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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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July 10th, 2011, 21:12 Posted By: wraggster
Sony has extended the registration period in the United States for its identity-theft protection service, AllClear ID Plus, which will provide one year of free, intensive security coverage for PSN and Qriocity users. Registration will now run until July 31 (at 11:59:59 p.m. CST, Sony has been sure to clarify), right from the US PlayStation website.
The offer initially ended June 28, so sign up now while this armored, bullet-proof window of opportunity is still open.
http://www.joystiq.com/2011/07/09/so...-through-july/
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July 10th, 2011, 00:03 Posted By: wraggster
[Zach] sent in his temperature controller and display for PS3, and even though it only works with a PS3 fat, we like our PS2 backwards compatibility very much, thank you.
The build stated off with [Zach] putting thermal sensors on the CPU, the RSX, and Northbridge of his PS3. After starting out controlling the fan with his laptop, he moved on to an integrated fan and display controller after seeing this post about a ‘hidden display.’ In the end, one of the coolest looking PS3 mods we’ve ever seen was born.
The build runs off an Arduino Pro that gets the temperatures from the sensors, prints everything to a custom 7-segment display board, and controls the fan. [Zach] thankfully made the Arduino source available and also put up some board files if you’d like to make your own. It’s a pretty impressive build that’s completely invisible when the PS3 is powered off.
http://hackaday.com/2011/07/08/inter...t-ps3-display/
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July 9th, 2011, 23:59 Posted By: wraggster
Lantus released a new version of FBANext, after FB Alpha (Final Burn Alpha). Remember, this is a multi arcade emulator based on the source code for Final Burn.
New / fixed: - Numerous changes to the code and that will interest mainly developers: - No more sound Separate class to go through - AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, and is in audio_destructor icts member functions (static function) . - Main loop emulation Improvements - Audio Is Now a straight function call to audio_check INSTEAD of going-through the first audio interface class (audio.check) - put the 'box Emulating:' block inside a do-while loop - not only is this faster (Because We Do not Have To Go Through The Whole switch again to see if GameStatus == Emulating Is True - But It Will Also allow us to do frame advance from Within the ingame menu. - Bugfix - when a shader WAS loaded - only the fragment program WAS loaded - and the vertex shader program from the previous Would Remain active. Both vertex and fragment Now Programs get updated with the ones from the shader .. Being loaded - Changed audiosample rate from 48,050 to 48,030 - the Closest We Can Bring this to 48,000 Without audio crackles - We Will Ensure the more video Will Be blocking - giving us better video performance. - Set audio samplerate from 48030 to 48020 - still no audio crackles - Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL functions static namespace Into macros (So They Can Be Straight Into inserted vid_psgl.cpp - Where They Are Needed) - Moved the static variables from vid_psgl.h to vid_psgl.cpp - Removed broken shader-2xSaL HD.cg - Added experimental jararaca's retro shader - Cleaned up PSGL video driver code - Added shader dot.cg - Changed audio samplerate from 48020 to 48010. - Commented out VidSScaleImage in all of the rendering functions - is no longer needed - Auto-aspect ratio modes - this aspect ratio to select Automatically determines the proper aspect ratio for the game and then you're loading Automatically use it. There are Two automatic aspect ratio modes - 'Auto' and 'Auto FBA' - 'Auto' Does Some calculations to arrive at the proper aspect ratio while Auto FBA 'uses FBA's built-in aspect ratio settings for EACH game. - Cleaned up PSGL video driver - Some video optimizations to do with Three nested for loops - CPS3 - Pallet exchange WAS only Being done When loading / saving a state - putting this inside the function Draw Frame WAS WAS only cps3_palette_change Unnecessary When set to 1 ounce in cps3Scan - so the color palette Changing Moved to cps3Scan and out of the main frame function. Tested on Both 360 and PS3 - Nothing is Affected by this. burn.cpp-Speed Improvements to and burnint.h - static functions Which are Used only in one ounce function inserted straight in - In Particular, biggest improvement cam from turning DrvClearOpposites Into a macro. - Is Now Button input blisteringly fast - Tested on Both PS3 and 360. For the user: - Implementation of a jog in the ingame menu - use either the Cross or hold R2. - The shaders can be can now be activated from the ingame menu - press left or right D-pad or analog stick from the shader to change. Then load the shader of your choice via the button CROSS. - Reorganization of the code of the aspect ratio - the ratio following aspects are now available - 4: 3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and a Custom mode (scaled). Custom mode corresponds to that previously available. You can also switch to this mode if you have selected a different aspect ratio from the ingame menu, via the 'Resize Screen' and then leaving again. - You can now change the aspect ratio from the ingame menu - The Bilinear filtering can be enabled / disabled from the ingame menu - Added rotation options in the menu ingame. Support the following platforms: - Support for Roma Capcom CPS-1 - Support for Roma Capcom CPS-2 - Support for Roma Capcom CPS-3 - Support for Roma Cave - Neo Geo roms Support - Supports roms Sega System 16 (and similar systems), System 18, X-Board, Y-Board - Support for Roma Toaplan - Support for Roma Taito 68k - Support for Roma Psikyo 68EC020/SH2 - Support PGM Roma - Roma Konami Support - Support for Sega Megadrive roms (savestates not supported) Features - Full Support Graphics / audio - Resizing the screen - Explorer for Roma easy to use. - Option for filters according to the drivers - Option to hide duplicates - Option to show only allowing multiplayer games (3 or 4 players) - 1080p 60fps for most Roma - Pixel Shader Support - Support up to 4 controllers - Options screen rotation - Filter Options Hardware (Linear, Point filtering) - Triple Buffering Installation : - Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR / roms / - The first time you run FBAnext, a file-fbanext ps3.xml will be generated. This file contains your options. - If you want to change the path of your roms, edit fbanext-ps3.xml . - .Zip/.7z/.rar extensions are also supported. Controls for a game : - L2 + R1 + R2 Pause / Return to Menu - Service Mode R3 - L3 Reset Rom current FBANext-R486 PS3 Official site: https: / / code.google.com/p/fba360 /
http://ps3.gx-mod.com/modules/news/a...p?storyid=2850
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July 9th, 2011, 23:45 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/08/p...s-in-the-wild/
An unbricker battery compatible with the ta88v3 has been released recently, and scene dev Yoti uploaded a video demonstrating the tool. Read along…
Nowadays running a custom firmware on a PSP is not complex, no downgrading is required as both pro cfw and TN Hen run on the latest firmware, and people who want to install another CFW such as M33 just need to use the necessary tools.
But people who have joined the scene a bit earlier know that the biggest hack for the PSP was the pandora battery, where hackers discovered (with lots of work and a bit of luck) that the battery in the PSP was used not only to power the device, but also to enter service mode, so that Sony repair centers could quickly fix a broken flash or install a new firmware on a PSP. Coupled with a “magic” memory stick, this allowed hackers to create a very cheap downgrade/unbrick mechanism, and basically with a special battery and a special memory stick you could easily unbrick your psp, or install a custom firmware on it. I still have one of those, and it is the most convenient technique for installing a CFW on PSPs that support it. It is also extremely safe, because even if you mess up your flash, you have ways to rewrite it entirely, so there is no risk of brick, unlike recent CFW installation systems.
Sony quickly reacted and their new PSP models were not compatible with this Pandora battery anymore. The first model of motherboards to include a security against the Pandora battery was the Ta88v3, the doomed psp2000 model. This model was still compatible with the battery and could enter service mode, but the magic memory stick didn’t work anymore, so it was basically made useless. Further models (the psp3000) even added more security, rendering the battery itself useless.
