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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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December 29th, 2011, 00:41 Posted By: wraggster
We spent years carrying around cassette tapes, then another bunch of years carrying around compact discs, and most of that time said media formats were played through one of Sony's various Walkman devices. It looks like the Japanese hardware company is looking to recapture some of its past success by employing the man who designed the original Walkman to put together the company's latest handhled: the PlayStation Vita.
When the US PlayStation Blog descended upon Japan for the Vita's recent launch, the site found out that Tokashi Sogabe, a 27-year employee of Sony, was heading up the company's "corporate design center." That same team lead development of the Vita, which apparently went through a variety of different forms before the team decided on the current unit. "The team went through various designs, including one with a sliding back like PSPgo and a clamshell, before settling on the final model after discussion with developers," the post explains. Even weirder? Apparently, one of the prototype models had touch pads in place of the dual analog sticks like an Xperia Play -- we're pretty glad that Sogabe's team ended up cutting that bizarre choice.
Regardless, given Sogabe's past with Sony, we've got high hopes that the Sport and Mini versions of the Vita aren't far off.
http://www.joystiq.com/2011/12/27/pl...-sony-walkman/
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December 29th, 2011, 00:38 Posted By: wraggster
We hope you like HD remakes, because a pair of high-profile titles are part of this week's PSN update. Alongside the debut of Oddworld: Stranger's Wrath HD, PS3 users can snag HD-ified versions of the first three Splinter Cell games, ala carte: Splinter Cell HD, Splinter Cell: Chaos Theory HD and Splinter Cell: Pandora Tomorrow HD.
Doublesix's follow-up to Burn Zombie Burn!, All Zombies Must Die, also debuts on PSN this week. If this were a police blog, we'd say we've got modus operandi for Doublesix. Yup, cop jokes. Deal with it.
PSOne Classic Klonoa: Door to Phantomile is also available for download this week, along with MotorStorm Apocalypse and Carnival Island. Hit up the source link below for the full list of this week's content over on the PlayStation Blog.
http://www.joystiq.com/2011/12/27/ps...d-all-zombies/
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December 29th, 2011, 00:31 Posted By: wraggster
During a recent Nippon Ichi press conference, CEO Sohei Shinkawa announced a handful of projects the company is working on for the immediate future. The first likely won't require all that much actual work -- it's Cave Story 3D, which the company is publishing in Japan. He added that two other projects are in the pipeline: A new adventure game scheduled for a Japanese Summer 2012 launch, and a dungeon-centric RPG from the Disgaea team due out sometime in 2012.
During a later Q&A, Shinkawa revealed that the company would like to release at least one Vita title next year, but did not confirm whether either of the newly announced projects would be that title. Shinkawa also revealed all this information while wearing a Prinny-shaped hat, so we're not sure we can believe a single thing he said.
http://www.joystiq.com/2011/12/28/di...n-ichi-announ/
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December 28th, 2011, 04:20 Posted By: Gmdfunk
Been messing with pokemon crystal. I start a game, input time, save, quit and reload. Time and day are now wrong but will progress properly in real time, just wrong day/time.
Tried again but set psp cfw clock to 24 hour time. Same result.
Tried again with Pokemon silver, same result.
Tried with older versions of masterboy and emumaster, same result
Tried resetting clock with game shark code, same result.
The only way I have been able to get Pokemon clock right is to offset the psp clock to compensate for the time difference. But now my psp clock is wrong.
