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November 24th, 2010, 00:55 Posted By: wraggster
Has the gaming world left Gran Turismo behind? Is the simulation racer still relevant in today's fragmented, socially networked word? For Sony, the answer is, unequivocally, yes.
Not only that, but the gargantuan Gran Turismo 5 can do for PlayStation 3 what Gran Turismo 3 and 4 did for the PlayStation 2.
"I didn't know until I saw it," Sony UK boss Ray Maguire told Eurogamer.
"Like you I was thinking, well, the world has moved on a little bit, social gaming has emerged, people are accepting smaller, bite-sized bits of gaming at very low value.
"Then I saw it, I saw the detail of it, and it does take your breath away. You go, 'Oh my God, now I understand it.' "
Gran Turismo 5, created by Polyphony Digital's car-obsessed president Kazunori Yamauchi, releases at midnight tonight after half a decade of development.
It is the first pillar release in the Gran Turismo series since 2004's PlayStation 2 game Gran Turismo 4.
Maguire added: "We have to understand that the gaming landscape has changed and recognise that, but at the end of the day, I want it all. I don't just want Angry Birds and Doodle Jump, I want Gran Turismo as well.
"Consumers will decide what they want to entertain themselves with at a certain point in time. Some of it will be a deep experience, some of it will be a very casual experience, but they'll all fit together in a wider universe."
Looking back on the Gran Turismo series and its impact on the success of the PlayStation brand, Maguire said the sim has always pushed the limits of PlayStation hardware.
"Clearly one of the games which was very important for PS2 was Gran Turismo," he said. "It took the machine to the limits, and it continued to do that all the way through to the last iteration.
"What's interesting is that there's been nothing until now on GT. That's because the hardware that we have now allows for so much more freedom. The passion and the drive for excellence that Kazunori has is taking him all the way through to try and push the technology we have now."
The Gran Turismo series has sold a whopping 55 million units since it burst onto the scene in 1997. How many copies will Gran Turismo 5 sell?
http://www.eurogamer.net/articles/20...s-gran-turismo
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November 24th, 2010, 00:55 Posted By: wraggster
Over 50 stereoscopic 3D-enabled PlayStation 3 games are in the works, Sony's revealed.
3D is being applied to 20 of them in-house at Sony.
"It's a very positive thing to see the great level of interest in 3D from our development studios," SCEE studio director Mick Hocking told Develop.
"Overall we have more than 50 titles currently being converted into 3D, and this number if growing fast.
"Some of them are massive names. That's a really, really good sign that the industry is behind our unique message that 3D is a key element in the future of home consoles."
Among those 50 3D games is stunning-looking shooter Killzone 3, arcade racer MotorStorm: Apocalypse and, of course, Gran Turismo 5.
In July Hocking told Eurogamer that playing games in 3D gives gamers a "competitive edge".
"With something like a racing simulation, this gives us greater accuracy," Hocking said.
"You can judge or brake a distance to a corner that much better than you could before. You can position your car on a track with greater certainty. You can judge relative speed to the other cars or relative speed to the track better than you could before."
Sony is of course putting plenty of eggs in the 3D basket, and hopes it'll convince millions to fork out their hard-earned cash on the 3D tellys and 3D glasses that make the magic happen.
The Japanese company predicts that by 2014 more than 40 per cent of tellies will be sold as 3D ready.
http://www.eurogamer.net/articles/20...es-coming-sony
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November 23rd, 2010, 15:07 Posted By: wraggster
News via http://wololo.net/wagic/2010/11/23/t...ere/trackback/
Total_Noob told me a few days ago that the Hen was very close to completion, and he confirmed that in a post on the german site pspking.de. He announced that his Hen now has 98% homebrew compatibility, a VSH menu (probably similar to what we have on the m33 and Gen CFW), and a “NanGuard” feature, which will prevent people from stupidly writing stuff to the flash.
source PSPKing.de (thanks to Ah-Chai and Mark for the tip!)
Last time I spoke to Total_Noob, there were still a few thing to finalize and a few bugs to fix, such as unlocking the 32MB of extended memory on models that support it.