Hackers Boryan and ErikPshat have found a technique to use a magic memory stick on a ta88v3, which is a big deal for those of us who are stuck with a bricked psp 2000…
The technique is described in this thread, and the result is shown in this video, made by dev Yoti (who has provided several updates for PSARDumper PSPIdent in the past) and showing the jigkick installing firmware 5.02 on a 6.38 ta88v3 (correction, the psp in the video is a ta85v2, but Yoti guarantees that the results are the same on a ta88v3)
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July 9th, 2011, 23:42 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/08/c...ps1-emulation/
Virtuous Flame is the main man behind this new release of cfw pro, the open source Custom Firmware compatible with all PSP models.
The main feature of this new revision is the integration of popsloader directly in the CFW, which allows you to play PS1 backups from your PSP (useful if your old PS1 titles are not available on the PSN, or simply if you don’t want to pay Sony twice for the same game), but it also ships with a few other features and bug fixes. Quoting coldbird:
•[!]Vshctrl code refactored
•[!]Disabled “Pause Game” on PSPGo while ISO cache is enabled due to incompatiblity
•[!]Disable ISO cache by default on PSPGo
•[!]Fixed potential lag while displaying ISO movies
•[!]Added support for Popsloader in PRO
•[+]Added Idol Master SP Genuine Check Bypass Code
Pro CFW can be downloaded from the official project page, where you will find versions for PSPs running on 6.20, 6.35, and 6.39 (and if you have a different firmware installed on your psp, just upgrade
Download Via Comments
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July 9th, 2011, 12:14 Posted By: wraggster
Sony has pledged to right the wrongs of the PlayStation Portable with its successor, the PlayStation Vita.
One of the first questions Sony asked itself when creating Vita was how to improve on the PSP's controls.
"What we didn't do right with the PSP was where we started when we began the development of PlayStation Vita," president of Sony's Worldwide Studios Shuhei Yoshida told Eurogamer sister site Gamesindustry.biz.
"We were very happy with having something very close to the PS2 experience in a portable format with the PSP, but we didn't do a good enough job creating the proper interface to really play games with graphics in 3D.
"The lack of a right analog stick, for example. That's something we wanted to attack with the PS Vita because we wanted to enhance the portable core gaming experience and we have to do it right."
Another problem faced by the PSP, Yoshida said, was that its visuals were rendered outdated by high-definition home consoles soon after release.
This is why Vita features touch-screen controls, a rear touch pad and motion sensors as well as enhanced graphics and dual analog nubs.
"The other thing was that after a couple of years with the PSP people get used to looking at pretty pictures and especially after the launch of the Xbox 360 and PlayStation 3 the expectations for graphics moves on," Yoshida said.
"Just having great graphics on a pretty screen wouldn't have been enough. That's why we spent so much time innovating with user interface devices like the touch pad or camera and motion sensors."
Vita is without a release date or UK pricing. Announcements are expected at German show Gamescom next month.
http://www.eurogamer.net/articles/20...t-psp-mistakes
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July 9th, 2011, 11:53 Posted By: wraggster
Sony's recently-confirmed 'PSN Pass' system will not make any money for the PlayStation 3 firm, reckons analyst Michael Pachter.
Communicating via Twitter, the Wedbush analyst called the PS3 online pass system - which is set to launch with Resistance 3 - poorly timed.
"PSN Pass is not timed particularly well. Curious if they make any money off this, I expect not," he wrote.
Sony confirmed this week that the game-specific initiative will see games include "a single-use registration code that grants the account holder redeeming the code full online access for that title."
It said: "This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."
PSN Pass is very much like initiatives from other publishers such as EA's Online Pass and a similar system for THQ titles, which use one time access codes for online content and charge extra for pre-owned customers.
http://www.computerandvideogames.com...icularly-well/
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July 9th, 2011, 11:49 Posted By: wraggster
Sony has outlined details of a PSN problem that it temporarily stopping PlayStation Plus subscribers from accessing some of the free content on offer.
The issue stems from the infamous Welcome Back program, some legacy code of which is preventing full PlayStation Plus access.