Pokemon clock works fine in homers rin, but it won't save emulator settings like button layouts so I don't want to use it. Anyone have any info to fix this either emumaster or homers rin
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December 28th, 2011, 02:05 Posted By: wraggster
via http://www.emucr.com/
DaedalusX64 SVN r747 is released. 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:
r737
[=>] Merged from Dev branch:
Rev 474 - Corn
[!] Reorganized and optimized MemRect for Yoshi (small speedup)
Rev 475 - Corn
[!] bail audio mixer when called with bogus values (YOSHI)
[!] small improvement in color adjustment process
[!] call popDL directly instead of endDL if possible
[!] Instruction count should now match in debug dlist with value shown in Dlist length
[!] reworked blend explorer and cleaned up debug info and reordered some code
Rev 476 - Corn
[!] Rayman2 hack (WIP, it still have issues but should be playable now)
Rev 477 - Corn
[!] Optimized RDPStateManager
[~] Forgot to add ROM hack for RAYMAN 2
Rev 478 - Corn
[!] Rayman 2 textures stretching should work now
[-] Reverted GBI1_EndDL change
Rev 479 - Corn
[!] Fixed Profiler
r738
[=>] Merged from Dev branch:
Rev 480 - Corn
[!] Fixed DKR/JFG texture scaling issue
Rev 481 - Salvy
[!] Avoid wasting time loading the same texture in S2DEX Obj** (happens quiet often in yoshi, a good example are the white dots that appear around the screen)
Rev 482 - Corn
[!] Fixed potential ROM hack bug
[!] Updated S2DEX_ObjLoadTxtr
[~] Trimmed some debug info
Rev 483 - Corn
[!] Made inline of some functions in PSPRenderer
[!] Made Debug Dlist spam less for cleaner looking output to file
Rev 484 - Corn
[!] DKR only needs 80 verts array after all (no need for 128)
[!] Updated CPU TnL
Rev 485 - Salv
[!] Some small optimizations in PSPRenderer
[!] Made debug only sanity checks in GBI0 Vtx
[!] Do not render degenerated or empty? tris in Tri4 (GE and PD)
Rev 486 - Corn
[!] Fixed some compile errors and rendering logic
r739
[=>] Merged from Dev branch:
Rev 487 - Salvy
[!] Some clean ups
[!] Removed sanity checks from release mode in WRUS Vtx (it should never happen anyways)
[!] Removed sanity checks from release mode in GBI1 Vtx (Only game that sets this is Quake II which eventually crashes anyways due clipping too many verts)
Rev 488 - Corn
[!] Force disable loop opt for Rayman2
[!] Removed a forced blend mode that made shadows in Rayman2 invisible
[!] Minor fix to texture scaling to proper match 1.000 scale
[!] Removed extra test for disabling blending
Rev 489 - Salvy
[!] Some clean ups and made several globals static in DLParser.cpp
[!] Implemented bg1cyc correctly (fixes sprite errors in Worms - Armageddon and other games that use this cmd)
[!] Tidy GBI1/2_Texture
Rev 490 - Salvy
[~] Forgot this
Rev 491 - Salvy
[!] limit huge sprite (2045x2047) over 4mbs! that Worms Armageddon tries to load (props to Corn for spotting it)
Rev 492 - Salvy
[!] Fixed compiling error from previous commit
Rev 493 - Salvy
[-] One more try xD
Rev 494 - Salvy
[-] Final touch up to previous commit
Rev 495 - Salvy
[!] Forgot one more thing
Rev 496 - Corn
[!] removed some redundant variables in PSPRenderer
[!] small fix to audio and made buffers smaller for less delay
[!] add disassemble when BSOD happens (debug only)
r740
[=>] Merged from Dev branch:
Rev 497 - Corn
[!] Optimized TexRect, TexRectFlip and FillRect to avoid copy same data twice and more effective parameter loading
[!] Optimized clipped tris handling to avoid copying unnecessary data thus saving 240 bytes per tris
Rev 498 - Salvy
[!] Texrect, Texrect Flip, and Fillrect now uses 60% less vertices (PSP only)
[+] Added STRIP version for texrect as reference for future ports
[-] Removed annoying assert from fillrect
Rev 499 - Salvy
[-] No need for s/t for fillrect as we don't do any texturing
Rev 500 - Corn
[!] small speed up making use of VFPU for converting vertices's to PSP hardware format when clipping tris
Rev 501 - Salvy
[!] Fixed scaling bug in Sprite2D
[!] Small optimization in RDPHalf1_GoldenEye
Rev 502 - Corn
[!] Fixed a rendering bug from rev 486
Rev 503 -Salvy
[~] Temporary reverted a few changes from 450 (was breaking Worms game) (texture update for S2DEX needs to be revised)
r741
[=>] Merged from Dev branch:
Rev 504 - Corn
[!] VFPU TnL recoded into one function (with optimizations)