Note that although Total_Noob announced that his Hen will not have ISO support, several teams are already actively working on game Loaders (such as Open Idea Iso Loader by dridri, which supposedly loads ISO/CSO and PSX games). Such loaders will probably be made compatible with firmwares 6.xx with little effort, and I am more and more confident that it will be a matter of days after the release of the Hen before things such as iso loading or plugin support are made available.
A Hen (Homebrew ENabler) is a tool that allows to run unsigned software (homebrews) on a PSP directly from the XMB. By default a HEn only allows homebrew loading (even though Total_Noob pushed the limits a bit further by adding features such as a VSH menu) and is not very different in its goals from a tool such as HBL. But unlike HBL, it relies on a Kernel exploit, which basically gives access to all the features of the PSP. It allows users to get full control of their psp, for better or for worse.
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November 22nd, 2010, 21:29 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...2&view_reply=1
After a tug-of release and published immediately removed, the Daedalus team opted for the publication of the famous rev602 Nintendo 64 emulator for the PSP, namely the Daedalus X64.
Also this time the team steps in the realization of only a 16bit version, which hopes to squeeze the maximum view of the light, trying to bring it to levels seen with the other 32bit. The updates are not lacking, even the criticism of history ... so every day for the D team and its sequel.
Revision 602
- Fix compiling issue from 601
- Fixed bug in 1 / 2 cycle for BlendModes
- Optimized LookupBlendState
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November 22nd, 2010, 19:49 Posted By: Shrygue
via Computer and Video Games
Crystal Dynamics has finally added co-op to the PS3 version of Lara Croft and the Guardian of Light via a title update.
The co-op feature was conspicuously absent from the game's initial release. It was added to the Xbox 360 version via a patch in October.
The top down adventure game sees Lara team up with Mayan warrior Totec to defeat an evil spirit by... well, raiding tombs.
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November 22nd, 2010, 18:31 Posted By: wraggster
Thatotherdev has posted a new release of his game for the PS3
Yet another updated version of Cubicle Shooter.
Notable changes:
I believe I’ve corrected what was causing the previous version to crash for a lot of people.
Added two player split screen multiplayer
Added a menu system
Added the ability to record a screenshot (its saved to any USB storage device that is connected)
Chairs can be shot now (they don’t break but they get pushed back)
Added computers (they are treated similarly to how chairs are treated)
Now you shoot when you first press R1 regardless of how much or little time has gone since you last shot (so you can shoot faster by quickly tapping R1 then you do from just holding it down)
Jumping now only happens when you first press X (holding it down wont make you repeatedly jump every time you hit the ground)
I removed the triangle for reverse view thing
Controls:
Move – Left analog stick
Run – L3
Aim – Right analog stick
Shoot – R1
Zoom – L1
Jump – X
Save – Select
Load – Start
http://thatotherdev.wordpress.com/20...%e2%80%93-ps3/
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November 22nd, 2010, 17:32 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2287
zaxis, a member of PSX-Scene today brings good news.
He worked painstakingly on a method of open source downgrade, called "PSGrade.
Today, he shared his work with the public. However, this requires more work before it is fully functional.
Currently, the code still requires the "Master Key dongle" key that is at the heart of the PS3.
The good news is that zaxis think that this key can be recovered via the FW 3.15.
He needs you, anyone with a console in 3.15 can help recover this key. Once recovered, PSGrade should be fully functional.
Below, his request for assistance:
To all those who want to help, here's what you have to do:
1 - Start the PSGrade I posted.
2 - Reboot into linux (no power cycle!)
3 - Dump the HV (and mail)
If you do not know how the HV dumped Linux, do a Google search (you'll need to open your PS3 and welding, IF YOU'RE NOT AN EXPERT IN WELDING, ESPECIALLY DO NOT!)
Good luck.
PSGrade: https: / / github.com / zaxis / PSGrade (not yet 100% functional)
Once you have the key, post here in a file and try key.h there.
But remember, this is a project under way (so do not ask file. Hex), again, nothing is certain.
Oh yes, and a big thank you to graf_chokolo for ... all, Hansi for the dump, and for Mathieulh PSGroove (PSGrade is a derivative of PSGroove) and all the others.
