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July 1st, 2012, 23:49 Posted By: wraggster
007's latest cinematic adventure will not be heading to retail.
Activision has revealed that the Skyfall segment of upcoming shooter 007 Legends won't be on the disc. Instead it will be released as DLC.
The publisher has previously announced 007 Legends will feature a single-player campaign that ties in classic Bond films with Daniel Craig's next flick.
The latest release – detailing the new On Her Majesty's Secret Service mission – reveals the Skyfall levels "will be available post-launch as free downloadable content".
007 Legends is due for release on October 19th, with the Skyfall DLC presumably following when the movie hits the silver screen on October 26th. Perhaps to avoid spoilers.
It's an interesting decision, but not entirely unprecedented. Earlier this year, EA released a downloadable UEFA Euro 2012 expansion pack for FIFA 12, rather than a standalone retail release.
http://www.mcvuk.com/news/read/james...lc-only/098771
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July 2nd, 2012, 01:44 Posted By: wraggster
Ghost Recon: Future Soldier's "Arctic Strike" DLC pack will not launch on July 3 as originally planned. Ubisoft sent out a missive today, citing "polish" as the reason for the hold-up.
"We decided to take a small amount of extra time to further polish the content," an Ubisoft representative told Joystiq. "The pack is planned for release later in July and the exact release date will be announced as soon as possible."
As soon as we know the new launch date, we'll be sure to post it on our website thingy.
http://www.joystiq.com/2012/06/29/gh...e-dlc-delayed/
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July 2nd, 2012, 01:48 Posted By: wraggster
PSN's Summer Sale offers discounts on a bunch of random PS3 games, none of which seem particularly summer-themed. The lack of seasonal appropriateness is forgiveable, however, when you see that Shadow of the Colossus HD is available for $13.99, or $9.79 for Plus users.
From this Tuesday, July 3, through July 9, eleven games will be discounted 30%, or 50% with Plus. The games include Crysis, Gotham City Impostors, Closure, and – why not? Real Steel. Find the full list, including prices, after the break.
http://blog.us.playstation.com/2012/...-plus-members/
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July 2nd, 2012, 01:55 Posted By: wraggster
The PlayStation Move Racing Wheel peripheral for PS3 will have "basically double the accuracy of a DualShock," Sony has announced.This information comes from the US PlayStation Blog, where SCEA research and development engineer Anton Mikhailov detailed the bizarre spaceship-shaped controller in the video below.Each handle has a "DualShock-style motor" for directional rumble. The Move itself can also vibrate for various degrees of sensory feedback. Since the device is powered entirely by the Move, it won't require any additional batteries.For motorcycle-based games, the grips expand until the whole thing resembles motorcycle handlebars. The right grip has a twist throttle in it working in tandem with the rumble.In addition to racing games, Sony explains the contraption's added precision would make a nice fit for flying games too.Titles that support the peripheral include: the upcoming LittleBigPlanet Karting, Gran Turismo 5, Need for Speed: Hot Pursuit, Burnout Paradise, MotorStorm Apocalypse, and more.The PlayStation Move Racing Wheel is coming this Autumn to North America where it will retail for $39.99 . No European release has been announced.
http://www.eurogamer.net/articles/20...of-a-dualshock
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July 2nd, 2012, 13:46 Posted By: wraggster
Developer PsDev released a new version of his tool for PS3 Developers: PS3 Tools.
This windows GUI allows you to manipulate various PS3 files by decrypting/encrypting them. This latest version allows you to decrypt and extract Retail PKG files.
Credits for this tool, besides PsDev, go to naehwert, KaKaRoToKS, geohot, Math, eussNL and Fail0verFlow.
Notes for this version: New GUI, + the following improvements
SFO READER
Dump category_friend.rco
Dump category_game.rco
Dump category_music.rco
Dump category_network.rco
Dump category_photo.rco
Dump category_psn.rco
Dump category_sysconf.rco
Dump category_tv.co
Dump category_user.rco
Dump category_video.rco
Added loading bar on both GUI
added dialogs to see completion
add messageboxes for errors and PUP completion
fixed minor bugs
Fixed Core_os image reader tool
http://www.mediafire.com/?1u838ik6yzzvi8q
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July 2nd, 2012, 13:53 Posted By: wraggster
Hey guys, just a quick update to my ongoing port to VHBL, with sadly, not-so-good news so far.as I posted a few days ago, I have access to a few interesting user mode exploits in PSP games, all of them candidates to a VHBL port. One of them is actually ready (the one I showcased in videos so far), but for various reasons it cannot be released.
I’ll stop with the secrets here, and give a few of the reasons:
First, it’s basically the only user mode exploit I have with a fully functional port of VHBL. I’d like to have at least a second one available, as a “backup”. Second, the owner(s) of this exploit are not really inclined to make it public for now. Third, the game is not available in the US store, and this would dramatically limit the amount of people interested in the exploit.
Now, what about the other exploits? I have been working on a promising one for the past 2 weeks, but sadly, it’s a tough nut to crack. I could get super simple homebrews to run, but not more complex ones such as (sigh) the VHBL menu. I am still not giving up on this particular exploit, but it is taking much more time than I initially imagined (I’ve already spent close to 30 hours working on that exploit alone). You can see a few details here.
Some other exploits just don’t have the necessary functions required for VHBL. In particular, many old games do not import the function sceUtilityLoadModule, which is today a central piece of VHBL. Thankfully, it is easy to detect these issues early in the development process, and discard the games.
Other exploits are just incomplete (I hate those) : basically, the author of the exploit sent me a lose proof of concept that only works in some very specific conditions (example: set your language to Spanish and run the exploit on a Tuesday night during a full moon, while singing some Justin Bieber song), without giving me any sort of indication. So, I basically have to figure out why the exploit works for them and not for me, then rewrite the exploit from scratch in a more portable way, which is taking lots of precious hours.
Finally, other exploits have “political” issues. Things such as “yeah, it’s a great exploit but XXX is using it as a way to access their kernel exploit and we’d prefer not to release it publicly”. In essence, the exploit I showcased in the recent VHBL videos is one of those. I don’t think it is actually being used by anybody, but it has some good potential and shouldn’t be used for VHBL if alternate solutions are available.
http://wololo.net/2012/06/30/bumps-in-the-road-to-vhbl/
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July 2nd, 2012, 13:54 Posted By: wraggster
Hey guys, I am a bit sad to announce that as of today, we don’t have a single active dev in the Wagic team. Those of you who have been following the SVN might also have noticed that there hasn’t been any significant activity in the past months.
What this means is that we don’t have any plan to make a new Wagic release in the foreseeable future. Nobody will be fixing bugs officially either.
Still alive and kicking
But does this mean the project is dead? No. For one, I still plan to work on it, “one day”, when my free time and priorities shift again (for now, my main interest is in the Sony scene). But more importantly, we still have a very active community on the Wagic forums, that can help you with your issues, and constantly creates new content: new cards, new themes, mods, etc… This is where all the action will be for now, and this is where I suggest you go if you have questions about Wagic.
Wagic is not your typical “it was promising but will never be complete” type of homebrew. Since day one, it was a complete game with goals, victories, stuff to unlock, customizations…, and over the past 4 years, we’ve kept adding to it, while always maintaining a high quality bar. The latest challenge for Wagic was a port to android and iOS. We somewhat succeeded, even though we would have loved to see improvements in the interface.
Nevertheless, as I type this, Wagic is by very far the best MTG “simulation” (I don’t like to call Wagic an MTG simulation because it is much more than that) you can get on iOS and android, including official commercial products.
Wagic is far from dead. The latest version, 0.18.6, still runs perfectly fine on a wide range of devices. It is available on the PSP, the Vita (if you have VHBL), Android, iOS, Nokia phones, Windows, and Linux. It supports more than 9000 cards out of the official total of 13’000 MTG cards. It is available in many languages, and open source.
http://wololo.net/2012/07/01/wagic-project-on-hold/
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July 2nd, 2012, 14:02 Posted By: wraggster
Just got this is an email from Amazon UK:
As you've shown an interest in Call of Duty, we thought you'd like to know that when you pre-order Call of Duty: Black Ops II, you will receive the Nuketown 2025 multiplayer map as an additional bonus.
Relive the close quarters chaos of this classic fan-favourite map, reimagined in a visionary depiction of the 'Model Home of the Future'.
Nuketown 2025 enable players to relive the close quarters chaos of this classic fan-favourite map, reimagined in a visionary depiction of the 'Model Home of the Future'.
More info --> http://www.amazon.co.uk/gp/feature.h...d_i=B007WPF7FE
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July 2nd, 2012, 14:13 Posted By: wraggster
This application is a video player from our PSP’s browser. Simple, but very useful. It has several advantages over other similar programs like PSPTube because it uses the RAM of the PSP as a cache, which makes impossible rewind the video. It also has a nice graphical interface and more.
There are problems with viewing videos in 4:3. The cache management is still not optimal. Homebrew tested [on] 5.00M33-6/5.50GEN/6.20 PRO CF-B5.
Improvements:
•Improved graphical interface.
•Compatible with custom firmware 6.XX
•Still fails with JavaScript and videos in 4:3.
http://pspcustomfirmware.com/opentube-2-0-mod.htm
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July 2nd, 2012, 14:14 Posted By: wraggster
This nifty little bit of software will let you use your PSP to play more than 10 different instruments. It also offers customizable themes… ok well you can pick from classic keyboard and iPod keyboard and you can also set up a metronome. So why not give SIMULE a try and play until your hearts content… I mean what’s the worst that could happen? Let's make some music!
Playable instruments :
•Flute;
•Pan flute;
•Ocarina ;
•TheOcarina to Zelda (5 notes);
•Violin;
•Acoustic guitar;
•Electric guitar;
•Marimba;
•Acoustic Grand Piano;
•Electronic piano;
•Synthetic speech;
•Stringed instrument;
•Instrument Lead
http://www.pspgen.com/simule-v3-joue...VcxiQvsfL5z5TA
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July 2nd, 2012, 20:32 Posted By: wraggster
After months of speculation, Sony has finally confirmed that it has acquired cloud gaming firm Gaikai for $380m.
Back in May PCR's sister magazine MCV speculated that Sony had significant interest in the cloud gaming sector and would soon make an acquisition. Whilst Gaikai appeared to be the favourite option, its boss David Perry denied the reports shortly after E3.
This new deal sees Sony take ownership of Gaikai’s technology and infrastructure, including its network of data centres. It's not clear yet how Sony will use the technology, but there is likely to be yet more speculation, this time on what it could potentially do for the PS4.
"By combining Gaikai's resources including its technological strength and engineering talent with SCE's extensive game platform knowledge and experience, SCE will provide users with unparalleled cloud entertainment experiences," SCE CEO Andrew House stated.
"SCE will deliver a world-class cloud-streaming service that allows users to instantly enjoy a broad array of content ranging from immersive core games with rich graphics to casual content anytime, anywhere on a variety of internet-connected devices."
Gaikai’s Perry added: "SCE has built an incredible brand with PlayStation and has earned the respect of countless millions of gamers worldwide.
"We're honoured to be able to help SCE rapidly harness the power of the interactive cloud and to continue to grow their ecosystem, to empower developers with new capabilities, to dramatically improve the reach of exciting content and to bring breathtaking new experiences to users worldwide."
In the long-run, are we going to see console manufacturers moving entirely to the cloud - and if/when they do, will the PC/console war fade away for good?
http://www.pcr-online.biz/news/read/...-gaikai/028608
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July 2nd, 2012, 22:34 Posted By: wraggster
Ubisoft has revealed a Limited Edition of Assassin’s Creed III exclusive to North America and Latin America.
The extras-enhanced version of the upcoming title will release on both Xbox 360 and PS3, while a Digital Deluxe Edition with its own share of goodies is currently in the works for the PC version.
Along with the retail version of the game, the limited edition will include a 9.44" Assassin statue of protagonist Connor, a 28"x48" Assassin's Creed-inspired colonial flag, as well as a 3"x3.25" metal belt buckle that apparently works with most belts.
The Assassin's Creed III Limited Edition will cost $119.99 and will launch on the same day as the regular version. It's available now for pre-order via GameStop, Amazon, Target, Wal-Mart, and Best Buy.
Assassin’s Creed III arrives in North America on October 30th and Europe on October 31st for consoles, while a PC release is planned for November 23rd.
http://www.mcvuk.com/news/read/assas...america/098863
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July 2nd, 2012, 22:43 Posted By: wraggster
The Ghost Recon: Future Soldier first DLC pack Arctic Strike has been pushed back to later in July.
The map pack, which was originally set for a July 3rd release, has been delayed for some additional polish.
Ubisoft has yet to set a new release date but still plans to have the content out for July.
“We decided to take a small amount of extra time to further polish the content,” said a Ubisoft spokesperson. “The pack is planned for release later in July and the exact release date will be announced as soon as possible.”
Arctic Strike will include additional multiplayer maps, multiplayer modes, co-op map and weapons. It will cost 800 MS Points on Xbox Live or £7.99 on PSN.
http://www.mcvuk.com/news/read/ghost...delayed/098854
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July 2nd, 2012, 22:45 Posted By: wraggster
What has Sony bought for its $380 million, and what does it mean for its competitors?
Gaikai Inc.
Sony Computer Entertainment
Sony Computer Entertainment is a Japanese videogame company specialising in a variety of areas in the...
www.playstation.com
Sony's $380 million acquisition of cloud gaming platform Gaikai is big news, but it will surprise very few people within the industry. Rumours of the tie-up have been circulating since before E3, and many people expected it to be announced in Los Angeles last month; instead, somewhat unconvincing denials were trotted out, along with the news that Gaikai had struck a deal to build its technology into Samsung TVs. An acquisition deal was always inevitable, though, and it's taken less than a month after the show for one to materialise.
Why inevitable? Because that's what Gaikai was built for. There are start-up companies which are designed for the long haul, with a long-term business plan and perhaps even the chance of an IPO down the line, but Gaikai was not one of those companies. Rather, it fell into a second category - the sort of start-up which is designed to rise fast and far off the back of great technology and intense self-promotion, to garner as much attention as possible, and ultimately to be acquired by a larger firm as close to the top of the trajectory as possible. If it hits that target, everyone makes millions - think Instagram, or Draw Something. If it misses, though, it crashes back to earth with absolute finality, because there's no real business plan for the long term - no way to make money as a standalone enterprise.
"There's no question that cloud gaming companies today exist to be acquired. There's no real market for their products yet"
Gaikai's founders might deny belonging in that category (they would have yesterday; they might not today), and OnLive's certainly would, but there's no question but that cloud gaming companies today exist to be acquired. There's a simple reason for that - there's no real market for their products yet. There will be; everyone knows that. But right now, the technology platforms they're espousing are running ahead of market realities by a matter of years rather than months. The world isn't ready for cloud gaming, which means that standalone firm providing a cloud gaming platform to consumers has little chance of commercial survival - but platform holders have to start preparing for the day when the world's network infrastructure catches up with the potential of the technology, so the acquisition exit is wide open.
A number of obvious questions arise from the Sony/Gaikai deal. Some of them are strategic - what will Sony do with Gaikai and its technology? How will Microsoft react? What happens to OnLive now? Other questions are purely financial in nature, most specifically, was $380 million a reasonable price and what does it mean for the valuation of Gaikai's competitors?
From a strategic standpoint, there's an expectation in some quarters that streaming technology will eventually replace client-side gaming entirely, with Sony's Gaikai acquisition already being trumpeted as proof of this "inevitable" market movement. The reality in the short- to medium-term will be much less dramatic. PlayStation 4 is not about to become a $99 thin client for cloud gaming; it will be a powerful client-side gaming console with lots of storage for digitally distributed titles and a Blu-ray drive for boxed titles. It will also, however, use Gaikai technology, not to replace the existing functionality of game consoles but to supplement it.
What Gaikai promises, rather than an alternative path forward for high-end gaming, is a variety of new opportunities at the low- and mid-range of the market. It's a fantastic option for selling access to a back catalogue, for example, and should provide Sony with many new opportunities to monetise the impressive back catalogue of PlayStation, PS2, PSP and PS3 titles. Those opportunities are not merely technical (although this should, in theory, eliminate some of the barriers to making legacy titles available on new systems), but also commercial. Subscription business models or the ability to use back catalogue access as a sweetener for other subscription products are also opened up by Gaikai - and Sony has already demonstrated an affinity for that kind of proposition with PlayStation Plus, which makes an increasingly impressive library of software available to customers for the duration of their subscription.
Gaikai is also, as its founder Dave Perry has been keen to emphasise from the outset, a great marketing tool. As game demos have grown in size, now often clocking in at multiple gigabytes, they've become less and less appealing to consumers - many of whom, especially in the United States, face tough bandwidth caps from their ISPs. Streaming offers a chance to let players try a game instantly without the inconvenience of a large download. It's a lot less appealing for a full game (the visual quality and input lag will be worse, while streaming a full game would probably end up being more bandwidth-intensive than downloading the client) but perfectly suited to demos. Given Gaikai's low client-side requirements, I feel that Sony would be missing a trick if this functionality didn't appear on PS3, let alone PS4.
"Gaikai everywhere means PlayStation everywhere. Televisions, smartphones, laptops, tablets, consoles"
Yet talking solely about consoles actually misses out on the real potential offered by Gaikai. The fact is that this kind of streaming technology is part of the answer to a challenge which Sony has been trying to overcome for the best part of a decade. For years, Sony has wanted to sprinkle some of the PlayStation magic dust over the rest of its consumer electronics range, but its efforts have never quite worked out. From the PSX, an ill-fated set-top box integrating a hard disc video recorder and a PS2 console, through to the Xperia Play, an ill-fated Android smartphone which plays a horrendously limited selection of PSone software (and doesn't sync up to your existing compatible purchases from PSN, a stark demonstration of just how much work Sony still has to do on getting its right hand to even acknowledge the existence of the left, let alone talk to it), Sony has tried many times to make PlayStation's success rub off on the rest of the business, but it's never worked.
Gaikai holds part of the answer. It won't solve the hard problems that exist within Sony itself - the right hand and the left really need to be on cordial terms - but it will provide a technological platform that can deliver content where it's needed, regardless of platform. The vision is straightforward - Gaikai everywhere means PlayStation everywhere. Televisions, smartphones, laptops, tablets, consoles, all accessing PlayStation Network and streaming your content from the cloud, finally allowing that extraordinary 15 year history of software to become a proper selling point for everything Sony. In fact, if Sony is being really clever, it will even extend this access beyond its own devices - honouring end extending Gaikai's E3 deal with Samsung to create an ecosystem around PlayStation which is accessible even from phones and TVs that don't carry Sony's brand.
As to the long-term future, who's to say? Actually, plenty of people are saying plenty of things - but we have a bad habit, as an industry, of conflating technological possibilities with market trends. The question of whether network infrastructure will leapfrog advancements in client-end hardware is a fascinating one which is worthy of debate, but at present - as the price, power and capacity of consumer chipsets and storage continues to plummet at a much more reliable and smooth rate than the growth in network throughput - it's not a business reality. Cloud gaming is one possible future; for now, though, it's just one part of a wider picture, not a looming threat or logical certainty.
"EA and Activision could be in the market, with OnLive being a better fit for EA's digital strategy, although EA's depressed share price makes a cash-and-stock deal harder to negotiate"
In terms of the second set of questions, regarding valuation, that's tough to answer simply because the valuation of a firm like this is largely in the eye of the beholder. Gaikai reportedly wanted half a billion; $380 million is a reasonable fraction of that, especially given that for the company to keep going for much longer would have required a significant new round of investment, seriously diluting the proceeds of an eventual sale. Gaikai is likely to be happy with the money it's received, while Sony won't consider itself to have overpaid, although talk of this being a "bargain" is also misplaced.
It does also pitch an interesting price point for OnLive, whose bosses would be hoping for a much larger price tag - given their high-profile consumer business, dedicated client hardware and so on - but may find themselves settling for less simply because their consumer business isn't actually that interesting to buyers who already own platforms, while the Gaikai/Sony deal takes Sony, one of the most likely bidders to drive the price up, off the market. Microsoft are probably interested - although they have some cloud services of their own they're a radically different technological proposition from cloud gaming - but would consider OnLive's consumer business an unwanted distraction. EA and Activision could be in the market, with OnLive being a better fit for EA's digital strategy, although EA's depressed share price makes a cash-and-stock deal harder to negotiate. I'd be surprised, though, if a deal isn't forthcoming before the end of the year. The early movers in cloud gaming are at the peak of their trajectory; the time has come to cash out.
http://www.gamesindustry.biz/article...-silver-lining
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July 2nd, 2012, 22:57 Posted By: wraggster
Sony's Tablet P was an enormous gamble with its clamshell form factor that meant it could easily slide into a jacket pocket. Unfortunately, it suffered from terrible execution: flimsy build quality, lack of software support and the gaming options were bested by the older Xperia Play. But of course, that's just our review -- so what has it been like out there as your daily driver? If you've bought and used one, why not tell Sony what you'd have done differently in the comments below?
http://www.engadget.com/2012/07/01/h...ny-s-tablet-p/
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July 3rd, 2012, 01:20 Posted By: wraggster
While many Americans plan to celebrate their country's independence on July 4 with some cold brews and succulent BBQ, EA is making a case for staying indoors and playing Battlefield 3. The XP faucet is being turned on for Premiumsubscribers all week, and non-paying members get a bonus too.
Premium folks get the best part of the deal, naturally – all points earned will be doubled until July 8 at 11:59pm PT. Standard Battlefield 3 players may only enjoy the doubled end-match points until July 4 at 1pm PT, which actually turns out to be pretty decent timing. That's usually when Uncle Hank comes over with the real fireworks.
http://www.joystiq.com/2012/07/02/ba...-xp-this-week/
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July 3rd, 2012, 01:24 Posted By: wraggster
BloodRayne fans will be pleased, we're sure, to know that PS2 entry BloodRayne 2 is on it's way to the PlayStation Store as an emulated PS2 Classic.
Everyone else maybe not quite so much. The game received a luke-warm reception when it hit PS2 and the first Xbox in 2004 in US and 2006 in EU, and never really achieved cult status either.Which makes us question who's choosing the PS2 releases on PSN? PS2 has one of the biggest and richest libraries of any console, but the selection of emulated digital releases for PSN has been questionable so far.
Perhaps Sony is reserving all its best retro titles for the pricier HD remakes that have seen a far better selection of PS2 classics come to PS3.
Which PS2 games would you most like to see released on PSN?
http://www.computerandvideogames.com...bound-for-psn/
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July 3rd, 2012, 01:25 Posted By: wraggster
Development on the next-generation PlayStation 4 was fully underway by August 2010.
That's according to the Linkedin CV of a former SCEA R&D director Attila Vass. According to Vass' list of 'projects', he was working on the 'Graphics Library' and 'Security' for the "Next Generation PlayStation" from August 2010 to April 2012.With his work on Vita listed separately, it would seem that he's referring to the as yet unannounced PlayStation 4 console.
"I worked on graphics ( COLLADA, PSGL ) and a lot of network related technologies ( advertising, telemetry, PVRs ) for the Playstation2-x, PSP, Vita and Next Generation platforms," said a now-removed summary statement on Vass' CV.
Sony UK has declined to comment.
Sony has said it's not prepared to reveal its PlayStation 4 console until the system can demonstrate 'a significant leap' in technology.
http://www.computerandvideogames.com...d-2010-dev-cv/
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July 3rd, 2012, 01:26 Posted By: wraggster
Microsoft doesn't necessarily need to respond to Sony's $380m acquisition of Gaikai, analyst Michael Pachter has said.