[!] Integrate TnL flags into TnL parameters
[!] small fix to texture UpdateIfNecessary
[!] small optimization to convert vertices
Rev 505 - Salvy
[!] Clear color buffer aka clear screen in fillrect (fixes several glitches in many games ex Worms - Armageddon, Superman, Command & Conquer and other games)
[!] Add back check to ignore unnecessary loads to fillrect (Issue breaking the sky in Superman is sorted, we can add this back)
[~] Removed scissoring check in fillrect (no longer needed)
[!] Proper fillrect for 1/2 cycle mode
Rev 506 - Salvy
[!] Forgot this
Rev 507 - Corn
[!] avoid downsizing texel buffer
[!] some optimizations in copying data with vectors
[!] TnLVFPU Passing more data through a struct rather than function parameters
Rev 508 - Salvy
[!] Don't use primitive colour when filling rectangles in 1/2 cycle, just fill to black (was causing issues in MK64)
Rev 509 - Salvy
[!] Simplified CombinerTree
r742
[=>] Merged from Dev branch:
Rev 510 - Corn
[+] Added VFPU code for perfect dark TnL path (speed up)
[!] Fixed copy n paste bug in lighting
Rev 511 - Corn
[+] DKR TnL is now done on the VFPU (speed up)
Rev 512 - Corn
[+] Conker TnL is now done on the VFPU (including ENV map)
Rev 513 - Salvy
[!] Fix clean scene not working properly when games are clearing the screen (PD)
[!] Simplify check to clear screen
[!] Decode fill color even when clearing screen (fixes bug in PD)
[!] Simplify DLParser_FillRect
[!] Load RDP_Combine in one go (saves 2 ops)
[!] Ignore mem0+mem1 blend in fillrect (is cheaper than handling in general blender after all..)
Rev 514 - Salvy
[!] Update RDP_Combine struct
Rev 515 - Salvy
[!] Bring back changes from 450 (Degraded texture cache for S2DEX, need to find a different approach to fix worms, but the only way to properly fix it is to hash palettes and we ain't going to do it just for this game since is really CPU intensive..)
Rev 516 - Corn
[!] use texture hash check in cache for now (fixes OOT and MM text and other issues in other games)
r743
[=>] Merged from Dev branch:
Rev 517 - Salvy
[!] Check as early as possible if texture is the same as last time around
[!] Some more optimizations in copying data with vectors (~50 ops)
Rev 518 - Salvy
[!] Simplified fillrect even more
Rev 519 - Salvy
[!] Fixed height calculation of video interface (borrowed fix from glide plugin)
Rev 520 - Corn
[!] Reuse project matrix stack for DKR matrices
[!] Avoid copying DKR matrix data twice under some circumstances.
Rev 521 - Corn
[!] Fix debug dlist compile error (tnx salvy)
Rev 522 - Salvy
[!] Use LoadUcode when switching to S2DEX2 ucode to avoid adding overhead to GBI2 ucodes (our ucode cache eliminates any overhead from LoadUcode anyways)
[!] Added detection for S2DEX2 ucodes
[!] Some more optimizations in copying data with vectors (~30 ops)
Rev 523 - Salvy
[~] By mistake broke S2DEX1 name table
[!] Fixed wrong fill colour in Automobili Lamborghini (still not correct since we can't really handle 32b size in fillrect (yet))
Rev 524 - Corn
[!] load matrix directly to stack to avoid copying data twice (setproject, setmodelview and force_matrix)
Rev 525 - Corn
[!] fixed debug dlist compile error
[!] compacted MatrixFromN64FixedPoint code
r744
[=>] Merged from Dev branch:
Rev 526 - Corn
[-] Removed old VFPU TnL code
[!] Small optimization in DKR TnL
Rev 527 - Corn
[!] Increased billboard sizes in DKR
Rev 528 - Corn
[+] Added VFPU TnL code for DKR billboards (small speed up)
Rev 529 - Salvy
[!] Tidy up LoadTile/LoadBlock
Rev 530 - Corn
[!] Fixed texture loading regression from rev 529
[!] Fixed Debug Dlist text output
Rev 531 - Corn
[!] Fixed Debug Dlist text output
Rev 532 - Salvy
[!] Optimized DMA_Tri_DKR
Rev 533 - Corn
[!] some clean up
r745
[=>] Merged from Dev branch:
Rev 534 - Corn
[!] Reworked Insert and Force matrix (speed up for games that uses it and WWF games should work better now)
Rev 535 - Corn
[!] Additional fix to Insert and Force Matrix
Rev 536 - Corn
[+] Added bitwise feature hacks to speed up checks and make it easier to have same hack in many games
[+] Donald Duck is a bit more playable with T1 texture hack (same as Rayman2)
[-] Alternative TLUT hack is now a part of bitwise hacks
Rev 537 - Corn
[!] Avoid reloading projection matrix to sceGU more than necessary
Rev 538 - Salvy
[!] Another try to remove Aidyn hack (doesn't break Rampage this time around..)
