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December 1st, 2012, 02:08 Posted By: wraggster
Kaz Hirai has promised a "One Sony" that aligns its various capabilities in entertainment and electronics to work better together, and it seems we'll have one of the first examples in its launch of the 84-inch XBR-84X900 LED TV. We spoke to Sony Electronics COO Phil Molyneux about the 4K Ultra HDVideo Player that's coming with each purchase of its (MSRP: $24,999.99) beast and why, as he says, it's something "only Sony can do." First, we finally have the confirmed details of this first ever 4K player for the home: it's a hard-disc server, available exclusively on no-additional cost lease to purchasers that's preloaded with 10 full-length feature films (includingThe Amazing Spider-Man, Total Recall (2012), Taxi Driver,Bridge Over the River Kwai -- see the press release for a full list), a number of short concert / action sports clips from Red Bull, and an Xperia Tablet S packing a special remote control app that's similar to its Movies Unlimited service.
This is the first time home viewers will be able to experience 4K video of this caliber at home, and from the cameras, to its Colorworks digital facility opened in 2009, to the special white glove service charged with periodically updating the hard-disc's content for well-heeled buyers, Sony plans on pushing more soon. Check after the break for more details on how that will happen.
http://www.engadget.com/2012/11/29/s...phil-molyneux/
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December 2nd, 2012, 00:31 Posted By: wraggster
If you think Sony's DualShock and Move controllers are two halves of a well-rounded gaming experience, you might be pleased to know that the firm has dreamt up a hybrid. A patent application filed last year by Kaz and Co. for a "Hybrid Separable Motion Controller" has just surfaced, and it describes a controller that can function as two independent parts or locked together as one. The application also suggests that the location of the controller's halves could be independently tracked when separated and that video games played with the Franken-hardware could switch to configuration-appropriate control schemes. A similar concept has popped up before, but that's no guarantee the contraption will ever see the light of day. In any case, you can hit the bordering source link to dig into the filing and fantasize what such a piece of kit could mean for gaming.
http://www.engadget.com/2012/12/01/s...ve-controller/
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December 2nd, 2012, 19:21 Posted By: wraggster
PlayStation Network is scheduled for maintenance Monday, December 3, and will be down from 8am PT/11am ET to 4pm PT/7pm ET.
Those that have signed in to PSN in the last few days or do so this weekend shouldn't be affected by the maintenance period and can play online Monday. PlayStation Home, the PlayStation Store and account management sections are off-limits, however.
http://www.joystiq.com/2012/12/01/ps...ay-december-3/
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December 3rd, 2012, 23:58 Posted By: wraggster
Though we're not sure why anyone would want to watch anything else, we're told that YouTube features much more than just animals being adorable and . Perhaps you could use your just updated PlayStation Vita YouTube app to tell us -- you can even do so while watching the aforementioned rendition of Rudolph's Christmas classic, as the new update includes the ability to explore YouTube while watching a video. Other additions include the ability to both use and manage channel subscriptions, control video playback using the Vita's buttons rather than its 5-inch touchscreen, enable closed captions (when available), and more. Head past the break for the full list of updates.
http://www.engadget.com/2012/12/03/p...outube-update/
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December 4th, 2012, 00:06 Posted By: wraggster
US PlayStation Plus subscribers are in for a treat this week in the form of BioShock 2, which will be added to the Instant Game Collection.
Developer Irrational Game's stunning FPS sequel will be available at now additional cost to PS Plus subs as this week's US PS Store update, Tuesday, November 4.Subscribers will also get a 10 per cent discount on the new Rockstar Games Collection Edition 1 (Regular price: $59.99, PS Plus Price: $53.99), which includes Red Dead Redemption, Grand Theft Auto: Episodes from Liberty City, L.A. Noire, and Midnight Club: Los Angeles Complete Edition.
http://www.computerandvideogames.com...me-collection/
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December 4th, 2012, 00:06 Posted By: wraggster
Skyrim's third DLC pack, Dragonborn, looks set to be the first of the game's add-ons to release on PS3 when it launches for Sony's console early next year alongside a PC version.
Bethesda said today: "We're happy to announce Dragonborn will be available on PS3 and PC early next year."And we're still not done - we look forward to sharing more Skyrim news next year."
Set to launch tomorrow on Xbox 360,Dragonborn will introduce dragon mounting and feature a return to Solstheim, the setting for The Elder Scrolls III: Morrowind's Bloodmoon expansion.
Loads of new Dragonborn details reportedly emerged from a beta tester over the weekend.
There's no new word yet on when (or if) Skyrim's first two DLC add-ons, Dawnguard andHearthfire, will make their way to PS3 (both have already released on Xbox 360 and PC), but we've asked Bethesda for comment.
Update: In response, Bethesda told us this afternoon: "We know you guys are hungry for more content, and we still have more in the works. We'll share details with everyone as soon as we can. Thanks"
Original story continues: Bethesda has blamed unspecified technical problems for Skyrim DLC's no-show on PS3 to date.
http://www.computerandvideogames.com...pc-early-2013/
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December 4th, 2012, 00:13 Posted By: wraggster
Soul Sacrifice, the upcoming game from Mega Man creator Keiji Inafune, has been given a March 7 release date in Japan.
The previously delayed Vita exclusive will launch alongside a limited edition red handheld bundled with headphones, a cleaning cloth, a case, a 4GB memory card and a wrist strap for 29,980 yen (£227), Famitsu reports (viaNeoGAF).http://www.computerandvideogames.com...ch-7-in-japan/
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December 4th, 2012, 01:38 Posted By: wraggster
PlayStation Europe is rolling out a range of discounts and bonus offers across the Christmas period, opening the initiative with a 33 per cent discount on PlayStation Plus.
For a limited time, a 90-day PS Plus subscription will cost £8 instead of £12. The service provides users with a range of sales discounts, early beta access to various games, plus the chance to play select titles completely free.The third-off offer is available until midnight on December 7.
Meanwhile, PlayStation Europe has also revealed a 50 per cent discount on Battlefield 3. The popular FPS can be downloaded for £30 until midnight on December 4.
The offers are part of a '12 Deals of Christmas' promotion running on the PlayStation Store throughout December.
http://www.computerandvideogames.com...ount-for-xmas/
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December 5th, 2012, 23:23 Posted By: wraggster
We were not perfect. We made mistakes, but third-parties had a hand in our failure'
Former Free Radical co-founder Steve Ellis wants to set the record straight about the canned Star Wars: Battlefront III and its role in his studio’s collapse.
Last week Ellis said Star Wars: Battlefront III was “99 per cent finished”, in an interview withNow Gamer.
A former LucasArts employee who wished to remain anonymous then told GameSpot the failure of Star Wars: Battlefront III was largely due to mismanagement at Free Radical.
“This 99 per cent complete stuff is just bullsh*t,” the ex-employee said. “A generous estimate would be 75 per cent of a mediocre game.”
The ex-employee also claimed the developer took resources away from the first half of Battlefront III’s development to finish Haze, which was released in 2008 and was unable to make certain deadlines.
http://www.develop-online.net/news/4...II-allegations
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December 6th, 2012, 01:43 Posted By: wraggster
Namco Bandai’s popular RPG series Tales has passed the 15m unit shipped milestone.
The most recent release Tales of Xillia 2 on PS3 has itself shipped 480,000 units since its Japanese release at the beginning of December.
The IP first debuted way back in 1995 when Tales of Phantasia was released on the Super Nintendo. It has since gone on the spawn 14 main releases, making its PlayStation debut in 1997 with Tales of Destiny.
2002’s Tales of Destiny 2 marked the brand’s arrival on PS2 with the next, Tales of Symphonia, arriving on Nintendo’s GameCube. Three further PS2 games were released before the launch of Tales of Innocence on DS and then Tales of Vesperia on Xbox 360.
The 12th game in the series, Tales of Graces, debuted on the Wii 2001’s Tales of Xillia marked its PS3 debut.
http://www.mcvuk.com/news/read/tales...hipped/0107592
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December 6th, 2012, 02:09 Posted By: wraggster
The jury may still be out on Black Ops II’s overall market performance, but the shooter has claimed yet another very impressive record today.
Activision has announced that the game has hit the $1bn sales milestone in 15 days – that’s a day quicker than its predecessor Modern Warfare 3 managed.
The box office $1bn record is held by Avatar, which took 17 days to reach the figure.
Black Ops II also pipped MW3’s opening day sales, amassing $500m compared to last year’s $400m.
Crucially, we’re yet to receive any unit sales figures, which in itself obviously points to a year-on-year drop in the franchise’s performance. Indeed, Black Ops 2failed to beat Modern Warfare 3’s week one UK sales number.
"The release of Call of Duty has been one of the most significant entertainment events of each of the last six years," Activision Blizzard CEO Bobby Kotick stated.
"Since Call of Duty was launched, cumulative franchise revenues from players around the world are greater than current worldwide box office receipts to date for the top-10 grossing films of 2012 combined. Life-to-date sales for the Call of Duty franchise have exceeded worldwide theatrical box office receipts for 'Harry Potter' and 'Star Wars,' the two most successful movie franchises of all time."
Activision Publishing CEO Eric Hirshberg added: "Entertainment franchises that captivate audiences for as long as Call of Duty has, on the scale that Call of Duty has, are very rare things. And it takes a lot of brilliant people working across many different disciplines to make it happen. It is incredibly humbling and gratifying to be a part of.
"In order for Call of Duty to remain the entertainment juggernaut that it is, and keep our fans coming back for more, we need to continue to bring fresh ideas and new innovations to the table every time, while always staying true to what people fell in love with in the first place. That's what we did with Call of Duty: Black Ops II, and that's what we intend to keep on doing.
“This is an incredible milestone for an incredible franchise, and I want to thank every passionate, talented, committed person on our team who made it happen."
http://www.mcvuk.com/news/read/black...estone/0107586
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December 6th, 2012, 10:31 Posted By: wraggster
Popular streaming movie and TV service Netflix has announced that Sony’s PS3 is the most popular platform with its customers.
"PS3 is our largest TV-connected platform in terms of Netflix viewing, and this year, at times, even surpassed the PC in hours of Netflix enjoyment to become our number one platform overall," Netflix CEO Reed Hastings stated.
"PS3 is a natural fit for Netflix in terms of developing and first deploying our most advanced features. We can transparently update our application with new features on a daily basis, and through the free PlayStation Network, people around the world can sign up for Netflix directly from their PS3."
SCEA's senior VP of business development Phil Rosenberg added: "This is a major milestone, and one we're particularly proud of considering the myriad Netflix-compatible streaming devices on the market, from other gaming consoles to smart TVs and internet-connected set-top boxes."
http://www.mcvuk.com/news/read/ps3-i...atform/0107577
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December 6th, 2012, 10:32 Posted By: wraggster
Konami and Sony have teamed up to release a limited edition Metal Gear Rising Revengeance PS3 console in Japan.
Planned for a February launch, the hardware will include a 250GB hard drive, additional colouring on the console itself and a dark blue translucent controller, as well as some additional in-game content, CVG reports.
The console will cost ¥31,960 (around £240) and will be released alongside Konami’s game.
There’s no word on an (admittedly unlikely) Japanese release.
http://www.mcvuk.com/news/read/metal...elease/0107576
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December 6th, 2012, 10:54 Posted By: wraggster
Sony Japan's PlayStation Awards, which recognises game sales in the country, has failed to crown any Platinum or Double Platinum award winners this year.
Titles have to hit 1 million games shipped for the Platinum award or 2 million for Double Platinum, but only Gold awards could be handed out this year, which recognise sales of over 500,000 units.
Those winners were published by Siliconera, and were all PS3 titles, with Vita failing to make any sort of impression on the gold category.
- World Soccer Winning Eleven 2012
- Mobile Suit Gundam: Extreme Vs.
- Final Fantasy XIII-2
- One Piece: Pirate Warriors
- Resident Evil 6
Instead the PlayStation Vita Special Prize honoured the handheld's best selling titles.
- Uncharted: Golden Abyss
- Hot Shots Golf: World Invitational
- Gravity Rush
- Persona 4: Golden
- Hatsune Miku: Project Diva f
On the PlayStation Store Special Prize, for the most downloaded PSN titles, arty adventure Journey was top of the list.
- Journey
- Castlevania: Harmony of Despair
- Mobile Suit Gundam: Battle Operation
- JoJo's Bizarre Adventure HD
- Nico Nico app
The awards also give out trophies based on users' votes, with games like Gravity Rush and Persona 4: Golden recognised by the User's Choice Prize, which focuses on Japanese games, and Uncharted 3, Call of Duty 3: Modern Warfare and Journey all appearing in the User's Choice Prize World Game Category.
http://www.gamesindustry.biz/article...station-awards
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December 6th, 2012, 12:19 Posted By: wraggster
Bethesda is focused on bringing Elder Scrolls V: Skyrim's latest DLC expansion, Dragonborn, to PS3 early next year, the studio has said.
In the company's latest post on the Bethesda Blog, it says work on bringing Skyrim's earlier DLC packs to PS3 will continue after Dragonborn is released."On PS3 in particular, we turned our attention to Dragonborn, as we thought it was the best content to release first, and we didn't want folks to wait longer," Bethesda explains.
"Once it's ready to go for everyone, we'll continue our previous work on Hearthfire and Dawnguard for PS3.
"Each one takes a lot of time and attention to work well in all circumstances and all combinations of DLC. Once we have a better idea of release timing and pricing, we'll let you know."
Dragonborn released on Xbox Live earlier this week, introducing dragon mounting and a return to Solstheim, the setting for The Elder Scrolls III: Morrowind's Bloodmoon expansion. Read our live blog Dragonborn review for our impressions.
http://www.computerandvideogames.com...r-dlc-on-hold/
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December 6th, 2012, 12:26 Posted By: wraggster
Sony has detailed this week's European PlayStation Store content update, with highlights including Batman: Arkham City available free to PlayStation Plus subscribers, Uncharted: Fight For Fortune on Vita, a PS3 demo of Ni No Kuni and Assassin's Creed 3 DLC.
