on your laptop, but it just didn't feel responsive enough for gaming and we learned that you need that physical response of tilting the stick to feel like you have total control," he added, possibly taking a jab at the 3DS' Slider Pad.
"I didn't feel that they were in the perfect position from a design perspective but Worldwide Studios were adamant that they were in the best position for comfortable gameplay, and in the end they won out on that point," said Sogabe.
At one point, it sounds like Sony was considering going fully touch-screen iPhone-style with Vita. "It is easy to fall into the trap of thinking bigger is better when it comes to screen size but it isn't. There was a great deal of discussion and we even talked about using a 5.5 inch screen with all of the buttons included on it, but that had a negative impact on the operability of the device and the idea was abandoned," said Sogabe.
"When we first saw a prototype of the beautiful OLED screen we used on PS Vita, we felt it deserved to be bigger than the 4.3 inch screen on PSP. It's almost as if we settled on five inches in order to really maximise the same impact that we felt when we first saw it."
http://www.computerandvideogames.com...as-considered/
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January 21st, 2012, 00:02 Posted By: wraggster
The cost of materials for the 3G version of Sony's PlayStation Vita is around $159.10 (£102.79) according to tech experts at UBM TechInsights.
The hardware will retail in the US for $299 and in the UK for £279.
The full breakdown of components, a reported by our sister siteEurogamer.net, is as follows:
- Display and touchscreens: $50
- Battery: $3.60
- Cameras: $3.50
- Wi-Fi/BT/GPS: $3.50
- NAND: $6.00
- SDRAM: $9.25
- Processor: $16.00
- BB+XCR: $16.25
- Non-electronic: $11.00
- Other: $30.00
- Supporting materials: $10.00
http://www.gamesindustry.biz/article...osts-at-USD159
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January 20th, 2012, 01:58 Posted By: wraggster
Sony Computer Entertainment CEO Andrew House has told CVG that the company's keen to use digital delivery methods to explore releasing more casual and legacy PlayStation content, but that physical media remains the best way to offer top-end gaming experiences.
Speaking in the second part of a recent interview, the PlayStation boss said: "There are clearly a lot of opportunities with regard to business models around games, all of which we're interested in and are exploring."Some of our group companies already have a stake in free-to-play models and so on. But in my view, for the very highest quality high-definition console gaming, I think there are still some significant barriers to streaming solutions.
"Whether it's in mobile or cloud-based services, there are opportunities there for more casual content and in our case potentially for legacy content, which we would definitely like to explore. But I think we are a way away from being able to deliver the full-on top-end experience like that.
"The scale of data involved and issues around latency do mean that, at least for now, the easiest consumer experience is from physical media," House continued, mirroring recent comments from SCE chairman Kaz Hirai, in which the exec hinted at a disc-based future for PlayStation hardware.
House added: "Having said that, we're starting to see some growth in the number or proportion of our consumers that want to access their content via download. But I think it's still pretty small.
"Interestingly, some of our consumer data is saying that consumers' expectation, or their perception of how fast their broadband connection is, doesn't necessarily match the physical reality. So I think there's an expectation gap there that needs to be overcome."
http://www.computerandvideogames.com...ation-content/
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January 20th, 2012, 01:47 Posted By: wraggster
Sony toyed with removing the Vita's twin analogue sticks entirely while prototyping the device, the platform holder has revealed.Speaking in an interview on the PlayStation Blog, Sony designer Tokashi Sogabe revealed that his team discussed various alternative plans for control inputs, including "flat slide pads"."We also built a prototype with flat slide pads, a bit like what you have on your laptop, but it just didn't feel responsive enough for gaming and we learned that you need that physical response of tilting the stick to feel like you have total control."For me as a designer [analogue sticks] have presented a huge challenge, partly because it's much easier to design products with entirely flat surfaces."We also discussed the position of the analogue sticks at great length: I didn't feel that they were in the perfect position from a design perspective but Worldwide Studios were adamant that they were in the best position for comfortable gameplay, and in the end they won out on that point."Sogabe also mentioned a few other rejected concepts for the new portable, including a beefy 5.5 inch screen with the buttons somehow incorporated into the display."It is easy to fall into the trap of thinking bigger is better when it comes to screen size but it isn't," he explained."There was a great deal of discussion and we even talked about using a 5.5 inch screen with all of the buttons included on it, but that had a negative impact on the operability of the device and the idea was abandoned."Finally, he mentioned that a number of different form factors were tried out, including a clam shell design."When we started work on PS Vita, the shape we had in mind was very similar to the final product, but in the testing phase we tried many different designs, including a sliding system [similar to PSP go] and a clamshell."We settled on the final model after many discussions with the game development teams in Worldwide Studios."The final version of Sony's new hardware goes on sale in Europe and the US from 22nd February.
