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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 19th, 2014, 21:30 Posted By: wraggster
A Crytek executive has expressed concern at the limited RAM available on both Xbox One and PS4.
US engine business development manager Sean Tracy told GamingBoltthat while both consoles are powerful, the relatively modest 8GB of RAM on each may cause problems in the future.
"I would have to agree with the viewpoint that 8GB can easily be filled up, but also keep in mind that developers don't necessarily even have access to all eight gigs of it," Tracy explained.
"For example, the Xbox One retains some of the RAM for OS purposes. Since technology, as [author and futurist] Ray Kurzweil states, progresses exponentially, we will soon find that the computational requirements of games will quickly hit the ceiling of a few gigs of ram."
However, Tracy said this doesn't necessarily point to a disaster scenario, as improvements in technology (such as new, more efficient gameplay engines and middleware) can help produce greater results with the same cap on available RAM.
"We already had to manage quite intensely our memory usage throughout Ryse and this will be one of the limiting factors surely in this generation," he stated. "As hardware gets stronger the complexity of scenes can be increased and the dynamism within them.
"However, with that said it's not the raw power alone that will allow for photorealistic graphics but technology that intelligently scales and utilizes all that the hardware has to offer."
Tracy also praised both consoles' main processors, saying: "Though the PS4 and Xbox One don't offer an enormous jump over the previous generation in terms of raw processing power, the custom AMD APUs within both platforms represent a huge leap forward in terms of integration and capability."
http://www.computerandvideogames.com...un-out-of-ram/
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May 19th, 2014, 01:28 Posted By: wraggster
If you're reading this article at all, chances are you know how Flappy Bird works. Just tap one of the PSP's face buttons to navigate your chubby little winged creature through a series of Mario pipes. However, a lot has changed since Sandroron released his first build of Flappy Bird for PSP a little over a month ago. Beyond the spot on gameplay experience, version 2.0 also includes full simultaneous multiplayer, more bird colors, and the ability to customize the game's background as you see fit. There are also a few extra modes including pipeless and cat variations as well. Need I say more? Check out this well put together PSP homebrew below!
What's new?
- Multiplayer
- New colors of birds
- Pink background
- Color and background customization
- No tubes mode, Dachshund bird mode and Nyan Cat (beta) mode
- Semi-fix of memory bug
- etc.
download via attachments
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May 19th, 2014, 01:17 Posted By: wraggster
via http://wololo.net/2014/05/11/uofw-th...from-the-dead/
Lately everyone’s been so busy with the Vita scene that we’ve been forgetting about the PSP’s existence. It’s 2014, and homebrews are still coming! uOFW is one of my favorites, and I’m sure many of you would also be interested. This project aims to reverse engineer parts of the PSP’s kernel. This’ll help us to know more about how Operating Systems work in general, and allow us to run any unsigned content without having to sign them. We can basically create our own “Official” firmware, that’s right official. (At least that’s what Felix – who’s behind the project - told me)
2 Months ago, Felix Dev (Author of the project along with artart78) mentioned that the project wouldn’t be able to go any further due to the lack of time and support.
I quote:
Hey folks,
Sadly, I don’t think the project will go much further in the future, as nearly every work on it has been stopped. In the upcoming weeks, I’ll upload a working version of the mediaman module which is probably the only module you guys should expect to be uploaded to the Github repository in the foreseeable future.
End of contribution to the uOFW project won’t result in the repository being shut down and everyone is still welcome to add information to it.
Furthermore, if you want to chat with us, we can still be found in our #uofw IRC channel as of now.
uOFW was a great project, and believe me when I say it was a lot of fun, however, the lack of time and support killed it in the end.
We could probably revive it as part of a PS Vita project, but we are nowhere near that any time soon.
On behalf of the uOFW team, I would like to thank everyone who gave us his support throughout these past months and years!
However they have gotten a few developers willing to contribute to the project recently and they’re back in action! This is one of the most ambitious projects ever for the PSP. A full reverse engineering of the official PSP firmware! You can follow all their updates here: https://github.com/uofw
They are currently working on reverse engineering the two following modules:
■sceIdStorage: https://github.com/uofw/uofw/tree/idstorage
■module manager: https://github.com/uofw/uofw/tree/modulemgr_updated
Also be sure to check their module status list here: https://github.com/uofw/uofw/wiki/Cu...Modules-Status. For a more up-to-date info on modules being worked on, check here https://github.com/uofw/uofw/branches.
