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August 2nd, 2011, 23:34 Posted By: wraggster
Assassin's Creed Brotherhood will be available as a digital download on the EU PlayStation Network from tomorrow for £23.99, Ubisoft's confirmed.
In addition to the game, the publisher will also be releasing a set of 10 avatars at a price of £0.40 each, it says, two of which (Ezio and the Harlequin) will be exclusive to PlayStation Plus users and come free with purchase of ACB.
As a special promotion, Ubi's also dropping the price of the digital download version of Assassin's Creed II (with DLC included) for PlayStation Plus members by 20%.
The original Assassin's Creed will be offered 50% off for digital download, only for PlayStation Plus members.
http://www.computerandvideogames.com...r-psn-release/
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August 2nd, 2011, 16:12 Posted By: wraggster
You could use PlayStation Vita as a controller for PS3 games, Sony has revealed.
This Wii U-like capability was explained by Sony Europe R&D manager Phil Rogers at the Develop Conference 2011.
"What could you do with all of this?" Rogers asked a room of developers and Eurogamer. "Here's a few boring technical ideas: you could drive a display from a PS3 game, for example.
"PS3 can send data down to Vita and Vita can display it. You could use the unique features [of Vita] - gyroscope, touch front and back - as a control device for a PS3 game.
"You can run software on both devices and use the network to sync the game states. And that's pretty good, because you then have the processing power of PS3 doing that work, Vita [doing] fancy graphics - however you want to do it. You're not sacrificing the PS3's CPU to be able to have a rich experience on Vita."
Rogers said this was "a fairly new idea", and encouraged developers to talk to Sony if they have any ideas for it. "Most of the time we'll be OK with it," he said.
Another thing Vita can do is cross-platform play. This was demonstrated with WipEout 2048 on Vita talking to a bespoke compatible build of WipEout HD on PS3. The two games connected via PSN and, after a lengthy wait for the Vita version to load, worked together seamlessly. The PS3 version had a visibly higher frame-rate and was the better looking of the two games, although the difference at a glance was minimal.
Rogers mentioned that pool game Hustle Kings will also support cross-platform play. He also confirmed Vita Remote Play support for platform launch, whenever that will be.
"At launch we're going to have some PSN features that work across both platforms."
Phil Rogers, manager, Sony Europe R&D
"At launch we're going to have some PSN features that work across both platforms," said Rogers. "You could access data on each side and access scoreboards, for example. We're building on that.
"Obviously we had to bring certain things on and make sure that servers work against all the features and it doesn't break the PS3 experience, because there's a lot of PS3 users.
"For launch we'll also have Remote Play, which does look good on Vita - I saw an early version of it running recently."
Remote Play allows the Vita to receive encoded video output in real-time from PS3.
One of the more ambitious and alluring PS Vita capabilities is called Continuation Play. This allows a PS3 game to be played and then taken on the move on PS Vita.
"We have a system called Title User Storage, which allows 1MB of data on our servers for games," explained Rogers. "And that can be accessed on both platforms; you can access that same data.
"You can save your game on PS3, go over to Vita, pull that data back and swap it between them, so you can play a game at home, take it on the train and continue."
"You can save your game on PS3, go over to Vita, pull that data back and ... take it on the train and continue."
Phil Rogers
Rogers said Ruin, a Diablo-like action RPG, was the only announced PS Vita game that currently uses Continuation Play. "But there's probably a few that we've seen via the support site that we can't talk about," he teased.
"The feature is there," he added. "We've told developers that you can use Title User Storage to push the game data across."
The connection between PS Vita and PS3 will be handled via Wi-Fi and through the PlayStation Network.
"The important thing to note, and people always forget this, is that the Network exists; you don't need fancy cables, you don't need to have that there," said Rogers. "You're connected over an access point; send IP to each other - it just works.
"We did support USB, but [there's] not really much more point for that - wireless is fairly decent."
Further down the line, Rogers said developers will be able to retroactively patch-in support for Vita in existing PS3 games.
He also said Sony was making a concerted effort to encourage developers to use these new ideas arriving with PlayStation Vita.
