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July 1st, 2011, 22:33 Posted By: wraggster
Jack Buser, director of PlayStation Home, has explained why the users of the virtual world are some of the most dedicated gamers on the console.
“If you look at the average Home user, they are the most hardcore gamer on the PS3,” said Buser, speaking to GiantBomb.
"They buy more games than the average PS3 user, they play more games than the average PS3 user. They also watch more movies than the average PS3 user, who is already a highly self-selective consumer. We're talking about rabid consumers of media and hardcore gamers. That's who these people are."
Sony's Second Life style virtual world has over 17 million users, who can play over 200 free games or purchase 9000 virtual items, from costumes to furnishings for their virtual homes. Often these items are tied to specific game or film releases like Killzone, and Star Trek. But Buser wouldn't talk specific figures for those purchases.
"We don't comment on exact revenue for PlayStation Home," he said. "PlayStation Home is heavily reliant on the microtransactions business model. Microtransactions tend to be profitable due to the low cost of virtual item development and the high traffic on the platform."
Home launched in December 2008, after three years of development, but still carries its beta tag, and Buser is happy for it to stay that way.
"We're in open beta," he said. "We don't talk much about it. The reason why the tag is there is because we really want to drive home this message that Home is always evolving, it's always changing, that we're always working on it. [...] We don't have anything to announce at this time, but we do like the idea that that tag reinforces this always evolving message. But I can't say more than that."
The game's last major update was on June 16.
http://www.gamesindustry.biz/article...ardcore-gamers
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July 1st, 2011, 22:35 Posted By: wraggster
In a recent interview Bobby Kotick, chief executive and president of Activision, praised the new PlayStation Vita, but questioned its place in a market crowded with smartphones. He also spoke about the opportunities presented by Nintendo’s Wii U.
Speaking to the Guardian Kotick was clearly impressed by Sony’s handheld.
“It is a fantastic piece of hardware. Technically, we're super excited about what we can do on it, it's really something incredible,” he said.
“The question is, where is the market? I think the pricing was surprisingly affordable, the product itself is really great – so the questions is, is there a need in the marketplace for a very specialised portable device of that capability?”
He was also keen to talk about Activision’s plans for the Wii U, and admitted the company had struggled with the Wii’s lack of performance.
“From a development perspective, having a Nintendo device that is on parity with the other hardware from a graphics perspective was really necessary,” he said. “For the kinds of games we create, it was becoming very difficult for us to support the Wii with the expectations that our gamers have.”
He wouldn’t confirm Activision’s plans for bringing core titles to the Wii U, but he did confirmed the company were already working on titles, possibly for the online arena.
“Without telling you our title plans, it's now more possible to do deep rich multiplayer games – we need more clarity from Nintendo on the online capabilities, but we've had development systems for a while now and we're very enthusiastic about it.”
Kotick was also in the news yesterday when his investor group failed to purchase social networking site MySpace.
http://www.gamesindustry.biz/article...ing-incredible
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July 1st, 2011, 22:37 Posted By: wraggster
Four weeks ago today, Sony announced its 'Welcome Back' campaign following the weeks-long PSN outage that began in April. Now, the program is entering its final weekend, giving you just two more days to download your pair of free PS3 or PSP games, along with 100 virtual items from PlayStation Home and 30 days of PlayStation Plus. To claim your gratis package from the PlayStation Store, click on the "Welcome Back" tab and make your pick. Sure, a few handouts may not make up for those countless days you spent offline, contemplating a switch to other networks, but free stuff is free stuff, so head over to PSN to claim what's rightfully yours before the clock strikes midnight on July 3rd.
http://www.engadget.com/2011/07/01/s...ay-takes-free/
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July 1st, 2011, 22:46 Posted By: wraggster
During the aptly named Game Tools and Middleware event held yesterday in Tokyo, Sony showed off an intriguing, terror-inspiring feature of the PlayStation Vita: "Face Control." That capability isn't inherently horrifying, but the tech demo Sony used to illustrate its uses certainly was. While video chatting with a remote friend using the handheld, players used their facial movements to control the eerie, lifeless faces of 3D avatars.
You can check out a video of the tech demo posted above. Just be forewarned: If we're ever chatting with any of you on our PS Vita, your human face is suddenly replaced by that of a virtual tiger, we're going to hang up immediately and then burn your very memory from our consciousness, Eternal Sunshine of the Spotless Mind-style.
http://www.joystiq.com/2011/07/01/so...eped-out-fore/
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July 2nd, 2011, 01:48 Posted By: wraggster
some1 release a new version 6.3x dudowngrader to the downgrade of psp firmware 6.31, 6.35, 6.38 or 6.39 ten 6.20. This is the port of the 6.31/6.35 downgarder Davee. 's new / fixed: - The sources are available - Fixed some bugs printf's - if the verification fails the MD5 on the updater 6.20, there will be a check in the file update to see if this is the version 6.35
http://mobiles.gx-mod.com/modules/ne...p?storyid=9631
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July 3rd, 2011, 20:54 Posted By: wraggster
What's killing the magazine industry? Could it be the lack of PlayStation compatibility or maybe the absence of "ultra-high" resolution? These are the questions Lucent Pictures Entertainment plans to put to the test with its upcoming iQueen magazine, a publication distributed for the PS3 via the PlayStation Store, offering up images of Japanese actress Masami Nagasawa in a staggering 4,096 by 2,160 resolution -- it's sure to make real life look downright lo-res by comparison. The magazine will be available in August for around $25 or so -- which is a bit of a steal on a per-pixel basis.
http://www.engadget.com/2011/07/03/p...resses-in-ult/
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July 3rd, 2011, 21:10 Posted By: wraggster
You know that amazing glow you feel for a few weeks after getting back with an ex who screwed you over horribly? Yeah. That's about to end.
Sony's Welcome Back program ends tomorrow, July 3, taking all your dreams of free content, a white picket fence and an abuse-free relationship with it. Sony is offering free games, virtual items from PlayStation Home and 30 days of PlayStation Plus for jilted users to choose from. If you've been procrastinating, redeem your free content through the Welcome Back tab on your PS3 and, if you have any questions, hit up the PlayStation Blog. But whatever you decide, don't ever forget to put the toilet seat down again.
http://www.joystiq.com/2011/07/02/ps...xpires-sunday/
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July 3rd, 2011, 21:41 Posted By: wraggster
via http://wololo.net/wagic/2011/07/03/p...-now-possible/
I rarely post about the PS3, but this one is pretty big news since Sony managed to salvage their console from perpetual hacking, with their firmware 3.6 which seemed to fix some of the major issues in their security system.
user dospiedras1973 of the Elotrolado forums shared a series of tools/techniques allowing anybody to downgrade a 3.6x PS3 (apparently, this works for the latest 3.66 too) back to a more CFW-friendly Firmware such as 3.55. This techique also allows to repair bricks from a failed waninkoko install.
The technique involves using the InFeCtuS modchip, and is described in the source below. Some additional English help can be found on ps3-hacks.com, but be warned that this is not an easy hack! Nevertheless hardware is always the first step, and if you have the guts it means you don’t have to stay on 3.6x
Here is a full English translation by user Ghaleon B from ps3-hacks:
Hello, I’ve been working on this project nearly for two months now and now that I got this working, I’m making this public so everyone can use it,this tutorial is for 256mb NAND flash consoles, It doesn’t mean that it doesn’t work on the 16mb model, It’s actually modified in a similar way as NOR flash models, but due to my fat 80gb with 16mb being busted, I haven’t been able to to test and verify.
With infectus, we extract our NAND flash0.bin and flash1.bin and like Lukin’s tutorial for repairing bad NANDS, we do the same process until we have our 256mb flashfinal.bin dump file.
We are going to open this file with a simple hex editor and search for this part:
“00 00 00 00 00 00 00 00 00 00 00 00 00 6F FF E0″
You’ll see that there’s a very similar line just below, I find this data in offset 000C0020, depending on the NAND, results may vary and now the party begins
we replace INCLUDING THAT LINE with the archive 1patchcos.bin if we use hxd put in the first 0 of that line -> Left click and paste writing, before you must have opened 1patchcos.bin on the hxd and copy in hex all it’s contents in order to paste it..
Now were gonna search for the second archive to patch we search on the hxd in the dump file for this part:
“00 00 00 00 00 00 10 10 00 00 00 00 00 00 10 10 00 00 00 00 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 40″
Then we use the same patching method from the first archive to patch this one but with 2patchtrvk.bin and replace all the content including:
“00 00 00 00 00 00 10 10 00 00 00 00 00 00 10 10 00 00 00 00 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 40″
then with flowrebuilder, we use the “re-scramble” option on this dump to get our new flash0.ECC.bin and flash1.ECC.bin and we flash the result, when were finished, you’ll notice that the PS3 powers up but has a pretty black screen, now we get our “Jig” device, put the PS3 in Factory Service mode, load the typical lv2diag with the pup file that you want.
Note: the first pup that you use will say as the minimal version, which you’ll be able to downgrade later, if you want to downgrade from 3.55 to 3.41, INSTALL 3.41 FIRST!!!, otherwise you have to do the ENTIRE procedure AGAIN!!
then use lv2diag file 2 to exit service mode and DONE.
NOTE:this method also works for Waninkoko’s brick including sem-001 motherboards (tested)
Thanks to:
the entire channel #darkps3 in the Hispanic irc for supporting me for so long
austaquio32 for donating the infectus so I could carry on with my project
Nodial2ne for his/her help localizing the archives in the nand
robs1 for helping me during the process with ideas making this possible
and everyone who was patient and didn’t harass me in private xD
pack :
http://pastebin.com/7tmtcdNN
regrets:
I’ve been unemployed for 4 years, whoever uninterested wants to donate something can contact me privately (sorry, but I got 2 kids and thePS3 doesn’t put bread on the table xD)
or give me a job
PS3′s that this method works on (Thanks pdnked):
PS3 Fat:
CECHA = 256MB
CECHB = 256MB
CECHC = 256MB
CECHE = 256MB
CECHG = 256MB
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July 3rd, 2011, 22:04 Posted By: wraggster
via http://blackbird.usask.ca/wordpress/?p=25
I have acquired an Xbox 360 XDK recently and am in the process of acquiring a Test PS3 as well. The main reason for me buying these two is to further improve the already existing emulator ports on PlayStation3 – the lack of any decent performance profiling tools was really becoming a hindrance to the future development of the ports, and to get anywhere, I thought it was necessary to take a financial hit and buy proper debug units.
Screenshots
Some still images I’ve taken from the 360 XDK -
360 XDK screenshot album
Future of the PS3 emulator ports
Now that I’m able to target both Xbox 360 and PlayStation3 (and also given that the two consoles are quite similar to each other), I’m planning to make the emulator ports cross-platform in a similar vein to FBANext. FBANext runs on both Xbox 360 and PlayStation3 with only minimal differences. If I take a look at my own PS3 emulator ports – there exists the possibility to do something similar for projects like VBA, SNES9x, FCEU and Genesis Plus GX PS3. VBA PS3 is very heavily based on Lantus’ VBA 360 – and since Lantus does not actively maintain VBA 360 anymore and there is still some work remaining to be done on the 360 front (such as Sonic Advance 1/2 support and D-pad controls) – I’m planning to make a separate project on Google Code so that both platforms will have an up-to-date version of the emulator -
VBANext
https://code.google.com/p/vbanext/
VBANext will target both PS3 and Xbox 360, and will be based on the VBA PS3 codebase. It will most likely supersede VBA PS3 as it stands.
MAME 360/PS3
https://code.google.com/p/mame-360-ps3/
This is Lantus’ MAME 0.72 port to Xbox 360. I have co-ownership of the project – and I will be porting it to PS3 shortly.
Games like Mortal Kombat 1/2/3/Ultimate run at full speed on 360 – similar performance is expected on PS3.
I could target even more machines than just these two – I have DevkitPro set up for Wii and I’m also able to compile for Xbox 1 – but perhaps it’s best to focus on 360/PS3 for now instead of spreading myself too thin. I’m still intent on helping out madmab with his Xbox 1 port of SNES9x 1.52 though -
SNES9x Slim
https://github.com/squarepusher/snes9x-slim
SNES9x Slim aims to be a slimmed-down version of SNES9x for use on platforms that currently struggle to run the latest versions. The codebase still lags behind the PS3 version considerably – but once done, it will target PS3, Wii, Xbox 1, Android, Xbox 360 and other systems. Most of the improvements/removals are totally platform-agnostic.
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July 3rd, 2011, 23:15 Posted By: wraggster
More solid homebrew with a fun storyline to back it: This is gSquare from developers Geecko and Meastnt. You may remember our earlier coverage when gSquare was in its demo state. Now it’s a full-fledged story with new graphics, a new physics engine and plenty of new levels. It’ll no doubt keep you busy.
This is a music-free version; however, there are sound effects. Geecko dropped Aalib (audio library) to ensure smooth, crash-less gameplay. Mind you — you may experience the odd crash here and there; fortunately though gSquare implements an autosaving feature, resuming your last level should you quit or the game crash.
gSquare is entered in the PSP Genesis Competition and deserves your vote, should you find it worthy. Me personally, I’m having a very difficult time casting my vote … there is so much quality brew.
And be sure to check out the gSquare center too for a little DLC action — new levels, tile sets, etc. Enjoy
http://psp.dashhacks.com/2011/06/30/...1-0a-released/
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July 3rd, 2011, 23:19 Posted By: wraggster
Virtuous Flame, aka Liquidzigong, has released PopsLoader for Custom Firmware 6.xx PRO. PopsLoader is a better means to emulating PSOne (PS1) games on the PSP; rip whatever game yourself, ISO it up, and play on.
PopsLoader does however take some preparation — you’ll be required to dump & decrypt select firmware files yourself. Everything needed can be found below — check README.txt (included) to see exactly what’s up.
You can find the PopsLoader source code and other updates over at the project homepage
http://psp.dashhacks.com/file/2110
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July 4th, 2011, 15:23 Posted By: wraggster
Sony Computer Entertainment Japan has announced that the PlayStation Network will return to full functionality in Japan on July 6.
Japan is the final territory to be restored after the shut down at the end of April, a full month after Europe and America. Services have been returning since the end of May, but this final move will see access to the PlayStation Store reinstated.
One reason for the Japanese delay was the demands placed on Sony by the government and credit card regulators, which included preventative measures to ensure the security of the system.
The security breach and subsequent shutdown is expected to cost the company approximately $170m.
http://www.gamesindustry.biz/article...k-on-wednesday
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July 4th, 2011, 17:05 Posted By: wraggster
Sony has dismissed suggestions there are too many similarities between the Xperia Play and Nokia's ill-fated N-Gage.
Sony Ericsson market development head Dom Neil-Dwyer told Gamasutra why he thinks marketing a smartphone with video game buttons will work for Xperia Play despite failing with N-Gage.
"Because [N-Gage] wasn't a smartphone, and it wasn't a phone first. As you can see from the design of [the Xperia Play], when you hold it in portrait it's a smartphone.
"It's not a game device that you can make some phone calls on, it's a smartphone. When you've got the game keys hidden and you're just holding it like that, people wouldn't know what it is, but obviously when you pop it open it's a great gaming device."
Dwyer added: "The people that are going to be buying this are looking for something new. There's just a sea of touchscreen devices out there and they're looking for something cool. So that's the type of consumer that we're looking for.
"I bumped into someone here at E3 that had one and they're exactly the type of person we're targeting, which is a very cool, young person that wants something different, right? And that's basically our target audience."
Dwyer said in May he was unconcerned by low initial sales of PSone games on Xperia Play.
http://www.computerandvideogames.com...VG-General-RSS
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July 4th, 2011, 17:13 Posted By: wraggster
Sony has wisely avoided getting into a semantics argument about the definition of "through" by stating a clear conclusion to the Welcome Back package: 9AM Pacific on July 5th. That gives procrastinators another day to do everything else but download their free games.
No, we're totally kidding. Go do it now! Not at home? Make a little mark on your hand to remind you when you get back to the domicile. This is it: no more reminders or extensions. Get it done.
http://www.joystiq.com/2011/07/04/ps...s-is-it-do-it/
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July 4th, 2011, 17:18 Posted By: wraggster
The PlayStation 4 will launch next year and feature Kinect-like motion control, according to a new report.
The DigiTimes, citing Taiwan-based component makers, said Sony's manufacturing partners will begin production of the PS4 at the end of 2011.
Foxconn and Pegatron Technology, which assemble the PlayStation 3, are in charge of making the PS4, apparently. Sony is said to be planning to ship at least 20 million units next year.
And there's "body movement-based control like Kinect", claims the report.
A 2012 launch contradicts comments made by Sony throughout the PS3's five-year life.
Only last month then Sony Computer Entertainment Europe boss Andrew House told Eurogamer the PS3 has a "ten years-plus" lifecycle.
Nintendo launches its next home console, the Wii U, in 2012, but not before April.
Microsoft is rumoured to be readying an E3 2012 announcement for the next Xbox, with a 2013 launch described as "likely".
http://www.eurogamer.net/articles/20...-report-claims
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July 4th, 2011, 19:05 Posted By: wraggster
News via http://www.psp-ita.com/4456-350-xmbCTRL_v4+fix.html
Djmat11 the developer releases a new update is the final version of its successful xmbCTRL plugin for CF on CF PRO compatible ME. The plugin was born as a porting of the function introduced xmbCTRL dall'HEN 6:20-TN that allows you to quickly manage settings HeNe or in this case the CF in question.
When after a long wait Total_Noob released the much-coveted HEN TN , a sign the revolution on Homebre Enabler. 6.20 The fact proved to be a valid TN HEN with some welcome features typical of CF, and plugin support, POPS compatibility and more.
By the time the HEN was refined and updated to the latest version, the TN-A and between 6:39 the various functions introduced a new entry in the settings menu for the configuration HeNe, a function that was rightly called xmbCTRL.
This submenu is warmly welcomed and developer djmat11 decided now to allow its use even on CF PRO.
The current Version 4 with Fix is considered the definitive version and integrates all the functions of the original 6:39 xmbCTRL for TN-A.
Though not officially, the plugin is also compatible to CF ME.
To follow the full changelog for all versions and the link to download . [Additional Info: Changelog and download]
.: Changelog:.
v4 fix
- version 6.20 Fixed v4 - YES, FINALLY VERSION FOR 6:35 - Added xmbctrl Prefs - Added built-in MAC spoofer - Added option to block Normal UMD mode - Added built-in startup password protect v3.5 - Password compatiblity fixed with 6.20 plugins - Fixed Charge USB & Slim Colors option v3 - Bug fixing - Change to xx_tnsettings.txt xx_prosettings.txt - Working version 6.20 v2 - Added the Memory Stick option Speedup v1 - Initial release
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July 4th, 2011, 19:07 Posted By: wraggster
News via http://www.psp-ita.com
After some time here since the last release a new version of the PMF Player, dedicated to the world of homebrew PSP modding DJGodman made by developers, which will make possible to run on the PSP custom gameboot so as to test its proper operation before putting his hand to flash .
The key point is the use of a custom firmware to take advantage of amateur productions, or create them ourselves. Not just about homebrew and plugins, but also to customize various aspects of our console. While Sony releases official kits for creating your own PSP themes, it is always limited to a factory setting.
I have allowed CF to overcome these limitations by giving the opportunity to indulge in the creation of all kinds of issues. Could not miss the customization of the gameboot, ie a few seconds of that video that shows the start of PSP content.
Since it is not always wise to take action shows on the PSP's flash memory, the developer DJGodman has worked to create PMF Player convenient homebrew to make sure the proper functioning of our custom gameboot directly from Memory Stick to be in the format provided. PMF before going to act on the internal memory of the PSP. The homebrew is compatible with any HEN / CF.
donwload Following changelog. [Additional Info: Changelog and download]
.: Changelog:.
v1.4
Bugs Fixed And Added More Info v1.3 Loader First PMF
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July 4th, 2011, 19:10 Posted By: wraggster
News via http://www.psp-ita.com
New update for MP3PlayerPlugin, homebrew coder created by the renowned Japanese Plum by which we can listen to MP3 files found on our Memory Stick choosing it as an alternative to the famous MusicPRX who had dominated the scene until recently.
The coder plum back to update one of its most popular plug-ins. The v2.2 version of the plugin fixes a few bugs while improving stability. In addition, unlike previous versions is now no longer required the presence of the INI file configuration. The plug-in fact, in the absence of that file, will start with the default settings. Recall that the coder has chosen to abandon support for the HEN-TN. This decision, as you will be able to understand from the readme attached, is due to some problems with the HEN NIDResolver of that, which should be constantly updated. Unlike the case for CF PRO / ME NIDResolver which does not create many "nuisance."
Following further information. [Additional Info: Changelog, Download and Instructions]
.: Changelog:.
- Improved stability
- Fixed some bugs
- From now on the plugin no longer needs to be enabled in the INI file .: Directions:. + + = start / stop playback mp3 + + = Playing mp3 from 'start + + = Song next + + = Next Song + + = Volume Up + + = Decrease volume + + = change the playback order .:
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July 4th, 2011, 22:33 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/04/g...lo-net-winner/
As I said a few days ago, the Genesis competition is far from being over, as we still have a bit more than 1500$ to give to winners. Today I’m announcing two prizes of 100$, one for the /Talk audience vote, and the other for my personal favorite open source entry.
/Talk audience vote
Lamecraft and pro cfw were by very far the audience favorite entries, respectively with 22% and 30% of the votes, but as I announced when we started the vote, these 2 already won the big prizes, and consequently were not eligible for the audience prize.
Victory therefore goes to Nazi Zombies Portable, which wins with a comfortable margin against the other competitors. Thumbs up also go to 6.39 Downgrader by some1 (which wasn’t eligible for that prize), Easy 6.20 Dualboot by Rinnegatamante, Aloader by ardi, Localizer by Draan, G.D.P. by DeViaNTe, PSP3DPlugin by PSPWizard, Silveredge by AndrewYY, and gSquare by Geecko, who all got a fair amount of votes, while not being able to drag as much attention as NZP.
Nazi Zombies portable is an fps in which you have to survive as long as you can against hordes of zombies. The concept is fairly popular, and the PSP was still missing its own version of this game. NZP fills this void! Quoting the authors:
Nz portable is about surviving unlimited rounds of zombies in an enclosed area. While playing, you get points from different actions. These points can be used to buy weapons, open doors for more playable areas, and utilize different things. Zombies enter the level from outside of the playable area, and you can slow them a little bit by boarding their entrances with planks of wood. Nazi zombie portable is inspired by the same game that is found in Call of Duty: Black Ops and Call of Duty: World at War (these games are not made by us, they are made by the company treyarch). Every single content ingame is 100% made by us or by people who have submited their work for us to use.
Nzp is using a heavily modified quake engine called proquake. This engine is made by baker. and we have editted it to suit our needs. The game logic (qc ) is written 100% by us from scrach.
NZP Can be downloaded from the official thread here. Have fun
Wololo’s prize
This is my own prize, that goes to my favorite open source entry. There were honestly lots of homebrews to which I would have wanted to award this prize, but in the end I decided to award it to Draan’s Localizer. There’s a very nice concept behind this app, and it is truly a perfect example of a great legit usage for a hacked PSP. Yes, if you speak one of the 250 languages Sony “forgot” for commercial reasons to include in their console, this plugin can help you. It is basically a plugin that helps you translating all the PSP internal messages, including but not limited to the XMB. Oh, and it does all that on the fly in Ram, so no need to flash anything, no fear to brick your PSP or anything like that
Simply brilliant!
You can Download Localizer from the official thread here.
Both NZP and Localizer authors will receive 100$ for their cool work. Npt and myself will be in touch with you guys to send you the prizes. Congrats!
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July 4th, 2011, 23:06 Posted By: wraggster
News via http://www.psp-ita.com/
The coder Neur0n releases a new update for PSPStates, a plugin through which you can save our game sessions regardless of save points established by the game itself. The work begun by Dark_Alex is adapted from Neur0n for the latest HEN / CF.
The new release confirms the compatibility with previous models, plus updated support for PSP Go (05G) for HEN / SS 6:39, in particular the recent TN 6:39 6:39 PRO CF-A and given that the coder has recently entered Neur0n part of the development team for this CF.
PSPStates remember that it is incompatible with PSP FAT (series 1000) as for its correct operation uses the extra RAM introduced from PSP SLIM (Series 200).
More in the box below. [Additional Info: ChangeLog, installation and download]
.: Changelog:.
v3
- Added patch for FW6.39 - 05G model
.: Installation:.
Download the archive at the end of news
Unpack it in the root of the Memory Stick
Replace or edit the file game.txt with that contained in the archive (if already present, but should not override manually edit).
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July 4th, 2011, 23:09 Posted By: wraggster
News via http://www.psp-ita.com/
At a distance of some time since the last update here is a new release of a plugin that has made the history of the amateur scene PSP. We speak FreeCheat plugin that, contrary to what the name implies, not merely to turn tricks in the games but today it is a useful resource to carry out various functions.
FreeCheat plugin is a "complete", as well as allowing it to find and use cheat codes, allows you to read TXT file, make screenshots with RemoteJoyLite configure to display the PSP on PC using the USB connection during the games, change the CPU clock speed and more. Among the most appreciated and used, there is certainly the conversion of bailouts, that makes it possible to recover most damaged or corrupted savegame data following the change of custom firmware ( known problem for users post and pre-GEN-D3 ) .
While earlier versions had a good compatibility with the new CF was not, however, be officially released a version updated for the latest kernels.
At this remedy to the current release extends the compatibility to all CF-based and FW 5.XX 6.xx, it is excluded, however, only 6.20 TN-E, while not confirmed the support of TN-A 6:39.
More info to follow [Additional Info: compatibility, features and installation]
.: Compatibility:.
5.00M33
5:50 GenD3
PRO 6.20
6:35 PRO
PRO 6.31
ME 6:39
6:39 PRO
.: Feature:.
Search: A hex viewer with support of memory and options to change the display mode.
Codes: A code search, similar to CWCheat .
MEM Manager: Repair corrupt saved data.
TXT Reader. Txt files less than 20MB.
PIC Viewer, Photo Viewer. You can view BMP - JPG - PNG - DAT - JDT.
SCREENSHOT: To take screenshots in BMP - PNG - JPG.
Video Out: Power display the PSP screen on your PC by RemoteJoy.
Options: Allows you to configure shortcuts by buttons, colors , capture mode, Among others.
USB Connect: Allows you to connect to a PC with USB During a game.
Enhance Key: Allows you to change the buttons and analog stick calibrated.
Thread Manager: Unknown Option
CPU Clock: Changing the CPU speed.
Dictionary: Dictionary, an option not included.
Other: Allows you to adjust brightness, set the alarm, Shutdown, Restart, Among others.
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July 4th, 2011, 23:19 Posted By: wraggster
News via http://www.emucr.com/
PCSX2 SVN r4791 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r4791
GSdx: CRC hackfix for Midnight Club 3, fixes the huge vram usage when moving.
Small change to the Burnout hackfix, was skipping too much for NTSC.
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July 4th, 2011, 23:39 Posted By: wraggster
News via http://www.emucr.com/
PCSX Reloaded SVN r68249 is released. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r68249
gte: fix MAC0 shift (pcsxr issue #8874, shalma)
fixes missing elements in Soul Reaver and Spyro.
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July 5th, 2011, 22:42 Posted By: wraggster
Here's this week's list of new content going live on the US PlayStation Store.
PlayStation Move Ape Escape is the lone new game release this week, while the PSone Imports section of the store has two new games - one a scrolling fighter and the other about cooking Japanese meet.
Oh, and don't forget the Uncharted 3 multiplayer beta goes public today, too.