According to the Wedbush analyst, Sony's proposed purchase of the cloud gaming firm is likely more related to pushing Sony TVs than traditional game products, as well as a strategic move to keep the cloud tech away from its rivals."I think that this is more related to Sony's integrated strategy, and ties into their hopes of selling more televisions. I know that Gaikai was purchased by Sony Computer Entertainment, but essentially, they provide a solution to play games without a console, so they make a lot of sense if built into Sony TVs," he told CVG.
"This could be both a strategic move to sell more TVs and a pre-emptive move to keep others from using the service. It's actually a very interesting deal, and the price is reasonable if it gives Sony an advantage over other television manufacturers while keeping the technology off the market so that others can't eliminate the need for a console."
Pachter said he's not sure Microsoft needs to respond to the deal because "they are making the [Xbox] console integral to the delivery of television content, so they have a different approach."
For in-depth analysis of Sony's Gaikai acquisition - and what it could mean for the next-generation of games consoles - read Dan Dawkins' Sony Gaikai dissection.
http://www.computerandvideogames.com...-says-pachter/
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July 3rd, 2012, 12:40 Posted By: wraggster
The developer of the Mac port of PCSX2, zedr0n, came back with a bang after some time of silence! He has released a new version of his 0.9.6 port of PCSX2 for Lion with some additional compatibility fixes. Here is what he had to say about it:
I’m releasing a slightly updated version of pcsx2 0.9.6 – it should crash less because of the audio plugin. 0.9.7 is proving very difficult so no update for now.
From this version onwards this becomes a regular .dmg bundle with pcsx2.app separated from the required libraries package – which is still included in the dmg by default.
You can get it from Downloads or direct link – pcsx2.dmg
The package has been cleaned so that all libraries reside in /usr/local/pcsx2 and can be removed easily. The Uninstaller.pkg included in the dmg will do that for you.
Latest version of XQuartz and CG framework still required You can download the new version from our Mac Downloads section.
In addition, he released an early 0.9.7 alpha port. This version should be considered unstable and pre-beta but you can give it a try. Here is what was posted about this:
And the day has come – I’m releasing a very early alpha version of 0.9.7 – it does play some games but you are advised to do a lot of save states.
I’m going to continue working on this so hopefully will get better as the time goes on.
You can grab it here: pcsx2 0.9.7.dmg
The installer includes another mandatory package – WXWidgets.pkg which should be installed after Libraries.pkg. Note that Uninstaller.pkg is going to delete the whole install but otherwise 0.9.6 and 0.9.7 coexist well. You can get this one from the PCSX2 Mac homepage. Keep up the good work zedr0n
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July 3rd, 2012, 12:42 Posted By: wraggster
The team behind the Cobra USB is once again updated his dongle.
New / fixed: 04/04/03 - Changed the "Game Updates" (different server, no longer works on older versions) - Changing the "Download Game Covers" (different server, no longer works on older versions) - Added option "Blu-ray Disc Movie Region" parameter to change in the region / target Id for better compatibility with the films (not for Customs Cobra / True-Blue) - Support for themes ICON1.PAM 04/04/02 - Added 4.20 and spoof of the "4.20 to firmware version" - The "paste" will not remove the more contained in an existing file - Ability to set the timeout from January to September minutes or not timeout of the FTP server - Added 3 combos in MMOs (for full list refer to navigation.txt) -> Select + Cross maintained: select all -> Select + L2/R2: down or up in a folder or file cobra Multiman USB Base 04/04/03 04/03/03 FULL Multiman Cobra USB (sendspace 294Mo) Official site: http://www.cobra-usb.com
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July 3rd, 2012, 12:43 Posted By: wraggster
After Pb2, it is the turn of the Job-King to receive the update 2.7.
New / fixed: - Improved the code, stability and security dongle - Support of the following games: -> Devil_May_Cry_HD_Collection -> Meikyuu_Touro_Legasista_JPN -> Summer_Stars_2012 -> Armored_Core_V -> MUD_FIM_Motocross_World_Championship -> Metal_Gear_Solid_HD_Collection - > Sniper_Elite_V2 -> Prototype_2 -> NINJA GAIDEN 3 -> Yakuza_Dead_Souls -> Order Up -> Tiger Woods PGA TOUR 13 -> Warriors Orochi 3 -> Attouteki_Yuugi_Mugen_Souls -> Shin_Sangoku_Musou_Moushouden_ASiA -> Max Payne 3 - -> Dragon's Dogma -> Dirt_Showdown_PS3-Vimto -> SBK Generations -> Tom Clancy's Ghost Recon - Future Soldier -> Major League Baseball 2K12 -> Game of Thrones milerwan Thanks for the information. Firmware Jb-king 2.7 Official Site: www.jb-king.com
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July 3rd, 2012, 12:43 Posted By: wraggster
The Pb2, the last clone of True-Blue is the first clone to work with the update 2.7 of True Blue-and thus be able to get in on games.
New / fixed: - Improved the code, stability and security dongle - Support of the following games: -> Devil_May_Cry_HD_Collection -> Meikyuu_Touro_Legasista_JPN -> Summer_Stars_2012 -> Armored_Core_V -> MUD_FIM_Motocross_World_Championship -> Metal_Gear_Solid_HD_Collection - > Sniper_Elite_V2 -> Prototype_2 -> NINJA GAIDEN 3 -> Yakuza_Dead_Souls -> Order Up -> Tiger Woods PGA TOUR 13 -> Warriors Orochi 3 -> Attouteki_Yuugi_Mugen_Souls -> Shin_Sangoku_Musou_Moushouden_ASiA -> Max Payne 3 - -> Dragon's Dogma -> Dirt_Showdown_PS3-Vimto -> SBK Generations -> Tom Clancy's Ghost Recon - Future Soldier -> Major League Baseball 2K12 -> Game of Thrones Firmware 1.2 Pb2 Official site: http://ps3break. com /
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July 4th, 2012, 02:03 Posted By: wraggster
Sony is to introduce a number of PS2 games for PS3 in Japan later this month.
The PlayStation 2 Archives service will arrive on PSN on July 25th. Its debut titles are Resident Evil: Code Veronica (Capcom), Kessen (Tecmo Koei), Siren (Sony), Dragon Force (Sega) and Shin Contra (Konami).
Prices range between ¥1,500 and ¥1,200, Andriasang reports.
Unlike other titles on the PSN Archive service – which currently offers PSOne, PC Engine and TurboGrafx games – the new PS2 selection will be playable only on PS3 and not PSP.
The roster will be updated monthly, with a number of upcoming additions having also been named – Gunstar Heroes (Sega), Dark Cloud (Sony), Castelvania (Konami) and Dead and Alive (Tecmo Koei).
http://www.mcvuk.com/news/read/ps2-g...s-month/098920
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July 4th, 2012, 02:09 Posted By: wraggster
Free-to-play is not necessarily a dangerous monster stalking the innocent gamer. But at times it feels like it could be.
Digging through the transcript of a 2011 stockholder meeting,Xbox360Achievements discovered the following comments from EA CEO John Riccitiello:
“When you are six hours into playing Battlefield and you run out of ammo in your clip and we ask you for a dollar to reload, you’re really not that price sensitive at that point in time,” he stated.
“So essentially what ends up happening, and the reason the play-first, pay-later model works nicely, is a consumer gets engaged in a property. They may spend ten, twenty, thirty, fifty hours in a game. And then, when they’re deep into a game, they’re well invested in it.
“At that point in time the commitment can be pretty high. It’s a great model and it represents a substantially better future for the industry.”
EA today said that it believes it is on the road to being a 100 per cent digital publisher.
http://www.mcvuk.com/news/read/when-...-reload/098915
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July 4th, 2012, 02:24 Posted By: wraggster
Analysts weigh in on the purchase and a PS4 powered by Gaikai, but don't expect Microsoft to purchase OnLive
Gaikai Inc.
Sony
"The world isn't ready for cloud gaming," says Rob Fahey. That may be true, but for how much longer? Sony has to prepare for a potentially all-digital future, and most of the analysts GamesIndustry International spoke with believe the Gaikai purchase is a very smart move, and even worth the seemingly high $380 million price tag.
But what impact will the Gaikai deal have on Sony in this generation and the next and how will it affect the video game business as a whole? Will Microsoft have to react by buying OnLive? Will Nintendo do anything at all? How will this affect the upcoming console battle? These are questions we put to several leading games industry analysts in our roundtable below.
Lewis Ward, IDC Research Manager
I think it's kind of a bombshell.
$380 million isn't chicken feed, especially for a company that's had a rough financial ride in the past year.
I don't know the particulars of the Zipper interactive, Sucker Punch, or Guerilla Games buyouts but this has to be one of the biggest deals in the history of Sony Computer Entertainment. That gives you a sense on how strategic Sony views the Gaikai platform.
"I think Sony will hold off on the streaming of AAA games until the PS4 arrives and they can offer some interesting subscription levels."
Lewis Ward
I think this is ultimately more about the PS4 platform than PS3, although I wouldn't be surprised to see some streaming game demos at least surface in Home and in the PS Store within the next year. I think Sony will hold off on the streaming of AAA games until the PS4 arrives and they can offer some interesting subscription levels.
I also believe the deal is important in the context of PlayStation Mobile: There's no reason games and game demos couldn't be streamed over WiFi to PS Certified smartphones and tablets. That may be phase two though, after it's up and running in a PSN/PS4 context.
I suspect Microsoft is working on their own cloud platform and won't buy OnLive and it would be out of character for Nintendo to buy a company like OnLive. So buckle up - it's going to be an interesting ride in the next year!
Jesse Divnich, EEDAR
Without a doubt this was a genius move by Sony. Although they've been doing quite well in video games, as a company Sony has been struggling. What the acquisition of Gaikai really does is it helps to future proof Sony, because no matter where the industry transitions, whether we're getting entertainment through Wi-Fi, through a Blu-ray player or discs at the store, it doesn't matter because no matter where technology goes over the next 10 years, they will be able to utilize Gaikai and its technologies to deliver entertainment straight to the consumer.
"Without a doubt this was a genius move by Sony... I don't think the market necessarily realizes how impactful and important this acquisition is for them"
Jesse Divnich
I think a lot of industry insiders thought the price of the acquisition was quite high, but really it's pretty reasonable when you think about the value this is going to give Sony five years from now, even 10 years from now. I don't think the market necessarily realizes how impactful and important this acquisition is for them. They may not realize all the potential of the Gaikai acquisition initially - obviously there's bandwidth issues, but I don't think anyone would argue with you that cloud won't be the dominant form of entertainment delivery five years from now. It works beautifully now and once we get the bandwidth there - it's more a problem in North America - Sony will be there. And this could be theoretically that five years from now, everything literally goes straight to the TV. You don't need a Blu-ray player or a game console; all you need is a TV and it could very well be a Sony TV.
Microsoft is working on their own forms of cloud technology, but I don't think this Gaikai move forces Microsoft to make an acquisition. I think this is something they will probably handle internally - they certainly have the skills and money to throw at this. Purchasing OnLive, which is probably valued at a lot more than $380 million, I don't see Microsoft making a play to acquire OnLive, whioch would probably be well over a billion dollar valuation. I think the Gaikai purchase puts OnLive's valuation beyond the reach of most entertainment players now - but I could see some cable companies or cell phone companies potentially looking at OnLive. I don't think anything's going to happen with OnLive for at least the next 12 months. OnLive only works when it's part of a bigger network, so I think it's going to happen. It's a matter of price and I think it's a little bit too early for anyone to make an acquisition, especially after the valuation Gaikai got today.
Billy Pidgeon, M2 Research
I think acquiring Gaikai is a good move by Sony, but this buy will pay out in the long term. Cloud gaming has terrific potential and will have a substantial disruptive impact on the industry realized gradually over the next ten to twelve years. Streaming high end console games will add value to free or inexpensive online services currently available from console vendors. However, cloud gaming isn't cheap and will have to be subsidized by subscriptions and advertising. I think we'll be likely to see tiered service levels and pricing for streamed games, with lower end casual games offered for free with advertising and high end game services bundled for premium subscriptions.
"It might seem counter-intuitive, but I think Sony should use Gaikai to bypass consoles and use streaming games to bring PSN to PC, tablets, smartphones and televisions"
Billy Pidgeon
Streaming games are going to be an important feature in Sony's next generation console, but I'd like to see Sony integrate cloud gaming with PSN for PS3. In the short term, Gaikai's cloud gaming service will help Sony provide wider game demo distribution and back catalog PS One and PS2 games to PSN consumers. It might seem counter-intuitive, but I think Sony should use Gaikai to bypass consoles and use streaming games to bring PSN to PC, tablets, smartphones and televisions. Consumers are going to be able to access games on multiple devices from a variety of hardware vendors using networked services from Apple, Google and Microsoft, and Sony will also have to compete on hardware other than its own.
Microsoft may be working on a proprietary cloud gaming system, but could buy OnLive or (another cloud gaming provider) to acquire any patents or unique technology that would help Microsoft to match or outperform Sony's Gaikai service. Cloud gaming is likely to be included in the next generation of Xbox, but could also be a valuable add for the Windows 8 platform on PC, tablets and smartphones. Microsoft should also consider using cloud gaming outside its usual hardware, specifically for television.
Wii U will allow local streaming, as games processed on the console can be played on the GamePad. Still, Nintendo should also invest in technology for streaming games from the network, as cloud gaming could be a "must have" feature in the next generation Xbox and PlayStation even though the potential won't be realized until further out. Dedicated console vendors without cloud gaming could be squeezed out between services provided by competitors and more accessible networked games from Google, Microsoft or Apple on multiple devices. And even with cloud gaming Nintendo will have to work harder to compete as its business model doesn't extend to convergent devices.
http://www.gamesindustry.biz/article...-a-genius-move
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July 4th, 2012, 13:28 Posted By: wraggster
Sony has rounded up everything it's is doing at the San Diego Comic Con next week, and between the panels, the announcements, and various playable game on the floor, there's a lot going down. The Last of Us and Beyond: Two Souls(which each made a big splash at E3) are getting panels of their own, while The Unfinished Swan panel will show off the upcoming game's art. The PlayStation All-Stars panel will reveal two more playable characters for the upcoming cross-franchise beatdown.
Additionally, the GT Academy National Finals will be taking place near the convention center in the Gaslight District, complete with a chance for passers-by to join the tournament at the last minute. There'll be plenty of demos on the show floor too, including quite a few PS Vita games. Joystiq will, of course, be in attendance at the show this year, and we'll bring you every crumb of Comic-Con news we can find.
http://www.joystiq.com/2012/07/04/so...ars-panels-fo/
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July 4th, 2012, 13:32 Posted By: wraggster
Assuming it successfully clears all of the regulatory hurdles that govern these types of deals, Sony's $380 million acquisition of Gaikai (and the mysterious cloud gaming service borne from said purchase) may eventually benefit the electronics megalith's non-dedicated-yet-gaming-capable devices like cell phones, internet-connected televisions and Blu-Ray players, waffle irons, etc.
Migrating Gaikai's capabilities to those devices is "absolutely within the frame," according to Sony Computer Entertainment president/CEO Andrew House, speaking with the Wall Street Journal. "It's recognition on Sony's part that the cloud and cloud streaming technologies are going to have profound and possibly a very positive impact on not only our game business, but also in the way our consumers interact with and obtain content in general."
Of course, the world still has no idea what this partnership actually means in practical terms, but its nice to know that we may soon have a Blu-Ray player capable of playing modern video games. Oh wait.
http://www.joystiq.com/2012/07/03/so...orms-absolute/
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July 4th, 2012, 13:33 Posted By: wraggster
To celebrate summer, Atlus is ensuring that you have absolutely no reason to go outside. A new PSN sale announced by the publisher will keep you far too occupied to see the sun, and doesn't even require leaving the house to buy the games! It's called the "Half Off Just About Everything For Just About A Month" ("HOJAEFJAAM") sale and it's active through July 31.
If you've been waiting to try Catherine, it's $20 now. Curious about Class of Heroes before the sequel hits? It's $7.49. Don't have enough games with "Badass Rumble" in the title? Might we suggest Kenka Bancho: Badass Rumblefor $7.49? Politely reading along until we mention Persona? 1, 2, and 3 are all on sale for PSP, for $10, $15, and $10 each, respectively. Find the full list after the break.
http://www.joystiq.com/2012/07/03/at...-through-july/
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July 4th, 2012, 13:39 Posted By: wraggster
European PlayStation Plus users will be able to add Deus Ex: Human Revolutionto their "Instant Game Collection" from tomorrrow through early August. That's this month's "Game of the Month," downloadable at no additional charge with your PS Plus subscription.
If you want even more Deus Ex, three DLC packs (Explosive Mission, Missing Link, and the "Explosive Mission and Tactical Enhancement" pack) are half price for PS Plus members in Europe for the next two weeks.
http://www.joystiq.com/2012/07/03/de...-plus-this-mo/
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July 4th, 2012, 23:49 Posted By: wraggster
The recent acquisition of cloud gaming service Gaikai at the hands of Sony IS a PlayStation-centric business move.
That’s according to Sony, whose confirmation will rub dirt into the noses of the handful of onlookers who claimed otherwise.
Speaking to Wall Street Journal, PlayStation boss Andrew House confirmed that “Gaikai's services will be focused on Sony's game machines”, adding that "it's recognition on Sony's part that the cloud and cloud streaming technologies are going to have profound and possibly a very positive impact on not only our game business, but also in the way our consumers interact with and obtain content in general".
Also confirmed was the definite intention “to start an online videogame streaming service”, though no timing was specified.
That’s not to say that Gaikai won’t touch upon Sony’s many other businesses, of course.
The most obvious route will be to bring to PlayStation business to other sector, such as Sony’s HD TV, laptop, smartphone and tablet operations.
Indeed, House added that “expanding the technology to other Sony products is absolutely within the frame".
http://www.mcvuk.com/news/read/sony-...focused/098988
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July 4th, 2012, 23:53 Posted By: wraggster
Digital Foundry on why the Gaikai acquisition goes beyond simply streaming PlayStation games
Despite some bizarre denials, the news that Sony was going to move into the cloud gaming space ranks as one of the worst-kept secrets in the games business, leaked to the press over a month before the official announcement. Perhaps what is more surprising in the light of Monday's confirmation of the Gaikai acquisition is that we still have very little idea of what it all actuallymeans for the gamer.
"Gaikai is more than just a delivery platform for existing content - in the hands of Sony's game devs, the possibilities for new gaming experiences built for the system from the ground-up are mouth-watering."
The only additional piece of detail that tells us much of interest is that it's Sony Computer Entertainment that is the buyer, meaning that this is a PlayStation deal, not just a shot of gaming adrenaline into the arm of the company's ailing HDTV business. Sony's statements on its plans for the cloud sound suitably grand, but don't really tell us anything we didn't already know anyway:
"By combining Gaikai's resources including its technological strength and engineering talent with SCE's extensive game platform knowledge and experience, SCE will provide users with unparalleled cloud entertainment experiences," explained SCE overlord Andrew House.
"SCE will deliver a world-class cloud-streaming service that allows users to instantly enjoy a broad array of content ranging from immersive core games with rich graphics to casual content anytime, anywhere on a variety of internet-connected devices."
The obvious conclusion to take from this would be the migration of existing and planned PlayStation content to Gaikai infrastructure, representing an enticing opportunity: state-of-the-art titles in combination with an enormous back catalogue running on an ever-expanding range of streaming devices. Kotaku ran with a great headline on this story yesterday: You May Already Own PlayStation 4.
To a certain extent, we've already had a preview of just how cool cloud streaming the latest games can be: on Digital Foundry at Eurogamer, we've already suggested that OnLive running on an Xperia Play smartphone offers something approaching a true next-gen handheld experience: latency is still an issue but downscaling an HD image onto a smaller, mobile mobile screen solves many of the image quality issues that have blighted cloud gameplay thus far, and the overall effect can be very impressive. It's a taste of the future, and improvements to infrastructure in combination with server-side technological advances are almost certain to turn what is currently a great tech demo into a viable cross-device gaming platform.
Sony's Xperia Play smartphone runs OnLive very well indeed, the smaller screen resolving many of the image quality issues. Latency is still an issue but it is a tantalising glimpse of the future of streaming gameplay.
Looking at things from a more short-term perspective, there's already been some talk that we could see Gaikai tech implemented to supply playable demos. While this is a possibility (running PC versions on the existing Gaikai network), there's a strong chance that developers and publishers wouldn't want to see their console games represented on the PlayStation Network in this way - perhaps it would be better to use streaming tech to get demos seen by a new audience, one perhaps not so concerned with matters like input lag or video quality - things that are noticed by the core audience.
I would hope that Sony would take a more measured approach in how Gaikai is deployed, especially as there are major technological issues to overcome in integrating the technology into the PlayStation Network. Gaikai's chosen infrastructure uses a completely different hardware architecture to any PlayStation platform, past or present. Sony has traditionally created its own gaming hardware, while David Perry's outfit uses server farms based on Intel processors and NVIDIA graphics cores.
"Streaming existing PlayStation content over Gaikai can't happen overnight - the cloud infrastructure runs on fundamentally different architecture - Sony will need time to adapt."
The obvious solution would be to roll-out a mass of back-compat PlayStation 3s to the Gaikai datacentres, perhaps utilising a variation of Sony's Remote Play technology to get everything integrated fairly easily. Unfortunately, this wouldn't produce very good results: even when using a local network, Remote Play is very laggy, and factoring in the internet would reduce a sub-optimal experience to a borderline unplayable one on any fast-action game. This approach would fly in the face of all the hard work Gaikai has done in making cloud gaming work, and to be frank, Sony could do it themselves without forking out $380m for the privilege. It's the know-how, tech and infrastructure that Sony has paid for.
The basics of "how cloud works" in providing a playable experience are fairly straightforward: the idea is to get close to current console latency by running games at 60Hz (or even higher) compared to current console standards of 30Hz. Running game code at twice the speed has the effect of significantly lowering input lag: the time you save is then budgeted towards encoding/transmission/decoding of game video. Conceivably this technique could be applied to Sony's back catalogue titles running under PC emulation - and the platform holder knows plenty about that.
For PS1 and PSP, Sony already has extremely strong software emulators that can run virtually any piece of software - this is how PS3 can run any PS1 title, and how Vita can host PSP downloaded games. The company is also starting to roll out PS2 titles for the PlayStation 3 that run entirely using software emulation - an impressive
technical achievement in its own right. All of these different emulators could be ported to PC and deployed on Gaikai servers - the performance of the PCSX2 open source emu suggests that the 60FPS gameplay cloud thrives upon shouldn't be a problem.
http://www.gamesindustry.biz/article...cloud-frontier
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July 5th, 2012, 00:01 Posted By: wraggster
To achieve the visuals Square demonstrated in its impressive Luminous Engine demo shown last month, next-generation consoles will need an ample serving of RAM.
That's according to Square's creative director and senior manager Takeshi Nozue, who told Edge (via TSC) recently that "memory size is the biggest challenge" to any hardware hoping to achieve that level graphical fidelity.The textures in the demo, Nozue explained, are of such high detail that their sheer size puts a strain on system memory. The demo ran on a high-end PC packing Nvidia's beastly GTX 680, and Sony and Microsoft's consoles will need to cough up serious figures to keep up with it.