"There's a push from our third-party team for encouraging licensees to be having those features [cross-platform, continuation play] in game," he said.
http://www.eurogamer.net/articles/20...ps3-controller
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August 2nd, 2011, 16:12 Posted By: wraggster
You could use PlayStation Vita as a controller for PS3 games, Sony has revealed.
This Wii U-like capability was explained by Sony Europe R&D manager Phil Rogers at the Develop Conference 2011.
"What could you do with all of this?" Rogers asked a room of developers and Eurogamer. "Here's a few boring technical ideas: you could drive a display from a PS3 game, for example.
"PS3 can send data down to Vita and Vita can display it. You could use the unique features [of Vita] - gyroscope, touch front and back - as a control device for a PS3 game.
"You can run software on both devices and use the network to sync the game states. And that's pretty good, because you then have the processing power of PS3 doing that work, Vita [doing] fancy graphics - however you want to do it. You're not sacrificing the PS3's CPU to be able to have a rich experience on Vita."
Rogers said this was "a fairly new idea", and encouraged developers to talk to Sony if they have any ideas for it. "Most of the time we'll be OK with it," he said.
Another thing Vita can do is cross-platform play. This was demonstrated with WipEout 2048 on Vita talking to a bespoke compatible build of WipEout HD on PS3. The two games connected via PSN and, after a lengthy wait for the Vita version to load, worked together seamlessly. The PS3 version had a visibly higher frame-rate and was the better looking of the two games, although the difference at a glance was minimal.
Rogers mentioned that pool game Hustle Kings will also support cross-platform play. He also confirmed Vita Remote Play support for platform launch, whenever that will be.
"At launch we're going to have some PSN features that work across both platforms."
Phil Rogers, manager, Sony Europe R&D
"At launch we're going to have some PSN features that work across both platforms," said Rogers. "You could access data on each side and access scoreboards, for example. We're building on that.
"Obviously we had to bring certain things on and make sure that servers work against all the features and it doesn't break the PS3 experience, because there's a lot of PS3 users.
"For launch we'll also have Remote Play, which does look good on Vita - I saw an early version of it running recently."
Remote Play allows the Vita to receive encoded video output in real-time from PS3.
One of the more ambitious and alluring PS Vita capabilities is called Continuation Play. This allows a PS3 game to be played and then taken on the move on PS Vita.
"We have a system called Title User Storage, which allows 1MB of data on our servers for games," explained Rogers. "And that can be accessed on both platforms; you can access that same data.
"You can save your game on PS3, go over to Vita, pull that data back and swap it between them, so you can play a game at home, take it on the train and continue."
"You can save your game on PS3, go over to Vita, pull that data back and ... take it on the train and continue."
Phil Rogers
Rogers said Ruin, a Diablo-like action RPG, was the only announced PS Vita game that currently uses Continuation Play. "But there's probably a few that we've seen via the support site that we can't talk about," he teased.
"The feature is there," he added. "We've told developers that you can use Title User Storage to push the game data across."
The connection between PS Vita and PS3 will be handled via Wi-Fi and through the PlayStation Network.
"The important thing to note, and people always forget this, is that the Network exists; you don't need fancy cables, you don't need to have that there," said Rogers. "You're connected over an access point; send IP to each other - it just works.
"We did support USB, but [there's] not really much more point for that - wireless is fairly decent."
Further down the line, Rogers said developers will be able to retroactively patch-in support for Vita in existing PS3 games.
He also said Sony was making a concerted effort to encourage developers to use these new ideas arriving with PlayStation Vita.
"There's a push from our third-party team for encouraging licensees to be having those features [cross-platform, continuation play] in game," he said.
http://www.eurogamer.net/articles/20...ps3-controller
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August 2nd, 2011, 16:07 Posted By: wraggster
Tokyo Game Show, the next major industry clambake following Gamescom in Germany later this month, has announced some of its tent-pole talks.
As detailed on Andriasang, Square Enix CEO Yoichi Wada will take to the stage at Tokyo's Makuhari Messe on 15th September to discuss "The Essence of Game Industry Revolution" in this year's keynote address.
