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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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May 26th, 2020, 18:02 Posted By: wraggster
PlayStation Now has more than 2.2 million subscribers, around six years after it first launched in North America.
Sony confirmed the latest figures for its subscription service in an investor presentation, which showed its audience doubling in the space of a year.
PlayStation Now had more than one million subscribers at the end of March 2019, and that rose to more than 2.2 million by the end of April 2020.
https://www.gamesindustry.biz/articl...2m-subscribers
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May 26th, 2020, 18:01 Posted By: wraggster
Under stay-at-home orders to avoid the spread of COVID-19, the ongoing trend of rising engagement with games appears to have extended to subscription services, with PlayStation Plus seeing its subscriber numbers rise by 2.7 million in the first three months of 2020.
That brings the service's total subscribers to 41.5 million, according to Sony CEO and president Kenichiro Yoshida speaking at a corporate strategy meeting earlier today.
"At a time when people are voluntarily not going outside, demand for digital entertainment such as games is increasing globally," Yoshida said.
https://www.gamesindustry.biz/articl...5m-subscribers
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May 12th, 2020, 20:31 Posted By: wraggster
The PlayStation 4 homebrew scene has some new toys to play with, thanks to the release of Mira Project, a form of homebrew enabler that works on OFW 5.05 PS4 systems, and OpenOrbis, a toolchain that gives users the power to create homebrew for the console without using an official SDK, aka legal homebrew. Mira Project offers certain capabilities such as a kernel debugger, a homebrew enabler, a dumper for your HDD keys, and other useful features as seen in the project's official readme. It should be noted that while intriguing for those involved in the PS4 homebrew scene, these tools do not allow users to run "backups" of their games, nor does it work on newer firmware units.
The Mira Project is a set of tools that grants you more power and control over your jailbroken Playstation 4. It is the result of all the hard work by the OpenOrbis team.
It works differently to the custom firmware experience on Playstation 3, where CFW would be installed on the system via modified PUP files (e.g. Rebug), however once the framework is installed and ran it gives users the same functionality they were previously used to.
New Features!
- Homebrew Enabler (HEN)
- Emulated Registry (EmuReg)
- Emulated NVS (EmuNVS)
- Kernel Debugger
- Remote GDB
- System-level FUSE implementation (Experimental, WIP)
- Load sprx modules + IAT + Function Hooking (Thanks theorywrong)
You can also:
- Mount and decrypt local gamesaves (Thanks ChendoChap) (WIP)
- Transfer files to and from the harddrive
- Implement your own kernel plugins (RPC using protobuf)
- Implement your own userland trainers (hooks included!)
- Dump your HDD encryption keys
- A bunch of other stuff
Click to expand... Another important thing to be aware of is that the public release is "unstable" and in beta, and bugs are to be expected. As for OpenOrbis, a further update is scheduled within the next few days, which will see a debugger and MiraLib added to the toolchain. To compile this homebrew, you'll need the clang toolchain along with llvm linker, which are available on the official GitHub page for both Windows and Linux users. Visual Studio 2017 is also required in order to build PS4 applications.
This repository contains the source code and documentation for the OpenOrbis PS4 toolchain, which enables developers to build homebrew without the need of Sony's official Software Development Kit (SDK). It contains the header files, library stubs, and tools to build applications and libraries for the PS4.
The header files as well as the library stubs may need updating to support yet undiscovered functions, so feel free to fork the repository and make pull requests to update support.
All Visual Studio solution files are assumed VS2017 for now. This will change when the .NET core-based projects drop, which will be VS2019 to allow usage of .NET core 3.1.
Click to expand... Mira Project GitHub
OpenOrbis GitHub
SpecterDev Twitter
https://gbatemp.net/threads/mira-pro...leased.564949/
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May 12th, 2020, 20:17 Posted By: wraggster
Sony has developed a new umbrella brand to unite its first-party PlayStation titles.
The PlayStation Studios brand will go live alongside PlayStation 5 later this year, and will only be featured on games developed and managed by Sony Interactive Entertainment's Worldwide Studios organization.
Alongside the logo, PlayStation has created a new opening video that will appear at the start of its games. The video features characters from Uncharted, LittleBigPlanet, God of War, Ratchet & Clank, Horizon: Zero Dawn and The Last of Us. You can check out the video below.