Square is confident, at least, that PS4 and Xbox 720 will "come to a level of quality that will support". It's perhaps not quite so confident that the Blu-ray disc format will be up to the job of storing a next-gen game on a single disc.
http://www.computerandvideogames.com...ext-gen-games/
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July 5th, 2012, 15:42 Posted By: wraggster
I receive an increasing number of messages asking me if the PS Vita scene is dead before it is even born. My typical answer is: there’s some stuff happening, you just don’t see everything, because some things are not worth mentioning, others are “too important” to be publicly mentioned until they’re more mature.
Today I want to make a summary of the stuff I know. Some of the things you will read below are a mix of things I know and of personal guesses… but in general I tend to be right about these things
Currently, the only public way to run unsigned content (homebrews) on the PS Vita is VHBL. The hack in itself is fairly limited (it only allows to run a subset of PSP homebrews), and is also not widely spread since only a few thousand lucky people are able to grab the releases (the other 2 million vita owners are people who are still not following this blog, how foolish of them) before Sony patches the exploits (or, rather, pulls out our attack vectors).
I’m not completely stupid, and I know that running fanmade homebrews is not exactly hat most people expect from a console hack. So, besides VHBL, what could or could not be done currently with Vita hacking?
I’ll first describe what’s going on with the PSP emulator side, because it’s the one I know the best, and then I’ll move on to other stuff.
Attacking the PSP emulator, more than 5 teams in the race
The PSP emulator is a nice attack vector for Vita hacking, for various reasons. The most obvious one is that we know the PSP system quite well since the scene has been studying it for years now. VHBL itself relies on user mode exploits in the PSP emulator. Those of you who have been on the PSP scene for a while know that when it comes to the PSP, the holy grail is to get access to a kernel exploit. A Kernel exploit on the PSP is synonymous with the possibility to run a Custom Firmware, with all the benefits that come with it (perfect homebrew compatibility, plugins, but also the controversial iso loaders).
Before we get any further, I want to clarify that when I am talking of a kernel exploit in this article, I am talking of a PSP kernel exploit, running inside the psp emulator, sandboxed on the vita. It is essential to understand that a psp kernel exploit alone will not give us any access to the PS Vita specific content, including its ram, its hardware, or its games. A PSP Kernel exploit, at best, would give us the equivalent of a PSP CFW inside the emulator itself. It would be a sandboxed CFW (SCFW) <– hehe coining a new term here, does any of you remember who came up with the term “LCFW” ?
• Related Read: Flash0 dump, then what?
Ok, now that this clarification is made, what do we have? Well, what I can tell you is that I have been personally contacted by 5 different teams or individuals who have access to psp kernel exploits that do work on the Vita. Now, this does not necessary mean there are 5 different kernel exploits out there (some of these teams might be using the same exploits, either through random luck, or because they are communicating with each other), and it does not necessarily mean that a release is around the corner either.
Let me develop on that last bit. The people I’ve talked to (the anonymous “Tony” is one of them) all have various goals and constraints with their hacks.
•Related read: PSX on the Vita: an Interview with the mysterious Vita hacker
Some of them just want to use the hacks for personal experiments, and have no plans to release their work (for those of you who are shocked by this form of egoism, please remember that depending on your country, the laws against hacking on devices such as the Vita can be pretty convincing…). Others have plans to release their hacks “one day, maybe”, but not in the foreseeable future.
Others strongly believe that making those psp kernel exploits public now would be a bad move, as a psp kernel exploit on the vita emulator could be one step closer to a real vita hack. Revealing such a hack too soon would mean it would get patched by Sony, closing a possible “door” to more interesting vulnerabilities. Their point is therefore: would you like to do on your vita what you can already do on a hacked PSP, or would you rather wait a few months, or maybe a few years (sob) in order to see a true vita hack? Of course, there is no guarantee that a psp kernel exploit can be a valid entry point to a vita hack, but surely digging into the interface between the psp emulator and the vita (the now famous “kermit” module) could prove to be interesting.
•Related Read: Who’s Kermit?
Other people, finally, are hard at work to release “something” for the scene, but could not provide any specific date to me. Although there doesn’t seem to be any specific technical obstacle to run a PSP SCFW on the Vita, these things take time, and timing is the essence here, as basically all the hackers I have been in contact with agree that psp kernel exploits are quite rare and should be used wisely.
Nevertheless, the fact that so many people are working on hacking the vita with positive results is, I think, good news, and should lead to good stuff in the months to come.
Of course, none of this makes VHBL irrelevant. As a matter of fact, it actually makes VHBL, or rather, our ninja releases, more relevant than ever. PSP Kernel exploits need to be run through a user mode exploit. User mode exploits on the PSP emulator are currently found in games, and Sony can pull those games out of the store fairly fast. The ninja releases tend to counterbalance that by giving people a chance to grab the games before the information goes public. Of course, as these releases get more and more popular, they also become more and more difficult to handle, so I guess the message here is, if you already have access to a user mode exploit through one of our VHBL releases, it might be wise to not give it up, assuming you are ready to stay on the same firmware for a few months. If not, fear not, there will most likely be other ninja releases to give more people the opportunity to run VHBL on the latest firmwares.
Hacking the Vita, not going through the PSP emulator
In addition to the ongoing work on the psp emulator, some people have contacted me with “leads” on hacking the vita through other means. If you think about it, every “interface” on which the user can control the input to some extent, is a possible attack vector. With the PSP emulator, we used the savegames so far, but other entry points exist, such as the media files we copy on the device (images, music, movies), the web browser, some of the internet-connected apps (facebook, youtube,… <– although it might not be wise to attack Sony through a vulnerability in a Google or Facebook, unless you really like to make several powerful enemies at once).
As I mentioned a while ago though, all these leads are useless without knowing anything about the ram layout of the Vita (which is also why it is much simpler to hack into the PSP emulator, since the PSP Ram layout is well known).
•Related read: Where are the real Vita hacks?
Initial reports also show that the Vita is integrating several “anti hack” measures. This is not a surprise since the Vita ships for example with an ARM Cortex 9 processor, which includes a bunch of security measures. Of course, this is Sony we’re talking about here, and they are known to mess with the stuff they use in a way that eventually backfires on them, so there are probably still ways to get into the system
What are your expectations regarding Vita hacks? would you be happy with “just” PSP access? Or would you rather wait for something bigger? Should Sony be worried of “just” a psp breach on the vita?
http://wololo.net/2012/07/04/the-cur...-vita-hacking/
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July 5th, 2012, 15:42 Posted By: wraggster
Sony announced a few hours ago that PS3 Firmware 4.21 is coming “soon” (Update: it’s now available).It is an optional update, with minor stability improvements.
Note: You can already download it here if you’re interested.
source: Sony’s twitter
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July 5th, 2012, 15:57 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x, Dingoo, Linux and PC:
Heres whats new;
-
r3711 | utunnels | 2012-07-03 21:27:59 -0400 (Tue, 03 Jul 2012) | 1 line
Changed paths:
M /engine/openbor.c
M /engine/openborscript.c
Fix a crash issue in 3710.
DOWNLOAD AND GIVE FEEDBACK VIA COMMENTS Attached Files
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July 5th, 2012, 16:29 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2593 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.
Jpcsp SVN changelog:
r2592
Further progress on PRO Online support:
- added list of members in chat window
- added timeout handling for sceNetAdhocPdpRecv
- improved sceNetAdhocctlJoin and sceNetAdhocctlDisconnect
Added draft implementation for sceNetApctlScanUser,
sceNetApctlGetBSSDescIDListUser and sceNetApctlGetBSSDescEntryUser.
r2593
Fix in network: update the peer timestamp also when receiving a Matching
message.
Download http://www.mediafire.com/?pmrng45llbsg44r
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July 5th, 2012, 16:34 Posted By: wraggster
via http://www.emucr.com/
Pokopom PSX Pad Plugin SVN r51 is compiled. A XInput input plugin for PSX/PS2 emulators, and as of r48 nullDC 1.0.4 too. Pokopom is a PSEmu Pro pad plugin that emulates a DualShock1 and DualShock2 controller for PS1 and PS2 emulators respectively. It only uses XInput, so as to avoid the DirectInput troubles with X360 controllers.
Pokopom PSX Pad Plugin function
- Supports rumble, with a nice custom curve.
- Extended analog sticks range on corners. (for games like Ape Escape)
- Guitar build for XInput Guitars on Guitar Hero games.
Pokopom PSX Pad Plugin SVN Changelog:
r51
Pokopom:
-. Added Chankast support... O.O"
-. Some minor GUI work
Download and Give feedback Via Comments
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July 5th, 2012, 23:34 Posted By: wraggster
New release could be announced at Gamescom, according to reports
Sony is working on a new model for the PS3, a filing to the US Federal Communications Commission suggests.
As unearthed by NeoGAF, a potential new 4000 series – the CECH-4001x – could be yet another smaller and slimmer model of the current-gen console, following on from the previous PS3 Slim released in 2009.
Whilst Sony is widely believed to be working on a next-generation console the PS4, a cheaper PS3 could be seen as a way of tempting late adopters to purchase the system and increasing its lifespan.
It is reported that Sony could unveil the new super slim model at German games industry consumer event Gamescom next month.
Sony has declined to comment.
http://www.develop-online.net/news/4...sts-FCC-filing
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July 6th, 2012, 00:38 Posted By: wraggster
DICE's general manager calls out the next FPS trend as near-future
EA DICE
www.dice.se
DICE general manager Karl Magnus Troedsson believes first-person shooters need to do more to innovate. Before Modern Warfare hit the scene the big time period in first-person shooters was World War II, but these days players can't get enough of fictionalized version of current conflicts. Troedsson called out the modern setting as one way FPS developers have been resting on their laurels.
"I think we're going to start seeing people moving away from the modern setting, because every now and again settings or themes start to get stale and then everyone jumps over," Troedsson told Edge Online. "You know, at some point dinosaurs are the hottest thing and everyone is making games with dinosaurs, but there are trends. It used to be WWII, and recently it's been the modern era and people are now moving towards near future."
"But it's a bit cheap to just say, 'Okay, we're going to switch and go back in time or into the future and that will be innovation'. It will definitely drive the franchise forward for whatever game, but it's not true innovation, it's more a thematic change that has a perceived value to the gamers out there. But as a developer you can only make so many games in one particular era, and then you personally start to get a bit bored with it," he added.
Troedsson said that developers need to push themselves, technically and thematically.
"I think it's our responsibility as game developers to always push ourselves when it comes to the experience of games. To always make sure that when we put games in the hands of consumers that we are proud of what we've done," he said.
"We want people to be amazed when they look at our games. We want to make the best game that we can, and we want that game to be the best one on the market. If gamers think that, then we've done our job. We're not there yet, but we're working on it."
http://www.gamesindustry.biz/article...-getting-stale
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July 6th, 2012, 00:40 Posted By: wraggster
Sony could be ready to announce to a new PlayStation 3 model, according to new documents filed with the Federal Communications Commission.
The images posted on Pocket News refer to a CECH-4001x model, which Eurogamer suggests is a new, slimmer console that will be launched at Gamescom in August.
Sony has yet to comment on the FCC documents.
"We haven't announced anything new on PS3 in terms of hardware revisions," president of Sony's Worldwide Studios Shuhei Yoshida told Eurogamer in June.
"We should never say never - hardware guys are always looking at ways to make things cheaper, smaller."
http://www.gamesindustry.biz/article...super-slim-ps3
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July 6th, 2012, 00:44 Posted By: wraggster
If you've been aching to wile away hundreds more hours replaying Final Fantasy classics on the go, then Sony Japan's got some good news for you. It's finally revealed that the ability to play those charming, if a little dated, PSOne titles will arrive on the PS Vita's next software update, version 1.80, later this summer. This little nugget was tucked away behind the news that a handful of PS2 titles, playable on allversions of the PS3, will launch in the Japanese PlayStation Store on July 25th. The first wave of titles include Biohazard Code: Veronica, Siren and Dragon Force, all priced between 800 and 1,200 yen. No news yet, however, on when (or if) a similar retro-gaming bounty will arrive outside of Japan.
http://www.engadget.com/2012/07/05/p...es-on-ps-vita/
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July 6th, 2012, 22:07 Posted By: wraggster
Atlus has confirmed that the PlayStation 3 version of Arc System Works fighting game Persona 4: Arena will be region-locked. This, we believe, makes it the first PS3 game to feature any region protection since the system's launch in 2006.
The news was revealed in a post by a member of Atlus USA staff on the publisher's official forums. "The PS3 version will be region-locked," the post reads. "To reiterate, [the North American] version of the game works for the North and South American regions.
"Also, keep in mind that both the NA and JP versions have both English and Japanese text and voice options, making them nearly identical. I'm unsure of what the case will be for the EU version."
The announcement was immediately met with widespread criticism from Atlus' committed fanbase, many of whom feared a repeat of the Catherine delay. Persona Team's erotic horror was released in North America six months after its Japanese launch - and it took a further seven months to reach European shores.
Geraint Evans, director of Zen United, the Bristol-based company which is working on the European release of Persona 4: Arena, does not expect the game to suffer Catherine's fate. The game launches in Japan later this month, and in America in August.
"It is always our intention to release as close to the US date as is humanly possible," he tells us. "We don't have an official date to confirm at this moment, but we hope to be able to do that soon, and we appreciate people's patience in the meantime.
"We want to serve the people that enjoy our games as best as we possibly can, and try to reduce any kind of delay. That's always been our goal with all the games we work on."
While Evans won't be drawn on the thinking behind the decision to make Arena PS3's first region-locked game, our suspicion is that it was inspired by the committed western fanbase that Atlus games enjoy.
When Catherine was finally released in the UK in February, it debuted in a lowly 20th spot; how many of the chart-topping 162,000 Japanese week-one sales came from UK importers? Atlus has no idea, and this is surely the way to gauge the true demand for its games in the west - region-locking seems like a small price to pay, even if doing so will inconvenience its die-hard fans for a handful of weeks.
Based on the time we've spent with the game - look out for a preview in E244, out August 1 - it's going to be worth the wait. It'll make its western debut at Evo 2k12, the world's most prestigious fighting game tournament, in Las Vegas this weekend.
http://www.edge-online.com/news/pers...on-locked-game
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July 6th, 2012, 22:11 Posted By: wraggster
The next game in Namco Bandai's Tales Of series is coming to Europe.
The Japanese PS3-exclusive RPG was released in Japan last September and the direct sequel is already unerway for a November 1st 2012 Japanese launch.
Series producer Hideo Baba states at the Japan Expo in Paris, "there's a good chance" the West will see Tales of Xillia 2 if sales of Xillia perform well.
The Tales of series has sold over 13 million units worldside with the latest title, Tales of Graces, due to release this year on August 31st for the PS3.
http://www.mcvuk.com/news/read/tales...-europe/099158
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July 7th, 2012, 11:23 Posted By: wraggster
Gearbox would love for another developer to make Borderlands 2 for Vita
Gearbox Software
www.gearboxsoftware.com
At the Rezzed event, Gearbox Software head Randy Pitchford said he would love it if another developer created a version of Borderlands 2 for PlayStation Vita. Pitchford loved the idea, but said Gearbox was too busy with the game to make the port.
"One of the things I wish Sony would do is get behind Borderlands, because I'd love to see a Vita version of the game," he said, according to Eurogamer.
"Perhaps some of you folks can convince Sony to start that. We're too busy to develop it ourselves. But I know there are a lot of talented developers who could take our code, our source and our content and perhaps create something like that."
Pitchford played up the cloud-based capabilities of a Vita version, allowing PlayStation 3 owners to continue playing their game on the go.
"I want to be able to have the character I'm working on with my PS3, and then when I'm on the road with my Vita I can just keep developing that same character because it exists on the cloud somewhere," he said. "Technologically, that's possible."
http://www.gamesindustry.biz/article...ble-at-gearbox
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July 7th, 2012, 23:17 Posted By: wraggster
The unprecedented decision to region-lock the PS3 release of Persona 4 Arenawill not lead to a "slippery slope," Atlus PR and sales manager Aram Jabbari said in a statement (available in full after the break).
"This is NOT the beginning of a new ATLUS policy, nor do we view it as a precedent or a slippery slope," Jabbari said. "If anything, your determination and dedication to what you believe in has certainly stood in the face of that. This is an isolated case, a situation precipitated by a number of factors, some of which are simply out of our North American hands." He admits that Atlus was "completely unprepared for the force with which the community communicated their disapproval."
Jabbari explained that the North American release contains both Japanese and English audio tracks, and will be released very close to the Japanese version (August 7 in North America and July 26 in Japan). "The unforeseen consequence in all of this was that we had a version of our biggest game of the year releasing within a couple weeks in two territories, both identical in content, but at radically different price points."
Because of the difference between the yen and the dollar's values right now, this situation could lead to mass importing, which would "cannibalize the performance of a title in one territory to the benefit of another." For reference, the Japanese retail price of Persona 4 Arena is ¥7,329, roughly $92, versus $59.99 in North America.
"The decision to region-lock P4 Arena was a business one, one that has very clearly affected how many perceive the project," Jabbari concluded, "but we ask you to please not overlook the exceptional efforts of the people behind the game and to work with us through constructive dialogue."
http://www.joystiq.com/2012/07/06/at...sses-surprise/
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July 7th, 2012, 23:18 Posted By: wraggster
The roster in Sony's mascot mashup, PlayStation All-Stars Battle Royale, has grown by two more fighters. Heihachi Mishima from Namco Bandai's Tekkenseries, and Toro, cartoonish marketing feline for Sony Japan, have both been confirmed for launch (on October 23) by Sony during an EVO 2012 presentation.
In addition to the new characters, a new stage called Dojo has been revealed. Dojo (depicted above) is inspired by Chop Chop Master Onion's stomping/chopping grounds, as seen in Parappa the Rapper.
Update: The PlayStation Blog has posted videos of both characters, which we've embedded below the break.
http://www.joystiq.com/2012/07/06/pl...achi-and-toro/
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July 7th, 2012, 23:23 Posted By: wraggster
While Sony has made a substantial investment in the Gaikai game streaming service – to the tune of $380 million – the company is still committed to retail, Sony UK's Fergal Gara told MCV. Fergal noted that UK retail is undergoing "a bit of a readjustment," referring to the trouble that retailers like GAME have suffered recently.
Still, despite the issues being faced at retail, Sony plans to continue leveraging brick-and-mortar – the company will use retail to demonstrate Wonderbook, for example. He added that he hopes retailers, and not just specialist retailers, will stay committed to stocking games as well, especially considering that the next generation of gaming hardware is right around the corner.
Of course, Sony is intent on creating a new cloud service, so it will be interesting to see how the company's next offering will fit into the retail structure. One example to follow might be that of GameStop, which makes asubstantial chunk of change selling redemption tokens for digital goods at its many retail stores.
http://www.joystiq.com/2012/07/06/so...ikai-purchase/
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July 7th, 2012, 23:33 Posted By: wraggster
One ambitious coder has managed to squeeze Valve's 2008 zombie classic Left 4 Dead into Sony's high-spec PlayStation Vita handheld.
It is 100 per cent unofficial, of course, but as the video demonstration shows it's also entirely feasible. Frame rate and graphics appear solid, while the handheld's gyrosensors have been used for smart aiming options.The application could be the first of many homebrew designs that come from the PlayStation Mobile development suite, which essentially opens up the handheld to more indie studios and bedroom coders.
http://www.computerandvideogames.com...ebrew-heroics/
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July 8th, 2012, 22:48 Posted By: wraggster
Developer neur0n, famous for his psp CFW “6.60 ME“, announced today on twitter that he got VHBL to run on his brand new Vita.
A few days ago, he had announced that he had a working user exploit on the vita, so getting VHBL to run sounded like the “logical” next step.
For those of you who don’t know yet, VHBL is a tool that runs PSP homebrews (emulators, fan made games…) on the Vita.
A few years ago, neur0n had already ported HBL to a new exploit and a new firmware (6.35 at the time).
Since then, he has contributed to the scene with his Custom Firmware 6.60 ME, and has also been an active developer for “pro CFW“. In other words, if he says he got VHBL to run on a new exploit, you can trust him
No word on a release yet, but if I would guess I would say that nothing will happen before firmware 1.80 is released. This announcement could be the “second exploit” I’ve been waiting for in order to plan a release for VHBL, but of course this is neur0n’s decision. I’ll try to contact him in the days to come to see what his plans are.
via http://wololo.net/2012/07/06/neur0n-...t-on-the-vita/
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July 8th, 2012, 22:49 Posted By: wraggster
Developer Nathan_r32_69 released a tool yesterday to allow people on a CFW to sign in to the SEN (a.k.a. PSN) by spoofing the necessary information.People running a CFW on their PS3 can usually not connect to the SEN since they do not have the latest firmware. In order to be able to log in to the Sony network from a CFW, some information needs to be spoofed on the device, and this is exactly what this tool does.
Please note that using a CFW is against SEN’s T&C, and if detected, this could get you banned. Yup, I know that some of us want to run a CFW and *still* be honest customers wanting to buy their games, but apparently Sony is against the idea… so just so you know, you access SEN on a CFW at your own risk
SEN Enabler-disabler is compatible with most PS3 Custom Firmwares, including the DRM-dongle ones.
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July 8th, 2012, 23:13 Posted By: wraggster
The reader Ps3 Showtime is updated to bring a lot of corrections as usual, but andbey0nd a developer takes the opportunity to release a plugin to allow access to the media present in the Blu-ray.
Showtime Disc Access Required: - CFW / FW 3.41/3.55 with peek/poke/lv1 (kmeaw / Rebug / Rogero / HERMES) - Showtime media player 3.99 + or Multiman for Showtime - A DVD / CD / BD in the player (video / music / photo) Installation: - Install as a normal Pgk - This column will appear in the video - The launch with a media in the drive Extras: - You Can Take screenshots of movies while Showtime is playing - You Can Play music from XMB [ Music] column while Showtime is displaying picture slideshows - You Can Use "Remote Play" to watch videos on your PSP / PSVita or Other Compatible Devices 3.6.5 Showtime Showtime Unofficial 3.99.41 Disc Access Plugin Showtime Official Site: www.lonelycoder.com
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July 9th, 2012, 23:25 Posted By: wraggster
Online retailer Amazon UK has listed Splinter Cell: Blacklist’s release date as the 29th of March 2013.
Videogamer reported on the updated listing, which also includes information about bonus digital content named Upper Echelon.
This limited pre-order offer contains an Upper Echelon suit, special goggles that shine gold and an additional mission.
The pre-order edition also comes in an exclusive steelbook case, which contains an A2 poster of the game’s conflict zone.
Splinter Cell: Blacklist will be available on 360, PS3 and PC with a Wii U version rumoured to be in development, though not yet confirmed.
http://www.mcvuk.com/news/read/march...-claims/099225
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July 11th, 2012, 00:11 Posted By: wraggster
The end of the traditional console cycle has expedited the decline of the overall console market.
That’s the claim of Square Enix’s worldwide technology director Julien Merceron, who has branded the long shelf life of both the PS3 and Xbox 360 and “the biggest mistake [Sony and Microsoft] have ever made”.
“We have Sony and Microsoft talking about this generation lasting seven, eight, nine or even ten years and it's the biggest mistake they've ever made,” he told Games Industry.
“This generation has been way too long, and I say this because you have a lot of developers that work on a new platform, and perhaps will not succeed, so they will wait for the next generation, and will jump on that platform. You could not do that with this generation though.
“So these developers went elsewhere to see if the grass was greener. They found web browsers, they found iOS, they found other things and a lot of them won't come back to the hardware platforms.