Wada will then be immediately followed by Sony double act Shuhei Yoshida and Yoshio Matsumoto with their ambiguously titled "All About PlayStation Vita" presentation.
No word from any other publishers yet on what their plans are for the show.
Last year's event saw some fairly significant announcements, including debuts for Capcom's DmC and Asura's Wrath, Yakuza: Of the End from Sega, and a fistful of M.I.A core-orientated Kinect titles from Microsoft.
http://www.eurogamer.net/articles/20...to-keynote-tgs
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August 2nd, 2011, 00:21 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17320.html
Nuvee is an input / controller plugin for Sony Playstation 1 emulators.
Quote:
A simple win32 psx controller plugin that provides basic emulation
- Dual PSX Mouse
- Dual PSX Guncon
Devices:
- Dual mice (USB + Serial)
- Dual PC lightgun
For use with win32 emulators like
- PCSX-reloaded (lightgun build)
News:
- 07-24-11 Release 1
- 07-24-11 Rewrote Guncon engine, game presets, default file, lots of fixes (huge thanks killervin, paubi)
- 07-05-11 Lots of fixes to PC lightgun support (thanks killervin, Paubi)
- 07-01-11 True dual mouse support, fix lightgun trigger holding bug
- 06-30-11 RawInput API by Jake Stookey, True dual lightgun support (custom pcsx-r emu only), GUI sensitivity
- 06-29-11 Guncon - allow 0.00001 sensitivity (edit ini), hide cursor
- 05-31-11 Add debug justifier, multitap / fix guncon for Point Blank 3 + Gunfighter
- 05-28-11 Guncon calibration / offscreen shots
- 05-26-11 Add basic guncon support
- 05-25-11 Add basic mouse 43,45,46,47,4c / fix 2x mouse errors / fix mouse1 unplugged error
- 05-25-11 Mouse support (directinput)
http://forums.ngemu.com/showthread.php?t=143143
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August 2nd, 2011, 00:17 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17331.html
The PCSX-Reloaded Team has updated the Playstation 1 SPU plug-in P.E.Op.S. DSound PSX SPU: emuforums PEOPS DSound 1.09 - repair
Thanks to Emu-France for the news.
Quote:
Release 21
changes:
- fix ADSR fractions (Resident Evil 3)
- fix reverb volume $3fff -> $7fff (Resident Evil 2)
- new output spu blocker (all games, buffer quality + improved latency)
- fix XA / CDDA distortion (all games)
- fix XA / CDDA interpolation (all games)
- fix XA / CDDA timing
- fix 1.00 Gaussian strengths
- fix SPU timing (Actua Soccer 2 + FIFA dropouts)
- fix A/V sync (Novastorm)
- fix mono + frequency response to work correctly
- $1000 jumps for dead channels creates halt (Metal Gear Solid)
- SPUsetframelimit to bypass spu blocker (shark only)
Presets are now stored in archive
http://www.ngemu.com/forums/showthread.php?t=140191
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August 2nd, 2011, 00:14 Posted By: wraggster
via http://www.aep-emu.de/index.php?name...asc&highlight=
A new version of the input plugin for pcsx2/mac OnePad has been released.
Quote:
Unfortunately, for the last couple of months I didn’t have much time to work on pcsx2/mac and that’s why the release is getting delayed. So current timeline is it’s done when it’s done.
I’ve fixed one of the issues though and releasing the new PAD plugin which will be used for 0.9.7, should offer better compatibility as that’s the official linux PAD plugin now.
http://pcsx2mac.net/
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August 1st, 2011, 23:12 Posted By: wraggster
via http://forums.daedalusx64.com/viewto...t=2640&start=0
DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash. The latest compiled rev of DaedalusX64 can be found below
What's changed in this revision:
Revision 722
[=>] Merged from Dev branch:
Rev 325 - Salvy
[!] Simplified Audio_Ucode
[~] Make sure to reset isMKABI and isZeldaABI
Rev 326 - Salvy
[+] Added blendmode for Zora's Domain water
Rev 327 - Salvy
[+] Added mem*0 + mem*1 blender (Fixes menu in Wave Racer. In fact we shouldn't need to render it, but is cheaper to handle it.)