“I just wanted to let you know that we are aware of the problem that Welcome Back PlayStation Plus Users are having and are working to get this fixed ASAP,” PlayStation Network product manager James Thorpe.
“Currently, the Welcome Back offer is not expiring and so those that have purchased a full Plus membership are not able to access the full Plus content. This issue is the cause of many of the other problems you have reported here on the blog, such as new content not showing up in the Store as expected.
“We are working on this problem now as a matter of priority and expect customers to see this fixed over the next few days.”
http://www.mcvuk.com/news/read/tech-...members/061587
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July 8th, 2011, 23:18 Posted By: wraggster
If you don't have a PlayStation Move yet, but desire one primarily for its function as a semi-imaginary golf club, good news! Sony is offering a bundle with a Move wand, a PlayStation Eye, and a copy of Tiger Woods PGA Tour 12: The Masters. It'll be out next week for $99.99.
The bundle of a popular Move-enhanced sports game and the hardware seems pretty natural to us, but the timing of this bundle is somewhat less natural: Tiger Woods 12 actually came out in March. We're not used to seeing new hardware bundles for random already-released games. Perhaps this one got stuck in a sand trap, much like this post has become mired in a forced golf metaphor.
http://www.joystiq.com/2011/07/08/ti...rdware-bundle/
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July 8th, 2011, 22:59 Posted By: wraggster
The test kit firmware was nabbed by a hacker known as Consoledev at demonhades.org, where another member of the forums was keen to point out the leak will not lead to custom firmware creation.
"No, this does not mean CFW," he said. "But this hopefully can be useful to devs in establishing the future of CFW. This firmware is only for developers, researchers and this will only work on TEST units."
So, unless you've got a debug PS3 knocking around at home kids, the firmware won't be much use. Stick to the public 3.66 firmware that went live last month.
As mentioned above, though, it could lead to the emergence of custom firmware in the future.
http://www.computerandvideogames.com...re-366-leaked/
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July 8th, 2011, 22:46 Posted By: wraggster
There may be be no word on a release date yet, but games retailers are already excited about PlayStation Vita. Speaking to MCV, online and High Street outlets have praised the platform holder for the device’s announced pricing.
Sony’s Kaz Hirai revealed during E3 that the WiFi-only model of Vita will launch at €249 in Europe. The WiFi/3G SKU will retail for €299.
“For the features you’re getting, there’s real value for money,” Play.com’s games buyer Keith Sharpe told MCV. “Judging by our customer feedback, Sony ia spot on with the pricing.”
GAME’s Neil Ashurst added: “The price is great value and people will be as excited as we are.”
However, some are worried the price isn’t feasible while mobile gaming dominates.
“Phones provide gaming experiences at a fraction of the cost. I’m worried Sony have priced themselves out of the market. I hope I’m wrong,” said Gameseek MD Stephen Staley.
Speculation is rife as to when Vita will arrive. Hirai has said the handheld would be available by the end of the year. But even Sony doesn’t seem to know the final date just yet.
It’s unclear whether Hirai referred to a global release or select territories – most likely the US and Japan, so the UK may have to wait until 2012.
Buyers suspect Sony may opt for a December release – possibly even launching after Christmas – and that there’ll be a smaller amount of stock in the channel at launch, ahead of larger shipments in January.
Details are expected to be given at Gamescom in August.
http://www.mcvuk.com/news/read/retai...-arrive/042680
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July 7th, 2011, 21:55 Posted By: wraggster
Did you buy Zone of the Enders just to get at the demo version of Metal Gear Solid 2. Did you summon half your street to join you in a game of TimeSplitters? Wouldn't you have enjoyed your PlayStation 2 games much more if you'd just left them sealed on the shelf? That's the eye-watering achievement collector Ahans76 has achieved, spending the last decade stuffing first edition (only with the Sony hologram attached) titles into a bookcase and steadfastly refusing to open them. In an interview with PlayStation Collecting (hit the source link below) he reveals much about the collection but doesn't mention if he ever opened his PlayStation 3. That would certainly be one way of keeping your credit card secure.
http://www.engadget.com/2011/07/07/n...sealed-and-in/
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July 7th, 2011, 21:47 Posted By: wraggster
Sony announced that today's PSP digital comics update, including Batman Beyond, Transformers, Ender's Game, a troubling number of B.C. collections and even a comic based on the Suicide Girls, will be the last one for the service.