Here's the full list:
PlayStation Plus
- Batman: Arkham City - 100% off
- Vanquish - 100% off
- Limbo - 100% off
- Marble Run Dynamic Theme - Exclusive
Plus discounts
- Jetpack Joyride - 50% off
- topatoi: The Great Tree Story - 10% off
- topatoi - 10% off
- 4 Elements HD - 10% off
- Rayman Origins - 10% off
- Breath of Fire 3 - 50% off
- Capcom Classics Reloaded - 50% off
- Capcom Classics Collection Remixed Essentials - 50% off
- Capcom Puzzle World - 50% off
- Mega Man Maverick Hunter X - 50% off
- Monster Hunter Freedom Essentials - 50% off
- Monster Hunter Freedom 2 Essentials - 50% off
- Monster Hunter Freedom Unite - 50% off
- Power Stone Collection - 50% off
- Street Fighter Alpha 3 Max - 50% off
PS3 games
- Brothers In Arms: Hell's Highway, Price: £15.99/€19.99, PEGI: 18, Availability: Not available in Bulgaria, Hungary, Qatar
- Darksiders 2, Price: £29.99/€39.99, PEGI: 16, Availability: All
- Fighting Vipers, Price: £3.69/€4.49, PEGI: 12, Availability: All
- Mass Effect, Price: £11.99/€14.99, PEGI: 18, Availability: All
- Page Chronica, Price: £8.79/€10.99, PEGI: 7, Availability: All
- Sonic The Fighters, Price: £3.69/€4.49, PEGI: 7, Availability: All
- Virtua Fighter 2, Price: £3.69/€4.49, PEGI: 12, Availability: All
- Sonic & All-Stars Racing Transformed, Price: £34.99/€39.99, PEGI: 7, Availability: All
- Guardians Of Middle-Earth (trial available), Price: £11.99/€14.99, PEGI: 12, Availability: All
- Rotastic (trial available), Price: £7.99/€9.99, PEGI: 12, Availability: Not available in Turkey
PS3 demos (Free)
- LittleBigPlanet Karting, PEGI 7, Availability: All
- Ni No Kuni, PEGI: 12, Availability: All
PS Vita
- Uncharted: Fight For Fortune, Price: £3.19/€3.99, PEGI: 7, Availability: All
- WRC 3 Fia, Price: £29.99/€34.99, PEGI: 3, Availability: Not available in Bulgaria, Croatia, Czech Republic, Hungary, India, Ireland, Israel, Kuwait, Qatar, Russian Federation, Saudi Arabia, Slovenia, Turkey, Ukraine
PSP games
- Invizimals, Price: £6.99/€7.99, PEGI: 7, Availability: All
- Invizimals: Shadow Zone, Price: £6.99/€7.99, PEGI: 7, Availability: All
- Invizimals: The Lost Tribes, Price: £6.99/€7.99, PEGI: 7, Availability: All
PS Mobile
- Lemmings, Price: Free, with in-game purchases
- EcoFish, Price: £1.39/€1.79
minis
- Hotel Mogul, Price: £1.99/€2.49, PEGI: 3, Availability: Not available in AU, NZ
PS3 DLC
- Assassin's Creed III - The Hidden Secrets Pack (Only for Season Pass holders), Availability: All
- Darksiders 2, The Demon Lord Belial, Prices: £6.49/€7.99, Availability: All
- Dragon's Dogma, A Trial for Adventurers - Challenge Pack, Prices: Free, Availability: All
- Guardians Of Middle-Earth, Guardians Of Middle-Earth - Season Pass, Prices: £11.99/€14.99, Availability: All
- LittleBigPlanet, Festive Goodies Level Kit (Re-release, only available until 31st December!), Prices: £2.39/€2.99, Availability: All
- LittleBigPlanet (Cross-Buy), Santa Hat And Beard Costume (Re-Release), Santa Coats & Boots (Re-Release, only available until 31st December!), Prices: Free, Availability: All
- Magic 2013, Berserker Rage Foils (£0.79/€0.99), Berserker Rage Unlock (£0.79/€0.99), Grim Procession Foils (£0.79/€0.99), Grim Procession Unlock (£0.79/€0.99), Magic 2013 Deck Pack 2 (£1.99/€2.49), Availability: All
- Max Payne 3, Painful Memories, Prices: £7.29/€8.99 (Free for Season Pass holders), Availability: All
- Resident Evil 6, Resident Evil 6 Stage Map Pack A, Prices: £1.59/€1.99, Availability: All
- Rock Band 3, A Death (£0.59/€0.79), Act Of War (£0.59/€0.79), Controller (£0.99/€1.49), For The Kids Of The Multiculture (£0.99/€1.49), Jumping Ship (£0.99/€1.49), Remedy (£0.99/€1.49), She Talks To Angels (£0.99/€1.49), Sometimes Salvation (£0.99/€1.49), The Black Crowes Pack 01 (£2.49/€3.99), Availability: Not available in Bulgaria, Croatia, Czech Republic, Greece, Hungary, India, Israel, Kuwait, Luxembourg, Poland, Qatar, Russian Federation, Saudi Arabia, Slovenia, South Africa, Turkey, Ukraine, UAE
- Singstar, Baccara - Yes Sir, I Can Boogie, Carrie Underwood - So Small, Dappy - No Regrets, N.E.R.D - She Wants To Move, Selena Gomez & The Scene -Love You Like A Love Song, South Pacific -There Is Nothin' Like A Dame, South Pacific -Some Enchanted Evening, South Pacific - I'm In Love With A Wonderful Guy, South Pacific - Happy Talk, South Pacific - I'm Gonna Wash That Man Right Outa My Hair, The Platters - Only You (And You Alone), Zapato Veloz - Tractor Amarillo, Prices: £0.79/€0.99
- Street Fighter X Tekken, Boost Gem Trial Pack 8 (Free), Colour Palette Add-On 10 (Free), Sf Boost Gem Pack 19 (£0.79/€0.99), Sf Boost Gem Pack 20 (£0.79/€0.99), Sf Boost Gem Pack 21 (£0.79/€0.99), Sf/Tk Shared Assist Gem Pack 7 (£0.79/€0.99), Tk Boost Gem Pack 19 (£0.79/€0.99), Tk Boost Gem Pack 20 (£0.79/€0.99), Tk Boost Gem Pack 21 (£0.79/€0.99), Availability: All
- Tony Hawk's Pro Skater HD, Tony Hawk's Pro Skater 3 HD Revert Pack, Prices: £3.99/€4.99, Availability: All
- XCOM: Enemy Unknown, Slingshot, Prices: £5.49/€6.99, Availability: All
PS Vita DLC
- Street Fighter X Tekken, Boost Gem Trial Pack 8 (Free), Colour Palette Add-On 10 (Free), Sf Boost Gem Pack 19 (£0.79/€0.99), Sf Boost Gem Pack 20 (£0.79/€0.99), Sf Boost Gem Pack 21 (£0.79/€0.99), Sf/Tk Shared Assist Gem Pack 7 (£0.79/€0.99), Tk Boost Gem Pack 19 (£0.79/€0.99), Tk Boost Gem Pack 20 (£0.79/€0.99), Tk Boost Gem Pack 21 (£0.79/€0.99)
http://www.computerandvideogames.com...-no-kuni-demo/
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December 7th, 2012, 00:15 Posted By: wraggster
Rockstar's PR machine has returned to hibernation following a burst of Grand Theft Auto 5 details last month, all of which culminated in the reveal of the game's second trailer and vague "spring 2013" release date.In the meantime, one fan remade the first GTA5 trailer using Lego characters, scenery and stop-motion animation filming (thanks, Kotaku). The results are well worth a watch.It also reminds us that GTA-style open-world game Lego City Undercover is coming to the Wii U. Something else to look forward to.Rockstar's original trailer is embedded below, too. Watching both at the same time illustrates how detailed the Lego version is.
http://www.eurogamer.net/articles/20...iler-with-lego
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December 7th, 2012, 00:23 Posted By: wraggster
Ubisoft's Massive Entertainment and Ubisoft Shanghai are working on AAA next-gen RPGs, while Ubisoft Montreal has a next-gen IP on its radar, a few LinkedIn profiles spotted by PlayStation Lifestyle divulge.
At Sweden's Massive Entertainment, co-developer of Far Cry 3, one game designer listed a "AAA next-gen online RPG" before changing it to somethingmore vague. We grabbed a screenshot here. Over at Ubisoft Shanghai, a senior gameplay/network programmer listed a "'Confidential Title' next-gen console (RPG)."
A game designer for Rayman Legends listed a next-gen console racer that he's been working on since August 2011, PlayStation Lifestyle reported. He removed the listing before we could snap a shot.
A 3D animator and a concept artist from Ubisoft Montreal list an "unannounced next-gen" IP on their LinkedIn profiles, the animator specifying work from December 2011 - February 2012. Neither employee lists Watch Dogs, the game whose other-worldly graphics made such a splash at E3, on their resumes.
http://www.joystiq.com/2012/12/06/ub...r-on-next-gen/
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December 7th, 2012, 00:27 Posted By: wraggster
Dead or Alive 5 Plus for Vita includes a new first-person mode, in which you hold the Vita vertically and use the motion sensor for a "first-person, full-screen view of your opponent."
The port also has new touch controls, which go beyond the expected touchscreen macros – "Simple taps, swipes, and pinches on your opponent trigger a variety of devastating moves," Tecmo says. In addition, DOA5+ offers detailed frame data for serious study. Uh, for tournament play.
http://www.joystiq.com/2012/12/06/de...t-person-mode/
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December 7th, 2012, 00:28 Posted By: wraggster
When asked about how he and the team at Sony Santa Monica are bringing multiplayer into the God of War series with God of War: Ascension, game director Todd Papy digs deep for inspiration. The single-player side of the game is obviously an influence, he says, as multiplayer side of the game attempts to enhance the always cinematic world of Kratos with a new character called the Avatar.
But then things get a little nuts. "You can look at Allegiance levels," says Papy, referring to the mode's customization choices defined by the four gods Zeus, Hades, Poseidon, and Ares, "and you can look at Diablo and Call of Duty and other games that have skill trees that you basically level up.
"And then you can look at Power Stone," says Papy, "as far as that old school melee feel to it." Yes. That's the one. Playing God of War: Ascension's renamed "Favor of the Gods" mode, and running around with up to eight other players flipping switches, executing combos, and earning favor points does feel a whole lot like the Dreamcast classic. In a strange way, to be honest. But a good one nevertheless.
http://www.joystiq.com/2012/12/06/go...giance-to-the/
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December 7th, 2012, 00:29 Posted By: wraggster
Ninja Gaiden Sigma 2 Plus is the enhanced Vita port of the enhanced PS3 port of Ninja Gaiden 2. With that confusion in mind, it's good Tecmo Koei clarified some of the game's details such as its new modes, as well as releasing an assortment of screens.
One of the new modes is 'Tag Mission,' which allows players to switch between two ninja heroes on the fly, swapping in and out as they see fit. On the ninja heroes front, the three ninja ladies of Ayane, Momiji, and Rachel all get newly designed costumes in Plus 2.
The other new mode is 'Ninja Race,' which really is as it sounds. The twist is a sort of Ninja Gaiden take on Mario Kart, in that you can collect items and take down enemies to increase speed and attack power. Unlike Mario Kart, though, there's no indication it can be played outside of single-player.
It also seems much of the Vita-specific functionality is returning from Ninja Gaiden Sigma Plus, with Tecmo describing touchscreen and Sixaxis controls that very much sound like the first game's gyroscopic first-person aiming. The easier 'Hero' difficulty also makes a comeback in Plus 2, which is scheduled to release in Q1 2013.
http://www.joystiq.com/2012/12/06/ni...w-screens-too/
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December 7th, 2012, 00:33 Posted By: wraggster
Need for Speed: Most Wanted gets some new cars and events this month. A press release from EA's UK branch pulls back the tarp on the Ultimate Speed pack, a collection of new cars – the Pagani Zonda R, McLaren F1LM, Lamborghini Aventador J and Bugatti Veyron Grand Sport Vitesse – and 25 new events to conquer. There's also a new Most Wanted car to take down and own, the Hennessey Venom GT Spyder.
The Ultimate Speed pack will be available for download on December 18 in the UK, for 800 MS Points ($10) through Xbox Live, PlayStation Network and Origin. There is no specific announcement for North America yet; however, most of the time DLC launches worldwide so it's safe to assume we'll get the goods on December 18, too.
http://www.joystiq.com/2012/12/05/ne...-speed-dec-18/
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December 7th, 2012, 00:46 Posted By: wraggster
Joining the esteemed ranks of Capcom and MonkeyPaw Games and nobody else ever, publisher Gungho Online America has released a suite of weird, random Japanese games to the PSOne Imports Store on the PlayStation Network.
The six simultaneous releases include shmup compilation Zanac X Zanac,Kendo Rage sequel Makeruna Makendo 2, mech vehicle combat game Vehicle Cavalier, Art Camion Sugorokuden – a board game about the garish "dekotora" trucks in Japan – and no fewer than two games with stars in their titles, the match-three puzzle game/platformer hybrid Lup★Salad and the action rock-paper-scissors game Finger★Flashing.
All six will be available on PSN today when the store updates, for $5.99 each.
http://www.joystiq.com/2012/12/04/gu...psone-imports/
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December 7th, 2012, 00:48 Posted By: wraggster
A new PS3 bundle available only at Target gets you the system and Move controller you'll need to play J.S. Joust (assuming the SportsfriendsKickstarteris a success!) and throws in Epic Mickey 2: The Power of Illusion for good measure.
The $300 bundle comes with a 250GB PS3, a copy of the game, a Move, a Navigation Controller, a PS Eye camera, and 30 days of PlayStation Plus. We didn't find Epic Mickey 2 to be strong enough to anchor a bundle, but the character is at least more recognizable than, say, Infamous guy.
http://www.target.com/p/playstation-...3/-/A-14277914
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December 7th, 2012, 00:50 Posted By: wraggster
The 2.01 firmware for PlayStation Vita went live this morning, correcting an error with syncing of PS Plus game saves. According to Sony, 2.01 fixes issues that prevented players from automatically syncing saves of their PS Plus games with cloud storage.
Sony introduced PS Plus to Vita with last month's 2.00 firmware update. The Vita games currently available via the North American service are Uncharted: Golden Abyss, Jet Set Radio, Wipeout 2048, Gravity Rush, and Tales From Space: Mutant Blobs Attack!, as well as Final Fantasy Tactics: The War of the Lions from the PSP library.
http://www.joystiq.com/2012/12/04/vi...f-ps-plus-sav/
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December 7th, 2012, 01:03 Posted By: wraggster
Owners of The Elder Scrolls V: Skyrim on PS3 shouldn’t give up hope on the DLC.
While expansions Dawnguard and Hearthfire are already out on Xbox 360 and PC (with the latter releasing once Microsoft’s Xbox exclusivity window passed), the PS3 versions has yet to receive the add-ons.
The most recently released DLC Dragonborn, however, is scheduled for a PS3 release next year. But that doesn’t mean Bethesda has given up on the rest.
“We’re hard at work to make this content available early next year on PS3 and PC,” the studio wrote on its blog. “On PS3 in particular, we turned our attention to Dragonborn, as we thought it was the best content to release first, and we didn’t want folks to wait longer.
“Once it’s ready to go for everyone, we’ll continue our previous work on Hearthfire and Dawnguard for PS3. Each one takes a lot of time and attention to work well in all circumstances and all combinations of DLC. Once we have a better idea of release timing and pricing, we’ll let you know.”
The PS3 version of Skyrim has been beset by problems, chief of which was a memory issue that resulted in the game progressively slowing as the user’s save file grew. In some cases this rendered the game almost unplayable.
http://www.mcvuk.com/news/read/bethe...on-ps3/0107692
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December 8th, 2012, 00:15 Posted By: wraggster
Playstation owners are now able to buy content for their consoles and handhelds while browsing the web on PC.
Sony has launched a browser-based store for the Sony Entertainment Network, which features all of the games, music and movies that are available through the PSN store. You can find it by clicking here.
Users simply log in with their PSN ID and purchase content using funds from their account's wallet or credit/debit cards.
Each item bought is then added to the user's download list on PS3, according to Eurogamer.
So far all the prices appear to be the same as they are on the PS3, Vita and PSP stores, with discounts for PlayStation Plus members. PlayStation owners are even able to access Sony's current 12 Days of Christmas deals.
http://www.mcvuk.com/news/read/sony-...-store/0107781
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December 8th, 2012, 23:00 Posted By: wraggster
Catching up to Microsoft's own web-based Xbox store, Sony's unleashed a new online store for its movie, TV and video content-- but neglected to mention it. Titled the Sony Entertainment Network, and separate to its own book store we were able to login to the UK site and found that content pricing matched what we've seen on the PlayStation Store and other Sony digital shops. As an example, the complete Mass Effecttrilogy rings in at £60 ($96), although Sony is kind enough to offer links to discounted titles, PlayStation Plus highlights and other offers at the top of the browsing sidebar -- Tokyo Jungleis today's holiday deal at £5 ($8). Purchases can be done through the store, with the product downloaded to your game console when it's turned on next. Video content, meanwhile, can be purchased and then played on your PC, as well as on the PlayStation 3, PS Vita, PSP, Sony Tablets and compatibleXperia smartphones. Even if you're balking at some of those early prices, it might be worth browsing through some more palatable festive deals by visiting the source below. We'll have more when we hear the official line from Sony.
Update: We've been unable to access our downloads just yet, something that was also noted by Eurogamer, which spotted that content can also be purchased through Paypal. PlayStation Blog manager Fred Dutton has added that the store is currently under testing, and that Sony are set to announce the full details of the service soon -- no harm in taking an early look, however.
Update 2: After digging around in our PS3's network settings, we were able to discover our web-based purchases and start downloading them to the console, although it wasn't the most clearcut way to get to them. Unfortunately, it looks like the service won't officially launch until next week and our US editors have had no luck connecting to the service so far, suggesting that at this stage it's still being tested before being rolled out further.
http://www.engadget.com/2012/12/07/s...-and-tv-shows/
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December 8th, 2012, 23:11 Posted By: wraggster
Growing evidence is linking mysterious VGA reveal The Phantom Pain to the Metal Gear Solid franchise.
Following this morning's trailer reveal, suspicious fans have pointed out a number of similarities between the two titles, not least that the bearded protagonist featured in the 'Pain' trailer looks just like MGS hero Snake -right down to identical scars.The game is supposedly being created by unheard of Swedish studio "Moby Dick", which according to its website was founded by CEO 'Joakim Mogren'. 'Joakim' is, perhaps unsurprisingly, an anagram of 'Kojima'.
There's a raft of other links on the developing NeoGAF thread, including suggestions that Metal Gear villains Psycho Mantis and Volgin can be spotted in the Phantom Pain reveal.
Game journalist Alex Rubens even reports on Twitter that a post-VGAs Konami party hosted a VIP section full of "people wearing Phantom Pain/Moby Dick Studios t-shirts" - none of whom were Swedish.
According to Rubens, Konami declined to comment on the title.
http://www.computerandvideogames.com...-gear-solid-5/
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December 8th, 2012, 23:16 Posted By: wraggster
A BioShock game for Vita could still be made, but owners of Sony's handheld probably shouldn't hold their breath for an official announcement any time soon.
Irrational Games boss and BioShock Infinitecreative director Ken Levine essentially toldIGN that the project is still in the paper design stage.He said: "That is in the hands of business people right now. It's something I'm still interested in, and people ask me that all the time.
"Right now I'm just sort of waiting to see what the business people come up with, and that's sort of out of my hands at this point.
"That's something that I think has a lot of potential. The game idea we have has a lot of potential. It's just a question of [if] their stars all align."
Levine announced BioShock Vita during Sony's E3 press conference in June 2011. At the time, he said the "core" game was "its own thing being built from the ground up".
http://www.computerandvideogames.com...ple-right-now/
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December 8th, 2012, 23:17 Posted By: wraggster
PlayStation Europe has halved the price of One Piece: Pirate Warriors as part of its ongoing Christmas discount promotion.
The game, which is usually sold on the European PlayStation Store for £39.99/€49.99, is available for £19.99/€24.99 until 11.59pm on December 8.And for a limited time a 90-day PS Plus subscription costs £8 instead of £12. The service provides users with a range of sales discounts, early beta access to various games, plus the chance to play select titles completely free. The deal expires at 7am on December 9.
The offers are part of a '12 Deals of Christmas' promotion running on the PlayStation Store throughout December.
http://www.computerandvideogames.com...ion-xmas-deal/
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December 8th, 2012, 23:18 Posted By: wraggster
Treyarch has released title update 1.04 for the PS3 version of Call of Duty: Black Ops 2.
The patch addresses a range on issues, introduces new features, and tweaks the capabilities of plenty of weapons and items.An Xbox 360 title update will be released this weekend, according to David Vonderhaar, game design director at Treyarch.
