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February 9th, 2010, 23:17 Posted By: wraggster
Looks like Panasonic's push to lead the 3D pack continues unabated. It's been just over a week since the company announced the opening of its first Blu-ray 3D authoring facility and now word's coming out of Tokyo's Yurakucho District that the world will soon be getting not one but four devices, including the DMP-BDT900-K, a pretty straight forward player that features the latest Advanced AVC encoding engine and a generous helping of ports (including two USB, Ethernet, two HDMI outs, one component out, and an SDXC compatible memory card port). If playback alone doesn't float your boat (and we don't blame you), three of the new models include 3D Blu-ray recorders, including the DMR-BWT3000 (2TB), DMR-BWT2000 (1TB), and DMR-BWT1000 (750GB). All the aforementioned recorders sport 2Digital BS / 110°CS TV tuner, 1 Analog TV tuner, i.Link, SDXC memory card slot, Ethernet, VIERA Link, VOD Services, and BD-Live. Both the 2TB and 1TB models come with a pair of HDMI ports, while 750GB model owners will have to make do with one. All three are pegged to burn BD-RE discs at 1x, BD-R at 6x, and BD-R LTH, DVD-RAM, DVD-R, and DVD-R DL formats. Akihabara is reporting a street date of April 23rd, 2010.
http://www.engadget.com/2010/02/09/p...rders-players/
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February 9th, 2010, 23:12 Posted By: wraggster
Q Games boss Dylan Cuthbert has said PixelJunk Shooter 2 will be far more than a "re-hash".
"Normally sequels are just a re-hashing of the ideas in the original, but for PixelJunk Shooter we still have a ton of ideas on the drawing board and the engine has lots of potential we want to use before moving onto our next idea," Cuthbert told G4TV. "It would be a waste not to use it to try out more stuff."
Cuthbert said there will be "a number" of new suits included to make use of some of the "brand new ideas for fluid gimmicks". He didn't mention a release date.
Q Games hasn't historically dwelt on IP, having moved from PixelJunk Racers to PixelJunk Monsters to PixelJunk Eden in swift succession. Check out our PixelJunk Shooter review for an idea of what to expect.
http://www.eurogamer.net/articles/q-...-not-a-re-hash
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February 9th, 2010, 23:09 Posted By: wraggster
EA may be revamping Wii game Dead Space: Extraction for PlayStation Network and Xbox Live Arcade.
It will remain on-rails and become an "interactive horror experience" in "full HD", according to a survey fished out of the internet by Kotaku. A tentative price of $15 (£9.60) was mentioned.
The survey added that EA was also planning a Dead Space strategy game for PSN and XBLA called Planet Cracker. Here players will mine resources from planets and protect their spoils from space pirates. Planet Cracker will offer "in-game rewards" for Dead Space 2, similar to Lionhead's downloadable Pub Games for Fable II.
Both games - Dead Space: Extraction and Planet Cracker - were listed as bonuses for people that pre-order the sequel or presumably splash out on flashy special editions.
Dead Space: Extraction was released in September last year and fetched 8/10 on Eurogamer. Dead Space 1 was released a year earlier in 2008 and picked up 7/10, but won over a sizable crowd.
http://www.eurogamer.net/articles/wi...ng-to-psn-xbla
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February 9th, 2010, 22:56 Posted By: wraggster
BioWare's Dragon Age: Origin has now shipped over 3 million units, according to EA data.
The game has also won over 30 industry awards, and holds an average review score of 91 on aggregate review site Metacritic. An expansion pack for the game, named Origins - Awakening, is due to launch on March 16.
"This is a tremendous start for the Dragon Age franchise and we are extremely pleased with the great reception the game has already received from critics and fans worldwide," said Dr Ray Muzyka, co-founder of BioWare and group general manager of the RPG/MMO Group of EA. "Our team is dedicated to crafting high quality, engaging new adventures and stories in the world of Ferelden for our fans!"
The Dragon Age figures come just days after it was confirmed BioWare title Mass Effect 2 had shipped over two million units in its first week on release.
As part of its Q3 2010 financial results, released yesterday, EA also revealed part of its release schedule for fiscal 2011.
Among them is a new Dragon Age title for console, handheld and PC, expected to be released in Q4 2011 - so between January and March 2011.
Other games listed for that quarter were Dead Space 2 on console and handheld, an unnamed shooter from Epic, a Need For Speed title and new Sims and Spore titles.