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May 11th, 2020, 22:46 Posted By: wraggster
Huge thanks to everyone that helped get this release ready, over 4 years in the making.
The PCSX2 Dev Team wishes everyone happy emulation with the new release.
The below is a list of highlights, see each respective progress report.
At present we only have the new Windows Installer and Binary available however Linux users can compile from source by following this guide.
Changelog:
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Q3,Q4 2019 - Q1 2020 Changes
GSdx changelog:
GSdx-HW: Improve search/invalidate texture in render target by correctly matching vertex offsetted draws with buffer offsetted reads in the texture cache.
GSdx-HW: Implemented Software Sprite Renderer feature which allows to CPU emulate (SSE accelerated) certain sprite draws directly from the HW renderer.
GSdx-HW: Added a dedicated fix for Big Mutha Truckers which allows to render the shadows properly. This also allowed us to reduce the crc hack level so there are less effects skipped.
GSdx-HW: Sprite Hack has been completely removed as it is no longer needed and is replaced by far better alternatives.
GSdx-FX: The TFX shader on Direct3D10/11 has been rewritten to match OpenGL code and its' accuracy for certain effects.
GSdx-D3D: Blend no Barrier support has been ported from OpenGL to Direct3D 10/11.
GSdx-GUI: Hardware hacks GUI has been updated for better usability.
SPU2-X changelog:
Fixed the noise generator outputting 4.8 kHz tone instead of white noise.
CDVD changelog:
PCSX2 now ignores non-existent disc sector reads.
Core changelog:
PCSX2: Prevent the UI from hanging/locking up when a game boots.
PCSX2-tas: TAS Recording functionality has been disabled for 1.6 release as there are some issues to work out (such as hanging/locking up the emulator).
PCSX2: DI execution is delayed by one instruction.
PCSX2: Reverted back to older VRender/VBlank timings.
PCSX2: Partially fixed IPU pack command.
PCSX2: Fixed the emulator hanging when pressing F4 too fast when toggling the Frame Limiter in some occasions.
PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software in some occasions.
PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software mode too fast.
PCSX2: First Time Wizard now properly selects the correct GSdx plugin based on the highest instruction set supported by the CPU.
PCSX2: Improved pointer patch command handling.
PCSX2 GUI changelog:
PCSX2: DPI scaling has been improved.
PCSX2: Translations have been updated for the release of 1.6.
Miscellaneous changelog:
GameDB: True Crime: Streets of L.A. (patched).
GameDB: The database has been once again updated with the inclusion of many games with required gamefixes, as well as removal of gamefixes which are no longer needed.
Q2 2018-Q2 2019 Changes
GSdx changelog:
GSdx-HW: Fix half-bottom screen issues on texture/color shuffling.
GSdx-TC: Palette management rework.
Gsdx-HW: implement fixed TEX0 for all renderers.
GSdx: OSD improvements and port to Direct3D10/11.
GSdx: Accurate Date update and partial port to Direct3D10/11.
GSdx-GL: Bypass the texture cache when the framebuffer is sampled.
GSdx-GL: Experimental Sparse Texture support.
GSdx-D3D: Improved palette support has been ported from OpenGL to Direct3D10/11.
GSdx-D3D: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D10/11.
GSdx-D3D: Depth Emulation port to Direct3D10/11.
GSdx-D3D: Channel shuffle port to Direct3D10/11.
GSdx-D3D: HDR Colclip blend port to Direct3D10/11.
GSdx-D3D: Accurate Blend Fbmask port to Direct3D10/11.
GSdx-D3D: Partial SW blending port to Direct3D10/11.
GSdx-D3D: Alpha hack has been removed completely, replaced with Blending Accuracy option.
GSdx-HW: Removal of MSAA support in favor of better optimizations and accuracy.
GSdx-HW: Removal of Direct3D9 renderer in favor of better optimizations and accuracy.
GSdx-HW: Removal of many no longer needed hacks.
GSdx-HW: Add Skipdraw Offset option for Skipdraw hack.
GSdx-GUI: GUI update to improve usability.
Core changelog:
PCSX2-TAS: Input Recording/Playback Functionality (speedrunning tools).
Vector Units: Fix bug in "Branch in Delay Slot" Optimization.