PS3 Game Update (1.04) Notes
New Features & Feature Improvements
- Added support for posting Live Stream URLs to Twitter.
- Improved audio/rumble responsiveness when hitting enemies with gunfire.
- Improved overall communication of Double XP when enabled.
- AAR better communicates how much XP was earned in each match.
- Added the ability to "View League Teams" from any player's Playercard.
- Added the ability to "View Playercard" from League solo leaderboards.
- Added a number of security system enhancements.
- Added Hardcore Kill Confirmed playlist to the Hardcore category
Issues Addressed
- Fixed a rare hang ("Awaiting Textures") upon loading into maps when joining a session in progress after fresh boot.
- Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
- Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it.
- Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
- Added a fail-safe to prevent spawn trapping in CTF.
- Increased sight checks on turrets to improve spawning algorithms.
- Fixed a number of new UI error messages reported by users.
- Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
- Improved overall Theater and Live Streaming stability.
- Improved film rendering stability and made progression bar more accurate while rendering a film.
- Addressed issues which prevented some master challenges from being completed.
- Precision challenge "Wet Work" will now unlock with 10 kills.
- The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
- Players that help with the "Synchronized Attack" challenge now get credit for it.
- Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
- Emblem Editor no longer closes the current emblem when discarding changes.
- Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to "constant".
- Players using Ghost and a Suppressor attachment will no longer appear on the enemy's minimap while shooting and moving while a UAV is up.
- The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
- Players can no longer get on top of the shrubs in Nuketown 2025.
- Thermal vision overlay no longer appears using the VTOL glitch.
- Kills from the explosion on the explosive crossbow bolt now count towards challenges.
- Counter UAV no longer remains for the rest of the game after a host migration.
- Clan tag is no longer locked immediately after prestige.
- Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
- Multi-team games no longer count as a tie if an entire team quits.
- Fixed an area in Express where K9 Unit dogs could get stuck.
- EMP grenades no longer affect the CODcaster HUD.
- Party Privacy count no longer affects how many bots will spawn in Combat Training.
- Shadows seen through sniper scopes now render more correctly.
- Players can no longer stand on invisible collision in Carrier.
- "Drop Shot" medal is no longer awarded after standing back up.
- Players can now copy a custom class to the extra prestige slot.
Gameplay Balancing: The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from usage patterns of weapons, equipment, perks and scorestreaks since launch.Scorestreaks:
- UAV: cost increased from 350 to 425.
- Lightning Strike: added 750ms delay
Equipment/Grenades:
- Bouncing Betty: increased the grace period between trigger and activation by 200ms.
- Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
- Concussion Grenade: decreased movement penalty and turn speed penalty when hit.
SMGs:
- All: increased hip fire recoil.
- All: increased max hip fire spread from 4.75 to 5.
- All: reduced bullet penetration.
- MSMC: increased recoil slightly.
- PDW-57: increased recoil slightly.
Assault Rifles:
- All: reduced idle sway for more reliable long-range aiming.
- XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
- XM8 + Select Fire: increased recoil.
- FAL OSW + Select Fire: increased recoil.
- SWAT-556 + Select Fire: increased recoil.
- MTAR: Made auto aim values consistent with all other assault rifles.
Sniper Rifles:
- All: increased hip fire spread.
- All + Laser Sight: increased hip fire spread.
- XPR-50: increased recoil slightly.
Shotguns:
- R870: reduced one-hit kill range by 45 inches.
Pistols:
- B23R: reduced headshot multiplier from 1.4 to 1.
- KAP-40: reduced headshot multiplier from 1.4 to 1
Earlier this week Activision released a troubleshooting guide designed to reduce the lag some console players are experiencing during multiplayer games.
And on Wednesday the publisher claimed that the game had grossed $1 billion worldwide in 15 days since going on sale, a milestone reached a single day quicker than last year's Modern Warfare 3.
http://www.computerandvideogames.com...-full-details/
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December 8th, 2012, 23:21 Posted By: wraggster
A new trailer for The Last of Us has premiered during the VGAs revealing the release date as 7th May.We could also see protagonists Joel and Ellie on a horse at one point, suggesting horseback riding will come into play. We also see that player character Joel was seemingly in a relationship with a woman named Tess that ostensibly did not hold up during the zombie apocalypse - if she even survived.Naughty Dog's highly anticipated new IP is coming out exclusively on PS3. [Editor's note: the trailer has been removed. Sorry!]
http://www.eurogamer.net/articles/20...-dated-for-may
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December 9th, 2012, 22:31 Posted By: wraggster
If you are looking for a PSP Twitter Application for your PSP System , Then look no further as a homebrew twitter application known as psTwit is now available to the PlayStation Homebrew community for homebrew enable psp system . This awesome well done homebrew application has been updated to Beta 5 , Even though is still in beta stages, The homebrew application itself is pretty stable and users will find it very useful on their PSP system . Feel free to download this twitter application known as psTwit BETA 5.0 from our download section below . PSP Title
psTwit BETA 5.0
This is a Twitter client application can be used in PSP.
Since it is beta version is incomplete.
Because it uses extended memory is only PSP-2000/3000 . Version for the PSP-1000/PSVita will be released at a later date.
Beta5 New!
• Search
-App in the browser capability
Open the URL in the tweet.
-UserStream support
Is the implementation of a pilot.
Note: beta5 is a trial version . I think Beta 4 is stable .
Past updates
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December 9th, 2012, 22:43 Posted By: wraggster
A new PSP Homebrew game known as Memorama Games 1.0 is now available to the PlayStation 3 Homebrew community . If you are looking for a pretty cool memory type of game for your PSP system , Then look no further as Memorama Games 1.0 has been released to the PlayStation Homebrew community for users who have a homebrew enable PSP System , this game comes in both Spanish and English version , The graphics on this this game is pretty awesome so is the game play
It generally consists in a series of cards with various figures in each one of them; which are wide, i.e. each drawing is repeated in two letters.
Memorama Games account with a period of time in which we must discover all pairs to not lose the game, if you guess right will grant you 5 seconds and if failures will take away 5 seconds, also at the end of the category we will qualify with 1, 2 or 3 stars, contains a total of 90 different pairs and a table where we see our recordsto overcome them or delete them.
language Spanish/English
3 categories (Mario Bros., The Legend Of Zelda & Metroid)
30 pairs by category.
Marker hits/errors
Marker’s elapsed time and remaining time.
Table of Records
Menu
Pad: Move Cursor
X: enter
O: return
Game
Pad: Move Cursor
X: flip card
Start: pause
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December 9th, 2012, 23:01 Posted By: wraggster
via http://wololo.net/2012/12/04/vhbl-running-on-vita-2-01/
This will not come as a big surprise for those of you who know how these things work, but it’s always nice to have a confirmation: VHBL still runs fine on Vita’s firmware 2.01, and The Z proves it to us with a video.
The video showcases Frostegater’s latest port of VHBL to an unknown usermode exploit in a PSP Game. On the video we can see VHBL running Zelda on Masterboy (Game boy and master system emulator), Wagic (Collectible card game), and PSPFiler (File manager for the PSP).
This is most likely the same version that was running a few days ago on 2.0, as we can safely assume Sony did not patch any undisclosed vulnerability with 2.01. There is still no word on a release yet, and it is still unclear if Frostegater will focus on a VHBL release or work on his own port of Total_Noob’s CEF, since he seems to also be in possession of a PSP Kernel exploit. As a reminder for those who just joined us, we had a PSP Kernel exploit available up to 1.81, but that got patched in 2.0. At this point we still have lots of usermode exploits that should allow fairly easily to port VHBL (which gives us access to limited PSP homebrew compatibility), but PSP kernel exploits are a treat which is much more difficult to find.
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December 9th, 2012, 23:02 Posted By: wraggster
The_Z shows us some more work from Frostegater, who is in possession of a PS Kernel exploit and was able to port Total_Noob’s CEF (a PSP custom firmware running in the PSP emulator of the Vita.
The video shows the Vita running an iso of K-On, as well as PSP Filer, and gPSP, the GameBoy advance emulator.
For some of you this is old news (we already mentioned Frostegater has a PSP Kernel exploit), and I’m sure we’ll see a share of complaints in the form of “if you show it, release it”, but hey, this shows that a PSP CFW inside of the Vita on the latest firmware is still possible, and hope is good, I guess.
http://wololo.net/2012/12/06/video-e...firmware-2-01/
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December 9th, 2012, 23:04 Posted By: wraggster
via http://wololo.net/2012/12/07/release...-00-firmwares/
Open CMA has finally been fixed to work on the new firmwares.
After the recently released 2.00 and 2.01 firmware updates for the PlayStation Vita, Open CMA versions 4.5 and below no longer worked due to Sony’s new changes. However, now a new version, Open CMA 5, has been made by Virtuous Flame to work with the newest Vita firmwares. It’s recommend you download and use it, if you are on firmwares higher than 1.81. Open CMA 5 will only work on 2.00 and higher, so if you are on firmwares 1.81 and below continue and/or use my existing Open CMA 4.5 version. You can find the download for Open CMA 5 below with a description of what Open CMA is for those of you who need clarification or are new.
What is Open CMA?
Open CMA is the content manager assistant to copy files to the Vita. Open CMA is the same as the official Sony version but modified, so that you can copy files without any internet connection unlike the official Sony CMA which requires a constant internet connection to the Sony Servers, something that can be inconvenient It will also not sneak a patch or do a forced firmware update on your device if one comes out and it will not send any data to Sony or their servers about whats being copied, edited, and transferred. Open CMA also does not collect data regarding crashes.
In General it:
1. Allows offline transfers on either PC or Vita.
2. Allows lower firmwares to transfer. (Open CMA 5 works on 2.00+ Only)
3. Disallows the sending of information to Sony.
4. No contact to Sony’s servers.
5. Open CMA prevents CMA from auto updates or mandatory updates.
6. It also allows you to transfer anything black listed, it doesn’t check their servers to confirm if its on the PSN.
7. Lets you copy Homebrew, ISO/CSO to use with an exploit with less errors.
How to Install VF’s Open CMA 5
1. Download the latest verision of the Official CMA
2. Apply VF”s Open CMA 5 patch in the same folder as the official one
3. Run .bat and then setdll.exe
Download Open CMA 5: http://www.mediafire.com/download.php?tq3hjebc238p535
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December 9th, 2012, 23:06 Posted By: wraggster
via http://wololo.net/2012/12/09/frosteg...1-coming-soon/
Frostegater has finally gotten enough donations to get a new Vita. In a message to The Z (here), he has announced that he will be releasing the game this month.
If you have been following the scene lately you should know that Frostegater is in possession of a Kernel Exploit inside the PSP emulator on the Vita. As usual it will first undergo a ninja release so that trusted members get enough time to purchase the game from the Playstation store.
The files for the exploit will be released a few days after the game is announced publicly. As usual when the release happens we’ll ask you to not speak about this publicly and to not spam on the forums asking for information.
Last time, we found lots of leaks on different sites which might have wasted the exploit (it did for Mad Blocker Alpha, which was removed from the PSN before we made any public announcement). We request that you DO NOT do this. By leaking the name of the game, you are just ruining it for everyone.
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December 9th, 2012, 23:40 Posted By: wraggster
Rogero release a new version of its new custom with the main problems the disappearance of corrupted data and the ability to install pkg.
For users who SingStar icon in the XMB, note that this is simply due to 4.30/4.31 original file. It seems that only European users that connect their console to the Internet have this icon. This custom has been tested on many models of PS3 and no problems were encountered. every custom But you need to install carefully and following recommendations. Nobody can be held responsible. This custom can be installed from the XMB on any OFW3.55/CFW3.55/CFW4.21/CFW4.30. 's new / fixed: - Rebuilt from scratch using only files with OFW 4.30 Official XMB and all options for a 4.30 official (no files DEX / SEX used) - All known problems, such as sorting and XMB icons problems Demo mode from previous versions are now solved the use of official XMB - Redesigned structure to match a custom OFW 4.30 - More errors given corrupted during an update from the XMB or Recovery - This custom can be installed from the XMB n ' any OFW3.55/CFW3.55/CFW4.21/CFW4.30 - The hard drive can be changed, reinstalling the custom will be no problem - Lv1 patched to disable the protections Lv2 - Lv1 patched to add the Peek / Poke to replace syscall 182/183 (Direct Disc Access Multiman now works fine with 4.21/4.30 CFW v2.00) - LV1 patched to disable integrity checks of the system (to avoid the brick console or not dehashée downgraded) - LV1 patched to disable the Core OS checks (to avoid non dehashée brick console or downgraded) - patched to add the LV2 peek / poke (LV1 and LV2 for) - VSH ReActPSN patched to enable (allows files act.dat and *. rif unsigned. Disables Unlinking / Deleting act.dat) - Spoof version 4.31 - PSN / SEN is available as the "passphrase" remains the same - Loading games from the icon is app_home now fixed - Launch games without signed until version 4.30 Eboot / SPRX - Games can be launched from the disk icon (with original BD game) and since app_home (disc-less, but does not all games) - Homebrew 3.55 can not be launched, they must be resigned - This custom can be used directly with a hardware flasher downgrade. Flash from the FSM or work out - This custom patch to the noBD / noBT to allow installation from a console player with bluetooth or nonfunctional - New application "Install Package Files" added to the XMB instead of that of Dex version, for a 100% original XMB -> Ps3 Once started, select the [app_home/PS3_GAME], it will change to [* Install Package Files] -> Once the game since launch Multiman, the console will return to the XMB and the game will be displayed in the same icon -> After loading a game, turn off the ps3 for [* Install Package Files] back in the XMB - You can otherwise install Application of standalone Deank to have permanently from the XMB -> It supports: -> Up to 256 files pkg -> Cutting pkg files -> Tri -> Indication of the file waiting pkg (red) -> An indication of the multi-part pkg (yellow) -> progression when transferring or copying -> Scanned files are: / * dev_usb ** / dev_hdd0 / dev_bdvd in / PKG / packages and root devices -> The file size is cut: .0 - .63 / .66600 - .66663 / .001 - .064 - MD5: 5f7434a46f7909689b00558a06071689 CAUTION: - This CFW has the LV1 checks disabled and can be installed on downgraded console, even if you have not done a "Dehash / Reset" Syscon properly. - Always dump NOR / NAND using Multiman or memdump before install this CFW to have a dump where bricks. Having a valid dump NOR / NAND is an essential step prior to an update, you will always have a way to recover (using a hardware flasher) when you have a valid dump. A flash hardware alone without a valid dump can not fix a PS3 Bricke. - The QA Flag should always be enabled on a PS3 for safety during a shift or a downgrade. - Check the MD5 the downloaded file. - Do not have a disc in the PS3, the console would update the disk first - You must be 3.55OFW or 3.55CFW/4.21CFW/4.30CFW to install. Installing it from any OFW above 3.55 does not work. downgrade to the 3.55 is still possible: - Download the "Downgrade PUP" (176MB, MD5: 49d80e07fc1f5ca1b0840e02e94635db) - Rename the file "PS3UPDAT.PUP "and put it on a USB" USB \ PS3 \ UPDATE \ PS3UPDAT.PUP " - Under "Rogero CFW 4.30", go to System Update from the XMB and install the update - After installation, the console is hybrid CFW 3.55, so it always displays in ver4.21/4.30 settings - Downloaded the QA Flag - Install and run the two or three beeps should be heard. To verify proper operation, go to network settings without going in and do the combo (L1 + L2 + L3 + R1 + R2 + pad_bas (hold each button)) - set "Rogero CFW 3.55 CEX-V3.7" on a key USB "USB \ PS3 \ UPDATE \ PS3UPDAT.PUP" - Start the installation from the recovery menu (do not install from the XMB) - Start the installation from the recovery menu of any official firmware for it make a dehash (3.55/4.21/4.30 (only the 3.55 firmware allows you to install a custom firmware)) You can use CondorStrike's Updater package from the XMB to enter the Recovery Console from a memory with Nor. official website: tortuga-cove . com
http://ps3.gx-mod.com/modules/news/a...p?storyid=3174
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December 10th, 2012, 16:31 Posted By: wraggster
via http://wololo.net/2012/12/10/how-ps1-security-works/
With all the exploit related news and the upcoming ecfw by frostegater, we barely see articles that have nothing to do with the vita, so lets take a step away for brief moment from the psp scene and learn how the copy protection and different security measures on the ps1 worked.
In this article I will explain how the ps1 security works, so you can understand the methods used back then to bypass it’s security and why those methods don’t work today.
Original security measure: disc region
First, we must know that the ps1 had region locks, which means a legit bought game from the US won’t work on a EU console. The next thing you should know is that the region lock and the antipiracy check is one and the same, for older models that is (but we’ll get to that later).
Legit Ps1 games had a marked zone at the beginning of the disc that contained the region information, this information had the letters SCEx, where x was the region of the disc:
- A for america (SCEA)
- E for europe (SCEE)
- I for japan (SCEI)
- W for Net Yarozee (SCEW)
Imagine you have a european console, this console will have the mark SCEE in it’s BIOS, when you insert an american disk the console will read SCEA on the disc, SCEE != SCEA so the system would refuse to boot.
Similarly a burned disc does not have any mark on it because conventional CD drives can’t read that portion of the disc, so the system will also refuse to boot that.
So for a european console, there is no difference between a legit american disc and a burned disc. None of them match what the system wants so the system won’t boot it.