Q3 2011 games, which will account for this Christmas, include Crysis 2, FIFA Manager 11, The Sims 3 on consoles, two EA Sports Active titles and a new Harry Potter game.
All Points Bulletin (APB) is down for a Q2 release on PC, and other Q2 releases listed are a Medal of Honor title, FIFA Online, FIFA 11 and a MySims title.
Q1 lists Skate 3, Need for Speed World Online, 2010 FIFA World Cup South Africa and Tiger Woods PGA Tour 11.
EA reported a 25 per cent fall in revenue in its latest Q3 financials, but also a reduction in profit losses from $641m to $82m.
http://www.gamesindustry.biz/article...-million-units
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February 9th, 2010, 19:54 Posted By: Shrygue
via Computer and Video Games
It seems not even Final Fantasy XIII producer, Yoshinori Kitase, and director, Motomu Toriyama know what Square boss Yoichi Wada meant when he said the firm may cease to create "this type of game".
Wada told Edge last month: "But whether we are going to continue to internally create this type of game remains to be seen, because I actually feel that the team that was involved with Final Fantasy XIII should next move on to create and generate some 'next generation' forms of play."
The PS Blog asked Kitase and Toriyama to clarify what he meant, to which they said: "We don't know exactly what he meant by that. We don't really know what he meant by this style of game."
"If you consider that during Final Fantasy XIII's development, at peak time the team consisted of over 300 people. It was a huge team, plus it took a several long years to get the game finished. So, if Mr Wada meant that we would never make another Final Fantasy title with the similar number of people, taking as long as FFXIII did, we would agree.
"Obviously in the future we want to be much more efficient ... In the future our teams will be smaller and more effectively run. We suspect that is what Mr Wada meant by his statement." The Official PlayStation magazine gave Square's RPG stunner a 9/10 score. Sweet. PSM3 wasn't quite as impressed. Can't win 'em all, huh?
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February 9th, 2010, 19:44 Posted By: Shrygue
via IGN
The mystery surrounding those two final Resident Evil 5 Gold Edition Mercenaries Reunion characters has been solved courtesy of Japan's Weekly Famitsu magazine. In its latest issue, the magazine reports that Rebecca Chambers and Barry Burton will make it into the revamped Mercenaries mode as new playable characters.
This is the last bit of information before Gold Edition hits the Japanese PS3 next week under the name Resident Evil 5 Alternative Edition. Worldwide, the game is coming to PS3 and Xbox 360. All the content, including the Mercenaries Reunion characters, will be made available to current RE5 owners via paid downloads.
In addition to the new character reveal, Famitsu also printed the first review of Gold Edition. The magazine's four reviewers awarded the game a high 10, 9, 9 and 9 (each score is out of 10). The new Lost in Nightmares episode earned praise for its strong puzzle element which hakens back to the classic Resident Evil. While the new episodes are short, they have "random elements" and score attack opportunities.
Sounds like a worthy update both for new buyers who go with the disc version and for current owners who go for the downloads.
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February 9th, 2010, 19:41 Posted By: Shrygue
via Computer and Video Games
Someone must be buying the endless stream of Sackboy costumes for LittleBigPlanet, because Media Molecule's still churning them out, this week releasing new costumes to mark Valentines Day and Chinese New Year.
The valentines 'Lurve Pack', contains four new love-themed Sackboy costumes and 15 new stickers, so you can spend Valentines Day making a level of love for your missus as an excuse to stay in the warm playing PS3, instead of taking her for an expensive meal. The DLC only costs $2.99 (usually around £2).
The Chinese New Year costume pack gives you two new suits for free. They'll be on the PS Store from this Thursday but get cracking because they'll both disappear on Feb 25. Pics are over on the PS Blog.
In case you missed the news, MM breathed new life into the game's single-player venture with the huge Pirates of the Caribbean update, which added all new water mechanics.
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February 9th, 2010, 16:51 Posted By: wraggster
Game’s community developer commits to simultaneous release for Future Soldier
Having omitted any mention of the PS3 from its formal announcement of new shooter Ghost Recon Future Soldier this morning, Ubisoft has now confirmed a multiformat release for the game.
Ubisoft community developer Aymeric Evennou said on Twitter: "To those who wondered, Ghost Recon: Future Soldier will also release on PS3 : same experience, same development team and same release date."
