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July 4th, 2018, 00:26 Posted By: VampDude
I've just had confirmation today, from Amazon that the release date has been revised for Shenmue I & II HD on the PlayStation 4.
Originally, the date on the U.S. Amazon store stated a release date of December 31st 2018. Where Amazon's UK store had no such details, until just now.
Via: amazon.co.uk
The release date is now August 21st, 2018 for the UK.
While amazon.com still states that it's being released on December 31st in the United States.
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July 12th, 2018, 15:54 Posted By: VampDude
Via: comicbook.com
For the longest time, the Metroidvania SNES style adventure Chasm has been in development, making a number of appearances at trade shows and promising to deliver some great old-school entertainment. But we were wondering if the game would ever see a release date. Fortunately for us, it looks like it's finally happening.
In a new PlayStation Blog post, game director James Pertuzzi announced that Bit Kid, the developer behind the project, has finally finished up development, meaning that we're getting the game this month!
Chasm is set to arrive on July 31 for PlayStation 4, PlayStation Vita and PC, going for the price of $19.99. It’s unknown yet if the game will be Cross-Buy or require individual purchases across both PlayStation platforms but fingers crossed we get a two-for-one deal.
“Although we’ve been very public about our development process, there’s no way everyone can keep up with every game in development, so here’s a quick summary of the game: Chasm is an RPG-adventure in which you play the role of a new recruit who’s sent to investigate why a nearby mining town has shut down. As you explore, you discover all sorts of supernatural creatures you need to battle to uncover the mystery of what’s happening with the town, and how you can save them,” Pertuzzi explained.
“One distinctive feature of Chasm is that the world map is procedurally generated when you start up a new campaign. That feature has led to a lot of questions and confusion, so I’d like to address exactly how it works and why we designed it that way. The latter part is easy to answer. Our entire team is composed of Metroidvania fans. Whether it’s Castlevania: Symphony of the Night or Axiom Verge, we’ve played through our favorite games so often that we’ve long since memorized the maps. We love how those games play but wish we could wipe our memories so we could get that experience of exploration all over again. It’s our hope that people who love Chasm the way we love our favorite games can play it over and over and still have it feel fresh. But at the same time, people who only play the game once should have no idea that there’s anything procedural about it.
“But that’s not to say that everything’s completely random; there is a fundamental structure to the game that never changes. If you’re familiar with Castlevania: Symphony of the Night you may recall that first you get the Jewel of Open, then the Leap Stone, then the Soul of Bat – in that order. As you get these upgrades, new areas of the map become accessible. Chasm, like most titles in this vein, follows this structure. When you start up a campaign, the game always has these key upgrades and plot points in the same place.
“What’s different is how you get from one key point to the other. Chasm has a bunch of pre-designed rooms that are slotted in modularly in different combinations. So you won’t have any rooms that feel like they were designed by a computer. Instead, you’ll encounter rooms in a different order and even encounter new rooms you never saw the first time, and your path will be different each time you start up a new campaign.”
The game is a lot of fun based upon what we’ve played thus far, so we can’t wait to get our hands on it and run through some more. You can read more about the title here.
Check out the launch trailer above and prepare for some retro goodness!
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July 12th, 2018, 16:00 Posted By: VampDude
Via: eurogamer
Shu Yoshida reflects on 25 years at PlayStation, and the difficulty of hardware transitions.
PlayStation doesn't have a mascot as such, even if there are plenty of contenders - Nathan Drake, Sackboy or maybe even just Toro the cat - but none of them can really hold a candle to Shuhei Yoshida, the president of Sony's Worldwide Studios who's become the friendly face of PlayStation in recent years. This week at Develop in Brighton, he took to the stage with the dashingly handsome Edge editor Nathan Brown to talk through his 25 years at the company, and some of the difficulties faced in the various hardware transitions PlayStation has seen over the years.
Yoshida started his tenure at PlayStation in February 1993, working as part of the small team led by Ken Kutaragi that was behind the original hardware. "[At the time there was a] Silicon Graphics workstation, which was around $100k - and Ken said he's making a machine of that power that'll be available for less than $500," Yoshida recounted onstage. At first Yoshida didn't believe that was possible, but when someone told him Kutaragi wasn't full of hot air he decided to sign up to the project.