Modchips got around this by injecting the string the system is looking for into the stream, letting the system think the disc does have the string in it and then accepting to boot it.
This is for older models of course, newer models (the PSone) have a second check for the region, so a modchip that worked on the fat model will partially work on the newer system.
New security measure: boot text
The modchip, like I said, will inject that string into the system, letting the system think it’s legit, but then the system will perform a second check, this check is done to the executable file itself.
You may be familiar with this screen:
Believe it or not the “Licensed by Sony Computer Entertainment America SCEA TM” text is not found on the system itself, but rather on the disc. That’s right, the system reads this text from the disc and put it on the boot logo, which lead people to create custom boot screens.
This text was not checked by older fat ps1s but then sony added the text into the newer psone bios, so this time it does check for it. This time, even when the modchip makes the system think it’s a legit game, the simple fact that the boot text is different makes the system reject the disc. This is of course for imports or games with custom text.
There were two methods to bypass this, the first was using a disc called import player. This disc used an “exploit”, which is nothing more than taking advantage of the system’s ability to play multi-disc games. When you play a game such as Metal Gear Solid or Final Fantasy VII, at some point they will prompt you to change discs. When you change the discs, the system does not enter the boot screen, so the boot text check is not done. The import player took advantage of this, by simply prompting you to change the discs as any of these games do, then the modchip does the first check bypass and since the system doesn’t enter the boot scree, it doesn’t check the boot text.
The second method is a lot more permanent, it’s the same method as injecting a custom boot, only this time you inject the correct boot text into the cd, allowing you to directly boot the disc.
Another new Security Measure: modchip detection
Another measure that was implemented was the detection of modchips. This measure required new hardware so it only available in psone models and on top of that it wasn’t performed by the system but the game, so the code had to be implemented into the game itself, meaning older games would not be able to use the new feature.
The way a modchip was detected is quite simple, the game would keep asking for the CD’s code (SCEx as we saw above), if there is a modchip in the system it will continually inject such string, while if there is no modchip then no string is injected and thus the game would continue.
Bypassing this protection could be done using the import player (which has an anti-modcip detection patch) or by patching the game’s iso before burning. Both do the same basically.
PS1/one Hacking Methods
These various ways to hack the PS1, but each method got patched along the way, except one method that was never patched (swapping) and another method that was patched but got continuous new releases (modchips).
AR Method:
This method consisted in inserting an Action Replay “cartridge” in the system’s Parallel Port. This “cartridge” (if we can call it that) bypassed the method used by the system (the SCEx method). This was patched by Sony simply removing the Parallel I/O Port. Some games have anti-AR security measures which can be defeated using Import Player in the same way as defeating the already mentioned Anti-Modchip security.
Swap Trick:
This method took advantage of the system’s disc read error tolerance policy, this means that when the ps1 can’t read a disc it keeps retrying until a decent amount of time. This is why it takes time for the ps1 to “detect” a burned game or why scratched games can take longer to load. The method consisted of tricking the system into thinking the disc cover is always closed, even when it isn’t, allowing you to swap an original disc with a burned one. This trick is performed differently in the slim and fat models due to the new boot text security, but it’s overall doable in any ps1 console, the only problem I can think of with this method is that it wears out the motor.
Modchips
Modchips are usually the best method to hack a ps1. They are permanent, games can be booted directly and if installed correctly they don’t have to break the system. I already explained how modchips work, they simply inject what the system wants into the stream, making the system think the disc inserted is a legit game. Different models came out but if you are looking for one that is compatible with all ps1 consoles (fat and slim) then the MultiMode 3 is your bet, although it doesn’t break the PSone boot text security and it’s not a stealth chip (it can be detected by game that have the anti-modchip protection). If you are looking for a good PSone chip then the ONEChip is the one you need, it bypasses all PSone protections, including the anti-modchip one.
Let’s do a recap of the different copy-protections that the ps1 and psone have.
PS1:
- The standard region protection (the SCEx thing).
- The Anti-AR protection.
PSone:
- The standard region protection (the SCEx thing).
- The anti custom boot text protection.
- The anti-modchip protection
Well, now that you know how the Ps1 copy-protection worked, you can go back to the psp scene to wait for frostegater’s ecfw.
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December 10th, 2012, 16:45 Posted By: wraggster
Team Cobra is entering the PS3 Optical Drive Emulator market. We all heard of the upcoming '3k3y' device, but now the market for installing an ODE in the PS3 scene world is heating up as the world's famous Team Cobra behind the Cobra-USB dongle is now going to be producing an Cobra-ODE for playing all your backup PS3 Blu-Ray Game Disc Images directly from any HDD without the need to have your PS3 console on 'custom firmware', which they claim will be 'most advanced PS3 Optical Drive Emulator' ever.
http://www.eurasia.nu/modules.php?na...ticle&sid=3116
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December 10th, 2012, 16:50 Posted By: wraggster
via http://emu-russia.net/en/
Downloads
no$psx v1.0 Windows 32bit version (ca. 469 Kbytes, 03 Dec 2012)
The Emulation should be complete with all hardware features fully implemented and working, though as by now it's tested with only a dozen of games, so there may be still some problems with other games (bug reports are welcome).
The BIOS is emulated via a BIOS-clone, which is free and faster than the original PSX-BIOS. There may be still some compatibilty issues (especially as most PSX games are applying patches the to original BIOS; the BIOS clone is reproducing known patches, but may fail on unknown ones). In case of problems, it may be recommended to use a copy of the original BIOS (with filename PSX-BIOS.ROM in no$psx folder).
CDROMs are supported via complete disk images (in .NRG or .CUE+BIN format), via single-track images (.ISO files), or as raw executables (.EXE files). Reading from real CDROM drives is also supported, but does require wnaspi32.dll (which appears to be a problem on WinNT and higher).
Requirements are 1-2GHz, which is maybe not so fast (other PSX emulators are said to be working at 200MHz). CPU emulation is currently done on the fly (I might get that faster by using pre-compiled code in future versions). Rendering is done by software (I could maybe improve speed by adding dual core processor support) (another way would be using hardware acceleration, but my experiences are that this stuff isn't too pixel accurate, if it's working at all).
Debugging/Development functions include disassembler, debugger, breakpoints, assembler, I/O map viewer, VRAM viewer, polygon viewer, TTY console window, and complete PSX hardware specs.
First version of Sony Playstation emulator has been released.
File: Download
News source: http://nocash.emubase.de
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December 10th, 2012, 16:54 Posted By: wraggster
via http://emu-russia.net/en/
First version of Sony PSP emulator for Android/Windows has been updated. Changes:
- Much improved graphics in several games, more games go ingame, more games go to title screen. The usual type of emulator progress See the downloads page for the new version (Windows + Android, others are coming soon), and see some new compatible games at the compatibility list.
PPSSPP is in its early stages and thus few PSP games are currently playable. However, this will change over time!
Some currently known playable games:
- BlazBlue
- Fate Extra
- MotoGP (on PC)
- Puzzle Bobble Deluxe
- Lumines
- Puzzle Quest
News source: http://www.ppsspp.org
Android version - http://www.ppsspp.org/files/0_4/ppsspp.apk
Windows Version - http://www.ppsspp.org/files/0_4/ppsspp_win.zip
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December 10th, 2012, 21:57 Posted By: wraggster
As Syria's rebels work to overthrow the tank-equipped Assad regime, they've learned that it helps to have tanks of their own. They deserve bonus points for integrating video game technology. This is no exaggeration. Have a look at the opposition forces' "100 percent made in Syria" armored vehicle, the Sham II. Named for ancient Syria and assembled out of spare parts over the course of a month, the Sham II is sort of rough around the edges, but it's got impressive guts. It rides on the chassis of an old diesel car and is fully encased in light steel that's rusted from the elements. Five cameras are mounted around the tanks outside, and there's a machine gun mounted on a turning turret. Inside, it kind of looks like a man cave. A couple of flat screen TVs are mounted on opposite walls. The driver sits in front of one, controlling the vehicle with a steering wheel, and the gunner sits at the other, aiming the machine gun with a Playstation controller
http://games.slashdot.org/story/12/1...ian-rebel-tank
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December 10th, 2012, 22:11 Posted By: wraggster
Sony has at last dated upcoming PS3 exclusive The Last of Us.
As confirmed at the end of the game’s VGA trailer, the adventure title will be with us on May 7th. Being a Tuesday, that’s likely a US launch date with a possible European release on May 10th.
The game, developed by Crash Bandicoot and Uncharted creators Naughty Dog, was described upon its unveiling one year ago as “a genre-defining experience that blends survival and action elements to tell a character driven story about a population decimated by a modern plague”.
It takes place amidst an abandoned city (or cities) where survivors are killing one another for supplies, weapons or even food.
It has two protagonists – “ruthless survivor” Joel and female teenager Ellie.
http://www.mcvuk.com/news/read/the-l...e-date/0107861
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December 10th, 2012, 22:20 Posted By: wraggster
New, less promising, info on the Playstation Vita Bioshock game last mentioned back in April has come about.
Irrational Games head honcho Ken Levine tells IGN that the game remains something he's interested in, but its fate is currently out of his hands.
“That is in the hands of business people right now. It's something I'm still interested in, and people ask me that all the time,” Levine said.
“Right now I'm just sort of waiting to see what the business people come up with, and that's sort of out of my hands at this point. That's something that I think has a lot of potential. The game idea we have has a lot of potential. It's just a question of [if] their stars all align.”
The title was originally revealed at E3 2011, where Levine explained the Vita offering would be a new game, and not just a port. It was brought up again earlier this year, when Levine revealed the effort had been put on the back burner until development for Bioshock Infinite had concluded.
The third fully entry in 2K's franchise is currently slated to launch on March 26th of next year for PC, PS3, and Xbox 360.
http://www.mcvuk.com/news/read/fate-...people/0107848
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December 10th, 2012, 23:59 Posted By: wraggster
Super Street Fighter IV: Arcade Edition will be offered to US PlayStation Plus subscribers at no extra cost as of tomorrow's US PS Store update.
Tuesday's new PSN content will add the Capcom fighter to the Instant Game Collection - a small library of periodically transitioned games offered to PS Plus subs as part of their subscription package.Physics-based platform-puzzle game, Rochard, will also be added to the Instant Game Collection tomorrow. Rochard was originally released via digital platforms in September 2011 to largely positive reviews.
http://www.computerandvideogames.com...er-iv-ae-free/
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December 12th, 2012, 00:41 Posted By: wraggster
The safe money is on both Sony and Microsoft announcing their next-gen consoles next year, so expect the rumour mill to intensify from this point onwards.
VG247 has rounded up the latest batch of rumours that suggest new codenames for the mysterious hardware duo.
New reports have reaffirmed previous claims that Microsoft’s console will run on an AMD chip going under the codename of ‘Oban’ that was scheduled to go into mass production at the end of this year. However, component quality concerns have reportedly lead to a delay to the schedule.
It also adds that the current codename for the hardware is ‘Kryptos’, replacing the previously rumoured ‘Durango’.
Indeed, it’s not the first time we’ve heard of Xbox 720 production worries, with a report in September claiming that Oban yields were “worse than painfully low” and a possible delay from the then rumoured September 2013 launch.
As for PS4, its internal codename is said to be ‘Thebes’ with AMD also providing the key components. Global Foundries or IBM are set to become the likely manufacturer, with a release supposedly set for 2014.
However, MCV is lead to believe that both PS4 and Xbox 720 are now squarely on track for a 2013 launch. And one of the pair could even be revealed before E3 in July.
http://www.mcvuk.com/news/read/oban-...umours/0107943
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December 12th, 2012, 01:25 Posted By: wraggster
Brighton studio bankrolled by Sony, keeps own IP
Sony is to fund PlayStation Vita content from Brighton's FuturLab game company, the team behind PS Mini title Velocity.
While the platform holder pays for development the studio will keep control of the intellectual property - a deal that FuturLab MD James Marsden described as "the perfect deal".
"FuturLab has a unique and fun approach to entertainment and we see their games as being a fantastic addition to the ever growing catalogue of PS Vita games," offered Shahid Ahmad, senior business development director at Sony Europe.
Other titles from the studio include Surge, Fuel Tiracas and Beats Slider, all for PlayStation Mobile.
http://www.gamesindustry.biz/article...-vita-projects
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December 12th, 2012, 01:49 Posted By: wraggster
Last week, GungHo Online Entertainment America joined the ranks of PSOne Imports publishers with a bumper crop of six Japanese games, all available on the PlayStation Store for $5.99 each. Since it's so rare – an initiative only taken to heart by MonkeyPaw Games in the past, and one that requires extensive licensing work for a potentially niche product – I asked Gungho president and CEO Jun Iwasaki about the company's plans.
"We are hoping to bring over as many PSOne Classics as possible," Iwasaki, who previously ran XSEED, told me, "but oftentimes these releases require license deals." He explained that the somewhat unusual collection of games, ranging from shooter collection Zanac X Zanac to dekotora board game Art Camion Sugorokuden, wasn't curated according to some unifying theme. "We were able to secure the licenses for these particular PSOne Classics, so we went ahead and released them first.
"So far, Zanac x Zanac seems to be getting the most attention out of the six titles," Iwasaki added.
http://www.joystiq.com/2012/12/11/gu...rt-initiative/
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December 13th, 2012, 00:09 Posted By: wraggster
Tecmo Koei has confirmed a Dead or Alive 5 Plus release of March 22 in UK.
DOA5 Plus is the recently-announced and enhanced Vita port of the console fighter.The Vita game will add new touch controls - using both the touch screen and rear touch pad - which will allow players to control their fighters with a variety of swipes and and taps.
Turning the Vita on its side - holding the screen vertically - will also switch to a first-person view.
A US release date is yet to be confirmed.
http://www.computerandvideogames.com...ate-confirmed/
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December 13th, 2012, 00:10 Posted By: wraggster
Sony has confirmed that PlayStation Plus subscribers will get access to the God of War: Ascension multiplayer beta in January.
The action will kick off for US PS Plus subs on January 8, which EU subscribers have to wait just a day longer.It may come as a surprise that the beta actually starts today if you were one of the participants of Sony's 'Rise of the Warrior' experience, and belonged to the winning Spartan team for the first team challenge.
"We are kicking off the Beta with our signature Team Favor of the Gods mode and the yet-to-be-seen Favor of the Gods mode, which plays like Team Favor of the Gods, but without the teams," explains Sony. "In both modes, you'll fight to reach the requisite number of favor points from the Gods, earning points via kills, bonus brutal kills, opening chests, capturing domination points, and, if you're skillful enough, performing executions using the Spear of Olympus."
It also confirmed that the beta will feature the previously revealed Desert of Lost Souls map, as well as a new 'Forum of Hercules' map.
"The Beta will also provide you with the chance to play through our tutorial level, which is an epic experience in and of itself. You'll be able to test your might with both Zeus and Ares allegiances, and experience a taste of the player customization options and upgrades that will be in the final game," Sony added.
http://www.computerandvideogames.com...bs-in-january/
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December 13th, 2012, 00:13 Posted By: wraggster
Sony will launch the LittleBigPlanet 2 Cross-Controller DLC next week, allowing users to play the PS3 game with a dual-screen set-up by using their Vita as a controller.
LittleBigPlanet 2 is first game to support the exciting new feature, which was shown off earlier this year at GamescomSony says: "In the LittleBigPlanet 2: Cross-Controller Pack, Sackboy joins up with a group of lovable Space Pirates as they race to find a valuable treasure long thought lost to the Cosmos.
"On their adventure they'll encounter new obstacles that can only be overcome with the help of the PlayStation Vita's unique features in surprising and exciting ways.
"As well as a new adventure for Sackboy to take part in, players can also get their hands on a suite of new tools that let them create Cross-Controller levels for the community to play."
The LittleBigPlanet 2: Cross-Controller DLC will be available on December 19 priced at €4.99. Obviously you'll need a PS3, a Vita and a copy of the game to play it.
http://www.computerandvideogames.com...out-next-week/
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December 13th, 2012, 00:14 Posted By: wraggster
Sony has detailed this week's European PlayStation Store content update, with highlights including GTA: San Andreas, Castlevania: Symphony of The Night and Spyro the Dragon.