[-] Removed wave racer blendmode and hack for menu (no longer needed)
[!] Force disable simulate doubles for Gex64 (fixes Gex64)
Rev 328 - Corn
[!] Clean up SetNewVertexInfo() for Conker
[!] Change order for PIF processing in DMA
Rev 329 - Corn
[!] Optimized order for ENV mapping in Conkers SetNewVertexInfo()
Rev 330 - Salvy
[!] Full extend DADDU (Fixes cut scene in final stage in Conker) (Note : This is the proper way, not sure why ExciteBike needs the operand to be 32bit.. I'll investigate eventually)
[!] Fixed DSUBU (Fixes crash in final stage in Conker, also random lock ups in Animal Crossing, and random lock up when entering pause menu in Majora's Mask)
PS : Final stage in Conker should be playable now \o/
Note: There's a big design flaw in our SPECIAL opcodes (and probably other opcodes), since rt and rs order is wrong! This doesn't matter for mults and adds, but is a break deal for subs and divs, I'll correct this soon.
The signed version works without any CFW!
Download Via Comments ...
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August 1st, 2011, 22:17 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
Download and Give Feedback Via Comments
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August 1st, 2011, 22:09 Posted By: wraggster
via http://www.romhacking.net/forum/inde...pic,12998.html
From a group of people from different translation teams, we can now announce that The 3rd Birthday’s Spanish translation has been released. This is the third installment of the Parasite Eve franchise, even if it doesn’t share the main name, where we’ll control again FBI agent Aya Brea on her pursuit of her lost memories.
This patch translates 99% of the texts and 100% of the graphics ingame. There’s some minor graphic bugs, but they won’t stop anyone from beating the game the 20 times needed for that steamy shower scene 
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August 1st, 2011, 21:57 Posted By: wraggster
Tokyo Game Show, the next major industry clambake following Gamescom in Germany later this month, has announced some of its tent-pole talks.
As detailed on Andriasang, Square Enix CEO Yoichi Wada will take to the stage at Tokyo's Makuhari Messe on 15th September to discuss "The Essence of Game Industry Revolution" in this year's keynote address.
Wada will then be immediately followed by Sony double act Shuhei Yoshida and Yoshio Matsumoto with their ambiguously titled "All About PlayStation Vita" presentation.
No word from any other publishers yet on what their plans are for the show.
Last year's event saw some fairly significant announcements, including debuts for Capcom's DmC and Asura's Wrath, Yakuza: Of the End from Sega, and a fistful of M.I.A core-orientated Kinect titles from Microsoft.
http://www.eurogamer.net/articles/20...to-keynote-tgs
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August 1st, 2011, 21:53 Posted By: wraggster
Sony has announced plans to start releasing US and Japanese PSone emulations in Europe via the PlayStation Store.
While the firm hasn't confirmed any specific titles or release dates yet, Ross McGrath of the PlayStation Store team said a few are "already in process".
Here's a handy guide explaining what it all means for you guys:
Publishers who own the rights to release PSone titles that were previously only available in the US and/or Japan will now be able to apply to have them released on the SCEE PlayStation Stores (providing they are rated by the appropriate ratings boards for each territory).
All titles will be published 'as is', with either English or Japanese language game content where available.
All titles will run at 60 Hz and you will need a 60 Hz capable display to play them properly.
This also means that if a PAL version of a title has been unable to pass QA in SCEE, but the NTSC version is already available on the PlayStation Store in SCEA or SCEJ, we can look at publishing that version instead. We cannot simply take the US version and publish it immediately, as it has to be reprocessed for SCEE, but at least we know the title should already be relatively bug-free.
Sony added: "With this news in mind, we'd love to hear from you what titles you'd like to see available in Europe for the first time - make yourself heard in the comments and with the most requested titles we will speak to publishers on your behalf."
http://www.computerandvideogames.com...ing-to-europe/
Finally a very smart decision
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August 1st, 2011, 21:53 Posted By: wraggster
Sony has announced plans to start releasing US and Japanese PSone emulations in Europe via the PlayStation Store.