According graf_chokolo for the PS3 can decrypt the master key, you must use the call "Verify Response" and the master key will be saved in a plain text file. This call is activated when inserting the Jig (Sony dongle that enables the service mode), and that's what the PSGrade.
Once we have the key, we will have a fully functional jig.
By cons not need help on a 3.41 not good because even if you already do the dump of HV.
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November 22nd, 2010, 17:30 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2286
Squarepusher proposes a new version of his port of Snes9x (SNES emulator) on PS3.
New / fixed:
- Add pixel shaders to select General Settings.
- List of pixel shaders available:
- Stock (shader default)
- 2xSaI
- Blur
- Curved CRT
- HQ2x
- Quad interpolation
- Scanlines
- Sharpen
- Super2xSaI
- SuperEagle
All except SuperEagle shaders, and Super2xSaI Curved CRT running at full speed 16:9 1080p - the highest resolution. If a shader does not fonctinone at full speed with this resolution, you can try to 720p 16:9 / 4:3.
- PAL60 option now works with version 1.92
- Added option 'Force NTSC to PAL ROM' in the settings SNES9x
Note: the archive PKG PS3 with firmware 3.41 and below.
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November 22nd, 2010, 17:16 Posted By: wraggster
The head of Sony Ericsson Mobile Communications AB indicated that the mobile-phone maker might be working with parent company Sony Corp. on a smartphone with a slide-out controller to play videogames.
Sony Ericsson Chief Executive Bert Nordberg said he is aware of speculation that the company is at work on a smartphone that would take advantage of Sony's experience in developing the PlayStation Portable videogame device.
"There's a lot of smoke, and I tell you there must be a fire somewhere," Mr. Nordberg said during an interview. "Sony has an extremely strong offering in the gaming market, and that's very interesting."
While many have already started to call the expected device a Sony PlayStation phone, the handset is likely to carry Sony Ericsson's Xper ia brand, another person familiar with the matter said. The handset is also likely to run on Google Inc.'s Android operating system, and the videogames might be available through an application, the person said.
Sony Ericsson, a 50-50 joint venture between Sony and L.M. Ericsson Telephone Co., has tapped the Japanese conglomerate's consumer-electronics expertise in the past, but it has steered clear of the PlayStation gaming platform, in part because of Sony's concern that it might dilute the successful PlayStation brand.
However, the popularity of simple games available on smartphones is now a serious threat to dedicated portable gaming devices such as Sony's PlayStation Portable. The current generation of smartphones with touch screens isn't "optimized for games," said Mr. Nordberg, who took over as CEO in October 2009.
Asked why Sony Ericsson hasn't already released a phone employing Sony's gaming resources, Mr. Nordberg said: "I haven't dug into that history, but the future might be brighter."
Mr. Nordberg, who said he wants to make a lot of "noise" with a new product at the Mobile Word Congress in Barcelona in February, said there is no technological difficulty in launching a gaming-oriented phone. The main challenge, he said, is that the company has to consult many lawyers to negotiate rights issues with game publishers. "I'm very glad that we work with a company like Sony, who actually knows how to do it," he added.
After several fiscal quarters of net losses, Sony Ericsson became profitable earlier this year, thanks to a restructuring and successful releases of Android-based smartphones.
Mr. Nordberg said analysts have been too focused on sales-volume declines in the July-September period. Sony Ericsson could easily increase sales volume by offering more inexpensive phones, but profitability is more important, he said. "We do no phones under €50 ($68.43), because we won't make money," he added.
Since the spring release of its first Android-based smartphone, Mr. Nordberg said, the company has built a strong position quite quickly in that segment. He said he expects Android to remain the dominant smartphone platform in Sony Ericsson's lineup for at least the next two years.
To gain an edge in an increasingly crowded market for Android-based smartphones, the company will have to diversify its lineup. "Sony is of course a very strong brand, and why shouldn't we use that?" Mr. Nordberg asked. "Gaming, including content, is a very interesting proposition."
http://online.wsj.com/article/SB1000...495029652.html
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November 22nd, 2010, 05:50 Posted By: bandit
Hi, now that legal development tools are available, I thought I'd start porting the classic game DOOM for the PS3!
It took a little while to get it to start up at all (without any graphics, sound, input...pretty much nothing except debug output to the Ethernet port), mainly due to some 64 bit vs. 32 bit issues (endianness issues were already given some thought in the source!).