We think we've found an upside to this announcement (beyond learning that there's a comic book based on the Suicide Girls) -- the end of PSP comic updates means you can now collect them all. Don't you want to be the first to own the full 4,000+ issue PSP comics collection?
There may be more comics in the future, just not on PSP. Sony said that "The Digital Comics Team will continue to work on bringing the comic service to other Sony devices." Imagine using the PlayStation Vita's rear touchpad to -- nope, we can't think of anything that rear touchpad would have to do with a comic book.
http://www.joystiq.com/2011/07/06/so...omics-service/
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July 7th, 2011, 21:40 Posted By: wraggster
If your PlayStation Plus membership is still active next week, you'll be privy to some deep, deep discounts between July 12 and July 19 thanks to Sony's PSN Summer Sale. If your membership has lapsed, you'll still get discounts, but only one "deep" worth.
Sony announced the 11 games that will form the basis of the sale, including Scott Pilgrim vs. the World, Shank, Pac-Man Championship Edition DX, Chime Super Deluxe, the Move-enhanced port of Dead Space: Extraction, and more. Plus members will save 50% off the normal price, while everyone else will grab a nice 30% discount.
Check out the full list after the break. If you see anything you like, we suggest going and purchasing a PSN card to pay for it, on account of ... recent events.
Back to the Future: The Game – Full Series (Sale price $13.99; Plus price $9.79; Regular price $19.99)
Chime Super Deluxe (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Dead Space Extraction (Sale price $10.49; Plus price $7.34; Regular price $14.99)
Hard Corps: Uprising (Sale price $10.49; Plus price $7.34; Regular price $14.99)
Pac-Man Championship Edition DX (Sale price $6.99; Plus price $4.89; Regular price $9.99)
PixelJunk Shooter 2 (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Risk: Factions (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Shank (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Scott Pilgrim (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Swarm (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Tales from Space: About a Blob (Sale price $10.49; Plus price $7.34; Regular price $14.99)
http://www.joystiq.com/2011/07/07/ps...-an/#continued
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July 7th, 2011, 20:37 Posted By: wraggster
The development world has changed, and so have we, says SCE chief
PS Vita is the easiest PlayStation platform yet to build games for, Sony’s top development executives have said.
Several Sony top brass, each involved in creating the new handheld, say PS Vita’s more welcoming development environment trumps that offered by any previous Sony platform.
Speaking with Develop, SCE Worldwide Studios boss Shuhei Yoshida admitted that Sony’s previous gaming platforms had been what he described as “peaky”, testing even the best of developers.
Speaking of Sony consoles prior to Vita, specifically PS3, Yoshida said “it had very, very high potential and peak performance, but programming for the PlayStation platforms was a huge challenge for game developers.”
Sony’s old habit of building powerful yet complex platforms was due to its former SCE chief Ken Kutaragi.
“In a sense, Kutaragi was enjoying challenging game developers,” said Yoshida.
“He was especially challenging the top programmers in the world to come up with something amazing to make use of the performance of each iteration of the PlayStation platforms.
“That was very good – it was great – for the teams with engineers who liked the challenge, but the world has now changed, and today there is a much larger community of developers,” added Yoshida.
“The focus has shifted to be less about getting the most out of the hardware, to be about having a very smooth production process. That’s because now it involves so many more people to make one game.”
The Sony executive added that the shift of focus was particularly relevant for those third-party publishers which are charged with making sure developer’s games work across multiple platforms.