While the firm hasn't confirmed any specific titles or release dates yet, Ross McGrath of the PlayStation Store team said a few are "already in process".
Here's a handy guide explaining what it all means for you guys:
Publishers who own the rights to release PSone titles that were previously only available in the US and/or Japan will now be able to apply to have them released on the SCEE PlayStation Stores (providing they are rated by the appropriate ratings boards for each territory).
All titles will be published 'as is', with either English or Japanese language game content where available.
All titles will run at 60 Hz and you will need a 60 Hz capable display to play them properly.
This also means that if a PAL version of a title has been unable to pass QA in SCEE, but the NTSC version is already available on the PlayStation Store in SCEA or SCEJ, we can look at publishing that version instead. We cannot simply take the US version and publish it immediately, as it has to be reprocessed for SCEE, but at least we know the title should already be relatively bug-free.
Sony added: "With this news in mind, we'd love to hear from you what titles you'd like to see available in Europe for the first time - make yourself heard in the comments and with the most requested titles we will speak to publishers on your behalf."
http://www.computerandvideogames.com...ing-to-europe/
Finally a very smart decision
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August 1st, 2011, 19:01 Posted By: wraggster
Eight Days, a PlayStation 3 exclusive cancelled in 2008, would have been "jaw-dropping", according to one developer who worked on the game.
Richard Bunn, who left Sony earlier this year to co-found Crazy Horses developer Nice Touch Games, told Eurogamer some of Eight Days' unannounced features "would have definitely impressed" had it made it out the door.
Eight Days was a third-person action game in development at Sony Computer Entertainment's London studio.
It was first shown at E3 in 2006 as one of the hot prospects on PS3 for the future. Its unveiling was handled by a suitably juicy trailer that showed plenty of driving action with exploding gas tanks in a desert-style location.
But in mid-2008 Eight Days, alongside fellow SCE London-developed PS3 exclusive The Getaway, was cancelled.
Some thought it was canned because of a lack of online multiplayer, but Bunn told Eurogamer Eight Days was misunderstood in this regard.
"It was going to have online co-op," Bunn said. "The entire concept behind the game was based around buddy gameplay. Imagine Uncharted, where you have two Nathan Drakes, and you can cover swap between each other and chuck ammo between each other. That was pretty much the game.
"We fully intended to have online co-op support. No multiplayer, but online co-op. We definitely didn't have any plans to do multiplayer modes."
Bunn worked on Eight Days for four months, but Nice Touch Games co-founder David Green built the tools that powered it and the AI that ran it.
"The game was looking spectacular," Bunn continued. "A lot of what was shown off publicly had a bit of a mixed review. But what was going on in-house at the time was looking quite spectacular.
"I designed a new opening level for them. My goal there was to make the opening level every bit as good as something you would see in God of War. We had that fully playable in prototype form and it was jaw dropping. It was exceedingly good. All of the other level designers on the team were doing great work.
"It's just what had been shown publicly was a bit hit and miss. And then the amount of work that needed to go into finishing the game was phenomenal. But it had some great features in there."
Bunn went into some detail on Eight Days' gameplay – destined never to make it to gold master.
"It had directed moments, which were big cinematic scenes similar to God of War," he said. "It had driving sections. It had duck and cover style gameplay. It was pretty spectacular. Some of the stuff that was never shown publicly would definitely have impressed if it had ever made it out into the public."
When Sony ceased production of Eight Days and The Getaway, it said it took the decision because "it was deemed that with the incredibly strong list of exclusive first party titles coming up both this year and in the near future, resource should be reallocated to enhance those projects closer to completion".
"It had been in pre-production for a long time and had soaked up a lot of money," Bunn said. "You have to think back as well, this was when the PS3 was in its infancy and was considered overpriced and it wasn't doing as well as Sony had hoped.