If any developers are interested and willing to contribute, you may contact the team via IRC on the FreeNode server (irc.freenode.net) (join the channel #uofw) Or via e-mail at the team’s common email address uofwteam@gmail.com
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May 19th, 2014, 01:16 Posted By: wraggster
via http://wololo.net/downloads/index.php/download/8158
Get ready to dust off your PSPs for this amazing lamecraft mod, called Minecraft PSP Edition! Minecraft is a sandbox indie game originally created by Swedish developer Markus “Notch” Persson and later developed and published by Team Mojang. It allows players to build constructions out of textured cubes in a 3D generated world.
This homebrew was originally developed by PSP Genesis Competition (2011) winner Drakon. The cool thing is 10 days after its first release; there was already a massive community around this homebrew. However it’s still being developed today, in 2014! PSP Scene is dead you say? Sorry but not here.
This mod is an open source project, being developed by me and my fellow friend, woolio. I started working on this mod myself, until version 1.2. Just moments later, a person called ‘woolio’ messaged me and requested to join me in developing this mod. Ever since then we’ve been making some sweet progress.
Now now I’m not really a fan of expressing my own projects in the front page, but I’m doing it cause of what makes this mod different from the rest. I also would like to thank developer s4inex, for his “s4inex craft” mod. Our mod is based on an early revision of s4inex craft. (That is v1.2) We didn’t wanna copy all his contents so we decided to start from an early build. Anyways here’s what makes this mod fascinating:
■Includes a seed generating option.
■It includes destroying animation.
■Various blocks, and updated textures replicating Minecraft for PC!
■Includes crafting, and a pretty neat pop up inventory.
■A wide variety of changes from the original Lamecraft.
http://www.sendspace.com/file/mz0z3u
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May 19th, 2014, 01:04 Posted By: wraggster
via http://pdroms.de/
The fourth installment of Sqrxz has been released. Sqrxz 4 – Cold Cash has been released to the public on 20th April for plenty of systems, such as Windows (32-Bit), Linux (32-Bit, 64-Bit), Wiz, PSP, MotoMagx, Dreamcast, GCW Zero, MacOS X (32-Bit, 64-Bit) / Intel, Amiga OS4, MorphOS, Symbian OS Series 60, Symbian OS UIQ3, Raspberry Pi, Caanoo, GP2x and OpenPandora.
<iframe height="281" src="https://www.youtube.com/embed/n_ZB7bd3xTI?feature=oembed" frameBorder="0" width="500" allowfullscreen=""></iframe>
http://www.sqrxz.de/2014/04/20/sqrxz-4-released/
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May 19th, 2014, 00:04 Posted By: wraggster
via http://www.emulation64.com/
PCSX2 is a PlayStation 2 emulator for Windows and Linux. Project attempts to allow PS2 code to be executed on your computer, thus meaning you can put a PS2 DVD or CD into your computers drive, and boot it up!
Here's relevant changes from latest builds:
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pcsx2: improve the GS read fifo API
1/ initReadFifo will be first called on the GS thread (openGL can only be done on the GS thread)
2/ readFifo will be called on the EE thread. It is not safe too access eeMem from GS
because of memory is virtual
Fix "recent" regression (crash) on Kingdom heart and others game too.
pcsx2: try to ensure better sync with FIFO read call
First wait will ensure correctness of GS register.
2nd wait will ensure that the GS fifo read call is finished
gzip-iso: Speedup some cases by using more memory. Significant speedup on some cases by using roughly another index size in ram. The ram usage is now up to roughly cache size plus 2x index size.
This patch adds another index-like direct access point for each span we've visited. This replaces the single z-state which was used for sequential extraction, and does the same, but now it can continue sequentially on most previously visited spans instead of only from the last read. |
Visit project homepage for further information and grab the latest build (until the buildbot starts working again) from official thread at PCSX2 forums.