Here's the full list:
PlayStation Plus
- Big Sky Infinity (PS Vita) - 100% Off
- Big Sky Infinity (PS3) - 100% Off
- Batman Arkham City: Catwoman Bundle Pack - 20% off
- Batman Arkham City: Nightwing Bundle Pack - 20% off
- Batman Arkham City: Robin Bundle Pack - 20% off
- Batman Arkham City: Challenge Map Pack - 20% off
- Jet Set Radio Dynamic Theme - PS Plus exclusive, 100% off
- Spectral Dawn Dynamic Theme - PS Plus exclusive, 100% off
- Bertie B-Boy Dynamic Theme - PS Plus exclusive, 100% off
PS3 games
- Batman: Arkham Asylum, Price: £15.99/€19.99, PEGI: 16, Availability: All
- Big Sky: Infinity, Price: £7.99/€9.99, PEGI: 12, Availability: All
- Demolition Inc., Price: £7.99/€9.99, PEGI: 7, Availability: All
- Mensa Academy (Trial available), Price: £6.49/€7.99, PEGI: 3, Availability: Not available in Austria, France, Germany, Italy, Luxembourg, Norway, Poland, Portugal, Russia, Spain, Turkey or Ukraine
PS3 demos (Free)
- Fuel Overdose, PEGI: 12, Availability: Not available in AU, NZ, PS Vita games
Vita games
- Big Sky: Infinity, Price: £7.99/€9.99, PEGI: 12, Availability: All
- Uncharted: Fight For Fortune - Complete Edition, Price: £7.29/€8.99, PEGI: 7, Availability: All
PS2 games
- Grand Theft Auto: San Andreas, Price: £11.99/€14.99, PEGI: 18, Availability: Not available in Saudi Arabia, UAE
PSone games
- Castlevania: Symphony of The Night, Price: £7.99/€9.99, PEGI: 12, Availability: All
- Spyro the Dragon, Price: £3.99/€4.99, PEGI: 7, Availability: All
- Spyro: Gateway to Glimmer, Price: £3.99/€4.99, PEGI: 7, Availability: All
- Spyro: Year of the Dragon, Price: £3.99/€4.99, PEGI: 7, Availability: All
- Spyro The Dragon Trilogy, Price: £7.99/€9.99, PEGI: 7, Availability: All
- Umjammer Lammy, Price: £3.99/€4.99, PEGI: 3, Availability: All
PS Mobile
- Surge, Price: £2.59/€3.29
minis
- War Of Sonria, Price: £2.49/€2.99, PEGI: 12, Availability: Not available in Austria, Belgium, Denmark, Finland, France, Germany, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Russian Federation, Spain, Sweden, Switzerland, Turkey, Ukraine
PS3 DLC
- Dead Or Alive 5, Fallen Angels 5 (£2.39/€2.99), Innocent Devils (£2.39/€2.99), DOATEC Divas - White (£2.39/€2.99), Availability: All
- Rock Band 3, 28 Days (£0.59/€0.79), Away (£0.99/€1.49), Betrayed (£0.59/€0.79), No Ghost (£0.99/€1.49), On The Run (£0.99/€1.49), Possum Kingdom (£0.99/€1.49), Toadies Pack 01 (£2.49/€3.99), Trenches (£0.99/€1.49), Tyler (£0.99/€1.49), Availability: Not available in Bulgaria, Croatia, Czech Republic, Greece, Hungary, India, Israel, Kuwait, Luxembourg, Poland, Qatar, Russian Federation, Saudi Arabia, Slovenia, South Africa, Turkey, Ukraine, UAE
- Rocksmith, Nickelback - Bottoms Up, Nickelback - How You Remind Me, Nickelback - Rockstar, Pantera - Cowboys From Hell, Pantera - Domination, Pantera - Walk, Prices: £2.39/€2.99, Availability: Not available in Turkey
- Sound Shapes, Drum Kits Sound Pack (£0.79/€0.99), Acoustic Sound Pack (£0.79/€0.99), 8-Bit Sound Pack (£0.79/€0.99), Curved Terrain Pack (Free), Availability: All
- Uncharted: Fight For Fortune, Uncharted 2: Among Thieves Expansion Pack, Uncharted 3: Drake'S Deception Expansion Pack, Prices: £2.39/€2.99, Availability: All
Vita DLC
- Sound Shapes, Drum Kits Sound Pack (£0.79/€0.99), Acoustic Sound Pack (£0.79/€0.99), 8-Bit Sound Pack (£0.79/€0.99), Curved Terrain Pack (Free), Availability: All
Avatars
- Skull Flags Avatar Bundle 1, The Studio Skull Flags 01, The Studio Skull Flags 02, The Studio Skull Flags 03, The Studio Skull Flags 04
http://www.computerandvideogames.com...-of-the-night/
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December 14th, 2012, 00:23 Posted By: wraggster
Mass Effect 3 producer Mike Gamble has spilled a few details on the next game in the science fiction shooter series.
Gamble told Gamer Syndrome that the current plan is to launch the game in “late 2014 to mid-2015”, with more info on the game to be revealed sometime next year.
"Late 2014 to mid-2015. I honestly can't tell you an exact because full development on the game started a month or two ago,” Gamble said.
Last month, Mass Effect executive producer Casey Hudson confirmed Bioware had begun working on “a completely new Mass Effect game.”
Bioware also revealed last month that the title would be developed by BioWare Montreal, instead of Edmonton, and is to run on the same Frostbite engine Dragon Age III: Inquistion will utilize.
http://www.mcvuk.com/news/read/next-...window/0108107
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December 14th, 2012, 00:41 Posted By: wraggster
They say this is the last console, and I am certainly a believer in that", says Nvidia's head of cloud gaming, Phil Eisler.
Over the last five years, the console market has changed dramatically: digital downloads, DLC, firmware updates, tablets, mobiles, free-to-play, used games, piracy, sequels, spiralling development costs, the recession... almost everything we know about the way we buy, play and enjoy videogames is changing, or already redundant.
It's against this uncertain backdrop that Sony will place its most high profile bet: PlayStation 4. Only this year, the firm posted a record loss of £3.6bn and - with PS Vita floundering only nine months into its life - the stakes are high.
Ahead of its final issue, PSM3 has assembled every rumour, whisper, market trend and leak related to Sony's super console. Oh, and before you ask, it's currently codenamed 'Orbis' - and yes, we checked. We've run everything through our global network of tech experts, analysts and industry insiders to bring you the most accurate picture of PlayStation 4 anywhere in the world.
Its specifications are being finalised as we speak but, right now, this is the most accurate picture of 'the last console ever' you can read anywhere in the world. Better yet, the future of gaming is closer - and brighter - than you'd think...
http://www.computerandvideogames.com...playstation-4/
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December 16th, 2012, 21:22 Posted By: wraggster
Square Enix has officially revealed the Hitman HD Trilogy bundle, a three-pack of Hitman titles landing on Xbox 360 and PS3 early next year.
The collection offers up Hitman 2: Silent Assassin, Hitman Contracts, and Hitman: Blood Money, all remastered in HD.
According to the game's Amazon listing, an exclusive art book will also be included with the games. No pricing info for the package has been mentioned as of yet.
Hitman HD Trilogy will land in the US on January 29th. Square Enix confirmed to VG247 that the pack will receive a Europe release as well on February 1st.
http://www.mcvuk.com/news/read/hitma...t-year/0108219
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December 16th, 2012, 21:36 Posted By: wraggster
Sony has announced a 'Play Days' sale which introduces discounts of up to 60 per cent on PlayStation accessories.
The sale starts on Sunday, December 16, and runs through to January 12 at participating retailers across the US, including Amazon, Best Buy, Target, Walmart and GameStop.Here's the full list of discounts:
Media Blu-Ray Disc Remote Control - (was $24.99, now $19.99)
Bluetooth Headset - (was $39.99, now $29.99)
HDMI Cables 6.5ft - (was $29.99, now $19.99)
Wireless Headset - (was $99.99, now $79.99)
PULSE wireless stereo headset - Elite Edition - (was $149.99, now $129.99)
DualShock 3 Wireless Controller - (was $54.99, now $39.99)
DualShock 3 Charging Station - (was $29.99, now $19.99)
PS Move Charging Station - (was $29.99, now $19.99)
PS Move Motion Controller - (was $49.99, now $29.99)
PS Move Essentials Kit - (was $69.99, now $49.99)
PS Move Navigation Controller - (was $29.99, now $19.99)
PS Move Sharp Shooter - (was $39.99, now $14.99)
New Owner's Kit - (was $69.99, now $49.99)
http://www.computerandvideogames.com...n-peripherals/
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December 16th, 2012, 21:40 Posted By: wraggster
Ninja Gaiden Sigma 2 will arrive on shelves for Vita owners on February 26 in US, and March 1 in UK.
Gaiden Sigma 2 Plus is an enhanced port of the enhanced PS3 port of 2008's Xbox 360 release Ninja Gaiden 2.The Vita version packs new features, including a rear touch pad-activated Heroes Mode, which makes it "easier for even new and casual players to use powerful and exhilarating attacks and advance through the game".
It'll also feature a new 'Ninja Race' mode - which has players competing to complete levels in the quickest time, picking up time bonuses and speed-enhancing items as they go.
http://www.computerandvideogames.com...ated-for-vita/
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December 16th, 2012, 21:50 Posted By: wraggster
Several months after its original launch window has passed and nearly two years after it was first announced, Oddworld: Munch's Oddysee HD will finally bring its adorable, charming weirdness to the PlayStation Network before the new year rings in.
Specifically, Just Add Water's remake of the OG Xbox launch title will hit European PSN on December 19 for €8.99/£7.99, with a $9.99 North American launch following sometime in "late December," according to the official website. Considering that there's only one other Tuesday in "late December," which is Christmas Day, we're pretty sure that's what they're talking about.
http://www.joystiq.com/2012/12/14/od...sn-this-month/
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December 18th, 2012, 15:47 Posted By: wraggster
It's almost Christmas and, like the last few years, many will be receiving the latest Call of Duty in their presents haul.
In its latest Message of the Day (posted on Reddit), Black Ops 2 developer Treyarch has addressed the incoming flux of "Christmas noobs", asking its online community of shooter savants to consider going easy on newbies, and advising green players to spend some time in boot camp before swimming with the sharks.
"Let's talk Christmas Noobs. It's that time of the year again where thousands of new players join the online ranks for the first time. We'd ask you to go easy on the Christmas Noobs, but we know you won't," reads the message.
"If you are a Christmas Noob yourself, don't be bullied. In the Combat Training category you'll find a great playlist called Boot Camp. This is the best place for a player to get up to speed on the game and all it has to offer."
Read the full message below:
http://www.computerandvideogames.com...ristmas-noobs/
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December 19th, 2012, 01:22 Posted By: wraggster
Not for the first time that month, Patrick Wildenborg was disoriented. With a one year-old baby in the house he was familiar with the fug of a deep sleep cut short by noise. But this awakening was different. It was prompted not by an infant's wail but the hysteria of a telephone ringing in the night. Eyes still closed, Wildenborg lifted the receiver.“Hello, Patrick?” The accent on the end of the line was unmistakably New Yorker. “This is Rockstar. The game developer. We want to thank you for what you've done.” ---
On 14th July 2004 Sam Houser, the president and co-founder of Rockstar Games, wrote an email to Jennifer Kolbe, the company's operations director. At most other firms, its contents would have been considered 'NSFW'.“These are some examples of content that will be displayed graphically:
“All of these items are displayed through cut-scenes [a "cut-scene" is a cinematic sequence during which game play stops] and in-game.”He continued: “In [GTA: San Andreas] we are keen to include new functionality and interaction in line with the 'vibe' of the game. To this end, in addition to the violence and bad language, we want to include sexual content, which I understand is questionable to certain people, but pretty natural (more than violence), when you think about it and consider the fact that the game is intended for adults.”In truth, the sort of sexual content Houser described was already in production at Rockstar North in Scotland. The team was nearing the final phase of development on the company's forthcoming blockbuster release, a Grand Theft Auto game set in the fictional American state of San Andreas.
http://www.eurogamer.net/articles/20...led-hot-coffee
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December 19th, 2012, 01:30 Posted By: wraggster
While there's no massive Mega Man game box set for the series' 25th anniversary, there is a PSN compilation in Japan, acting as sort of a digital box set. Minus the box.
The Mega Man 25th Anniversary Commemorative Campaign Pack is a discounted bundle of all the Mega Man games currently available on Japan's PSN, including the PlayStation releases of Mega Man 1-5, along with 9 and 10. The set, discounted 50% from regular price, costs ¥2,500 (around $30), and will be on sale through January 7.
http://www.joystiq.com/2012/12/18/di...-psn-in-japan/
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December 19th, 2012, 23:35 Posted By: wraggster
Console hits impressive milestone as worldwide sales exceed 70 million
Sales of Playstation 3 have exceeded 30 million across Europe and PAL territories, Sony has revealed.
The console hit the impressive landmark as of December 17th, and comes after it was recently announced that the system had reached sales of 70 million worldwide.
“This is a major milestone for us and clearly shows just how popular the PlayStation brand and products are within Europe and the PAL territories”, said Sony Computer Entertainment Europe CEO Jim Ryan.
“We are really pleased with the success of the PS3 system over the last six years, and are committed to continuing our support of the platform with high quality products and titles that are of the calibre that PlayStation fans have come to expect.”
http://www.develop-online.net/news/4...nd-PAL-regions
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December 19th, 2012, 23:45 Posted By: wraggster
Cult Rockstar hit Bully could finally be getting a PS3 release, it seems.
Siliconera reports that ESRB ratings indicate that a number of Rockstar’s PS2 titles are being lined up for a digital release on the PlayStation Network including Bully, Grand Theft Auto: Vice City Stories, Red Dead Revolver, Midnight Club, Midnight Club 2 and Midnight Club 3: DUB Edition Remix.
Bully was first launched on PS2 in October 2006 and was later ported to Wii and Xbox 360 in 2008.
UPDATE: Canis Canem Edit (Bully), Red Dead Revolver and Midnight Club 3: DUB Edition Remix have all been released on the European arm of PSN today. They each cost £7.99.
http://www.mcvuk.com/news/read/bully...elease/0108451
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December 19th, 2012, 23:46 Posted By: wraggster
Sony Online Entertainment president John Smedley has said that 70 per cent of the company’s revenues come from PS3.
“We have two operating free-to-play games on PS3 right now – DC Universe and Free Realms. So we’re uniquely placed having helped to build the PlayStation Network in the first place,” he told OPM.
“PSN has the ability right now to handle free-to-play games, and it does so very well”.
“For me my computer is in my office at home, and my TV is in my living room. Consoles are a different type of gaming for me, and I play different games on different devices – but I think the free-to-play model works awesomely on consoles and I think you’re going to see more of it as time goes on.
“It’s going to be much more prevalent on consoles”.
The most obvious candidate for PS3? Arguably that’s Planetside 2, which now has over 1.6m registered players and over 250,000 daily users according to Polygon.
It also revealed that daily revenue for DC Universe Online soared by an amazing 700 per cent once the game made the switch to free-to-play.
“There's a great quote from The Matrix: 'That's the sound of inevitability’," Smedley added. "At some point, when there's a business model that just works, it's hard to fight it.
"Free-to-play is just too good of an idea. The idea is just so simple. It democratizes and capitalizes, makes true capitalism out of the MMO gaming space.”
http://www.mcvuk.com/news/read/70-of...e-jump/0108456
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December 20th, 2012, 00:00 Posted By: wraggster
Sony has been continually pushing its PlayMemories brand of apps across its hardware offerings, and this latest update falls at the feet of PlayStation 3 owners. It's PlayMemories Studio in particular, and a forthcoming patch that adds new functionality. The meat of the update centers around PlayMemories Online integration for added cloud-based photo and video sharing options, with slide shows. Other revisions include support for "improved" resolution of exported videos (up to 1080p), faster thumbnail display, more choices of background music, improved editing features and -- of particular interest to early adopters -- support for 4K photos with Bravia TVs. The version 2.0 release is slated for release "soon" but in the meantime head to the Sony Japan source link for a little more info in the interim.
http://www.engadget.com/2012/12/19/p...pdate-for-ps3/
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December 20th, 2012, 00:04 Posted By: wraggster
Sony has announced January's batch of free PlayStation Plus content.
There are some tasty additions to the Instant Game Collection, which gives members access to at least 14 titles at any one time and over 65 across the course of a 12 month subscription priced at £39.99.
The originally PS3-only service expanded to Vita in November.
Joining PS Plus:
- Bioshock 2 - January 2
- Guardians of Middle Earth - January 2
- Mortal Kombat - excluding Australia and Germany - January 2
- Gotham City Imposters - Australia and Germany only - January 2
- Jet Set Radio (PS Vita) - January 16
- Pinball Arcade (PS Vita) - January 23
Leaving PS Plus:
- Batman: Arkham City - January 2
- Bulletstorm - January 2
- Resident Evil 5 Gold Edition - January 2
- Mortal Kombat (PS Vita) - January 16
- Knytt Underground - January 23
http://www.computerandvideogames.com...nuary-content/
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December 20th, 2012, 00:05 Posted By: wraggster
Sony has detailed this week's European PlayStation Store content update, with highlights including the release of Oddworld Munch's Oddysee HD and PS2 re-release Bully, plus DLC for Need for Speed: Most Wanted, Rage and LittleBigPlanet 2, with the latter receiving the exciting Cross-Controller Pack.