“So you could look at it that thanks to Microsoft and Sony and the length of this generation, it helped the emergence of other platforms and helped them get strong before the next hardware comes out.”
http://www.mcvuk.com/news/read/long-...decline/099291
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July 11th, 2012, 00:44 Posted By: wraggster
Sony is gearing up for its second annual big summer digital launch promotion, which we're dubbing "PSN Play 2: Digital Sale-a-roo." Between July 24 and August 27, the following four games will launch on the PlayStation Network:Papo & Yo, Sound Shapes, Counter-Strike: Global Offensive, and The Expendables 2 Videogame (yes, we recognize that one of those is potentially less thrilling than the other three).
Moreover, if you buy any combination of those games, you'll get some virtual bucks back to spend on PSN. The more you buy, you the more you get back (two games gets $3, all the way up to all four getting $10 back). And if you're a PlayStation Plus member, things get even better – each game is reduced by 20 percent just because.
Update: Sony announced the dates of all the PSN Play games in a press release (after the break). The promotion begins with The Expendables 2 on July 31. Sound Shapes follows on the previously announced date of August 7, then it's Papo & Yo on August 14 and Counter-Strike on August 21. Pre-orders for each game will be available before release, granting exclusive PS3 themes.
http://www.joystiq.com/2012/07/10/ps...o-and-the-exp/
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July 11th, 2012, 21:33 Posted By: wraggster
EyeToy Kama Sutra could have been a notable addition to Sony’s PS2 library – had the platform holder known how to go about QA testing it.
"There was a genuine pitch from a developer who pitched EyeToy Kama Sutra,” SCE producer Pete Smith told Eurogamer. “Seriously, this was a genuine pitch.
"So, the guy is going to me, ‘there's an outline on the screen with the EyeToy' [and] I'm like, I get it, yeah!
“Obviously we didn't sign it and it never ever saw the light of day. But we were going, how exactly would we QA it? You can imagine these two big hairy testers going, 'No, you're the bitch tonight'. How would you demo the game to press?”
That’s not to say that Sony didn’t acknowledge the possible appeal of the idea.
“In one sense I think, god, I wish it would have been done,” he admitted. “We could have maybe got some celebrity endorsements and stuff like that.
"What I just find strange is, sometimes you get these pitches and you think, this is just bonkers. But the developers absolutely believe in it, which is great. I'd much rather that than they come along half-hearted.
"This guy – I can remember it, I will never forget him – he was like, 'We want to do this. We think it could be great’. We get all kinds of pitches, but that's definitely the one that stands out for me."
http://www.mcvuk.com/news/read/sony-...a-pitch/099376
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July 11th, 2012, 21:43 Posted By: wraggster
Metal Gear Solid 4 will at last receive a patch that will introduce support for PS3’s Trophy system.
Andriasang reports that the news was broken by Metal Gear creator Hideo Kojima in an interview in this week’s issue of Japanese weekly Famitsu.
Trophies will be integrated into disc copies of the game’s budget re-release in August in Japan. Owners of the current game will be able to download a patch that adds Trophy support.
Metal Gear Solid 4 was released in June 2008. Sony didn’t add Trophy support to PS3 until the following month.
Most games that had been recently released on the system saw their developers patch in support but – despite the calls of fans – Kojima productions never made it happen.
http://www.mcvuk.com/news/read/troph...solid-4/099367
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July 11th, 2012, 23:13 Posted By: wraggster
Battlefield 3's new multiplayer customization feature, Matches, is live today. Matches mode allows players on Xbox 360, PS3 and PC to create custom matches with specific friends and squad members, allocating team sizes, game settings, maps and unlocks for competitive multiplayer rounds.
To establish a custom match, players must be actively renting a dedicated server. Too bad it's illegal to host massive firefights in other things you rent, like cars, apartments, houses and U-Hauls. Then again, renter's insurance onBattlefield 3 Matches would be pretty insane, so it's probably a good thing "renting" rules aren't all-encompassing after all.
http://www.joystiq.com/2012/07/11/ps...now-available/
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July 11th, 2012, 23:16 Posted By: wraggster
The Awesomenauts update that Ronimo has been teasing for two months is "almost ready," according to a post from the developer on PlayStation Blog. The update will make some tweaks to the game's balance and items, and add two new characters. The new combatants, first discovered in May, are Coco Nebulon (complete with hover-board) and Derpl Zork, a slug who utilizes a walking tank.
Coco uses electricity attacks that are good at harassing enemies and punishing those who chase her. Derpl, meanwhile, seems to be an area-control specialist and is able to turn his tank into a stationary turret.
There's no specific launch date for the update just yet, though Ronimo promises it will be "very, very soon." The update, characters included, will be free on both Xbox Live Arcade and PlayStation Network.
http://www.joystiq.com/2012/07/11/aw...s-balance-twe/
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July 11th, 2012, 23:23 Posted By: wraggster
Before you hunt through files or track down voice actors to get more info about the "Earth" DLC for Mass Effect 3, read the official description of the multiplayer content released by BioWare today.
As previously rumored, "Earth" features new Rio, Vancouver, and London maps, three new weapons (Piranha assault shotgun, Acolyte pistol, and Typhoon assault rifle) and six new classes of human N7 character.
The pack will be released on July 17 for Xbox 360 and PC everywhere, and on PS3 in North America. European PS3 owners have to wait until July 18 for the free DLC.
http://www.joystiq.com/2012/07/11/ma...ed-still-free/
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July 11th, 2012, 23:23 Posted By: wraggster
We first heard about the PSN game Malicious back in 2010, when it was first announced for Japan. It's finally been announced for North America, and we don't have much more waiting to do – it's coming July 24, for $9.99.
Malicious centers on a series of boss fights in which you employ a sort of magical scarf that can change shape into various melee or even projectile weapons. Like Mega Man, you can choose the order in which you face these boss battles – and like Mega Man, you absorb powers from defeated bosses.
The version coming out here is for PS3. There's also a Vita version in Japan, but that has not been announced for North America.
http://www.joystiq.com/2012/07/11/ps...can-ps3s-july/
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July 12th, 2012, 14:56 Posted By: wraggster
via http://wololo.net/2012/07/11/release...3-by-thecobra/
This is an “official-unofficial” release for you guys who are still lucky enough to be on 1.67 and run VHBL on the Super Collapse 3 exploit.
TheCobra released today an updated version of VHBL for this exploit. This is an official build because theCobra is the one who initially ported VHBL to this exploit, but “unofficial” in a way because the sources are not available yet, and I haven’t had the opportunity to test it on a Vita (I’m on 1.69 now…). That being said, it worked fine on my PSP, and several users have reported a better experience than the previous release (understand: better stability) overall in some games such as Jelly Car or Lamecraft.
The idea behind the fix is that theCobra hooked a bunch of functions with a generic “ok” response instead of having HBL trying to estimate their syscall. What this means is that these functions will not work, but at least they won’t crash. Depending on the function, and on how well the homebrew handles errors, this can lead to less crashes overall.
Download Via Comments
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July 12th, 2012, 14:58 Posted By: wraggster
via http://wololo.net/2012/07/12/sometim...t-that-simple/
Neur0n has been kind enough to share with me the details of his latest user mode exploit, so that I could help porting VHBL to his game on the EU and US versions (yes, the game seems to be available on all stores, and don’t stop reading here, it gets better).
Sometimes porting VHBL to a new game can be a pain in the A**. Many times, as I discovered the hard way, we hit a wall and have to give up after dozens of hours of investigation.
On this exploit too, had I been alone working on it, I would have given up. It seemed impossible to free most of the ram (VHBL basically needs to cleanly remove the game from the ram, in order to load homebrews instead), and the exploit ended up with about 2MB of free ram, instead of the 24MB that we usually expect.
But hey, that’s where comes the joy of working with talented people like Neur0n: he figured out, within 24hours, how to free the additional 22MB. I am not sure really how he found out, and why it works, but it damn works.
So I can proudly show you a picture of my work in progress on the EU version of the game. But honestly, neur0n did all the hard work on this one
This is running on a PSP with Pro CFW, which is were all the initial development always happen for VHBL. I haven’t tried to run anything else than the menu yet, but getting to the menu is usually a very good sign.
There’s still lots of work to be done: confirm it works on the vita (which should not be a problem since neur0n already confirmed it on the Japanese version), code cleanup, homebrews tests and bug fixes, port to the US version of the game, ….
As far as a release is concerned, I’ll synchronize with neur0n, but I think it’s clear to most people that we’re all eagerly waiting for ps1 classics support before a new VHBL version is released. As you know, each VHBL release is quickly followed by a patch from Sony, so I’m sure everybody wants the next VHBL release to happen on a “useful” firmware. In this case, I’m sure everybody’s ready to wait for firmware 1.80.
As usual, don’t ask for hints on the game, or its price, or anything like that, as I won’t answer these questions.
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July 13th, 2012, 00:43 Posted By: wraggster
The latest issue of MCV is now available digitally, and it features both the June retail market data and the PlayStation Network Top Ten.
The PSN charts can only be found in MCV, and looks at the entire European market. It is part of our weekly seven page charts bonanza.
This week's edition also features interview EA Origin's David DeMartini and Sega Europe's Jurgen Post.
The magazine is available for iPad. Download our app now, which includes access to the last two years of MCV, and includes a free archive of back issues from during that time.
You can also read the magazine in your browser. Click here to subscribe or click here to buy an individual issue.
Individual issues cost £1.99. You can subscribe for three months (iPad only - £19.99), six months (£34.99) or 1 year (£64.99).
The issue's key content includes:
• More data than ever before, including exclusive PSN charts and the June retail data
• The biggest stories featuring Borderlands 2, Dark Souls, New Art Academy, Gamescom and EA Origin
• INTERVIEW: Sega's Jurgen Post on the publisher's European restructure
• INTERVIEW: EA Origin boss David DeMartini
• ANALYSIS: Confusion reigns over EU second-hand download ruling
• Full preview of Square Enix's Sleeping Dogs
• Namco Bandai discusses the return of Dark Souls
• Plus, trailers for Borderlands 2, Dark Souls and Sleeping Dogs
• The prizes for MCV and Square Enix's Hitman Sniper Challenge is revealed
http://www.mcvuk.com/news/read/the-p...-in-mcv/099452
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July 13th, 2012, 01:23 Posted By: wraggster
"Why don't you give us more news?" a Grand Theft Auto fan asked Rockstar about GTA5. In response, Rockstar's "Asked & Answered" column provided the two new screenshots of the upcoming game. You mean to tell us that approach works? This is going to change how we do our jobs.
Rockstar explained the relative quiet since the trailer: "We don't do this because we 'don't care about our fans' 'don't respect our fans' 'hate GTA fans etc' – precisely the opposite," a company rep stated in the column. "We do it because we want to make sure we only release 100% correct information, and because we want to keep plenty back for the actual game release so there are still lots of surprises when you play it."
When Rockstar is ready to show more, there'll probably be a trailer every single day until launch, judging by previous games.
http://www.joystiq.com/2012/07/12/st...uto-5-screens/
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July 13th, 2012, 01:27 Posted By: wraggster
Cloud gaming tech Gaikai should be added to the current generation of Sony consoles and PlayStation 4, David Perry has told Eurogamer.Perry, who has just sold Gaikai to Sony for $380 million, now works for the console maker, and he intends to have as much influence on the PS4 as possible."It's a given it should go across the current and next-generation hardware," Perry said in an interview at the Develop conference in Brighton."But it's a case of, we have to let them decide what they want to do. I don't want to put words in their mouth."We've been experimenting with every single platform. Set top boxes, TVs, mobile devices, tablets, everything. Will it work on consoles? The answer is: absolutely. We've done tests. It definitely works."Sony is rumoured to be preparing to launch PS4 in late 2013, with an announcement pegged for some time next year. Now Perry is on board, he is uniquely placed to play a crucial role in the development of the hardware."I'm going to get to see a console launch from the inside," he said. "I'm excited about that. I've never done that before."The PlayStation 4 is "very important", Perry said. "There's so much happening right now in the industry. The consoles, if done right, become the anchor. But they need to embrace all the changes in technologies that have been happening, and business models.They have to evolve. You can't just make the same console as last time. You have to build something that's revolutionary. That's what I will be pushing towards.
"They have to evolve. You can't just make the same console as last time. You have to build something that's revolutionary. That's what I will be pushing towards."Perry stressed that he will as best he can push Sony to make PS4 a game machine first and foremost - despite the current trend for consoles to feature more and more non-gaming applications."I'm certainly going to remind them what I feel about PlayStation. What I feel about PlayStation is, when I'm thinking of buying a game - I don't know how they've done it but the branding has somehow got me there - if I'm trying to find where the best version is, I just automatically go, well that would be the PlayStation version, right? I don't know, the branding worked on me."The amount of energy and money and branding and whatever they've done to get me there, don't lose that. That's so valuable. Don't lose that. Let's double down on that."But what influence will Perry have on the major decision makers within Sony?"The thing that's great with Sony is we're not way down the stack in some little sub sub sub of a sub sub company. PlayStation is insanely important to Sony and we're dealing with the top people in Sony for gaming."We'll be heard. It doesn't mean they're going to do what I say. Don't get me wrong. But I can at least be heard and I hope they like what I've got to say."With the ink still fresh on the contract between Gaikai and Sony Computer Entertainment, Perry is yet to discuss in detail how the gargantuan Japanese company intends to make use of its fancy new tech. In fact, after he's done with the Develop conference this week, Perry will work on a presentation he will then deliver to the top gaming executives at Sony detailing his ideas for Gaikai."Now the deal is done, only now are we going to start having those conversations on what Sony wants to do. What is their strategy? It's their company now so they have to decide what exactly they want to do. There are a lot of pieces to Sony. It's a big company. There is consumer electronics, DVD players and TVs. All of them can be impacted by this."So there are going to be a lot of discussions and a lot of meetings."Reports suggest Sony will use Gaikai to power backwards compatibility on PS3, enabling access to the huge back catalogue of PSone and PS2 games through streaming.Perry was unable to confirm details, but he did say he was excited about the impact of Gaikai on PlayStation. "I've been saying for quite some time now, how people plan their days around moving data around, like, I'm going to start five games downloading and I'll come back tomorrow."It's a really big boon for gamers because they'll be able to play pretty much everything that comes out with no effort."Given issues with latency and image quality associated with cloud gaming, one concern is that Gaikai will, in its current form, be unable to truly offer a PlayStation-level experience.Perry rejected this suggestion. "Can the games look ridiculously awesome? No question about it," he insisted. "To do it really really well, you need to stay on the track we were on, and our track was to make special hardware, like working with Nvidia and people like that."
http://www.eurogamer.net/articles/20...-playstation-4
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July 14th, 2012, 22:48 Posted By: wraggster
An article at Time speculates that the recent hype surrounding 3-D display technology has finally peaked and begun to subside. As evidence, they point to comments from Nintendo president Satoru Iwata, who does not seem particularly enthusiastic about it, and concedes it won't be a major selling point if the company continues to have 3-D enabled products in the future. He said, 'So, now we've created the 3DS and 3DS XL and also have some games out there that are really using that 3D effect that we can see, from my point of view, that it's an important element. But as human beings are this kind of surprise effect wears off quickly, and just [having] this 3D stereoscopic effect isn't going to keep people excited.' Revenue from 3-D films is also dropping, and while 3-D television sales are rising, only 14 percent of potential buyers think 3-D is a 'must have' feature."
http://hardware.slashdot.org/story/1...finally-popped
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July 14th, 2012, 23:07 Posted By: wraggster
Remember that mysterious new PS3 variant that passed through the FCC not too long ago? Although that listing didn't have photos to confirm a redesign, a new one has hit Anatel (essentially Brazil's version of the FCC) with a quartet of pictures in tow. Specifically, it cites models CECH-4011A, CECH-4011B and CECH-4011C, matching up well with the 4K labeling from the aforementioned FCC visit -- if you'll recall, the current PS3 Slim has a 3K model number. According to Tecnoblog, the the three models point to a shockingly storage-cramped 16GB version, along with 250GB and 500GB variants. While this Anatel document appears to be from Sony, we'd be remiss not to mention that we haven't been able to load the photos as Tecnoblog has. In terms of looks, apart from appearing extra slim -- and decidedly less attractive -- the system notably seems to be rocking a top-loading disc drive (this would be a first for the PS3). For now, we'd advise taking this potential leak with a grain of salt, but rest assured that we'll inform you if we hear anything official from Sony.
http://www.engadget.com/2012/07/13/s...es-rumor-leak/
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July 15th, 2012, 18:39 Posted By: wraggster
Earth Defense Force 4 has been revealed by publisher D3.
It’s the fourth instalment in the cult ‘B-movie’ alien shooting romp. Sadly, however, a European release has not yet been confirmed.
"Unfortunately I have no additional information that I can share about EDF4,” a D3 statement released to Eurogamer read. “The game is being released by D3 Japan and they will be handling the launch of the title in Japan. If more information becomes available to me, I'll be sure to keep you posted."
The previous two releases in the series – Earth Defense Force 2017 and Earth Defense Force: Insect Armageddon were both released in the UK.
http://www.mcvuk.com/news/read/d3-re...r-japan/099558
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July 15th, 2012, 18:47 Posted By: wraggster
F1 2012 is not the only Formula One game coming to retail this year – with Codemasters preparing an over-the-top spin-off for Christmas.
F1 Race Stars has more in common with Mario Kart than the hardcore, realistic F1 simulator series. The game presents iconic F1 stars - including Fernando Alonso, Sebastian Vettel and Lewis Hamilton - as cartoon characters, and features transforming corkscrew tracks and powerups. All of which should help this F1 title appeal to a younger audience than the core series.
All-Stars is set to launch in November. The tracks, racers and cars are all based on their real-life counterparts. And development duties are being handled by the Codemasters Racing Studio in Birmingham, the same developer responsible for the main F1 series.
“We’re really excited to bring the whole cast of Formula One into a fun new world of racing," said F1 Race Stars senior producer Chris Gray.
"We’ve really let our Art and Design teams off the leash to bring F1 stars’ personalities alive in a new way and create a game where racing fans of all ages can jump into all-action solo, split-screen and online multiplayer races. It’s the game we’ve wanted to create for a long time and, building on our strong relationship with Formula One Management Limited, we’re now able to bring Codemasters’ long-standing expertise in track design and AI to create a Formula One racing experience quite unlike any other.”
Codemasters' other F1 game, F1 2012, is due on September 21st.
http://www.mcvuk.com/news/read/codem...pin-off/099548
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July 15th, 2012, 23:11 Posted By: wraggster
An HD remake of Jojo's Bizarre Adventure was just announced during a Capcom panel at the San Diego Comic-Con. The remake features both the original graphics and a high-def reskin, as well as online multiplayer capabilities. Reliving one of the craziest fighting games ever made will run you $19.99/1600 MSP when the game launches on PSN and XBLA August 21 and 22, respectively.
Hints of this remake were uncovered just three days ago byXbox360Achievements, though this announcement failed to confirm speculation that CyberConnect2 would be handling the HD conversion.
If you're mystified and confused, let us fill in the gaps: Jojo's Bizarre Adventurewas a Capcom-developed fighting game released in Japanese and North American arcades in 1998, and on the PlayStation and Dreamcast in 1999 and 2000. The exceedingly eccentric fighting game, based on an equally eccentric manga, was developed by the team at Capcom responsible for the Street Fighter III series.
http://www.joystiq.com/2012/07/14/ca...g-august-21-2/
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July 16th, 2012, 21:21 Posted By: wraggster
After [Pyrofer] built a quadcopter, he purchased a cheap 6-channel transmitter made in China. Unfortunately, that transmitter was terrible so he took an old PS2 controller and built his own.
For his build, [Pyrofer] broke out the analog sticks and wired them to an AVR housed in the handle of the controller. The AVR sent commands to a 2.4 GHz radio transmitter powered by a small LiPo battery. With the addition of a few tact switches behind the shoulder buttons of the controller, [Pyrofer] has four axes of control with a few buttons for changing modes on his quadcopter.
This build really doesn’t hold a candle to some of the awesome DIY RC transmitters we’ve seen, but we’ve got to give [Pyrofer] credit for coming up with a very simple and easy build. Just about everyone has a PS2 or XBox controller lying around, and with a few extra hardware bits it’s easy to bodge up a decent remote control.
[Pyrofer] used a project called Funkenschlag to generate PPM signals, so if you feel the need to replicate this project send it in when you’re done.
http://hackaday.com/2012/07/16/need-...s2-controller/
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July 17th, 2012, 01:00 Posted By: wraggster
EA's Frank Gibeau says its two shooter franchises are dissimilar to one another
EA Danger Close
EA DICE
www.dice.se
Electronic Arts
www.ea.com
The first person shooter market, notably the modern shooter, is full of major franchises from all of big publishers. EA believes that its two heavy hitters, Battlefield and Medal of Honor, are doing the right thing by avoiding sequel fatigue as well as addressing multiple audiences with each title.
Speaking with Game Informer, EA Labels boss Frank Gibeau says that "We are very careful that Battlefield and Medal of Honor stay differentiated."
"There is inefficiency to having two different brands coming out alternating like that; there is some upside. You don't have the annualized, sequel fatigue. With Medal of Honor we tried to embrace that the game is real. The multiplayer is different than Battlefield. We're trying to use a sequencing strategy to keep it as fresh and different as possible."
Though many gamers might not be able to pick apart the differences, Medal of Honor and Battlefield are inherently different shooters. The games are sharing technology now, however. Danger Close, responsible for Medal of Honor, has transitioned to the Frostbite engine, the very engine that powers Battlefield 3.
http://www.gamesindustry.biz/article...-are-different
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July 17th, 2012, 01:15 Posted By: wraggster
This Tuesday, PlayStation Plus users will get to crack their brains open for less, as Dyad is 20% off for members of the premium service. It'll launch for $11.99 for Plus ($14.99 for everyone else).
Next week, Malicious will launch at 20 percent off, and then that will lead right into PSN Play. So ... the only difference between now and PSN Play is that you get some money back and a PS3 theme for buying the games that come out later this month. The Plus discount is the same!
You'll be able to get a couple free games tomorrow on PS3 (and on PSP, through your PS3): the PSOne Classic games International Track & Field and Hot Shots Golf 2. These two freebies lead into a 50 percent off sale on unspecified games for Plus members.
http://www.joystiq.com/2012/07/16/up...-sports-games/
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July 17th, 2012, 01:19 Posted By: wraggster
Machinarium looks set to be released on PS Vita.
That's according to an Entertainment Software Rating Board classification, which was spotted by PSN Stores.First released for PC, Mac and Linux in 2009, the highly regarded point-and-click adventure game is now also available on iPad 2, Android and BlackBerry PlayBook, while a PSN version is in the works for PS3.
Developed by Czech Republic-based indie studio Amanita Design, Machinarium sees players take on the role of a robot who has been exiled to the scrapheap. They have to use logic, collect important items, and solve environmental puzzles to get the robot back into the city of Machinarium so he can rescue his girlfriend, save the head of the city, and defeat the bad guys.
Our friends at Edge gave the game an 8/10 in the mag's Machinarium review.
http://www.computerandvideogames.com...ated-for-vita/
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July 17th, 2012, 10:11 Posted By: wraggster
Progress on pspe is slowly but some major steps have been done.
Vertex decoding part of GE unit is now completely done in shaders (well bezier and splines are still missing) using tranform feedback .