“Development efficiency has become more and more important,” said Yoshida.
The SCE WWS head was not the only Sony senior to make clear to Develop that relative simplicity of development has been a core focus in creating the Vita.
“When it comes to ease of development, the Vita is a platform with which we’ve been very mindful of that,” stated Michael Denny, senior vice president of SCE Worldwide Studios.
“In terms of smoothing the development process, certainly what the Vita offers is close to that of the PSP, and with some of the help we’re giving to developers, I would say it is the easiest and most well supported platform yet.
“In terms of performance, and the graphics power and programmable shaders and so on, what you can get out of it is far closer to PS3. It’s a great contrast of ease of development to the output you get from the system.”
WWS CTO Richard Lee confirmed Denny’s assertion that ease of development was fundamental to the Vita’s design.
“We made every effort to make it as easy as possible,” said Lee.
“I think we took the experiences from PS3, and decided that we wanted to go out there with a great developer environment that is compatible with the third party tools that developers normally use.
“There’s never been anything like this on a PlayStation platform. It is a great development environment, and the stuff that is available before launch is really good in terms of helping developers with performance tuning an so on.”
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 6th, 2011, 23:41 Posted By: wraggster
Lantus released a new version of FBANext, after FB Alpha (Final Burn Alpha). Remember, this is a multi arcade emulator based on the source code for Final Burn.
New / fixed: - Improved performance of drivers Neo Geo support the following platforms: - Support for Roma Capcom CPS-1 - Support for Roma Capcom CPS-2 - Support for Roma Capcom CPS-3 - Support for Roma Cave - Support for Roma Neo Geo - Sega System Support for Roma 16 (and similar systems), System 18, X-Board, Y-Board - Support Toaplan Roma - Roma Support Taito 68k - Support Psikyo 68EC020/SH2 Roma - Roma Support PGM - Support of Roma Konami - Sega Megadrive roms Support (savestates not supported) Features - Full Support Graphics / audio - Resizing the screen - for Roma Explorer easy to use. - Option for filters according to the drivers - Option to hide Duplicates - Option to show only allowing multiplayer games (3 or 4 players) - 1080p 60fps for most Roma - Pixel Shader Support - Support up to 4 controllers - Options screen rotation - Options Hardware Filter (Linear, Point filtering) - Triple Buffering Installation : - Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR/roms / - The first time you run FBAnext, a file will fbanext-ps3.xml generated. This file contains your options. - If you want to change the path of your roms, edit fbanext-ps3.xml. - .Zip/.7z/.rar extensions are also supported. Controls for a game : - L2 + R1 + R2 Pause / Return to Menu - Service Mode R3 - L3 Reset Rom current FBANext-R470 PS3
http://ps3.gx-mod.com/modules/news/a...p?storyid=2844
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July 6th, 2011, 23:33 Posted By: wraggster
News via http://blackbird.usask.ca/wordpress/?p=124
For many years, emulator users have been able to take advantage of improved (pixel purists might disagree) image quality using well known filters such as HQ2x, SaI2x, etc. These run on CPU and incur a noticeable performance loss. On a PC, this might not be such a big deal with our new shiny CPUs that are just waiting to waste clock cycles, however, on our PlayStation 3, using very valuable clock cycles on filtering graphics on the PPU is simply not acceptable, unless you’re comfortable playing old-school games at 20 fps.
Plain nearest-neighbor
HQ2x, a classic CPU-based filter
Luckily, we have a lovely device called the GPU, which specializes in crunching through calculations in a highly parallel fashion. Graphics processing can be parallelized extremely well, and thus explains the design of modern GPUs, tons of weaker cores.
Up till recent years, graphics cards were locked into one specific function. Programming legacy OpenGL back in the day was essentially turning on a zillion different knobs of a big black box (the GPU). You wanted lighting, you enabled lighting, set some parameters here and there, and done. Easy to get started, but horribly inflexible once you want to do complex stuff. This is now called the fixed-function pipeline.