Rev 539 - Salvy
[!] Fixed bug? in FPU rendering (was breaking SSV's shade)
[!] Simplified abit HLE handling
Rev 540 - Corn
[!] Fixed TexRectFlip to do proper flip
[-] Reverted previous change to make Aidyn sky show up
Rev 541 - Corn
[!] Small optimization in Dynarec/fragments
[!] Disabled Loop Opt for Donald Duck Going Quackers
[~] Reverted Loop Opt to old code (pre 618)
Rev 542 - Salvy
[!] Added many blendmodes for WWF games (getting closer to be playable)
Rev 543 - Salvy
[!] Really small change to MemoryUpdateSPStatus
r746
[=>] Merged from Dev branch:
Rev 544 - Corn
[+] Save more memory using TMEM table with only 64 entries for palette pointers
[+] TLUT hack for Resident Evil 2
[!] Disable Loop Opt for all WWF games
Rev 545 - Corn
[!] Graphical fix for Tom and Jerry (T1 hack)
[!] Fixed BSOD in top gear rally (seems to have other issues too with floats)
[!] Fixed BSOD in Star Soldier - Vanishing Earth
Rev 546 - Corn
[+] Using volatile memory for PSP Dlists (saves 2Mbyte of regular memory)
[!] Reduced the time a texture is cached unless used (should help Phat owners a bit since it saves some texture memory)
[!] Added TLUT hack and disabled Loop Opt. for Star soldier-vanishing earth
Rev 547 - Corn
[+] added assert for PSP Dlist overflow
Rev 548 - Salvy
[!] Disable Dynamic Loop Optimization by default (It causes instability and other issues in many games, to enable go to Advanced Settings, enable at your own risk!)
Note: Make sure to reset your setting before using this rev -> Global Settings -> Reset Settings (follow on-screen instructions)
Rev 549 - Salvy
[!] Use T1 hack for Earthworm Jim (game looks awesome now)
Rev 550 - Corn
[!] Auto speed adjustment hack for Rayman/Donald duck/Tom and Jerry
[!] Removed some redundant checks for SOTE
Rev 551 - Corn
[+] Added speed hack to Earthworm jim and powerpuff Girls
Rev 552 - Corn
[!] Improved sync filter for audio and speed matching
Rev 553 - Salvy
[!] Keep texture image address in range for Shadow of Empire (game is now playable with some minor issues, is recommended to use a savesatate to get in game)
Rev 554 - Salvy
[+] Added option to enable Corn's newly hack to smooth up games (helps mostly with games with poor framerate ex Earthworm Jim, Golden Eye, Donald Duck etc)
Note: Option can be found in Advanced Options -> Video Rate Match
Rev 555 - Corn
[-] Removed forced speed hack since its optional now
[-] Removed forced Loop Opt. off from roms.ini
[+] Brought back Pilotwing 64 hack (since cheat version still has issues)
Rev 556 - Corn
[+] Hack for SOTE to show text and menus (clean scene has to be enabled)
Rev 557 - Salvy
[!] FillRect don't set any colour when not in fill mode (fixes SOTE's text)
[~] Removed SOTE and Wave Racer hacks (no longer needed)
Rev 558 - Salvy
[!] Fixed bug errg typo in cheat parser for large cheats (Pilot Wing's shadow fix works properly now)
[-] Removed Pilot Wings hack (again), no longer needed ^
Rev 559 - Salvy
[!] Parse cheat file when ROM boots if cheat feature is enabled or forced (this is required when forcing cheat feature)
[!] Forced cheat feature to Pilot Wings and Pokemon Snap (we need cheats for these games to work properly *wink*)
r747
[!] Updated roms.ini with latest changes
http://www.mediafire.com/?pmjlv5mm8d64h29
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December 28th, 2011, 01:57 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r73753 is released. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r73753
Thinning down PcsxrMemoryObject header down even more.