Recompiler: Fix stall in branch delay slot.
PCSX2: Improved GameDB handling.
VIF: A VIF core update has been made to fix Downtown Run.
Gif Unit: Recheck VIF status after a reset is performed when waiting for PATH3 (Fixes Eragon).
PCSX2 GUI changelog:
PCSX2: "FMV Aspect Ratio Switch/Override" feature.
PCSX2: Save/Load slot improvements, allow to display slot dates.
SPU2-X changelog:
SPU2-X-GUI: The gui has been updated to improve usability.
Q1 2018 Changes
GSdx changelog:
GSdx-TC: Performance improvement by using custom container.
GSdx-TC: Load size calculation in target update.
GSdx: Texture Shuffle port to Direct3D.
GSdx: Channel Shuffle improvements on Direct3D
GSdx: Hack removal/adjustments.
Core changelog:
PCSX2-Counters: Fix Hblank calculation for DVD video modes.
PCSX2 GUI changelog:
PCSX2: Add configurable Cheats folder to Components Selectors.
PCSX2: Display the video mode on titlebar.
Miscellaneous changelog:
Plugins: XPad and USBqemu have been moved to the legacy plugins VS solution.
General: Code cleanup.
Gamedb: Game database has been updated with many new gamefixes included.
Q3-Q4 2017 Changes
GSdx changelog:
GSdx-d3d11: Extend "Preload Frame Data" support to Direct3D.
GSdx: Add Frame Buffer Conversion option.
GSdx: Automatic mipmapping option.
Core changelog:
PCSX2: PSX Memory card support.
PCSX2: Always ask when booting option.
PCSX2: Adaptive Sync support.
PCSX2: Restore "Defaults" option to GS Panel.
PCSX2: Clear ISO list option.
PCSX2 GUI changelog:
PCSX2: Many translations have been updated.
Q1-Q2 2017 Changes
GSdx changelog:
GSdx: Support for dumping GS Dumps in xz format.
GSdx-OpenGL: Reduce Geometry shader overhead.
GSdx-HW: Revamped buffer size calculation for custom resolutions.
GSdx: OSD (On Screen Display) feature.
GSdx: Texture cache speed optimization.
GSdx: Software renderer thread synchronization fix.
GSdx: Improved software renderer float handling.
GSdx: Removal of SSSE3 and AVX configurations.
GSdx: Workarounds for AMD buggy OpenGL driver.
GSdx (Windows): Fix for slow software rendering with Skylake CPUs.
Core changelog:
PCSX2: Fix command-line options.
PCSX2-Counters: Proper tracking of scalar limit.
VIF: Unpack speed optimizations.
Vector Units (VU0): Fix CFC2 transfers from TPC register.
LilyPad and OnePad changelog:
LilyPad and OnePad changelog:
LilyPad: neGcon controller support.
LilyPad: UI Changes/enhancements.
LilyPad: Core improvements, better controller handling.
Onepad: Update to use SDL2.
Miscellaneous changelog:
CMake: Blacklist GCC 7.0/7.1 versions.
Q3-Q4 2016 Changes
GSdx changelog:
GSdx: Hardware mipmapping support.
GSdx-TC: Proper scaling of all textures.
GSdx: Handling illegal 8 bits pixel storage format.
GSdx-PCRTC: Feedback write support.
GSdx-glsl: Optimize number of active constant buffers in the shader.
GSdx: Avoid illegal instruction crash on older CPUs.
GSdx: Alpha test improvements.
GSdx: Proper custom resolution scaling.
Core changelog:
PCSX2: PSX mode compatibility.
PCSX2: PSX mode, proper video mode initialization.
PCSX2: Improved patch handling.
PCSX2: Accurate video mode detection.
LilyPad and Onepad changelog:
LilyPad: Add separate bindings for each pad type.
LilyPad: Add PlayStation Mouse support.
LilyPad: Updated user interface.
LilyPad: Add dance pad support and revamped Lilypad dialog.
OnePad: General improvements on accuracy.
CDVD changelog:
cdvdgigaherz: Linux port.
Miscellaneous changelog:
PCSX2: FreeBSD support.
Linux: Support Vsync on Linux free driver.
Windows: Remove DirectX redistributable dependency on Windows 8.1/10.