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May 18th, 2014, 23:20 Posted By: wraggster
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May 18th, 2014, 23:18 Posted By: wraggster
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May 18th, 2014, 23:17 Posted By: wraggster
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May 18th, 2014, 23:14 Posted By: wraggster
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May 18th, 2014, 22:35 Posted By: wraggster
The Last of Us was one of the last major projects for the PlayStation 3. The code optimization done by development studio Naughty Dog was a real technical achievement — making graphics look modern and impressive on a 7-year-old piece of hardware. Now, they're in the process of porting it to the much more capable PS4, which will end up being a technical accomplishment in its own right. Creative director Neil Druckmann said, 'Just getting an image onscreen, even an inferior one with the shadows broken, lighting broken and with it crashing every 30 seconds that took a long time. These engineers are some of the best in the industry and they optimized the game so much for the PS3's SPUs specifically. It was optimized on a binary level, but after shifting those things over [to PS4] you have to go back to the high level, make sure the [game] systems are intact, and optimize it again. I can't describe how difficult a task that is. And once it's running well, you're running the [versions] side by side to make sure you didn't screw something up in the process, like physics being slightly off, which throws the game off, or lighting being shifted and all of a sudden it's a drastically different look. That's not 'improved' any more; that's different. We want to stay faithful while being better.
http://games-beta.slashdot.org/story...ame-to-the-ps4
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May 18th, 2014, 22:29 Posted By: wraggster
The Last of Us: Remastered isn't going to drastically overhaul Ellie and Joel's venture through clicker-infested environments. It might not even use new features like the DualShock 4's touchpad, though Naughty Dog is toying with ideas to see if any are worth pursuing. What it certainly will do is look better than its PS3 origin story, thanks to the boost in power gained from movin' on up to the PS4. Creative director Neil Druckmann recently chatted with Edge about this summer's improved port, explaining the team's approach to getting the most from a platform for any game.
"We always build the best possible assets and then we can make the call when things aren't fitting onscreen or in the frame buffer or in memory," Druckmann explained. "That way we can pick and choose what we need to emphasize in a moment, and where there's a compromise on what can [be more detailed] or reduced to a lower quality."
In the case of the PS3 version, the character models used in cutscenes were more detailed than in-game models, and environmental objects could be swapped out with lower-quality counterparts depending on a scene's focus. In contrast, the PS4 version should be able to sidestep most of the technical hurdles involved with dated hardware. The port still involves rebuilding assets though, given that the original version's engine and much of the project's work was tailor made for the PS3.
Though the to-be-bundled "Left Behind" DLC will be unlockable after completing Remastered, new audio commentary for cutscenes will make its debut and be available from the start. Recordings will feature dialog between Druckmann and Ellie and Joel's voice actors, Ashley Johnson and Troy Baker, respectively.
http://www.joystiq.com/2014/05/17/ne...f-us-ps4-port/
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May 18th, 2014, 22:28 Posted By: wraggster
Vault Hunters just set out for a fresh round of loot in this month's Vita release of Borderlands 2, but they all returned to the hunt as measly, level-one adventurers, regardless of whether or not they had Eridium gathered in a PS3 save file. The on-the-go romp through Pandora will eventually offer cross-save support, but the involved update has had vague launch dates as well as amissed estimate of yesterday. However, a tweet from Gearbox head Randy Pitchford suggests the patch will arrive on Tuesday, with Pitchford stating the new deadline felt "more reliable" than the last that he was given.
The Vita version was developed by Iron Galaxy Studios and published by Sony, so while it makes sense for Vita owners to want a great, time-saving feature, impatience with Pitchford or Gearbox is a bit unwarranted.
http://www.joystiq.com/2014/05/17/bo...rt-on-tuesday/
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May 18th, 2014, 22:24 Posted By: wraggster
It shouldn't surprise you to hear that the Xbox One, PlayStation 4 and Wii U require large amounts of electricity. What might come as a shock is just how much of that juice is spent while the consoles are resting in standby mode.
According to a report from the Natural Resources Defense Council, over the course of a year the latest generation of consoles will dedicate more energy use to streaming video and the barebones functionality of standby mode than they will playing actual video games. The NRDC claims the Xbox One as the biggest energy hog of the bunch, citing its voice command functionality which allows users to bring the machine out of standby with a quick vocal command. Of course, this requires the machine to be constantly "listening," and that requires a 24/7 supply of electricity.
Sony doesn't escape the NRDC's notice, as the report claims the PlayStation 4 uses inefficient charging methods to power its controllers. The Wii U is efficient when compared to its console counterparts, but remains a far larger drain on the average home's electricity than almost any other appliance.
"Gamers shouldn't be locked into higher electric bills for the lifetime of their consoles just because manufacturers haven't optimized the performance of their products," stated NRDC director of high-tech energy efficiency Pierre Delforge, whose team lead the study.