Those early years saw Yoshida and those around him sign some deals that would be pivotal in the success of the PlayStation - and in sowing the seeds for future generations - as Square was convinced to move away from Nintendo and bring Final Fantasy 7 to Sony, with Enix soon following suit with the Dragon Quest series. Yoshida himself also found himself working in a producer role on games such as Crash Bandicoot and the first two Motor Toon Grand Prix games from a certain Polyphony Digital - which would then go on to make Gran Turismo, another game that proved instrumental in the PlayStation's early success.
And amidst that rabble of games there was a new adventure game from Fumito Ueda and Team Ico, which found itself suffering from technical difficulties on the original PlayStation. "I moved development from PS1 to PS2," Yoshida recalled of the project that would become Ico. "Sounds familiar, right?"
The transition from PlayStation 1 to PlayStation 2 was an eye-opening process for Sony. "We had no idea how the industry went about it," said Yoshida, whose teams were busy finishing up the original Ape Escape for PlayStation 1 before they were split up to work on smaller projects - one of them being Fantavision, a slim if enjoyable puzzle game that was one of the few first-party games to accompany the PS2's launch, a move that came in for some criticism at the time. ""It's not my fault!" joked Yoshida. "At least I had one game - it was all the other producers that didn't!"
That didn't stop the PlayStation 2 going on to become a success, even if it wasn't necessarily games that propelled it in those early month. "In Japan, the best-selling software [at launch] was actually The Matrix DVD!" said Yoshida. "DVD was just catching on, but it was still an expensive system."
By the time of the PlayStation 2's western release the line-up was bolstered, and throughout its lifespan Yoshida oversaw a shift in emphasis towards western games from US teams such as God of War and Naughty Dog's Jak & Daxter series. It was a fruitful time for PlayStation, though it all threatened to unravel with the arrival of the PlayStation 3, a machine that was notoriously difficult to create games for.
That small crisis led to the formation of a new team within Sony to help create a new team dubbed ICE - which stood for Initiative for a Common Engine - in order to help smooth development, and it led to a shift in philosophy at the company as Ken Kutaragi moved aside to make way for Kaz Hirai. "That was a huge cultural change," said Yoshida. "I met very big resistance when shifting people to this one common engine.
"Ken [Kutaragi] was such a brilliant engineer - the team that worked for Ken was so motivated, he was a great motivator. Maybe he was using video games as a stepping stone to realise his vision and dreams - he wanted to become the next Intel or something. He always approached developing game systems, up to PS3 - they work on a system just by themselves. And we weren't given access until it was done. He had trust with the developers - whatever he made, the top developers would be able to work on them and understand them. He didn't see the need to involve game developers in the design of the system - that's how the PS3 was made. And you know how successful it was."
Yoshida headed back to Japan, helping the studios work more closely together as Mark Cerny worked on the PlayStation Vita and PlayStation 4 projects - and in the latter example, the shift towards working with developers and soothing development has helped make it a success, its sales ontrack to eclipse the PlayStation 3 this year. It marks the continuation of a cycle that's familiar from other hardware manufacturers, with Nintendo stumbling after the success of the Wii with the Wii U, and Microsoft also fumbling the follow-up to the Xbox 360 with the troubled launch of the Xbox One. So what can Sony take onboard as it prepares for another hardware transition in the not-too-distant future?
"It's human nature," said Yoshida. "People make mistakes. I don't know why. We're all human - we're not perfect. PS4 is doing so well, but we don't forget why we're here now."
Sony has come under fire recently for standing in the way of cross-platform play, something that will surely become a hot-button topic once the new generation of hardware is unveiled, with Microsoft and Nintendo happily playing alongside one another while PlayStation players are fenced off. Recent statements from PlayStation's own Shawn Layden have offered hope that Sony is taking feedback onboard. "We're hearing it," Layden said at Barcelona's Gamelab late last month. "We're looking at a lot of the possibilities. You can imagine that the circumstances around that affect a lot more than just one game. I'm confident we'll get to a solution which will be understood and accepted by our gaming community, while at the same time supporting our business."