Right now it only runs in 1920x1080 because the upscaler (the game still renders in 320x200) is hard-coded for this. I set the resolution info in PARAM.SFO correctly so that XMB will not even let you launch it unless you have 1080i or 1080p selected as a supported mode in display options. The controls are also hard-coded and it has no sound or music yet, but because this version is already quite playable (I just played through the whole shareware episode using it) I thought I'd upload it. "Release early, release often" you know. ;-) The 35Hz timer the game requires is implemented using a separate thread that just does usleep(1000000/35); ticker++; all the time because PSL1GHT seems not to have any support for the Cell OS Lv-2 timer syscalls yet (except for sleep & usleep). Timing seems to work OK like this though.
To use this, download the PKG (link later in this post) and install it using "Install package files". Then copy a supported DOOM IWAD to the game's directory ( /dev_hdd0/game/DOOM00666/USRDIR/) OR put it on a USB drive (or on a CF/SD/MMC/MS memory card if you have an early PS3 that has the integrated card readers) under /ps3doom/. Then you just launch the game from the XMB icon and it should work.
The hardcoded controls are:
- D-PAD: Navigate menus and move/turn your character.
- START: Bring up or exit the menu.
- SELECT: Bring up or exit the auto-map. (while in game)
- L1/R1: Strafe left/right.
- L2: Use button. (open doors, activate lifts, exit the intermission screen, etc.)
- R2: Attack button.
- CROSS: Select an option from the menus.
- CIRCLE: Go back to the previous menu.
- SQUARE: Use for YES in menus and cycle to previous weapon in game.
- TRIANGLE: Use for NO in menus and cycle to next weapon in game.
Yeah no analog support yet, sorry about that! I am probably going to add fully customizable controls including USB keyboard/mouse support later when I get around to adding some kind of a launcher for the game. The launcher will also allow you to put multiple IWADs in your WAD directory and select one of them, load PWADs, etc. Right now that's not possible. ;-)
I also already know that the aspect ratio is a bit off (not quite 4:3 as it should be), so don't bother reporting that. This will be fixed later when I get around to adding scaling using the RSX. BTW. before you ask: I will probably not even attempt to add true high-res or wide-screen support, instead I'll probably try porting prboom+ (which has both already well implemented) in the future. I am also not interested at all in hardware accelerated DOOM. Just take a look at any of the accelerated DOOM ports for the PC or even Carmack's official iPhone port. The lighting is totally wrong in all of them (way too bright and uniform) unless perhaps you're playing a map specifically designed for them. However, if it turns out that prboom+'s software renderer can't run in 1080p with adequate speed on the PPU alone, I don't think attempting to offload some of the work to the SPUs is totally of the question then. ;-)
I also know that saves don't work yet, that changing the screen size from the options menu crashes and that there is no way to enter cheats yet, and that order for cycling the weapons is not quite what you'd expect (it uses the internal ordering of the game which goes like this: fist, pistol, shotgun, chaingun, rocket launcher, plasma, bfg, chainsaw, super shotgun).
You must quit the game from the game's own menu, not from XMB. Otherwise Lv-2 will crash and reboot. AFAIK this is a bug in PSL1GHT and not my own fault, but feel free to tell me if I'm wrong.
Anyway, here are the download links:
Binary PKG: http://taateli.fi/ps3doom/ps3doom_v001.pkg
v1 Source: http://taateli.fi/ps3doom/ps3doom_v001_src.zip
The source is a mess, yes, and there are probably some stupid things in there. But that was the case even before I touched it at all. ;-)
Supported IWADs:
doom2.wad (DOOM 2: Hell on Earth)
doom.wad (The Ultimate DOOM or regular registered DOOM)
plutonia.wad (Final DOOM: Plutonia Experiment)
tnt.wad (Final DOOM: TNT - Evilution)
doom1.wad (shareware DOOM)
Use the latest versions (v1.9) of IWADs only or don't complain if something breaks. Especially the earliest versions of DOOM 1 are problematic.
edit: forgot one more thing: The filenames are case sensitive, so rename your IWAD to all lowercase if necessary ("doom2.wad", not "DOOM2.WAD").