That provides more accurate emulation (and probably more speed) since all the other psp emus are using cpu to decode vertexes.
Major drawback though is that you need a opengl 4.2 compatible card to run pspe. This means that you need at least one of the following cards :
- Nvidia GeForce 400 series
- Nvidia GeForce 500 series
- Nvidia GeForce 600 series
- ATI Radeon HD 5000 series
- AMD Radeon HD 6000 Series
- AMD Radeon HD 7000 Series
Of course having a better card isn't an issue
We are now working to add the bezier and splines to the vertex decoder and then we will move to the rest of GE unit features (lighting , dither , fogging ,texturing etc).
Keep looking the site for updates.
shadow
http://www.pspe4all.com/news.php
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July 17th, 2012, 10:15 Posted By: wraggster
When the Playstation Suite (now known as Playstation Mobile) was announced, I was extremely excited at the idea. Playstation suite was full of promises. Vita compatibility, Android compatibility, and potentially PS3 compatibility. The Playstation suite also made the implicit promise of reducing fragmentation on Android, by bringing a “playstation seal of quality” to a range of devices.
The Playstation suite was the solution for indie devs and homebrew programmers who wanted to develop officially on Sony’s new consoles.
In hindsight, I think spending some time on the Playstation Mobile SDK, for an independent developer, is a waste of time and money. Let me explain…
It’s all about numbers
First of all, with its new name, the Playstation Mobile is sending the clear signal that your applications will not be available on the PS3. PS3 compatibility was never promised by Sony, but is something many were hoping. Now it’s obvious, Sony is cutting indie developers from its 65 million PS3 owners userbase (you still have the minis for that, though…), leaving you with a userbase of somewhere between 5 and 15 million users (that’s Sony certified device owners + Vita owners + HTC Certified devices, yet to come).
Note on these numbers: I am assuming numbers of about 1.5 million Vita users, 5 million owners of Sony compatible devices, and roughly the same for HTC compatible device owners. (this is assuming Sony and HTC each represent 10% of the total Android user base, and that 15% of that is certified Playstation Mobile compatible).
15 million potential users sounds a lot? Well, compare it to the 400 million Android users, and the 300 million iOS users out there, then think again…
As an indie developer, one of the things you want for your app is a large audience. The Sony playstation Mobile does not offer that for now, and I don’t think it ever will. Bringing HTC to the party took Sony 6 months, and the compatible devices are not even announced yet, so what are the hopes to see more devices/companies join the Playstation suite certification any time soon? If you want to develop a nice touch application and make a bit of pocket money with it, Android or iOS is where you should be.
In addition to that, although Sony will try to be “flexible” on the apps it will have in that program, I’m pretty convinced it will be roughly similar to what Apple has. Apple can afford to put crazy restrictions on their apps because of their gigantic user base (every developer is ready to make sacrifices if it means such a large audience). Sony can’t really.
Finally, by not making the Playstation suite available to the PS3, Sony fails once again at bridging the gap between their devices, and once again we won’t have the full “Playstation experience” we were all wishing for. Sony’s devices, as usual, stay far away from each other, Playstation Mobile won’t be the symbiosis we really expected.
But games on the vita will use the full potential of the machine, Right? Right?
Another reason people might want to develop on the Playstation Mobile system is because the Vita is, let’s face it, a nice piece of hardware. The back touchpad is a cool addition, the screen is awesome, etc… so developing in order to fully use that kind of functionality would be really awesome…
… except Sony have been very clear several times that they will enforce strict rules on the compatibility of the devices. Your app does not only need to run on the Vita, it needs to run on (for example) the Xperia play as well, and on the upcoming pss certified devices. At this stage, let’s say that your app needs to be able to run on any highend android device, including ones that don’t have a physical pad, ones that don’t have a back touchpad, ones that don’t have such a big screen, etc…
The result? A game developed on the playstation Mobile SDK cannot fully use the power of the Vita, but rather must (technically) reach the lowest common denominator between all certified devices.
My conclusion is that if you’re serious about developing a touch game as an indie developer, you should go Android or iOS directly, without going through the Playstation Mobile SDK. If what you want is to actually develop high end games for the Vita or Sony devices, you’d rather look into becoming a Minis dev, or an actual developer with Sony (which, err, is not really easy for indie devs).
Are any of you developing on Playstation Mobile? Have you thought of developing for android or iOS instead? What are your thoughts?
http://wololo.net/2012/07/16/vita-wh...waste-of-time/
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July 17th, 2012, 10:16 Posted By: wraggster
Developer Neur0n has been working on a port of VHBL using a new game exploit, and I have been providing a bit of help. A few days ago I could port his work to the EU version of the Game, and yesterday I managed to port it to the US version.
I also was able to confirm VHBL works fine on the Vita, see the picodrvie screenshot below on the EU version of the game, although neur0n had already confirmed that on the JP version a few days ago.
We will now be doing a bit of testing and debugging, while patiently waiting for firmware 1.80. Fingers crossed that this firmware will not patch anything critical
http://wololo.net/2012/07/15/vhbl-ne...us-port-ready/
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July 17th, 2012, 10:17 Posted By: wraggster
A few days ago I wrote about PS Vita Remote Desktop, a tool that allows you to stream PC games on your Vita, and control them with the Vita.
The author of that application, DigitalArts001 (a.k.a. melfice002) just released the source code for that application on the playstation forums.
One of the “proof of concept” videos that impressed people the most was Left 4 Dead running through this application. If you have an up to date Playstation Mobile SDK, as well as an up to date Vita (yup, you’ll probably need firmware 1.691), and a bit of motivation and/or programming skills, then do give this app a try.
http://www.mediafire.com/?b68g7qa2ukzku8a
http://wololo.net/2012/07/14/release...igitalarts001/
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July 17th, 2012, 10:20 Posted By: wraggster
I’m a bit late on the “CEX to DEX” news, but sometimes it’s better to be late, in order to have a good overview of something.
If you’ve been following the PS3 scene sites this week, you’ve probably seen that a new “hack” was released, that has been nicknamed “CEX to DEX”. Later on, PS3 dev naehrwert explained the process on how the information was obtained, although most scene websites failed to make a connection between his quite complex technical explanation and the leak. Most of them treated that as two pieces of unrelated information.
In this article I’ll try to connect the dots, but please bear with me as I am still an external observer of the PS3 scene, being myself stuck in 4.11 (damn you, Uncharted 3!)
Why this is interesting for the end users
Ok, first of all, what is this hack useful for, in other words, what does it do?
Let’s start with the basics. Retail PS3 units (the ones we buy in stores) are codenamed CEX. Debug PS3 units are codenamed DEX. What this hack does is allow any Retail unit (CEX) to be converted into a Debug unit (DEX). A DEX unit lets you, among other things, install a Debug firmware on the PS3 through the recovery menu (you can’t do that on a CEX PS3).
A Debug firmware is interesting because it allows to run official blu rays as well as unsigned content. This means homebrews, but also potentially unsigned official games. In theory a 4.21 Debug firmware could run backups of newer games (3.6+), which is where it gets interesting (currently AFAIK the only way to do that is to use one of the piracy dongles, and it only works for a few games).
There is of course a “catch” to this: 3.6+ games backups would need to be not signed, and such things are not easy to find on the internets (if they can be found at all).
So in theory this release could be good for pirates, and bad for dongles, but practically it doesn’t change much on that front.
However, this opens something new for people who have been on 3.55 CFW and don’t want to upgrade: the possibility to run official 3.6+ Blu rays.
So let me summarize here. A 4.xx Debug firmware can:
•run unsigned < 3.55 game backups (those are apparently easy to find) (a 3.55 CFW can do that)
•run unsigned eboots (homebrews) (a 3.55 CFW can do that)
•run unsigned 3.6+ game backups (a 3.55 CFW can’t do that, but those are impossible to find anyways)
•run all official (legit blu ray) games up to 4.xx (a 3.55 CFW can only run up to 3.55! That’s the interesting bit)
•Upgrade and downgrade at will between all versions of Debug firmwares
And please don’t quote me on that, as this is just my understanding of what a debug firmware allows, but I can’t confirm this myself as I don’t have a CFW. I’m just gathering the bits of information I’ve read here and there. But my understanding is, a 4.xx debug firmware gives you the best of both OFW and CFW: 3.6+ games and homebrews
What this cannot do
Since in order to convert your console from CEX to DEX, some per-console specific information needs to be obtained directly from your ps3, this is not a magical solution if you are currently stuck on a 3.6+ official firmware. You would still need to downgrade to a 3.55 CFW first (in order to run the tools necessary for the hack) using a hardware chip, and then run the hack from there to install a Debug firmware.
In other words, Going through 3.55 is a necessary step of this hack.
It is also worth noting that by running a Debug unit, you lose access to the PSN (which you can get back by installing a clean flash back).
Ok, let’s do this thing, where are the tools?
Ok, so, if you have a 3.55 console (if not, you need to downgrade, read the paragraph above!), you might want to try and convert your own console into a Debug version. For now, no “easy” tool is available to do this, sadly, and if you mess things up you could end up with a brick (also, do not try to get somebody else to send you their modified Flash, some of the encryption keys involved are specific to each console!). It is strongly recommended that you have a hardware flasher (and a clean dump of your flash) handy in case you mess things up..
If you’re lucky enough to have a 16MB NOR console (that’s the recent PS3 FAT and all PS3 Slim, see details here), you can use the tool C2D by andbey0nd to ease the process. It will build the stuff to flash for you, but you still have to provide the EID root key (obtained with metldrpwn)
If you’re a developer, you might want to download libeeid here, and use the sample provided as a base to build your own tool.
But ironically, the easiest way for now seems to follow the leaked guide below and do it manually.
Hi Scene Sorry for my bad English. I want to give you info you pls make public. I want be anonymous. I only can say I’m from Hong Kong. I have way to get a dex, it works and is complete nothing missing
Manual to get a dex (here is everything you needed) and you have a full working dex
EID0 Key Seed and EID0 Section Key Seed are hardcoded in the isoldr
EID0 Key Seed
AB CA AD 17 71 EF AB FC 2B 92 12 76 FA C2 13 0C
37 A6 BE 3F EF 82 C7 9F 3B A5 73 3F C3 5A 69 0B
08 B3 58 F9 70 FA 16 A3 D2 FF E2 29 9E 84 1E E4
D3 DB 0E 0C 9B AE B5 1B C7 DF F1 04 67 47 2F 85
EID0 Section Key Seed
2E D7 CE 8D 1D 55 45 45 85 BF 6A 32 81 CD 03 AF
If you dump they isoldr key (EID Root Key) with metldrpwn you got from 0×00 to 0x1F the EID Root Key and from 0×20 to 0x2F the EID Root IV
use AES Encrypt to Encrypt EID0 Key Seed as data with EID Root Key as Key and EID Root IV as IV
the result contains from 0×10 to 0×20 the EID0IV
and contains from 0×20 to 0×40 the EID0Key
use AES Encrypt to Encrypt the EID0 Section Key Seed as data with the EID0Key as Key and no IV
the result will be the first 0×10 bytes of the EID0 First Section Key
the second 0×10 bytes of the EID0 First Section Key are only 0×00 bytes
EID0 is located in NAND at 0×80870 and in NOR at 0x2f070
the first 0×20 bytes of EID0 are not encrypted
at the fifth byte of EID0 (NOR example 0x2f075) your target ID is located change it to 0×82 (Debug Target ID)
use AES Decrypt to decrypt the first EID0 Section (NOR example 0x2f090). The size of the first Section is 0xC0 bytes. Use the EID0 First Section Key as Key and the EID0 IV as IV
Build the CMAC (OMAC1) hash of the decrypted EID0 Section from 0×00 to 0xA8 with EID0 First Section Key as Key. The calculated hash has to be the same as the bytes in the decrypted EID0 Section from 0xA8 to 0xB8.
At 0×5 of the decrypted EID0 Section is your target id again change it to 0×82 again
0xB8-0xC0 of the decrypted EID0 Section should be just 0×00 bytes
after you changed the target ID of the decrypted EID0 Section, create the CMAC hash of the new decrypted EID0 Section and write the new hash to the decrypted EID0 Section
use AES Encrypt to encrypt the EID0 Section and write it back to the NOR (NAND).
Now install dex Firmware with the recovery menu.
HINT: Got Petitboot on emer init go to boot gameos and do emer init again to get to the recovery menu.
You can’t login to the PSN because IDPS is obviously not valid from now on.
THIS CAN BRICK YOUR CONSOLE IF NOT DONE CORRECTLY.
有志者,事竟成 “Where a will, there is way”
一不做二不休 „You start something, you have to finish it”
The connection with naehrwert
This hack was revealed as a leak. It seems obvious (based on his recent blog post) that naehrwert was part of the people working on all the reversing work required to access this information. It is likely that this information was part of a larger scale work, and obviously for these devs the leak was not a good piece of news. I can relate, getting your work leaked at the most inappropriate time is never good. This is probably what pushed later on an “anonymous” dev to publish the work that led to this hack in the first place, in the form of a C library that any dev can now use (libeeid, download link below).
Then again, as I described above, I don’t see why this could lead to anymore piracy than there is already on the PS3 (3.6+ games are still “safe” until somebody can publicly decrypt them), so the excuses about this work leading to piracy are probably just words. On the other hand, as naehrwert mentioned, I can picture an army of noobs asking questions on how they can pirate 3.6+ games on DEX machines from now on
The Technical details
So how does that hack work? Ok, I’m trying to dumb that down as much as possible here: there are special locations in the flash memory of the PS3 that indicate if the unit is a Retail machine or a Debug machine. Reading/Writing this information requires to both know where it is located and how to decrypt/encrypt it. How this information was found is what naehrwert explains in his blog post (note: Finding and understanding this required dozens – hundreds? – of hours of reverse engineering of some parts of the PS3 firmware, which also explains why some people are pissed about that leak.).
The information lies in the Appliance Info Manager module, a module in charge of …describing the specs of the current unit, I assume, given its name.
The encryption/decryption keys are all inferred from the eid0 key seeds for this specific module. These key seeds were obtained by reading the metadata of the module, as explained by naehrwert. From there, the whole process explained in the leak is just a series of decrypt / replace / encrypt data, based on the algorithms that were reverse engineered.
The key point here is that the Target ID of the unit is replaced with 0×82 (you’ll see that number a lot in the leaked CEX to DEX hack), which symbolizes a Debug unit. The target ID is a key identifying the type of a unit, as described here.
Speaking of TargetID, the holy grail of the Debug units is 0×81, the DECR unit which apparently can also decrypt anything we want. Those are suspected to require specific hardware and firmwares however…and the legend says that some scene devs own one.
Conclusion
Until this week, people who legitimately wanted to stay on a Custom Firmware for homebrew reasons could not play recent PS3 games they owned. With such a technique, they now have a possibility to run their 3.6+ blu rays without sacrificing homebrew. As far as I can tell, this does not “bring more piracy to the PS3″, for now. It just allows more legitimate use of the PS3 for honest homebrew users.
http://wololo.net/2012/07/14/ps3-cex...ting-the-dots/
http://ps3devwiki.com/files/devtools/Cex2Dex/libeeid.7z
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July 17th, 2012, 10:20 Posted By: wraggster
For those of you who want to create your own games and apps for the Playstation Vita, the open beta is still going on, and Sony issued an update to their SDK yesterday.The main change is not super exciting: the name of the program is now Playstation Mobile, while it was known as Playstation Suite until now (no doubt that people will still be calling it that for a while). But Sony also adding In-App purchase functionality, a feature that fans of Free To Play were probably eagerly waiting for.
The changelog is as follow:
- In-App Purchase library
- Digital Signature & Encryption library for content protection
- GamePad support for UI Toolkit library
- ModelViewer for previewing .mdx files on PC
- 50+ bug fixes
It’s worth noting that given its new name, this SDK will probably never be officially made available for the PS3, which was one of the things some developers were hoping for.
More info on the official page here
http://wololo.net/2012/07/14/playsta...dated-to-0-99/
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 17th, 2012, 11:02 Posted By: wraggster
Last week, a Hong Kong person wishing to remain anonymous, explained a method to turn your PS3 console in Devkit.
This method was very technical, but it will not take long for a number of tools are emerging to facilitate this task. Developers who have looked at it even worked quite well in bringing new software today, CEX2DEX, which will be discussed later, which provides more support for Nand. relativize all the same, ease the task is a big word, only the creation of Nand / Nor is facilitated. To achieve it and then flash the console, a flash hardware is required. Since the announcement of this achievement, both programs allow the creation of this Nand / Nor. PS3Tools GUI has been updated to version 2.6 with support for memory Dex To Cex Nor CEX2DEX and allows for him to create Nor, as well as Nand, but also the extraction of Metldr. To achieve all this, it You will need a dump of your console, using a chip or flasher type E3 ProgSkeet then change your memory before reinjecting it into your console. As with any change affecting the Flash console, this operation is very risky for your console. CEX2DEX a PS3Tools 2.6
http://ps3.gx-mod.com/modules/news/a...p?storyid=3109
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July 17th, 2012, 11:20 Posted By: wraggster
via http://www.emucr.com/
gpSP 0.9 Signed Fix 3 is released. gpSP is the best GBA emulator released for the PSP with great compatibility and performance.
gpSP 0.9 Signed Fix 3 Changelog:
initial fix:
*fixed a bug that caused the emulator to crash when you exit without a loaded rom*
fix2:
*made a boo boo(real culprit is when it calls the function "sound_exit();" causing the crash)*
fix3:
*removed a useless help line "Brings up frameskip adjust bar and menu access." now it displays help accurately when setting up the buttons... added icons
Download via comments
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July 17th, 2012, 11:27 Posted By: wraggster
via http://www.emucr.com/
Pokopom PSX Pad Plugin SVN r64 is compiled. A XInput input plugin for PSX/PS2 emulators, and as of r48 nullDC 1.0.4 too. Pokopom is a PSEmu Pro pad plugin that emulates a DualShock1 and DualShock2 controller for PS1 and PS2 emulators respectively. It only uses XInput, so as to avoid the DirectInput troubles with X360 controllers.
Pokopom PSX Pad Plugin function
- Supports rumble, with a nice custom curve.
- Extended analog sticks range on corners. (for games like Ape Escape)
- Guitar build for XInput Guitars on Guitar Hero games.
Pokopom PSX Pad Plugin SVN Changelog:
r64
Pokopom:
-. Added mempak for N64 (seems functional)
-. Fixed deadzone for N64
-. Left trigger thing...
N64 rumble can now be toggled for a mempak with the BACK button.
When using the mempak, the Scroll Lock LED will be on.
Following nRage, mempak files will be saved on the MemPaks directory.
It's a raw dump with the mempak extention (I think it might work as .mpk)
Also, now if you hold the Left Trigger, the face buttons become C-Buttons.
Useful in case you need to press opposite buttons simultaneously.
And... Y/B buttons are now A and B buttons too, respectively.
http://www.mediafire.com/?zzbc4lned3pxs1l
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July 17th, 2012, 11:33 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2614 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.
Jpcsp SVN changelog:
r2614
Fixed the compilation of VFPU matrix instructions: VMMUL, VMSCL, VMMOV, VMIDT, VMZERO, VMONE
http://www.mediafire.com/?kpusq77lgm1k5y6
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July 18th, 2012, 00:53 Posted By: wraggster
No platform is safe, as 11 bit studios has announced the PS3 is the latest to have Anomaly: Warone Earth occupy its virtual halls. The new addition for the PS3 port is local co-op play, allowing one player to act as the strategist and one to act as the unit commander – see it in action in the video above.
Anomaly: Warzone Earth is expected to launch on PSN sometime this summer; though no exact release date has been finalized yet, 11 bit studios will showcase the PS3 port at this year's Gamescom.
http://www.joystiq.com/2012/07/17/an...co-op-support/
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July 18th, 2012, 01:01 Posted By: wraggster
The new "Game Genie" cheat device is shipping today, July 17. Of this year.
No, Galoob hasn't returned – the new Game Genie is a USB cheat device for PS3 produced by Hyperkin. It allows users to transfer game saves to a PC, edit them using pre-programmed edits from a database, and then return the saves to PS3 – for the usual benefits of extra money, ammo, experience, etc. "Popular games that will have modifications at release are Uncharted 3, Batman: Arkham City, Final Fantasy XIII-2, and The Elder Scrolls V: Skyrim," the company notes.
Of course, since the days of ubiquitous cheat devices, there have been some significant changes in the game landscape. During E3, a Hyperkin representative told Joystiq that none of the premade cheats would be usable in multiplayer, and that Hyperkin would routinely remove any that were, in order to avoid cheaters using the Game Genie for online play. But for your own single-player games? Go nuts!
http://www.joystiq.com/2012/07/17/hy...-on-ps3-today/
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July 19th, 2012, 02:32 Posted By: wraggster
New PS3 DVR hardware Nasne has missed its proposed release in Japan today after Sony “suddenly put a hold on the product”.
Andriasang reports that Japanese retailer Famicom Plaza broke the news, speculating that the last-minute decision was perhaps due to a discovery of a bug in the device’s software.
All stock already with retailers must be sent back to Sony.
Nasne is the next generation of Sony’s PS3 digital video recorder, which in previous incarnations ahs been known as Torne. This new model offers more general multimedia functionality with the ability to share content between many household devices.
http://www.mcvuk.com/news/read/sony-...release/099778
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July 19th, 2012, 02:35 Posted By: wraggster
Ubisoft wants to push the morality of the battlefield in next year's Splinter Cell: Blacklist.
Speaking to Game Informer, the title's creative director Maxime Beland said Sam Fisher will be faced with morally ambiguous choices in how he deals with his enemies and the men he interrogates.
Blacklist pits Fisher against a terrorist group demanding that the US withdraw its forces from various global hotspots – and the development team want layers to think about the repercussions of the actions as the real military does.
"We love the idea of putting the player in those situations that [real soldiers] are going through," said Beland.
"It's not a question sometimes of doing the right thing or the wrong thing. Sometimes it's I need to do the wrong or the wrong-er. What do I do? There's no good option. What if you f*** up?
"The interrogations are a bit of that. We want to put the player into situations that are like the one [we showed] at E3; the guy just told you everything you needed to know. You're done. You're good. You're Sam Fischer. This guy is finished. Are you going to kill him?
"What we agreed upon after lots of interesting discussions was if you want to have true morality in a game, you cannot link it to mechanics or to a system. Because the player will play the system; he's not going to play the true world choice.
"If we told you that if you're the good guy, you're going to get this, and if you're the bad guy, you're going to get that, you're not thinking 'what am I doing here?'.
"I think it's cool to make people reflect on it and hopefully grow as humans a little bit. Because we've got some guys everywhere in the world that are making those decisions every day for us."
http://www.mcvuk.com/news/read/splin...orality/099776
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July 19th, 2012, 02:41 Posted By: wraggster
Data released by Famitsu indicates slow software sales for Vita in first half of the year
Sony Computer Entertainment
Sony Computer Entertainment is a Japanese videogame company specialising in a variety of areas in the...
www.playstation.com
The Japanese gaming magazine Famitsu has released hardware and software sales information for the Vita in the first half of 2012.
According to a report on Andriasang, the top 10 games on Sony's handheld have sold less than 1 million units combined - a total of 863,032 - with recent release Persona 4: The Golden leading the pack on 188,782 units.
This is in stark contrast to 3DS software, which dominated half-year sales charts in Japan. Pokemon Black & White 2, the highest selling game on 3DS, has moved more than double the units of the entire Vita top 10.