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July 18th, 2018, 19:17 Posted By: Shrygue
via PC Mag UK
If you go out and buy a PS4 today, chances are the model number written on it will be some variation of CUH-2100. But in the coming weeks and months, that will change as Sony just rolled out a CUH-2200 model.
PlayStation model number changes are made for different reasons, and the digit that changes signals the importance of the change. Major hardware revisions result in the first digit changing, which is why when the PS4 Slim was rolled out Sony moved from model CUH-1XXX to CUH-2XXX. The last two digits vary based on which region of the world a console is intended for.
As DualShockers reports, when the second digit in the model number changes it signals minor hardware tweaks, which is what this looks to be. CUH-2200 models have appeared listed on the Japanese online store with a 1TB Jet Black and 500GB Jet Black version both carrying the new model number. Eventually all markets will offer the CUH-2200 as Sony ships out new stock and stops making the CUH-2100 (this may have already happened).
These new consoles are unchanged in terms of power use, weight, and dimensions, which suggests that Sony has tweaked the hardware inside for some reason. Typically this is done when they figure out a way to save money and reduce manufacturing costs. Any saving, however small, can make a huge difference when you're producing tens of millions of consoles every year.
Don't expect Sony to mention the move to model CUH-2200 as there's no reason for it to be talked about publicly. It's also not worth waiting for the new model to be widespread before opting to purchase a PS4. The bigger question to ask is if you should be spending a bit more for a PS4 Pro?
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July 30th, 2018, 20:48 Posted By: wraggster
They go through a number of PS4 chipsets starting off with Aeolia, the PS4 southbridge, then moving on to Syscon, and finally the Dualshock4.
fail0verflow cover several power analysis methods such as DPA (Differential Power Analysis), CPA (Correlated Power Analysis) and glitching techniques. I find the articles really deep and interesting, huge thanks to fail0verflow for sharing.
Perhaps a little bit odd there's no mention of the power analysis pioneer Colin O'Flynn and his ChipWhisperer hardware, which is hard to avoid when doing any kind of power analysis research. I was involved in a skunkworks project back in 2017, not related to PS4, but I was using ChipWhisperer, highly recommended tool.
via https://www.maxconsole.com/threads/p...verflow.47611/
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July 30th, 2018, 21:24 Posted By: wraggster
Heres news of a great Jailbreak for the Playstation Vita:
On 3.65 Systems you can install and enjoy the Enzo CFW framework and on systems with Firmware 3.67 & 3.68 you can now use the Henkaku Exploit.
h-encore, where h stands for hacks and homebrews, is the second public jailbreak for the PS Vita™ which supports the newest firmwares 3.65, 3.67 and 3.68. It allows you to make kernel- and user-modifications, change the clock speed, install plugins, run homebrews and much more.
Requirements
- Your device must be on firmware 3.65, 3.67 or 3.68. Any other is not supported. If you're on a lower firmware, please decide carefully to what firmware you want to update, then search for a trustable guide on /r/vitahacks (if you know how and want to contribute, you can edit this readme and make a pull request, such that fellow readers have got an easier life). Remember that on firmware 3.65 you have got the possibility to install enso, the permanent hack, whereas on 3.67 and 3.68 you don't.
- If your device is a phat OLED model, you need a Memory Card in order to install. There's no need for a Memory Card on Slim/PS TV models, since they already provide an Internal Storage. Make sure you have got at least 270 MB of free space.
- Your device must be linked to any PSN account (it doesn't need to be activated though).
Click to expand... Installation
Note that the following guide is for advanced users and a bit more complicated than the previous hack that only required you to visit a website. If you don't understand the guide below or how to use these tools, you should neither file an issue here nor annoy me on twitter, but rather seek help on /r/vitahacks (check for duplicated questions first!) or wait for an easy installer by somebody else.
- Download h-encore and extract it on your computer.
- Download and install qcma, psvimgtools and pkg2zip (check the releases section for the binaries).