Source: PSX-Scene
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November 22nd, 2010, 05:50 Posted By: bandit
Hi, now that legal development tools are available, I thought I'd start porting the classic game DOOM for the PS3!
It took a little while to get it to start up at all (without any graphics, sound, input...pretty much nothing except debug output to the Ethernet port), mainly due to some 64 bit vs. 32 bit issues (endianness issues were already given some thought in the source!).
Right now it only runs in 1920x1080 because the upscaler (the game still renders in 320x200) is hard-coded for this. I set the resolution info in PARAM.SFO correctly so that XMB will not even let you launch it unless you have 1080i or 1080p selected as a supported mode in display options. The controls are also hard-coded and it has no sound or music yet, but because this version is already quite playable (I just played through the whole shareware episode using it) I thought I'd upload it. "Release early, release often" you know. ;-) The 35Hz timer the game requires is implemented using a separate thread that just does usleep(1000000/35); ticker++; all the time because PSL1GHT seems not to have any support for the Cell OS Lv-2 timer syscalls yet (except for sleep & usleep). Timing seems to work OK like this though.
To use this, download the PKG (link later in this post) and install it using "Install package files". Then copy a supported DOOM IWAD to the game's directory ( /dev_hdd0/game/DOOM00666/USRDIR/) OR put it on a USB drive (or on a CF/SD/MMC/MS memory card if you have an early PS3 that has the integrated card readers) under /ps3doom/. Then you just launch the game from the XMB icon and it should work.
The hardcoded controls are:
- D-PAD: Navigate menus and move/turn your character.
- START: Bring up or exit the menu.
- SELECT: Bring up or exit the auto-map. (while in game)
- L1/R1: Strafe left/right.
- L2: Use button. (open doors, activate lifts, exit the intermission screen, etc.)
- R2: Attack button.
- CROSS: Select an option from the menus.
- CIRCLE: Go back to the previous menu.
- SQUARE: Use for YES in menus and cycle to previous weapon in game.
- TRIANGLE: Use for NO in menus and cycle to next weapon in game.
Yeah no analog support yet, sorry about that! I am probably going to add fully customizable controls including USB keyboard/mouse support later when I get around to adding some kind of a launcher for the game. The launcher will also allow you to put multiple IWADs in your WAD directory and select one of them, load PWADs, etc. Right now that's not possible. ;-)
I also already know that the aspect ratio is a bit off (not quite 4:3 as it should be), so don't bother reporting that. This will be fixed later when I get around to adding scaling using the RSX. BTW. before you ask: I will probably not even attempt to add true high-res or wide-screen support, instead I'll probably try porting prboom+ (which has both already well implemented) in the future. I am also not interested at all in hardware accelerated DOOM. Just take a look at any of the accelerated DOOM ports for the PC or even Carmack's official iPhone port. The lighting is totally wrong in all of them (way too bright and uniform) unless perhaps you're playing a map specifically designed for them. However, if it turns out that prboom+'s software renderer can't run in 1080p with adequate speed on the PPU alone, I don't think attempting to offload some of the work to the SPUs is totally of the question then. ;-)
I also know that saves don't work yet, that changing the screen size from the options menu crashes and that there is no way to enter cheats yet, and that order for cycling the weapons is not quite what you'd expect (it uses the internal ordering of the game which goes like this: fist, pistol, shotgun, chaingun, rocket launcher, plasma, bfg, chainsaw, super shotgun).
You must quit the game from the game's own menu, not from XMB. Otherwise Lv-2 will crash and reboot. AFAIK this is a bug in PSL1GHT and not my own fault, but feel free to tell me if I'm wrong.
Anyway, here are the download links:
Binary PKG: http://taateli.fi/ps3doom/ps3doom_v001.pkg
v1 Source: http://taateli.fi/ps3doom/ps3doom_v001_src.zip
The source is a mess, yes, and there are probably some stupid things in there. But that was the case even before I touched it at all. ;-)
Supported IWADs:
doom2.wad (DOOM 2: Hell on Earth)
doom.wad (The Ultimate DOOM or regular registered DOOM)
plutonia.wad (Final DOOM: Plutonia Experiment)
tnt.wad (Final DOOM: TNT - Evilution)
doom1.wad (shareware DOOM)
Use the latest versions (v1.9) of IWADs only or don't complain if something breaks. Especially the earliest versions of DOOM 1 are problematic.
edit: forgot one more thing: The filenames are case sensitive, so rename your IWAD to all lowercase if necessary ("doom2.wad", not "DOOM2.WAD").