Eventually, developers understood that we needed a way to treat the GPU more like a conventional computer. Rather than turning on a tons of different knobs, you implemented the things you actually used in a simplified programming language. Full control and flexibility at the cost of a slightly steeper learning curve. These languages are what we call shader languages. The three most popular ones today are:
•GLSL: Native OpenGL shading language.
•Cg: nVidias shading language that works with either OpenGL or Direct3D. Syntax resembles HLSL.
•HLSL: Microsoft’s shading language for use with Direct3D.
Before, it was practically impossible to implement a filter like HQ2x on the GPU using fixed-function pipeline. The hardware was far too inflexible to allow this. However, with our new programmable hardware, it suddenly started to sound feasible to program filters on the GPU.
Pete’s OpenGL2 plugin
Some emulator authors started to see opportunities to use these new possibilities. One well known example of this is Pete’s awesome OpenGL2 plugin for the plugin-based PlayStation 1 emulators. Obviously there are far too many emulators out there, so I can’t make an exhaustive list or something like that. At the very least, shader support certainly isn’t very common, even today, but I believe this will soon become a “must have”-feature.
Example of some interesting shaders running in Petes OGL2 plugin
Shaders instead of CPU filters by necessity
On the PlayStation 3, Sony provides developers with a Cg shader environment, and this was basically an invitation for us to use it in our emulator ports. The RSX found on the PlayStation 3 is reasonably powerful despite its age, while the PPU unit is quite weak relatively speaking (runs conventional code very badly), so it makes perfect sense to offload all graphics processing to the RSX, where it belongs.
One problem with shaders is that they typically need to be written specifically for each emulator, even if they were written in the same language. As with normal code, where you have APIs you can communicate with, the rendering code needs to communicate information with the shader program running on the GPU. You need to tell it things like: “Where is the texture located? How big is my texture? What are the coordinates?”, and things like that. Usually, every emulator out there tended to implement their own interfaces, so shaders still needed to be ported between every emulator that wanted to use them.
With some recent developments, I believe we’re one step closer to achieve some kind of specification that other emulator authors might desire to follow.
I believe SNES9x-PS3 (and its brother ports) was the first emulator port on a console to utilize shaders, at least as a major feature. Its shader library is becoming reasonably sized. When the shader implementation was being written, it was actually first implemented in SSNES. This meant that shaders could easily be tested on the PC before being transferred over the PS3, achieving the same result, greatly helping out with debugging. Shaders are essentially simple .cg files, which are compiled at run-time and transferred directly to the GPU. No need to compile C/C++ filters straight into the emulator itself which used to be quite typical, which would be a horrible situation indeed.
Essentially, doing as much on the GPU as possible was a design choice from the start. Much, much better performance and arguably easier to program than optimizing C/assembly code. It’s a win-win situation.
Later on, I implemented a multi-pass specification for the .cg shaders, using several .cg shaders and combining them into one effect. This is known on the PS3 ports as the FBO-mode, which allows two different shaders to be used in a chain in a mix-and-match fashion. This feature is encapsulated in .cgp files, essentially a config file similar to the .presets found on the PS3 ports.
Game Aware Shaders
We also played around with the idea of letting shaders peek into game state, in order to perform dynamic effects, dubbed “Game Aware shaders”. We extended this idea a bit to allow for a “game manual” shader of sorts, a proof-of-concept. I believe lots of ideas could spring out of this at least. Almost all the processing happens on the GPU.
Seiken Densetsu 3 – Game Manual Shader
Specification
The shader interface was documented so other emulators could implement it, and recently, OV2, the current developer of mainline SNES9x/Win32, also implemented the same specification. This means that writing a .cg shader against these specs will allow it to run unmodified on quite different emulators. The single-pass implementation is usable in the recent 1.53 release, and the multi-pass implementation will most likely be available in 1.54. If you’re willing to compile yourself (or ask someone to), you can grab it from Git.