Ghost Recon: Future Soldier community developer Kimi Matsuzaki added that Ubisoft “will tell more about the PC version later”.
The game is due out on Xbox 360 and PS3 this Q4, with an Xbox 360 beta due in the summer.
http://www.mcvuk.com/news/37496/PS3-...ew-Ghost-Recon
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February 9th, 2010, 00:02 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...0&view_reply=1
New build available, 1338, for Jpcsp, the emulator PSP for PC developed in Java. I remember that in order to use the program, which allows you to run some homebrew like those already in the archive, you need to install Java on your PC.
Following the full changelog and the link to download.
Changelog:
Quote:
Rev1338: Fixed module loading modules for using a stub size not divisible by 20. Added new icons from J_BYYX.Added missing "try ... catch" statements in VideoEngine that were causing compilation errors.
Rev1337: Use Nullpointer exception instead of returning null in the method to transform inputstreams to strings as it already throws a exception. Reworked one of the client methods since the method does not return null on empty files but the empty string.
Rev1336: Introduces a method to transform into inputstreams strings and use it where that was happening.
Rev1334: Slightly simpler get StrackTraceElements of
Rev1333: Properties already have a way to specify a default value
Rev1331: GUI changes from J_BYYX: icons for menu items
http://jpcsp.org/forum/viewtopic.php?f=21&t=2056
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February 8th, 2010, 21:58 Posted By: wraggster
Live in Korea? You’re the ones Sony are targeting with their upcoming Persona 3 Portable PSP bundle. The bundle comes with the game, a Turquoise Green PSP-3005, 2GB Memory Stick Pro Duo, and clear folders for those who pre-order the game.
Korea, unless Atlus USA has a big surprise for us, is the only region to get a Persona 3 Portable hardware package. Atlus and partner company Baruson Creative translated the text to Korean, something not many RPG publishers bother to do in the region. The limited edition bundle releases on Feb 12, 2010 for 272,000 won ($232).
http://www.siliconera.com/2010/02/07...ndle-in-korea/
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February 8th, 2010, 20:24 Posted By: Shrygue
via Computer and Video Games
PSM3 magazine has given Quantic Dream's curious psycho thriller a healthy 88 percent score (and that's 18 percent more than it gave Final Fantasy XIII).
"The narrative takes precedence over everything else," says PSM3. "It's essentially a nine-hour film that you nudge along by following on-screen button prompts, although you feel more connected with the action than this might suggest."
It goes on: "The only reason you won't like Heavy Rain is how little it feels like a 'game'. At least in the traditional sense. The only bit that feels distinctively gamey is when you're using Jayden's futuristic visor to track down clues at crime scenes ... Think the detective scenes in Batman: Arkham Asylum, but much more detailed and involving."
PSM3 says the game delivers its branching story though, and this makes for inevitable replay value. "As soon as you finish the game, we guarantee you'll immediately start a new game to explore the scenes you almost certainly missed, or alternate dialogue." 88's a good score. Not quite the revolution you may have hoped but we're playing it now and we like it too.
The news comes after Official PlayStation Magazine's Heavy Rain review rewarded the game with a 9/10, whilst GamesMaster gave it an equally impressive 91 per cent.
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February 8th, 2010, 20:13 Posted By: Shrygue
via Computer and Video Games
Rebellion's multiplayer Aliens vs Predator demo was downloaded 14,000 times on Xbox Live over the weekend - but the developer has told PS3 fans it is "really sorry" for a bug that left them unable to use the game's matchmaking system.
Rebellion released released an Aliens vs Predator demo patch patch on Friday to fix the matchmaking error on the PC version of the game - and told CVG today that it is working "as fast as possible" with Sony to patch the PS3 version.
However, the demo has really shone on Xbox Live, where it is carrying an impressive user rating.
Senior Producer Dave Brickley told CVG today:
"Just looking at how the demo's been rated on Xbox Live tells its own story - 14,000 downloads in a few days and an approval rating of 4.5/5, we're absolutely delighted with the response.
"Someone described it as being an Avatar day - people's perceptions were turned upside down but having had time to get to grips with the combat system and the three species the comments are almost humbling, they see what we've done is deliver something genuinely new and fresh, a real reason to stop playing what they are currently, and we just can't have asked for more than that - and they've only seen one mode.