Making PcsxrMemoryObject only export getters.
http://www.codeplex.com/pcsxr
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December 28th, 2011, 01:53 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5021 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5020
gsdx linux:
* use memory instead of tr1 (was the experimental implementation of c++11)
* remove strict aliasing optimization because I saw some bad warnings
* Fix pthread of the previous commit. Use default attribute but it might need some tuning
r5021
gsdx linux:
* add the code to select the attribute (still the default but can be changed now)
* add a hidden option (condvar) to select between the 2 threads algorithm
http://code.google.com/p/pcsx2
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December 28th, 2011, 00:54 Posted By: wraggster
Russian developer frostegater continues his fine work on the PSP scene, he gives us new homebrews / plugins very interesting.
For now, our Russian friend presents the second revision of the PSP Everest 2 , a homebrew that allows you to know the All small details on your PSP, whatever its type and version. It includes the hardware, firmware / CFW it loads the UMD drive and its firmware but also useful information about the battery.
The whole is presented in a nice graphical interface.
The new version supports all PSP including PSP and PSP Go E10XX Street.
New / fixed:
- Rewrite code.
- Added random color of background When start program.
- Added fade When changing menu.
- Added detect PSP X010 (Mexico).
- Added exit in XMB about 'HOME' / 'PS' button.
- Unlocked power switch.
- Added new firmware support.
- Added PSPgo and PSP-E10xx support.
- Some visual fixed.
- Added by switching backgrounds and fade When switching triggers.
- Added interactivity of 'Battery Information' location.
- Added more information to 'Information' Hardware->' Model 'option.
- Removed not needed Some strings in 'System Information' and 'Hardware Information' locations.
- Added 'Complete' status to 'Battery Information' -> 'Charging' option.
- Added Able to Showing Russian text in 'System Information' -> 'Username' option.
- Fixed Detecting not readed battery on battery Flashable PSP's (All Fat and Slim TA-085v1).
- Added Able to Detecting TA-094.
- Added new algorythm for Detecting Some motherboards motherboard and renamed.
- Added Russian language (Russian language if selected in 'System Settings' in XMB).
- Added Able to Detecting differences of TA-088v1 TA-088v2 and.
- Rev.2: fixed freezing in 'System Information 'location. Rev2 PSP Everest 2 Official website: http://psdev.ru/
http://mobiles.gx-mod.com/modules/ne...p?storyid=9744
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December 28th, 2011, 00:51 Posted By: wraggster
The team behind the True Blue is their dongle to version 2.4.
New / fixed: - Improved stability - Improved security dongle The team has also intervened on Chinese clone of JB King. It takes us a note that this dongle is a copy and not a perfect copy without all the technology and infrastructure of the original, so it can not follow all the features of the True Blue and the team is able to block the next eboot games that come out. Homepage: www.truebluejb2.com
http://ps3.gx-mod.com/modules/news/a...p?storyid=3039
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December 28th, 2011, 00:50 Posted By: wraggster
By luck or bad luck-in fact, a Japanese man happy owner of Sony PlayStation VITA, has revealed the first one! The first may or may not interest the underground scene.
He decided to share his find with all the world by making a video illustrating the situation.
To make fast, the guy just fell on mute for the new console, a kind of "Factory mode" as seen on the PS3, with a few parameters to adjust. What you see on the video they are just dolphins in 3D, we can see the two characters basically OK or NG as the factory mode of the PS3. In fact we do not know much about this mode, its usefulness Its role ... etc.. We do not know how this guy was able to access, but from what he says and what it shows in this video, it is impossible to leave this mode, turn off the console is useless, in other words it is stuck on the "PS VITA Dolphin 3D Mode" So this is an interesting find in the underground scene, is it useful or not? Just five days since the console is on sale in Japan, can not answer these questions, much hope that our Japanese friends can get out of this problem!
http://mobiles.gx-mod.com/modules/ne...p?storyid=9741
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December 28th, 2011, 00:48 Posted By: wraggster
Among the finest homebrew PSP scene has experienced include Internet portals, a kind of web pages using the browser console that offers a different look to your console and full of features, music, photos, videos, mini play, etc. ... E-Mail Internet portals have experienced a major breakthrough in 2011 with the development of CFW / HEN but especially the sense of sharing the stage known as PSP. Different developers homebrew / CFW leave their code open source so that others can benefit-. As a result, portals today are being equipped with new features, they include mini-games, file managers systems, records management and even a video player! They also work now without having to go through the browser console directly from the XMB. In this sense, the French developer PSP arropsy1 the "team shipudden", presents its new web portal multifunction behalf of iShell , a portal dedicated to fans of the MAC.
http://mobiles.gx-mod.com/modules/ne...p?storyid=9740
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December 28th, 2011, 00:45 Posted By: wraggster
Sony is no stranger to dictatorship over consumer rights; and the latest instalment of its questionable security measures is for the PlayStation Vita. It’s only natural for companies to protect the system from hackers and that isn’t frowned upon by hackers, in-fact; most developers understand or at least expect this. The problem is more the fact that you can’t transfer any files to your Vita unless this update is complete (this includes any media).