Q1-Q2 2016 Changes
GSdx changelog:
GSdx: Fast texture invalidation option.
GSdx: Improved detection of Framebuffer size.
GSdx: Enable reading of Depth Buffer.
GSdx: Improved PCRTC merge circuit emulation.
GSdx-GL: Fast accurate blending.
GSdx-GL: Depth buffer lookup optimization.
GSdx-FX: Post-Processing updates.
GSdx: Proper handling of 576P/720P/1080I video modes.
Core changelog:
PCSX2: Automatic aspect ratio switch during FMV playback.
VIF: Timing fix for MSCALF, MSCNT instructions.
Vector Units: Scarface I bit gamefix.
CDVD changelog:
CDVDgigaherz: Fixed dual layer DVD reading.
CDVD: Improved ISO layer break detection algorithm.
Lilypad and Onepad changelog:
LilyPad: Add Pop'n Music controller support.
Onepad: GUI redesign.
Miscellaneous changelog:
PCSX2: GUI Improvements.
PCSX2: PCSX2-Auto test suite. |
https://pcsx2.net/293-pcsx-1-6-0-is-out.html
via http://www.emulation64.com/view/3064...v160-released/
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May 11th, 2020, 16:29 Posted By: wraggster
Sony has blocked access to the PlayStation Store in mainland China for the time being.
The platform holder's local team announced the shutdown via a statement posted to the official Weibo account over the weekend, Reuters reports.
The decision was attributed to the need for a "system security upgrades," although few other details were given.
There was also no word on when the store is expected to reopen.
Reuters notes the news follows reports that Chinese PlayStation users had found methods to access non-Chinese versions of the store in order to download games that have yet to be approved by the nation's regulators.
https://www.gamesindustry.biz/articl...store-in-china
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April 29th, 2020, 12:29 Posted By: wraggster
New from cuevavirus
I am proud to bring you the first Vita homebrew game capable of rendering at the highest possible resolution of 1920x1080.
vitaQuake runs smoothly at 60 FPS at 1920x1080 with overclocking. In addition, 1280x720 is possible if you prefer to use 720p HDMI mode for the PSTV, and 1440x1080 is also possible for a classic 4:3 Quake experience.
Features:
Hardware accelerated GPU rendering
Native 1920x1080 resolution
MSAA 2x and MSAA 4x support
Dual analogs support
Native IME for inputing commands/text
Sounds and Musics (CDTracks) support in OGG, MP3, WAV formats
Gyroscope and touchscreen support for camera movement
Custom arguments support and mods support
Support for both official missionpacks
Support for transparent surfaces (.alpha and .renderamt)
Increased Quake Engine limits (max vertices, max entities, max static entities, etc...)
LAN Multiplayer support (locale and online)
AdHoc Multiplayer support
ProQuake net protocol support
Savegames fully working
Support for colored lights with .lit files support
Support for Half-Life BSP
Supprt for BSP2 and 2BSP formats
Smooth animations thanks to interpolation techniques
Crosshair and custom crosshairs support
Mirrors support
Specular mode support
Fog support
Cel Shading support
Bilinear filtering support
Dynamic shadows support
Several different improvements in the renderer quality
Several different miscellaneous features (eg: transparent statusbar, benchmark feature, working gamma, etc...)
Map downloader support if you try to join an online server and you don't own the running map
https://forum.devchroma.nl/index.php/topic,146.0.html
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April 29th, 2020, 12:27 Posted By: wraggster
vitaQuakeII v.2.3 available for download!
Changelog:
- Huge performance boost thanks to latest vitaGL fixes.
- Disabled FPU exception traps (Reeduces game crashes occurrences).
- Fixed weapon positioning and texturing when left hand mode is enabled. Now renders as expected.
- Fixed vitaQuakeII version being cut on console, now is properly printed.
- Fixed an out of bound issue potentially causing undesired behaviours.
- Moved to Yamagi QuakeII gamecode for base game (Fixes a lot of issues eg: Big Gun level preventing to save game).
- Console now is properly scaled.
- Fixed an issue related to console causing game crashes.