"The way we went about it I think raised eyebrows - lack of the tutorial which you get with the single player meant it's initially a daunting prospect but we released a video which explains all the intricacies and that's helped people evangelise the system and in fact even help others learn it as they've returned to give it another go.
"The most gratifying aspect is seeing people totally get into the species themselves and just get lost in the experience, even working together as teams even though it's not a team mode that's on offer." Discussing the PS3 problem, Brickley added:
"The one unforeseen issue was the matchmaking on PS3, that really came out of left field and we've still got Sony engineers helping us look into what is at fault. I understand why people question how it wasn't spotted sooner but we just can't replicate that kind of scale in normal testing.
"Had we left Create and Browse Games in there as with the full game the problem wouldn't have been so serious. Bottom line is we're really sorry to all those PS3 owners and are working as fast as possible to find a solution which will help them enjoy the demo too."
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February 8th, 2010, 18:50 Posted By: wraggster
Metismo releases library for easy mobile porting
Mobile technology firm Metismo has released an OpenGL ES library for the PSP.
Originally developed as part of its Bedrock mobile porting technology, as profiled in this month's issue of Develop, Metismo has decided to release the OpenGL ES package as a static library that can be linked to the SN Systems compiler.
Supported features within the library include lighting; fogging; vertex buffer objects; uncompressed, palletised and additional DXTC compressed textures; fixed and floating point data type adherence; and internal vertex array conversion to optimal PSP formats.
“While we developed the OpenGL ES support as part of the broader Bedrock technology it became apparent that for some developers a standalone OpenGL ES package for the PSP was particularly beneficial,” said John Chasey, CEO of Metismo.
http://www.develop-online.net/news/3...-ES-now-on-PSP
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February 8th, 2010, 18:47 Posted By: wraggster
Jamie MacDonald, the former VP of Sony Worldwide Studios who was responsible for bringing motion control to the home consoles as early as 2003 with EyeToy: Play on PS2, has warned that delivering affordable motion technology and compelling games will present a challenge for both his former employer and for Microsoft.
"I'm very much looking forward to the motion controllers from both Microsoft and Sony, as you might expect given my background with EyeToy: Play," said MacDonald, speaking exclusively to GamesIndustry.biz. "The Natal games that I've seen look very interesting and I'm sure that Sony will come up with some great stuff, not least because of the motion control heritage they've got at London Studio where I was."
But there will be key challenges for both companies, said MacDonald. They will need to avoid simply replicating the sort of fun gamers can already experience on the Wii, because they are more powerful machines that people expect more from. But they'll also need to make sure they don't miss out on the casual audience altogether.
They'll also need to approach the design of motion games with a new focus - "We learnt really early on in the development of the EyeToy that you have to be careful - it's too physical for traditional long-form gameplay. You aren't going to stand there waving your arms around for two hours - you'd be completely knackered," he said.
"You have to take a different approach to game design, you have to use a different rhythm and focus to succeed in game design when using that kind of input."
The motion control technology will need to be "bulletproof" too, MacDonald added. "You can't risk breaking the player's suspension of disbelief so you don't want to get too leading edge with your technology because then it might break."
"But then there's a trade off between performance and the cost of goods - a consumer-friendly price point," he said.
"When I was at Sony, and I think it's still the case, the bundled EyeToy and SingStar games would come in at the top price point but [still the same] price of a triple A title - you weren't paying a premium for the hardware. And that worked well - but it only worked because the cost of goods was reasonable.
"I have no idea what the cost of goods are for those two new systems, but it'll be one of the challenges that I'm sure Sony and Microsoft are on top of. It's not trivial though, to design compelling games for these systems while, at the same time, making sure you've got the price points right."
http://www.gamesindustry.biz/article...or-sony-and-ms
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February 8th, 2010, 12:55 Posted By: wraggster
Polyphony Digital has sold over 55 million Gran Turismo games, with sales for the latest Gran Turismo PSP now standing at 1.8 million.
The PSP game was released last October, coinciding with the launch of the PSPgo.
Gran Turismo Prologue sales are also nearing 5 million, according to figures released by the developer.
Polyphony's next instalment to the series, Gran Turismo 5, was recently delayed for another month, pushing back its expected March release date. A date hasn't been confirmed for Europe yet.