The Vita hardware sold 790,633 units. Sony Computer Entertainment told Famitsu that the figures are in line with its expectations.
The full top 10 is listed below:
- 01: Persona 4 The Golden (188,782)
- 02: Hot Shots Golf 6 (118,985)
- 03: Uncharted Golden Abyss (89,390)
- 04: Gravity Daze/Rush (74,785)
- 05: Dynasty Warriors Next (74,718)
- 06: Tales of Innocence R (71,463)
- 07: Lord of Apocalypse (69,162)
- 08: Ragnarok Odyssey (65,318)
- 09: Gundam Seed Battle Destiny (55,527)
- 10: Disgaea 3 Return (54,902)
http://www.gamesindustry.biz/article...-units-in-2012
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July 19th, 2012, 02:58 Posted By: wraggster
Yes, Uncharted is lovely and Lumines is addictive, but we know what you really bought that Vita to see: miniature, simulated foosball. Finally, next week, you'll be able to see lovingly rendered fooses (?) on that gorgeous screen, as Grip Games' Foosball 2012 launches on PSN.
The $7.99 Foosball 2012 purchase ($5.99 for Plus users) will get you not only portable Foosball 2012, but the PS3 version as well, allowing you to flip little wooden dudes in HD, with the option to use your Move controller. It even has Crossplay support, allowing you to continue your epic match on the go.
http://www.joystiq.com/2012/07/18/fo...-ps3-and-vita/
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July 19th, 2012, 03:06 Posted By: wraggster
Free-to-play games are 'thriving' on the PS3, according to Sony Online Entertainment boss John Smedley, who's claimed that seventy per cent of DC Universe Online players are on Sony's console.
Speaking to GamesIndustry InternationalSmedley said the success of SOE's own titles, along with upcoming F2P games such as CCP's EVE Online spin-off Dust 514, will prove the freemium business model is viable on home consoles."It's 70 per cent of the audience. Free-to-play on PlayStation 3 is huge," he said. "In fact, right now, it's us with DCUO and Free Realms and our friends at CCP with Dust 514 that are going to prove that this market really works."
According to the exec one of the big strengths of the model is that it provides players with a frictionless way to purchase and consume content.
"There's a lot of people that go through that store and it's so easy to find and download these games that it's a great business model. A lot of people have already stored their credit card information so it's very frictionless if they do want to buy something.
"We can put out thousands of items and it feels very frictionless. The remarkable thing is with a game like Free Realms where there's literally thousands of items to buy it, has to be a solid platform to begin with to support that. It's no small thing to be able to that. It's a business model of the future."
Smedly admitted free-to-play was initially a tough sell at Sony, but the numbers did the talking.
"I admit there was a mindset where when you use the word 'free' people pause. 'Wait a minute, what do you mean by free?' But even then people want to see the results. With DC Universe Online the split that we're seeing ended the debate right there."
"Free-to-play is the ultimate expression of a free market in video gaming," added Smedley. "It's completely about quality, there's no purer way to see whether you have a good game or not than by saying 'this is free, do you want to play it?' I would argue that free-to-play is much more pure than regular games because with those marketing can determine who picks up the game."
DC Universe Online transitioned into F2P in November last year, in the week following it attracted a million new players.
http://www.computerandvideogames.com...tainment-boss/
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July 19th, 2012, 03:08 Posted By: wraggster
An official PS Vita listing for Medal of Honor: Warfighter was made in error on the Electronic Arts website, the publisher has claimed.
On Tuesday, it was revealed that the EA Origin Store, which has become a routine source for information leaks, listed PS Vita as an available platform for the upcoming FPS.However, an Electronic Arts spokesperson has since told CVG that the listing was a "mistake".
The product page was first unearthed by games website MP1st. Its news story carries an image of the game's PS Vita listing on the US Electronic Arts online store - the same data is not available in the UK.
Medal of Honor Warfighter, in development at Los Angeles studio Danger Close, will launch worldwide from October 23rd.
http://www.computerandvideogames.com...-was-an-error/
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July 20th, 2012, 02:20 Posted By: wraggster
Konami announced today that the first playable demo of PES 2013 will be available on July 25th.
The first demo will showcase new key features and lets gamers play with eight fully licensed teams.
Available teams include England, Germany, Portugal, and Italy for European football and Santos FC, SC International, Fluminense and Flamengo available in the Copa Libertadores mode.
Konami said: “PES 2013 marks a huge advance for the popular football simulation, with the new game offering PES FullControl wherein players are given total control over every pass, shot and even first touches to the ball.
“Similarly, Pro-Active AI ensures that players move as they should both on and off the ball, creating a truly authentic big match experience. The Player ID system then enhances the feeling of individuality, with players that not only look and move like their real life counterparts, but also play just like them.”
PES 2013 is due out later this year.
http://www.mcvuk.com/news/read/pes-2...ly-25th/099849
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July 20th, 2012, 02:22 Posted By: wraggster
Sony's Gamescom conference will take place on August 14th at 7PM local time (6pm our time).
The event will take place at Staatenhaus am Rheinpark in Cologne.
Sony tends to make big announcements at Gamescom. Previously, major games and hardware revisions have been announced at the show. Insiders suggest this year's event will have a big Vita focus.
Gamescom kicks off with a business day on August 15th, before opening to consumers. The event runs until August 19th.
http://www.mcvuk.com/news/read/sony-...st-14th/099842
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July 20th, 2012, 02:35 Posted By: wraggster
Wizorb is officially spreading to up to three more platforms next week in North America. Beatshapers has ported Tribute Games' RPG-style Breakout game to PlayStation Minis, allowing users to play it on PS3 and PSP, and, as Beatshapers says, "eventually on your PS Vita" – because of the vagaries of the Vita's PSP backward compatibility, it's difficult to tell if it will run on Vita, or if not, when.
By breaking bricks and defeating monsters, you can help save the kingdom of Gorudo – both by, you know, defeating the monsters, and by collecting money to rebuild the destroyed homes and businesses in its towns.
http://www.joystiq.com/2012/07/19/wi...-mini-july-24/
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July 21st, 2012, 23:04 Posted By: wraggster
Development and resources shifted over to Final Fantasy XV, claims source
Square Enix has cancelled its long in-development title Final Fantasy Versus XIII, according to a report.
Sources speaking to Kotaku have claimed that the publisher has dropped the game, at least as originally intended, and had also decided to let the game fade away rather than officially announce its cancellation.
Another source said that the development and resources from the title have been integrated into the upcoming Final Fantasy XV instead.
Back in May, Final Fantasy Versus XIII designer Tetsuya Nomura asked for patience from fans, and explained the difficulties of bringing a new concept to market.
"We would like to ask for your patience on an official announcement for this title,” said Nomura.
http://www.develop-online.net/news/4...sy-Versus-XIII
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July 22nd, 2012, 01:40 Posted By: wraggster
The Next World Rally Championship game will be published in the UK by PQube this October.
The company says it will be the biggest sports title it has released, surpassing the launch of motorbike racers MUD and SBK Generations in May and June respectively.
WRC3 will be released for Xbox 360, PS3, PC and Vita platforms on October 12th and will give players access to officially licensed cars and teams from the 2012 rally tournament.
The title also features a completely rebuilt graphics and physics engine.
PQube will handle all UK?PR, marketing, sales and distribution for the game. “This release builds on the relationship between PQube and Milestone, with PQube now distributing all of Milestone’s specialist racing titles after successful launches earlier this year,” trade marketing manager Abid Gangat told MCV.
“WRC3 has raised the bar for all rally games. It is the biggest sporting title we have ever worked on and it is a very exciting time for PQube.”
And PQube hopes to work closely with Milestone on its future releases, including more licensed products.
“Adding these huge licences to our portfolio is a huge boost to our business and working with Milestone has been a real pleasure.”
Gangat added:?“Their team is very much committed to delivering a highly polished end product and that the licences they are working with is a testament to this.
“More will be announced about these licences in the near future.”
http://www.mcvuk.com/news/read/pqube...nship-3/099921
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July 22nd, 2012, 11:35 Posted By: wraggster
Rockstar continues to delay reveal of Grand Theft Auto V
Rockstar
Rockstar Games
www.rockstargames.com
Gamers hoping to get a glimpse of the next installment of the Grand Theft Auto franchise are going to be disappointed at Gamescom. A statement from the show organizers has confirmed that the game will not be shown off at the largest gaming conference in the world. The word comes after speculation arose after a small segment of the game was showcased in a Gamescom promotional trailer.
Gamescom has spoken out, saying the footage was added in error, and that they have no plans to discuss or reveal anything relating to the mega franchise.
"Rockstar Games is not scheduled and has never been scheduled to exhibit at Gamescom 2012," said communications manager of Gamescom, Franko Fischer. "We apologize for any confusion this may have caused."
http://www.gamesindustry.biz/article...show-promoters
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July 22nd, 2012, 11:37 Posted By: wraggster
Perry believes publishers will be very pleasantly surprised by benefits of Gaikai sale to Sony
Gaikai Inc.
Sony
Sony's buyout of Gaikai is a strong indicator that major publishers and manufacturers are taking a vested interest in the potential for cloud gaming. Gaikai creator David Perry believes that this is a very good thing, saying that the move "opens a lot of doors that weren't there before" for many in the industry.
Speaking to Eurogamer, Perry says "It's going to make the publishers very happy, because the publishers like PC, but they love console. The message I kept getting back was, PC is cool, but I wish you could do this with console. That's the real meat in our business. That would be really good."
"Of course, we had to go, look at this new PC stuff we have. We had to keep avoiding the console question. It's a very difficult question. If you look at the P&Ls of the publishers, that's such an important piece of their business. We were like, don't look over there. Focus on the PC. But the console question never went away. I had a major publisher recently say to me: 'David, just to be clear, the iPhone is interesting to us. Not as interesting as console. PC? Not as interesting as console. Just to be clear.'
"The second thing they said was, if we're going to put our biggest games on your service, I've got to know you're going to have the financial muscle to support it. When you're a start-up, it's harder to answer that question. But when you've got Sony behind you, it's very easy to answer that question. There are multiple things that have been solved in a single deal. It's quite surprising."
The new deal with Sony is going to help things along tremendously for Gaikai; solving problems relating to the console issue have been cleared up, as well as the controller issue at hand for the service. Perry now says he has to think differently about what he and the team are going to do moving forward.
"We were doing it the way you do it if you're a VC. I have to start thinking differently now because I have one of the biggest consumer electronics companies in the world in our corner. So you have to think differently.
"It's going to open a lot of doors that just weren't open before."
http://www.gamesindustry.biz/article...or-david-perry
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July 22nd, 2012, 22:43 Posted By: wraggster
MotorStorm Pacific Rift - the second entry in the racing series on PS3 - will lose its online support on October 1, along with MotorStorm Arctic Edge and SOCOM: Fireteam Bravo 3 on PSP.The PSP version of The Eye of Judgement Legends will also go offline-only from August 31.
As usual, the offline experiences in these titles will go unaffected.
Sony has compiled a list of all the decommissioned titles over here.
http://www.computerandvideogames.com...nline-support/
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July 22nd, 2012, 22:44 Posted By: wraggster
PS2 backwards compatibility remains something of a contentious issue for PlayStation 3 users. US and Japanese launch models featured the principle PS2 hardware built into the system, making for excellent support for almost all legacy PlayStation titles and the ability to run older games with a precision HDMI output. By the time the EU launch rolled up months later, the design was altered, removing the PS2 CPU - dubbed the Emotion Engine - and replacing it with software emulation to mixed results. With Sony still haemorrhaging cash on PS3 production, all PS2 components were removed by October 2007, and backwards compatibility was no more.But the story doesn't end there. Behind the scenes, Sony has been working on restoring PS2 support for all PlayStation 3 consoles regardless of configuration, and we've now reached the point where you can visit the PlayStation Store and download 74 "PS2 Classics" - in truth a roster of immensely variable quality, with only a smattering of stand-out titles. Warnings are given out that the games are running under emulation and may vary from the original PS2 experience, but the real kicker is that you'll have to pay for them - even if you own the original discs. While lesser known games cost between £0.99 to £3.99, most of the titles cost £7.99 a pop.Value issues aside, we wanted to find out more. From a technical perspective, the notion of original PS2 code being able to run under emulation on the PlayStation 3 is a seriously impressive feat of engineering. Ken Kutaragi's finest hour hails from an era where games machines featured custom components built from the ground up, a necessity in an era where PC parts were too expensive to be crammed into a console box. The Sony R&D team responsible for the PS2 software emulator have achieved something of a miracle here - the design of the older console is completely alien to the hardware set-up of the PlayStation 3. The PS2's graphics synthesizer GPU in particular, with its attached eDRAM, offers levels of bandwidth that even the RSX may have issues duplicating."Having phased out support for PS2 backwards compatibility, Sony has been working behind the scenes on a full software solution for all PS3 owners - and the results are impressive overall."
Virtua Fighter 4 Evolution running on three different PS2 emulation schemes - full hardware back-compatibility via a PS3 debugging station (equivalent to an NTSC launch unit), an EU PS3 with partial hardware support and finally the software emulator that runs on any PS3. On this game, the EU machine appears to have a slight blur, while the full hardware model has some poor deinterlacing (only really noticeable in motion). The emulator deinterlaces nicely, generally speaking, giving a 480p-style presentation.
Out of a library of thousands of games, the fact that only 74 are currently available suggests that the emulator remains a work in progress, that many games simply don't work at the moment: not surprising bearing in mind how many developers pushed the system's architecture in ways its creators never even conceived of. Additionally, it is perhaps telling that the big Sony exclusives have no representation - even games that are certain never to get an HD remaster are conspicuous by their absence."We set out to test PS2 emulation on a number of platforms - full hardware backwards compatibility, partial PS2 support from the EU launch PS3 and finally, the new software emulator."
Regardless, we delved into our PS2 game collection, dug out some titles available on the PlayStation Store and ran them on three different PlayStation 3s - our launch debugging station (which runs any PS2 game from any region under full hardware back-compat), an EU launch unit with the hardware graphics synthesizer and emulated Emotion Engine, and finally, a newer PS3 with no hardware support for the older console at all. The latter turned out not to be required at all, so it was quickly disposed of: even if you're running a launch NTSC unit with all the original PS2 hardware contained therein, the PSN downloads still run completely under software emulation.First up, the game that gave us the most curious results of all: Virtua Fighter 4 Evolution. This is a title that relies completely on its 60Hz update - the fundamental interface between game and player is based on that locked frame-rate. As you might expect, there were no problems at all for our debugging station: aside from a couple of tiny, almost imperceptible glitches on a handful of the stage intros, there were no issues with frame-rate at all. The emulation works out OK for the most part, though the glitching does seem to intrude occasionally into gameplay. However, on Jeffry's stage, the effect is far more pronounced, with the game often slipping into what feels like slow motion with dropped frames and borked deinterlacing, resulting in screen-wobble. In these areas, the quality of the gameplay is fundamentally compromised.Switching the game onto our EU launch PS3 with Emotion Engine emulation, we find a curious middle-ground between the two extremes: gameplay is mostly similar to the "full fat" PS3 experience, but there are stages where the game suffers the same frame-dropping/deinterlacing issue. It's not as noticeable as it is on the emulator, but it's still a bit of a pain nonetheless.These video illustrates the glitching issue rather well. Using the replays stored on the DVD, we can run the exact same gameplay video back multiple times on each PS3 in our collection. Two fights are featured in the video: you'll note that we've synchronised the feeds. In the first fight, set on the troublesome Jeffry stage, you can see the interlacing issue, but more importantly you can see how it actually slows down the gameplay to the point where the exact same sequence of action takes longer to complete."Virtua Fighter 4 has some bizarre frame-rate and deinterlacing issues running under emulation, the same problem appearing on the EU launch PS3 - albeit to a significantly lesser degree."
VF4 Evolution running at full resolution on three different PlayStation 3s. Note how the emulated version has issues deinterlacing in the first fight, dropping frames and running slower than the other two. In the second fight, the game runs fine on all consoles. Use the full-screen button for full resolution.
It's worth pointing out that of the various games we tested, this was pretty much the only instance we could find of the emulation not coming up to scratch. Elsewhere, it seems that Sony has done a hell of a good job in using software alone to recreate the full power of the PlayStation 2.It's certainly been a bit of a long haul in returning PS2 support to Sony's current-gen console. Within months of the initila NTSC launches, Sony already had fairly decent software emulation of the Emotion Engine CPU complete - enough for the firm to feel confident in removing the chip completely from the debut EU machine. Yet PSN downloads of PS2 titles only began in earnest earlier this year. An educated guess would be that the unique technological make-up of the Graphics Synthesizer GPU caused issues for Sony's engineers.Similar to the Xbox 360's GPU set-up, the PS2 has embedded memory (eDRAM) attached to the GPU - 4MB of it, specifically. At the time the machine launched, this offered developers hitherto unheard of amounts of bandwidth - 48GB per second according to Sony's spec-sheet. Ultra-quick by nature, and faster than anything available in a consumer level PC of the time, replicating the GS chip within the PlayStation 3 must have been something of a challenge.The software emulator seems to have some issues in certain situations, causing frame-rate drops that physically slow the game down in exactly the same way we saw in Virtua Fighter 4, but they are few and far between and do not cause any substantial issues in the games we tested - Capcom's God Hand being a case in point. Something of a fan-favourite, Clover's insane fighting game illustrates this point rather nicely. You'll note that while gameplay seems to be a match on emulation (note the special moves at the end of the video - there's an identical performance dip), the cut-scenes de-sync as the emulator struggles with the alpha-intensive shot right at the beginning of this video.
http://www.eurogamer.net/articles/di...lassics-on-ps3
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July 23rd, 2012, 19:30 Posted By: wraggster
MCV can confirm that the PS3-4000 ‘super slim’ will not be making an appearance at Sony’s press conference during this year’s Gamescom.
The unit - which is slimmer than its ‘slim’ model - is rumoured to have 16GB of flash memory and to retail at under £100.
Sony confirmed to MCV that the console is real but that it won’t be shown at Gamescom this year. It’s rumoured to be pulled from the conference due to high stock levels of the PS3 slim that’s currently in retail.
The new console will have a flip-lid disc input and low-capacity storage to offer the console at the lowest price possible. An entry version of the console is rumoured to cost £99 with larger storage options going up to 500GB.
The 16GB storage space and £99 entry price rivals the Xbox 360’s 4GB unit that retails at £139.99.
http://www.mcvuk.com/news/read/ps3-s...amescom/099993
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July 23rd, 2012, 19:36 Posted By: wraggster
The Madden NFL series has survived a fierce legal dispute between EA and the NFL.
A $27m settlement fee has been paid, according to Kotaku, ending a four-year class action lawsuit that argued the deal was an illegal monopoly.
The most crucial news for gamers is that EA has managed to hold on to the NFL licence, though it has had to agree to forfeit its NCAA licence once that expires in 2014. The publisher will, however, be free to re-negotiate a further NCAA deal at that stage as long as it is not an exclusive agreement.
EA has also been told it cannot seek any exclusivity agreements with the AFL, either.
Interestingly, consumers are also entitled to claim a partial refund on previous Madden purchases. US gamers will be eligible to claim $1.95 for each madden title purchased between 2005 and the present day and $.679 for any Madden games bought for Ps2, GameCube or Xbox.
http://www.mcvuk.com/index.php/news/...es-ncaa/099980
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July 23rd, 2012, 22:36 Posted By: wraggster
Worms Revolution, the first built-from-the-ground-up Worms title in a very long time, is heading to PlayStation Network this October. Developer Team 17 revealed the news on the EU PlayStation Blog, noting that Worms Revolutionwill launch on October 10 for £9.99/€12.99. For those who haven't been following the game, Worms Revolution is built with a brand new engine and adds dynamic water and different worm classes to the traditional Worms formula.
Unsurprisingly, the post doesn't mention the release date for the PC or Xbox Live Arcade version – or the North American PSN release date, for that matter – though they will presumably arrive on or near the same date. We've reached out to Team 17 to see if we can suss out release dates on all platforms.
http://www.joystiq.com/2012/07/23/wo...-this-october/
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July 26th, 2012, 00:32 Posted By: wraggster
Sony is to re-release hit racer Gran Turismo 5 and give it a brand new name in the process – Gran Turismo 5: Academy Edition.
The SKU will include all the DLC released for the game to date. Specifically, that’s three car packs and two course packs.
It will also boast an added extra – the Nissan GTR driven in this year’s Nurburgring 24 Hour Race by none other Gran Turismo creator Kazunori Yamauchi.
Most importantly, the game will have a discount RRP of £19.99. It will be released for PS3 on September 26th.
"GT Academy has captured the imagination of many Gran Turismo fans,” Yamauchi stated.
"People can now see that it is possible to make the switch from being a fast gamer to become a real racing driver. We wanted to mark the tremendous success of GT Academy with the very latest version of GT5."
http://www.mcvuk.com/news/read/gran-...elease/0100125
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July 26th, 2012, 13:20 Posted By: wraggster
European gamers are warned to get something else to do from Thursday afternoon. Sony's PlayStation Network is set to go offline on that side of the Atlantic starting from 4PM GMT tomorrow, through to 8AM Friday. Maintenance work will pull the PlayStation Store, account management and registration offline for this time, although anyone looking to play online can still do so -- as long as they're signed in to PSN before network... work begins. Updates on Sony's network tinkering will be posted on both on its own blog and twitter -- linked below for your convenience.
http://www.engadget.com/2012/07/25/p...rope-starts-t/
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July 26th, 2012, 14:40 Posted By: wraggster
Activision has announced three exclusive retailer pre-order offers for Transformers: Fall of Cybertron.
UK GAME stores will offer an unlock code for the G1 Retro Pack, which lets fans play as the G1 Optimus Prime from the 1980s cartoon in both multiplayer and single player. The pack also unlocks a G1-inspired Megatron Gun and Shockwave Blast Cannon for the single player campaign.
Play.com will offer pre-order customers the Swoop pack. This unlocks the popular Dinobot character who has the ability to transform into a pterodactyl.
Shopto.net and other independent retailers will get an unlock code for the G2 Bruticus skin that can be used in the single player campaign. This skin uses the same colours as the classic Bruticus toyline model.
Transformers: Fall of Cybertron will launch August 24th on Xbox 360, PS3 and PC.
http://www.mcvuk.com/news/read/trans...offers/0100184
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July 26th, 2012, 14:43 Posted By: wraggster
Popular Sega characters ToeJam and Earl will return when they're early adventures are re-released on PS3.
The 1991 Mega Drive title ToeJam & Earl and its 1993 sequel ToeJam & Eal in Panic on Funkotron are due to be made available as downloads on PSN, according to Siliconera.
The two titles will be part of Sega's Vintage Collection, which has seen classics such as Gunstar Heroes and the upcoming Jet Set Radio brought to PSN and XBLA.
There is no word on when these games will be re-released or whether they're coming to XBLA as well.
http://www.mcvuk.com/news/read/toeja...on-ps3/0100122
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July 26th, 2012, 23:52 Posted By: wraggster
Square Enix has announced it will relaunch FFXIV as Final Fantasy XIV: A Realm Reborn.
The publisher claims the troubled MMORPG has been completely rebuilt from the ground up, with a brand new world to explore and a fresh storyline behind all of the quests.
It is currently in development for both PC and PS3. A new redesigned website – www.finalfantasyxiv.com – will keep fans up to date with its progress.
Final Fantasy XIV was first announced in 2009 and went live in September 2010. However, it was instantly stricken with technical issues, forcing Square to extend the free trial.