Here's the full list:
PlayStation Plus
New Release Games & DLC
Bomberman ULTRA (Free with Plus, a $9.99 value)
Me Monstar: Hear Me Roar (Free and Exclusive Plus)
Medievil PS one title (Free with Plus, a $5.99 value)
Alien Zombie Death mini (Free with Plus, $3.99 value)
MotorStorm Apocalypse Outlaw Vehicle Pack (PlayStation Plus price $1.99; a 20% discount)
New Release Themes, Avatars and Media
Mega Man Powered Up - Avatar Bundle (x14) (Plus Exclusive, $1.49)
PlayStation Plus Clock Dynamic Theme (Free and exclusive to Plus)
Qore July Episode 38 - Single Episode (Free with Plus, a $2 .99 value)
Updates
Burnout Paradise Party Pack - Sale (PS3) (now $1.99, original price $4.99)
Burnout Paradise Toy Car Collection - Sale (now $1.99, original price $6.99)
Burnout Paradise: Big Surf Island - Sale (now $2.99, original price $6.99)
Burnout Paradise: Cops And Robbers - Sale (now $1.99, original price $4.99)
Burnout Paradise: Legendary Car Pack - Sale (now $1.99, original price $4.99)
Burnout Paradise: Boost Specials Car Pack - Sale (now $1.99, original price $4.99)
Burnout Paradise: Time Savers Pack - Sale (now $1.99, original price $4.99)
Need For Speed Hot Pursuit - Armed And Dangerous Pack - Sale (now $3.99, original price $6.99)
Need For Speed Hot Pursuit - Lamborghini Untamed Pack - Sale (now $3.99, original price $6.99)
Need For Speed Hot Pursuit - Porsche Unleashed Pack - Sale (now $3.99, original price $6.99)
Need For Speed Hot Pursuit - Super Sports Pack - Sale (now $3.99, original price $6.99)
Need For Speed Hot Pursuit - Three For All Bundle - Sale (now $10.99, original price $19.99)
Need For Speed Pro Street Add-On Content Collector's Upgrade - Sale (now $2.99, original price $9.99)
Need For Speed Pro Street Add-On Content Extender Pack Bundle 1 - Sale (now $1.99, original price $5.99)
Need For Speed Pro Street Add-On Content Extender Pack Bundle 2 - Sale (now $3.99, original price $6.99)
Need For Speed Pro Street Add-On Content Muscle Car Bundle - Sale (now $1.99, original price $4.99)
Need For Speed Pro Street Add-On Content Sport Car Bundle - Sale (now $3.99, original price $6.99)
Need For Speed Pro Street Add-On Content Tuner Car Bundle - Sale (now $3.99, original price $6.99)
Need For Speed Pro Street Add-On Content Ultimate Bundle - Sale (now $2.99, original price $9.99)
Need For Speed: Shift: Exotic Racing Series - Sale (now $2.99, original price $9.99)
Need For Speed: Undercover Collector's Edition Upgrade - Sale (now $2.99, original price $10.00)
Need For Speed: Undercover Exotic Car Bundle - Sale (now $1.99, original price $7.50)
Need For Speed: Undercover Muscle Car Bundle - Sale (now $1.99, original price $5.00)
Need For Speed: Undercover Tuner Car Bundle - Sale (now $1.99, original price $5.00)
Need For Speed: Undercover Ultimate Performance Bundle - Sale (now $1.99, original price $10.00)
Need For Speed: Undercover Ultimate Visual Bundle - Sale (now $1.99, original price $5.00)
Need For Speed: Undercover: Boss Car Bundle - Sale (now $1.99, original price $4.99)
Darkstalkers Chronicle: The Chaos Towers - Sale (now $4.99, original price $9.99)
Fate/unlimited codes - Sale (now $9.99, original price $19.99)
Power Stone Collection - Sale (now $4.99, original price $9.99)
Ultimate Ghosts 'N Goblins - Sale (now $4.99, original price $9.99)
Qore
Qore Episode 38 - July Edition ($2.99)
in July's Episode 38 of Qore Presented by the PlayStation Network, Veronica Belmont explored the sand dunes of "Journey", gets behind the shield in "Captain America: Super Soldier", profiles industry legend Ted Price, and Audrey Cleo takes a look at the quirky over-the-top world of "No More Heroes: Heroes' Paradise."
File size: 1.49 GB
Downloadable Games
PlayStation Move Ape Escape ($19.99)
The next chapter in the beloved Ape Escape saga is now available. Dive into an original new adventure full of monkeys and mayhem designed exclusively for the PlayStation Move motion controller! Get ready to explore 15 diverse levels filled with over 500 different monkeys to capture. Or challenge your friends with some wild and wacky mini-games! Download the full game today!
ESRB Rated E10+
File size: 2.23 GB
PSone Classics
Rapid Angel Psone Import ($5.99)
Japanese developer Techo Soleil has a knack for creating games with sophisticated charm and nuance. This combo beat-em up and platformer has something special for those with a subtle eye for Japanese ingenuity. Play one of three heroines, each with well=crafted moves and a charming voice.
File Size: 121 MB
Yakiniku Bugyou Psone Import ($5.99)
Yakiniku Bugyou is an action game using yakiniku (Japanese grilled meat) as the theme. Players will become a yakiniku master. You must prepare and cook the food and attend to your customers to level up the chef's scale. Watch as your patrons judge your skills!
File Size: 50 MB
Add-on Game Content
Cars 2 - Kabuki Mater ($0.99)
Play as Kabuki Mater in cars 2: The Video Game!
File size: 5.78 MB
Cars 2 - Mater As Ivan ($0.99)
Play as Mater disguised as Ivan in Cars 2: The Video Game!
File size: 5.28 MB
Cars 2 - The Queen (Free)
Play as The Queen in Cars 2: The Video Game!
File size: 23 MB
Cars 2 - Uncle Topolino ($0.99)
Play as Uncle Topolino in Cars 2: The Video Game!
File size: 38 MB
Cars 2 - Victor Hugo ($0.99)
Play as Victor Hugo Mater in Cars 2: The Video Game!
File size: 37 MB
Dirt 3: Horn Pack ($0.99)
Download 6 new Horns and let your rivals know you're coming for them!
File size: 2.92 MB
Record of Agarest War Zero - Additional Costumes and Packs ($2.49 - $5.99) (x11)
These are Record of Agarest War Zero DLC. A battle across generations, with the fate of an entire planet at stake!
File size: 130 KB each
Ghostbusters: Sanctum Of Slime Challenge Pack ($1.99)
Ghostbusters: Sanctum of Slime Challenge Pack brings a new single player experience to the ghost-hunting. With two new game modes, Lonely Hero and Arcade Challenge, you won't put the controller down! In Lonely Hero there is no co-op, no friendly teammates; just you and waves of the possessed paranormal. Designed for seasoned gamers, Arcade Challenge gives players a limited number of lives to see how their skills line up on a distinct Global Leaderboard.
File size: 308 KB
Super Street Fighter IV - Arcade Challengers Pack ($3.99)
Download alternate costumes for Yun, Yang, Evil Ryu and Oni! There are a total of eight costumes in this pack! This downloadable content is for SUPER STREET FIGHTER IV ARCADE EDITION only.
File size: 100 KB
Tales From Space: About A Blob: Co-Operative Map Pack ($1.49)
This level pack features two co-operative levels set on an alien planet. Note: Two local players are required!
Download the premium Co-op Level Pack today!
File size: 13 MB
WWE All-Stars: All-Time Greats Pack ($3.99)
What a rush! Download this pack to add some of the greatest Superstars of all-time to WWE All Stars. This pack features Hawk and Animal, the legendary Road Warriors, Chris Jericho, and Jerry 'The King' Lawler!
File size: 100 KB
WWE All-Stars: R-Truth (Free)
What's up? It's R-Truth! Download now to add one of WWE's premier rising stars to WWE All Stars.
File size: 100 KB
Mortal Kombat - Compatibility Pack 2 (Free)
Only true warriors download the Smoke and Noob Sailbot Klassic Mortal Kombat skins. Please Note: This pack also contains a compatibility update.
File size: 73 MB
Mortal Kombat - Warrior Kenshi ($4.99)
Download and play as the Warrior Kenshi. For years the swordsman Kenshi traveled the world in search of worthy opponents. When a mysterious man offered to show him the location of Sento, an ancient sword worthy of his abilities, Kenshi succumbed to pride. When Kenshi retrieved the sword, spirits of ancient warriors spewed forth, blinding him. The man revealed himself to be Shang Tsung and Kenshi vowed revenge.
File size: 73 MB
MotorStorm Apocalypse "The Rock" Livery (Free)
Enjoy this free new livery design for MotorStorm Apocalypse, which can be applied to any vehicle in the game.
File size: 100 KB
MotorStorm Apocalypse Outlaw Skull & Flames Supermini Pack ($0.99)
Enjoy this new Supermini vehicle for MotorStorm Apocalypse, complete with custom skull and flames decal pack.
File size: 200 KB
MotorStorm Apocalypse Outlaw MVMC Superbike Custom Pack ($0.99)
Enjoy this new Superbike vehicle for MotorStorm Apocalypse, complete with custom MVMC decal pack.
File size: 200 KB
MotorStorm Apocalypse Outlaw Brotherhood Muscle Car Custom ($0.99)
Enjoy this new Muscle Car vehicle for MotorStorm Apocalypse, complete with custom Brotherhood decal pack.
File size: 200 KB
ModNation Racers Alien Invasion Mini Theme ($6.99)
ModNation Racers has been infiltrated by aliens, and they're come in style. In fact, they've come in a Style Pack! Style Packs are loaded with plenty of creation parts to get your creative juices flowing, and this one brings some extraterrestrial flair. Download the Alien Invasion Mini Theme Today!
File size: 100 KB
LittleBigPlanet 2 Infamous 2 Minipack ($2.99)
The best thing about Sackboy is that you can make him look and act exactly how you want. Download this additional costume to really stand out from the crowd! To download this costume, you must already own LittleBigPlanet 2.
File size: 110 KB
Yoostar 2: Various Scenes ($1.99 - $4.99) (x10)
Various Scenes from movies.
File size: 63 MB - 233 MB
Rock Band 3
Build your Rock Band library by purchasing these song game tracks. For song credits, visit www.RockBand.com.
"Aerials" - ($1.99)
"For What It's Worth" - ($1.99)
"Hypnotize" - ($1.99)
"Man On The Moon" - ($1.99)
"Turning Japanese" - ($1.99)
File size: 17 - 35 MB (singles)
Rock Band Network V2.0
"Beat Fly" - Tiny Danza ($0.99)
"Blue (Da Ba Dee)" - Eiffel 65 ($1.99)
"Hair Trigger" - The Acro-Brats ($1.99)
"Hey I" - Blackberry Wednesday ($0.99)
"My Star" - Andromeda ($1.99)
File size: 14 - 39 MB (singles)
Bundles
Cars 2 - Character Bundle ($2.99)
Play as Uncle Topolino, Mater as Ivan, Kabuki Mater, and Victor Huga Mater in Cars 2: The video Game!
File size: 109.06 MB
Burnout Paradise - Full Game Plus Bundle ($7.99)
Take off into the world of Paradise City at ludicrous speed. This bundle contains the full digital version of Burnout paradise with all cars and bikes unlocked so that you can jump right into your favorite ride. The bundle also includes the Boost Specials cars, the Hawker Mech and Carson Extreme hot Rod, so you'll be leading the pack in no time!
File size: 3.45 GB
MotorStorm Apocalypse Outlaw Vehicle Pack ($2.49)
Enjoy this bundle of three vehicles and custom decal packs for MotorStorm Apocalypse, including a skill and flames Supermini, Brotherhood Muscle Car, and MVMC Superbike, at a reduced bundle price.
File size: 600 KB
Avatars
Mega Man Powered Avatars ($0.49) (x7)
File size: 100 KB
MotorStorm Apocalypse Vehicles Avatar Bundle ($0.99)
File size: 653 KB
Game Videos (free)
Bioshock Infinite - Factions at War Trailer
File size: 123 MB (HD)
Brink Official Launch Trailer
File size: 101 MB (HD)
Fast Draw Showdown Game Trailer
File size: 31 MB (HD)
Battlefield 3 Frostbite 2 Highlights Trailer
File size: 146 MB (HD 1080)
Catherine - An Introduction To Vincent Brooks Trailer
File size: 26 (HD)
Catherine - Are You Committed Trailer
File size: 49 MB (HD)
NeverDead E3 2011 Trailer
File size: 76 MB (HD)
Captain America: Super Soldier Prologue Trailer
File size: 95 MB (HD)
Sonic Generations: E3 Trailer
File size: 49 MB (HD)
Dungeon Siege III Demo Trailer
File size: 46 MB
Battle: LA Action Mash-Up
File size: 22 MB (HD), 36 MB (HD 1080)
Resistance 3 Battle: LA Game Demo Trailer
File size: 30 MB (HD), 51 MB (HD 1080)
Battle: LA on Blu-ray with Exclusive Resistance 3 Preview!
File size: 12 MB (HD)
PS3 Themes
Arianny Celeste Dynamic Theme ($2.99)
File size: 3.25 MB
Battle Gear: UAV Drove Dynamic Theme ($2.99)
File size: 7.03 MB
Blackhole Slot Machine Dynamic Theme ($2.99)
File size: 5 MB
The Sexy Ladies of SHOW Magazine Dynamic Theme ($2.99)
File size: 5.12 MB
PS3 Wallpapers (free)
Catherine - Katherine Wallpaper
File size: 111 KB (SD), 453 KB (HD 1080)
Catherine - Logo Wallpaper
File size: 142 KB (SD), 271 KB (HD 1080)
Catherine - Vincent Wallpaper
File size: 88 KB (SD), 336 KB (HD 1080)
Catherine Wallpaper
File size: 121 KB (SD), 504 KB (HD 1080)
PlayStation Store for PSP
PSP minis (also available from PS3 Storefront)
Ninjamurai ($1.99)
ESRB Rated E
File size: 25 MB
http://www.computerandvideogames.com...VG-General-RSS
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July 5th, 2011, 23:02 Posted By: wraggster
Sony's online service, the PlayStation Network, is currently undergoing a redesign that will significantly change its look and functionality.
A report by Reg Hardware reveals that the trademark blue colour will go, replaced by a black background and bright colours.
It will also have a cleaner look, described by sources as "an aesthetic layout with logically marked sections and rolodex lists."
Searching has been upgraded too, which will produce live results as users enter each character, and the Video section, which allows users to buy and rent films, is now a database that will feel familiar to anyone who has seen movie website IMDB.
There will also be a special section for the latest deals on PlayStation Store content.
Sony has yet to comment on the report.
The report follows news yesterday that the PlayStation Network will finally be restored to full functionality in Japan on Wednesday, following the security breaches in April.
http://www.gamesindustry.biz/article...tation-network
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July 6th, 2011, 21:20 Posted By: wraggster
Even subscription-based digital distribution platforms get birthday cakes these days.
But that's not all. To celebrate its first anniversary, EU PlayStation Plus is also getting a load of special content, membership extensions and a competition, which it is passing on to you.
If you sign up for a 12 month Plus subscription before August 3 you can choose between an extra 3 months for free or Sega Rally Online Arcade for free to keep forever.
Already a subscriber? No worries. You can take advantage of the deal by renewing now before your current subscription expires.
If you want it all, the free game and 15 months for the price of 12 , you can sign up to both 12 month subscription offers but you must purchase the 15 for 12 subscription first, and then purchase the Sega Rally subscription.
If you are a Welcome Back Free Plus user then you will need to wait until your free membership finishes before you purchase a Plus membership. Don't worry, if you renew to a paying membership, you'll also keep the content you got during your free trial.
Where are you going? There's more: You'll also be entered into a competition just for being a Plus member.
Here are the prizes:
1st Prize - Sony Entertainment package, including 46″ 3D Bravia TV, extra 3D glasses, a PS3 320GB, a PSPgo, PlayStation Move starter pack with extra controller and navigation controllers, a selection of 10 PS3 games, PlayTV and a 5 year PlayStation Plus membership.
That's a prize package worth almost £4,000!
2nd prize - three people will each a one years Plus membership
3rd Prize - 100 people will win a 90 day Plus membership
To be in with the chance to win, you simply need to have an active 90 day or 1 year PlayStation Plus subscription at 11.59PM GMT on 3 August 2011
And finally, here's the actual content for July.
PSN
Supersonic Acrobatic Rocket-Powered Battle-Cars
Golden Axe
PS One
Legacy of Kain: Soul Reaver
minis
Dr. Maybe and the Adventures of Scarygirl
JellyCar 2
Exclusive Discounts
Shank - 50% off
Dead Space Ignition - 50% off
DeathSpank - 50% off
DeathSpank: Thongs Of Virtue - 50% off
The Fancy Pants Adventures - 50% off
Tetris - 50% off
MicroBot - 50% off
Spare Parts - 50% off
3 on 3 NHL Arcade - 50% off
Madden NFL Arcade - 50% off
Tiger Woods PGA TOUR 12: The Masters Course Bundle: Eagle Pack - 40% off
Full Game Trial
Tom Clancy's Ghost Recon Advanced Warfighter 2 (G.R.A.W.)
Dynamic themes
PlayStation Plus Anniversary dynamic theme
Symbol Flow dynamic theme
Premium Avatars
inFamous 2 Bad Cole Avatar
http://www.computerandvideogames.com...VG-General-RSS
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July 6th, 2011, 21:36 Posted By: wraggster
We're still waiting on that globe-like PS9 (aren't you?), but seeing as how wireless head-to-console gaming isn't yet available or ethical, we'll make do with PS4 rumors. Based on nothing more than a game of component-maker telephone, sources out of Taiwan are telling Digitimes to expect a brand new PlayStation 4 for launch sometime in early 2012. Reportedly on board for this latest iteration are baked-in motion controls * la Kinect and a holographic David Lynch virtual pet. We kid, but we do hope he helms those new ads. According to these anonymous insiders, Sony has a planned production run of 20 million consoles for launch -- all headed straight to eBay, we imagine. It should go without saying that news of this kind should be taken with a mouthful of salt, but with the PS3 turning five this November, it's a safe bet that there's a successor to the "It Only Does Everything" throne on the way.
http://www.engadget.com/2011/07/05/p...ter-this-year/
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July 6th, 2011, 22:38 Posted By: wraggster
The German Resistance 3 bundle has led to speculation about the launch of a new online initiative called PSN Pass.
The game and console bundle packaging clearly refers to something called "PSN Pass," along with the disclaimer "PSN Pass Network features only available in countries that have PlayStation Store."
Resistance 3 is set for release on September 9, suggesting that the PSN Pass will either be launched simultaneously or in advance of that date.
The new feature will most likely be similar to those used by EA and THQ, which discourages consumers from buying pre-owned games by locking multiplayer modes and special content to specific codes. Players who buy second hand must then purchase a new code to access that same content.
Sony hasn't yet commented on the discovery, but has previously spoken to GI about online passes. In August last year Andrew House, then president of Sony Computer Entertainment Europe, said Sony was supportive of the model.
"On the principle of making online portions of the game available or unlocked from the disc-based release for a fee, we’re broadly supportive of that. And we’re exploring actively the same option for our own content."
http://www.gamesindustry.biz/article...aunch-psn-pass
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July 6th, 2011, 22:48 Posted By: wraggster
PlayStation Plus is a year old, and in that time it has given subscribers over £700 worth of content, Sony said today.
PlayStation Network product manager James Thorpe said on the EU PlayStation Blog the figure amounted to "a pretty good deal" for gamers.
"We've been having a look back at what content has been available to Plus members in the first year and have discovered something we thought you guys might find interesting – while we said we'd deliver over £200 of content during the year, we totted up the totals for all the games, discounts themes and avatars and the value actually came to over £700," he said.
"In anyone's eyes that's a pretty good deal for under £3.50 a month!"
Sony's £700 figure is an approximate value based on average RRP of available content during the first year. It excludes discounts, and is calculated using exchange rates as at June 2011.
The monthly cost is based on the price of a one-year subscription.
To tie in PlayStation Plus' birthday, Sony has launched some new sign-up offers, available from 6th July to 3rd August 2011.
You can sign up for a 12 month Plus subscription and get an extra three months for free, or sign up for a 12 month Plus subscription and get Sega Rally Online Arcade for free and to keep forever. Or you can do both.
Meanwhile, the PS Plus content for 6th July to 3rd August includes Supersonic Acrobatic Rocket-Powered Battle-Cars and Golden Axe free from PSN, PSOne game Legacy of Kain: Soul Reaver, and minis Dr. Maybe and the Adventures of Scarygirl and JellyCar 2.
http://www.eurogamer.net/articles/20...rth-of-content
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July 6th, 2011, 22:52 Posted By: wraggster
Sony has made the PSN Pass, first spotted this morning, official.
It launches this September with PlayStation 3 exclusive Resistance 3.
In a statement issued to Eurogamer this evening, Sony said PSN Pass will grant "full online access" to participating games.
"We are always evaluating new programs for our online offering, and starting with Resistance 3 this September, we will be instituting a network pass program for PS3 games with online capabilities," Sony said.
"This program will be game-specific. Games that are a part of this program will include a single-use registration code that grants the account holder redeeming the code full online access for that title.
"This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."
The implication is that second-hand copies of Resistance 3 will not include PSN Pass, forcing pre-owned buyers to pay for full online access.
With PSN Pass Sony is following the lead of EA, THQ, Codemasters and Warner, all of which have implemented an Online Pass scheme.
Will other upcoming PS3 exclusives, such as Uncharted 3, use PSN Pass?
http://www.eurogamer.net/articles/20...-pass-official
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July 6th, 2011, 23:33 Posted By: wraggster
News via http://blackbird.usask.ca/wordpress/?p=124
For many years, emulator users have been able to take advantage of improved (pixel purists might disagree) image quality using well known filters such as HQ2x, SaI2x, etc. These run on CPU and incur a noticeable performance loss. On a PC, this might not be such a big deal with our new shiny CPUs that are just waiting to waste clock cycles, however, on our PlayStation 3, using very valuable clock cycles on filtering graphics on the PPU is simply not acceptable, unless you’re comfortable playing old-school games at 20 fps.
Plain nearest-neighbor
HQ2x, a classic CPU-based filter
Luckily, we have a lovely device called the GPU, which specializes in crunching through calculations in a highly parallel fashion. Graphics processing can be parallelized extremely well, and thus explains the design of modern GPUs, tons of weaker cores.
Up till recent years, graphics cards were locked into one specific function. Programming legacy OpenGL back in the day was essentially turning on a zillion different knobs of a big black box (the GPU). You wanted lighting, you enabled lighting, set some parameters here and there, and done. Easy to get started, but horribly inflexible once you want to do complex stuff. This is now called the fixed-function pipeline.
Eventually, developers understood that we needed a way to treat the GPU more like a conventional computer. Rather than turning on a tons of different knobs, you implemented the things you actually used in a simplified programming language. Full control and flexibility at the cost of a slightly steeper learning curve. These languages are what we call shader languages. The three most popular ones today are:
•GLSL: Native OpenGL shading language.
•Cg: nVidias shading language that works with either OpenGL or Direct3D. Syntax resembles HLSL.
•HLSL: Microsoft’s shading language for use with Direct3D.
Before, it was practically impossible to implement a filter like HQ2x on the GPU using fixed-function pipeline. The hardware was far too inflexible to allow this. However, with our new programmable hardware, it suddenly started to sound feasible to program filters on the GPU.
Pete’s OpenGL2 plugin
Some emulator authors started to see opportunities to use these new possibilities. One well known example of this is Pete’s awesome OpenGL2 plugin for the plugin-based PlayStation 1 emulators. Obviously there are far too many emulators out there, so I can’t make an exhaustive list or something like that. At the very least, shader support certainly isn’t very common, even today, but I believe this will soon become a “must have”-feature.
Example of some interesting shaders running in Petes OGL2 plugin
Shaders instead of CPU filters by necessity
On the PlayStation 3, Sony provides developers with a Cg shader environment, and this was basically an invitation for us to use it in our emulator ports. The RSX found on the PlayStation 3 is reasonably powerful despite its age, while the PPU unit is quite weak relatively speaking (runs conventional code very badly), so it makes perfect sense to offload all graphics processing to the RSX, where it belongs.
One problem with shaders is that they typically need to be written specifically for each emulator, even if they were written in the same language. As with normal code, where you have APIs you can communicate with, the rendering code needs to communicate information with the shader program running on the GPU. You need to tell it things like: “Where is the texture located? How big is my texture? What are the coordinates?”, and things like that. Usually, every emulator out there tended to implement their own interfaces, so shaders still needed to be ported between every emulator that wanted to use them.
With some recent developments, I believe we’re one step closer to achieve some kind of specification that other emulator authors might desire to follow.
I believe SNES9x-PS3 (and its brother ports) was the first emulator port on a console to utilize shaders, at least as a major feature. Its shader library is becoming reasonably sized. When the shader implementation was being written, it was actually first implemented in SSNES. This meant that shaders could easily be tested on the PC before being transferred over the PS3, achieving the same result, greatly helping out with debugging. Shaders are essentially simple .cg files, which are compiled at run-time and transferred directly to the GPU. No need to compile C/C++ filters straight into the emulator itself which used to be quite typical, which would be a horrible situation indeed.
Essentially, doing as much on the GPU as possible was a design choice from the start. Much, much better performance and arguably easier to program than optimizing C/assembly code. It’s a win-win situation.
Later on, I implemented a multi-pass specification for the .cg shaders, using several .cg shaders and combining them into one effect. This is known on the PS3 ports as the FBO-mode, which allows two different shaders to be used in a chain in a mix-and-match fashion. This feature is encapsulated in .cgp files, essentially a config file similar to the .presets found on the PS3 ports.
Game Aware Shaders
We also played around with the idea of letting shaders peek into game state, in order to perform dynamic effects, dubbed “Game Aware shaders”. We extended this idea a bit to allow for a “game manual” shader of sorts, a proof-of-concept. I believe lots of ideas could spring out of this at least. Almost all the processing happens on the GPU.
Seiken Densetsu 3 – Game Manual Shader
Specification
The shader interface was documented so other emulators could implement it, and recently, OV2, the current developer of mainline SNES9x/Win32, also implemented the same specification. This means that writing a .cg shader against these specs will allow it to run unmodified on quite different emulators. The single-pass implementation is usable in the recent 1.53 release, and the multi-pass implementation will most likely be available in 1.54. If you’re willing to compile yourself (or ask someone to), you can grab it from Git.
Border shader/cgwg-CRT-flat running in SNES9x/Win32 (click to zoom)
I hope that more emulator authors choose to adopt this spec in the future. Ideally, I think a shader should be expected to work on a broad range of emulators out there. By now, even handhelds being able to utilize GLSL shaders in OpenGL ES. I believe shaders will completely replace CPU filters eventually.
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July 6th, 2011, 23:41 Posted By: wraggster
Lantus released a new version of FBANext, after FB Alpha (Final Burn Alpha). Remember, this is a multi arcade emulator based on the source code for Final Burn.
New / fixed: - Improved performance of drivers Neo Geo support the following platforms: - Support for Roma Capcom CPS-1 - Support for Roma Capcom CPS-2 - Support for Roma Capcom CPS-3 - Support for Roma Cave - Support for Roma Neo Geo - Sega System Support for Roma 16 (and similar systems), System 18, X-Board, Y-Board - Support Toaplan Roma - Roma Support Taito 68k - Support Psikyo 68EC020/SH2 Roma - Roma Support PGM - Support of Roma Konami - Sega Megadrive roms Support (savestates not supported) Features - Full Support Graphics / audio - Resizing the screen - for Roma Explorer easy to use. - Option for filters according to the drivers - Option to hide Duplicates - Option to show only allowing multiplayer games (3 or 4 players) - 1080p 60fps for most Roma - Pixel Shader Support - Support up to 4 controllers - Options screen rotation - Options Hardware Filter (Linear, Point filtering) - Triple Buffering Installation : - Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR/roms / - The first time you run FBAnext, a file will fbanext-ps3.xml generated. This file contains your options. - If you want to change the path of your roms, edit fbanext-ps3.xml. - .Zip/.7z/.rar extensions are also supported. Controls for a game : - L2 + R1 + R2 Pause / Return to Menu - Service Mode R3 - L3 Reset Rom current FBANext-R470 PS3
http://ps3.gx-mod.com/modules/news/a...p?storyid=2844
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July 7th, 2011, 20:37 Posted By: wraggster
The development world has changed, and so have we, says SCE chief
PS Vita is the easiest PlayStation platform yet to build games for, Sony’s top development executives have said.
Several Sony top brass, each involved in creating the new handheld, say PS Vita’s more welcoming development environment trumps that offered by any previous Sony platform.
Speaking with Develop, SCE Worldwide Studios boss Shuhei Yoshida admitted that Sony’s previous gaming platforms had been what he described as “peaky”, testing even the best of developers.
Speaking of Sony consoles prior to Vita, specifically PS3, Yoshida said “it had very, very high potential and peak performance, but programming for the PlayStation platforms was a huge challenge for game developers.”
Sony’s old habit of building powerful yet complex platforms was due to its former SCE chief Ken Kutaragi.
“In a sense, Kutaragi was enjoying challenging game developers,” said Yoshida.
“He was especially challenging the top programmers in the world to come up with something amazing to make use of the performance of each iteration of the PlayStation platforms.
“That was very good – it was great – for the teams with engineers who liked the challenge, but the world has now changed, and today there is a much larger community of developers,” added Yoshida.
“The focus has shifted to be less about getting the most out of the hardware, to be about having a very smooth production process. That’s because now it involves so many more people to make one game.”
The Sony executive added that the shift of focus was particularly relevant for those third-party publishers which are charged with making sure developer’s games work across multiple platforms.
“Development efficiency has become more and more important,” said Yoshida.
The SCE WWS head was not the only Sony senior to make clear to Develop that relative simplicity of development has been a core focus in creating the Vita.
“When it comes to ease of development, the Vita is a platform with which we’ve been very mindful of that,” stated Michael Denny, senior vice president of SCE Worldwide Studios.
“In terms of smoothing the development process, certainly what the Vita offers is close to that of the PSP, and with some of the help we’re giving to developers, I would say it is the easiest and most well supported platform yet.
“In terms of performance, and the graphics power and programmable shaders and so on, what you can get out of it is far closer to PS3. It’s a great contrast of ease of development to the output you get from the system.”
WWS CTO Richard Lee confirmed Denny’s assertion that ease of development was fundamental to the Vita’s design.
“We made every effort to make it as easy as possible,” said Lee.
“I think we took the experiences from PS3, and decided that we wanted to go out there with a great developer environment that is compatible with the third party tools that developers normally use.
“There’s never been anything like this on a PlayStation platform. It is a great development environment, and the stuff that is available before launch is really good in terms of helping developers with performance tuning an so on.”