http://www.eurogamer.net/articles/20...nalogue-sticks
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January 20th, 2012, 01:41 Posted By: wraggster
Resident Evil 6 is heading to the Xbox 360 and PlayStation 3 on November 20, 2012, with a PC release to follow, says Capcom. In it, returning favorites Leon S. Kennedy (the "S" stands for "Superhair") and Chris Redfield (tree arms fromRE5) will play co-leads, each leading his own campaign through the US and China, respectively. The brand new trailer is just above.
Any of this sound familiar? That's probably because the next entry in the Resident Evil series was outed a bit earlier than its publisher expected this afternoon, when images of RE6 marketing were sent to IGN by a Gamestop employee. Subsequently, a flood of details about the unannounced game were unleashed by a couple different outlets regarding its gameplay, dev team, and characters.
Many of said details have been re-confirmed by Capcom in its own press release, though it's lacking in the specificity we reported earlier. The trailer, however, depicts a new martial-artsy character fighting various ... things (and people), some splashes of cover-based shooting, and a presidential zombie. And is that Ashley? Three words: Oh. Em. Gee.
http://www.joystiq.com/2012/01/19/re...ember-20-on-3/
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January 20th, 2012, 01:27 Posted By: wraggster
Sony Ericsson has seen its status slip from fourth/fifth biggest OEM in the world to the ninth.
It was hoping an focus on Android would turn its fortunes around, but that switch didn't make too much difference as the Xperia range failed to match sales of rivals like Galaxy and Desire.
Ahead of its rebranding that will see future handsets drop the 'Ericsson' moniker, the company has reported a pre-tax loss of €247m for Q4 2011. The company said it shipped just 9m units in the fourth quarter, down 20 per cent on last year.
http://www.mcvuk.com/news/read/xperi...-losses/090007
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January 20th, 2012, 01:24 Posted By: wraggster
2K Games has lifted the lid on an alternative way to play upcoming shooter BioShock Infinite that it hopes will ensure the game sells to the hardcore audience.
Called 1999 Mode, the publisher says it requires “substantial commitment and skill development” and that it is “designed for gamers who long for the days of games that demanded more of the player”.
Chief amongst the changes is a tweak to the way character development works. In 1999 Mode, any changes or upgrades applied will be permanent. Players will also see their game ended if they die without the required resource to be resurrected.
“We want to give our oldest and most committed fans an option to go back to our roots,” the creative director BioShock Infinite’s developer Irrational Games Ken Levine stated.
“In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions. In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specializations, and focus on them.
“I’m an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. So we went straight to the horse’s mouth by asking them, on our website, a series of questions about how they play our games. 94.6 per cent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 per cent indicated that being required to make permanent decisions about their character would have made the game even better.”
http://www.mcvuk.com/news/read/biosh...99-mode/090009
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January 20th, 2012, 00:55 Posted By: wraggster
Sony knows you're likely scarred for life after its many security snafus, so it's doing all it can to keep you in the loop in regards to its PSN. The network will be experiencing a temporary outage today to make room for "routine scheduled maintenance" starting at 11AM ET and ending at approximately midnight. As usual in these scenarios, you won't have access to any PlayStation services on your PS3 or PSP, including PlayStation Home and Sony's Music and Video Unlimited offerings. That said, if you wereshootin' and slashin' fools before the downtime, you should have no hassle continuing with your current session -- though access to any of the aforementioned services is still out of the question. Desperate to know exactly when the PSN will be back up and running? Keep it locked on the Playstation Twitter feed to find out.
http://www.engadget.com/2012/01/19/s...n-maintenance/
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January 19th, 2012, 01:54 Posted By: wraggster
via http://www.emucr.com/
NesterJ 1.12 RX is released. NesterJ is a NES Emulator for PSP. It is a modified version of NesterJ.
NesterJ 1.12 RX Changelog:
Mr. takka brought NesterJ v1.12 formed into 3.xx close to v1.13.
And done the lightweight sign , it is an emulator also at official PSP.
The present state
- An emulation portion is the same as Nesterj v1.12.
- Can be read ZIP compressed ROM.
- Screenshots can be taken.
- Supported to the OFW PSP.
http://www.mediafire.com/?ddepl3d64u5e2ei
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