The first PS Store update of 2013 takes place on January 9. Check out a full list of content set for release today and this Friday, December 21 below:
PlayStation Plus
- Mortal Kombat (PS Vita) - 100% discount
- Knytt Underground - 100% discount
PS3 games
- Angry Birds Trilogy, Price: £19.99/€29.99, PEGI: 3, Availability: All (Releases on Friday 21st)
- Fuel Overdose, Price: £9.69/€11.99, PEGI: 12, Availability: Not available in AU, NZ (Releases Friday 21st)
- Jetpack Joyride, Price: Free, with in-game purchases, PEGI: 12 Availability: Not available in Austria, Belgium, Denmark, Finland, Luxemburg, Netherlands, Norway, Poland, Portugal, Russia, Sweden, Switzerland, Turkey, Ukraine (Releases Friday 21st)
- Knytt Underground (Cross-buy), Price: £9.99/€12.99 PEGI: 16 Availability: All (Releases Friday 21st)
- Labyrinth Legends, Price: £7.99/€9.99 PEGI: 12 Availability: Not available in AU, NZ (Releases Friday 21st)
- Motorstorm RC Complete Edition, Price: £7.29/€8.99 PEGI: 3 Availability: All
- Oddworld: Munch's Oddysee HD (Trial available), Price: £9.99/€12.99 PEGI: 12 Availability: All
- Tour De France 2012, Price: £29.99/€39.99 PEGI: 3 Availability: Not available in Turkey
Vita games
- EscapeVektor, Price: £7.99/€9.99 PEGI: 3 Availability: Not available in Denmark, Finland, Norway, Poland, Sweden, Turkey
- Jetpack Joyride, Price: Free, with in-game purchases PEGI: 12 Availability: Not available in Austria, Belgium, Denmark, Finland, Luxemburg, Netherlands, Norway, Poland, Portugal, Russia, Sweden, Switzerland, Turkey, Ukraine (Releases Friday 21st)
- Knytt Underground (Cross-buy), Price: £9.99/€12.99 PEGI: 16 Availability: All (Releases Friday 21st)
- Motorstorm RC Complete Edition, Price: £7.29/€8.99 PEGI: 3 Availability: All
- Oddworld: Stranger's Wrath HD, Price: £9.99/€12.99 PEGI: 12 Availability: All
- Pure Chess Festive Bundle, Price: £6.49/€7.99 PEGI: 12 Availability: All
PS2 games
- Canis Canem Edit, Price: £7.99/€9.99 PEGI: 16 Availability: Not available Kuwait, Saudi Arabia, UAE
- Midnight Club 3: Dub Edition Remix, Price: £7.99/€9.99 PEGI: 12 Availability: All (Releases on Friday 21st)
- Pacific Warriors 2/WWII: Soldier, Price: £4.99/€6.19 PEGI: 16 Availability: All
- Red Dead Revolver, Price: £7.99/€9.99 PEGI: 16 Availability: All
PSone games
- Dezaemon Kids!, Price: £3.99/€4.99 PEGI: 3 Availability: All (Releases on Friday 21st)
- Rapid Angel, Price: £3.19/€3.99 PEGI: 7 Availability: All
minis
- Futro Bundle, Price: £3.99/€4.99 PEGI: 3 Availability: All
PS3 DLC
- Dead Or Alive 5: Naughty Pack, Naughty Pack 2, Nice Pack, Nice Pack 2, Santa Pack, Santa Pack 2, Prices: £2.39/€2.99 Availability: All
- Dishonored: Dunwall City Trials, Prices: £3.99/€4.99 Availability: Not available in Czech Republic, Hungary, Poland, Russian Federation, Ukraine,
- Family Guy: Back To The Multiverse: Peter Griffin's Man Boob Mega Sweat Pack Price: £3.99/€4.99 Availability: Not available in Bulgaria, India, Israel, Kuwait, New Zealand, Qatar, Saudi Arabia, Slovenia, Ukraine, UAE
- Guardians Of Middle-Earth: Great Goblin (Playable Guardian), Thorin Oakenshield (Playable Guardian), Prices: £1.59/€1.99 Availability: All
- Just Dance 4: Good Girl, Heavy Cross, Hit The Lights, One Thing, So Glamorous, Want U Back, Prices: £2.39/€2.99 Availability: Releases Friday 21st, Not available in Turkey
- LittleBigPlanet 2: Winter Seasonal Creator Kit (Re-release 1 week only) (Free), LittleBigPlanet 2 Cross-Controller Pack (£3.99/€4.99)
- LEGO Lord of the Rings: Character Pack 1 (£1.59/€1.99), Character Pack 2 (£1.59/€1.99), Weapon Pack (£2.39/€2.99), Availability: Not available in Croatia, India, Kuwait, Qatar, Saudi Arabia, Turkey, Ukraine, UAE
- Medal of Honor: Warfighter: Assaulter Shortcut Pack (£3.99/€4.99), Demolitions Shortcut Pack (£3.99/€4.99), Heavy Gunner Shortcut Pack (£3.99/€4.99), Medal of Honor Warfighter: The Hunt (£7.99/€9.99), Point Man Shortcut Pack (£3.99/€4.99), Sniper Shortcut Pack (£3.99/€4.99), Spec Ops Shortcut Pack (£3.99/€4.99), Ultimate Shortcut Pack (£15.99/€19.99), Availability: Not available in Bulgaria, Qatar, Availability: Not available in Bulgaria, Qatar
- Motorstorm RC - Limited Time DLC! Rare Rally Car: Patriot Enforcer (£0.79/€0.99) Availability: All
- Need for Speed Most Wanted: Ultimate Speed Pack (£7.99/€9.99) Availability: All
- Rage - The Scorchers Prices: £3.69/€4.49 Availability: Not available in Russian Federation, Ukraine
- Rock Band 3: All Bodies (£0.99/€1.49), Don't Let The Sun Go Down On Me (£0.99/€1.49), Elton John Pack 01 (£2.49), Fight The Rain (£0.99/€1.49), Fur Elise (Beethoven) (£0.59/€0.79), So high (£0.99/€1.49), Sweet Rain (£0.99/€1.49), The Bitch is Back (£0.99/€1.49) Availability: Not available in Bulgaria, Croatia, Czech Republic, Greece, Hungary, India, Israel, Kuwait, Luxembourg, Poland, Qatar, Russian Federation, Saudi Arabia, Slovenia, South Africa, Turkey, Ukraine, UAE
- Rocksmith: Creedence Clearwater Revival - Born On The Bayou, Evanescence - Bring Me To Life, Foo Fighters - Best Of You, Foo Fighters - My Hero, Foo Fighters - Times Like These, Foo Fighters - Walk, Foo Fighters - Wheels, Iron Butterfly - In-A-Gadda-Da-Vida, Judas Priest - Living After Midnight, Judas Priest - Painkiller, Judas Prist - Breaking The Law, Lamb Of God - Redneck, Megadeth - Public Enemy No. 1, Pearl Jam - Black, Prices: £2.39/€2.99 Availability: Not available in Turkey
- Sleeping Dogs: Zodiac Tournament pack (Released Tuesday 18th) Prices: £3.19/€3.99 Availability: Not available in Germany
- Sniper Elite II: Neudorf Outpost Prices: £3.99/€4.99 Availability: Not available in Germany
Vita DLC
- Ecolibrium: Christmas Box (23rd December until 11th January) Prices: £1.59/€1.99 Availability: All
- Motorstorm RC - Limited Time DLC: Rare Rally Car: Patriot Enforcer (£0.79/€0.99) Availability: All
Themes
- The Studio Theme: Snowman Dynamic Theme (£2.39/€2.99) Snowman Theme (£0.79/0.99)
http://www.computerandvideogames.com...p-and-nfs-dlc/
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December 20th, 2012, 00:12 Posted By: wraggster
Oddworld: Stranger's Wrath, you'll remember, is one of the weirdest of a series of weird games: It's a first-person shooter, essentially, based in Oddworld. The new PS Vita version of the game is now available for download through PSN, for $15. An HD version of the quirky shooter (which originally came out on the Xbox and later PC) was made for the PS3 last year.
The Vita version of Oddworld: Stranger's Wrath features the enhanced graphics of the Just Add Water remake, and makes use of the Vita's front and back touchscreens for "extra controls."
If you haven't had a chance to play one of Oddworld's best, it's time to log into PSN and check it out.
http://www.joystiq.com/2012/12/19/ps...lable-on-vita/
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December 20th, 2012, 00:36 Posted By: wraggster
A updated PSP homebrew application is now available to the Playstation community . This cool PSP Homebrew application known as Music Downloader 2.0 will let users download their favorite music right into their PSP with ease . IF there is a music track from your favorite artist you are looking for, Then this application will be able to help you get the track right into your PSP . Feel free to read a bit more about what is new on this released below as well as to download it from our download section below .
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December 20th, 2012, 00:41 Posted By: wraggster
This cool awesome PSP plugin known as Automatic Load txt 0.06 has been updated by the developer and released to the PlayStation Homebrew community for those PSP users who have a homebrew enable PSP System . IF you are using a older version of this awesome PSP Plugin, Then is recommended to update to the latest version which is now Automatic Load txt 0.06 as of December 17th of 2012 according to the developer . This download includes both English and Spanish file for those users who speak either language or have their PSP set to those language . Feel free to read what the developer had to say about this release .If you have installed 2 CFW on your PSP, like me CFW6.60ME/CFW PRO C, then at boot automatically load the CFW ME gameME.txt that corresponds to that version, so you can load some plugins what only work in this CFW, if after you pass the CFW PRO C game.txt now be charged for the plugins you’ve chosen for this CFW as PRO, gamePRO.txt
v0.6
Fixed some errors (black screen).
Remember to have the folder: libs in seplugins.
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December 20th, 2012, 00:46 Posted By: wraggster
Hello, i am BlackDaemon, beta tester of PSPE4ALL.
It has been a while since last update, but for this time
there is some interesting stuff to mention - pspe4all finally
got working GE! Devs keep working hard on improving code
and implementing new features, i suggest you to take a look on
few screenshots (progress history) below:
http://www.pspe4all.com/news.php
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December 20th, 2012, 00:47 Posted By: wraggster
Hlide here
Oh god, even nvidia opengl 4.x may be so picky when dealing with their new extensions. How many times i was puzzled by a black screen because of a lack of clear documentation about how to use such features.
About transform-feedback: i finally get a working version but i decided to put it aside for two reasons. First, it is not clear it is the fastest way to decode vertices because there are some overheads about setting it. Second, you can easily waste time to find a bug if you change something in the shader. So i wrote a software version of vertex decoder using c++ template. It's probably the fastest decoder amongst the existing ones but also the fatest as it generates a very big binary and makes compilation time a nightmare. Transform-feedback version may be back as an alternative but not so soon.
I started to write the renderer part using two extensions only available from OpenGL 4.x. One was quite picky until i finally understand how it must be correctly used. The goal is to have all the GE pixel operations done in the same way through the fragment shader, including: texture mapping, color doubling, color addition, fogging, scissoring, depth range test, color test, alpha test, stencil test, depth test, blending, dithering, color clamping, logical operations, color and alpha masking. You cannot do all those through the usual opengl pixel operations.
Honestly, i never expected for OpenGL to be so fastidious to code that I may be discouraged a great number of times because you can easily break something you thought acquired without knowing why.
http://www.pspe4all.com/news.php
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December 20th, 2012, 00:49 Posted By: wraggster
The PSVita OFW 2.02 has been released. As usual it is just ‘minor bug fixes’. At the moment, it is not forced.
This update seems to be safe. I have gotten in touch with The Z and he has confirmed that everything still works fine on 2.02, it seems like this one really is just some minor bug fixes.
http://wololo.net/2012/12/19/psvita-ofw-2-02-out/
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December 20th, 2012, 00:50 Posted By: wraggster
via http://wololo.net/2012/12/18/psp-exp...came-relevant/
Software usermode exploits on the PSP have always been either about exploits in a game (generally a buffer overflow), or exploits in one of the embedded libraries such as libtiff. Exploits in games had the inconvenience that it often meant buying an expensive game that you might not end up really playing, but sometimes it was well worth it. The overall idea was to make sure to buy a copy of the game that didn’t have a patch for the security hole (in hindsight, the games were actually not patched, their metadata was just slightly modified to require a higher version of the Firmware, and the firmware is where the patch was). As long as you didn’t update your firmware and were able to buy one of the “golden” UMDs somewhere, you would be able to enjoy a HEN, a downgrade, or a CFW.
That system had its drawbacks, mostly the insane price of the UMDs for some of those games (unpatched copies of GTA Liberty City Stories reached up to 20,000Y – that’s $250 – in Japan), but other than that it was a pretty good way to get exploits.
Then came the PSP Go, with its concept of “all digital” purchases. UMDs were gone, and if an exploit was found in a game, it would have been easy for Sony to remove the game from the PSN, patch the firmware, and put the game back on the store afterwards (as we’ve seen, this is what they do nowadays with VHBL or CEF for the Vita, which is why we came up with the concept of Ninja releases).
The PSP Go suddenly made Game exploits much less attractive. What would be the point of releasing an exploit that all new PSP Go owners would not be able to use? This is something I myself mentioned several times on this blog back in the days.
There was still, however, one loophole in this system, which was the PSP Demos. It had seemed a good idea a while ago that PSP Demos should be distributed not by Sony only, but by other websites promoting the PSP. Therefore, Demos were signed in a way that allowed anybody to redistribute them, without having to go through the PSN. This is why the first hack publicly available for the PSP go was an exploit in the Demo of Patapon2, which was later followed by similar exploits such as the Japanese demo of Minna no sukkiri. These demos had the double benefit of being free and not requiring a PSN connection, which meant no forced update for PSP Go owners, so everyone was happy.
Of course, there’s not an infinite amount of Demos with such vulnerabilities, but that became quickly irrelevant as better hacks ended up being found for the PSP, in particular the possibility to sign content for it, which removed the need for usermode exploits.
Usermode exploits in PSP games are easy to find and implement nowadays (see the guide here), and experience shows us that lots of psp games are vulnerable to simple buffer overflow attacks. But the PSP Go digital model, and, more importantly, the Vita today (where all PSP purchases are – obviously – digital, and the few psp demos there all need to be downloaded through the PSN) made that type of attack quite irrelevant. In the end, buying expensive PSP games, just for a hack that will end up being patched in next firmware, might seem quite pointless to some of us.
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December 20th, 2012, 00:51 Posted By: wraggster
via http://wololo.net/2012/12/13/release...games-on-ecfw/
You can now play your classic PlayStation games with any eCFW exploit.
That’s right, you can now play your classic PSX games with any TN eCFW exploits. The good news is that it works on all firmwares, even on the latest 2.01 official firmware’s psp emu kernel exploit from frostegater that we have yet to release. The PSX support works, however there are some bugs and glitches that come along with it, nothing that apprehends general use. The bad news is that, as of now there is still no sound support, which is sadly an outcome of Coldbird leaving the scene awhile back as he was the only one with sound coded at all. We may see it later on, however seeing it any time soon would be unlikely as it would take some incredible work to get it done.
Thanks to The Z, who was kind enough to go ahead and make a simple patch for this release, so that you don’t have to do anything else besides copy over the contents into your exploit folder. You can launch your PSX games straight from TN menu. Right now other menus have not been tested other than TN, so its better that you stick to that. If you were not aware, TN-C was released recently in which you should update to if you are still on an earlier version. You’ll need to make sure that the PSX game(s) are able to run/patched for 6.60. If you want to see a compatibility list you can visit this community /talk thread; its also extremely helpful if you could report your findings on what games work or wont work.
Download here: http://zload.net/v2/archives/file/?id=2417594
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December 21st, 2012, 01:08 Posted By: wraggster
DICE has released official details of the fifth - and likely final - Battlefield 3expansion End Game.
The studio says the DLC will offer some of the game's "most high-speed warfare to date across four vast maps".It will also feature fresh vehicles, including a dirt bike, a new dropship which "introduces the ability to turn the tide with rapid deployment air drops of troop transports", and the return of the Capture The Flag mode.
Key features:
- Four new maps designed for high speed combat and action
- Three new vehicles including the fast and agile dirt bikes
- New dropship provides support to ground troops with vehicle drop capabilities
- Return of the classic Capture The Flag game mode
The most recent Battlefield 3 DLC, the Aftermath expansion, went on general sale on Xbox 360 and PC earlier this week, having previously launched on PS3 and for Battlefield Premium members on all platforms.
http://www.computerandvideogames.com...sion-detailed/
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December 21st, 2012, 01:13 Posted By: wraggster
The conflict against the space bugs has rocked Japan for a few months now and today, we learn the enemy will be on our doorstep in only a few week's time. Brace yourselves, soldiers – Earth Defense Force 2017 Portable will be available as a PS Vita download through PSN on January 8 in North America.
Earth Defense Force 2017 Portable is a remake of the campy Xbox 360 original, in which a ragtag group of multi-national soldiers take on seemingly unrelenting hordes of alien bug invaders. It's a pretty easy story to grasp – the only good bug is , after all.
http://www.joystiq.com/2012/12/20/ea...ps-vita-jan-8/
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December 26th, 2012, 01:42 Posted By: wraggster
MCV can reveal that Sony's PS3 will drop tantalisingly close to the magic £100 mark in GAME's Christmas sale, which starts on Boxing Day.
The retailer will be offering the European-only 12GB version of the console including a copy of The Amazing Spider-Man on Blu-ray for just £125 – that over £70 cheaper than the RRP.
Other offers include Assassin's Creed III or FIFA 13 for £35 and both Forza Horizon and Halo 4 at just £25.
“With such amazing value now available, it’s the perfect time to escape the leftover turkey and board games with the relatives, to hunker down with some awesome games,” Game Retail category director Charlotte Knight stated.
“With great deals on the latest releases this is our biggest ever sale and the perfect antidote to the January blues for the UK’s gaming community.”
UPDATE: Tesco will be undercutting GAME by selling the 12GB PS3 for £120. The price applies on Boxing Day only.