Here are the full sales figures:
Gran Turismo – 10,850,000
Gran Turismo 2 – 9,370,000
Gran Turismo 3 A-spec – 14,890,000
Gran Turismo Concept Series – 1,560,000
Gran Turismo 4 “Prologue” – 1,350,000
Gran Turismo 4 – 10,980,000
Gran Turismo 5 “Prologue” – 4,650,000
Gran Turismo PSP – 1,800,000
Total – 55,450,000
http://www.gamesindustry.biz/article...ass-55-million
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February 8th, 2010, 12:55 Posted By: wraggster
Polyphony Digital has sold over 55 million Gran Turismo games, with sales for the latest Gran Turismo PSP now standing at 1.8 million.
The PSP game was released last October, coinciding with the launch of the PSPgo.
Gran Turismo Prologue sales are also nearing 5 million, according to figures released by the developer.
Polyphony's next instalment to the series, Gran Turismo 5, was recently delayed for another month, pushing back its expected March release date. A date hasn't been confirmed for Europe yet.
Here are the full sales figures:
Gran Turismo – 10,850,000
Gran Turismo 2 – 9,370,000
Gran Turismo 3 A-spec – 14,890,000
Gran Turismo Concept Series – 1,560,000
Gran Turismo 4 “Prologue” – 1,350,000
Gran Turismo 4 – 10,980,000
Gran Turismo 5 “Prologue” – 4,650,000
Gran Turismo PSP – 1,800,000
Total – 55,450,000
http://www.gamesindustry.biz/article...ass-55-million
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February 8th, 2010, 12:52 Posted By: wraggster
Fresh details of Rockstar’s mysterious upcoming title delivered by US mag Game Informer
As has been suspected for some time, Rockstar has confirmed that the long-in-development La Noire is no longer a PS3 exclusive and will in fact be released on Microsoft’s Xbox 360 as well.
After a prolonged period of silence on the game, developer Team Bondi has at last shed some light on the title via US consumer mag Game Informer.
Amongst the details, as posted by AGB, is the fact that the game promises a ‘revolutionary’ facial motion capture technology that supposedly delivers hugely realistic performances from the in-game characters.
There will be a dialogue choice system similar to that found in Mass Effect that will be particularly useful in scenes where players must interrogate suspects.
Crime scenes are depicted in a very lifelike style meaning players will have to be eagle-eyed to spot clues. Any details about objects that are examined will be automatically recorded in a notebook, the contents of which can then be used to challenge testimonies.
There’s no firm release date for the game as of yet, though a 2010 release looks increasingly likely.
http://www.mcvuk.com/news/37473/LA-N...-multiplatform
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February 7th, 2010, 21:14 Posted By: wraggster
News via http://xorloser.com/?p=175
This post will deal with the hardware required to trigger the PS3 hypervisor memory access exploit. The purpose of the hardware is to stop the PS3 from saving a change to a value that we don’t want changed. The PS3 saves this changed value by writing the value to RAM. Therefore in order to stop it from saving the changed value we need to stop this write from occurring.
The PS3 sends the write command to the RAM over some control lines, so we interfere with these control lines when the write command is sent. The result we want is having the PS3 think it has successfully written the value to RAM, but the RAM didn’t receive the write command due to our interference and so it did not perform the write operation.
The easiest (and moderately safe) way to interfere with these control lines is to ground them. This is done easily enough by connecting a wire between one of the control lines and ground. The tricky part is timing it just right so that it only interferes with the write we want to stop, and not anything that occurs before or after this write. This might be achievable with costly equipment and a lot of work, however geohotz used the simple method of “luck”. This involves repeatedly preparing the situation to best favour the chance of overwriting the correct write command and then continually grounding a control line until either something crashes that shouldn’t or the mark is hit stopping the write operation from occurring. At this point the exploit has been successfully triggered!
Now that you know how it works it is time to implement it. A connection is required to the control line that will be grounded as well as a connection to ground. These two wires then need to be connected to each other momentarily. If you were to try and do this manually as fast as you could you might connect them for a millisecond or so, however RAM control lines are very fast so 1ms is going to interfere with way too many commands. Instead these lines need to be connected to some hardware that is able to bridge the connection between then for very small periods of time at once. Geohotz suggests a connection period of 40 nanoseconds.