The problems continued, the PS3 version was delayed and Square Enix eventually announced it was planning to relaunch the game.
"Since announcing our plans for the future of the title last October, we have been working tirelessly to include all of the elements that we have promised in Final Fantasy XIV: A Realm Reborn, which we announced today," said producer and director Naoki Yoshida.
"This new title not only becomes a symbol of a completely new Final Fantasy XIV, but also marks the beginning of a new stage as the latest title in the Final Fantasy series. I hope you're looking forward to it."
There is no word on when the planned relaunch will occur.
http://www.mcvuk.com/news/read/troub...reborn/0100194
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July 27th, 2012, 00:00 Posted By: wraggster
Digital Foundry breaks down the challenges facing Sony with its upcoming console revision
Good news, bad news. According to a recent report from VG247, the latest revision of the PlayStation 3 could well be released at a surprisingly price-point - £99 is being suggested, somewhat optimistically - but the platform holder won't reveal the new console at Gamescom, looking instead to sell-through more of its existing inventory. Our sources corroborate the Cologne no-show and while the entry-level 16GB model will be "aggressively priced", we have no confirmation on just how low that price-point will be.
The upcoming CECH-4000 model is definitely a very big deal for Sony however, representing the company's best chance to grab current-gen market share before more the technologically advanced replacements arrive next year. More than any other PlayStation 3 model released to date, this revision is all about getting as many boxes in homes as possible, and based on leaked photography from Brazil's equivalent of the FCC, we have a pretty good idea of what Sony has done to get its build costs down to a minimum.
"The new model introduces a number of new cost-cutting measures, but it's the move towards flash memory for the entry-level unit that offers the most potential for a meaningful price-cut."
Superficially, overall size issues aside, the most obvious change to the core PlayStation 3 design comes from a top-loading Blu-ray drive, replacing the more expensive slot-loader we've seen in all PS3s to date. Curiously, the lid appears to be raised vertically in relation to the rest of the top elevation, suggesting that perhaps it slides across the face of the unit, rather than popping up. Other than that, the basic hardware make-up looks to be much the same as the existing Slim: dual USB ports remain (Sony couldn't really cut-down any further here) while the reverse of the unit retains the multi-AV port, HDMI socket, Ethernet and Toslink digital audio outputs.
A look at the power supply rating offers us our first hints of what may - or may not - have changed within the console: Sony has reduced the load it is capable of down to 190W from the current Slim's 200W. That's a very meaty PSU bearing in mind that the launch version of the Slim - which has since been made much more efficient - only drew a maximum of 105W when I first tested it back in 2009. It also suggests that the core of the PS3's components hasn't changed that much from the existing Slim, which currently uses a 45nm Cell CPU combined with a 40nm RSX graphics core. Combining both chips into one - as Microsoft has done with the Xbox 360S - or dropping either component down to a lower fabrication node would surely have brought about more comprehensive power-savings, allowing Sony to incorporate a smaller, cheaper PSU into the new machine.
However, the various interconnects between PS3's two types of RAM, and the complexity of Cell itself makes integrating GPU and CPU into one part immensely challenging, and while a 32nm shrink for the main processor could be achieved, there appears to have been some uncertainty if it would happen at all. For RSX, the next logical shrink is down from 40nm to 28nm, but with production on the lower process still ramping up, right now it's probably more cost-efficient for Sony to stay where it is.
So far, what we seem to be looking at is a machine that rolls up all the gradual changes Sony has made to the Slim since its 2009 debut, but with only superficial changes to the chassis, offering limited cost-savings. So it's safe to say that the notion of a £99 PlayStation 3 doesn't really add up at this point. However, the most fundamental difference comes from revisions to the attached storage. According to the leaked documentation, three different SKUs are in the offing: 16GB, 250GB and 500GB. To begin with, many thought that the 16GB option was a typo, and that the entry-level PS3 CECH-4000 would be a 160GB model that's more in line with the current offerings on the market.
Leaked images of the new CECH-4000 PlayStation 3 model from Brazilian website Tecnoblog show clear cost-cutting in terms of the unit's construction, including some kind of manual mechanism for accessing the Blu-ray drive. Size has also decreased visibly.
http://www.gamesindustry.biz/article...a-99-pound-ps3
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July 27th, 2012, 00:24 Posted By: wraggster
Sony attributes overheating cases to users charging the device with a wet cable
Sony Computer Entertainment
Sony Computer Entertainment is a Japanese videogame company specialising in a variety of areas in the...
www.playstation.com
The Japanese government has ordered an investigation into the PlayStation Vita hardware following numerous complaints of overheating.
According to on the Japanese website Yomiuri Shimbun, via Wired, there have been 31 cases of Vita's overheating since the device launched: 23 in Japan, and 8 across the US, Europe and Australia.
An investigation into the matter will be conducted by the National Institute of Technology and Evaluation, an independent body working on behalf of the Ministry of Economy, Trade and Industry.
A list of the cases, which occurred in various parts of Japan at various times, has been posted on several internet forums. The description suggests that the problem occurs while the Vita is charging, causing the charge cable to "burn out."
http://www.gamesindustry.biz/article...ation-in-japan
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July 27th, 2012, 00:29 Posted By: wraggster
Says this Christmas will address that issue, as blockbuster release schedule looks bare
Sony
Sony Computer Entertainment
Sony Computer Entertainment is a Japanese videogame company specialising in a variety of areas in the...
www.playstation.com
Sony is aiming to please the parents and kids this Christmas, according to Sony Worldwide Studios president Shuhei Yoshida.
"Our strategy for Christmas is to go big on family-friendly titles," he told Game Informer.
"This is a neglected genre for the PlayStation 3, but as it matures, I think it's really important to have these games on the platform. I think we have a great lineup this holiday to complement third parties' big core games."
He was discussing the lack of big Sony releases for the rest of 2012, with Games like The Last Of Us and God of War: Ascension scheduled for release next year.
"We'd love to have multi-million sellers for the holiday. But each title needs time to develop, especially new IP like The Last of Us. God of War has always come out in March, so that's a natural time to aim at."
http://www.gamesindustry.biz/article...-genre-for-ps3
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July 27th, 2012, 01:01 Posted By: wraggster
Haydn Dalton, lead designer on Darksiders 2 at developer Vigil Games, has some interesting ideas for Darksiders 3 – if THQ decides to greenlight a sequel. If Darksiders 2 is successful, Dalton told VideoGamer, it's unlikely THQ would have Vigil shift development to another franchise.
Specifically, if Darksiders 2 manages to sell "4 or 5 million units," he said, THQ president Jason Rubin would likely want a sequel, though he might expect Vigil to "reduce the scope so that we can make it even higher polished." Doing so would give the game more focus, said Dalton.
Building a smaller open world with more detail isn't necessarily a bad thing – it worked wonders in Rocksteady's Batman games. A smaller world certainly wouldn't hurt THQ's unstable bottom line. It's also worth noting that 4 million units of any game is no small feat. To put things in perspective, Saints Row: The Third, one of THQ's most successful games, managed to ship 4.25 million unitsin roughly seven months.
Darksiders 2 launches August 14.
http://www.joystiq.com/2012/07/26/vi...could-be-smal/
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July 27th, 2012, 01:21 Posted By: wraggster
Are you curious about how the Play, Create, Share ethos and charming DIY aesthetic of LittleBigPlanet transfer to a kart racer? Or do you just want to drive some super cute little cars? Either way, we can help!
Sony provided us with 1,000 codes that will allow any PS3 user in the US, Canada, or Mexico to enter the LittleBigPlanet Karting beta going on right now. All you have to do is click here to get yourself a code.
Hurry! The beta is only open through July 31. And then hurry while you're playing, because it's a racing game after all.
http://www.joystiq.com/2012/07/26/cl...de-right-here/
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July 27th, 2012, 01:30 Posted By: wraggster
Sometime this evening, the feature list for PlayStation Vita's Hot Shots Golf: World Invitational will get a major – and free! – update. Update 1.04, thePlayStation Blog reveals, takes the previously Ad-Hoc only Stroke and Match modes and brings them to the world wide web (that's where you are now, reading this!).
More control for tournaments will also be included in the update, allowing for private tournaments for up to eight players and trash talk via in-game text chat between holes.
For a complete list of changes to World Invitational, check after the break. (Note: The game Hot Shots is still, unfortunately and totally, ).
http://www.joystiq.com/2012/07/23/ho...-and-features/
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July 27th, 2012, 17:26 Posted By: wraggster
Fans of Sony's acclaimed racing series Gran Turismo may have to wait until the next console for a fresh outing.
Series designer Kazunori Yamauchi that developer Polyphony Digital is already hard at work on GT6 and has been since GT5 was finally released in 2010.
"We're always aiming for the latest technology and the latest expression," said Yamauchi, according to Andriasang.
The developer also hinted that a Vita version of Gran Turismo could allow gamers to enjoy multiplayer and online modes wherever they go.
"If we were to make it, we'd like to make use of the ability to play anywhere and the ability to use 3G at any time," he said.
In the meantime, Sony will release the Academy Edition of GT5 on September 26th.
http://www.mcvuk.com/news/read/gran-...or-ps4/0100276
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July 27th, 2012, 21:08 Posted By: wraggster
Don't fret, PlayStation 3 Skyrimmers, Bethesda says the game's 1.7 patch is heading to Sony's console "in the coming weeks." Bethesda acknowledged as much in a tweet yesterday afternoon. The game's 1.7 patch on PS3 includes the various updates from 1.6 (mounted combat, new kill cams, etc.), but it falls short of adding the Dawnguard DLC, which is still exclusive to Xbox 360.
That DLC was issued a 30-day exclusivity period earlier this year – a period which expires today, reports Kotaku – but Bethesda's VP of marketing Pete Hines stated on Twitter, "We have not announced Dawnguard for any other platform, nor given a timeline for any such news. If we have news, I promise I'd tell you." He followed that up by saying, "I was simply stating that expecting/demanding something today is unfounded. Not that news is never coming." It sounds like Dawnguard may yet head to other platforms (eventually).
We've reached out to Bethesda for further comment and will let you know if we hear back.
http://www.joystiq.com/2012/07/27/sk...eeks-but-dawn/
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July 27th, 2012, 21:10 Posted By: wraggster
Knytt Underground is the colorful followup to the platformer Knytt and the platformer-slash-game design engine Knytt Stories, developed by Nicklas "Nifflas" Nygren. This new game is bringing the Knytt series to consoles for the first time since the homebrew DS port of Knytt Stories. There are official plans to release Underground on PS3 and Vita this year, along with Windows, Mac, and Linux versions.
Nifflas is developing the new platformer with Green Hill, allowing for "the biggest game I ever developed," he said. Knytt Underground is also "the first game where I feel that I have a story to tell. It's about the big questions; trying to understand life and our place in it - and failing completely."
http://www.joystiq.com/2012/07/27/kn...ore-this-year/
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July 29th, 2012, 11:08 Posted By: wraggster
via http://wololo.net/2012/07/29/vita-fl...ulator-by-wth/
Wth(a.k.a. Yosh), who is known for his port of VHBL to the Everybody’s Tennis exploit earlier this year, and also for his nice yMenu for VHBL, just released a dump of the psp emulator’s flash on the Playstation Vita.
The released files contain a dump of the psp emu on Vita firmwares 1.61, 1.67, and 1.69. Wth got help from PSP scene veterans Virtuous Flame and Zer01ne in order to get a dump from each specific firmware.
The last time such a Flash dump was released, it had been done by an anonymous developer, who later became famous by running PS1 games on the vita through the psp emulator. Wth also credits him for this release.
This release doesn’t mean much immediately from the end users’s point of view. It won’t magically hack your vita. But it means wth is in possession of a Kernel exploit inside the psp emulator, joining the expanding circle of people who have a full access to the psp emu inside the Vita. Somehow, this put us closer to a PSP CFW on the Vita. Also, for hackers and developers, this gives a more up-to-date dump of the flash to work with.
PSP Cipher
The release also includes an updated version of PSP Cipher. PSP Cipher is an alternative to PRXDecrypter, which supports potentially more files than PRX Decrypter. This tool is used, as the name implies, to decrypt PSP files, such as eboots, or files in the flash. wth’s release includes some Vita specific keys. Quoting the readme:
PSPCipher by liquidzigong@a9vg.com(aka hrimfaxi)
It can decrypt PRX type 5 (0x2e5e12f0) when prxdecrypter 2.4 etc failed to handle. It’s a completely reimplemention version as mesg_led_02g.prx and memlmd_02g.prx from FW 6.20. So if you are clever to find DRM decryption key you can decrypt DRMed module with it.
The sample decrypts host0:/enc/EBOOT.BIN and save to host0:/dec/EBOOT.BIN. kbridge dir contains decryption implemention. Please see pspcipher.h to use the code.
The source is covered by GPLv3 to fight aginst Sony NPDRM.
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July 29th, 2012, 11:10 Posted By: wraggster
via http://wololo.net/2012/07/28/ps-vita...-1-1-by-psdev/
PS Dev just released a useful little script for those of you investigating the PS Vita PUP files (Playstation Update Package). This script will give you some basic information about the package header, as well as extract the license file.Magic Reader is a simple script, but it might be useful for those of you who are too lazy to understand the information from the psvitadev wiki (all the offsets, headers, etc.. are documented there).
Obligatory hint: if you have no clue what this does, you are probably not the intended audience. This will not magically hack your vita or let you play pirated games.
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July 29th, 2012, 11:13 Posted By: wraggster
via http://wololo.net/2012/07/26/droid-x...knockoff-ever/
China is well known for not caring too much about copyright infringement or patent infringement when it comes to electronic devices. The Droid X360 is no exception, and is probably aiming for a record here, with a name strangely sounding like some famous Microsoft product, a design “inspired” by the Playstation Vita, and a bunch of preloaded Nintendo and Sega emulators.And just to attract more customers, the console is also nicknamed the “A10 PSP”, where “PSP” stands for “Play Station” (not to be confused with “Playstation”… or wait, actually the goal is to confuse them). But long gone are the days of cheap Chinese knockoffs such as the polystation, the Droid X360 actually sounds like it could be an interesting piece of hardware for a reasonable price:
Available from retail at about 110$ (or closer to 80$ if you live in mainland China), this Android tablet ships with Android 4.0 (how many of you are still stuck on 2.3, despite owning “famous” manufacturers hardware?), and has fairly interesting hardware: a 5” multitouch screen, 1.5GHz CPU, Wifi, HDMI output, front and rear camera, 512MB of Ram, an actual gamepad …(check the full specs below)
For less than half the price of the Vita, this is actually not that bad, and makes me wonder why such companies don’t simply go with their own designs / name / etc… since they have a reasonable piece of hardware to sell. Is their plan to get free advertising from websites calling them off as ripoffs? I guess there is no such thing as bad advertising…
You know what, I’m almost temped to get myself one…
Note, this is not the Yinlips that was mentioned here before, it’s a new device.
Specifications
- 5″ Capacitive screen and mult touching, 800*480 resolution;
- CPU: Allwinner A10 1.5GHz;
- GPU: Mali 400 3D;
- RAM: 512MB;
- ROM: 4GB, option: 8GB;
- External storage: micro SD, 2GB~32GB;
- Operating system: Android 4.0.4;
- WIFI: 802.11b/g/n, support WAPI and WIFI Direct;
- 3G: support external USB 3G dongle;
- Camera: Front 0.3 Mega Pixel, Back 2.0 Mega Pixel, support video chating;
- G-sensor: support;
- Adobe Flash: Flash 11.1;
- OTG: for Keyboard, mouse, USB flash device, etc.
- Speaker: 2*1W;
- HDMI: support HDMI output and playing same time;
- Video format: support AVI(H.264, DIVX, DIVX, XVID, rm, rmvb, MKV(H.264, DIVX, DIVX, XVID), WMV, MOV, MP4(H.264, MPEG, DIVX, XVID), MPEG, MPG, FLV(H.263,H.264);
- Audio format: support MP3,WMA,MP2,OGG,AAC,M4A,MA4,FLAC,APE,3GP,WAV;
- Pictures: JPG, JPEG, GIF, BMP, PNG;
- E-Book: TXT, EPUB, PDF;
- Office: WORD,EXCEL, POWERPOINTS;
- Browser: Google;
- Flash: adobe flash 11.1;
- Android Market: support;
- Game: Built in arcade game, Nintendo 3D game, Sony PS1, Nintendo GBA, Nintendo GPC, FC, SFC, Sega MD, Sega GAMEGEAR, WIFI dierect, Android touch control games, Android G-Sensor Games Emulator;
- Language: mult;
- Port: 1*power input, 1*OTG, 1*headphone jack, 1*HDMI, 1*Microphone, 1*Micro SD card;
- Battery: 2800mAH, about 4hours for play game;
- DC input: 100~240V;
- DC output: 5V, 2A;
- Accessories: 1*charger, 1*OTG cable, 1*user manual,
- Dimension: 186*75*15.5 mm.
So, what do you guys think? Could Chinese knockoffs be an interesting gaming alternative nowadays?
Those of you interested to buy it from outside of China can get it from aliExpress. Note that I am not affiliated to that website and never tested their service.
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July 29th, 2012, 11:14 Posted By: wraggster
via http://wololo.net/2012/07/25/true-bl...-it-burns-out/
There’s a saying that a star shines its brightest right before it burns out. There’s also a saying that cockroaches are just extremely resilient and won’t f###ing die. You pick your choice, I decided to be nice this time.
The infamous piracy-enabling drm-protected True Blue dongle, which had been put out of production for a few months, is apparently back for a grand finale or something, as announced by a statement on their official website from a few days ago.
If you haven’t heard yet, dongles are not useful anymore since they cost money and only allow you to run a small selection of pirated games (the games that the people behind True Blue want you to run), while methods to convert your PS3 into a backups-compatible debugging unit (DEX) for free are now available.
Granted, the techniques to do so are not user friendly yet, but everyday brings a new DEX-dedicated tool in the PS3 scene, so it’s getting easier very quickly. And if touching your flash is not the thing you want to do, remember that the a-bit-more-scene-friendly-than-trueblue E3 team also announced they’ll have a dongle ready sometime soon (although the whole DEX thing might have changed their plans…)
My guess? True Blue have thousands of dongles already manufactured and ready to ship, and they have to sell them, so they’ll make you believe their tool is still the best option for backups. And again, if you’re one of their customer, good for them, but with free options now available, I really don’t see what convenience this brings to you. Finally, their “update” mostly sounds like they will add more malware in their releases to block potential clones (which, in the past, has meant bricked consoles and erases hard drive for uneducated customers who didn’t even know they had a clone). So, it’s your call, but it really seems to me True blue is now a thing of the past.
and again, don’t get me wrong: I’m not blaming True Blue for creating a cash cow like that. The stupid ones here are their customers.
Here is their full statement from 07/23:
The True Blue team will soon be launching an updated version of our dongle, hence our silence and lack of news/updates. The changes include a new style casing to help differentiate clones from the authentic True Blue dongles. The new version dongle will be compatible with EBOOT patches released to date, whilst existing authentic True Blue dongles in the market will continue to be supported in the same firmware releases. You can expect a spate of EBOOT releases shortly after the new version dongle is released. We also plan to include a lot of extra features for our loyal True Blue user base in upcoming firmware releases. which will also function seamlessly on existing authentic True Blue dongles.
We would also like to bring to our potential customers and existing users attention that the website: truebluejb2.cc is selling FAKE dongles. We are in no way associated with them nor will we replace or support their fake dongles.
Information received suggests that they have not yet cloned our new style packaging, so large qty’s of devices in the market which do NOT come packed in the packaging detailed below (30-5-2012 news) are most likely fake. We will continue to monitor the situation daily.
The upcoming new firmware releases will also block the clones and help users differentiate fakes from authentic dongles.
Upcoming firmware releases will block these fake devices and furthermore EBOOT’s will not support the clones. PB2 and JBking clone devices will also be blocked in the future and will not function correctly with our upcoming features!
We thank our customers for their continuing support and hope you will enjoy the coming features and EBOOT patches………
The clones sold by truebluejb2.cc can be differentiated by checking the PCB inside the casing using the guide below, as previously posted in news.
So, are you guys going to buy the upcoming True blue dongle? Or move to a Debug console ? Wait for E3 Team’s solution?
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July 29th, 2012, 11:16 Posted By: wraggster
via http://wololo.net/2012/07/24/a-new-v...by-acid_snake/
This week, /talk member Acid_Snake (creator of pyMenu for VHBL) managed to get VHBL to run on his exploit on the US and EU versions of an undisclosed PSP Game (TheCobra’s latest addition to VHBL helped us in getting the EU version to run by the way).
Acid_Snake has already done some early testing, and homebrew compatibility is fairly good, although, as usual, a few “big” homebrews such as ScummVM or snes9xTYL are missing the fun. (See details in Acid_Snake’s thread)
If you’ve been counting, that’s now the 4th undisclosed VHBL port available:
Some of you might think that’s enough for us to do one release before 1.80, but as far as I know for now there is no change of plans: the next VHBL release, based on neur0n’s exploit, will happen after firmware 1.80 is released.
As a few people mentioned in the blog comments, yes, there is a risk Sony majorly patches VHBL in 1.80, like this risk existed in 1.61, 1.65, 1.67, and 1.69. However so far their strategy has been to remove the games from the store as fast as possible, patch the firmware, then put the game back on store once the firmware is updated. I believe this is a cost-effective way to mitigate the impact of VHBL and I am not sure they will change their strategy for now (anyway they should really be focusing on the Vita side rather than the psp side IMO). The risk is here, but we are taking it, as we assume it is more costly for Sony to “strongly” patch VHBL, than to let us play homebrews with VHBL once in a while.
So what will happen with these 4 ports of VHBL? I don’t know yet, this will depend what their owners want to do with it, but for now we’d rather assume they’ll all be useful sometime in the future.
Speaking of the amount of exploits, I counted again today, and I am now aware of 16 exploitable games on the psp that haven’t been disclosed yet. Some of these games are not available on the vita, and some of these games cannot host a port of VHBL (or at least, not one that would work in a satisfactory way), but some of them haven’t been fully tested yet.
Also, if you add the amount of games that have been exploited in the past on the psp, brings the total to about 30 psp games found to be exploitable so far with simple buffer overflows. As jigsaw mentioned a while ago, I would not be surprised if most psp games are exploitable one way or another through savegame hacks, given enough time…
•Related read: 10 Great PSP Games with a vulnerability, anyway, the number of exploitable games found so far is just a funny anecdote I wanted to share.
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July 29th, 2012, 11:17 Posted By: wraggster
via http://wololo.net/2012/07/22/early-h...0ns-vhbl-port/
As I promised a few days ago, I tested 15 homebrews on Neur0n’s VHBL port over the weekend, the ones that were the most mentioned in the comments here. As expected, some of them work, some don’t. Sadly, some major ones don’t work yet and I have no clue why. But remember that the port is not even released yet, so there’s hope we will figure some things out, before or after the release.
So, what were the top 15 homebrews you guys requested me to test? Well, they are described below in three lists, one for homebrews that worked on this upcoming VHBL release, one for those that didn’t pass my tests, and the last one for the few I haven’t tested yet.
For now all my tests were done on a psp. In general, the results on the vita are not too different. It is easier and faster to test on the PSP, as I am trying to build a list of compatible versions before I do similar tests on a Vita.