Source: PSX-Scene
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November 21st, 2010, 23:42 Posted By: wraggster
News/release from Codetactics
At long last, we've released the browser based Mission Editor for Mobile Assault.
All missions in Mobile Assault (with the exception of the Instant Action mission) were written using this editor, so by releasing the it we hope that players are tempted to make their own missions to share.
Essentially the user is able to place world objects and apply game events that happen during the mission. The saved output is plain text which can be copied (as a .json file) to the PSP so that it can be played in the game.
We're not quite sure what the learning curve is because of how involved we've been with the project, so it'd be great if we can get some feedback, questions etc so that we can evolve a FAQ or any other supporting documents.
We currently have a video that summarises the basics of making a mission:
http://download.codetactics.com/vide...tut_export.mp4
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November 21st, 2010, 23:37 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2284
Sbucon959 released a test version of FBANext, after FB Alpha (Final Burn Alpha), a multi arcade emulator based on the source code for Final Burn.
Features:
Support the following platforms:
- Capcom CPS-1
- Capcom CPS-2
- Capcom CPS-3
- Cellar
- Neo Geo
- Sega System 16
- Toaplan
- Taito
- Psikyo 68EC020
Although this is a test version, Sbucon959 indicates he could play different games so perfect (full speed and sound).
Use:
- You must put your roms in the / FBANext-ROMS / on a USB / USB Drive
Controls
SELECT - Insert Coin
START - Start
L2 - Back to Explorer
PS3 FBANext-R364
Official site: https: / / code.google.com/p/fba360 /
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November 21st, 2010, 23:23 Posted By: wraggster
Yep you read right, theres a new release of the only active Nintendo 64 Emulator for the PSP.
Heres whats new:
What's changed in this revision:
Revision 601
Revision 600
[+] Small speed up in DList processing (Corn)
[~] Fixed daedalus profiler to profile Ucodes properly (Corn)
[~] Fixed missing preview msg in classic GUI (Corn)
[+] ScreenShots will be saved in ms0:/PICTURE for release and default dir for debug build
[~] Fixed issue that caused gui selection not be saved in preferences.ini
[~] Small clean ups, made a couple of funcs debug only, etc
[!] Corrected regression that messed up the penguins in M64
[~} Corrected regression that caused analog stick to stop working (thx KingPepper for reporting)
[!] Optimized intraFontGetID, uses about 70% less cpu (gui feels smoother now)
[~} Corrected overlapping text when psp is charging in bat info
[+] Changed how button polling in GUI is done, now is only done in one place instead of zillion times everywhere ( note : gui buttons now will be only checked 16.5 times/sec too) (Corn/Salvy)
Revision 599
[!] Made kernelbuttons even more robust
[!] Removed a bunch of hacks I had for KernelButtons (no longer need 'em)
[+] Implemented a wrapper for kernelbuttons to clean up code and make things easier
[~] Minor tweaks on the battery info when PSP is charging (psppwner300)
Revision 598
[+] Made rom deletion more robust, now rom list is refreshed. warning shows up before deleting, and deletion is canceled if other input is detected (Classic Gui recommended) (Corn)
[+] Is now possible now to reset only settings or only hle caches (Corn)
[!] Killed a couple of warnings from last commit (Corn)
[!] Improved Reset settings instructions, just follow the onscreen indirections.
[+] Added a new function to print intrafont text (pretty easy to use and can be used everywhere)
[!] Battery status and time is printed with intrafont to match with the Gui
[~] Improved GUI switching
[~] Corrected typo that prevented gprof build from compiling
[~] Removed debug info that I forgot from DeleteRecursive (debug build compiles again)
Revision 597
[+] Added build support for psp gprof (Thanks Hardhat for the help!)