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 7th, 2011, 21:40 Posted By: wraggster
If your PlayStation Plus membership is still active next week, you'll be privy to some deep, deep discounts between July 12 and July 19 thanks to Sony's PSN Summer Sale. If your membership has lapsed, you'll still get discounts, but only one "deep" worth.
Sony announced the 11 games that will form the basis of the sale, including Scott Pilgrim vs. the World, Shank, Pac-Man Championship Edition DX, Chime Super Deluxe, the Move-enhanced port of Dead Space: Extraction, and more. Plus members will save 50% off the normal price, while everyone else will grab a nice 30% discount.
Check out the full list after the break. If you see anything you like, we suggest going and purchasing a PSN card to pay for it, on account of ... recent events.
Back to the Future: The Game – Full Series (Sale price $13.99; Plus price $9.79; Regular price $19.99)
Chime Super Deluxe (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Dead Space Extraction (Sale price $10.49; Plus price $7.34; Regular price $14.99)
Hard Corps: Uprising (Sale price $10.49; Plus price $7.34; Regular price $14.99)
Pac-Man Championship Edition DX (Sale price $6.99; Plus price $4.89; Regular price $9.99)
PixelJunk Shooter 2 (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Risk: Factions (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Shank (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Scott Pilgrim (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Swarm (Sale price $6.99; Plus price $4.89; Regular price $9.99)
Tales from Space: About a Blob (Sale price $10.49; Plus price $7.34; Regular price $14.99)
http://www.joystiq.com/2011/07/07/ps...-an/#continued
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July 7th, 2011, 21:47 Posted By: wraggster
Sony announced that today's PSP digital comics update, including Batman Beyond, Transformers, Ender's Game, a troubling number of B.C. collections and even a comic based on the Suicide Girls, will be the last one for the service.
We think we've found an upside to this announcement (beyond learning that there's a comic book based on the Suicide Girls) -- the end of PSP comic updates means you can now collect them all. Don't you want to be the first to own the full 4,000+ issue PSP comics collection?
There may be more comics in the future, just not on PSP. Sony said that "The Digital Comics Team will continue to work on bringing the comic service to other Sony devices." Imagine using the PlayStation Vita's rear touchpad to -- nope, we can't think of anything that rear touchpad would have to do with a comic book.
http://www.joystiq.com/2011/07/06/so...omics-service/
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July 7th, 2011, 21:55 Posted By: wraggster
Did you buy Zone of the Enders just to get at the demo version of Metal Gear Solid 2. Did you summon half your street to join you in a game of TimeSplitters? Wouldn't you have enjoyed your PlayStation 2 games much more if you'd just left them sealed on the shelf? That's the eye-watering achievement collector Ahans76 has achieved, spending the last decade stuffing first edition (only with the Sony hologram attached) titles into a bookcase and steadfastly refusing to open them. In an interview with PlayStation Collecting (hit the source link below) he reveals much about the collection but doesn't mention if he ever opened his PlayStation 3. That would certainly be one way of keeping your credit card secure.
http://www.engadget.com/2011/07/07/n...sealed-and-in/
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July 8th, 2011, 22:46 Posted By: wraggster
There may be be no word on a release date yet, but games retailers are already excited about PlayStation Vita. Speaking to MCV, online and High Street outlets have praised the platform holder for the device’s announced pricing.
Sony’s Kaz Hirai revealed during E3 that the WiFi-only model of Vita will launch at €249 in Europe. The WiFi/3G SKU will retail for €299.
“For the features you’re getting, there’s real value for money,” Play.com’s games buyer Keith Sharpe told MCV. “Judging by our customer feedback, Sony ia spot on with the pricing.”
GAME’s Neil Ashurst added: “The price is great value and people will be as excited as we are.”
However, some are worried the price isn’t feasible while mobile gaming dominates.
“Phones provide gaming experiences at a fraction of the cost. I’m worried Sony have priced themselves out of the market. I hope I’m wrong,” said Gameseek MD Stephen Staley.
Speculation is rife as to when Vita will arrive. Hirai has said the handheld would be available by the end of the year. But even Sony doesn’t seem to know the final date just yet.
It’s unclear whether Hirai referred to a global release or select territories – most likely the US and Japan, so the UK may have to wait until 2012.
Buyers suspect Sony may opt for a December release – possibly even launching after Christmas – and that there’ll be a smaller amount of stock in the channel at launch, ahead of larger shipments in January.
Details are expected to be given at Gamescom in August.
http://www.mcvuk.com/news/read/retai...-arrive/042680
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July 8th, 2011, 22:59 Posted By: wraggster
The test kit firmware was nabbed by a hacker known as Consoledev at demonhades.org, where another member of the forums was keen to point out the leak will not lead to custom firmware creation.
"No, this does not mean CFW," he said. "But this hopefully can be useful to devs in establishing the future of CFW. This firmware is only for developers, researchers and this will only work on TEST units."
So, unless you've got a debug PS3 knocking around at home kids, the firmware won't be much use. Stick to the public 3.66 firmware that went live last month.
As mentioned above, though, it could lead to the emergence of custom firmware in the future.
http://www.computerandvideogames.com...re-366-leaked/
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July 8th, 2011, 23:18 Posted By: wraggster
If you don't have a PlayStation Move yet, but desire one primarily for its function as a semi-imaginary golf club, good news! Sony is offering a bundle with a Move wand, a PlayStation Eye, and a copy of Tiger Woods PGA Tour 12: The Masters. It'll be out next week for $99.99.
The bundle of a popular Move-enhanced sports game and the hardware seems pretty natural to us, but the timing of this bundle is somewhat less natural: Tiger Woods 12 actually came out in March. We're not used to seeing new hardware bundles for random already-released games. Perhaps this one got stuck in a sand trap, much like this post has become mired in a forced golf metaphor.
http://www.joystiq.com/2011/07/08/ti...rdware-bundle/
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July 9th, 2011, 11:49 Posted By: wraggster
Sony has outlined details of a PSN problem that it temporarily stopping PlayStation Plus subscribers from accessing some of the free content on offer.
The issue stems from the infamous Welcome Back program, some legacy code of which is preventing full PlayStation Plus access.
“I just wanted to let you know that we are aware of the problem that Welcome Back PlayStation Plus Users are having and are working to get this fixed ASAP,” PlayStation Network product manager James Thorpe.
“Currently, the Welcome Back offer is not expiring and so those that have purchased a full Plus membership are not able to access the full Plus content. This issue is the cause of many of the other problems you have reported here on the blog, such as new content not showing up in the Store as expected.
“We are working on this problem now as a matter of priority and expect customers to see this fixed over the next few days.”
http://www.mcvuk.com/news/read/tech-...members/061587
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July 9th, 2011, 11:53 Posted By: wraggster
Sony's recently-confirmed 'PSN Pass' system will not make any money for the PlayStation 3 firm, reckons analyst Michael Pachter.
Communicating via Twitter, the Wedbush analyst called the PS3 online pass system - which is set to launch with Resistance 3 - poorly timed.
"PSN Pass is not timed particularly well. Curious if they make any money off this, I expect not," he wrote.
Sony confirmed this week that the game-specific initiative will see games include "a single-use registration code that grants the account holder redeeming the code full online access for that title."
It said: "This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."
PSN Pass is very much like initiatives from other publishers such as EA's Online Pass and a similar system for THQ titles, which use one time access codes for online content and charge extra for pre-owned customers.
http://www.computerandvideogames.com...icularly-well/
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July 9th, 2011, 12:14 Posted By: wraggster
Sony has pledged to right the wrongs of the PlayStation Portable with its successor, the PlayStation Vita.
One of the first questions Sony asked itself when creating Vita was how to improve on the PSP's controls.
"What we didn't do right with the PSP was where we started when we began the development of PlayStation Vita," president of Sony's Worldwide Studios Shuhei Yoshida told Eurogamer sister site Gamesindustry.biz.
"We were very happy with having something very close to the PS2 experience in a portable format with the PSP, but we didn't do a good enough job creating the proper interface to really play games with graphics in 3D.
"The lack of a right analog stick, for example. That's something we wanted to attack with the PS Vita because we wanted to enhance the portable core gaming experience and we have to do it right."
Another problem faced by the PSP, Yoshida said, was that its visuals were rendered outdated by high-definition home consoles soon after release.
This is why Vita features touch-screen controls, a rear touch pad and motion sensors as well as enhanced graphics and dual analog nubs.
"The other thing was that after a couple of years with the PSP people get used to looking at pretty pictures and especially after the launch of the Xbox 360 and PlayStation 3 the expectations for graphics moves on," Yoshida said.
"Just having great graphics on a pretty screen wouldn't have been enough. That's why we spent so much time innovating with user interface devices like the touch pad or camera and motion sensors."
Vita is without a release date or UK pricing. Announcements are expected at German show Gamescom next month.
http://www.eurogamer.net/articles/20...t-psp-mistakes
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July 9th, 2011, 23:42 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/08/c...ps1-emulation/
Virtuous Flame is the main man behind this new release of cfw pro, the open source Custom Firmware compatible with all PSP models.
The main feature of this new revision is the integration of popsloader directly in the CFW, which allows you to play PS1 backups from your PSP (useful if your old PS1 titles are not available on the PSN, or simply if you don’t want to pay Sony twice for the same game), but it also ships with a few other features and bug fixes. Quoting coldbird:
•[!]Vshctrl code refactored
•[!]Disabled “Pause Game” on PSPGo while ISO cache is enabled due to incompatiblity
•[!]Disable ISO cache by default on PSPGo
•[!]Fixed potential lag while displaying ISO movies
•[!]Added support for Popsloader in PRO
•[+]Added Idol Master SP Genuine Check Bypass Code
Pro CFW can be downloaded from the official project page, where you will find versions for PSPs running on 6.20, 6.35, and 6.39 (and if you have a different firmware installed on your psp, just upgrade
Download Via Comments
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July 9th, 2011, 23:45 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/08/p...s-in-the-wild/
An unbricker battery compatible with the ta88v3 has been released recently, and scene dev Yoti uploaded a video demonstrating the tool. Read along…
Nowadays running a custom firmware on a PSP is not complex, no downgrading is required as both pro cfw and TN Hen run on the latest firmware, and people who want to install another CFW such as M33 just need to use the necessary tools.
But people who have joined the scene a bit earlier know that the biggest hack for the PSP was the pandora battery, where hackers discovered (with lots of work and a bit of luck) that the battery in the PSP was used not only to power the device, but also to enter service mode, so that Sony repair centers could quickly fix a broken flash or install a new firmware on a PSP. Coupled with a “magic” memory stick, this allowed hackers to create a very cheap downgrade/unbrick mechanism, and basically with a special battery and a special memory stick you could easily unbrick your psp, or install a custom firmware on it. I still have one of those, and it is the most convenient technique for installing a CFW on PSPs that support it. It is also extremely safe, because even if you mess up your flash, you have ways to rewrite it entirely, so there is no risk of brick, unlike recent CFW installation systems.
Sony quickly reacted and their new PSP models were not compatible with this Pandora battery anymore. The first model of motherboards to include a security against the Pandora battery was the Ta88v3, the doomed psp2000 model. This model was still compatible with the battery and could enter service mode, but the magic memory stick didn’t work anymore, so it was basically made useless. Further models (the psp3000) even added more security, rendering the battery itself useless.
Hackers Boryan and ErikPshat have found a technique to use a magic memory stick on a ta88v3, which is a big deal for those of us who are stuck with a bricked psp 2000…
The technique is described in this thread, and the result is shown in this video, made by dev Yoti (who has provided several updates for PSARDumper PSPIdent in the past) and showing the jigkick installing firmware 5.02 on a 6.38 ta88v3 (correction, the psp in the video is a ta85v2, but Yoti guarantees that the results are the same on a ta88v3)
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July 9th, 2011, 23:59 Posted By: wraggster
Lantus released a new version of FBANext, after FB Alpha (Final Burn Alpha). Remember, this is a multi arcade emulator based on the source code for Final Burn.
New / fixed: - Numerous changes to the code and that will interest mainly developers: - No more sound Separate class to go through - AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, and is in audio_destructor icts member functions (static function) . - Main loop emulation Improvements - Audio Is Now a straight function call to audio_check INSTEAD of going-through the first audio interface class (audio.check) - put the 'box Emulating:' block inside a do-while loop - not only is this faster (Because We Do not Have To Go Through The Whole switch again to see if GameStatus == Emulating Is True - But It Will Also allow us to do frame advance from Within the ingame menu. - Bugfix - when a shader WAS loaded - only the fragment program WAS loaded - and the vertex shader program from the previous Would Remain active. Both vertex and fragment Now Programs get updated with the ones from the shader .. Being loaded - Changed audiosample rate from 48,050 to 48,030 - the Closest We Can Bring this to 48,000 Without audio crackles - We Will Ensure the more video Will Be blocking - giving us better video performance. - Set audio samplerate from 48030 to 48020 - still no audio crackles - Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL functions static namespace Into macros (So They Can Be Straight Into inserted vid_psgl.cpp - Where They Are Needed) - Moved the static variables from vid_psgl.h to vid_psgl.cpp - Removed broken shader-2xSaL HD.cg - Added experimental jararaca's retro shader - Cleaned up PSGL video driver code - Added shader dot.cg - Changed audio samplerate from 48020 to 48010. - Commented out VidSScaleImage in all of the rendering functions - is no longer needed - Auto-aspect ratio modes - this aspect ratio to select Automatically determines the proper aspect ratio for the game and then you're loading Automatically use it. There are Two automatic aspect ratio modes - 'Auto' and 'Auto FBA' - 'Auto' Does Some calculations to arrive at the proper aspect ratio while Auto FBA 'uses FBA's built-in aspect ratio settings for EACH game. - Cleaned up PSGL video driver - Some video optimizations to do with Three nested for loops - CPS3 - Pallet exchange WAS only Being done When loading / saving a state - putting this inside the function Draw Frame WAS WAS only cps3_palette_change Unnecessary When set to 1 ounce in cps3Scan - so the color palette Changing Moved to cps3Scan and out of the main frame function. Tested on Both 360 and PS3 - Nothing is Affected by this. burn.cpp-Speed Improvements to and burnint.h - static functions Which are Used only in one ounce function inserted straight in - In Particular, biggest improvement cam from turning DrvClearOpposites Into a macro. - Is Now Button input blisteringly fast - Tested on Both PS3 and 360. For the user: - Implementation of a jog in the ingame menu - use either the Cross or hold R2. - The shaders can be can now be activated from the ingame menu - press left or right D-pad or analog stick from the shader to change. Then load the shader of your choice via the button CROSS. - Reorganization of the code of the aspect ratio - the ratio following aspects are now available - 4: 3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and a Custom mode (scaled). Custom mode corresponds to that previously available. You can also switch to this mode if you have selected a different aspect ratio from the ingame menu, via the 'Resize Screen' and then leaving again. - You can now change the aspect ratio from the ingame menu - The Bilinear filtering can be enabled / disabled from the ingame menu - Added rotation options in the menu ingame. Support the following platforms: - Support for Roma Capcom CPS-1 - Support for Roma Capcom CPS-2 - Support for Roma Capcom CPS-3 - Support for Roma Cave - Neo Geo roms Support - Supports roms Sega System 16 (and similar systems), System 18, X-Board, Y-Board - Support for Roma Toaplan - Support for Roma Taito 68k - Support for Roma Psikyo 68EC020/SH2 - Support PGM Roma - Roma Konami Support - Support for Sega Megadrive roms (savestates not supported) Features - Full Support Graphics / audio - Resizing the screen - Explorer for Roma easy to use. - Option for filters according to the drivers - Option to hide duplicates - Option to show only allowing multiplayer games (3 or 4 players) - 1080p 60fps for most Roma - Pixel Shader Support - Support up to 4 controllers - Options screen rotation - Filter Options Hardware (Linear, Point filtering) - Triple Buffering Installation : - Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR / roms / - The first time you run FBAnext, a file-fbanext ps3.xml will be generated. This file contains your options. - If you want to change the path of your roms, edit fbanext-ps3.xml . - .Zip/.7z/.rar extensions are also supported. Controls for a game : - L2 + R1 + R2 Pause / Return to Menu - Service Mode R3 - L3 Reset Rom current FBANext-R486 PS3 Official site: https: / / code.google.com/p/fba360 /
http://ps3.gx-mod.com/modules/news/a...p?storyid=2850
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July 10th, 2011, 00:03 Posted By: wraggster
[Zach] sent in his temperature controller and display for PS3, and even though it only works with a PS3 fat, we like our PS2 backwards compatibility very much, thank you.
The build stated off with [Zach] putting thermal sensors on the CPU, the RSX, and Northbridge of his PS3. After starting out controlling the fan with his laptop, he moved on to an integrated fan and display controller after seeing this post about a ‘hidden display.’ In the end, one of the coolest looking PS3 mods we’ve ever seen was born.
The build runs off an Arduino Pro that gets the temperatures from the sensors, prints everything to a custom 7-segment display board, and controls the fan. [Zach] thankfully made the Arduino source available and also put up some board files if you’d like to make your own. It’s a pretty impressive build that’s completely invisible when the PS3 is powered off.
http://hackaday.com/2011/07/08/inter...t-ps3-display/
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July 10th, 2011, 21:12 Posted By: wraggster
Sony has extended the registration period in the United States for its identity-theft protection service, AllClear ID Plus, which will provide one year of free, intensive security coverage for PSN and Qriocity users. Registration will now run until July 31 (at 11:59:59 p.m. CST, Sony has been sure to clarify), right from the US PlayStation website.
The offer initially ended June 28, so sign up now while this armored, bullet-proof window of opportunity is still open.
http://www.joystiq.com/2011/07/09/so...-through-july/
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July 10th, 2011, 21:18 Posted By: wraggster
News via http://blackbird.usask.ca/wordpress/?p=159
As of today, VBA PS3 has evolved into VBANext. All future development will happen on this page :
https://code.google.com/p/vbanext/
In short, VBA PS3 is dead – long live VBANext. The same will happen to SNES9x PS3 shortly when it blossoms into SNES9x Next (new name for SNES9x Slim).
Platforms
Phoenix Wright: Ace Attorney (Japanese version – Gyakuten Saiban) on VBANext (PS3 version shown here) with the dot shader.
This new project will be a faster, slimmed-down version of VBA-M that is currently aimed at three platforms:
- PlayStation3
- Xbox 360 (WIP)
- Mobile (WIP)
It will replace both VBA PS3 on PlayStation3 and Lantus’ VBA360 0.03 on Xbox 360. In addition to that, a port to mobile platforms is tentatively in the works.
A few screenshots (taken from the PS3 version) can be viewed here.
PlayStation3
Donkey Kong ‘94 with Super Game Boy borders on VBANext (PS3 version shown here).
As for the PS3 port – a lot of progress has been made over the past few weeks. Super Game Boy border support is now in – when you select a game that is Super Game Boy-compatible from the ROM menu, it will display the border that would be visible on a real SNES with a Super Game Boy add-on cart.
It will perhaps be possible to add fourplayer gamepad support at a later date for Super Game Boy games as well – certain games like Wario Blast made use of the Super Gameboy’s access to the host hardware (SNES) to allow for multiplayer support with regular SNES pads. VBA-M supports this out of the box – so it would be a shame to let it go to waste.
On the display front – FBO mode will be added – this will allow for two shaders to be selected at once. All the features that are currently in SNES9x PS3 and other emulators will be added as well – for instance, border support (different from the Super Game Boy border support which is built into VBA-M) and possibly game aware shaders as well.
Mega Man V – another Super Game Boy-compatible game – shown running here on VBANext (PS3 version shown).
Xbox 360
Final Fantasy Tactics Advance running on VBANext (PS3 version shown) – now sans the FPS slowdown in the introduction screen.
The Xbox 360 port will require some cleaning up. I will use Lantus’ VBA360 0.03 sourcecode at first and then try to slim it down by removing dependencies such as libSDL. I’m confident performance will be even better now than it previously was on 360 – since VBA PS3 was based on Lantus’ core code changes after all – with the new slimline core, it is only bound to get better.
Sonic Advance 1/2 will work again with this updated Xbox 360 version because of the removal of the SFML network code (note – if a porter wishes to do so – he can reimplement this again by defining the switch ‘NO_SFML’ – the SFML network code’s only purpose is to allow Dolphin – the Gamecube/Wii emulator – and VBA-M interoperability – it has no other purpose and it actually breaks these two games from working).
I also got rid of a rather annoying display bug in Advance Wars 2 for the PS3 port (now evolved into VBANext) – so obviously that will be fixed on 360 as well, since it suffered from the same problem.
Mobile
A mobile port for Android is tentatively in the works. More progress on this one will be posted shortly.
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July 10th, 2011, 21:25 Posted By: wraggster
Via http://wololo.net/wagic/2011/07/10/m...8v3-unbricker/
Developer ErikPshat just posted an impressive video showcasing the ta88v3 unbricker running. He surely trusts his work, as the video shows him intentionally bricking a ta88v3 (by removing the battery in the middle of an Official Firmware update), and bringing it back from the dead with a Magic memory stick.
Again, the legality of this tool is extremely controversial (much more than the Pandora Battery, if you ask), so please do not share any links here. I’m sure those of you who have a bricked ta88v3 will find their way to this tool one way or another, anyways.
Seriously, bricking your own console to make a point…that’s what I call being brave, ErikPshat
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July 10th, 2011, 21:38 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2852
Robo Hobo releases a new version of the emulator for PS3 multi-system Mednafen allowing the emulation of consoles NES, Game Boy, Game Boy, Game Boy Advance, Sega Master System, Game Gear, PC Engine, PC-Engine CD Lynx, NeoGeo Pocket, WonderSwan, and Atari 2600.
New / fixed: - Added support for Stella emulator of the Atari 2600 Mednafen PS3 R427 Official website: http://code.google.com/p/mednafen-ps3/
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July 11th, 2011, 19:22 Posted By: wraggster
The former boss of Sony Europe has predicted that the hacking community may not be finished targeting PSN just yet.
Sony claimed at E3 last month that 90 per cent of PSN's user base had returned to the service following April's attack, which exposed the personal details of over 70 million gamers.
Reeves, now-COO of Capcom, admits that his current employer did "suffer" due to the PSN attack - but also believes that its aftermath has shone a light on the success of pre-pay cards.
"Yeah, we lost out, particularly in Europe and North America by not being able to put [our games] up onto the PSN... Capcom did suffer for a month, and we were not alone." he told ME Gamers.
He added: "We have seen in the last week...the last 10 days, quite a bit of resurgence in [PSN users], which is pleasant. We have seen on PSN, and probably Sony are in a better place to tell you this, that there is a resurgence in people buying the generic PSN cards in retail stores rather than putting up their credit card details... I think in the future they will make more non-generic cards, like game branded ones, such as Street Fighter or FIFA, or even Modern Warfare. But the generic ones have done well.
"People are playing it a bit safe at the moment because the hackers will be back [laughs]. That's my personal opinion. I mean...they will right? They are going to say: 'So you think you are secure?'"
Sony finally restored its full PSN service, including the PS Store, in Japan last week. The service had remained down in the territory for over two months.
http://www.computerandvideogames.com...-will-be-back/
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July 11th, 2011, 19:27 Posted By: wraggster
If you're the proud owner of an Xperia Play then you're about to get prouder with two more classic PlayStation titles becoming available on the Sony handset.
WipEout is the first to glide on to the device, being available on the Android marketplace for £3.99.
If you've still got a bit of change left over then you can also pick up Syphon Filter, which is also priced a penny shy of four quid.
The duo join a long list of games for the Android phone. A new line-up of titles including Battlefield, Rainbow 6 and Lumines was announced for the device last month.
http://www.computerandvideogames.com...t-xperia-play/
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July 11th, 2011, 22:04 Posted By: wraggster
Speaking to Develop Online, Sony Computer Entertainment's Worldwide Studio President Shuhei Yoshida said that the gaming megalith sees value in the continuously expanding world of indie development, and that supporting those developers is the key to industry growth.
"We have to support those smaller teams," he said. "Without doing so, the whole industry will stall, in terms of innovation." Yoshida thinks Sony's forthcoming PS Vita will serve as a good platform for indie developers currently subsisting in the mobile-phone universe, citing the handheld's capacitive touch-screen and AR capabilities as an entry-level gateway for development on the platform.
He also added that the Vita's development kit has been specifically engineered with affordability in mind, and that the system is "small and light and easy for developers to handle." With smartphones gobbling up increasingly larger slices of the mobile gaming pie, Sony seems to be positioning itself as the indie-friendly option for mobile developers looking to enter the world of dedicated gaming devices.
http://www.joystiq.com/2011/07/11/so...-says-yoshida/
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July 12th, 2011, 23:19 Posted By: wraggster
Future Publishing has closed its on-console PS3 video magazine FirstPlay to make way for a new, free show.
The new show – which is currently unnamed – will be free to eligible UK PSN account holders.
It will be ‘aligned with SCE UK’s Access to PlayStation community strategy,’ and will be reporting from the Access events. It will feature HD previews, interviews and cover upcoming PS3 games and Blu-ray films. Gamers will be able to download the show from PSN.
FirstPlay launched last year and its last episode was released on July 6th.
“We went a long way very quickly with FirstPlay and this new phase in our partnership with PlayStation will allow us to take HD video magazine content to the next level,” said Future’s entertainment group publisher Simon Maxwell.
“Production on the new show is well under way and editorial standards are impeccably high. We’re looking forward to providing SCE UK with top-quality video content for more PlayStation gamers than ever before.”
SCE UK’s marketing chief Alan Duncan adds: “This is a great content initiative which forms a key part of SCEUK’s strategy to reward and engage with our consumers in a more meaningful way.”
http://www.mcvuk.com/news/read/new-d...nounced/082248
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July 13th, 2011, 01:17 Posted By: wraggster
PlayStation Store users downloaded more games in June 2011 than before the PSN closure, reports EEDAR.
Based on a sample of IGN users, the report found that 17 per cent of users had downloaded a game from the PlayStation Store last month, compared to 13 per cent in March, before the shut down of PlayStation's online services.
The Welcome Back scheme allowed gamers with a PSN account to download two free games from a set selection, Infamous, LittleBigPlanet, Dead Nation and Wipeout.
Even when the four free titles were omitted, 15% of those surveyed has downloaded a PSN game, suggesting paid for games were also positively affected by the scheme. PlayStation's share of games purchased by consumers also increased from March to June, from 40 per cent to 44 per cent. Again, even with the free games removed from the analysis, the share had still increased by 1 per cent.
"While this increase in market share is small, the fact that the PlayStation 3 market share increased both with and without the free offerings indicates that the Welcome Back Program likely boosted sales of other paid content, specifically those available either exclusively through download or those that had a physical or digital purchase options."
EEDAR's report also notes that scheme may have had a negative impact on retail, as opposed to digital, sales in June.
The research lead EEDAR to recommend that publishers make older versions of games free to users for limited periods around the release of sequels or follow ups. It's sources indicated that games like LittleBigPlanet 2 benefited from having an earlier iteration released as part of the free scheme.
"In one case, it increased the awareness and possible purchase intent of sequels even though a sequel was non-existent (i.e. Dead Nation 2)."
Research firm EEDAR produces GamePulse, an information service that provides analysis, review scores and customer data to the video games industry.
http://www.gamesindustry.biz/article...ystation-store
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July 13th, 2011, 01:23 Posted By: wraggster
Well, looky here. AT&T has very quietly revealed it's going to sell the Sony Ericsson Xperia Play. No press release, no splashy press conference backed by a cheesy disco soundtrack. The thing just showed up at the carrier's holiday preview event here in New York City. We're told it runs Gingerbread, which would make it AT&T's second Android 2.3 handset behind the newly launched HTC Status. Alas, AT&T won't say just yet when the Play will be available or how much it will cost on contract, but we do know a couple things for sure. One, it'll run on the network's 21MBps-capable HSPA+ network. Two, it'll be available in a blue color option, in addition to the stock black model we've handled before. Other than that, the specs -- namely, the 1GHz Qualcomm MSM8255 Snapdragon chip and 4-inch (854 x 480 display) -- remain the same. Hands-on shots with the sparkling navy number below.
http://www.engadget.com/2011/07/12/a...-color-option/
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July 13th, 2011, 11:01 Posted By: wraggster
Future Publishing and Sony have announced that FirstPlay, the paid-for PSN digital magazine, will be retired in favour of an as yet un-named free replacement. July 6's episode of FirstPlay was the last to be published.
FirstPlay had been available to PSN users for 99p per issue, but the new project will be free to all "eligible UK PSN account holders."
No details of the detail or monetisation plans have been revealed but content of the new venture will be closely aligned with Sony's new Access strategy - including reporting from consumer-facing industry events, video, preview and interview content.
"We went a long way very quickly with FirstPlay and this new phase in our partnership with PlayStation will allow us to take HD video magazine content to the next level," said Future's group publisher Simon Maxwell.
"Production on the new show is well under way and editorial standards are impeccably high. We’re looking forward to providing SCE UK with top-quality video content for more PlayStation gamers than ever before."
SCE's Alan Duncan, the UK marketing manager, described the venture as "a great content initiative which forms a key part of SCEUK's strategy to reward and engage with our consumers in a more meaningful way."