Credits:
Thanks to all my patroners:
- Tain Sueiras
- drd7of14
- polytoad
- The Vita3k project
- Al Capwn
- Creckeryop
- Wiese
- The Libretro Team
- Mark Vdovychenko
- Mored4u
- Igor Kovacs Biscaia
- rsn8887
- Count Duckula
- Andyways
- Daniel Krusenbaum
- Elwood Blues
- Justin
- spriteice
- gnmmarechal
- Thomas Radeck
- Neil MacAlasdair
- Thomas Würgler
- GregoryRasputin
- styroteqe
- Des
- suLac4ever
- BOBdotEXE
- Daniel
- Lars Zondervan
- Pirloui
- PSX-Place.com
- 2Mourty
- Dieter B
Download:
https://vitadb.rinnegatamante.it/#/info/278
https://wololo.net/talk/viewtopic.ph...426019#p426019
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April 29th, 2020, 12:23 Posted By: wraggster
For those who aren’t in the loop, AutoBleem is one of the major hacking solutions for the PlayStation Classic together with RetroBoot & Project Eris and it’s touted as a quicker solution for hacking your PlayStation Classic without requiring configuration from a PC while still providing a good deal of potential. According to its release post on AutoBleem’s website, AutoBleem 0.9 comes with:
- Its own Linux kernel which comes with:
- Support for USB OTG, RNDIS and Ethernet
- Experimental support for Bluetooth letting you use wireless controllers
- The ability to interface with common file systems like NTFS and exFAT
- Easy WiFi setup and the facility to auto-connect to a network on boot
- It’s important to note that AutoBleem’s kernel flasher will not flash the AutoBleem kernel if you have BleemSync’s or Project Eris’ kernel installed on your PlayStation Classic so you must uninstall these first
- Thanks to internet support, AutoBleem can now automatically set the current date & time
- The PlayStation 1 Game Carousel now displays the last time a game was played provided you have your date & time set
- In the Bluetooth department, the Switch Pro controller and the GameSir G3s controller are confirmed to work although the DualShock 3/4 aren’t fully stable at the moment
- RetroBoot 1.1 is now built into AutoBleem which comes with not only the latest version of RetroArch (1.8.5) but it also comes with EmulationStation!
- Some other software namely AmiBerry, OpenBor, DOOM, Wolfenstein 3D, Tyrian, Prince of Persia & Duke Nukem 3D is includedIf all you got your PlayStation Classic for was retro console emulation, then make sure you install the latest version of RetroBoot which comes with RetroArch 1.8.5, EmulationStation & more!
Moving over to RetroBoot, which is the hacking solution of choice if you simply want to play retro games on your PlayStation Classic, version 1.1 packs a decent deal of punch including:
- As mentioned above, RetroBoot now comes with EmulationStation which is a RetroArch alternative
- It’s important to check EmulationStation’s ROM structure in the included README
- The inclusion of RetroArch 1.8.5 which comes with new display scaling options together with new colour themes for Ozone and XMB; obviously, new/updated cores are included as well
- Assets, databases and configurations for this have also been updated
- Support for Project Eris’ *.mod packages
- These are to be placed in a folder called ‘RB_PATCH’ on the root of your pendrive and they get installed when you load up RetroBoot
- Experimental RNDIS/Telnet support has been axed in favour of the newly-released AutoBleem kernel mentioned above
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April 28th, 2020, 15:33 Posted By: wraggster
Hermes is an extraordinary Jump’n’ Run game with plenty of bad taste humor. Thor got some time on his hands to update this port for the Playstation Portable (PSP)! Go ahead and catch the chicken, or stay hungry for supper 🙂
Changes:
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April 21st, 2020, 22:18 Posted By: wraggster
Final Fantasy VII Remake has shipped 3.5 million copies in its first three days on sale, Square Enix announced today.
That number includes shipments of physical copies of the PlayStation 4 exclusive as well as digital sales, which the publisher characterized as "exceptional" and continuing to grow.
Final Fantasy VII Remake launched April 10, and was one of a handful of hotly anticipated titles whose releases were impacted by the COVID-19 pandemic.
https://www.gamesindustry.biz/articl...-in-three-days
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April 20th, 2020, 16:40 Posted By: wraggster
Ready to get your stability on? Because the PlayStation 4 has a brand new update for you to download. Official firmware version 7.50 is available, with the minimal patch notes claiming that the update "improves system performance". The update is just over 450MB, so if you do need to grab the new firmware, it shouldn't take that long to do so.
https://gbatemp.net/threads/playstat...leased.562590/
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April 19th, 2020, 23:20 Posted By: wraggster
Sony is reportedly planning for a more cautious start to the next console generation by limiting the number of PlayStation 5 units it ships in the first year.