"[I]f Microsoft and Sony follow NRDC's recommendations, they could cut the new consoles' electricity use by one-fourth beyond current projections through software and hardware optimizations, saving U.S. consumers $250 million on their annual utility bills and enough energy to power all the households in San Jose, America's 10th-largest city," Delforge added.
http://www.joystiq.com/2014/05/17/co...by-report-cla/
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May 17th, 2014, 00:41 Posted By: wraggster
Sony's early dominance of the next-gen hardware race in the US shows no sign of abating.
NPD has revealed that PS4 outsold Xbox One in April – that's the fourth month in a row that Microsoft's had to settle for second place.
PS4's actual monthly sales weren't revealed, although Microsoft said that 115k Xbox Ones were sold in the period. That's around a third of the machine's March sales. Note that Xbox 360 never sold as few units in the US in April aside from this year, now it's up against its younger brother.
That Xbox One price drop can't arrive soon enough, especially as its early announcement is likely to heavily dent May sales numbers.
More positive for Microsoft is the fact that “life to date, sales of PS4 and Xbox One hardware have more than doubled the combined sales of PS3 and 360 hardware through their first six months of sales,” according to NPD analyst Liam Callahan.
“PS4 software combined with Xbox One software sales are up over 40% compared to sales of the PS3 and Xbox 360 through their first six months. Wii U software sales were up over last year by over 80%.”
Microsoft separately confirmed that it also sold 71k Xbox 360s and 2.2m 360 games, as well as 447k Xbox One games. The Xbox platform overall still commands the majority of the US market – 53 per cent, to be exact. Xbox One also boasts a very decent 3-to-1 software attach rate.
Sony, meanwhile, says that demand for its machine continues to outstrip supply. Microsoft last month said that was not the case for Xbox One.
Overall, the US games market was up 17 per cent at $580.3m year-on-year with hardware up 76 per cent. In isolation console hardware was up 120 per cent. Software sales fell ten per cent to $227.9.
http://www.mcvuk.com/news/read/ps4-o...-in-us/0132520
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May 17th, 2014, 00:26 Posted By: wraggster
Disgaea 4: A Promise Revisited is coming to North American Vitas on August 12, before waddling its way to Europe two weeks later on August 29. The news comes via NIS America, who've just opened up pre-orders on the goodies-stuffed limited edition box set.
As per tradition, the Vita conversion of the 2011 tactics-RPG features a number of extras, including a brand new "scenario" adventure and more than 50 of the DLC add-ons for the original game. No matter the extras, our review of the original PS3 incarnation suggests fans of the series who've not yet playedDisgaea 4 are in for a treat:
"As another worthwhile and entertaining entry in the franchise, Disgaea 4 is still just another Disgaea game. Fans will love it for everything it is, while detractors will ignore it for all that it isn't. This is a game, and series, that isn't out to win over gamers by changing its stripes -- though its fans probably wouldn't have it any other way."
http://www.joystiq.com/2014/05/16/we...n-august-dood/
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May 17th, 2014, 00:24 Posted By: wraggster
The Vita 2000's journey around the world takes it to Australia on June 4, Sony announced today. It's taken it a little longer than 80 days to make it from Japan to Australia, with stop-offs as North America and Europe along the way, but it'll finally head downunder in three weeks' time with a price tag AUD$270.
The new model is 20 percent thinner and 15 percent lighter than the original, and it has a LCD screen. The battery life is upped to 4 to 6 hours for gaming and 7 hours for video, and there's also a new micro USB Slot and a 1GB internal memory card.
After launching in Japan back in October 2013, the slim Vita finally hit American shelves earlier this month, and you can pick it up now with a copy ofBorderlands 2 for $200.
http://www.joystiq.com/2014/05/16/vi...oz-next-month/
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May 15th, 2014, 21:02 Posted By: wraggster
During today's record-revenue Take-Two financial call, CEO Strauss Zelnick acknowledged the significant contribution of Rockstar Games and the 33 million units shipped of Grand Theft Auto 5, while teasing an unannounced release from the company.
"We're excited about what [Rockstar] have in store for the new generation of systems this fiscal year," said Zelnick, not providing any further clarification throughout the rest of the hour-long conference call. The company's fiscal year will conclude in March, 2015.
This more than likely just refers to a next-gen facelift for GTA 5, but we're going to push logic and reason aside for a moment to wish on a star for Red Dead Redemption 2 (Redder Deader Redemption) on Xbox One, PS4 and PC. Heck, we'd even take a new Rockstar Table Tennis on Wii U.
http://www.joystiq.com/2014/05/13/ro...s-fiscal-year/
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