UPDATE 2: Now Amazon is at it. The etailer is currently offering the 12GB PS3 for £119.99.
http://www.mcvuk.com/news/read/ps3-d...s-sale/0108707
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December 26th, 2012, 22:22 Posted By: wraggster
“Is the Vita on life support?” “Will the Vita really die?” It’s fair to say the irony of its name hasn’t been lost on critics of Sony’s portable. Such headlines may be a little premature, but nor are they entirely wide of the mark: twelve months after its Japanese bow, Vita is undeniably struggling, faced with the twin threat of a resurgent 3DS and Apple’s continued dominance of the mobile space.It all started so promisingly, too. Around 325,000 units were sold in Vita’s first 48 hours on sale in Japan last December: slightly less than 3DS’s 375,000, granted, but given Vita’s position as a premium device – with a game and accessories, many were paying ¥40,000 (£328) for their new console – it was considered a very healthy start.Second week sales weren’t quite so robust: Vita sales dropped by 77 per cent in the week before Christmas. Not only was it outsold by its forerunner, but, more gallingly, by a ratio of almost 6:1 by its closest rival, Nintendo’s 3DS. By the third week in January sales had dropped to 18,361 units, as Vita reached just over 450,000 sales. In its first month on sale, it had shifted over 40% less than 3DS in its first month, and we needn’t remind you that Nintendo considered its own sales in that time so disastrous that a massive price cut was deemed the only solution. Sony had been selling Vita at a loss since day one: following Nintendo’s example was clearly out of the question.Things looked a little rosier by the time Vita arrived in the west. SCEI president Andrew House promised“an even more stunning lineup of games” for its February launch, and though that may have been overstating the case a touch, it was an undeniably strong start for Vita software. An excellent newWipEout, a solid portable Uncharted, a return to form for Lumines and a broad range of retail and digital titles besides helped Sony narrowly outstrip 3DS’s launch, with House apparently “thrilled” by Vita’s early sales.In playing such an aggressive opening hand, however, Sony had left little in reserve. Retail titles were thin on the ground until May’s Gravity Rush, and sales plummeted, reaching a nadir in June as Sony admittedjust 400,000 units had been sold in the three months between March and June, less than half PSP’s tally in the same period. With little on the slate for the rest of the year, Sony needed to show early adopters that Vita was a worthwhile investment, and it had the perfect opportunity at E3.
http://www.edge-online.com/news/stor...am-acceptance/
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December 26th, 2012, 22:52 Posted By: wraggster
A sequel to Ghost Recon: Future Soldier appears to be on the cards.
The image to the right, which was posted on Ubisoft Kiev's Facebook page and spotted by a Ubisoft forum member, states that the "GRFS: Next" team wants to work with the publisher's Ukrainian arm on the project.Ubisoft Kiev previously ported Ghost Recon: Future Soldier to PC. It also handled the PC versions of Tom Clancy's HAWX, From Dust, Driver: San Francisco and Assassin's Creed: Revelations.
We said in our Ghost Recon: Future Soldier review: "A new direction for Ghost Recon, but one that brings together spec ops realism with excellent player control and an interesting, globe-hopping story."
http://www.computerandvideogames.com...ooking-likely/
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December 26th, 2012, 23:00 Posted By: wraggster
The latest PSN update is now live, and there are some notable additions for PS Plus members and regular users alike. Plus users get to add the excellent Retro City Rampage to their instant game collection. Munch's Oddysee HDalso arrives on PSN this week, bringing the one-time Xbox exclusive to the PlayStation 3. The Vita version is slated to arrive next year.
The Holiday Essentials sale continues as well, with a hefty batch of discounted games up for grabs. Highlights include Journey or Papo & Yo for $10.49 ($7.35 on PS Plus), Metal Gear Solid HD Collection on PS3 for $24.99 ($17.14 on Plus) and Starhawk for 27.99 ($19.60 on Plus). Meanwhile, Resident Evil 6 has seen its price permanently dropped from $60 to $40. Head over to PlayStation Blog for the full rundown.
http://www.joystiq.com/2012/12/26/ps...s-munchs-oddy/
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December 27th, 2012, 02:01 Posted By: wraggster
This PSP Homebrew game known as Cube Runner Advanced was made available to the PlayStation Homebrew community for PSP users who have a homebrew enable PSP System , This version is the same as the original Cube Runner but more advance and much harder then the original version . If you are looking for a more harder version of Cube Runner to run on your PSP , Then look no further as Cube Runner Advanced 1.1 is now available for download via our download section below . About
Cube Runner Advanced is PGU powered puzzle game formally known as
simply “Cube Runner” by the engines dev Stinkee2. The object of the
game is to navigate through the course and avoid hitting the cubes, the
Advanced version contains 3 brand new levels (with more to come) as well
as an updated version of the original making for 4 levels in total.
Controls
JoyStick = Navigate left and Right
X Button = make selection
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December 27th, 2012, 02:07 Posted By: wraggster
via http://wololo.net/2012/12/23/4-minis...mpletely-free/
Sony is giving 4 minis for free and all you have to get them is to like this Facebook page: https://www.facebook.com/playstation...38718762805824. It’s avalaible in the European Store, but I don’t know anything about the rest. So hurry up and grab these fun and addicting games for free!
The four free minis are:
- Velocity
- Breakquest
- Wizorb
- Canabalt
In my opinion, it would be good if you took advantage of this and downloaded them because Sony doesn’t do this very often and it was quite a surprise when they did the same with Urbanix. So the first Christmas present comes from Sony. Remember: Hurry up and grab all 4 minis and Happy Christmas!
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December 27th, 2012, 02:08 Posted By: wraggster
via http://wololo.net/2012/12/24/video-v...vita-ecfw-ark/
Developer Virtuous Flame, the dev behind many projects including the recent Open CMA, just recently revealed some information on Chinese scene site duowan.com about a kernel exploit and Vita eCFW (a Custom Firmware running on the Vita within the PSP emulator) he’s been working on, dubbed ARK.
Virtuous Flame revealed that he has access to another working kernel exploit other than that of Frostegater’s, working on 2.02 and running his own version of a eCFW. This is extremely good news considering kernel exploits in the psp emu can be hard to come by, it’s always good to have more.
Virtuous Flame’s eCFW ARK is something similar to that of Total_Noob’s CEF. Virtuous Flame is already hard at work on a new eCFW Ark through a new kernel exploit, on the latest Vita 2.02 official firmware update.
ARK along with this exploit has some advantages compared to TN-C such as a neat feature of being able to instantly go into loading into the eCFW ISO menu instead of having to load the save data (note: this is most likely a feature of the game used for the exploit rather than ARK itself), like what we have seen with other exploits. Another advantage is that game compatibility and homebrew/emulator compatibility seems to be on par with TN-C, if not extremely better. The release date seems a bit unclear for now, especially with Frostegater’s upcoming exploit release.
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December 27th, 2012, 02:11 Posted By: wraggster
via http://wololo.net/2012/12/25/uvls-cu...ta-by-yifanlu/
A few days back YifanLu posted an entry to his blog explaining where UVL is now, and also speculating on some of the software and system security. For those of you wondering about the current state of this project, or why hacking a console takes such a long period, then it’s most certainly worth reading. It’s rather a long read, but most certainly worth it for those of you with the patience to do so.
The following was entirely written by Yifan Lu (thanks for letting us reproduce this entry!) and the original article can be found on his blog: Source
PlayStation Vita: the progress and the plan
Sorry that it’s been a while since I’ve said anything about the Vita. I was caught by surprise the last time of all the media attention from just a simple call for help. While I still don’t want to say too much right now, I do want to answer some common questions I’ve been getting and also go over what needs to be done.
If this is news to you, please read this interview I’ve done a while ago about it.
Did you hack the Vita? That’s a very vague question. What I have done, is run native code on the Vita with the same permissions as the game being exploited. This means I can load homebrews written and optimized for the Vita’s CPU and take full advantage of the CPU speed and RAM (unlike the PSP emulator or PSM, both impose artificial limits on resources and system functions). What has NOT been done (yet) is unlocking the system completely for tasks like USB interfacing, custom themes/system mods/plugins, and (fortunately) pirating games.
What’s UVLoader and how far along is it? The last I’ve spoken, I was beginning work on UVL and asked for any help I could get. Even though, I did not really get help, I did find people who were interested in what I was doing and we exchanged information. I also want to brag that I finished the main functionalities of UVL in a couple of weeks, and it has been “done” for about three months now. (Quotes around “done” because I decided to not worry about some features yet). That means, I can basically load most (most being the few that I manually built without an open sdk) compiled homebrews. You can run your standard hello worlds and spinning cubes and such, but in theory, it should load any homebrew built.
When’s the release? What’s taking so long? So as I’ve said, the loader was done three months ago. I have a couple of reasons for not releasing yet. The main reason is that currently, there is no open SDK for compiling and linking Vita homebrew like pspsdk did for the PSP. That means, even with the loader, it would be useless for users because there are no homebrew games, emulators, etc to run, and it would be useless for developers because they can’t build homebrews either. So what’s the progress on the open sdk? Zero, as I’m typing this right now. I have an idea of what it should look like and I spoke to a couple of people who are interested in helping, but so far, no code is written. Why is that? Because for me, I am very busy with lots of other unrelated things, and unfortunately, only me and a handful of other people know enough about the device and the executable format and etc to make the open sdk and none of us have the time currently.
The second reason is that having a Vita exploit at this stage (when it is really hard to find exploits) is very rare if not a once in a lifetime thing. Me and others I’ve talked to agree that right now it’s more important to use this exploit to gather more information about the system in order to find more exploits and such than it is to run homebrews right now. We have PSM for homebrew games and PSP emulator for homebrew emulators, so there really isn’t a huge demand for native PSVita homebrews yet. As I’ll expand on below, we’ve only scratched the surface of Vita hacking and there’s so much more to see.
Are you looking for testers/can I test UVLoader? There’s no need to “test” UVLoader right now because, as I’ve stated before, there isn’t any compiled homebrew and nothing to compile them anyways. Yes, UVL works with some of the custom still I’ve built manually, but it is unwise to write complex stuff without a working SDK.
Can I help? Depends who you are. If you’re an established reverse engineer, you know how to contact me. If you just want to “beta test,” read above. If you know any other way of helping me, don’t ask, just do it™, since UVL is open source. Even though I don’t accept monetary donations before I release anything, if you have access to broken Vitas, memory cards, games, etc, or any unused hardware reversing tools like logic analyzers; anything you wouldn’t mind parting with, one of the things me and others involved don’t have access to is funds for materials to test some of the more… risky ideas and if you could help with that respect, just use the contact link at the top of the page to get in touch with me.
What needs to be done to “hack” the Vita? Again, that term is very vague, but I know what you mean. This is the perfect time to describe (as far as I know) the Vita’s security structure and what needs to be done at each level.
PSP emulator
I’ll start with the PSP emulator just because that is what’s “hacked” right now. How much control do you have of the Vita when you use vHBL? Almost none. On the PSP itself, games are “sandboxed” (meaning some other process tells it what functions of the PSP can be used by the current game, main thing being that one game can’t load another game). Because the Vita emulates the PSP, it also emulates this structure.
PSP kernel
One level up, we have “kernel exploits” on the PSP, which means that we are no longer limited to what functions of the PSP we can use. Any PSP function that is emulated by the Vita can be used, that’s why you see ISO loading as the main thing. However, all of this, the PSP emulator, sits in the Vita game sandbox. This sandbox is just like the PSP one, in that another Vita process tells the game (in this case, the PSP emulator running some PSP game) what Vita functions can be used in a similar fashion. For example, if a game doesn’t explicitly declare that it’s going to use the camera or bluetooth (and Sony approves), any code that tries to use these functions will crash.
Vita userland
This is where UVLoader works; we exploited some game to run code inside it’s sandbox, meaning that if that game doesn’t have camera functions, no UVLoader Vita homebrew can use the camera either. This also means, of course, we can’t load pirated Vita games and so on. A fun fact here is that, in theory, if someone finds an exploit in Kermit, the system inside the PSP emulator that talks to the Vita through a virtual serial port, they can run UVLoader in the process hosting the emulator (one level higher than a PSP kernel exploit), meaning they may be able to modify the emulator to have more RAM or faster CPU or etc. Another advantage of running UVLoader here is that because the PSP emulator has access to more Vita hardware than most games (bluetooth, camera, etc), homebrews could have more access too.
However, it’s easier said than done. It’s hard to appreciate how hard it is to get a Vita userland exploit. Let’s work backwards: we want to somehow run native ARM code, how? Well, the classic route is some stack smash. But wait, modern ARM processors have XN (eXecute Never), which is a feature that only allow code in memory to run at specific locations (these locations are determined by the kernel and are read only). Ok, we have some other choices here: heap overflows, ROP (google if you don’t know), and so on (assuming you even know you got a working exploit, which in itself is hard to know without additional information; most “crashes” are useless), but all of these choices require that you know enough about the system to create a payload fitted for the system. That means, you need either a memory sniffer or somehow dump the memory. Well, let’s rule out hardware memory sniffing since the Vita has the RAM on the same system-on-a-chip as the CPU. How do we dump the memory then? Usually, you need to run some code to dump the memory or do some kind of oracle attack on crashes or error messages or something. Option one only works if we hacked the system before, and the second one, AFAIK, won’t work because the Vita doesn’t give any information when it crashes. So how did I get the first userland exploit? I’ll leave that as an exercise to the reader…
Vita kernel (lv2?)
Vita userland is the most we have access right now and PSP kernel mode is the most that is public. What comes after? Remember all information at this point could be wrong and is based off of the little evidence I have currently. We are in the Vita sandbox right now, which means we can run homebrew, but we can’t use functions that the game doesn’t use (camera, bluetooth, USB, etc). We also can’t modify the system (run Linux, change the theme, add plugins, etc). For those to work, we need to go one level up: the Vita kernel, which might be called lv2. Even with complete userland access, we can’t even poke at the kernel. The kernel acts like a black box, providing functions to the system through syscalls. You pass input into these syscalls and it returns some output, without revealing how the output is created. The kernel’s memory is separate from userland obviously, and even guessing what syscalls do (there’s no names in the memory, only numbers) is a challenge. In order to hack the kernel, we have a problem that is very much like the one I’ve stated above about getting Vita userland, except with even more limitations. Again, there’s the circular problem of needing a kernel RAM dump to inspect for exploits and requiring a kernel exploit to dump the RAM. Now, there’s even less “places” to inspect (visually and programmatically). In order of likelihood, one of the following needs to happen before there’s even a CHANCE of a kernel exploit: 1) Sony does something stupid like the PS3 keys leak, 2) we get REALLY lucky and basically stumble upon an exploit by just testing one of the several hundreds of syscalls with one of an infinite amount of different inputs, 3) some information leaks out from Sony HQ.
It’s still unknown how much control we would have if kernel mode is compromised, but me and some others think that we MAY at least be able to do something like a homebrew enabler (HEN) that patches signature checks temporarily until reboot, allowing for homebrews with no sandbox limitations (access to camera, BT, etc) and POSSIBILITY system plugins and themes. It is very unlikely at any keys will be found at this point or being able to create or run a CFW.
Hypervisor? (lv1?)
At this point, it is purely a thought experiment, as we literally have no information beyond what we THINK the kernel does. It is highly possible that there is a hypervisor that makes sure everything running is signed and the kernel isn’t acting up and such. Getting to this would be EVEN HARDER than getting kernel, which I already think is impossible. Even at kernel, it seems to be over my skill limit, but this would definitely be above me, and someone with real skills would have to attack this. I’m thinking at least, decaps will have to be attempted here. If somehow this gets hacked, we may be able to run CFWs, but like the PS3 before the lv0, newer firmwares would not be able to be CFW’d until…
Bootloader? (lv0?)
Again, only conjecture at this point, but this is the holy grail, the final boss. Once this is compromised, the Vita would be “hacked” in every sense of the word. We may never get here (and by never, I mean maybe 5-10 years, but I would most likely not be working on the Vita at this point). Here’s is where I think the keys are stored. With this compromised, CFW of any past, present, or future firmwares could be created, and anything would be possible.
Summary
I guess to summarize, the reason there’s no release in the foreseeable future isn’t just because I don’t have time to make an sdk so there won’t be homebrews to use even if UVL is released. Even if the SDK does get done, at this point, it would be more attractive to use the control we currently have, double down, and try to get more control. If the exploit is revealed prematurely, getting the game pulled, and the firmware patched, sure we may get a fast N64 emulator in a couple of months when somebody has the chance to write it (and at that point, most people might be enticed to upgrade anyways for new firmware features and PSN access), but we will have to start at square one (read above about finding userland exploits) before having another chance at exploring the full potential of the system. Deep down, I am a researcher, and would have more interest in reversing the system than I would at making a release for users just so I could be the “first”. Like all gambles, I may end up with nothing, but that’s a risk I’m willing to take.
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December 27th, 2012, 02:18 Posted By: wraggster
This patch translates the amazingly fun PSX game Choro Q 2, the second game made by Tamsoft, the creators of this now very long series by TAKARA. Choro Q 2 has 76 customizable cars, more than 30 completely different tracks, a big town to explore, great two-player modes, lots of extras, and, most importantly, excellent gameplay.
If you’re new to the series, start with Choro Q 3! While Q 2 is also great, it’s not even half as good as Q 3.
RHDN Project Page
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December 28th, 2012, 23:32 Posted By: wraggster
Sony's PlayStation 3 has been on the market so long you'd think that production of the relatively ancient PS2 stopped some time ago. Well, that wasn't true, but according to the Japanese PlayStation website, the PS2 has now officially been discontinued in the region. Japanese site Famitsu adds that shipments of the console have ended, so once the remaining stock has been depleted in Japan, there'll be no replenishment. It's a sad thought, but let's remember the good times -- the PS2's variousiterations have been entertaining gamers for 12 years, and with over 150 million units purchased worldwide it's become the best selling console in history. We're not sure if the PS2 is still shipping to other regions, but its retirement in Japanis probably the beginning of the end globally, so we'd recommend you pick one up now if you intend to explore that extensive back catalogue one day. The PS2 era may be drawing to a close, but its legacy will live on and it can now rub controllers with the other greats in console heaven -- we still miss you, Dreamcast.
http://www.engadget.com/2012/12/28/p...nued-in-japan/
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December 28th, 2012, 23:46 Posted By: wraggster
Remember Edge of Twilight? No? A quick refresher then: Edge of Twilight is a steampunk fantasy game first announced way back in 2008. Subsequently, in 2009, development ceased and FuzzyEyes, the studio behind the project, laid off the majority of its staff. Now, it appears that both Edge of Twilight and FuzzyEyes – in some capacity – have returned from the brink, with the developer announcing that the game will finally be released in the summer of 2013 on Xbox and PS3. Though it was originally announced for PC as well, there is no mention of the platform in today's press release.