The unspoken agenda is also likely to involve an attempt to regain the trust of PSN users after the year's extensive PSN hacking scandal, which saw the service out of action for six weeks to undergo security restructuring.
That plan is already seeing rewards, with downloads on the way back up as gamers return to the service.
http://www.gamesindustry.biz/article...video-magazine
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July 13th, 2011, 11:06 Posted By: wraggster
According to a new report from analytics firm EEDAR, Sony's PlayStation Network Welcome Back program did more than boost user morale: it actually boosted purchases of downloadable titles. Using data gathered from IGN GamerMetrics, ownership of downloadable titles jumped from 13 percent in March, when the PSN first went down, up to 17 percent in June. The jump isn't surprising, given the free titles Sony made available. Even taking those out of the equation, though, downloadable ownership was still up to 15 percent in June.
The firm also noted that interest in sequels to the free games, notably LittleBigPlanet and Dead Nation, rose significantly. Specifically, LittleBigPlanet 2 trailer views were up 69 percent on GameTrailers, while Google Insights data indicated a greatly increased number of searches for the term "Dead Nation 2."
Based on the increased interest in sequels to the free titles in the Welcome Back program, EEDAR suggests a possible new model for sequel releases. Essentially, in order to drum up interest for upcoming sequels, publishers could release their respective prequels for free for a limited time. The report acknowledges that this is a risky maneuver, though it notes that the free titles would only have to boost sales of their sequels by a small margin for the practice to be profitable.
http://www.joystiq.com/2011/07/13/ee...ownload-sales/
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July 13th, 2011, 11:13 Posted By: wraggster
Signs are pointing to a change to future versions of the PS3 console that will mean it is unable to display much of its key content over a component cable.
Until now PS3s have shipped with a component cable instead of the more standard HDMI connection.
However, Kotaku reports that new machines carrying the new ‘K’ type hardware chassis will prevent the output of both HD games and Blu-ray movies on anything other than HDMI.
Presumably, the machines will ship with the required connection.
It is speculated that the change is a result of alterations to the AACS content protection system, which governs many things including copy protection systems on Blu-ray discs.
The latest AACS amendments restrict component signals to a maximum output of 480i/576i. Some content will be blocked altogether on analogue outputs.
Older machines will not be affected by the change.
UPDATE: The cable that comes with a PS3 is in fact a composite, not a component cable.
http://www.mcvuk.com/news/read/ps3-d...blu-ray/082254
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July 13th, 2011, 14:26 Posted By: wraggster
It's a quiet week for the PlayStation Store. Sony's Welcome Back offer has ended and the company has now caught up with the backlog left by the PSN downtime.
There are no new PS3 or PSP games to download, but a few decent dollops of DLC.
A day after its launch on Xbox 360, PS3 owners can now investigate Rockstar's final L.A. Noire episode. The Reefer Madness vice case pits Cole Phelps against a city-wide dope ring and is free for those who own the Rockstar Pass.
Want some freebies for MotorStorm Apocalypse? The Rock Livery Pack provides some new car decals, while the Dynamo: Queen of Hearts Event Pack adds six new challenges.
Elsewhere, gamers can nab a free trial of colourful bullet blaster PixelJunk Shooter 2. Meanwhile, top-down co-operative zombie slayer Dead Nation becomes available as a trial and unlock demo.
There's also a wardrobe of Final Fantasy outfits for LittleBigPlanet 2, if your Sackboy is the cosplaying type. Fan favourites Cloud, Tifa, Sephiroth and Aerith feature.
And that's about it. We can only look in envy at this week's US PlayStation Store update. Over the pond, players get a summer sale with Back to the Future, Pac-Man and Dead Space DLC discounted. US gamers also get a demo of Catherine (on the US Xbox 360 marketplace now too), although the current lack of a European publisher rules out a similar demo here.
Here's the full European list, courtesy of the European PlayStation Blog
PS3 Demos
Dead Nation - Trial & Unlock (£9.99/€12.99)
PixelJunk Shooter 2 (free)
L.A. Noire's Reefer Madness DLC.
PlayStation minis
Arcade Pool & Snooker (£3.49/€3.99)
Awesome Summer Minis Bundle (£4.99/€5.99) This bundle includes the following games: A Space Shooter for 2 Bucks!, Young Thor, Widget Odyssey 1 and 2, Zombie Tycoon
Gamocracy One : Legend Of Robot (£4.15/€5.19)
PS3 Add-ons
DanceDanceRevolution: New Moves - DDR Supernova 2 Greatest Hits (£2.99/€3.59)
DIRT 3 - Mud And Guts Car Pack (£4.39/€5.49) (contains the following content also available separately): Citroen C4 Rallycross (£1.25/€1.59), Ford Mustang Gt (£1.25/€1.59), Lancia Stratos (£1.25/€1.59), Peugeot 205 T16 Evo 2 (£1.25/€1.59), Saturn Sky (£1.25/€1.59)
Hyperdimension Neptunia - Red Events (£3.19/€3.99), 5Pb Events (£3.19/€3.99),
LA Noire - Reefer Madness" Vice Case (£3.19/€3.99, or Free via Rockstar Pass)
LittleBigPlanet 2 - Final Fantasy Costume Pack (£4.79/€5.99) (contains the following content also available separately): Sephiroth Costume (£1.59/€1.99), Cloud Costume (£1.59/€1.99), Tifa Costume (£1.59/€1.99), Aerith Costume (£1.59/€1.99)
Michael Jackson: The Experience - Another Part Of Me (£2.39/€2.99)
ModNation Racers - Gladiator Props Pack (£3.99/€4.99)
MotorStorm Apocalpyse - The Rock Livery Pack (free), Dynamo: Queen of Hearts Event Pack (free)
Rockband & Yoostar:
Rock Band 2 - Andromeda - Bluefusion (£0.59/€0.79), Another Step - Andromeda (£0.99/€1.49), Country Song - Seether (£0.99/€1.49), Queen Bee - Tina Guo (£0.99/€1.49), The Final Episode (Let'S Change The Channel) - Asking Alexandra (£0.99/€1.49)
Rock Band 3 - A Little Respect - Erasure (£0.99/€1.49), Boom - P.O.D. (£0.99/€1.49), Relax (Come Fighting) - Frankie Goes to Hollywood (£0.99/€1.49), Youth Of The Nation - P.O.D. (£0.99/€1.49)
Yoostar 2 - Vegas Happens Fast (free), Reverse Bear Trap (£1.39/€1.75), Three Stooges (£4.39/€5.49), My Response Would Be 'Go To Hell' (£1.39/€1.75), Terminators: Part Man, Part Machine (£1.39/€1.75), Bombs Don't Unscrew (£1.39/€1.75)
http://www.eurogamer.net/articles/20...date-13th-july
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July 13th, 2011, 23:22 Posted By: wraggster
Sony's moved to clear up confusion surrounding claims that new PS3s will require HDMI cables to output HD images.
The earlier report, which stemmed from a letter to retailers stating that new PS3 models will no longer be able to transmit high definition images via component cables, is incorrect, a Sony spokesperson told Ars Technica.
"The new CECH-3000 series PS3 requires HDMI only for BD movie output in HD, in compliance with AACS standards," the company explained. "PS3 continues to support component output for HD gaming and streaming content."
As Sony points out, the change is in relation to the Advanced Access Content System, a standard for DRM which states that full HD video resolutions must be limited to HDMI and DVI cables, which support HDCP.
Starting in 2014, all new Blu-ray players won't be able to include component ports at all in order to be in compliance with AACS.
http://www.computerandvideogames.com...3-feature-cut/
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July 13th, 2011, 23:24 Posted By: wraggster
Sony has announced plans to invest $20 million over the next three years in games developed exclusively for the PlayStation Network.
The investment will include support for Sony's first party studios as well as for the Pub Fund, which grants outside developers who make PSN exclusive titles financial assistance without having to sacrifice their IPs.
PSN director of marketing Brandon Stander said: "Our line of PSN exclusives has had great success with titles such as Joe Danger, Critter Crunch, Flower and the PixelJunk series, and we're excited to add new and different game experiences to this portfolio of games that can't be found on any other game console.
"So what does this mean for you as a gamer?" Stander added. "It means more unique, fun, innovative, edgy and higher quality game experiences on PSN that you won't find anywhere else. Under this investment, we're committed to delivering titles that have innovative gameplay mechanics, vibrant visuals, interesting storylines and an artistic element to interactive entertainment that can only be found on PlayStation Network."
The PS3 online service already has big titles on its radar this year, including Thatgamecompany's gorgeous Journey and E3 surprise hit Payday: The Heist.
http://www.computerandvideogames.com...clusive-games/
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July 13th, 2011, 23:25 Posted By: wraggster
Analyst firm EEDAR thinks Sony may have stumbled across "a new profitable sequence for video game" releases, via its PSN Welcome Back offer.
The Welcome Back offer, which granted users free access to games like LittBigPlanet and Infamous for a limited time, is thought to have been behind a significant increase in interest around the titles' sequels.
And according to EEDAR, publishers could drive sales of new games by making previous entries in the franchise available for free.
"The first recommendation is to make free, for a limited time, an older iteration of the product prior to the launch of the title's next iteration," the firm said in a research report. "When broken down mathematically, the results make a sound financial argument.
"If a game that once sold 2 million units in the market is currently available digitally and physically, it is likely producing gross receipts of about $500,000 a month. Assuming that gross receipts reduce to $0 during a 30 day period where a title is free (-$500,000), as long as the free offering boost sales of the next iteration by 8,500 units (at $59 ASP), then it would produce a net/net benefit to the publisher.
"EEDAR believes that the publicity generated from the free offering, in addition to new consumers being introduced to the series, would make the 8,500 unit mark easily achievable."
However, EEDAR says there are two potential downsides to this model. "First, series with strong storylines (e.g. Mass Effect), typically realise much stronger sales on previous iterations the month prior and after a new iteration is released, to the point where the risk of losing all those sales may not be made up through purchases of the new iteration.
"Second, this would be unfavourable to physical retailers due to the loss of potential back catalogue sales of the older iteration immediately prior to the launch of the new title."
The second option would be to release an older iteration for free for a limited time two to four months after the sequel has been released. "The theory being that the free offering would likely boost sales of the new iteration while the new iteration still maintains its premium pricing structure ($59.99/$49.99) and has appropriate shelf space.
"While the net/net benefit may not be as high as the first recommendation, it does limit risk to the publishers, while providing some potential upside to retailers."
http://www.computerandvideogames.com...e-games-model/
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July 13th, 2011, 23:44 Posted By: wraggster
Now that Sony has spilled the carrier-exclusive beans on at least one of its tablets, the S2 clamshell, the company kindly gave us a chance to get some long-awaited hands-on time with both it and its sibling, the S1 slate. And at time when it feels like we handle a new Honeycomb Android tablet every other day, these at least usher in some pretty unusual form factors. On the one hand, you've got the S1, a 9.4-inch number whose rounded wedge profile was designed to mimic a folded magazine. On the opposite end of the spectrum, there's the S2, which opens to reveal twin 5.5-inch displays -- all the more of a novelty since we've barely seen Android 3.0 running on devices that don't have 10-inch displays. Alas, we only had a few minutes to poke around, and in particular we would have loved to spend more time sinking our teeth into Sony's spin on Honeycomb. For now, though, enjoy those close-up shots below and head on past the break for some early impressions.
http://www.engadget.com/2011/07/13/s...d-s2-hands-on/
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July 13th, 2011, 23:45 Posted By: wraggster
It's been a few months since Sony made its (tardy) entrance into the tablet market, and since then it hasn't been sharing details so much as teasing them in whimsical, perplexing ads. Finally, the outfit's ready to take specifics. We're sitting at a roundtable with Sony executives, and just learned that its clamshell S2 tablet is headed to AT&T's "4G" (read: HSPA+) network, confirming what we already suspected after peeping a tell-tale FCC report. Sony's is quick to remind us that "S2" is just a codename, so don't be surprised if it surfaces with a completely different moniker. Otherwise, the company didn't get too chatty: we still don't know how or when AT&T will begin selling it nor how much it will cost on contract. Also still MIA: details on when, where, and for how much you'll be able to nab that folded magazine-inspired S1. Check out the press release below.
http://www.engadget.com/2011/07/13/s...lity-remain-a/
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July 14th, 2011, 00:17 Posted By: wraggster
News via http://psp.dashhacks.com/2011/07/08/...psp-localizer/
Even more homebrew worth checkin’ out: ASKidwai’s BrainBoxer, UnlimitedX’s Kingdom of War PSP and Draan’s Localizer. What’s what? Read on…
BrainBoxer, if you missed our previous coverage, is a game from ASKidwai that tests your knowledge through diverse, random questions. This latest and final version includes two-player support and adds the ability to jam your own tunes while exercising that brain of yours.
Kingdom of War PSP is a Warcraft-inspired game from UnlimitedX. Pick your character class and set out on your RPG/MMO adventure. Yeah, I said MMO — KOW PSP is online! And KOW is a PSP Genesis entry too. So if you like it — vote for it.
qanuippisi? qanuinngittunga. That’s Inuktitut — a language not officially supported by Sony and the PSP. But if you know your Inuktitut you can translate the XMB yourself using Draan’s Localizer. Localizer v1.1 r4 supports all the latest custom firmwares and homebrew enablers.
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July 14th, 2011, 00:19 Posted By: wraggster
News via http://psp.dashhacks.com/2011/07/13/...v0-2-released/
PspStates is cool… You can save the state of any game, at any point in the game, and resume from that exact state later on. The PSPgo offers a similar feature; however, you’re limited to only 1 game and 1 save state at a time. Dark_AleX’s version — yes Dark_AleX is the PspStates originator — lets you save up to 9 game states, for different games, using different key combos.
The problem? Remembering what key combo was used for what game. That’s when plum comes in, creating convenience by adding a PspStates menu system. Press the Home (or PS) button and then R+L Triggers to bring up said menu. From there you can select your slot by pressing Circle or delete a save state by pressing Triangle and X closes (or backs out) of a menu.
Activate both pspstates.prx and states_menu.prx in seplugins/game.txt. Enjoy
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July 14th, 2011, 22:19 Posted By: wraggster
Sony questioning continues says Information Commissioner's Office
The Information Commissioner's Office has confirmed to Develop that it is still pursuing its questioning of Sony over the massive PSN data breach.
ICO original announced its investigation into the matter late in April, and promised to look into the potential theft of millions of PSN users' accounts, but since has remained quiet on the matter.
Contacted by Develop, an ICO spokesperson said the organisation “will pursue” PSN hack investigation. ICO could offer no timeline as to when publication of its findings would occur, but offered assurances it will make public data on the matter.
The organisation declined to comment further.
Back in April ICO told Eurogamer: "Any business or organisation that is processing personal information in the UK must ensure they comply with the law, including the need to keep data secure.
"We have recently been informed of an incident which appears to involve Sony. We are contacting Sony and will be making further enquiries to establish the precise nature of the incident before deciding what action, if any, needs to be taken by this office."
The ICO is not the only Government body to look at Sony in the wake of the hack. In May Culture Minister Ed Vaizey said Sony must make online security a new priority.
“Clearly, as more and more companies move their products online – with more and more customers handing over their details – data protection is going to have to be a number one priority,” Vaizey said.
He also stated the Government would not interfere with the Information Commissioner’s Office on whether to fine Sony.
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 14th, 2011, 22:27 Posted By: wraggster
he man in charge of Sony’s network entertainment division has outlined the lessons learned from PSN’s hack attack.
Speaking at the Gamesbeat 2011 conference in San Francisco, Tim Schaaff told VentureBeat recovering from a major hack is about more than just improving security.
Sony switched off its online gaming PlayStation Network service for almost one month in April following a hack that obtained the personal details of around 77m users.
“It's dramatic but that the lesson we learned from this process is that there are some crazy things going on in the world right now, and in the beginning we were very concerned that we were the focal point for this attack, and it was all about Sony, and what was Sony doing," he said.
“But over time, the company learned that a wide variety of sites had been hit, including government institutions and other companies.
“I think for people running network businesses, it's not just about improving your security, because I've never talked to a security expert who said, 'As long you do the following three things you'll be fine, because hackers won't get you.’ The question is how do you build your life so you're able to cope with those things.”
“It’s been a great experience,” he added.
When asked to elaborate on this, Schaaff replied: “A great experience. I would not like to do it again. One time was enough. Great learning experience.”
PSN went back online in May in the UK, while the PlayStation Store has only just gone live again in Japan. Sony says network performance and sales are better than ever.
http://www.mcvuk.com/news/read/sony-...erience/082283
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July 14th, 2011, 22:35 Posted By: wraggster
The PlayStation Vita is going to struggle against next-generation mobiles and tablets.
That's the opinion of Crytek CEO Cevat Yerli, who had a lot of praise for the new Sony handheld but pointed out the battle the platform holder was in for.
"The Vita is an absolutely fantastic platform but it will have a hard time, and it might be too late," he told Develop.
"I love Sony as a company, and we have great relations with them, but the Vita is going to have a hard time against the next generation mobiles and all the tablets.
"There's also the 3DS investing in this market," he continued. "It's going to be a battle, and it will be about content and the platform's ability to receive the content. Streamlined social connectivity will also be very important."
Yerli's views on the Vita are similar to those held by id Software's John Carmack who said that the Vita tech will look "pretty pokey" a year or two after launch.
http://www.computerandvideogames.com...obile-devices/
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July 16th, 2011, 00:31 Posted By: wraggster
If we're looking at sales figures of 3.5 million units in the first year for a new laptop, smartphone, or camera, then we might be impressed. But 3D Blu-ray discs? When half were included in the box with a Blu-ray player? Man, that's gotta sting. Those numbers are based on an IHS Screen Digest estimate, tallying US sales beginning in June of 2010 and ending last month. Still, if those results are even in the ballpark of official (unreleased) numbers from BD distributors, then things really aren't looking up for 3D. With fewer than 100 titles even available on Blu-ray, however, we're not really surprised that discs aren't exactly flying off the shelves. Obviously, as a growing number of movies are filmed in 3D we'll see BD title availability increase as well, but with the technology's lackluster beginnings over the last year and no sign that consumers are ready to spend more to embrace that new dimension, 3D may continue its slow crawl toward the mainstream for some time to come.
http://www.engadget.com/2011/07/15/r...rst-year-half/
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July 17th, 2011, 21:39 Posted By: wraggster
News via http://forums.qj.net/psp-development...0-rev1433.html
Hi, I compiled the latest xReader version available.
Quote:
-Default language changed to english
-Added a cylce images option for image mode (the first image in the directory will be displayed after the last one)
-Added "Zoome mode back" button. It changes the zoom mode (as the zoom mode button) but it will change to the previous zoom mode instead of the next one. Use /\+Up and /\+down to change zoom modes (default configuration)
-Added a file counter in the information screens in image mode. This is useful for knowing how many files there are in the directory and the number of the file we are on (very useful when reading comics).
-Added free memory displaying. The reason of this is for knowing if an image can't be loaded because we lack memory (which is solved by reestarting xReader or because there really was an error.
-Changed file size display from bytes to kbytes (because it is easier to be read).
Signed eboots (with pscrypter 2.0) are also included.
Enjoy!
PS: the default language for the non modified version is chinese, here's how to change language to english:
-Run xReader
-Push SELECT button
-Select the third option with the CIRCLE button
-Select the last but one option (second option starting from below) and use the RIGHT and LEFT arrows to change the language
-Push the CROSS button two times to exit the menu screens and the language will be changed.
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July 17th, 2011, 23:33 Posted By: wraggster
via http://www.psp-ita.com/4487-210-CXMB..._*UPDATE*.html
New update for CXMB, the famous and useful plugin through which you can load on our PSP custom themes for the XMB without touching directly from Memory Stick flash memory, so as to preserve the console from being annoying, and brick. The new release is the work of the creator of the plugin developer patpat.
The great privilege of those who have a CF is definitely the ability to customize every aspect of your console. People who want custom themes achievable with simple tools official Sony turns its attention to the wide range of topics format CBC that allow you to edit icons and animations available. Thanks to the work of the coder patpat born CXMB , a plugin through which the themes will be uploaded directly from Memory Stick, thus preserving the integrity of our beloved console. The new release extends the compatibility to a range that goes from the CF to the latest 3.71m33 6:39 CF and to improve the compatibility of the plugin.
* UPDATE *
Taking advantage of the reporting user cnterr was added links to download CTFTool GUI v5 Beta 2 . The tool allows you to create themes in CTF format, in particular supports the firmware version mentioned 6:39, and then pull the perfect release of CXMB discussed in this news.
Please note that from the archive of CTFTool Gui v5 Beta 2 have been removed all Sony files protected by copyright, so you must re-enter after having proceeded to extract the original firmware with the appropriate tools (eg PSARDumper ).
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July 17th, 2011, 23:39 Posted By: wraggster
via http://www.psp-ita.com/4492-136-MP3P...er_6.20TN.html
Special upgrade MP3PlayerPlugin, homebrew coder created by the renowned Japanese Plum by which we can listen to MP3 files found on our Memory Stick choosing as an alternative to the famous MusicPRX who had dominated the scene until recently.
Today's update is a " special "plum that the coder has created especially outside the normal range of releases MP3PlayerPlugin . In particular, the version discussed in this news comes here only to meet the demands of users HeNe 6.20TN, who have been deprived of the compatibility of this plugin.
By way of exception is then restored to its compatibility with the HEN 6.20 FW TN abandoned for some problems with the above NIDResolver HEN.
more information to follow. [Additional Info: Changelog, Download and Instructions]
.: Changelog:.
- Restored compatibility with HEN 6.20TN .: Directions:. + + = start / stop playback mp3 + + = Playing mp3 from 'start + + = Next Song + + = Next Song + + = Volume Up + + = Decrease volume + + = change the playback order .:
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July 17th, 2011, 23:42 Posted By: wraggster
via http://www.psp-ita.com/4493-376-Cust...ta_v0.6.3.html
New update for CustomHOME ABCanG made by coders, plug-in utility that allows you to have a touch of a button a convenient alternative to in-game menu to call up by pressing the HOME button, which will replace the classic screen to choose Yes / No to return to XMB.
Thanks to the plugin CustomHOME we will not be limited to the choice of whether or not to quit the program running, but we choose to exit the program, restart, turn off the PSP, put it in standby or manage some options. Version 0.6.2 released today the developer is to correct the battery icon, adds brightness control and adds support to pspstates (plugins at any time to save our game sessions).
The developers note that with each release is necessary to replace the stack of libraries prxcmlib. For the convenience of our readers, PSP-ITA repack the archive makes available ready to use
It 'good to remember that the plugin is still in beta. [Additional Info: Features, changelog, installation and download]
.: Features:.
Exit the game and return the XMB.
Restart the game (function disabled using "ISO Loader Prometheus")
Turn off the PSP
Put the PSP in standby
Pause and resume play
Ability to change settings
Languages supported English, Japanese and German
Ability to change the assignments X / O cofermare / cancel
Customization of video information
Set Mute while viewing the menu
Enable / Disable descriptions
Ability to pause the game while the menu is open
.: Changelog:.
Beta 0.6.3
- Support for FW6.39 - Model 05G
- Changing the menu settings to the new style.
- Change the position of the game ID, Brightness, name of the game
- Add brightness icon. (Thanks Lock !)
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July 17th, 2011, 23:46 Posted By: wraggster
via http://www.emucr.com/2011/07/pcsx2-svn-r4812.html
PCSX2 SVN r4812 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r4811
pcsx2, zzogl-pg: allow to change some default path with compilation flags.
cmake: Add PLUGIN_DIR and GAMEINDEX_DIR options to easily select install
directory. Install GameIndex.dbt during install phase.
r4812
debian: reduce package complexity. Merge pcsx2-data (only 2 files) into pcsx2
and pcsx2-plugin.
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July 18th, 2011, 11:58 Posted By: wraggster
New release Harry Potter: The Deathly Hallows Part 2 missed out on a place in the top 10 of the UK PS3 sales chart, but fellow movie tie-in Transformers: Dark of the Moon fared much better, making it to No.1.
InFamous 2 stays static at No.2, while last week's No.1, Dirt 3, falls to No.3.
Call of Duty: Black Ops moves up two places to No.4, ahead of EA Sports Active and Marvel Vs. Capcom 3, which rejoin the top ten at No.5 and No.6 respectively.
Assassin's Creed: Brotherhood advances five spots to No.7, while LittleBigPlanet 2, LA Noire and Brink round off the top ten and Harry Potter: The Deathly Hallows Part 2 debuts at No.11.
GfK/Chart-Track PS3 Top 10 (week ending July 16):
01. Transformers: Dark of the Moon (Activision)
02. InFamous 2 (Sony)
03. Dirt 3 (Codemasters)
04. Call of Duty: Black Ops (Activision)
05. EA Sports Active 2 (EA)
06. Marvel Vs. Capcom 3 (Capcom)
07. Assassin's Creed: Brotherhood (Ubisoft)
08. LittleBigPlanet 2 (Sony)
09. LA Noire (Take-Two)
10. Brink (Bethesda)
http://www.computerandvideogames.com...misses-top-10/
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July 18th, 2011, 19:27 Posted By: wraggster
Prototype headset tracks player movements; Virtual Reality revival 'certainly possible'
The forgotten fad of virtual reality gaming may be set for a surprise revival, with Sony confirming to Develop that it is experimenting on the technology within its studios.
Mick Hocking, senior director at Sony Worldwide Studios, said that a prototype device used to test virtual reality also displays high-end 3D.
“We've got a new head mounted display [in development] that we showed at Consumer Electronics Show,” Hocking said in a newly published interview with Develop.
He said the prototype device (pictured below) has twin-OLED screens – one for each eye – to eliminate information crossover issues.
Now further developments have led Sony to incorporate head-tracking into the device, paving the way for a virtual reality experience.
The tech is being experimented on with a number of games including first-person shooters, but there appears to be no solid product launch plans for now.
“At the moment it’s just a head-mounted display; the head isn’t being tracked – but that’s something we’re doing R&D on,” Hocking said.
“I have to say, what we’ve done in the R&D projects has just been fantastic. We’re working with a couple of games at Sony that are experimenting with virtual reality type experiences.”
DEVELOP KEYNOTE
Hocking’s comments come ahead of his Develop Conference keynote on Sony’s 3D strategy.
PlayStation 3 already has more than 30 games available in 3D, Hocking said.
The prototype head-mounted display is just one of Sony’s options in incorporating 3D tech across its hardware catalogue.
“One of the cool things we’ve just announced is our new PlayStation monitor,” Hocking added.
“This is not only a great HD, 2D and 3D monitor, but it also supports a unique feature that lets two players play head-to-head gaming, full-screen on the same screen without each other seeing the other’s screen.
“This is going to be great feature that many developers are really excited about.”
Virtual Reality games rose and fell in popularity during the early nineties.
The concept is to cover a player’s eyes with a head-set-display that could also track and represent player movements in realtime.
The most popular example in the west was the Virtuality line of arcade machines, produced by Virtuality Group.
Nintendo attempted to bring virtual reality-like experiences in the home with the Virtual Boy system, which ultimately failed to make an impact.
Few developments in virtual reality game technology have occurred since.
But asked whether he thought virtual reality gaming is due a revival, Hocking said: “yeah it could be, it certainly seems possible, and these head-mounted displays incorporate 3D tech. It’s very, very cool. And obviously it’s a fantastic way to experience 3D because both images are being directly fed into each eye.”
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 19th, 2011, 23:31 Posted By: wraggster
It was only a year ago that top-level industry execs were questioning the very viability and future of the console hardware cycle. Now, the move to a new breed of machines is near, it is being claimed.
And these claims come from the very top of leading publisher Ubisoft.
“The new transition is going to happen,” CEO Yves Guillemot told Gamasutra. “We're going to have new machines coming soon.”
Talk of successors to both the PS3 and Xbox 360 has accelerated somewhat in the last six months.
Rumours of a dev kit for the next Xbox emerged last month, and despite denials from all involved many remain doggedly insistent that early Xbox 720 IS in the hands of developers.
In addition, Sony has confessed that PS4 development is under way, though has stressed that there’s plenty of life left in PS3 at the moment.
As for when these new devices will emerge, that remains a guessing game with some saying as early as next year and others pinning 2014 as the likely launch date.
http://www.mcvuk.com/news/read/guill...ng-soon/082349
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July 19th, 2011, 23:41 Posted By: wraggster
LittleBigPlanet PS Vita developer Double Eleven has signed a PlayStation exclusive development deal with Sony.
Formed by former Rockstar Leeds lead engineers in 2010, the UK studio was recently revealed as the architect behind the technology driving LittleBigPlanet on Vita.
Under the terms of the deal, Double Eleven will work on LittleBigPlanet as well as new titles for Sony platforms.
SCE Worldwide Studios Europe senior vice president Michael Denny said: "Double Eleven are one of the most exciting developers to emerge onto the development scene in recent years, their technical expertise makes them a great fit for LittleBigPlanet on PS Vita and we've very pleased with the progress the team have made on this hugely anticipated title.
"For us to become strong partners with Sony at such a crucial stage in our own development underlines the unswerving commitment we have made to the quality of our production," said Double Eleven CEO Lee Hutchinson. "We look forward to a truly exciting new phase in our own development, with the absolute intention to become a world-class studio."