Border shader/cgwg-CRT-flat running in SNES9x/Win32 (click to zoom)
I hope that more emulator authors choose to adopt this spec in the future. Ideally, I think a shader should be expected to work on a broad range of emulators out there. By now, even handhelds being able to utilize GLSL shaders in OpenGL ES. I believe shaders will completely replace CPU filters eventually.
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July 6th, 2011, 22:52 Posted By: wraggster
Sony has made the PSN Pass, first spotted this morning, official.
It launches this September with PlayStation 3 exclusive Resistance 3.
In a statement issued to Eurogamer this evening, Sony said PSN Pass will grant "full online access" to participating games.
"We are always evaluating new programs for our online offering, and starting with Resistance 3 this September, we will be instituting a network pass program for PS3 games with online capabilities," Sony said.
"This program will be game-specific. Games that are a part of this program will include a single-use registration code that grants the account holder redeeming the code full online access for that title.
"This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."
The implication is that second-hand copies of Resistance 3 will not include PSN Pass, forcing pre-owned buyers to pay for full online access.
With PSN Pass Sony is following the lead of EA, THQ, Codemasters and Warner, all of which have implemented an Online Pass scheme.
Will other upcoming PS3 exclusives, such as Uncharted 3, use PSN Pass?
http://www.eurogamer.net/articles/20...-pass-official
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July 6th, 2011, 22:48 Posted By: wraggster
PlayStation Plus is a year old, and in that time it has given subscribers over £700 worth of content, Sony said today.
PlayStation Network product manager James Thorpe said on the EU PlayStation Blog the figure amounted to "a pretty good deal" for gamers.
"We've been having a look back at what content has been available to Plus members in the first year and have discovered something we thought you guys might find interesting – while we said we'd deliver over £200 of content during the year, we totted up the totals for all the games, discounts themes and avatars and the value actually came to over £700," he said.
"In anyone's eyes that's a pretty good deal for under £3.50 a month!"
Sony's £700 figure is an approximate value based on average RRP of available content during the first year. It excludes discounts, and is calculated using exchange rates as at June 2011.
The monthly cost is based on the price of a one-year subscription.
To tie in PlayStation Plus' birthday, Sony has launched some new sign-up offers, available from 6th July to 3rd August 2011.
You can sign up for a 12 month Plus subscription and get an extra three months for free, or sign up for a 12 month Plus subscription and get Sega Rally Online Arcade for free and to keep forever. Or you can do both.
Meanwhile, the PS Plus content for 6th July to 3rd August includes Supersonic Acrobatic Rocket-Powered Battle-Cars and Golden Axe free from PSN, PSOne game Legacy of Kain: Soul Reaver, and minis Dr. Maybe and the Adventures of Scarygirl and JellyCar 2.
http://www.eurogamer.net/articles/20...rth-of-content
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July 6th, 2011, 22:38 Posted By: wraggster
The German Resistance 3 bundle has led to speculation about the launch of a new online initiative called PSN Pass.
The game and console bundle packaging clearly refers to something called "PSN Pass," along with the disclaimer "PSN Pass Network features only available in countries that have PlayStation Store."
Resistance 3 is set for release on September 9, suggesting that the PSN Pass will either be launched simultaneously or in advance of that date.
The new feature will most likely be similar to those used by EA and THQ, which discourages consumers from buying pre-owned games by locking multiplayer modes and special content to specific codes. Players who buy second hand must then purchase a new code to access that same content.
Sony hasn't yet commented on the discovery, but has previously spoken to GI about online passes. In August last year Andrew House, then president of Sony Computer Entertainment Europe, said Sony was supportive of the model.
"On the principle of making online portions of the game available or unlocked from the disc-based release for a fee, we’re broadly supportive of that. And we’re exploring actively the same option for our own content."
http://www.gamesindustry.biz/article...aunch-psn-pass
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