If you don't know where to put psvimgtools and pkg2zip binaries, just put them in the h-encore folder. - Download the vulnerable DRM-free demo of bitter smile (yes, that's the user entry point).
- Extract the demo using this command in terminal/cmd:
Code:
pkg2zip -x PATH_OF_PKG
This will output the files to app/PCSG90096. - Copy the contents of the output app/PCSG90096 to the folder h-encore/app/ux0_temp_game_PCSG90096_app_PCSG90096 (such that the files eboot.bin and VITA_PATH.TXT are within the same folder).
- Copy the license file app/PCSG90096/sce_sys/package/temp.bin to the folder
h-encore/license/ux0_temp_game_PCSG90096_license_app_PCSG90096 and rename the just pasted file temp.bin to 6488b73b912a753a492e2714e9b38bc7.rif. Be careful with the file extension, it should not be .rif.bin. Again, this file should be in the same folder as VITA_PATH.TXT. - Start qcma and within the qcma settings set the option Use this version for updates to FW 0.00 (Always up-to-date) to spoof the System Software check.
- Launch Content Manager on your PS Vita and connect it to your computer, where you then need to select PC -> PS Vita System, and after that you select Applications. If you see an error message about System Software, you should simply reboot your device to solve it (if this doesn't solve, then put your device into airplane mode and reboot). This should create a folder at PS Vita/APP/xxxxxxxxxxxxxxxx on your computer (see qcma settings where this folder is), where the folder xxxxxxxxxxxxxxxx represents the AID (account ID that is 16 characters long) that you need to insert here. If the AID is valid, it will yield a key that you can now use to encrypt the demo.
- Change directory to the h-encore folder in terminal/cmd and use the key to encrypt all folders using (make sure you don't confuse the key with the AID, the key is 64 characters long!):
Code:
psvimg-create -n app -K YOUR_KEY app PCSG90096/app
psvimg-create -n appmeta -K YOUR_KEY appmeta PCSG90096/appmeta
psvimg-create -n license -K YOUR_KEY license PCSG90096/license
psvimg-create -n savedata -K YOUR_KEY savedata PCSG90096/savedata
The folder h-encore/PCSG90096 should then contain sce_sys and all 4 folders from above, and within these folders you should find files called X.psvimg and X.psvmd, where X has the same name as the folder. Backup this folder, since if everything has been done correctly, you don't need to redo all the steps to install it onto another device with the same PSN account. - Copy the folder h-encore/PCSG90096 to PS Vita/APP/xxxxxxxxxxxxxxxx/PCSG90096 and refresh the database under qcma settings.
- The h-encore bubble with a size of around 243 MB should now appear in the Content Manager and that's what you finally need to transfer to your PS Vita. If the size does not match or you get the error C2-12858-4, then it's because you did not do it correctly! Please re-read the instructions more carefully then. If you get the error You can only copy applications that your account is the owner of, then it's because you have used an AID that is not of your account, go back to step 8.
- Launch h-encore to exploit your device (if a message about trophies appears, simply click yes). The screen should first flash white, then purple, and finally open a menu called h-encore bootstrap menu where you can download VitaShell and install HENkaku. If it prompts the error Cannot start this application. C0-11136-2, then it's because you did not do step 6. correctly.
- Enjoy. Note that you have to relaunch the exploit everytime you reboot or shutdown your device. Of course if you only put your device into standby mode, you don't need to relaunch.
Click to expand... Getting rid of the trophy warning
Since the savedata that I provided is not linked to your account id, launching h-encore would eventually show a warning message about trophies. To get rid of that you must do this on your PS Vita:
- Enable Unsafe Homebrews under HENkaku Settings in the Settings application to grant VitaShell full permission.
- Launch VitaShell and navigate to ux0:user/00/savedata/.
- Press triangle on the folder PCSG90096 and select Open decrypted (you should NOT see the folder sce_pfs within this folder when opened decrypted).
- Copy system.dat out of the folder and remove the folder ux0:user/00/savedata/PCSG90096.
- Close VitaShell and launch h-encore (this will now not trigger the exploit anymore, since we've removed the savedata).