Siobhan Reddy, executive producer at LittleBigPlanet creator Media Molecule, said earlier this month that the studio's "stepping away" from the series "to focus on some new ideas".
http://www.computerandvideogames.com...ive-developer/
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July 19th, 2011, 23:45 Posted By: wraggster
The creators of the UK's popular PSM3 magazine have revealed its brand new look and structure - promising a title that serves the needs of "the modern adult gamer".
As well as a new stylish design, the title will feature all-new sections. Publisher Future says the fresh look and format has been "created to suit the way modern gamers play".
New regular sections include Day One - 'fat-free previews of the hottest upcoming games' - and Upgrade, which offers a suite of playing tips, insider secrets and buying advice from PSM3's network of global experts.
The mag will also incorporate QR codes, which readers scan using smartphones to see exclusive videos and content from the wider world of PlayStation.
Editor Dan Dawkins says: "PSM3's crisp new-look and sharper editorial focus truly reflects the needs of the modern, adult gamer - who, like us, sees video games as the most dynamic, exciting form of entertainment. We all crave fresh experiences and smarter ways to play the games we own - and the new-look PSM3 helps you get the most from your console without wasting time or money.
"No one offers the unflinching reviews, unrivalled access and practical advice that PSM3 does - across print, PSM3Mag.com, tablets, social media and our hugely popular podcast. There's no better way to stay in touch with like-minded PlayStation gamers."
The PSM3 relaunch issue will hit shelves on Thursday (July 22). It includes a 36-page mini-magazine, '53 Incredible PS3 Tech Tips', packed with ways to unlock your PS3's hidden potential. There's also a world-exclusive 12-page feature on Elder Scrolls: Skyrim and an extensive interview with L.A. Noire director Brendan McNamara.
Associate Publisher James Kick says: "We believe PSM3 is the strongest unofficial PlayStation brand in the market and like all great brands we have used customer insight to evolve and adapt to the changing market. The new sections feel really contemporary, designed with both consumers and advertisers in mind. The addition of QR codes and is a neat way of bringing our print content to life online. 'Smarter PlayStation Gaming' is the perfect way to sum it up".
The new-look PSM3 is being supported by an extensive marketing campaign across Future's multi-platform Games portfolio plus key external audiences like IPC's Nuts and Mousebreaker. The campaign's estimated reach is more than a million people.
The relaunch issue is priced at £4.99, and is also available digitally at Zinio.
http://www.computerandvideogames.com...elaunch-issue/
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July 20th, 2011, 01:17 Posted By: wraggster
Sony's VAIO UX UMPC may have been a bit of a tough sell at $2,500 back in its heyday, but those still hanging onto one (or able to find one cheap) do now at least now have plenty of mods to consider if they're looking to breath a bit of new life into the device. One of the latest is this makeshift contraption from YouTube user pochowandpoch, who cut a PS3 controller down to size and attached it directly to the UMPC -- perhaps to tide him over until the PlayStation Vita. Great for typing or web browsing? Not so much. But it's certainly far better than a touchscreen or pint-sized keyboard for a game of Metal Slug. Head on past the break for a trio of videos.
http://www.engadget.com/2011/07/19/m...goes-playstat/
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July 20th, 2011, 01:40 Posted By: wraggster
Sony's PlayStation 3 has been described as a "pain in the ass" to make games for - nearly five years after its launch.
Marvin Donald, game director at Darksiders II developer Vigil, told Eurogamer the studio is forced to do "wacky stuff" on Sony's console.
"It's a pain in the ass to work on," he said. "Five years later, getting used to it? That means it's a pain in the ass.
"I'm not an engineer, but I hear about it all the time. We have to do wacky stuff with the way we manage memory."
During the PS3's early life it was dogged by shoddy ports of multi-platform games.
At the time some developers complained about the complexity of the hardware, and suggested it would take time to wrap their heads around the systems under the hood.
In 2009 then Sony Computer Entertainment chairman Kaz Hirai claimed the PlayStation 3 was intentionally difficult to program for in order to ensure that the console met its promised ten year life cycle.
"It's hard to program for, and a lot of people see the negatives of it, but if you flip that around, it means the hardware has a lot more to offer," Hirai explained.
"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is what do you do for the rest of the nine-and-a-half years?"
Donald explained that the cause of Vigil's PS3 headache has to do with the memory management.
"Even as an artist, it's like, OK, my textures are too big, I'm in trouble because I checked in something that's making the 360 crash because it's a 2048 when it really should just be a 1024, or even smaller.
"But on the PlayStation 3, the assets go into different categories, and if one of those categories becomes too bloated it'll crash the system. It's a little bit more sensitive on the PS3 in that regard. There are some things you just can't do, or you have to do differently. Yeah, it's a pain."
http://www.eurogamer.net/articles/20...ass-to-work-on
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July 20th, 2011, 23:53 Posted By: wraggster
Some game creators are producing poor quality 3D visuals, Sony has said.
The PlayStation 3 manufacturer has called on developers to add 3D only where it makes a difference to gameplay, and not for the sake of it.
"It's been a good first year," Sony's 3D chief Mick Hocking told Eurogamer in an interview at the Develop conference in Brighton this afternoon.
"We've got 50 million PlayStation 3s that support 3D playback. 3DTVs are selling well. We've had great response from our fans out there at game shows and forums about the 3D games we've produced. But the most important thing is 3D quality.
"We need to, and we're trying to encourage everyone to learn about 3D properly and come and talk to us so we'll support them when they convert the games.
"But only deliver the best quality 3D. As we've seen in some other industries, if you make great quality 3D, in film you could say Avatar – it's the most successful film of all time, it's the highest grossing film of all time – but since then that hasn't been followed up with the same degree of success.
"We've spent a lot of time getting great quality across all the PS3 games, and we've had a very good response for that, but it's really important we maintain that level of quality.
"If people see great quality 3D it does enhance the experience. It's a great feature for a game. But if they see poor quality 3D it can put them off.
"Unfortunately some people are producing poor quality 3D, in all mediums. Over the last 12 months we've seen TV, film, some games, where the quality hasn't been there. It's just a case of people need to understand how to work with 3D, how to make it technically correct and then how to use it creatively.
"Only add 3D where it makes a difference to the gameplay experience. It must add something. Don't just add depth for the sake of it."
Sony has over the last 12 months pushed 3D gaming hard, with PlayStation 3 exclusives Killzone 3, Gran Turismo 5 and MotorStorm: Apocalypse all supporting the feature.
Many publishers remain cautious, however.
Hocking said it's important third-party developers make sure their 3D is up to scratch because gamers want to know they're getting value out of their expensive 3DTVs.
"We've tried not to have this big spike in quality. We want everyone to develop 3D really well, because when you invest in a 3DTV you want to know there's a library of great stuff out there on PS3 to go and buy, not one title that does it all and then some others that are OK.
"We're delivering that."
Looking to the future, Hocking said Sony has a "really strong range" of 3D titles coming out and "lots more in production".
"All of our teams are doing great stuff. Killzone 3 was an excellent example of 3D. MotorStorm: Apocalypse was fantastic 3D. Ratchet & Clank: All 4 One, that's their first 3D game and it looks superb."
One 3D-enabled, upcoming PS3 exclusive that fans are looking forward to is Naughty Dog's Uncharted 3, which Hocking is particularly excited about.
"We're onto the second generation of games and we've got things like Uncharted 3. They tend to do everything pretty well, and surprise surprise, they've done 3D really nicely as well. It looks beautiful."
http://www.eurogamer.net/articles/20...oor-quality-3d
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July 20th, 2011, 23:57 Posted By: wraggster
Sony's PS Vita, the new handheld that follows in the wake of the long-serving PSP, is the company's most developer-friendly console to date according to engineers from its research and development teams.
"We've never had tools at such an advanced state before the launch of a new platform," said Neil Brown, senior engineer at Sony Computer Entertainment Europe's R&D division said at today's Develop conference in Brighton.
"It's our most developer friendly console, and by quite some margin."
Both Brown and SCEE R&D's Kish Hirani offered a peek under the hood of the PS Vita, detailing the handheld's tech specs - which take in a Quad Core 4 Arm Cortex A9 CPU and a SGX543MP4 GPU - and combing through some of its AR abilities.
A subtitled version of a recently released video highlighting the PS Vita's facial recognition capabilities also revealed that the panther is hitting on the air stewardess but the air stewardess is married so hangs up.
http://www.eurogamer.net/articles/20...loper-friendly
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July 21st, 2011, 01:56 Posted By: wraggster
Newly released today:
This first-person shooter brings the lawlessness of the Old West into present day. You'll embark on a bloody road trip from Los Angeles to Juarez, Mexico immersing yourself in a gritty plot with interesting characters and a wide variety of game play options. Take justice into your own hands in this modern Western shooter.
http://www.play-asia.com/SOap-23-83-...j-70-48qi.html
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July 21st, 2011, 02:01 Posted By: wraggster
Newly released today:
features•Battle enemies bent on world domination in a unique World War II setting, using your Super-Soldier abilities to infiltrate a castle overrun by the forces of Hydra and destroy the forces of evil
•Your shield delivers a variety of punishing missile attacks, as well as tough defense. Take out groups of enemies, block attacks, destroy objects, interact with surroundings, and reflect fire back at foes
•Move freely through the castle battlefield with acrobatic precision as you take down multiple enemies with punches, kicks, shield throws, and powerful combos. Take control of a turret or grab a soldier from behind and use his weapons against him
•Use Cap’s impressive athletic abilities to overcome environmental challenges by scaling walls, climbing, and performing spectacular leaps and vaults. Master timing-based controls to execute advanced moves and discover multiple mission paths
•Play a compelling original story by renowned Marvel scribe Christos Gage set in the movie universe but created specifically to bring extra depth to gameplay. Interactive and scripted cinematic moments immerse you in film-like action sequences
•Created by the famed team of Joe Simon and Jack Kirby, Captain America has starred in over 200 million comic books that have been sold in 75 countries, and the Sentinel of Liberty is a key member of the Avengers alongside comic book icons The Hulk™, Iron Man™, and Thor™. Captain America: Super Soldier represents Cap’s first standalone console game adventure
descriptionBecome Captain America™, the ultimate Super-Soldier, as you face the Red Skull’s army in this gripping original third-person action adventure set in the darkest days of World War II. Wield Captain America’s legendary shield to take out enemies at a distance, interact with your environment, and deflect incoming fire back at foes as you traverse Hydra’s massive castle to save the world from Cap’s villainous archenemies.
Get ready to hurl yourself shield-first into the fray—create your own superhuman feats with the superior force of the world’s first Super-Soldier at your fingertips.
http://www.play-asia.com/SOap-23-83-...j-70-46g7.html
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July 21st, 2011, 02:08 Posted By: wraggster
Newly released today:
Between Afghanistan and China, the world’s next flashpoint is about to erupt. The valleys, towns and mountains of Tajikistan will become bloody frontlines for the might of the People’s Liberation Army, insurgent guerrilla fighters and the United States Marine Corps.
You and your fireteam can make a difference. How much is up to you. It’s not the soldier with the most expensive gun or the biggest heart who wins on the battlefield. It’s the smartest. Semper Fi, Marine.
The ticket to the battlefield is now available at a new bargain price. Operation Flashpoint: Red River is available at an unbeatable bargain price of US$ 18.90 only. The Asian PlayStation3 version is region free and completely in English. The maximum amount of purchase is set to 2 copies per person.
http://www.play-asia.com/SOap-23-83-...-2xr-84-n.html
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July 21st, 2011, 13:03 Posted By: wraggster
Sony is determined to push 3D graphics into the realm of gaming, but the company seems to be aware that quality, not quantity, is what can win over gamers. They've been telling game developers to take the plunge only if it makes for a better gaming experience, and not just to take advantage of an industry buzz word. Sony's Mick Hocking said,
"We need to, and we're trying to encourage everyone to learn about 3D properly and come and talk to us so we'll support them when they convert the games. But only deliver the best quality 3D. As we've seen in some other industries, if you make great quality 3D, in film you could say Avatar – it's the most successful film of all time, it's the highest grossing film of all time – but since then that hasn't been followed up with the same degree of success. ... If people see great quality 3D it does enhance the experience. It's a great feature for a game. But if they see poor quality 3D it can put them off. Unfortunately some people are producing poor quality 3D, in all mediums. Over the last 12 months we've seen TV, film, some games, where the quality hasn't been there. It's just a case of people need to understand how to work with 3D, how to make it technically correct and then how to use it creatively. Only add 3D where it makes a difference to the gameplay experience. It must add something. Don't just add depth for the sake of it."
http://games.slashdot.org/story/11/0...Sake-Says-Sony
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July 21st, 2011, 13:07 Posted By: wraggster
Getting your PlayStation-certified gaming fix on just got 50 percent cheaper. Verizon's cut the price of the Sony Ericsson Xperia Play in half on its website, selling for $100 with contract only four months after being greeted with open arms. The price cut is a result of Big Red's "Back to School" promotion, though it's difficult to believe this one will come out the other end of the sale any costlier than this. Was this sudden reduction made to instigate a price war with AT&T now that it's introduced the model to its lineup? Or, is this a last-ditch effort to bolster lackluster sales before the Play is discontinued? It's hard to say -- given its meager selection of PlayStation Suite titles, we can't imagine that the product's flying off of shelves. Still, five Jacksons is much more reasonable for anyone who just has to have The Sims 3 on the go, right?
http://www.engadget.com/2011/07/20/v...andicoot-spin/
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July 21st, 2011, 13:10 Posted By: wraggster
SCEE presents tech and tools groups supporting new handheld
Sony’s next generation handheld has at least 16 middleware and tools companies supporting the system, the platform holder has said.
Kish Hirani, head of developer services at SCEE Research and Development, took stage at the Develop Conference this week to present all the companies throwing their tech behind PS Vita.
According to Hirani, the middleware firms on board include:
AiLive
Audiokinetic
Autodesk (including Scaleform)
Blitz Games Studios
CRI
Epic Games
Gamespy Technology
NVIDIA
Premium Agency
RAD Game Tools
RakNet
SpeedTree
Terminal Reality
Umbra
Vicious Cycle
Web Technology
Hirani said the list was only of middleware firms ready to publicly announce their support – a suggestion that more are optimising their tech behind the scenes.
Elsewhere in the presentation, Hirani said PSP successor boasts four times higher resolution, and 600 times increased contrast, in comparison to PSP 3000.
The platform features an 4ARM Cortex A9 processor, Hirani said.
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 21st, 2011, 23:41 Posted By: wraggster
Phil Harrison, former head of Sony Worldwide Studios, has offered his thoughts on the next generation of consoles - and foresees a business model that breaks away from the one that's served the industry for the past 30 years.
Speaking at this week's Develop in Brighton, Harrison saw consoles moving towards a service-based model over the retail one that's previously defined the industry.
"I think the era of the console where hardware companies spend $3-4 billion to build a chipset and then it's supported on a tax on the software - that's the business model of the last 25-30 years - that's over," said Harrison.
"The new business model is going to become a combination of retail and services, and it's going to be an interesting decision for the likes of Microsoft, Sony and Nintendo, is the next console race about chips and CPU, clock speed and graphics, or is it about business models and monetization and discovery, and I think it's probably going to be about the latter."
While Nintendo has already announced its next console - the Wii U, complete with its innovative controller - Microsoft and Sony are being coy on their plans, although some picture of what they'll be technically capable of has recently started to emerge.
But could the rise of streaming services such as OnLive and Gaikai spell the end of traditional consoles? "I don't think this means PlayStation the brand goes away or Xbox the brand goes away, but it just manifests itself in a different way."
"The technology to stream high-quality games directly to your living room or computer or TV is not some kind of science-fiction fantasy - it works, and it'll only get better over time. I think that's clearly going to be a future for our industry."
http://www.eurogamer.net/articles/20...s-new-xbox-ps4
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July 22nd, 2011, 00:02 Posted By: wraggster
A PS3 dev has spoken out against one PS3 hacking site:
Update (Halsafar): Original post http://pastebin.com/gc0036Qg
While I don’t wish for this site to start devolving into scene drama, I felt a post was necessary on why it is that I’ve recently decided to part ways with psx-scene and what led me to taking the drastic decision I felt was necessary in order to make a statement. This affects all other homebrew developers in the grand scheme of things – and I acted accordingly as the situation demanded it.
New TOS waiving your rights
After the acquisition by QJ.Net, they quietly injected into the already existing Terms of Services a new law that expressly authorizes PSX-scene to effectively assume ownership of any and all material you make available to the public on their community site. I will let this quote do the talking so that there can be no debate about this -
Psx-scene Terms of Service
“User Provided Content, License. You are solely responsible for all content or materials that you post, submit to, or transmit through the Service. By submitting materials or content to PSX-SCENE.COM, you grant PSX-SCENE.COM a license to copy, use, display and create derivative works of the material or content submitted for any purpose, including, without limitation, the promotion and marketing of the Service and the operation of the PSX-SCENE.COM system. By submitting materials or content, you automatically agree (or, to the extent you do not own all rights to such materials or content, you represent and warrant that the owner of the content or materials has expressly agreed) that without any particular time limit, and without the payment of any fees, PSX-SCENE.COM and anyone it permits may reproduce, display, distribute and create new works of authorship based on and including the content or materials. You may not submit content or materials trademarked or copyrighted by anyone other than yourself.”
Now, obviously, this is disingenuous on its face. Stepping aside for a moment the fact that they can not simply waive your rights like this – the fact remains that there are licences to obey when you as a porter decide to port an emulator to another system. Those licences are very clear on ownership rights and your ability or permission to be able to buy or resell them. For psx-scene to put themselves into the enviable position where they believe they can ‘reproduce, display, distribute and create new works of authorship’ speaks to the audacity and clear disrespect of these new site owners who happen to view developers as a bunch of schmucks to be hoodwinked and cajoled into servitude.
‘Successful business != Conning people into waiving their rights’
As a response to that, I took down all emulator threads on their forum that I have personally worked on ( seeing as the previous owner on there granted me Moderator status with no strings attached). Also, I complied with the wishes of many former members who wanted all their content to be removed because they have similar misgrievances about this new ‘clause’ they added to their terms and they don’t like this site profiteering or benefiting in any way from it. Now, obviously, that resulted in my ban – it couldn’t have gone any other way – you know once you throw down the gauntlet like this, what the consequences of that are going to be. I personally requested for them to cast the first stone and ban me – I had no more desire staying on there and feel no need to associate myself with that site anymore.
Now the sad thing is – this kind of profiteering has become fashionable now over the past few years – when you mistake being a ‘good entrepreneur’ with being a ‘con artist’ and a ‘profiteer’ and, worst of all, you don’t even care about any of the amoral connotations that brings along with it – then obviously you’re going to have friction between developers who are doing this mainly out of a passion and then these kinds of cynical businessmen following in the grand footsteps of PT Barnum and his ilk.
http://blackbird.usask.ca/wordpress/?p=267
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July 22nd, 2011, 11:29 Posted By: wraggster
Japanese publisher Irem, which owns the IP for arcade shoot-em-up R-Type, has announced that it will pull a number of its games from PSN on August 11, as well as removing all themes and wallpapers relating to the titles.
The company's Home presence will also be largely closed down from September 1, although a couple of areas will remain.
The games affected are:
R-Type Tactics (PSP)
Mousukesu based on Carton-kun (PSP)
Bumpy Trott Beagle Battle Tournament (PSP)
Ikuze! Gensan Yuyake Daikou Monogatari (PSP)
R-Type Tactics II Operation Bitter Chocolate (PSP)
Sengoku Esatsu Yugi Hototogisu Ran (PSP)
Sengoku Esatsu Yugi Hototogisu Dairan (PSP)
Narisokonai Eiyuutan: Story of the Sun and Moon (PSP)
R-Types (Game Archives)
R-Type Delta (Game Archives)
Gussun Paradise (Game Archives)
Irem Arcade Classics (Game Archives)
Influential ex-Irem developer Kazuma Kujo left the company in May to form Granzella, a new studio in central Japan, taking a number of staff with him
http://www.gamesindustry.biz/article...games-from-psn
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July 22nd, 2011, 11:30 Posted By: wraggster
One of Sony's major insurers has sued in a New York court to seek protection from any liabilities arising from cases centred on the PSN data breach, asking judges to rule that it will be exempt from any claims "asserted in the class-action lawsuits, miscellaneous claims, or potential future actions instituted by any state attorney general."
The basis of the case is that Zurich American believes that general cover insurance such as that which it sold Sony doesn't cover costs arising from cyber-warfare and digital attacks, claiming that the policy only covers "bodily injury, property damage or personal and advertising injury."
The insurer is also suing a number of other Sony insurers to try and establish shared responsibility should the court deny the exemption.
"Zurich doesn't think there's coverage, but to the extent there may be a duty to defend it wants to make sure all of the insurers with a potential duty to defend are contributing," attorney Richard Bortnick told Reuters.
55 cases have been brought against Sony in the US as a result of the attacks, some of which have resulted in claims on Zurich's policy by the platform holder.
http://www.gamesindustry.biz/article...-non-liability
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July 22nd, 2011, 22:23 Posted By: wraggster
If pre-orders are anything to go by EA's on the right track with Battlefield 3 ahead of the game's release this October.
According to Cowen & Company analyst Doug Creutz, channel checks "indicate that pre-orders are roughly comparable to those of Call of Duty: Black Ops last year, which has gone on to sell over 20 million units".
Creutz expects EA's game to be a "major hit" and has upped his first year sales forecast from eight to eleven million units, although he added that Modern Warfare 3 pre-orders are tracking ahead of both BF3 and Black Ops, confirming reports from retailers GAME and GameStop.
http://www.computerandvideogames.com...k-ops-analyst/
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July 22nd, 2011, 22:33 Posted By: wraggster
PlayStation players have donated more than 129.7 million yen (over £1.01m) to Sony's Japanese earthquake appeal.
Thousands of gamers answered Sony's call for support following the devastating natural disaster in Japan earlier this year.
North American PSN users raised £260,955, those in Europe and PAL territories stumped up £538,122, while Asian countries other than Japan coughed up £16,673. Japanese gamers themselves put down £181,751.
The money is being donated to organisations in each region already supporting relief and recovery efforts in earthquake and tsunami hit areas. Beneficiaries include the American Red Cross, the British Red Cross for Europe and the Red Feather Community Chest Movement for Japan and Asia.
PSN users who donated have now been given several unique PS3 themes as a reward for their efforts.
Sony itself initially donated 300m yen (£2.34m), a figure matched by Nintendo. Sega, Namco Bandai and Tecmo Koei were among other companies to make sizable contributions.
http://www.eurogamer.net/articles/20...quake-donation
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July 23rd, 2011, 13:06 Posted By: wraggster
Glasses-free stereoscopic 3D has "inherent limitations", Sony has said.
Responding to complaints about having to wear glasses to view games and movies in stereoscopic 3D, the PlayStation 3 manufacturer explained why it's the best solution – and will be for a good while.
"There are already glasses-free TVs, big screens and small screens out there," Mick Hocking, Sony's 3D gaming boss, told Eurogamer at the Develop conference this week.
"The problem with glasses-free, or auto-stereoscopic as it's called, is that it has inherent limitations.
"With stereoscopic 3D, however you do it, you've got to get one image to the left eye and one image to the right eye to produce the stereoscopic effect. So with all these screens they typically have a sweet spot for where you need to put your head in distance and in angle, and if you move your head relative to it, you break the 3D effect until you get into the next pair of images, and you see artefacts going across the screen.
"We've also seen with mobile devices, if it's a mobile device you move relative to your head and it's got a 3D screen, that will break the 3D effect. It won't work very well.
"There's lots and lots of work going on on auto-stereoscopic screens because people wearing glasses is something extra for them to do to enjoy the content. We've been saying over the last 12 months, if the content is good enough and compelling enough, the only way at the moment to enjoy full high definition 3D is on TVs with the glasses."
In March Korean consumer electronics giant Samsung doubted glasses-free 3DTVs would be released within the next 10 years.
"Considering our current technology, we can make glasses-free 3DTV in R&D level, however it can be viewed from only a few viewing spots," Samsung said.
"To make naturally viewed glasses-free 3DTV, for instance in a living room where several people can watch TV from various angles, it needs at least 32 viewing spots.
"We believe that creating a prototype for lab-grade glasses-free 3DTV, broadcasting system and display will take about five years.
"For mass commercialisation to become possible manufacturing costs must come down and TV broadcasters will have to upgrade infrastructure, which includes securing transmission band.
"Attempts to put glasses-free 3DTV to market within the next 10 years will be difficult."
Sony has of course bet big on stereoscopic 3D, investing heavily in the tech for its TVs, movies and gaming on the PlayStation 3.
But for many, having to wear active-shutter glasses to see 3D visuals turns them off to the tech.
In October last year a study suggested 80 per cent of gamers were willing to wear 3D glasses to play video games, and Hocking told us the glasses are getting better.
"The glasses are getting cheaper and lighter all the time, and less invasive in the process," he said.
"With the way it's going, you could see a point in the future where someone will come up with a way of doing glasses-free technology without any of the restrictions.
"At the moment, if you want to sit there and watch a film or play a game, if you keep your head still you could do it on a glasses free. It would be OK. Then if your family or friends want to sit and watch it with you they can't share that experience with you at the moment.
"So it's not an easy problem to solve. Certainly in the short term, HD 3D is best enjoyed on an active shutter glass solution and big screen TV, and that's what we've been focusing on."
According to latest statistics, about 2.5 per cent of HDTVs in the UK are now 3D, and data suggests by 2015 nearly 40 per cent of all new TVs sold will be 3D-enabled.
http://www.eurogamer.net/articles/20...ses-complaints
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July 23rd, 2011, 13:14 Posted By: wraggster
News via http://blackbird.usask.ca/wordpress/?p=277
Since I did a similar post for the Xbox 360 XDK a while back and since this is intended to be mostly a developer-oriented blog, I thought it would be in keeping with that spirit to let people have a general idea of what to expect from a debug PS3 – which recently arrived.
Profiling/debugging
There are some limitations as to what you can do with regards to profiling – even on a Debugging Station. Code instrumentation through gcov is entirely possible, but this was not very appealing to me anymore given that we have been able to do this more or less even on Retail with Themaister’s net-stdio implementation. Gprof seems to have been made unavailable as Sony started moving more and more away from the open source GNU toolchain they originally based their development environment on. What’s left is a proprietary profiler that will not work on Debugging Stations but requires a Reference Tool instead – it has 256MB extra main RAM, bumping up the main system RAM in total to 512MB (plus 256MB RAM for the RSX) – which, together with the unit’s Communication Processor, gives it the extra horsepower it needs to do real-time profiling on-the-fly amongst some other things like realtime video capturing and graphical analysis through GPAD – which I’ll touch on in a moment.
LibGCM HUD
A very nice feature which seems to be only available on debug PS3s is the ability to run code with an RSX profiling tool called ‘GCM HUD’. As the name would imply, this is a Heads-Up Display overlaid on top of the application you’re running that neatly provides you with a point-and-click interface giving you access to features such as as:
•Fragment/Vertex program debugger (with the ability to set breakpoints and step through the code line by line from the console itself – with no PC having to be involved or connected to the PS3.
•RSX Performance Counters (telling you how effectively you’re utilizing the RSX).
•RSX Command Buffer log (showing you the workload of the RSX in real-time)
The whole interface is mouse-driven – so to interact with it, you have to hook up an USB mouse to be able to control it. This is not where the usefulness of this tool ends, however – GPAD (Graphics Performance Analyzer and Debugger) allows you to interface your PC with this HUD and dump all the performance data to your PC. However, again, some options – such as live video capturing – can only be done with the Reference Tool.
GPAD on a Windows PC interfacing with a debug PS3 running GCM HUD
Samples
A brief rundown of the samples that struck my eye -
Deferred shading
Deferred shading lends itself well to the architecture of the PS3 where you have a comparatively humble GPU (RSX) and up to 6 SPEs each running at 3.2GHz – the idea is to essentially subdivide the result of a shading algorithm into multiple parts that can be spread across different render targets/CPUs only to combine them at the end into one composite whole. Using this approach, the RSX can simply offload a lot of the vertex and fragment computations that are done in shaders to the SPEs which in turn crunch through the calculations (the original shader algorithm having been subdivided into parts for each SPE to chew through) only for the RSX to combine all these separate parts and render the picture.
Commercial game developers like DICE have started using this approach for games like Battlefield 3 to achieve graphical results and performance which normally would have been unattainable if all that was available to them was the RSX alone. A link to a slideshow presentation is available here.
Deferred shading sample pics
Yes, the FPS count starts to drop heavily once you start adding extra spot lights.
PSGL samples
At one point, Sony was asking developers whether they would be interested in having PSGL conform to the OpenGL ES 2.0 specs (link here). This has unfortunately never happened however, as developers seem to have mostly preferred to go with libGCM as their main graphics API of choice on PS3. This has meant that the development environment has started becoming more libGCM-centric over the years with PSGL eventually becoming a second-class citizen – in fact, new features like 3D stereo mode is not even possible unless you are using libGCM directly.
However, this has not deterred them from still making available a couple of nice samples that illustrate what PSGL is capable of in conjunction with Cg shaders (which is mostly what we use with the homebrew emulators up until now). Some nice examples show Cg being applied to render hair, skin mapping, normal mapping, parallax mapping, and sophisticated water effects (the latter ones definitely being a cut above our own water.cg shader – made by Themaister).