"Eight Days had already cost a fair amount of money. They'd done their maths and said, 'it's going to cost this much to finish the project,' which I'd rather not disclose. It was quite a bit. It was about another year's worth of development, so you can probably work out roughly for a big game how much that might have come to. And then they basically said, projecting forward what the PS3 user base is going to be a year from now, you're going to have to be way above the trend on user tie-in to make a profit.
"At the time tie-in for a very good game was about ten per cent of the user base. They said we needed to be two or three times above that to be able to make a profit. It's not the sort of thing that ever happens.
"And plus, Uncharted had just come out. So, they already had a third-person action game in the stable. At that point they decided they were going to re-purpose the Sony Soho studio as being an EyeToy, motion gaming studio and move away from doing games like The Getaway and Eight Days, at that location.
"It was a crying shame for a lot of people," Bunn recalled. "There were a lot of people who had worked on it a lot longer than I had. So it wasn't a huge blow for me personally. Some people had put several years into it. It was really sad to see those guys have lots of work go."
It seems Eight Days was farther along the development line than The Getaway, which at one point was headed up by L.A. Noire chief Brendan McNamara. "They were just building a tech demo," Bunn revealed.
He also noted that both cancellations occurred shortly after Phil Harrison was replaced as Sony Worldwide Studios boss by Shuhei Yoshida.
"He [Harrison] left and Shuhei Yoshida came on board as head of worldwide development," Bunn said.
"He did the rounds basically doing a big shake-up. He saw where the successes had been at the London studio and where the big failures had been and decided we should be the casual, social studio. So games like Singstar and EyePet. Actually there's quite a lot in development at that studio along those lines that could turn out to be very nice."
When Eight Days was cancelled, the development team was told by Sony management that it was simply "on hold". But the game appears dead.
"It was a bit of a sore point for a while," Bunn said. "If there was any talk of resurrecting it or reusing any of the technology from it, it was just like, we're all a bit sad about it, let's not do anything with Eight Days for the time being."
Will it ever release?
"I don't know the current status of it. It would be lovely to see that game resurrected in one form or another because it had a lot of potential."
http://www.eurogamer.net/articles/20...s-jaw-dropping
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August 1st, 2011, 11:50 Posted By: wraggster
Call of Juarez: The Cartel is numero uno on the official UK PlayStation 3 sales chart for the second week in a row.
Dirt 3 moves up two places to No.2 ahead of LA Noire, which climbs an impressive nine spots from No.12 to No.3.
Call of Duty: Black Ops is at No.4, LittleBigPlanet 2 at No.5 and InFamous 2 at No.6.
Movie tie-in Cars 2 makes its top ten debut at No.7, Sniper: Ghost Warrior is at No.8, while Fight Night Champion and Harry Potter: The Deathly Hallows Part 2 round off the top ten.
GfK/Chart-Track PS3 Top 10 (week ending July 30):
01. Call of Juarez: The Cartel (Ubisoft)
02. Dirt 3 (Codemasters)
03. LA Noire (Take 2)
04. Call of Duty: Black Ops (Activision)
05. LittleBigPlanet 2 (Sony)
06. InFamous 2 (Sony)
07. Cars 2 (Disney)
08. Sniper: Ghost Warrior (City Interactive)
09. Fight Night Champion (EA)
10. Harry Potter and the Deathly Hallows Part 2 (EA)
http://www.computerandvideogames.com...-up-the-ranks/
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August 1st, 2011, 11:45 Posted By: wraggster
Blockbuster may have had its share of trouble here in the States, but that doesn't mean its British brother isn't doing well enough to have (and leak) a big-shot release date or two. According to a flyer brandishing the Blockbuster logo and that good 'ol co.uk extension, the PlayStation Vita will land in the United Kingdom on October 28th. That's ominously close to Halloween -- not that we're suggesting anybody is having pre-holiday PSV boot-shakes, or anything -- and the flyer's fall release prediction squares up nicely with Sony's "end of 2011" launch window. As always, we suggest taking rumors and leaks such as this with a grain of salt -- but considering Sony's sinkable record regarding loose lips, we'd understand a low sodium approach. Hit the break to get a peek at the Blockbuster UK flyer -- ready and waiting for your judgement.
http://www.engadget.com/2011/08/01/p...ster-uk-flyer/
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August 1st, 2011, 11:40 Posted By: wraggster
Sony is making Vita dev kits freely available to indie studios, VG247 reports.