Here’s how the update works:
- Connect your Vita to PC via the cable.
- Content Manager checks if the PC is connected to the internet.
- If yes, the Vita connects to your PC and updates to the new firmware.
- If not, the Vita does not connect to the PC.
In recent development, we’ve discovered that HBL runs on firmware 1.50 but was then blocked in this new 1.51 update; so if you get your system and connect it to your PC your dreams of having said Homebrew Loader are completely shattered.
http://psp.dashhacks.com/2011/12/27/...ses-developers
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December 28th, 2011, 00:42 Posted By: wraggster
Update: one important clarification: this video shows HBL running on the latest firmware 1.510. The firmware update that happened today does not patch the exploit, unlike what some sites are saying.A few days ago Japanese developer Teck4 posted a picture of a “hello world” running on the PS Vita through the PSP emulator. I contacted him immediately with some help from Mamosuke, and I soon got enough information to start working on porting Half Byte Loader to this exploit (note that Teck4 is also working on exploiting this vulnerability further, but I don’t know how far he’s been).
What you see in the video below is the game “Sonic & Knuckles” running in picodrive, a Megadrive emulator for the PSP.
Yes, I’m running an emulator inside a hacked emulator on the Vita, that’s kind of cool. There’s lots to say about this ongoing work, but first let me state that, for once, this HBL port is entirely my work, except for the underlying PSP exploit which is initially from Teck4. I’ve been testing other people’s work for a while, so it was about time I got back to coding myself
Now that my ego is satisfied, let’s move on to the details of the video below. I have good news, bad news, and ugly news. But first check the video below, the first usable hack on the PS vita, 10 days after the console is released
1. THE GOOD
This is technically HBL rising from the deads, running on the PS Vita, and loading the picodrive emulator. Usually I would show you the entire loading process, but you’ll understand that some of the things I do (in particular the exploit used) need to be kept under wraps until the whole thing is made public (if it is ever made public, read more below). I hope however that given my reputation on the PSP scene this won’t be categorized as a fake, please understand that I can’t show much this time. Picodrive is one of the easiest homebrews to run on HBL for some reason, that’s why I’m using it in my test. People who’ve used HBL a lot in its early days will recognize the sound glitch, this is some 22kHz sound being played at 44kHz, or the other way around, I can never remember. That’s because the PSP emulator is using PSP’s firmware 6.60, for which HBL’s syscall estimation code seems to be a bit useless. (I am still pending some reply from Teck4 to see if it would make sense to “officially” involve more hackers on this port, and see if we can fix those syscalls problems. For now, as far as I know I’m the only one who made it that far on the Vita, and I feel kind of lonely on this new hacking scene ^^).
Another good piece of news for me is that before HBL could run Homebrews so “smoothly” on the PSP, it took us several months (I can’t remember exactly, 3 month maybe before we got it running “ok-ish” ?), while here it took me 3 days to get it to a usable state. Clearly, we didn’t lie when we said HBL would be portable to new game exploits
So, that’s the good, I’ve proven to myself that it is possible to run HBL and actual homebrews on the Vita. With little effort, HBL could probably be improved to some extent on that exploit, and run a few useful homebrews.
2. The bad
There are slightly bad news too. One is the syscall estimation algorithm being busted, as I explained above. I discussed a bit with JJS, and it is probable that if a function is not imported by the game itself, we might not be able to use it at all. I’ll have a closer look (if I decide to dig further on this) to see if this can be improved, but that could greatly limit the amount of homebrews that can be played on this.