Conclusion
What the debug PS3 will allow us to do is to finally start getting rid of bugs – memory leaks that were simply impossible to flush out with a retail box because of the inherent limitations of printf debugging. There are quite a few memory leaks that can now be tracked down in FBANext PS3 through crash dumps and live TTY logging.
Most ambitious of all, it will finally allow us to start writing code for SPUs – which I didn’t even want to attempt doing before because of the pain that was the retail environment. It remains to be seen whether we can really offload much if anything in the emulators to the SPUs – however, I have seen many creative uses for PPU-to-SPU offloading in some samples already, including function/virtual function call offloading to specific SPEs amongst a host of other things I didn’t even consider before.
Expect to see some real solid progress on MAMENext PS3 very soon, and for the emulators to improve immeasurably overall. Still, there are some inherent limitations even to the Debugging Station – the proprietary profiler will only allow me to do static analysis right now with a Debugging Station – if we wanted real-time profiling, we would have to be in possession of a Reference Toolkit, which is simply above anybody’s budget to be honest. This means that it might be impossible for any homebrew dev to ever do a serious attempt at porting a demanding emulator such as PCSX2 or Dolphin even with a debugging station because libgcov will only carry them so far – definitely forget it altogether on the retail units and the limited development environment they have available to them (whether it be the PS3 SDK or PSL1GHT).
The debugger that comes with it however is a seriously powerful tool and can carry us a long ways since it shows us live disassemblies of the code – meaning we can at least set a breakpoint somewhere, look at the ASM that the ’shitty’ PS3 compiler turned our C/C++ code into, and then rewrite the code ad nauseam until the code generation starts to make more sense of our code and translate it to faster ASM code.
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July 23rd, 2011, 23:32 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/20/release-wagic-0-16/
Wagic’s releases are more sporadic (the last release was more than 3 months ago) but always of greater quality, so I’m sure you’ll forgive us .
What is Wagic?
Damn, do I still need to introduce Wagic? Often compared to commercial games for its replay value and quality, Wagic is a heroic fantasy card game, in which you fight as a wizard against the computer. As you win battles, you unlock new game modes and earn credits that allow you to improve your army. Wagic is community driven, entirely customizable (you can create themes, mods, even new rules), available in several languages (English, French, German, spanish, Italian, Portuguese, Chinese, Japanese, Serbian), and open source. It currently runs on the Sony PSP, Windows, Linux, and N900 (maemo). We are also working on ports for other devices such as the iPad, and we are still looking for devs to help on that
Changelog
As usual, this is a great release, with more than 500 new cards (including hundred of cards from New Phyrexia and Magic 2012), many bug fixes, and exciting new features. Especially, we are making Wagic even more customizable by moving more and more of the game core rules into configuration files. What this means for the player is basically that you can create your own mods for Wagic. Want to create a game where your opponent’s creatures all get +1/+1, or where your opponent gets to draw one additional card each turn? You sure can. Want to start with 100 life instead of 20, change the hand size limit, remove some phases in the game, or have two untap phases instead of one? All of this is possible too, but it doesn’t stop here. We are progressively adding more and more settings like this so that people can completely customize their games. Wagic doesn’t allow you to create an entirely new card game yet, but hopefully we’re slowly getting there, and I think some of the new features will inspire people to create new mods for Wagic.Sounds interesting? Check the detailed changelog below:
•More than 500 new cards, including cards from New Phyrexia, Commander, and Magic 2012. Wagic now supports more than 8150 unique cards (14700 total), and a total of 100 sets.
•People who want to manage their MTG collection can now go to their options and set the “grade” level to “unsupported”. This will basically unlock all the cards that Wagic doesn’t fully support, bringing the total unique cards to roughly 12’000. Coupled with the cheat mode, this will allow you to use the trophy room and the Deck Editor as a database of all Magic cards.
•Improvements to thread support for images, and overall cache/performance improvements. The experience on the PSP should overall be smoother than in Wagic 0.15.
•Files in the rules folder are now loaded dynamically, allowing people to create their own mods without hijacking existing files such as mtg.txt. As an example, added two new game modes : Hermit Druid and Stone Hewer. Also added a file modrules.xml, which in the long run will contain most of the needed information to define a Wagic mod.
•Decks and rules can be “unlocked” (useful for mod creators).
•Added a “hint” system for AI decks, giving some “guidance” on how to use a deck (experimental)
•Many improvements in the mouse handling on non PSP Platforms
•Some new abilities/keywords in the engine, including a “tutorial” message system, allowing mod creators to introduce the rules of their mods to players.
•Switched the windows version to SDL, merged the “keyboard” and “mouse” versions together, there is now only one Windows version.
•Countless bug fixes in cards and the engine
Download --> http://wololo.net/wagic/download/
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July 23rd, 2011, 23:36 Posted By: wraggster
News via http://wololo.net/wagic/2011/07/21/a...s-on-your-psp/
Sometimes a gem can go majorly unnoticed. This could be the case of JJS’s port of AGS (Adventure Game Studio) to the PSP, and that would be a shame, so I felt I had to talk about it.
When I was 9, Santa Claus brought us a computer for Christmas. It was an insanely powerful machine, with a huge 30MB hard drive, a 10MHz CPU, and 1MB of ram. Santa claus had pre-loaded the machine with a bunch of cool games. All of them had an ok level of detail (320×240, 4 colors)… but one of them was different. It had, like 256 colors or something. It was incredibly beautiful, and had an amazing story. It captivated me for months. It was called Monkey Island.
If you ever owned a PC and are as old as me, there’s no doubt you’ve tried at least once in your life a LucasArt point and click adventure, and most likely you loved it. And maybe, nowadays, you follow the updates of ScummVM as much as I do, hoping for more compatibility every release. Or you’re a dosbox fan… or maybe you moved on because even though you love the old point and click games, you don’t like to play the same 10 games over and over again.
Yesterday, I discovered a whole new world: there are thousands of dedicated fans creating games with Adventure Game Studio, a free game development platform. Some of them are free, some of them are commercial. Some of them are simply awesome. All of them are crafted with love by independent devs. I’m shamelessly announcing that I didn’t know about this before yesterday, although now that I think about it, I heard about it a lot on ScummVM’s forums.
If you’re below 20, it’s possible you never heard of point and click adventure games, they’re not cool anymore, and somehow even in my era they were a bit nerdy. They’re like a great book. you have to use your brains and a bit of imagination, and they’ll provide dreams for a lifetime (I swear I still have dreams of Monkey Island).
And now we have access to hundreds of those on our PSPs, most of them free (and legal), thanks to the work of JJS.
The first one I wanted to try was Indiana Jones and the Fountain of Youth (FoY), a work in progress attempting to revive the old Lucasart Indy games (Indiana Jones and the fate of Atlantis is one of my best memories as a gamer). FoY has a bit of a “Duke Nukem Forever” feeling to it, having been in development for the past 10 years, but a demo is available, and if you ever played the old Indiana Jones games, you’ll be excited by this one.
Another example is Gemini Rue, a critically acclaimed commercial game, released earlier this year (9/10 – “Amazing” on IGN). A free demo is available, and runs on JJS’s port for you to try. This is the game pictured in the video above.
If you think games are not only about killing terrorists in a realistic war environment, you have to try this homebrew. There’s literally hundreds of hours of game waiting for you! Thanks JJS, hoping to see more updates of this port!
Authors website --> http://jjs.at/software/ags.html
Download Via Comments
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July 23rd, 2011, 23:48 Posted By: wraggster
via http://blackbird.usask.ca/forum/viewtopic.php?id=48
My Name is Snake Plissken. I am Chief Commander of a group known as PMW NATION. Im currently directing our groups development branch into bringing to the PS3 one great First person gaming experience by means of homebrew on Playstation Custom Firmware.
we hope to release onto the world a whole new concept in homebrew development on the PS3 by developing an “homebrew engine” that future developers can use to make homebrew with to be used on the PS3.
With the engine one could make your own First person shooter homebrew. It has been proven that other forms of homebrew can be made for and used with the engine as well. Not only that but This would offer a interface for developing homebrew outside of PSL1GHT for all types of CFWs (as we will port the engine to work with multiple types of CFW’s )
Developers would need a way to install a .pkg onto there PS3s. They would then make homebrew in form of “recourse data” with the Gaming engine’s tool chain. that is then coupled and distributed with the engine.
A user can download the engine.pkg and insert it on a USB stick along side there recourse data” followed by installing it on there PS3,
the engine would pick up on the resource data, in turn presenting the homebrew content…..
Our first release will be that of our own game using this engine. Upon that release we will release the engine for others to develop future forms of homebrew as well as hopefully more great First Person Shooter Homebrew.
Our game and its engine will have great features: such as…
:~~A version of the engine as well as its tool chain will run well under all modern versions of Windows, from Windows 95 to the new Windows Vista. If you have Linux, it works with that too. But compiling the data to work will be horrible and time consuming
:~~ Free-Looking free-view ( up-down, left-right ) pseudo-3D rendered environment
:~~ a since of basic objects that a player can interact with move, push, pull,ect.
:~~ ACS based event scripting
:~~ in game hub’s
;~~ Colored sector lighting.
;~~ Custom monsters, weapons, and items.
;~~High resolution textures.
;~~ High resolution
;~~ Many, many extensions to ACS
;~~ music formats: Ogg Vorbis, MOD, XM, IT, S3M, MIDI, and MP3,MUS.
;~~ More sound formats: FLAC MP3 and WAVE can be used for sound effects.
;~~ texture formats: PNG and JPEG are both useable for artwork.
. ;~~ Translucency (regular and additive).
;~~ Full-featured joystick/gamepad support under Windows. With other device support in development.
;~~ player network games using UDP/IP to server support, including team-based game play.
;~~ light effects, including dynamic lights, bright maps, and glowing flats
;~~ As of now: md2 and md3 model support.
;~~ True color support
;~~fog, deep water.
:~~ film focus effects
~~ Jumping.
;~~ crouching
;~~ Crosshairs.
The works.
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As stated the engine will be developed to incorporate resources data made present to the engine after its installation onto the ps3. Application tools in a windows environment would be used to develop HOMBREW in form of resource data.
Releasing PMW NATION the Video Game at first would show off the possibilities of the games engine so perhaps others could take interest
-----------------------------------------------------------------------------------------------
We will soon release a project webpage on the matter and I will surly filter that out to those who are interested.
With that We personally hope to contribute a lot to the homebrew café’ as we will use this as our basic means of discussing ‘certain’ forms of our game and its engine’s development to the PS3.
Help getting this underway can be used on this project by those interested and who are familiar with operating PSL1GHT ,those who have knowledge in c languages, and/or those who are familiar with software compilation with GCC, should attempt to message me personally at my email: PMWNATIONHOMEVENTS@AOL.COM.
“Hell.. Just email me for any reason, questions concerns ect. Hell you can feel free to ask me a question right now W/e.”
Our engine will be made open to anyone willing to use it in hope that great homebrew will ensue bringing us ever that much closer to a greater tomorrow where we can fully embrace the ideas that are “ the soul concept of HOMEBREW”
More information soon,
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July 24th, 2011, 21:56 Posted By: wraggster
Sony has launched its second digital PlayStation Store in Latin America, in beautiful Brazil. Following Mexico, Brazil now has access to 200 items of first- and third-party digital content, including Assassin's Creed II and the demo for LittleBigPlanet2. Sony is also extending the Welcome Back program to Brazil, offering two PS3 and two PSP titles to everyone affected by the hacking blackout, through August 21. Sony also established a PlayStation Blog and PlayStation Website for its users in Brazil.
http://www.joystiq.com/2011/07/23/pl...ore-in-brazil/
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July 24th, 2011, 22:02 Posted By: wraggster
News via http://blackbird.usask.ca/wordpress/?p=318
With the release of bSNES v064, libsnes was born. libsnes is essentially a quite simple API that exposes the functionality of a SNES emulator, allowing various new front-ends to be made. A libsnes library has been developed for, bSNES obviously, and SNES9x.
SSNES is one such front end, which I feel is now somewhat mature. It does sport some features not often found in other emulators, such as a complex multipass shader implementation in Cg and GLSL (XML), and frame-by-frame rewind.
Now, there’s one interesting aspect of libsnes. It is just a streamlined interface to perform common emulator things such as:
•Init console
•Load ROM
•Set callbacks for video, audio and input
•Run main loop
This is practically how every emulator works. The difference lies in the details. The question now is, can we implement a libsnes which emulates a different system than SNES for shits and giggles? It’s not like SSNES verifies the ROM image as a SNES game at any rate. It just calls snes_load_cartridge_normal(). It’s essentially emulator agnostic, which we’ll use to our advantage.
Now obviously, libsnes is SNES specific. For example it only has concepts of things that the SNES (emulator) can do. However, there is a console which is quite similar to the SNES in terms of interfacing, the GBA.
GBA fits quite easily into the model of SNES. It has the exact same buttons, sans the X and Y buttons, so that maps perfectly over from a configuration standpoint. Graphics are 15-bit XBGR, just like SNES, 240×160 resolution (except for the weird mode 5), etc. Audio is also signed 16-bit. We have to resample the audio on the GBA to ~32kHz to match SNES, but hey.
I mocked up a VBANext build which is essentially built as a libsnes shared library. Very incomplete, but it runs the two games I care about on GBA, Golden Sun, and Golden Sun 2. Then add in support for rewind and multipass shaders and have a blast. DSP audio effects are nice too, which might help the godawful sound quality of the GBA.
One added bonus is that we’re now able to test VBANext progress and regressions easily on the PC, since we actually have, you know, decent debuggers on the PC.
I do plan on making a GBA specific libgba at some point, but I’ll see how deep the libsnes rabbit hole goes.
If you want to test VBANext/libsnes, you can build it from our git repo in platforms/libgba, and just hit make. Makefile is only set up for *nix as of writing, but hey. People compiling themselves probably use *nix anyways.
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July 24th, 2011, 22:37 Posted By: wraggster
News from the Cobra Team
The Cobra Team is proud to present the Cobra 3.0 firmware pack, available from downloads section. In this release we enabled the Cobra USB device on 3.55 via use of our own cfw. Enjoy the release and look forward to many new features to come in future releases. Please be sure to read the updated user manual for detailed instructions on upgrading and usage!
http://www.cobra-usb.com/
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July 24th, 2011, 22:49 Posted By: wraggster
A new PS3 Emulator has been announced, in reality its going to be years before anything decent will run and on one mega powerful PC, but anyway, heres whats new so far:
List of recent project changes over the last week:
R20
rpcs3:
- implemented ELF compiler (Asm, only for test).
interpreter:
- Fixed ADDI opcode.
SysCalls:
- fixed FileSystem syscalls..
R19
DisAsm:
- Fixed dump code.
interpreter:
- Founded and emulated more instructions.
- Fixed sc value..
R16
interpreter:
- Emulated more instructions.
ElfLoader:
- Fixed SetPc value..
R15
rpcs3:
- fixed compilation bugs for debug mode
memory:
- fixed read/write 16/32/64/128
- implemented fast read/write.
R14
rpcs3:
- emulated some file system SysCalls
- rewrote MThread mode (now use pthread 2.8.0)
- rewrote memory manager
- rewrote save (ini) manager
- main and Log frames now save current position and size
- added more opcodes
- fixed crash if Log/DisAsm/Memory Viewer frame is closed
- implemented OGL video mode
DisAsm:
- implemented MT dumping.
Homepage - http://code.google.com/p/rpcs3/downloads/list
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July 24th, 2011, 22:53 Posted By: wraggster
News via http://blackbird.usask.ca/forum/viewtopic.php?id=41
This is the official thread of PS3roar at Homebrew Café, I'll try to keep this thread upto date as much as possible as development completes.
What is PS3roar? Good question!
PS3roar is a port of xroar for X windows, as well as; the Nintendo DS, GPX32, PSP and AMIGA OS4. PS3roar is a Dragon 32 and 64 Computer emulator that runs on a wide variety of platforms, now including the PS3. Due to hardware similarities, PS3roar also emulates the Tandy Colour Computer (CoCo) models 1 & 2.
The PS3 port and modifications completed by CrashSerious (me). The PS3 port uses PSL1GHTv2, a free and Open Source SDK for the PS3.
PS3roar is a Dragon/Tandy Coco emulator, is a port of xRoar by Ciaran Anscomb.
xRoar is Copyright (C) 2003-2010 Ciaran Anscomb <xroar -aT- 6809.org.uk>
Below is an image as it currently is in development:
The currently working options in the emulator are:
- 6809 emulation
- Video display (at original pixel size) on the display w/ background
- Keyboard emulation with PSL1GHT_SDL that has a keyboard Driver (https://github.com/CrashSerious/SDL_PSL1GHT)
- Cart loading from /dev_hdd0/game/PS3Roar00/USRDIR/ROMS/ (CTRL-I)
- Cassette loading from /dev_hdd0/game/PS3Roar00/USRDIR/CASSETTES/ (CTRL-L)
- Cassette Saves from /dev_hdd0/game/PS3Roar00/USRDIR/CASSETTES/ (CTRL-W)
- New Cassette creation (currently only one filename is used, a input mechanism is needed)
- Disk loading from /dev_hdd0/game/PS3Roar00/USRDIR/DISKS/ (CTRL 1-4)
- Disk Saving from /dev_hdd0/game/PS3Roar00/USRDIR/DISKS/ (No Key, automatically writable)
- New DISK (.dsk) creation (currently only one filename is used, a input mechanism is needed)
- Snapshot loading from /dev_hdd0/game/PS3Roar00/USRDIR/SNAPSHOTS/ (CTRL+S)
- Snapshot saving to /dev_hdd0/game/PS3Roar00/USRDIR/SNAPSHOTS/
- Emulation Soft Reset (CTRL-R)
- Emulation Hard Reset (SHIFT-CTRL-R)
- Exit (CTRL-C)
- trace mode (with DEX or Ethboot payload)
- Fixed emulator in all resolutions supported by the PS3. 480p, 720p, 1080p, etc (576p still needs tested, but should work)
- Switching to and from full screen mode enabled, set full screen to default.
Known issues:
- Sound (Sound is there, but not 100% correct)
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July 24th, 2011, 22:58 Posted By: wraggster
Via http://www.ps3hax.net/showthread.php?t=24701
Hey there everyone!
I decided to have ps3hax as the new home for multiMAN, so from now on information and updates will be posted ONLY in this forum.
Here is a multifunctional tool, which includes 8 different display modes (for games, AVCHD and Blu-ray) and File Manager + background running FTP server.
multiMAN (referred hereafter as "software"), its author, partners, and associates do not condone piracy. multiMAN is a hobby project, distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
The software is intended solely for educational and testing purposes, and while it may allow the user to create copies of legitimately acquired and/or owned content, it is required that such user actions must comply with local, federal and country legislation.
Furthermore, the author of this software, its partners and associates shall assume NO responsibility, legal or otherwise implied, for any misuse of, or for any loss that may occur while using multiMAN.
You are solely responsible for complying with the applicable laws in your country and you must cease using this software should your actions during multiMAN operation lead to or may lead to infringement or violation of the rights of the respective content copyright holders.
multiMAN is not licensed, approved or endorsed by "Sony Computer Entertainment Inc." (SCEI) or any other party.
Current version: 2.03.00 (July 17th, 2011) (for PS3 systems with support for unsigned code execution)
01.08.01 - Fully working FILE MANAGER mode 01.08.04 - Slide menu style with animation (real sliding when changing titles) 01.08.05 - Support for mounting DVD-Video folders (VIDEO_TS) from internal or external HDD disk (playable as VOBs in XMB VIDEO tab when any DVD-R disc is inserted) 01.08.05 - Support for detecting and mounting PS2 game backups 01.08.06 - PARAM.SFO FW 3.41 patch option. 5 additional search GAME search folders added in .ini 01.08.07 - Fixed locking on exit after FTP usage. 01.08.07 - File manager - mouse pointer changed for better visibility 01.08.07 - When no games are found more messages are displayed and all cover modes + filemanager are accessible! 01.08.07 - Filemanager: L2 - Page Up, R2 - Page Down for current pane 01.09.00 - Support for AVCHD playback from INTERNAL HDD (payload with syscall8 support required) 01.09.00 - Support for backup of AVCHD folders to internal HDD 01.09.00 - OVERSCAN option in the .ini 01.09.00 - Important fix for copying files smaller than 16KB 01.09.01 - Support for AVCHD HDD playback with USB/SDHC/MemoryStick mount points 01.09.02 - Convert Blu-ray (BDMV) structures saved on the internal HDD to AVCHD format 01.09.03 - Overscan option applied to all display modes (except FILE MANAGER) 01.09.04 - Background slide/animation uses PICPA.PNG (and not PICPL/PICPR.PNG) to save 8MB or memory. 01.09.04 - Source changes to compile with SDK 1.90 for older firmwares. 01.09.04 - Separate release for FW 1.90-3.40 (OSK not working in file manager) 01.09.05 - Fixes, improvements and changes. PC HOST network support in FILE MANAGER mode. 01.09.05 - [SELECT]+[X] while in filemanager with currently active net_host# will cause forced REFRESH of net_host contents 01.10.00 - * options.ini is changed * a lot of fixes * added option to mount /dev_flash to user defined hdd folder * syscall and mount point options removed * mounting AVCHD from internal HDD now works for all payloads * overscan option applied to filemanager mode, too * version for firmware 3.15 attached, too (do not use it for FW 3.41, because OnScreenKeyboard and HOST doesn't work) 01.10.01 - Fixed PL3 /app_home mounting, added Payload Type info in [L2] Setup and in lower right corner (P=PL3, H=HERMES, G=PSGROOVE) 01.10.02 - Added REMOTE PLAY to multiMAN and the games it launches 01.10.02 - Left analogue stick now moves the mouse like the RIGHT one to be compatible with PSP in remote-play mode for FILE MANAGER in multiMAN 01.10.02 - Fixed issue with "CF Card icon" displaying when PS3 has no internet connection (and possible black-screen lock-up) 01.10.03 - Loading progress message when multiMAN starts 01.10.03 - Improved folder scanning speed 01.10.03 - Changed [L2] Setup menu with motion background and fixed freezing with [PS] button 01.10.03 - Fixed game double listing 01.10.03 - File manager rearranged to fit PSP remote-play screen and overscan TVs 01.10.03 - Fixed folder sorting in file manager 01.10.04 - Fixed LONG loading time 01.10.04 - [SELECT]+[L2]/[R2] - change overscan options 01.10.04 - [SELECT]+[L1] - change cover mode 01.10.04 - [SELECT]+[R1] - change content mode (GAMES/VIDEO/BOTH) 01.10.04 - [START] - launches File Manager 01.10.04 - No modifications will be applied to user PS3 system before accepting the Disclaimer/agreement 01.10.05 - MP3 playback support in file manager (from local and network devices) 01.10.05 - At the moment it is limited to 2ch 44100kHz MP3 audio files (max 32MBs) 01.10.05 - Fading title names on inactivity 01.10.06 - New content folder in file manager /ps3_home 01.10.06 - New option dim_titles=5 in options.ini 01.10.06 - Improved copying folders/games with large number of files 01.10.07 - Fixed MP3 mono playback (plays in stereo) 01.10.07 - Improved COPY speed (20-25MB/s from external USB to internal) 01.10.07 - Fade-out in file manager on inactivity 01.10.07 - "Now playing:" info in [L2] setup screen (for testing purposes) 01.10.07 - Fixed "white background" for some games 01.10.07 - Some other fixes. 01.10.08 - * JPEG/PNG picture viewer mode in file manager * Picture viewer mode controls: LEFT/RIGHT or L1/R1 or [X] and [/\] / [O] to exit * Picture viewer: JPEG downscale to 1920x0180 * Picture viewer: JPEG upscale of 1280x720 and 640x360 to 1920x1080 * Picture viewer: PNG max resolution 1920x1080 * Interface uses JPEG pictures and not PNG * Covers are now in JPEG format * Faster browsing in cover/slide mode * Full package with 826 covers is now 14MB (was 119MB) * hdd_home options will now accept USB paths, too 01.10.09/10 - Picture viewer * Zoom-in / Zoom-out with RIGHT analogue stick (or with L2/R2) * Pan left/right/up/down with LEFT analogue stick * Slideshow (~6 seconds per picture) - start/stop slideshow with [START] button * Picture information on/off with [SELECT] button * Proportional ZOOM to fit WIDTH with [L3] * Proportional ZOOM to fit HEIGHT with [R3] * File manager: mp3/jpg/png files colored - makes it easier to find supported media. * Game browsing in all modes is more responsive (excl the cover/slide one). * Covers/thumbnails for AVCHD/Blu-ray compilations created with multiAVCHD are now also displayed. 01.10.11 - * MP3 "playlist" is now working. After you play a song from the file manager, multiMAN will load the rest of the mp3 files from the folder as a playlist and will play them sequentially. * During playback: [START]+LEFT / [START]+RIGHT skips to previous/next song in any mode and [START]+UP/DOWN controls playback volume * MP3 is stereo, but it will be played back through all 6 speakers in 5.1 configuration with little attenuation for the rear speakers and the LFE. * Changed initial volume to be a little softer * AC3 5.1ch / 2.0ch is also working, but in halts the main thead until song is played through. I'll need a bit more time to put it in the background. * multiMAN internet update doesn't require USB stick anymore. It will save it under its USRDIR/TEMP and will mount it to /app_home. * Filemanager shortcut changed to [SELECT]+[START] * New icon, created by condorstrike from the forum 01.10.13 - * Display mode #1 uses FREE TYPE fonts * Filemanager [RENAME]: the current name is displayed * Separate UPDATE via internet for firmware 3.15 01.10.14 - * Nice free type fonts added to display modes #1 and #3. * Additional [PATHS] mode added with [L3] (large title names, smaller title names + game path, smaller titles names without the path). * Game scrolling is rewritten to work in PAGES and browsing is as fast as it can get for all modes. * Fixed double listing of Blu-ray/DVD-R disc when present * Fixed disappearing USB games in USB PATCH mode 01.10.15 - * Fixed OnScreenKeyboard (OSK) for firmware 3.15 * Fixed NETHOST support for firmware 3.15 * Changed NETHOST access during boot * Fixed AVCHD title display for firmware 3.15 * Fixed some other minor things 01.10.16 - Copy video files to /ps3_home/video virtual folder - they will appear directly in the XMB Video tab. 01.10.16 - [SELECT]+[R3] in game display modes switches between 4 different fonts (with Japanese/French/Spanish/Russian/Bulgarian (Cyrillic)/Serbian support). 01.10.17 - In File Manager: * [R3] will open a file in HEX view mode * HEX view: [UP]/[DOWN] - Scroll in pages (512bytes) [left]/[right] - Scroll in blocks (8KB) [L1] - Seek to start of file [R1] - Seek to end of file [L2] - Scroll up one line (16 bytes) [R2] - scroll down one line (16 bytes) [/\] or [O] - Exit HEX file viewer * Playing network files will show their names and not 'net_play.bin'. * [SELECT]+[L1] will return you from file manager to last display mode * [SELECT]+[R3] - change freetype font for display modes 1 and 3 01.10.18 - * Proper detection of Blu-ray Video discs * New options in the .ini to set mouse deadzone in percents for R/L sticks deadzone_x=30 deadzone_y=30 * Added MP3/WAV/AAC file copy support to /ps3_home/music (XMB Music tab) * Added PNG/JPG file copy support to /ps3_home/photo (XMB photo tab) 01.11.00 - * Improved memory management * Smoother and faster browsing * Interface fixes and adjustments, improved MP3 playback * Background music upon multiMAN startup (additional download required) - Background music available in separate package (Theme original) 01.11.01 - * Support for USB mouse * Support for USB keyboard * Support for BD Remote Controller (if set as controller#1) 01.11.02- FILE MANAGER: * Launch games from any folder (click [X] on EBOOT.BIN) * Mount AVCHD from any folder (click [X] on INDEX.BDM) * Mount BDMV (Blu-ray) from any folder (click [X] on index.bdmv) * New option in INI: mount_hdd1=1 (to use 2GB PS3 cache partition) 01.11.03 - BUGFIX RELEASE (sorry guys!) * Fixed AVCHD discovery from external USB * Fixed PL3 payload lockup when launching games * Added "Control console" accessible via telnet to port 1713 (FW 3.40+) 01.11.04: * Added support for custom interface colors (COLOR.INI) * Added support for [LASTPLAY] game application * Fixed PL3 payload lock after internet update * Fixed multiple game/video listing * Have a nice X-MAS and support multiMAN and multiAVCHD! 01.11.05 - * Fixed mount points reset on launch * Added experimental support for PS2 game backups * Other minor fixes 01.11.06 - * Added startup check for backup folder access * Fixed support for [last game] application * Fixed [last game] application (separate download)
Download http://www.multiupload.com/AGRUWNIP2U
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July 24th, 2011, 23:02 Posted By: wraggster
Heres another multi emulator released for the PS3:
Samson posted this
now slimmed down to 100mb
added xmb menu music
dpad mapped to arrow keys , start=enter, select=backspace
new programs and games all launchable from the start menu..
added games:-
another world
hitchhikers guide to the galaxy
ghouls and ghosts
metal gear
shinobi
and lots more also a few wolf 3d mods
emulators:-
colecovision.. some launching problems , run as dos session
Fmsx (msx) (windows and dos versions)
x5200 (atari)
pc64 (com64)
i've set up dos based emus to launch from a run.bat so end user can edit and add game to be run, if you have problems try running from explorer, run, run as dos session.
also added, ps3hax theme wallpaper by Kajika, usb support(no hot plugging) a fake cd rom(folder) to copy file into (ps3 file manager or ftp) a windows based hex editor, so i think i am about done with it most 3d game lag.. but all 2d and simple 3d work. running slow-Pentium fixed@4000 BUT you can bump the cycles up as much as you want, but sound will suffer.
also i still cant get win32s to work on ps3 , works fine on pc .. go figure.