[!] Cleaned up global prefs, also made "skip splash screen" and other prefs debug only
[!] Improved "Reset Settings", now is more robust and friendly (moved to global too)
[+] Implemented recursive deletion, hle cache is now deleted when resetting settings
[+] Implemented tooltips with usage info of features of the emu (only for Classic GUI) (Corn)
[~] Moved PSP Slim cache init out of initialization list
Warning : Make sure to back up your memory stick before using this revision.
http://forums.daedalusx64.com/viewto...t=2640&start=0
Those wanting to try an alternative PSP N64 Emulator can also try out Monkey 64 --> http://psp-news.dcemu.co.uk/emulator...psp-35150.html
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November 21st, 2010, 23:19 Posted By: wraggster
The PSP Emulator for Windows has seen yet another release, heres whats new:
Partially implemented sceVaudio module.
Exported "Impose" and "System Param" settings to a new "Region" section in SettingsGUI.
Fixed VPL freeing in SceKernelVplInfo.
Properly implemented error handling for savedata MODE_SIZES in sceUtility.
Added new findings to sceAtrac3plus and sceSasCore.
Added drafts for missing sceAtrac3plus functions and implemented sceAtracSetAA3DataAndGetID.
Improved sceAudioSRCOutputBlocking.
Improved communication between scePsmf and sceMpeg modules.
Improved sceRtcTickAddMonths and sceRtcTickAddYears.
Updated all language files.
http://buildbot.orphis.net/jpcsp/
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November 21st, 2010, 23:09 Posted By: wraggster
News via http://wololo.net/wagic/2010/11/20/v...u-1-2-for-hbl/
Developer neur0n released a new alternate menu for HBL a few days ago, called vMenu (Visual Menu). He’s already back with a nice update today.
What you will LOVE about this menu is that it shows you the thumbnail of each Homebrew, and it does it faster than the XMB
The new version adds sound, and the possibility to browse the memory stick (version 1.1 was limited to the default folder)
There are still a few bugs here and there (I found that version 1.2 doesn’t show all my homebrews, for example it doesn’t display Wagic ), but this looks super promising, I highly recommend you to try it!
Download here, and don’t hesitate to post your feedback to neur0n in his thread on /talk where you will find alternate versions to dowload
Installation: unzip in the hbl folder of your memory stick, NOT in your homebrew folder!
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November 21st, 2010, 01:26 Posted By: wraggster
News via http://psgroove.com/content.php?429-...Running-on-PS3
Scognito tweeted today that his homebrew game, Scogger, which is already available on several gaming platforms, is now running on PS3. Be aware, there is no download available yet. However, Scognito did post a video of the game running on his PS3.
first playable #scogger running on PS3! #ps3dev It lacks sound and still runs at 640x480 for now
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November 21st, 2010, 01:16 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2277
An update of the Playstation Network to be held tomorrow, but apparently Sony decided to take the lead.
Since today if you try to connect to PSN jailbreakées with your console, the console will prompt you to perform an update:
It goes without saying that if you intend to continue using the jailbreak on your PS3, you'd better avoid this update.
Some hope that these inconveniences are due to update the network scheduled for tomorrow, but all indications are that Sony has responded as we awaited ...
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November 21st, 2010, 01:14 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2282
Dark Monkey PSX-Scene has unveiled what it describes as the first modded firmware (not a custom firmware, hence the therm "modded").
The German developer called his release "MFW (ModFirmWare).
MFW Homebrew includes a category on the XMB, and also many other features.
It plans to roll out its first release in the coming days.
Meanwhile, it shows the beta running on the PS3 in the video below.
Quote:
RELEASE:! Very soon!
Corrections since the inception of the project:
rev b0.01
Project start-
-Homebrewchannel
rev b0.03
-/app_Host/PS3_Game Icon -> Ps1-disk icon
He also said that if he has a better knowledge of how it can payloads directly implemented inside.
Below is a translation of the German Dark Monkey's post.
Quote:
"If I fully understand the operating structure of a payload, I'd be able to integrate my MFW in a payload.
Of course for normal users, there is just the possibility to load a ModFW USB-Dongle/Loader, but for users with access to the hypervisor it is possible to load directly into the flash of the PS3 but it is not certain that one of you can use the second method. "
See you in the coming days.
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