Another issue is that the time currently needed to load/run homebrews for the “end user” is a bit too long to my taste. In its current state, for now I don’t think this is (or will be, even if improved) very useful for the end user. Basically, if I want to run PSP homebrews for now, it’s way easier and cheaper to do so on a PSP, even on an unhacked one, through HBL. So, the overall uselessness of this makes me wonder if it should be kept secret in order for other hackers to do some research on it, or if it should really be released. I wouldn’t like people to point fingers at me if Sony patches some security flaws after this exploit goes public… I won’t take that decision alone (since I’m not the only one knowing the exploit), obviously, and there’s still time until the US/EU release, but I’m seriously considering the options here.
I have also yet to find a “good” way to install and run homebrews. I thought I had found a convenient way, but it didn’t work as expected. I’ll dig more on that, but it seems the PSP filesystem, as seen through the emulator on the vita, is a bit tricky and sneaky…
The ugly
There is, however, far worse than the little concerns above. What concerns me to a great extent is that I realized today that Sony can potentially spy everything we do with the content manager. Today I was forced to update my PS Vita to the new firmware. The content manager refuses to run if its PC client is not connected to the internet, and it refuses to run if the console doesn’t have the latest firmware. This means not only that Sony can force you to update your Vita firmware whenever they feel like it (something they never dared to do on the PSP or the PS3), but also that every time you copy a file from or to your Vita, some information is possibly sent to Sony’s servers. I half joked about me copying my porn movies to the Vita and Sony knowing about it, but it really concerns me that Sony is spying on the files I have on my hard drive just because I bought one of there gadgets.
I’m thinking here that the upcoming hacks for the PS Vita will involve lots of legal fights. It seems to me that unless Sony can prove they are not spying on their users, it is potentially illegal to require the tool to be connected while the content manager is running. Something as big as CarrierIQ could happen to them if their customers are willing to take it to court at some point (that’s an official call to network engineers would would like to analyze what’s going on when the content manager is connected to the internet…).
Incidentally, this is also means that Sony could be already aware of the hack and the techniques we’ve been using to trigger it, assuming they take a close look at the interactions between users’ PC and the Vita.
Anyways, despite these massive concerns, I’m proud to announce that I got some homebrew to run on the Vita 10 days after its release… as said before by BlackFire, it’s like “posting a sticker on a fortress”. Not very useful, but a message to Sony that we’re around
http://wololo.net/wagic/2011/12/27/h...-hi/#more-3773
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December 28th, 2011, 00:40 Posted By: wraggster
Today as I was using the PS Vita “content manager” in order to copy some files to the PS Vita, the content manager refused to start until I updated my firmware to official update 1.510. (This literally happened 10 minutes ago)What surprises me is that the vita was disconnected, so I am assuming the update order came from the client on my PC (Update: confirmed. And the Vita refuses to run the content manager if the PC is not connected to the net).
A friendly advice to anybody who tries to “investigate” the Vita like I do: install the content manager on a PC that has no network connection (Update: I think “bastards” is the first word that came to my mouth when I saw that the vita refuses to connect to the PC if the Pc is not connected to the internet. This is really really concerning, and I hope a few people will have a look at the code of the PC “content manager” client. I’d be extremely happy to know why Sony is spying on me through the content manager when I’m copying my porn movies to the vita…), and disconnect the Vita as well. It seems Sony has a possibility to prevent anyone from playing with the Content Manager too much. This also confirms that the PSP Exploit we’re working on is more or less moot, since as soon as it is made public, Sony will prevent people from copying the files to their Vita with an obligatory firmware update.
This is really twisted, and I could swear a compulsory update in order to use such a core feature of the console might be illegal in some countries…we’re far from the “you have a choice to stop using linux” here, it’s more of a “you have a choice to stop copying mp3 and movies from and to the console”.
I have no clue what this update is for, but I’ll have a look. I assume it patches some of the weird bugs that people reported, including (but not limited to) the weird “demo mode” glitch, and other “freeze in the xmb” type of errors…
http://wololo.net/wagic/2011/12/27/p...-update-1-510/
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December 28th, 2011, 00:31 Posted By: wraggster
You UK residents are such a lucky lot. Not only do you get all the episodes of Doctor Whoway, way earlier than us Americans, you'll also get a chance to play the PS Vita before us, too. Check out the full list of PS Vita Room events after the jump, as well as all the games featured therein.