WinDos Final 3.41
http://www.megaupload.com/?d=YFK1SEYO
WinDos Final 3.55
http://www.megaupload.com/?d=LFZ2AVZY
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July 24th, 2011, 23:07 Posted By: wraggster
via http://psp.dashhacks.com/2011/07/24/...d-to-cfw-6-3x/
FuSa SD is a plugin for PSP-2000 (Slim) models that enables TV out at a full-screen aspect ratio using any cable — full-screen at full-speed — and now it works on custom firmware 6.3X thanks to neur0n.
Install it, try it out… If you’re using TV Out on your Slim you’ll find FuSa SD much better than Sony’s implementation
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July 24th, 2011, 23:13 Posted By: wraggster
Via http://psp.dashhacks.com/2011/07/22/...t-v4-released/
The cheat device (or plugin) formerly known as DarkPR — now titled DarkFrost — has just hit version 4. DarkFrost is a NitePR mod stemming from demon450; NitePR being the original work of SANiK.
DarkFrost lets you cheat any PSP game — easily bypass challenging parts or kick back and wreak havoc without worry, like causing pandemonium in the GTA streets with unlimited ammo and health … 6-star wanted levels sure are fun, especially when you’re invincible.
Where can you get the latest cheats for the latest games? Try PSP CheatUp out. Have fun!
DarkFrost v4 CHANGELOG
•Organized The Source, Made The File Size Smaller
•Added How Long Battery Will Last In Minutes
•Reset Copier Now Resets To Copy Address and Goes Back To "1"
•Reads Your PSP's Nickname And Prints It Out In The Initiation Welcoming You As Well As In The Credits Tab
•More Organized Dumps Using Game Id-Dump Number
•Added The Option For "Search Range" In The Searcher Instead Of Having To Press Start and Moved Remove Searches Here Too
•Made The Find Text More Compatible With The QWERTY Keyboard
•Fixed The Keyboard's Button Inputs That Overlapped Each Other
•Now Press START In The Keyboard Exit And Save The String
•Changed The Old URL To The Newer One In The Header, Also Making It Look Neater, As Well As Added The Forum URL In The Credits Tab
•Made DarkFrost Look Even FROSTIER!
•Rebuilt The Searcher!A Little Faster.
•Finally Finished Copy Text
•Now Has An Undma-er Menu, Similar To Oby1Chick's DMP
•Add New DMA Cheats
•Press Square In Exact Or Unknown Search To Add The First 200 Cheats
•Can Now Open In Homebrew And PSX! (Wherever You Can See The Home Screen You Can Use DarkFrost)
•New Reload Cheats Function That Will Bring You To A Menu That Will Allow You To Choose Which File You Want To Reload From
•Separated the Customize Colors and Buttons option
•Put Many Options In The Right Places, So Everything Is Easy To Use And More Organized
•Fixed A Scrolling Bug In The Cheater, And Made It Scroll Faster As Well
•Faster Load Cheats Function Initially And When Reloading Cheats
•Added a SFCOEnabler And RREnabler To Get On PSN With A psnabler.txt In Your darkfrost folder, To Spoof To The Most Current Firmware
•Took Out CPU/BUS Display
•Option To Toggle PSNabler Function
•More Organized Layout On The Memory Stick
•Can Save All Button Options And Browser Colors
•Removed Individaul Toggle REAL Addressing And Combined It Into One Option
•Can Now Remove Searches While The Game Is Paused
•Improved/Fixed Another Scrolling Bug
•Fixed Several Button Combo Bugs When Changing Them
•When You Exit A Cheat It Now Doesn't Go To The Top But Remains On The Cheat
•Took Out The View Initiation
•Added An Offset Log To Keep Track Of The Offsets While DMA Searching
•Took Out MIPS Instructions
•Added Reload NitePR Cheats
•Replaced Search History With Search Results
•Fixed A Few More Bugs, Like A Find Text Bug That Might Have Appended Text To The End Of The Search Results
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July 24th, 2011, 23:18 Posted By: wraggster
via http://psp.dashhacks.com/2011/07/22/...beta-released/
The title says it all — and as for the [user readable] change log … who knows? Coldbird is on vacation and Liquidzigong didn’t pack one in the RARs — but if you look here, that’s the real, technical deal.
Again Custom Firmware 6.20 / 6.35 / 6.39 PRO-B9 is compatible with just about every PSP model and hardware revision:
•6.20 [1g, 2g, 3g, 4g, 5g]
•6.35 [1g, 2g, 3g, 4g, 5g, 7g, 9g]
•6.39 [1g, 2g, 3g, 4g, 5g, 7g, 9g]
Not sure what model/revision you’ve got? Use this app: PSPident.
And remember: This is BETA. You’re using CFW PRO-B9 BETA at your own risk … but all in all, I’m sure it’s safe. Let us know, leave your feedback below
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July 24th, 2011, 23:25 Posted By: wraggster
via http://psp.dashhacks.com/2011/07/19/...sed-for-pspgo/
Showing the PSPgo (05g) some love is neur0n with custom firmware 6.39 ME-8 BETA. Two versions are available: one is Light (LCFW) and the other isn’t. What’s the difference? Not entirely sure… And so you know I haven’t tried this yet either… My PSPgo is at home and I’m not.
If you’re feeling ballsy then give it a go, but again, I can’t confirm whether or not they work, or if they write to flash at all. Maybe it’s 100% safe and I’m acting paranoid … recovering a bricked go ain’t so easy though.
Anyway, whatever the case, leave a comment if you try it out, otherwise I’ll be trying 6.39 ME-8 for PSPgo when I’m back home
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July 25th, 2011, 23:20 Posted By: wraggster
via http://www.psp-ita.com/4504-390-Revamped_Rev.17.html
Among the various possibilities offered by the custom firmware or only the Homebrew Enabler (HEN), there is certainly open to amateur utlit* software or leisure. The latter category has been inhabited various productions play more or less valid. Among these is Revamped.
Revamped is a FPS for the PSP (and others) that re-construction amateur mechanics like that in a typical sci-fi graphics context that calls the universe of Halo (Xbox and PC hit series) which we can say which builds to full hands. The title is based on the graphics engine of the first Quake (ID Software) which, although labeled as "obsolete" PC, but is widely exploited with excellent results on the PSP, there are in fact the amateur productions born thanks to this open source engine for some time. In addition Revamped boasts an active community that ensures the continuous improvement of the project.
http://www.psp-ita.com/?fid=314
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July 25th, 2011, 23:25 Posted By: wraggster
The hunger for glasses-free 3D screen technology is misjudged, Sony’s 3D gaming boss Mick Hocking has claimed.
"There are already glasses-free TVs, big screens and small screens out there," he told Eurogamer. "The problem with glasses-free, or auto-stereoscopic as it's called, is that it has inherent limitations.
"With stereoscopic 3D, however you do it, you've got to get one image to the left eye and one image to the right eye to produce the stereoscopic effect. So with all these screens they typically have a sweet spot for where you need to put your head in distance and in angle, and if you move your head relative to it, you break the 3D effect until you get into the next pair of images, and you see artefacts going across the screen.”
Hocking went on to criticise some of the current glasses-free 3D already on the market, though he stopped short of actually naming the 3DS.
"We've also seen with mobile devices, if it's a mobile device you move relative to your head and it's got a 3D screen, that will break the 3D effect. It won't work very well,” he added.
"There's lots and lots of work going on with auto-stereoscopic screens because people wearing glasses is something extra for them to do to enjoy the content. We've been saying over the last 12 months, if the content is good enough and compelling enough, the only way at the moment to enjoy full high definition 3D is on TVs with the glasses."
http://www.mcvuk.com/news/read/sony-...free-3d/082447
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July 25th, 2011, 23:34 Posted By: wraggster
You'll be used to reading about Wii dominating hardware sales this generation, but which of the other two consoles will, in the end, come in second place?
While Xbox 360 remains marginally ahead of the PS3 on a global sales basis, PS3 is catching up and analysts note its 10% lead over Xbox 360 sales so far this year.
"The Xbox 360 does have a 5% lead over the PlayStation 3 worldwide, a minimal difference," noted EEDAR's Jesse Divnich, While he says that "the race is neck and neck" considering factors such as Xbox 360's higher replacement rate and PS3 being "a tad bit more future proof", he goes on to note that PS3 is winning this year.
"If one looks at the total amount of sales through the first 6 months of 2011, the PlayStation 3 has sold about 10% more than the Xbox 360, worldwide, so the PlayStation 3 is definitely gaining ground," he told Industry Gamers.
But, he later adds, "the Xbox 360 has increased its velocity without the aid of any price cuts or redesigns over the last year ... The only reasoning that seems plausible is the Kinect or the strength of its software library has reached some sort of tipping point making the Xbox 360 an incredible value to consumers at its current price points."
Colin Sebastian of RW Baird suggests that while Xbox is still holding strong with the launch of Kinect and strong software propping it up, he says "you would never want to count the PS3 out".
"For instance," he adds, "if Sony combined a strong first party lineup (e.g. Uncharted/Resistance) with another hardware price reduction, I believe we would see a nice pick-up in unit sales this fall."
While Xbox 360 is comfortably outselling PS3 in the US, sales data from Strategy Analytics suggested back in April that the global installed base of Sony's console reached 43.4 million at the close of 2010, compared to 42.9 million for Microsoft's system.
http://www.computerandvideogames.com...ox-on-a-surge/
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July 26th, 2011, 01:12 Posted By: wraggster
Sony has revealed more information on PlayStation Vita's online modes Near, Party, LiveArea and Activity.
Near is like the Nintendo 3DS' SpotPass. It's "a location-based gifting system", according to Sony Europe manager of R&D, Phil Rogers.
"What Near does is it allows users to discover each other, leave gifts for each other and essentially find out more about games. You can see where people are in relation to your location, their five most recently played games and also gifts that they've registered. This is fairly cool because it exposes users to games they might not have heard of and you can see how popular those games are and how people are rating them," explained Rogers at the Develop Conference 2011.
Near's gifts don't settle in one place, "unlike another platform" - they follow you around as you "go about your daily life". Near allows one 100KB gift box per game. Boxes can contain multiple gifts but can't exceed the 100KB binary data size limit.
Rogers painted a verbal picture: "Imagine user A visits locations one to ten through that day, and they get home and sync with the server and it uploads to the Near server your ten locations that you've been to.
"User B comes along, does the same thing, but at some point in User B's day they passed User A's location five, which means they're now able to collect gifts that that user's dropped. That comes into the Near application and then in-game they pick up those gifts."
You can specify how many times a gift is picked up, how available it is from your daily locations in terms of relative distance, how long a gift lasts for, who can access the gift and the probability of finding it. A rare item might only be discovered by one in 100 people.
"You could have a rare ship and you could drop that and someone could collect that by using Near."
Phil Rogers, manager, Sony Europe R&D
Gifts can be more than simple items. "You can gift challenges," said Rogers, who used the example of a gift that challenges someone in WipEout, offering possible rewards if successful. You can even gift in-game items: "You could have a rare ship and you could drop that and someone could collect that by using Near," revealed Rogers.
Rogers said there will be functionality to write to a gift-giver and say thank you.
Party is "really good for having friends together to discuss games, chat about them and get into them", Rogers declared.
As on Xbox Live, Party is "platform-wide" and allows you and three friends to form a party that sticks together regardless of what you do on Vita. "You can chat across games through text and voice," explained Rogers.
"Cross-game voice chat," he reiterated, "it's there and it's on Vita."
You can also launch Vita games from within Party and your friends there can click a button and quickly join you.
"You can have different Party groups for different games or genres," expanded Rogers. "Maybe you've got a first-person shooter group that you can all chat and go into.
"The voice chat part you can override," he added, "so if in-game you've got your own teams for audio then you can override the Party chat and turn that off."
Party is integrated with friends lists but isn't compulsory for all games to include. "Games can choose not to," said Rogers.
LiveAarea and Activity: "The LiveArea is essentially where you go to launch your PlayStation Vita day," Rogers beamed.
There are three modes in LiveArea: Index, Live and Game. The top area you'll see is the content information zone, which is the "landing point for when you start any game on PS Vita". The communication zone is where you "comment on people's activities within the game as well as publish your messages".
"Activity is a way for players to discuss progress," explained Rogers. "The system automatically puts a few activities in there," he added, such as Trophies and ratings. "That encourages people to then comment similar to Facebook style."
"Publishers: it's important not to spam users too much and to use it sensibly."
Phil Rogers
LiveArea can be updated by developers and publishers. "When you ship the game it's got the standard LiveArea that you bake into the game card," said Rogers. But through updates "you can even customise it to the user" by pushing out different data.
Publishers can also "push data to users" by putting images on the LiveArea frontpage as well as announcements on the bottom part of the logo. "It's a good way to push DLC," said Rogers. "So there's new levels out, click, go to the Store." It's also a good way to push news about the game. But Rogers offered a word of warning to publishers that "it's important not to spam users too much and to use it sensibly".
LiveArea also has location features and allows pubs/devs to track Vita owners "either by GPS on the 3G model or triangulation of mobile phone cells".
"As well as that we work with Skyhook and they provide wireless access points around to keep a general idea of where you are," elaborated Rogers. "So even with the Wi-Fi-only SKU you can still have a vague concept of where the user is."
Exactly how developers will use all these different features, Sony doesn't appear to know. "We're generally open to innovation," admitted Rogers.
http://www.eurogamer.net/articles/20...s-online-modes
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July 26th, 2011, 01:30 Posted By: wraggster
While Call of Juarez isn't able to topple Zumba Fitness on the UK All Formats chart, it manages to echo its performance on Xbox 360 and reach No.1 on the UK PS3 sales chart.
At No.2 is Call of Duty: Black Ops, which is up two places. Dungeon Siege 3 is the big-mover, up from No.12 to No.3, while Dirt 3 and InFamous 2 round off the top five.
After missing out on the top ten last week, Harry Potter and the Deathly Hallows Part 2 charts at No.6, ahead of LittleBigPlanet 2 and EA Sports Active 2.
Tiger Woods PGA Tour: The Masters is at No.9, while Brink is a non-mover at No.10.
GfK/Chart-Track PS3 Top 10 (week ending July 23):
01. Call of Juarez: The Cartel (Ubisoft)
02. Call of Duty: Black Ops (Activision)
03. Dungeon Siege 3 (Square Enix)
04. Dirt 3 (Codemasters)
05. InFamous 2 (Sony)
06. Harry Potter and the Deathly Hallows Part 2 (EA)
07. LittleBigPlanet 2 (Sony)
08. EA Sports Active 2 (EA)
09. Tiger Woods PGA Tour 12: The Masters
10. Brink (Bethesda)
http://www.computerandvideogames.com...ats-black-ops/
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July 26th, 2011, 02:47 Posted By: wraggster
via http://www.emucr.com/2011/07/daedalusx64-svn-r721.html
DaedalusX64 SVN r721 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r720
[=>] Merged from Dev branch:
Rev 316 - Salvy
[~] Simplified array for custom ucodes (we only need the ucode and hash anyways)
[!] Clean ups in PIF
Rev 318 - Bdacanay
[+] Imported Paper Mario blend from old file.
[~] Fixed the Conker chainsaw smoke blend
[+] Added a blend to the river in Doubutsu no Mori
[-] Reverted Kirby blend that was breaking Kirby
[+] Added a blend to fix the menu and HUD in Wave Race 64
Rev 319 - Bdacanay
[-] Reverted Wave Racer 64 blend, as it was breaking Super Mario 64 horribly.
Rev 320 - Bdacanay
[+] Added a hack to Wave Racer 64 to fix the dangerous menu blend without breaking any other games. Tested and working perfectly. (Thanks corn)
Rev 321 - Salvy
[!] Enabled DisableSimulateDoubles for Conker (fixes "green textures" bug)
[~] Removed full-length fp mode (Was causing static and texture shifting in Conker. Anyways it only adds overhead and bloat to the emulator, I have yet to see a game that needs it, only RARE games that like poke the status reg..)
Rev 322 - Salvy
[+] Implemented env mapping for Conker (Using the CPU, we need to port this to the VFPU to avoid slowing down Conker!!)
[!] Pass directly gConkerVtxZAddr
[~] Clean ups in Microcode.cpp
Rev 323 - Salvy
[!] Simplified and inlined CPU_TakeBranch
[~] Made TranslateOp debug only
[-] Removed useless speedhack in R4300_J
[~] Reverted last remaining changes from 557-558..
Note : rev 313, 314, 315, and 317 weren't m,erged since they ar not ready for public.
r721
[=>] Merged from Dev branch:
Rev 324 - Salvy
[~] Fixed compiling error from last commit
[-] Small clean ups here and there
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July 26th, 2011, 02:49 Posted By: wraggster
via http://www.emucr.com/2011/07/d-psp-e...-svn-r300.html
D PSP Emulator SVN r300 is released. D PSP Emulator is a PlayStation Portable (PSP) emulator for PC made in D programming language. At the moment can run some simple homebrew. It doesn't load any comercial game at this stage.
D PSP Emulator SVN Changelog:
r290
- Fixed sceKernelWaitThreadEnd(CB) + Unittesting
- Fixed??! sceCtrlReadBufferPositive and sceCtrlReadLatch + Unittesting
r291
- Stop all the emulator when an error rises. @TODO CHECK! It loses the exception
launched?
- Minor changes and refactorings
- Changed the way sceCtrl waits for a frame. Still not accurate.
- Some changes and fixes on IoFileMgr_FilesAsync
- Implemented some more NIDs
- More changes and fixes on ThreadMan
- Disabled/Enabled all threads on sceKernelCpuSuspendIntr/sceKernelCpuResumeIntr
still have to check if it works as expected.
- Fixed sceKernelLibcClock
- Fixed PspLibDoc singleton (not used __gshared; was Thread Local Storage)
- Added and fixed tests for module loading
- More tests
r292
- Implemented simple voices on sasCore (still has some issues)
- Implemented sceAudio.sceAudioSRCOutputBlocking
- Minor changes and refactorings
r293
- Updated to D v2.054
- Fixed some issues and cleanups
- SwitchGen is now faster (probably MUCH faster) using AA instead of plain
arrays because of being able to use AA on CTFE. Because of that, there is no
need for "cached_switch_all.dcode" file anymore and it has been deleted. By
faster I mean on compiling times. On runtime it should be as fast as always.
- Added a link to the online compatibility table (not enabled yet)
- Added a new option to force to check updates: --check_updates
- Fixed ApplicationPaths
- Fixed SvnVersion.getLastOnlineVersion on v2.054 because of the non-greedy fix.
r298
- branches/pspemu31 -> trunk
http://www.mediafire.com/?3hccz1y0a9kby20
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July 26th, 2011, 02:54 Posted By: wraggster
via http://www.emucr.com/2011/07/psp-magicsave-v361.html
PSP MagicSave v3.61 is released. PSP MagicSave is a PSP plug. PSP MagicSave will be able to save data encryption and decryption during the game.
PSP MagicSave v3.61 Changelog:
[Moving parts basic]
- In the tangle of trouble libini, deal with some of the settings are not saved correctly
- Updated to latest Ver libini
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July 26th, 2011, 02:57 Posted By: wraggster
via http://www.emucr.com/2011/07/game-ca...ht-v13-r1.html
Game Categories Light v1.3 r1 is released. Game Categories Light is the successor to Game Categories Revised. It aims to provide a simple and well integrated category feature for 6.20 TN users, by applying the most hackish amount of patches this plugin ever had. It extends the original foldering feature (which is only capable of foldering everything by it's expiration date). A 'By Category' feature is introduced in to the options, and it is defaulted to whenever you enter the game menu. An 'Uncategorized' feature shows up for any uncategorized games/homebrew. As a nifty extra, it shows the type of game/homebrew it is, and it's current firmware limitations, as a subtitle.
Game Categories Light Features:
- Adds a new option called ‘By Category’ to your ‘Group Content’ menu.
- Adds the ‘By Category’ option in the Square-button cycling.
- Defaults to the ‘By Category’ option when you load the menu.
- Introduces a subtitle that shows the game type and firmware limits.
Game Categories Light v1.3 Changelog:
CHANGES 1.2b -> 1.3
- Added support for the 6.3X kernels.
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July 26th, 2011, 04:01 Posted By: wraggster
Just before i collapse into bed here comes another of our sites returned to full health and back for your viewing pleasure, PS2 Emu is our PS2 and PS1 site covering everything including homebrew and emulation for the consoles above.
Check it out here --> http://ps2emu.dcemu.co.uk/
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July 26th, 2011, 21:16 Posted By: Shrygue
via Eurogamer
There may be a PlayStation Vita version of strategical role-playing game Disgaea 3 in the works.
Yahoo! Japan spilled the beans in a release schedule since removed. But not before some sites could take pictures.
Yahoo! pegged Disgaea 3 as a PS Vita launch title, according to Siliconera.
The Disgaea series has a history of appearing on PS2 and then being adapted for PSP - a relationship that could continue on PS3 and PS Vita.
The PSP instalments, Disgaea: Afternoon of Darkness and Disgaea 2: Dark Hero Days, remain as two of the best games on the system - particularly the former.
Disgaea 3, a PS3 game, appeared in Europe in February 2009. Eurogamer's Disgaea 3 review awarded a handsome 8/10. "Once again," wrote reviewer Simon Parkin, "Nippon Ichi has created a delicious statistical sandbox to play in."
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July 26th, 2011, 21:22 Posted By: Shrygue
via CVG
Speaking in a full interview posted over on the PSM3 blog, the studio's boss Patrick Bach was asked his view on the security breach.
He replied: "I think its good that the problem is getting sorted now so that similar things won't happen again. However, of course, it's hurting us here and now but I think in the long-run it won't matter, and it'll actually create a better online service for PS3 owners.
"I think it's sad that it happened, and I wouldn't wish it on anyone. Everyone has to just live with it, I'm glad it has been dealt with, and I'm not worried about the future."
PSN was taken offline for just under four weeks by Sony following the security breach, but has now been fully reinstated across the globe.
DICE's Battlefield 3 will be a popular multiplayer addition to PSN when it released in October. DICE believes that the PS3 version of the game will be "very similar" to the PC SKU - despite allowing for fewer online players in more "compact" maps.
The all-new PSM3, out now, is chock full of great content, including a stunning 12-page special preview of Elder Scrolls V: Skyrim.
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July 26th, 2011, 22:43 Posted By: wraggster
Battlefield 3 creator DICE believes that the hack which brought PSN to its knees in April will lead to the service becoming stronger.
Speaking in a full interview posted over on the PSM3 blog, the studio's boss Patrick Bach was asked his view on the security breach.
He replied: "I think its good that the problem is getting sorted now so that similar things won't happen again. However, of course, it's hurting us here and now but I think in the long-run it won't matter, and it'll actually create a better online service for PS3 owners.
"I think it's sad that it happened, and I wouldn't wish it on anyone. Everyone has to just live with it, I'm glad it has been dealt with, and I'm not worried about the future."
PSN was taken offline for just under four weeks by Sony following the security breach, but has now been fully reinstated across the globe.
DICE's Battlefield 3 will be a popular multiplayer addition to PSN when it released in October. DICE believes that the PS3 version of the game will be "very similar" to the PC SKU - despite allowing for fewer online players in more "compact" maps.
The all-new PSM3, out now, is chock full of great content, including a stunning 12-page special preview of Elder Scrolls V: Skyrim.
http://www.computerandvideogames.com...-the-long-run/
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July 27th, 2011, 00:27 Posted By: wraggster
You'll be able to watch fighting game tournament Evo 2011 in PlayStation 3 virtual world PlayStation Home, Sony has announced.
The largest fighting game competition in the world begins on Friday and runs to the end of the weekend.
It takes place at the Rio Resort in Las Vegas, and will be streamed on the official Evo website, but will also be beamed into the PlayStation Home Theatre, as revealed by the US PlayStation Blog.
Players will duke it out on Marvel vs. Capcom 3, Tekken 6, Mortal Kombat, BlazBlue: Continuum Shift II and Super Street Fighter IV Arcade Edition.
Expect Street Fighter world champion Daigo Umehara to play an important role alongside US champion Justin Wong.
Korea's Poongko and UK champion Ryan Hart will also appear.
Watch Evo in Home on Friday and you'll get a limited edition Evo t-shirt for your avatar. Watch on Saturday and you'll get a special fighting stick companion item. And watch on Sunday and you'll nab a replica of the Evo trophy for your Home personal space.
http://www.eurogamer.net/articles/20...aystation-home
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July 27th, 2011, 00:33 Posted By: wraggster
Between its Near, Party, LiveArea and Activity social features, there's a whole lot going on under the hood of the PlayStation Vita. SCEE R&D exec Phil Rogers broke down those capabilities at Develop last week: Near, for instance, will allow Vita owners to look at the favorite games of nearby players, and allow players to drop and pick up "gifts," which could range from special in-game items to high score challenges.
Rogers explained that Party will give players cross-game chat capabilities, allowing them to invite friends to groups and launch games directly through the UI, which all party members will be invited to. The LiveArea is a tad more esoteric: it will display information about software as it is launched, and will allow users to "comment on people's activities within the game as well as publish your messages." Sounds like the perfect receptacle for smack talk.
Finally, the Activity feed will show the in-game accomplishments of friends (including high scores and Trophy unlocks) in real time. The feed can also be updated by publishers and developers, though Rogers suggested, "it's important not to spam users too much and to use it sensibly." We pray that Rogers' advice is heeded.
http://www.joystiq.com/2011/07/26/pl...features-outl/
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July 27th, 2011, 00:44 Posted By: wraggster
If you like “Top 10” types of posts, this one is for you, and I’m sure you won’t find it anywhere else. This is a chronological list of PSP games in which vulnerabilities were found (ordered by date of exploit release, not release date of the game)…
Come with me, we’ll visit some of the major events in the scene’s history on the way… and as a nice bonus, 2 of the exploited games in this list were never revealed publicly before
1. 2005 : Puzzle Bobble
We’re going back to the very early days of the PSP scene with this first entry! Most of you probably never heard of this one before, actually.
The Japanese version of Puzzle Bobble was compiled in debug mode, allowing hackers to retrieve some interesting information, such as function names, that were later on used in the scene’s PSP SDK.
This was one of the first steps to getting homebrews on this great device.
2. 2006 – 2007 : GTA – Liberty City Stories
This one started a long era of “save game exploits” on the PSP. Fanjita and n00bz found a buffer overflow vulnerability in the savegames of GTA-LCS. This allowed users to run the noobz eLoader, and later on, downgraders.
Sony quickly patched this one with a firmware update, and Rockstar also updated their game. People wanting to hack their PSP had to be careful not to buy an updated version of the UMD. This is the only time in the PSP history that an exploited game got a UMD update.
Funny anecdote, this vulnerability got reused a second time by Noobz almost a year later, in what was called the goofy exploit, when it was discovered that sony had incorrectly patched the vulnerability. This one has a special place in my heart, as the GTA exploit is what I first used to run eLoader and scummVM on my psp phat!
3. 2007: Lumines
Noobz again, with the help of hacker Archaemic, found an exploit in the game Lumines. Called illuminati, the exploit was apparently found by pure luck, when Archaemic was trying to feed random data to the game.
This exploit gave hope to owners of the 3.50 firmware, technically working on all PSPs from firmware 1.0 to 3.50 (the most up to date firmware at the time)
4. 2009: Gripshift
As a happy new year present for 2009, developer MaTiaZ gave us the Gripshift exploit, yet another buffer overflow vulnerability in the player’s name, using the game’s save data.
Although the hype was extremely high on this exploit, the lack of a good Kernel exploit to work with it basically ruined the fun for everybody. The old guys among us will remember this as a big fight over an exploit between famous Hacker Dark-Alex, and team pspgen, when pspgen announced they would release a Custom Firmware/Hen using the Gripshift exploit
5. 2009: Medal Of Honor Heroes
In the middle of 2009, developer kgsws (who is now better known for being the first to sign homebrews on the PSP) released an exploit for the game Medal Of Honor Heroes (MOHH). The exploit had the particularity of requiring the players to commit suicide in the middle of a multiplayer game, which, although not very practical, was extremely fun.
Again, the lack of Kernel exploit (or rather, the lack of interest from people who had a kernel exploit) to work with this game made it not so interesting to the community, but this is also the game on which m0skit0 started developing Half Byte Loader, an open source successor to the NoobZ eLoader (these are both applications that allow to run homebrews without a kernel exploit)
6. 2010: Patapon 2
The PSP Go had announced dark times for the scene: exploits in games weren’t cool anymore, because exploits on UMDs wouldn’t work on the PSP Go, and exploits in games from the Sony PSN would get patched instantly. The “serious” guys were digging in the PSP firmware, or looking for exploits in images or mp3 files. Some people were still looking for exploits in games though, mostly for the fun of it.