Sources told Bloomberg the platform holder and its assembly partners will manufacture just five to six million units of the PS5 by March 2021, the end of the fiscal year.
With PS5 targeting a holiday 2020 release, that would be the end of the console's second quarter. By comparison, PS4 sold 7.5 million units in its first two quarters.
Sony declined to comment.
Sources claimed that, while Sony's marketing plans for PS5 have been affected, the COVID-19 pandemic has had no impact on its manufacturing process.
Instead, the reason for the limited run is partly because Sony expects the PS5's high-end specs to lead to a high price at launch, which will affect demand.
Bloomberg claims that the console is expected to sell for between $499 and $549, with the rising cost and scarcity of components forcing Sony to raise the price in order to break even. Earlier this year, it was reported the PS5 could cost around $450 per unit to make.
https://www.gamesindustry.biz/articl...ow-to-6m-units
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April 14th, 2020, 12:17 Posted By: wraggster
As explained in the original article about froid_san’s Catherine: Full Body English patch, this 2019 game didn’t receive an English translation for the PlayStation Vita as the console did pretty badly in the West. However, froid_san rose up to the challenge and created an English translation patch by transcribing text from videos and his own gameplay which managed to make the game playable for those who don’t understand Japanese although some parts were not translated. This patch was met with great fanfare back in February when it was released but now, froid_san has released a significant update to it thanks to the PlayStation 4 assets of the game being handed over to him by an anonymous scene member.
For those that don’t speak Japanese, froid_san’s English & Spanish translations let you play the latest installment in the popular Catherine series! (Image from a )
Thanks to this development, froid_san has released two Catherine: Full Body patches namely:
- An English patch, with version number 1.0, that comes with:
- All images, story text, animated FMVs, NPC, event and puzzle dialogue, quotes, menus, cellphone messages & replies, text in the movies/awards menus, confessional questions and text in other game modes being translated to English
- A translation for around 98% of the multiplayer component
- An English or Japanese dub (voices)
- A Spanish patch, with version number 0.95, was also released which includes a translation for:
- All story text
- All NPC, event and puzzle dialogue
- 99% of FMVs
- All quotes, cellphone messages and confessional questions
- NPCs in the Lounge and Landings
- An English dub
- Some English may still appear in the menu due to EBOOT issues
- Froid_san also notes that some minor stuff wasn’t translated which includes:
- Trophies as translating these would increase your chance of getting banned
- The digital game manual, LiveArea bubble title and bits relating to it
- Persona 5 Babel ending DLC in the Spanish version
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April 11th, 2020, 22:19 Posted By: wraggster
Sony today showed off the PlayStation 5's standard controller, which it has dubbed the DualSense.
The name is a departure from the DualShock line of pads that Sony has relied on since the PlayStation 2 launch, and a nod to the new pad's revamped haptic feedback features, which Sony claims will let players more convincingly feel "the slow grittiness of driving a car through mud," or "the tension of your actions, like when drawing a bow to shoot an arrow."
Beyond the previously reported haptic features, Sony also confirmed some new additions, like a built-in microphone to allow in-game chat without a headset.
https://www.gamesindustry.biz/articl...nse-controller
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April 11th, 2020, 22:10 Posted By: wraggster
Bilibili today announced that it has reached an agreement with Sony Corporation of America that will see the PlayStation parent company invest around $400 million into the Chinese online video and mobile gaming platform.
The deal is expected to close tomorrow, and will give Sony a nearly 5% stake in Bilibili. The two companies will also explore potential partnerships "within the area of entertainment business in the Chinese market, including anime and mobile games."
"The strategic investment and business cooperation further align our goals to bring best-in-class content offerings and services to our users, as we increase our domestic stronghold in animation and mobile games," said Bilibili CEO Rui Chen. "We look forward to joining efforts on a broader scale to fulfill the tremendous and growing entertainment needs in China."
https://www.gamesindustry.biz/articl...ke-in-bilibili
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