Featured Games
- Modnation Racers Road Trip
- Uncharted: Golden Abyss
- Little Deviants
- Super Stardust
- Top Darts
- Everybody's Golf
- Gravity Rush
- WipEout 2048
- Hustle Kings
- Escape Plan
- Reality Fighters
http://www.joystiq.com/2011/12/26/ps...he-vita-early/
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December 28th, 2011, 00:29 Posted By: wraggster
We're going to go out on a limb and assume that Gran Turismo 5 XL Edition, a mysterious new version of GT5 that's recently turned up on Amazon, Neweggand Buy, isn't a DLC-packed Game of the Year-esque compilation re-release, but rather a literally extra-large version of the original. Bigger cars, bigger tracks, bigger disc, bigger box ... it probably even requires an extra-large PlayStation 3 to play it.
If you're a market analyst looking to make safe predictions, we guess you could infer that GT5 XL Edition is actually the stateside title for Japan's upcomingGran Turismo 5 Spec II rerelease, but we prefer living on the edge and thinking outside of the box -- until Polyphony Digital makes an official announcement, of course, at which point all knowledge of this post will be disavowed.
http://www.joystiq.com/2011/12/26/gr...etailer-sites/
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December 27th, 2011, 23:39 Posted By: wraggster
There's not many things worse than when your new imported tech toy is hobbled by teething issues. Just over a week since its launch and Sony's great portable hope has been gifted its second firmware update. Version 1.51 can be grabbed through your PC, PS3 or the Vita itself and promises to fix issues with "game progress" -- mentioning launch title Dynasty Warriors: Next in particular. However, gamers have already figured out that playing through the title offline side-steps the software hiccups that this patch hopes to remedy. Early adopters can hit up the system update option to ensure their machines remain in peak condition or hit up the source for the PC link.
http://www.engadget.com/2011/12/27/p...software-bugs/
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December 26th, 2011, 22:52 Posted By: wraggster
It's already close to 2012 but here I am once more wishing on Christmas day to everyone following and using PCSX2!
So we all wish you will get what you want (and wish even more it's a new PC so you can run PCSX2 better!!), have fun and enjoy these few days with your loved ones because that's what counts in the end.
If you don't celebrate Christmas, Merry Sunday!
In other news, 0.9.9 is still in development with Gabest making a surprise comeback lately and working on the software rendering of GSdx. You can give the latest changes a try by going here: http://pcsx2.net/svn.php
http://www.pcsx2.net/
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December 26th, 2011, 22:22 Posted By: wraggster
Last week, an exploit on the PS Vita through the PSP emulator was announced by Mamosuke. The exploit was found by Teck4, and, we won’t stress it enough, is a PSP exploit that gives us user mode access within the PSP emulator on the Vita. So this is not a Vita exploit per se, but it’s still very cool. Mamosuke confirmed this with a video a few days ago, and today I was able to confirm the exploit myself as shown in the video below (and I must admit that I spent way too much time working on that basic flame effect). The video below shows the exploit running on both a PSP 1000 and the PS Vita.
I spent a good amount of time today confirming some of my hopes that it will be possible to run HBL, at least to some extent, with that exploit. It doesn’t mean I have ported HBL to the Vita yet, but I have strong hopes this will be possible. A handful of hackers are working on bringing HBL to the Vita (I won’t mention their names here as I don’t know if they want to be contacted on the subject), and it should be “relatively” easy to get something to work fairly soon. (It should be noted though that the Vita is quite sensitive and crashed on me several times when it went into “sleep” mode from the exploit screen… from there – am I just paranoid? – it seems it is impossible to reboot the machine for almost 10 minutes, which made me think I had bricked my vita… could it be a anti-hacking security? If the console detects several crashes, it takes longer to boot, in order to prevent brusteforce types of attacks?)
I won’t discuss any release yet, it doesn’t depend on me only (this is, after all, Teck4′s exploit), but if I have my opinion to give on the subject, I would suggest to wait until the Vita is released in Europe and in the US. This gives us some time to polish HBL on this device, and hopefully the vulnerabilities we use to run HBL won’t have been patched by then.
This is of course just a challenge with little to no practical interest… once we publicly reveal the exploit (in particular, the game used in it), it will be extremely easy for Sony to patch it (or remove the game from the Playstation Store), so probably only a few people will be able to benefit from it… but only time will tell, there is still hope, after all, that Sony doesn’t care about a tool that allows us to run user mode psp homebrews in a sandboxed emulator.
http://wololo.net/wagic/2011/12/23/p...bl-on-its-way/
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