This was the case of malloxis, who found an interesting crash in Patapon 2. What he didn’t realize at the time was that Patapon 2 also had an associated a demo, that could be obtained without accessing the PSN Store on various websites (no risk of an update by Sony), and that this demo could load and save games.
It took roughly a week to developer Wololo (that would be me ) helped by N00b81, to create a proof of concept for a binary loader using this buffer overflow. At this time, taking note of the previous “wasted” user mode exploits (MOHH and Gripshift), we (n00b81 and myself) wanted to go further, and help m0skit0 with his work on half byte loader. We wanted to keep our exploit under wraps, until HBL was ready, to avoid this great exploit being “yet another wasted user mode vulnerability”.
What actually happened is that malloxis blew it off by leaking my files, and we had to release a work-in-progress version of Half Byte Loader. But overall things turned out well, as Half Byte Loader dominated the scene for a few months, until Total_Noob’s Hen came, almost a year later.
Fun fact: people who used HBL during this era now want to kill kittens every time they hear the Patapon song.
7. 2010 – Hot Shots Golf 1 and 2
As we were working on Half Byte Loader, and as no Kernel exploit was seeing the light of day, it became clear to us that making Half Byte Loader portable to many exploits was a priority.
This is in this context that developer J416 adapted HBL to an exploit he had found in Hot shots golf.
It was also clear in 2010 that game exploits were mainstream on the PSP. I had been contacted at the time by more than 10 persons who had a valid buffer overflow vulnerability using a game, and hundreds of people who could crash the PSP by feeding it garbage. At that time, we were not afraid about running out of user mode exploits, but more afraid of seeing Sony patching them very quick when they were not Demos. It turns out that Sony took months to patch the Hot shot golf games on the PSN, proving that user mode exploit and homebrew were not a threat for them (the only good move Sony intentionally made for the scene in 6 years?)
8. 2010 – Minna no Sukkiri
Developer Jeerum found an exploit in the Demo of the Japanese game “Minna no sukkiri”.
The circumstances in which he released it were a bit awkward (we already had a perfectly working user mode exploit for all known firmwares), but came in handy for Half Byte Loader, as it meant we didn’t have to maintain too many versions of HBL anymore. People just had to use this very compact demo, and could forget about the previous Patapon exploit, or the “expensive” Hot shots golf games.
The 2 next game vulnerabilities were never revealed publicly before today, to the best of my knowledge. I reveal both of them here because I think it’s fun, and I don’t think they would be any useful now that we can sign homebrew. I also think Sony won’t bother fixing them as long as there’s no exploit fo them to look at. So here goes:
9. 2010 - Ape Escape: On the Loose
Yet another classical Buffer overflow exploit in the player’s name. This exploit was found in parallel be several people who strangely all contacted me around the same period of time.
I’ll leave as an exercise to the reader the work of creating a hello world, the tutorials are here and this game is really easy to exploit.
This game is unfortunately fairly old, which makes it not so useful for things such as Half Byte Loader. Basically, Half Byte Loader needs a game that imports as many libraries as possible, especially recent ones, to have a better compatibility with homebrews (we had the same kind of issue with Hot shots golf)
10. 2010 – Gladiator Begins JP Demo
This one was extremely interesting. I must apologize to the person who found this exploit, as I can’t remember who it was… we worked together towards a working binary loader. This was going to be the next big user mode exploit for the PSP… until we discovered that the savegames in this demo only work on the PSP that created them.
I was aware that such a system exists on the PSP (lots of people were complaining about the impossibility to re-use their save games on recent games such as Tekken 6), and wasn’t able to bypass this limitation…who knows, maybe the recent works on encryption on the PSP could help finalizing this one. Again, it is fairly easy to get this exploit to work, it’s a Buffer overflow in the player’s name again…only problem is that the savegame will only accept to load on your own psp.
The awesome conclusion
There are of course many other games on the PSP with such vulnerabilities in them… I know a few of them, but it’s probably not so important now that we can all have a CFW on our PSP.
One interesting thing to note is that, with the exception of Noobz involved in two of these exploits, all these vulnerabilities were found by different people… so this is why I laugh every time people think the scene is “dead” when one hacker leaves it… obviously, there are many skilled people on the scene, and they all come and go
For those of you who want to try these exploits, as far as I know, except the two last ones of the list, they’ve all been patched on recent firmwares, so you would need to downgrade your PSP first in order to test the exploits!
http://wololo.net/wagic/2011/07/26/1...vulnerability/
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July 28th, 2011, 00:17 Posted By: wraggster
Sony has confirmed that consumers will be able to get hands-on time with PlayStation Vita at Gamescom.
The Cologne event will mark the first time the company's new handheld has been made available to the public. It has previously been announced that gamers would not be able to try the device out for themselves until Tokyo Game Show in September.
The inclusion of playable Vita at Sony's Gamescom stand was confirmed by a Sony PR representative to VG247. No details have been given on what titles will be showcased.
Gamescom will be held in Cologne, Germany, and runs from Wednesday, August 17th to Sunday, August 21st. The public will only be able to attend from Thursday, August 18th onwards.
http://www.mcvuk.com/news/read/vita-...om-2011/082488
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July 28th, 2011, 00:35 Posted By: wraggster
Sony has said that adding 3D support to PSP games played on PSP via its new 'PSP Remaster' program is easy and may be supported in future.
The Remaster Program, announced in May, will see PSP games remade for PS3 with added HD visuals and save-game transferring support - essentially letting you choose to play your games on the big or small screen.
Teiji Yutaka, a developer on the project, told Famitsu magazine: "There's a group within the Software Solutions department that specializes in 3D graphics," adding, "When they first saw the Remaster project, they suggested that they might be able to insert 3D graphics inside there."
According to Yutaka, they did it and it was a piece of cake. "They managed to implement it with hardly any hit to performance and processing speed at all, and I don't think that would've been possible without the processing power of the PS3," he said.
Colleague Tadayasu Hakamatani chimed in: "There wasn't much rejiggering we had to do to make 3D work, but some games need to be reworked because the way they're programmed prevent them from working in 3D out of the box. It's possible to add 3D graphical information to games via the PSP Engine OS, though, so support can be added without a lot of extra burden."
The first PSP Remaster-enabled game is Monster Hunter Portable 3rd HD Ver., which hits Japanese shop shelves on August 25.
http://www.computerandvideogames.com...ble-says-sony/
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July 28th, 2011, 00:43 Posted By: wraggster
There may be a fair bit of industry clamouring for the next generation of consoles - but the creator of one of the most technically impressive games of the year certainly believes PS3 can still achieve more.
Speaking in a monster new interview with PSM3 (which you can read in full here), Brendan McNamara - the boss of LA Noire creator Team Bondi - was asked how much "raw power" he believed was left in the current gen.
McNamara replied: "I wouldn't profess to be an expert about either one but I'd say from our point of view with the PS3, we think it's got - with Naughty Dog's new game - people just get cleverer and cleverer about it. Like what percentage of the raw power are they using up?
"What you can do on SPUs on PS3 is pretty amazing so we think there's still a lot of life left in it. We'd certainly still like to do another [game] on it, so..."
And we'd certainly like to receive one, sir.
LA Noire, published by Rockstar, was a huge sales success for Australian studio Bondi, topping US sales in June.
The second downloadable content pack for L.A Noire, Reefer Madness, was released earlier this month.
http://www.computerandvideogames.com...ty-is-amazing/
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July 28th, 2011, 00:58 Posted By: wraggster
New Call of Duty: Black Ops map pack Annihilation headlines this week's massive PlayStation Store update.
Xbox 360 owners have had it exclusively for the past month. Available from tomorrow on PS3, its five new maps will cost you £11.49.
Looking for something a bit cheaper? Sony's massive summer sale reaches Europe this week, with more than 30 downloadable titles discounted over the next seven days. Highlights include Popcap's Peggle, Hothead's Swarm and Telltale's Sam & Max and Back to the Future.
EA is launching its own range of reductions, focusing on racer Burnout Paradise and multiple entries in the Need for Speed series. If you've yet to pick up the pricey DLC for last year's Hot Pursuit for example, you can now pick up the bundle pack at a cheaper price.
For one week only, gamers can get highly praised shooter Section 8: Prejudice bundled with both its downloadable Map Packs. There's also exclusive in-game armour for PlayStation Plus members and the first 1000 Plus members to purchase it get the original Section 8 free.
European PS3 gamers can finally download L.A. Noire's PlayStation 3-exclusive Traffic case "The Consul's Car". In North America it came as a free download with PS3 copies of the game. In Europe, you'll have to pay £3.19. Xbox 360 owners will never get this add-on.
The EU update listing is currently missing Dragon Age 2 DLC Legacy. It appeared as scheduled in this week's US update and is also available on Xbox 360.
The full listing, courtesy of the EU PlayStation blog, lies below:
Summer Sale Special Offers - available until 3rd August
Slam Bolt Scrappers (was £11.99/€14.99 – now £6.29/€7.99)
Swords and Soldiers (was £6.29/€7.99 - now £3.19/€3.99)
TerRover (was £8.99/€11.25 – now £4.39/€5.49)
Peggle (was £6.29/€7.99 – now £3.19/€3.99)
Acceleration of SUGURI X-Edition (was £4.79/€5.99 – now £2.39/€2.99)
Anarchy: Rush Hour (was £5.49/€6.99 – now £3.19/€3.99)
Tales from Space: About a Blob (was £9.99/€12.99 – now £5.10/€6.49)
Swarm (was £9.99/€12.99 – now £6.29/€7.99)
Blacklight: Tango Down (was £9.99/€12.99 – now £6.29/€7.99)
Dragon's Lair (was £7.99/€9.99 – now £3.99/€4.99)
Moon Diver (was £9.99/€12.99 – now £5.10/€6.49)
Crazy Taxi (was £7.99/€9.99 – now £4.79/€5.99)
Strong Bad's Cool Game for Attractive People (was £11.99/€14.99 – now £6.29/€7.99)
Sam & Max' The Devil's Playhouse (was £19.99/€24.99 – now £9.99/€12.99)
Back to the Future: The Game (was £15.99/€19.99 – now £7.99/€9.99)
Bionic Commando Rearmed (was £7.99/€9.99 – now £6.29/€7.99)
Bionic Commando Rearmed 2 (was £11.99/€14.99 – now £6.29/€7.99)
Final Fight Double Impact (was £7.99/€9.99 – now £3.99/€4.99)
Super SF2 Turbo HDR (was £11.99/€14.99 – now £6.29/€7.99)
Flock! (was £11.99/€14.99 – now £6.29/€7.99)
1942 Joint Strike (was £7.99/€9.99 – now £3.99/€4.99)
Commando 3 (was £7.99/€9.99 – now £3.99/€4.99)
Age of Booty (was £7.99/€9.99 – now £3.99/€4.99)
Super Puzzle Fighter II Turbo HD Remix (was £7.99/€9.99 – now £3.99/€4.99)
Ricochet HD (was £6.29/€7.99 – now £2.39/€2.99)
Wakeboard HD (was £11.99/€14.99 – now £4.79/€ 5.99)
Hamsterball (was £7.99/€9.99 – now £3.19/€3.99)
Interpol: The Trail of Dr. Chaos (was £7.99/€9.99 – now £3.19/€3.99)
Mahjong Tales (was £7.99/€9.99 – now £3.19/€3.99)
Smash Cars (was £11.99/€14.99 – now £4.79/€5.99)
Magic Orbz (was £7.99/€9.99 – now £3.19/€3.99)
Cuboid (was £7.99/€9.99 – now £3.19/€3.99)
Sky Fighter (was £7.99/€9.99 – now £3.19/€3.99)
EA's Summer of Speed
Burnout Paradise Big Surf Island (was £5.49/€6.99 – now £2.39/€2.99)
Burnout Paradise Boost Specials Collection (was £3.99/€4.99 – now £1.59/€1.99)
Burnout Paradise Cops and Robbers (was £3.99/€4.99 – now £1.59/€1.99)
Burnout Paradise Legendary Cars Collection (was £3.99/€4.99 – now £1.59/€1.99)
Burnout Paradise Party (was £3.99/€4.99 – now £1.59/€1.99)
Burnout Paradise Time Savers Pack (was £3.99/€4.99 – now £1.59/€1.99)
Burnout Paradise Toy Collection (was £5.49/€6.99 - now £1.59/€1.99)
NFS Hot Pursuit Game Modes Pack (Armed & Dangerous) (was £5.49/€6.99 – now £3.19/€3.99)
NFS Hot Pursuit Lamborghini Untamed Pack (was £5.49/€6.99 - now £3.19/€3.99)
NFS Hot Pursuit Porsche Unleashed Pack (was £5.49/€6.99 - now £3.19/€3.99)
NFS Hot Pursuit Super Sports Pack (was £5.49/€6.99 - now £3.19/€3.99)
NFS Hot Pursuit Three for All Bundle (was £15.99/€19.99 – now £13.99/€17.99)
NFS Pro Street Extender Pack Premium Car Bundle 1 (was £3.99/€4.99 – now £1.59/€1.99)
NFS Pro Street Extender Pack Premium Car Bundle 2 (was £3.99/€4.99 – now £1.59/€1.99)
NFS Shift Exotic Racing Series (was £7.99/€9.99 – now £2.39/€2.99)
NFS Undercover Boss Car Bundle (was £3.99/€4.99 – now £1.59/€1.99)
NFS Undercover Exotic Car Bundle (was £3.99/€4.99 – now £1.59/€1.99)
NFS Undercover Collector's Edition Upgrade (was £7.19/€8.99 – now £1.59/€1.99)
NFS Undercover Muscle Car Bundle (was £3.99/€4.99 - now £1.59/€1.99)
NFS Undercover Tuner Car Bundle (was £3.99/€4.99 – now £1.59/€1.99)
NFS Undercover Ultimate Performance Bundle (was £7.19/€8.99 – now £1.59/€1.99)
NFS Undercover Ultimate Visual Bundle (was £3.99/€4.99 – now £1.59/€1.99)
PS3 Games
Section 8: Prejudice - Special Offer Bundle (£9.99/€12.99): includes both downloadable Map Packs for one week only, exclusive in-game armour for PlayStation Plus members, first 1000 Plus members to purchase receive Section 8 free.
3D Ultra Mini Golf Adventures (£7.99/€9.99) (Trial & Unlock)
Dead Block (£7.99/€9.99) (Trial & Unlock)
PSone Classics
Rageball (was £2.99/€3.59 – now £1.99/€2.49)
Sports Superbike 2 (was £2.99/€3.59 - now £1.99/€2.49)
All Star Boxing (was £3.99/€4.99 – now £2.39/€2.99)
Super Slammin' Dodgeball (was £3.19/€3.99 – now £2.39/€2.99)
Miracle Space Race (was £2.39/€2.99 – now £1.59/€1.99)
ATV Racers (was £2.39/€2.99 – now £1.59/€1.99)
Rascal Racers (was £2.39/€2.99 - now £1.59/€1.99)
PlayStation minis
Vibes (was £3.99/€4.99 – now £0.99/€1.19)
Cubixx (was £2.49/€2.99 – now £0.99/€1.19)
Ace Armstrong vs. The Alien Scumbags (was £3.99/€4.99 – now £0.99/€1.19)
Stellar Attack (was £3.49/€3.99 – now £0.99/€1.19)
Duael Invaders (was £2.49/€2.99 – now £0.99/€1.19)
Dr. MiniGames (was £2.49/€2.99 – now £1.24/€1.49)
321... Supercrash (was £2.49/€2.99 – now £1.24/€1.49)
Mad Blocker Alpha (was £3.99/€4.99 – now £0.99/€1.19)
PSP Games
Toy Story 3 (£7.99/€9.99)
Split/Second: Velocity (£7.99/€9.99)
Hannah Montana: Rock out the Show (£7.99/€9.99)
Tron: Evolution (£7.99/€9.99)
Black Ops: Annihilation footage.
PS3 Add-ons
Call of Duty: Black Ops - Annihilation Pack - (£11.49/€14.49)
DIRT 3 - X Games Asia Track Pack (£3.19/€3.99)
Super Teams Pack [Bundle] (£2.39/€2.99) (contains the following content also available separately) Brembo Racing Team Pack (£0.79/€0.99), Mobil 1 Performance Team Pack (£0.79/€0.99), Team Yokohama Pack (£0.79/€0.99), Texaco Racing Team Pack (£0.79/€0.99)
Dynasty Warriors: Gundam 3 - Extra set of Mobile Suits - Susanowo Pack (£3.19/€3.99)
Dynasty Warriors 7 - New Weapon: Great Axe (£0.79/€0.99), Original Costume Pack 2 (£3.99/€4.99), Original Costume Pack 3 (£3.99/€4.99)
EyePet - Lucky Dip Vehicles 1 (free)
Homefront - Fire Sale Map Pack (£1.99/€2.49)
LA Noire - "The Consul's Car" Traffic Case (£3.19/€3.99)
ModNation Racers - Junkyard Props Pack (£3.99/€4.99)
Motorstorm Apocalpyse - Muerte: Ace Of Spades Event Pack (free)
Test Yourself - Test Yourself: Attention (£1.59/€1.99), Test Yourself: Memory (£1.59/€1.99)
PSP Add-ons:
Buzz!: The Ultimate Music Quiz - Rock Idols Quiz (£3.19/€3.99)
Rockband
Rock Band 2 - Burning Hearts - Silverstein (£0.99/€1.49), Curse of the Werewolf – Timeless Miracle (£0.99/€1.49), Katsushika - Rishloo (£0.59/€0.79), Magnolia – Texas in July (£0.99/€1.49), Schizophrenia – Jukebox the Ghost (£0.99/€1.49)
Rock Band 3 - Yes Pack 01 (£4.39/€6.59), contains the following tracks also available separately: Heart Of The Sunrise (£0.99/€1.49), I've Seen All Good People (£0.99/€1.49), Owner Of A Lonely Heart (£0.99/€1.49), South Side Of The Sky (£0.99/€1.49), Starship Trooper (£0.99/€1.49)
http://www.eurogamer.net/articles/20...date-13th-july
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July 28th, 2011, 13:15 Posted By: wraggster
Sony Corporation has reported a net loss of ¥15.5 billion ($191 million) for the first quarter ended June 30, compared to a profit of ¥25.7 billion for the same period last year.
The company said sale and profits were down mainly due to the impact of the Japanese Earthquake in March this year, although operations affected by the disaster are recovering faster than expected.
Sales of the PlayStation 3 dropped to 1.8 million units for the first quarter, down from 2.4 million for the same period last year.
Sales of PlayStation 3 games were up to 26.1 million units, from 24.8 million last year. Despite the slump in hardware, Sony still expects to outsell last year's PS3 total for the full financial year, forecasting 15 million sales compared to 14.3 million. Software sales are expected to be static at around 148 million games.
Sales of the PlayStation Portable were up on last quarter, from 1.2 million to 1.8 million, while PlayStation 2 sales dropped from 1.6 million to 1.4 million.
Sony's Consumer Products & Services division, which now includes PlayStation products as well as TV, home audio and video, mobile products and digital imaging, reported operating profits of ¥1.7 billion ($21 million), down from ¥28.5 billion last year, primarily due to a decline in LCD TV and video cameras.
Sales in the division were down 13 per cent to ¥732.3 billion ($9 billion), due to low sales in the US and Europe and competition in the PC market. The company made no detailed comments on the PlayStation business.
http://www.gamesindustry.biz/article...es-hit-USD191m
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July 28th, 2011, 23:42 Posted By: wraggster
'The first PSP had 32 MG of RAM and we have about ten times that now', says studio boss
Sony’s alleged reduction to PS Vita’s RAM capacity won’t harm developers working with the system, a Sony studio partner has said.
Dani Sánchez-Crespo, the CEO of PSP games studio Novarama, told Develop that the upcoming PS Vita handheld will “have a whole lot of headroom in terms of GPU power, CPU power and indeed RAM”.
But he appeared to confirm that Sony has lowered the RAM capacity of the device since its initial spec sheet was sent to developers.
Asked if the alleged RAM cut will affect Novarama’s own projects, Sánchez-Crespo said: “no that won’t affect us. It’s actually good for developers to work under constraint. Generally for Vita, we still have a whole lot of headroom in terms of GPU power, CPU power and indeed RAM”.
“Remember the PSP had 32 MG of RAM, we have about ten times that now,” he claimed.
“And the system’s battery life, by the way, is really good. You’d think with all the processing power that it would drain fast, but it’s fantastic”.
Sony has never publicly announced the internal memory capacity for its next generation handheld, though it was initially believed to be at 512MB.
Yet in May it was speculated that the platform holder had reduced the system’s memory capacity by half to 256MB.
Sony Worldwide Studios boss Shuhei Yoshida implied the reduction claim was not entirely accurate.
"Do not believe everything you read on the Internet," he said.
Sánchez-Crespo told Develop that reducing certain PS Vita features could ultimately be helpful to his studio.
“Remember, more hardware features means more costs for buying the handheld. Our main interest is for Sony to sell a lot of [PS Vita] units. Clearly the Sony guys in Japan have a tough job of what to leave in and what to leave out."
‘WE BELIEVE IN VITA’
Sánchez-Crespo’s studio Novarama, which recently announced an exclusivity deal with Sony, is not prioritising PS Vita development for now. The Barcelona studio will first complete the Invizimals 3 project for PSP.
It is likely a key factor in this decision is the PSP’s strong position within the wider games market. The cut-price unit has already sold to a broad consumer demographic, and the theory is that PS Vita’s first wave of buyers would mainly comprise of core gamers.
That means family-oriented games, such as Invizimals, may live longer on the older PSP platform.
But Sánchez-Crespo’s faith in the handhled’s successor was made abundantly clear.
“We really believe in the plan that Sony is putting together for PS Vita. We were stunned when we first got our hands on the handheld,” he said.
“I think the price point was spot-on, when I found out about what they were selling Vita for I was delighted. For a really powerful, slick machine, this is a very aggressive price point.”
http://www.develop-online.net/news/3...ifbh+(Develop)
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July 28th, 2011, 23:49 Posted By: wraggster
Some parts of the internet became very excited an hour ago when 505 Games put out a press release entitled “Supremacy MMA takes the fight to the streets with PlayStation Vita this fall”.
However, the publisher has now confirmed to MCV that this is not a premature date leak, saying that the date mentioned “is only speculative”.
Indeed, those who read to the bottom of the press release will have noticed the following clarification:
“Supremacy MMA will be the only MMA fighting game this year when it bullies its way onto store shelves on September 20, 2011 for Xbox 360® video game and entertainment system from Microsoft and the PlayStation®3 computer entertainment system and then onto PlayStation Vita for Holiday 2011.”
Vita’s actual launch date remains a thing of mystery. It’s expected to hit at least one territory this year, though bets are divided on whether that will be Europe or Japan.
http://www.mcvuk.com/news/read/505-p...ulative/082525
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July 29th, 2011, 00:22 Posted By: wraggster
Sony has revealed that the financial losses caused by the cyber attacks in April are less than originally predicted.
In its official presentation of its Q1 earnings, executive vice president and chief financial officer Masaru Kato revealed ""the [total] cost may be smaller than the original cost estimate."
In May Sony predicted that the attacks would cost cost ¥14 billion ($171.2m / £106.1m) by the end of the 2012 fiscal year.
"That was the May forecast," said Kato. "The first quarter cost was within our expected range."
He also revealed that user numbers are returning to the levels seen before the cyber attacks.
"Most recently, user logins to the PlayStation Network in North America have returned to a similar level as before the cyber attacks."
"Many customers have already returned to our service. At one point people were concerned, [but the] impact will not be as great as we originally estimated."
http://www.gamesindustry.biz/article...nancial-losses
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July 29th, 2011, 00:30 Posted By: wraggster
Sony announced that it sold 1.8 million PS3s worldwide between April 1 and June 30 (Q1 for Sony), a drop of around 600K from Q1 of FY 2010. Though numbers may have slipped, Sony is still predicting an uptick in sales for the whole of FY 2011: 15 million PS3s as compared to 14.3 in the year prior. On the games side, Sony fared a little better with 26.1 million PS3 games sold versus 24.8 in last year's first three months.
The real success story for Sony's console business is the PSP, which moved 1.8 million systems in the first quarter. That's compared to 700K during the same time period for the Nintendo 3DS and the 1.2 million PSPs sold in Q1 FY 2010.
In closing: Nintendo really needs a Monster Hunter game on 3DS.
http://www.joystiq.com/2011/07/28/1-...om-april-june/
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July 29th, 2011, 11:09 Posted By: wraggster
Sony hasn't officially shared the PlayStation Vita's technical specifications, and rumors insist that the amount of memory in the system has been cut since developers originally got on board. Daniel Sánchez-Crespo, CEO of Invizimals developer Novarama, recently provided some calming context to these claims in an interview with Develop, saying that his studio was "unaffected" by the rumored RAM reduction.
"It's actually good for developers to work under constraint," he said. "Generally for Vita, we still have a whole lot of headroom in terms of GPU power, CPU power and indeed RAM." According to Sánchez-Crespo, the Vita's quantity of RAM (Random Access Memory) bests that of the PSP by "about ten times." With the first PSP making do with 32MB -- yes, really -- that would put the Vita somewhere in the region of at least 256MB.
"Remember, more hardware features means more costs for buying the handheld," Sánchez-Crespo added. "Our main interest is for Sony to sell a lot of [PS Vita] units. Clearly the Sony guys in Japan have a tough job of what to leave in and what to leave out."
The Sony-exclusive Novarama is currently working on a few augmented-reality projects, including another Invizimals hunt and Reality Fighters, a camera-enabled fighting game for PlayStation Vita.
http://www.joystiq.com/2011/07/28/re...s-that-of-psp/
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July 30th, 2011, 02:34 Posted By: wraggster
PS Vita will reportedly be powered by a Samsung manufactured CPU.
That's according to Japanese trade paper Semiconductor Industry News (via Andriasang), which says the processor will be made using a 45 nanometer process.
Vita is expected to launch in at least one territory - most likely Japan - later this year, ahead of a western release in 2012. It'll be available for the public to sample at this September's Tokyo Games Show.
EA said this week that Vita - and Nintendo's portables - face a challenge to succeed in light of growing competition from the smartphone and tablet markets.
http://www.computerandvideogames.com...amsung-report/
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July 31st, 2011, 00:27 Posted By: wraggster
If the unverified Blockbuster UK flyer above is to be believed, it can only mean two things: 1) Blockbuster done goofed it, and 2) Her Majesty's gamers will be able to get their hands on Sony's touchy-feely handheld as early as October 28.
The mailer was delivered to IGN by an anonymous reader, and while the authenticity of the advertisement has yet to be authenticated, the date does coincide with Sony's global launch window. As of press time, no changes have been made to Blockbuster UK's pre-order listing for the Vita, which still lists the street date as "TBA." We'll be keeping a close eye on this one, but for the time being we're going to file it under "hrmmmm" in our massive rumor rolodex.
http://www.joystiq.com/2011/07/30/ru...y-blockbuster/
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July 31st, 2011, 00:32 Posted By: wraggster
T-Mobile has knocked a whopping £360 off the price of an Xperia Play contract, for a limited period.
As detailed over on Recombu, the network provider is offering Sony's PlayStation-friendly smartphone at £25.54 a month, including 600 minutes of calls, 500 texts and unlimited web browsing.
Spread over the whole 24 month contract, that apparently equates to savings of £360.
Tempted? Well, you'd better get your skates on. The offer is only good until 31st July.
http://www.eurogamer.net/articles/20...rice-by-GBP360
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July 31st, 2011, 00:36 Posted By: wraggster
Development sources have poured cold water on a report that PlayStation Vita's RAM has been halved.
Yesterday a Vita developer appeared to verify a rumour that suggested Sony had cut the amount of RAM inside PlayStation Vita.
"No that won't affect us," Reality Fighters developer Novarama told Develop, apparently corroborating the rumour.
"It's actually good for developers to work under constraint. Generally for Vita, we still have a whole lot of headroom in terms of GPU power, CPU power and, indeed, RAM."
Today Novarama's Dani Sanchez-Crespo backtracked on his comments, telling Develop he does not know if the handheld's memory has been reduced.
A Sony Japan source told Develop Vita's memory capacity had not been subject of any reduction.
This line was backed up by a Vita development source, who told Eurogamer yesterday's report was the first he had heard of the RAM being cut.
"I'd take this with a giant grain of salt," we were told.
The RAM reduction rumour began in May when a French source said Sony had lowered the base Wi-Fi Vita model's RAM from 512MB to 256MB.
This morning a report emerged that claimed Samsung will use a 45 nanometer manufacturing process to make the Vita CPU chips.
PlayStation Vita uses an ARM Cortex A9 core (4 core) CPU.
Sony announced that PlayStation Vita will cost €249.99 (Wi-Fi) or €299.99 (3G) in Europe, but specific UK pricing hasn't been announced. UK shops pin their hopes at around £230/£280.
We expect official Vita price confirmation at German games show Gamescom in August.
http://www.eurogamer.net/articles/20...m-halved-claim
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