Posting on the NeoGaf forum under the name "Rubicon", a representative from Great Little War Game developer Icon Games championed Sony's "good attitude towards Indies."
"We showed them our game, they liked it loads and thought it a good fit for their machine, so they sent us four kits. Gratis. Just like that," the post read.
In a later post, Rubicon praised the Vita as "everything you'd like it to be" and predicted that Sony's app store would, "start filling up in the same way the iOS one has. Nintendo can learn a lot from [Sony's] attitude."
Rumours have also surfaced that the Vita's central processing unit is being manufactured by Samsung.
According to a report on Andriasang, the website of Japanese trade paper The Semiconductor Industry News revealed that the CPU would be 45 nanometer. Similar chips are used in the latest iterations of the Xbox 360 and PlayStation 3 due their reduced power consumption.
http://www.gamesindustry.biz/article...able-to-indies
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August 1st, 2011, 01:47 Posted By: wraggster
After Progskeet and PNM, Judges, members of a forum Psx-scene, comes an adaptation for teensy + +. Quote:
Here is my initial version of a flash for the PS3 called "Norway." I know there are other projects, but I'm impatient, so I decided to create my own solution. It is a port of "noralizer" Hector Martin (marcan), a very good job done to flash the PS3, based on another FPGA (programmable logic circuit).
To use this installation, you must retrieve the archive that contains the elements necessary to flash your NOR: \ teensy \ NORway.avrsln - Source code for the Teensy + + 2.0 (AVR Studio 5.0) \ teensy \ default \ NORway.hex - compiled hex file for Teensy + + 2.0 (AT90USB1286) \ serial_install.exe - Drivers for Windows Teensy \ NORway.py - Python Client You must also have: - Python 2.7.2 - pyserial 2.5 (win32) Use: 1) Install Python and pyserial. 2) Install the drivers. Connect the Teensy. 3) Flash with the "NORway.hex" and restart when finished. 4) Go to Device Manager, expand the line (COM & LPT) you should see something like "USB Serial (Communication Class , Abstract Control Model) (COM4) " Remember the port number. dump procedure: - PS3 off - At the command prompt, type: NORway.py
- Turn on your PS3, it should not start
- At the command prompt, type:
NORway.pyflash.bin dump
- When the dumping is finished enter:
NORway.pyrelease
- Turn off your PS3 (Teensy disconnect it from the PS3 it does not start on reboot) Author's note: Before you flash anything, always check your backup dumps, compare for example CORE_OS_PACKAGE.bin dump your version of PS3update effect on your console. Tested on seven X86, should work under XP. Does not work in 64X, pyserial problem with. Should work with Linux. A tutorial for the downgrade will be released soon. Homepage: PSX-Scene deaphroat Thanks for the information .
http://ps3.gx-mod.com/modules/news/a...p?storyid=2870
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August 1st, 2011, 01:35 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7110.0.html
Nickname: Nakano
Projet name: Company v1.0 - Story Edition
From: Nakano & Motuk
Division: Retro GAME
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project Description
Company is a card game where winning takes strategy and luck. Your goal is to open a company and earn more money than other players (cpu). Task is not simple as they try to prevent you from earning money by using threat cards or stealing your company incomes. It is important to protect the money and store it in your bank account! For more details how to play the game, see rules.doc.
Changelog
* Switched to LuaDEV.
* Dropped old primary graphics as new graphics would have been required.
* Bug fixes: Banker calculated wrongly if multiple players had the card. Some other bug fixes too.
* Improved cpu logic.
* Four new playable bonus cards.
* Added sound effects, music and analog support.
* Original story mode.
* Tweaked arcade mode:
- Shows bonus news flashes.
- Can see big images in Card List.
- Possibility to faster increase/decrease cards in Card List.
Download Via Comments
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