Homebrews that work
(note: links are to the specific versions that I tested, which might not be the latest version for each homebrew. In general, it is recommended to get the latest version, but sometimes VHBL gives us less choice):
•DaedalusX64 (N64 emulator). I tested an early build of DaedalusX64 that was specially crafted for HBL, and it works. It is slow, but it runs. I haven’t tested recent builds. Remember that DaedalusX64, even on CFW, rarely runs at full speed, so I’m on the fence about saying it “works” on VHBL. I tested with Ocarina of Time and it was extremely slow.
DaedalusX64 running Mario 64
•GPSP (GBA Emulator). The version I tested is one of the “unofficial kai” builds. Savestates seem to work fine as far as I can tell. I tested Final Fantasy tactics advanced
•NesterJ (NES emulator). Per many people’s request, I’ve tested the AoEX version of NesterJ. It worked fine with my test of “bomberman”, although I couldn’t figure out how to show the emulator’s menu once inside a game.
•Masterboy (Sega Master System / Game boy Color emulator). The latest version 2.10 works fine, nothing much to say. I tested wonderboy 3 on SMS, and some Dragon Ball Z card game on GBC.
•Picodrive. The Sega Genesis emulator is flawless as long as you set the sound to 44kHz in the options. I tested Aladdin and Streets of Rage 3
Picodrive running Sonic
•Bookr. Tested the 0.8.1 version (basically the latest), the PDF reader for psp works, as usual, very well on VHBL.
•Nazi Zombies Portable. This quake mod in which you have to defend a barricade against a horde of Nazi zombies works fine on VHBL. Loading times are quite long, but other than that it works fine.
•Wagic 0.18.6. The least I would expect is for my own homebrew to work on VHBL . In all fairness, Wagic went through lots of tweaking when we initially created HBL, and is now made to run in a fairly restricted environment such as the one provided by HBL. Wagic is a heroic-fantasy collectible card game.
•Cave Story. No surprise, this platform/rpg game has always worked fine on VHBL so far.
•Doom PSP and Doom Legacy. They both have their pros and cons, so choose the one you like. I need to try Heretic on those, as I was a big fan of that game.
PSP Doom
Homebrews that don’t work
For all these homebrews, unless specified otherwise, I am still looking for solutions, so don’t give up hope, but don’t assume they will be compatible when we release.
•ScummVM. Yup,too bad… I’ve tested both versions 1.0.0 and the latest 1.4.1 of this great point and click adventure game engine. They don’t fail at the same step, but for now the port is not usable in VHBL. The crash is not caught by pslink so I am not sure what’s going on… it could be an error with audio functions, but this is strange since they are all hooked correctly as far as I can tell.
•Geometry War Portable. The clone of the famous Atari game fails at creating some audio thread.
•Snes9xTYL. This one’s a let down… sadly, the famous Super NES emulator fails at the intro screen, and I am not sure why. I would guess it is also audio related, but can’t tell since psplink does not catch the crash. Snes9xTYL is open source so that could really help to debug, but I can’t figure out how to compile it. If you manage to compile this homebrew and want to help please get in touch with me.
•PSP Revolution gives me a crash just after loading. Here again, a wild guess is that some audio function is failing… No Dance Dance revolution on VHBL for now
•S4inexcraft: This popular Lamecraft mod still used the PSP’s OSK, which doesn’t work on the Vita. I didn’t bother testing any further since this is a “no go” for the Vita. If the new keyboard from the latest Lamecraft release gets integrated into S4inexcraft, I’ll give it a try again.
Homebrews I haven’t tested yet (but I plan to)
•yMenu. I’ll see if this alternate VHBL menu works fine on this VHBL release. It uses the same engine as Wagic so I am assuming it will work ok.
•Lamecraft. I haven’t tested it yet simply because I tested S4inexcraft instead
•Some NeoGeo emulator (MVSPSP was the most requested). Neogeo emulators are, for some reason, always super difficult to run, maybe because they require dozens of external files? I don’t know, I didn’t try too hard, but the versions I found in my quick tests refused to start even on a CFW, so I need to try a bit harder.
I have contacted Neur0n to see if he has done some testing on his end. It is possible that some other versions of specific homebrews end up working with VHBL.
These tests were conducted on a PSP (I will do the next tests on Vita) for the upcoming release of VHBL. VHBL is a homebrew loader for the PS Vita. It requires you to buy a specific PSP game on the PSN in order to run. The name of that game will most likely be announced through one of our ninja releases (although this depends on the plans of the exploit owner, in this case, Neur0n). If you don’t know how these releases work yet, figure it out . As I type this, the release is scheduled for “some time after firmware 1.80 is released”.
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July 29th, 2012, 11:18 Posted By: wraggster
via http://wololo.net/2012/07/19/ps3-3-6...ut-of-the-bag/
Well, that was fast. Less than a week after I was claiming the new CEX to DEX PS3 hack was not (yet) leading to piracy of new PS3 titles, techniques are already available to play “backups” of new PS3 games on your newly “converted” Debug console.
Here’s a quick summary: last week a hack was revealed that explained how to convert your PS3 into a Debug unit, and install a Debug firmware. This is interesting because a debug firmware can run both homebrews AND recent blu rays, which a 3.55 CFW can not achieve.
After I claimed this would not lead to piracy because Debug firmwares can only run legit blu rays, several people (including naehrwert) contacted me to let me know the security on that side wasn’t that great, and that methods to play “backups” (or pirated games) would become public faster than I can type.
This was true. Several scene websites have already published tutorials on how to play 3.6+ backups on the PS3. I won’t describe the process for now because 1) I’m lazy 2) I can’t test it myself yet 3) you can find it on all other scene websites 4) the technique is not user friendly yet and 5) it requires some Sony copyrighted software that is easy to find but illegal to distribute.
On the user friendly part, remember that the first step is to convert your console into a debug unit, which means having a 3.55 CFW installed (if you don’t, you have the extra step of downgrading your console with a hardware flasher), run a bunch of tools, and flash some stuff on your console (major risk of brick). The second step involves formatting your console’s hard drive with some tool which is illegal to distribute in order to create a “fake” Blu ray partition, and then finally to “repack” the PS3 game packages (ripped from the original blu-ray, of course…) into their DEX version.
Most of the process is done with tools that are part of a leaked SDK from Sony, which as I mentioned, is illegal to redistribute. No doubt however that “DEX ready” torrents will start to appear soon on the dark side of the intertubes, leaving users with the relatively difficult steps of converting their consoles from CEX to DEX, and of getting a hard drive formatted to handle backups.
I am convinced that some more user friendly tools will show up in the days to come… the question being, is it worth the hassle just for piracy? Well, at least, this probably means the end of those stupid DRM dongles.
What do you guys think? How far do you think people are ready to go to play “backups”? Are the piracy dongles still relevant when the techniques to pirate games are that complex?
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July 29th, 2012, 11:20 Posted By: wraggster
via
http://wololo.net/2012/07/19/release...-1-01-by-skfu/
SKFU updated his tool PS Vita pkg extractor to version 1.01. He did this release mostly because all previous mirrors had disappeared since the megaupload takedown, but there is no “juicy” new feature.
PS Vita pkg extractor extracts PS Vita .pkg files. It also has some code to decrypt them, but that feature only worked for very early packages, when the encryption key was the same as that of the PSP.
Changelog
•Updated crypto lib
•Content type check added
•Extended menu
http://limelinx.com/1kdb
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July 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 14:48 Posted By: wraggster
via http://psp.dashhacks.com/2012/07/22/psp-darkspeed-final
Want to load your Lite Custom Firmware a little faster? Well the developer The Z has released what should be the last installment of his app DarkSpeed. DarkSpeed is similar to LightSpeed but instead of loading a Lite ME firmware it loads PRO Lite firmware’s 6:20 or 6:35 and can be installed on all versions of PSP from Phat to Slim and PSP GO to E-1000. To load your LCFW of choice you just have to select the freshly replaced icon in your XMB, either the Digital Comics Mod or SensMe depending on which one you choose. Have a read of the release note below and enjoy.
How to Install:
– Put the PSP Folder on your PSP Drive (e.g. F:/ )
– Launch the 6.39 PRO-c or 6.60 PRO-c the last time via the FastRecovery in game
– Launch DarkSpeed
– choose either (Digital) Comics Mod or SensMe (channels) Mod.
– For uninstalling and restoring original files choose restore original Files.
– Supports 6.39 PRO-c and 6.60 PRO-c – Every revision supported, even future releases!
Compatible with:
—————————–
PSP 1000
PSP 2000 (TA-088v3 Supported)
PSP 3000 (03g, 04g, 07g, 09g)
PSP Go
PSP E-1000
Download and Give Feedback Via Comments
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July 29th, 2012, 16:19 Posted By: wraggster
The old and very useful Game Genie is back but now on PS3.
After a moment of nostalgia for the oldest of us, the Game Genie was a series of cheat cartridge designed by Codemasters and distributed Galoob for the Nintendo Entertainment System, Super Nintendo, Game Boy, Sega Genesis and Game Gear. Today he is back on a new console platform and with a new publisher, Hyperkin. The idea is to copy its backups in the computer and then edit them with software before reinjecting them into the console and operate for games like Uncharted 3, Batman Arkham City, Final Fantasy XIII-2, or Skyrim ... Currently available at around $ 30, a version of DS, DSi, DS-XL and 3DS are in DS mode too. Official site: hyperkin.com Official site: thegamegenie.com
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July 29th, 2012, 16:19 Posted By: wraggster
In late June, a leading reseller of the dongle True Blue announced that the team stopped for the current production release a new dongle in July.
Today, the team gives us a little more information. True Blue team will soon launch a new version of their dongle, or of their silence and lack of news or updates. Modifications include a new case to help distinguish clones. The new dongle is compatible with the old and before EBOOTs dongle will always be compatible with the updates. Shortly after the release of the new dongle, new EBOOTs become available and new features. The team also reports that the site truebluejb2.cc sells fakes and they are in no way related to them. True Blue The new dongle will have primary mission is to keep out the clones. Thanks to the green-to information. Official site: www.truebluejb2.com
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July 29th, 2012, 16:20 Posted By: wraggster
Rogero DEX released a custom firmware 3.55 with options Peek / Poke and Downgrader.
Features: - It can be used normally as a 3.55DEX during conversion to CEX DEX - It can be used as a 3.55DEX that can run backups - It can be used to downgrade from firmware 3.55 + DEX This new custom of Rogero is primarily intended for those interested in testing new Hack To Cex in Dex to use only a Pup for all phases to hack. [Update V2] - Support of Peek / Poke - The checks of Lv1 are patched not to verify the Hash Syscon (avoids some bricks) - Installation and Retail Pkg PseudoRetail on Dex - Launch code unsigned - no console installation on Blu-Ray can - Options downgrade from 3.55 to 3.55 + Dex Dex (The as 3.55DEX-Downgrader) Rogero currently being absent, he was unable to test himself this custom. He said that the downgrade is certainly functional Dex only 4.11 and not 4.20. Thanks to the green-to information. Source: tortuga-cove.com
http://ps3.gx-mod.com/modules/news/a...p?storyid=3112
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July 29th, 2012, 16:21 Posted By: wraggster
Almost a year after the announcement of the project norway , Judges today released an update of its firmware for Teensy.
Nouveautés/corrections :
- Added block table for Samsung K8Q2815UQB. The programming modes "writeword" and "writewordubm" don't require manual chip/sector erase prior to writing anymore!
- Bugfix: "NORway.py COMx release" didn't work. Now you can leave Teensy powered at all times and console will boot up correctly after issuing a "release" command
- Bugfix: increased TRANSMIT_TIMEOUT for Teensy's serial device to 10000ms (required for OS X)
- Bugfix: disabled DSR/DTR flow control (wasn't working reliably on OS X)
- Bugfix: TRISTATE wasn't set correctly
- Added additional verification when writing is done. Although each write command verifies each written sector/block, it happened that written bytes weren't persistent
- Added "verify" command
NorWay 0.5
github.com/hjudges
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July 29th, 2012, 16:22 Posted By: wraggster
But the days are not alike on the stage Ps3, today released PS3 Generator Tools version 3.30 and version 4.20 in ProDG.
But what are these programs? The first tool is supposed to create the Official Ps3 games. Compatible with Dex and the newest version. ProDG when he will speak more to developers because it grouped tools for debugging and development. Documentation for the latter is also released. Thanks to the green-to information.
http://ps3.gx-mod.com/modules/news/a...p?storyid=3116
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July 29th, 2012, 16:43 Posted By: wraggster
modrobert writes: "I suspect there will be a lot of patched firmwares coming for PS3 now due to the recent CEX to DEX findings. After careful consideration these huge files will not be added to the download section here at EurAsia, mainly due to the fact you can create your own using MFW Builder on the original v3.55 DEX firmware, and it seems rather silly to have a new +150MB release every time a minor setting is changed. Anyway, I thought it would be a good idea to start a dedicated forum topic where these releases can be linked instead. If there is a new CFW which actually adds functionality besides MFW patching it will be added to the download section as usual."
http://www.eurasia.nu/modules.php?na...ticle&sid=3049
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July 29th, 2012, 21:06 Posted By: wraggster
via http://www.emucr.com/
Soywiz's Psp Emulator Git (2012/07/22) is compiled. Soywiz's Psp Emulator is a PlayStation Portable (PSP) emulator, emulator for windows. This emulator born as a proof of concept of an emulator made in D. Now it's getting more and more compatible with homebrew, and gaining in features and speed. The emulator was based in it's first version on great Noxa's C# pspplayer emulator.
Soywiz's Psp Emulator Git Changelog:
* More Module Stubs
* Detect PSN titles in GameList
Sort and filter by media type (PSN/UMD)
http://www.mediafire.com/?70jjljgfmkch7l0
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July 30th, 2012, 16:40 Posted By: wraggster
via http://wololo.net/2012/07/30/get-gra...rchase-a-vita/
Amazon is running a promotional offer, sending you a free copy of Gravity rush as well as a protective film if you buy a PS Vita:
For a limited time, get “Gravity Rush” and PlayStation Vita Protective Film with the purchase of a qualifying PlayStation Vita console.
This works with both the Wifi and the 3G model, but the offer is, of course, limited in time. Gravity Rush is one of the most popular games on the PS Vita today, so hurry up while the offer lasts. There are other Vita bundles like this available, but they are pre-orders.
http://www.amazon.com/gp/feature.htm...reative=390957
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July 31st, 2012, 12:43 Posted By: wraggster
Clearly, Hong Kong gamers are getting the bost bang for their buck when it comes to the limited edition of Sleeping Dogs. Square Enix is tossing in four different content packs and enveloping Sleeping Dogs in some custom packaging, according to Siliconera.
The George St-Pierre pack is modeled after the MMA fighter of the same name, and includes the fighter's signature outfit and "flying punch" move for use in-game, and increased throw and grapple damage. The Police Protection pack unlocks an exclusive mission, SWAT car, SWAT outfit and rifle. The Martial Arts pack unlocks a shaolin warrior outfit and training dummy granting combat buffs. Finally, the Deep Undercover pack gives players a special undercover car and "plain clothes" costume, making it harder for criminals to detect undercover officer and protagonist Wei Shen.
Our more astute readers will recognize all of these packs as pre-order bonuses for various retailers here in the US, announced back in April. Sleeping Dogs – Hong Kong Edition will launch in Hong Kong on August 17 for 388 HKD, which comes out to about 50 US dollars.
http://www.joystiq.com/2012/07/31/sl...-in-hong-kong/
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July 31st, 2012, 12:51 Posted By: wraggster
Tomba! for PlayStation will be released soon on the PlayStation Store in Europe, following its June re-release in North America. Publisher MonkeyPaw Games is once again behind the digital offering, telling Joystiq "We don't have a release date yet, but it's going to be sooner than people think."
We'll let you know as soon as we find a definitive date. We're also seeking confirmation as to whether the game will be called "Tomba!" or "Tombi!," the latter being its original European title. These things matter.
http://www.joystiq.com/2012/07/30/to...-european-psn/
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July 31st, 2012, 20:18 Posted By: wraggster
Sony’s $380 million acquisition of Gaikai has "validated" the cloud gaming industry but limiting the technology to certain devices is missing the point, according to Bruce Grove, UK general manager of Gaikai rival OnLive.
At around 6:30am on July 2, Grove awoke to a barrage of phone calls from friends, colleagues and journalists looking for his response to the sale of Gaikai to PlayStation platform holder Sony. "My first reaction was to try and stop my phone making so much noise - it was early on a Monday morning," Grove tells us. "I think it does huge amounts for the industry.
"It has validated it. It’s good for us, good for the market and it will help drive the idea further. And Sony’s a consumer devices company so for them it’s an opportunity across all of that hardware."
However, Grove is careful to emphasise that OnLive’s approach to building a business is different. "For us it was very important to show that this was viable technology and create a new platform, not to just take the first step along the road," he says. "We can argue the pros and cons over which is the right model but this is what we set out to do – create a platform.
"There’s no reason that as Smart TVs become more ubiquitous that we can't be in all of them. As long as we can put the client on there and as long as it can stream video and take input there’s no reason for OnLive not to be on that device – and that basically turns everything into a console."
But would a lucrative bid from Microsoft change this vision of OnLive’s future? Pre-E3 rumours suggested that it too was subject of interest from Sony, and since, many have speculated that it is Microsoft’s turn to make its move into the cloud through a bid for OnLive.
"If that was to happen – and that’s pure speculation – that’s really up to the company involved, but I think it kind of defeats the purpose of cloud gaming to limit it to a subset of devices," says Grove. "The whole point of putting anything into the cloud is to make it available on everything.
"The whole reason I have a Dropbox account is that I want to access my files from any device – it doesn’t matter whether it’s my Samsung phone or my iPad, PC or Mac. That’s the key to the idea of cloud technology."
Since OnLive launched in the UK in September last year, it has expanded onto tablets and mobile as well as adding over 200 titles to the service, to bring the number of games available to around 350. Grove describes user growth as "steady", with the Playpack scheme, which gives users access to a library of over 200 games for £6.99 a month, proving particularly popular.
It also confirmed last week that it plans to partner with Ouya, the Android-based $99 console which has raised almost $6 million on crowdfunding website Kickstarter. "If you give people an easy way to connect, essentially bring connected TVs together, then that’s another content outlet," Grove said of Ouya, before the deal was announced. "If Ouya comes along and connects to your TV and suddenly puts games in front of people in an easy way and makes it low friction, that’s going to attract a new market.
"The industry has exploded and now there are far more people out there who are playing games than we might consider to be gamers. Give someone a $99 box, tell them to plug it into their TV, give them a whole load of games; at $99 [Ouya] are going to do pretty well."
http://www.edge-online.com/news/onli...e-cloud-gaming
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July 31st, 2012, 22:21 Posted By: wraggster
Sony VP of publisher relations Adam Boyes discusses the challenges of today's publishing
Traditionally known for mega-hits and millions of sales for a few bigger titles each year, major platform holders increasingly have to look to other, smaller ventures to keep consumers invigorated in gaming. Social and mobile titles have done much to broaden the market but at the same time have done a lot to push into the industry's bottom line.
Now that Sony, Microsoft and the bigger publishers have openly started to look into more mobile and social gaming, it becomes a challenge to diversify and bring out the content that is going to have the most effect on gamers.
Speaking to VentureBeat, Sony VP of publisher relations Adam Boyes believes that through his new focus on recruiting smaller groups for platforms like the Vita and PSN, there is an opportunity to really find fresh content and new publishing rules.
"I think that's part of the evolution," said Boyes. "Originally, we had a different policy on free-to-play. Now we have free-to-play content and microtransactions. We used to have certain requirements for publishing. Now we have none for developers to publish other content."
"You have to go through the process of submitting for concept approval, but all of these things are things that have naturally evolved over the console lifecycle. We're evolving more than ever now because the industry is evolving."
Evolution is part of any business, and Sony is embracing it with PlayStation Mobile added with an expanding focus on quality mobile and social titles.
"Now we have mobile and social in the mix," Boyes adds. "You absolutely need to tell a more compelling story. The compelling story that we feel we have is, we bring gamers that are rabid about content. It's a certain type of people who come to our platform looking for content. People fire up their PlayStation, when they fire up their Vita, when they're playing a PlayStation Mobile game; they're looking for what PlayStation brings to the table."
"That's great, compelling content. So we feel like we rise above that discussion. If you look at a lot of the other players, they're not focused on games first and foremost. Right now, to get your game on PlayStation 3, it's three button presses. With other consoles it could take 10 or 15. Especially when you look at a lot of devices out there that do multiple things."
"PlayStation is a gaming machine first and foremost. It does all kinds of awesome great stuff, but at the same time, when people fire it up, they know what they're getting. That's what excites us."
http://www.gamesindustry.biz/article...mpelling-story
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July 31st, 2012, 22:27 Posted By: wraggster
Max Payne 3 has shipped 3 million units since its launch for Xbox 360, PS3 and PC in May, Take-Two Interactive announced in its first quarter 2013 financial report today. Max Payne 3 and Spec Ops: The Line both sold fewer copies than Take-Two anticipated, leading to first quarter results below the company's expectations, CEO Strauss Zelnick said.
Still, "the outlook for our slate of upcoming releases is stronger than ever," Zelnick added. "Early consumer enthusiasm suggests robust demand for our extraordinary lineup of upcoming releases, particularly Borderlands 2, NBA 2K13 and BioShock Infinite. We continue to expect fiscal 2013 to be one of the best years in Take-Two's history."
http://www.joystiq.com/2012/07/31/ma...n-anticipated/
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July 31st, 2012, 22:30 Posted By: wraggster
Due to "an unforeseen complication," Grand Theft Auto 3 won't make its debut as a PS2 Classic download today. The PS2 Classic will instead arrive on some future date, and the PlayStation Blog says it'll update us when as soon as possible.
As for things that do exist today, The Expendables 2 is a thing you can pay money to download, and is joined by PS2 Classic War of the Monsters and the aforementioned Transformers: War for Cybertron demo – you don't have to pay money for that last thing. Pre-orders for next week's release, Sound Shapes, are also open – it's 20% off for PS Plus members and all pre-orderers will receive a free PS3 theme. We haven't seen the theme, but it probably has some shapes in it, probably not much in the way of sound.
http://www.joystiq.com/2012/07/31/ps...-theft-auto-3/
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July 31st, 2012, 22:36 Posted By: wraggster
God of War Saga Collection is reportedly in the works for August, according to aSiliconera source. The site's insider doesn't give any details beyond the name, but since there's already a God of War Collection with the first two games, we could speculate that Sony will add God of War 3, and perhaps the God of War Origins Collection (which contains HD versions of Ready At Dawn's PSP games).
God of War: Ascension, the next installment in the series with a multiplayer focus, will be released on March 12, 2013.
http://www.joystiq.com/2012/07/31/ru...-in-the-works/
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July 31st, 2012, 22:40 Posted By: wraggster
SCE Worldwide Studios president Shuhei Yoshida has told Official PlayStation Magazine US that gamers shouldn't rule out the return of the SOCOMfranchise one day.
The executive said the move to close SOCOM developer Zipper Interactive was "a very difficult decision and thing to deal with".Asked whether SOCOM is finished as a series, he responded: "IS SOCOM done? It's not done. We never definitely retire any franchise. It's sometimes great to have a fresh look at the classics that we have. We are launching a new Sly Cooper game this year after so many years.
"Never say never. I feel sorry for people who are longtime SOCOM fans, and there are many people who still play SOCOM 1 and SOCOM 2 especially; those seem to be there favorites."
http://www.computerandvideogames.com...itely-retired/
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