There are many ways that some hardware can be made to perform this short connection. Geohotz used an FPGA he had on hand in order to do it. Others have suggested using a 555 timer, however I have not heard of anyone having any success with this method. I used a small sx28 microcontroller I had on hand due to using it for a project some years ago. It runs at 50MHz with an instruction cycle of 20 nanoseconds, which means it should be fast enough to provide the 40 nanosecond connection required.
The first step is to take apart your PS3 in order to expose the top side of the motherboard. Once you do so look for one of the following areas on it depending on what version PS3 you have.
This first picture is from an old 60GB PS3 which came with the 4 USB ports and the card readers. You can see I have soldered a wire to the side of a resistor. This is the connection to the PS3 RAM control line that you need to solder on. I suggest you route this wire down and then to the left of the two pronged power plug you can see. My wire continues downward in this picture, but I found that doing so caused interference in the wire that would unintentinally trigger RAM corruptions. To avoid this you should route it to the left underneath the power plug so that it then comes out of the left side of the PS3 case. You can use a long wire during installation, but try to keep it short when you finalise its routing and final positioning. You can see I used a hot glue gun to ensure any stress placed on the wire will not pull at the solder joint.
http://xorloser.com/blog/wp-content/...02/old_ps3.jpg
This second picture is from an 80GB PS3 with 2 USB ports and no card readers. This was the model that was out just before the “fat” PS3s were replaced by the “slim” PS3s, so it is a newer motherboard revision where there are two RAM chips on both sides of the motherboard instead of all four on one side. In this picture I have circled the trace you should solder to for your RAM control line connection. In order to solder to this I used a craft knife to carefully scratch the paint off the top of the trace to expose the copper underneath which I then soldered a wire to. Once connected you should route this wire straight down towards the front of the case to best avoid interference in the wire from other parts of the PS3. Once again try to keep the final wire nice and short.
http://xorloser.com/blog/wp-content/...02/new_ps3.jpg
Next you need to get a ground connection. This is done the same way for both motherboard versions and is very easy. You can just wrap a wire around any of the metal screws that screw into the metal shielding that covers the top of the motherboard. You don’t even need to solder it, just wrap it under the screw head and screw it into place This wire should be routed out of the console next to to your other control line wire.
The above two wire connections are common to any implementation of a hardware trigger. The following is specific to how I did my hardware trigger but you may implement your trigger however you want. Note that I initially tried wiring 5 Volts of power out next to these lines but doing so continually resulted in unwanted interference in the control line causing the PS3 to crash while booting.
For my hardware trigger I used an SX28 microcontroller which I bought years ago as part of this programming kit. To use the SX28 you need the SX28 chip, a way of programming the chip (usually an SX-Key or SX-Blitz) and an oscillator to drive the SX28 chip at 50MHz. All of these are included in the above programming kit. Maybe if enough people buy from them and mention xorloser they’ll send me a USB version of the SX-Key instead of my old serial based one :/
Below is a crappy schematic of my circuit which I drew in windows paint. Please note that I am using the programming kit I mentioned above which utilises the SX-Key programmer in place of an oscillator while the SC-Key is attached. I do not have an external oscillator so I’ll leave the hooking up of that to you. Just take note that you do need either an oscillator or SX-Key attached in order to make the chip run.
http://xorloser.com/blog/wp-content/...8Processor.jpg
This SX28 sourcecode is the last piece of the puzzle. Program this to your SX28 chip using the free SX-Key Editor software from the Parallax. Once this is all hooked up to your PS3 you should be able to send a “pulse” (grounding of the control line) to the PS3 by pressing the switch. You should use a temporary-on push button switch to do so since it will keep sending pulses every 100ms if the switch stays connected. The LED on the right side of the schematic is just there to give the operator some feedback. It will light up when a pulse is sent to let you know that the circuit is working as it should. I should mention that if you look at my SX28 sourcecode you will see that it appears as if I am sending a 360 nanosecond long pulse. I do not know how long the pulse is that actually gets sent as I do not have any hardware that I can measure the pulse with (yet). Possibly there are hardware induced delays that occur when changing the direction of the port which means that although I am waiting 360 ns, it still only sends a pulse that is about 4o ns. To arrive at the 360 ns value I tried many values making the pulse as short as I could until it didn’t trigger anymore, then I increased it just a little bit to get the shortest pulse that still works.
Phew, this is finally the end of this post. My next post will tie it all together along with some software I have written to dump your own hypervisor and more. Cya.
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