- Close the game after you see the first screen and return back to VitaShell.
- A fresh folder of PCSG90096 at ux0:user/00/savedata should have been created.
- Copy system.dat back to ux0:user/00/savedata/PCSG90096/system.dat where you need to open the PCSG90096 using Open decrypted (you should NOT see the folder sce_pfs within this folder when opened decrypted).
- Now if you launch h-encore you should not see the trophy warning anymore and exploiting your device is therefore even faster.
Click to expand... FAQ
Exploit
- "When I launch h-encore, it stays at a white screen." - Due to the nature of the kernel exploit, this can sometimes happen. If it stays white for more than 5 seconds, you can simply close the application which will result in a crash and your device will be rebooted or shutdown after 10 seconds. If it doesn't, hold the power button down for over 30 seconds to force a shutdown. Then try the exploit again. The success rate of the kernel exploit should be at 80%. If I find time I will eventually try to improve the success rate.
- "When I launch h-encore, it flashes white quickly and then crashes." - Again, this is due to how the kernel exploit works.
- "I get a C2-12828-1 error when launching h-encore" - This does sometimes (but very rarely) happen. Just retry the exploit.
- "When I launch h-encore, it launches the bitter smile demo instead." - Your savedata is either corrupted or not installed correctly, please follow the installation guide above to reinstall it.
- "I have installed a bad plugin and launching h-encore doesn't work anymore, what should I do?" - You can either reset taiHEN config.txt or skip plugins loading by holding the L trigger while exiting the h-encore bootstrap menu.
HENkaku Settings
- "I don't see all folders in VitaShell." - Launch the Settings application and select HENkaku Settings, then select Enable unsafe homebrews. This will grant you full permission in VitaShell.
- "I can't find the HENkaku Settings." - Launch the exploit and reset taiHEN config.txt and reinstall HENkaku.
enso/permanent hack
- "Can I install enso on 3.67 or 3.68?" - Not yet, since molecule's bootloader exploit has been patched there.
- "Can I install enso on 3.65?" - Yes, you can use h-encore to hack your device and then install the permanent hack using this.
Compatibility
- "Are Adrenaline/NoNpDrm/Download Enabler supported on 3.65/3.67/3.68?" - Yes, check them in my repositories.
- "Can I use SD2VITA using this hack?" - Yes, I have made a pull request on gamecard-microsd that fixed the freeze when using it without enso. If you're using an other plugin and it freezes on exitting h-encore bootstrap menu, then there's the trick where you can simply press the PS Button and return back to finish the boot process.
- "Can I use psvsd using this hack?" - Yes, people confirmed that it is working finely.
- "Does this work, does that work? Is this compatible, is that compatible?" - I don't know, and it is not my task to update these tools for you, so don't dare and file an issue here.
General
- "Can I switch the PSN account after having h-encore installed?" - Yes, since the demo is DRM-free it does not depend on your account.
- "Are there any risks involved in using h-encore?" - No, since it does not modify the OS, but only insert temporary patches into the system.
- "Can I install it without USB connection?" - You can also connect your PS Vita with your computer using Wi-Fi (there's an option in the Content Manager).
Click to expand... Donation
If you like my work and want to support future projects, you can make a donation:
- via bitcoin 361jRJtjppd2iyaAhBGjf9GUCWnunxtZ49
- via paypal
Thank you!
Source code
The source code and the kernel exploit will be made public after Sony has fixed the bugs used in h-encore.
Credits
- Thanks to Freakler for finding the crash in the demo and designing the h-encore icon.
- Thanks to molecule for their initial work on the PS Vita.
- Thanks to xyz for giving me some tips on choosing an exploit target.
- Thanks to Davee and Proxima for http://cma.henkaku.xyz/.
- Thanks to yifanlu for psvimgtools.
- Thanks to codestation for qcma.
- Thanks to mmozeiko for pkg2vita.
- Thanks to the PS Vita hacking community.
- Thanks to Sony for this awesome device.
Click to expand... Official News Source: --> https://github.com/TheOfficialFloW/h-encore/releases
via https://www.maxconsole.com/threads/h...eleased.47346/
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