Furthermore, a new game entitled Edge of Twilight - Horizon will be released for free via Apple's App Store (presumably on iOS). Horizon will serve as a prequel of sorts, pitting protagonist Lex against "an important enemy who will later appear in the console versions of Edge of Twilight."
Edge of Twilight takes place in a steampunk fantasy world in which day and night are inhabited by completely different civilizations. Lex is able to switch between both day and night, changing up the gameplay and Lex's appearance. Our own Tokyo Game Show 2008 impressions likened the game to a combination of Soul Reaver and God of War.
http://www.joystiq.com/2012/12/28/ed...-2013-release/
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December 29th, 2012, 01:06 Posted By: wraggster
After my article regarding the Vita’s eCFW ARK some details were missing but Coldbird has decided to step out and help us clarify some information including that ARK is indeed his work as well as some other big news.
To quote Coldbird directly (source) :
Some people over at Wololo’s place have been wondering whether the showcased VF Vita CFW Video was the CFW I’ve been working on. To put it short, yes it is. Project Ark (initially PRO-Vita) has been a joint collaboration of multiple big personalities of the scene. However, as I’ve not queried the other team members for permission to post their names just yet, I will only name those which are already obvious to the open eye, namely me (Coldbird) and Virtuous Flame. (Should any other people want to get mentioned, please contact me, you know how to find me.) I want to put big importance into the fact that this project is a collaboration and that everyone that took part in it deserves to label himself a valuable member to Team PRO.
Rolling up the events of the recent past, namely the leak of the Project Prototype which forced me to leave the scene, was caused by multiple people, some trustworthy – some not so trustworthy – some made of pure evil. One of those people involved in the leak, tricked through social engineering to leak the Prototype, was frostegater, a person initially part of the well known TN-Camp. While its impossible to make up for the part he played in the leaking events, I and the core members of Team PRO decided that it was best to work towards uniting the scene, rather than stirring flames of war, which lead to frostegater being accepted as one of our Core-Team members (with him, we are now 5). Even though he’s the newest member of the Core-Team I’m very positive his contributions in the future will be of big use to the team and, obviously, also to you, the Enduser.
As for Project Ark release dates, no information available at the moment…However the code is complete, fully functional and out beats that of TN-CEF by far (sadly, even the Prototypes beat TN-CEF by far). The reason this ain’t out yet is simple, this is a collaborative project and we are a democratic team where every core member gets a equal vote in what we are meant to do. The vote for when and how (and also – if) to release this project is still pending.
I wish all of you (even if a bit late for xmas) – a relaxing, calm and happy Christmas Holidays, as well as a good slide into the new year 2013. Maya my a** – we are still here.
Greetings, Coldbird.
So there you are, people. project ARK, an eCFW that (according to its authors) beats TN’s CEF in terms of performance and compatibility, might or might not be released soon, and this is still being debated among its creators. Are you as excited as we are?
via http://wololo.net/2012/12/27/coldbir...leak-team-pro/
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December 29th, 2012, 01:12 Posted By: wraggster
D_Skywalk Estwald and just release a version compatible Iris manager 3.55 until 04.30 for the greatest pleasure of all those who want a different Multiman Manager.
New / fixed:
- Support for custom 4.30 (thx to Estwald) This mod supports: - Games with large files from external hard drive (the files in question are cached on the internal hard disk). Games containing such files appear with a red icon. - New syscall8 and hook via a new algorithm for open_table 3.55 - Support for Black Screen games (BDEmu). reminder, this homebrew which was compiled by Hermes is fully open source and legal. Built with tools PSL1GHT/Tiny3D/PS3Soundlib/OpenPS3FTP. The downloadable archive contains more STEALTH version. ludo1421 Thanks for the information. 1.25 Backup Manager Iris Official Site: gitorious.ps3dev
http://ps3.gx-mod.com/modules/news/a...p?storyid=3178
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December 29th, 2012, 01:13 Posted By: wraggster
Deank proposes a new version of its PS3 Manager (formerly AVCHD / Game Manager), a mod manager that combines open and Simple AVCHD Manager Open and thereby initiate backups but also watch videos in AVCHD format and a manager files.
The latest improvements focused mostly on optimizing the speed of Multiman. 's new / fixed: 4/17/04 - Improved visual - Adding Data SD / MS / CF in Retro - Some other improvements on the copy, scan and verification - Fade-in for game backgrounds - Multiman version "minimal" / "bare" available -> A version Skinned minimalist -> Can be installed without previous version of Multiman -> This is the same version as the base version but: ----> Theme mere 2 MB ----> No translation of the Gui, English only ----> No police custom system font used ----> No database of games (PS1/PS2/PSP name / IDs), no name games posted ----> AIOMOD not include (BD-old method of using custom Mirror 4.21 +) Do not use it unless you're the one who Asked for it. BARE can be installed on Any firmware for normal users who do not really need any of the features listed above. Of course NONE of this thesis are features in other bums so everyone shoulds be happy. It can be installed on top of your current mM if you wish to test it (you will not notice much difference, Because You Already have the fonts / translations / aiomod / themes installed). Bare This version is suitable for: * English speaking users * All 3.41/3.55 (non Cobra / TB) firmware 4.21 + * All firmwares (disc may be required When booting USB bd-mirror games if AIOMOD.BIN is not present) * Weeners who complain all the time That 130MB is too much for PS3 homebrew like a stupid mM 4/17/03 - Improved speed Multiman - Installation of pkg from / dev_hdd0 no longer requires a copy before - Added progress bar when copying a file from uncut USB in the application installpkg - Fixed a problem with the games cut in stealthMAN - Update pkg [SingStar Replacement] 17/04/02 - Fixed minor with Hermes payload custom 4.30 - Fixed a copy of a file with 0 byte files - Fixed a problem with the games cut in stealthMAN - Integration pkg [SingStar Replacement] in installpkg - Update the standalone installpkg 17/04/01 - The console will reboot after more installing a pkg in "Bubble" - stealthMAN version or standalone installpkg updates / app_home [* IPF] Multiman 4.14.00 FULL Cex Cex Base Multiman 4.17.00 Multiman 4.17.04 Update Cex Multiman 04/17/03 stealthMAN Cex Cex 17/04/04 BARE Multiman Multiman 4.17.00 Base Dex
http://ps3.gx-mod.com/modules/news/a...p?storyid=3180
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December 29th, 2012, 01:18 Posted By: wraggster
Virtuous Flame, the developer behind the project, including a lot of the last OPEN CMA, has revealed some information on the Chinese site duowan.com about a kernel exploit and a eCFW for Vita (a custom firmware launched from the PSP emulator) called ARK.
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December 30th, 2012, 00:15 Posted By: wraggster
via http://streetskaterfu.blogspot.co.uk...and-facts.html
One year passes by again, one year full of scene activity. Consoles, hacks and developers came and went away but one thing never changed - the community.
Including loyal people, haters, awesome devs and more. For some here a few answers and facts:
@loyal people:
You guys make me doin' what I do, not gettin' sick of others and trying to stay active in the console scene. Thanks for believing in my work done for the community and not starting to flame once a new post arrives. Your words and motivation keeps me up! Thanks for all and Happy New Year, guys! @haters:
Yeah, you guys really piss me off sometimes. Especially if work has to be kept secret to prevent patches destroying great work, you still hate, claim fake or simply insult. Grow up, switch being a loyal and either believe in the scene developers or do something else than posting senseless shit. One recent thing you guys picked up was the PSV Devkit donation. You claimed I would take the donation, buy a devkit and then simply resell it to make profit. Seriously, these donations are no scam and actually one of the motivations which keep me inside the business. Surely I could just pay all myself but as said, it's about people showing their loyality and trust in the development beeing done. Aswell the results of all work belongs to the scene, not the developer. Anyway, the total sum of donations was around 400.00€, which was used like it was ment to be.
So, you clearly see, even if one unit would have been sold - it would make no difference Anyway there's even some more than those and I'm happy to say that the currently leading VITA scene developers got their piece of the cake aswell. So, dear haters - switch beeing loyal or finally shut up. Thanks. @awesome devs:
It's boring to work alone, so I'm proud to see new faces every year in the scene. Thanks for taking part in a scene full of the people mentioned above and mostly working for free just due curiosity. Your work is appreciated and it's a pleasure to work with you guys. Keep up the good work, stay curious and Happy New Year !
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December 30th, 2012, 00:17 Posted By: wraggster
via http://wololo.net/2012/12/29/skfu-te...ion-vita-hack/
Just recently developer SKFU has made progress on what could be a native hack of the Vita, giving us our first visual glimpse!
It seems hacking progress is regularly attempted outside of the PSPemu (which is the typical eCFW and VHBL) by SKFU. Awhile back you may remember our reporting on news that the developer SKFU was able to get a developer PsVita and had slowly started to peal back the veil of his own Vita exploit by releasing common app paths in the Vitas filesystem.
Now, SKFU has revealed a picture of what could be a native Vita exploit, confirming that he has made progress with that Dev unit. SKFU posted the picture below and playfully teasing us by saying “VHBL is not the only thing working on 2.02 ”
It seems that if this photo is correct, SKFU has been able to do a very in depth analysis (something we saw with his reveal of the Vitas common app eboot paths) of the Vita and has made some progress in his investigations. What’s shown in the picture is a custom icon and naming of said application.
But don’t get too excited yet. Showing icons of homebrews in the XMB has always been possible on the PSP, it didn’t mean the PSP would accept to run them if they weren’t signed. The PS Vita however is known to prevent you from even copying homebrews to the memory stick, so SKFU has at least figured out how to do that… or is this just a feature of the dev units?
This could be a false lead, but as of now this is the only known one outside the pspemu, besides Yifanlu’s UVL. This is likely to be a huge and developing story so stay tuned for more information, we’ll try to reach out to SKFU for more details on this.
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December 30th, 2012, 00:18 Posted By: wraggster
via http://wololo.net/2012/12/29/cef-on-...aters-release/
We know lots of you have been waiting extremely patiently for Frostegater’s port of Total_Noob’s CEF, a PSP Custom Firmware running within the playstation Vita’s latest Firmware 2.02. Believe it or not, I did not get to test Frostegater’s work until today.
I have a video ready, But Total_Noob’s TN Menu makes it difficult to post a video that would not reveal the name of the game, so here are simply a few screenshots.
Those of you who have already run VHBL, or Total_Noob’s CEF on a previous firmware (or a CFW on your psp) will probably not be surprised: Full homebrew and iso support.
Installation of the CEF is a bliss (it just consists in copying a PSP Savedata using Open CMA), but the installation of homebrews and Isos is a bit more complicated. Again, those of you who have used CEF or VHBL in the past won’t be surprised, Sony has made it extremely difficult for their customers to copy anything on the Vita, basically. What bothers me a bit is that TN Menu insists that you copy all your stuff in the same savedata as the exploited game, which to me makes you run the risk of messing up with the exploit, but hey, I see where this choice is coming from, and for those who don’t like it, Alternate menus with different functionality are available.
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December 30th, 2012, 00:23 Posted By: wraggster
via http://www.aep-emu.de/
no$psx is a new Playstation 1 emulator for Windows from Martin Korth.
Quote:
28 Dec 2012 no$psx v1.1
audio: bugfixed right-channel CD-XA stereo decompression (allows xa_mask.bit1)
audio: bugfixed left-channel CD-XA stereo decompression (pushes extra offhold)
gpu: changed initial texcoord fraction (for ff tactics, but isn´t perfect yet)
cdrom: supports images with mixed sector sizes (in different tracks/areas)
cdrom: supports libcrypt subchannel data from .sbi, .m3s, .mdf
cdrom: supports .cdi (discjuggler) images, supports .ecm file decompression
cdrom: supports .mds/.mdf (alcohol) and .ccd/.img (clonecd) images
cleanup: removed "uh" warning on nonstandard/pocketstation memcard commands
cleanup: removed ´err80h´ warning on uncommon/inaccurate seek_p cdrom command
bios: added "patch_optional_pad_output_inefficient_variant " (lemmings)
debug: bugfixed step-over via f3-key (on call/syscall aka jal/jalr/syscal)
debug: bugfixed native mips disassembler syntax (use dis_proc_native_retry)
setup: moved loadbios_firsttime after loadsetup (using Default BIOS option)
help: added subchannel-image chapter (.sbi, .m3s, .mdf, .sub, .cdi, .nrg)
help: added .cdi (discjuggler) cd format, and ecm (pseudo-compression) specs
help: added .mds/.mdf (alcohol) and .ccd/.img/.sub (clonecd) cd format specs
help: added libcrypt info (16bit key, sectors, crc, cop0regs, example, etc.)
help: added formerly unknown license strings (JP="Inc.",0Ah, US="Amer ica")
keyboard: removed ALT+X=exit hotkey during emulation (conflicted with joypad)
iomap: shows CD-audio playback mode (18900Hz/37800Hz/44100Hz, mono/stereo)
setup: allows to disable MMX (just for curiosity/testing purposes)
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December 30th, 2012, 00:41 Posted By: wraggster
via http://www.emucr.com/
PPSSPP mediaengine Git (2012/12/29) is compiled. PPSSPP mediaengine Git is a branch of PPSSPP. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP mediaengine Git Changelog:
* Merge pull request #285 from unknownbrackets/mediaengine
Fix mediaengine save states
* Can't just do that, might get the vtbl. Arg.
* Merge pull request #282 from unknownbrackets/mediaengine
mediaengine: Merge from master, add save states
* Add save stating changes to mediaengine.
Also makes it compile again.
* Merge branch 'master' into mediaengine.
Note: doesn't compile, just fixes conflicts.
Conflicts:
Core/HLE/sceKernel.cpp
Core/HLE/sceKernelThread.cpp
Core/HLE/sceKernelThread.h
* Reset JIT before saving/loading state
* Change save state extension to ".ppst"
* Quick build fix for gcc
* Merge pull request #266 from unknownbrackets/savestates
Initial progress on savestates (requesting review only)
* Add a simple devctl to verify the state.
Could do more, but this should be useful.
* Add some basic Windows UI for save states.
* Save the savedata and other dialog state.
Although, hopefully it wouldn't be running anyway.
* Savestate cleanup + be more careful with vectors.
For some reason I debugged it going into std::string so I just made
them all more explicit which fixed everything.
* Fix memory leak in msgpipe when loading state.
* Fix kernel object loading (ouch) from save states.
Also a fix to SAS voices not saving right.
* Start saving the state of the GPU.
Not 100% sure this is all that's needed, but let's try it.
* Don't store pointers in VagDecoder directly.
I'm assuming it's fine to not fix read_ when end_ happens.
Shouldn't be any performance penality, really.
* Start save stating audio, plus minor fixes.
* Warniof the sceIo defAction is used when stating.
This is broken anyway so skipping for now.
* Save state of a bunch of small modules.
* Fix a memory leak in the ISO filesystem.
* Start save stating the filesystem state.
Plus minor fixes and at least an attempt to make states the same
on both 32 and 64 bit.
* Snapshot the CPU state as well.
* Don't leak MipsCall objects.
* Add a registry for actions so they can be stated.
Also add late loaders to ensure things are hooked up properly.
* Change threadqueue and currentThread to be SceUIDs.
hmm, kind of a big change. Tried to add some checks to be safe.
* Require interrupt handlers to be registered.
This allows it to be save stated sanely.
* Add state saving to tertiary kernel modules.
* Add CoreTiming to save states.
I hope DoLinkedList works, seems like it should.
* Add a mechanism to restore event callback ptrs.
Ugh, more duplicates. Maybe can find a good way to refactor.
* Also handle save states while paused.
* Run save state operations at next Advance().
Should take some question marks out of things.
* Add Verify() method to quickly test states work.
* Fix a warning if loading wrong version / etc.
* Implement a factory for kernel objects.
Couldn't think of a better way to do this, maybe there's some fancy
one I don't know about.
Also finished up a couple left over kernel objects.
Maybe a quarter the way there?
* Add basic state for the memory kernel objects.
Not the actual memory partitions quite yet.
* Add basic DoState() to tertiary kernel objects.
* Initial state saving for kernelObjects.
* Add more stuff to GeDisasm. Advance index pointer on indexed draws.
* Just some cleanup of GPU code
* Merge pull request #277 from raven02/master
User define linear filtering
* User define linear filtering
* Possible buildfix
* Merge pull request #275 from Xele02/master
Save Update
* Add missing break
* * Add PSP Homebrew for encode/decode save between PSP and PPSSPP.
* Add code for sdk version info
Modify Encrypt file data
* Mode 8 Correction
Modif for save encryption in Param.sfo and export save filename and
encode key in a file
* Merge pull request #276 from artart78/patch-1
Fix buttons for the virtual gamepad
* Fix buttons for the virtual gamepad
* Merge pull request #265 from unknownbrackets/save-fixes
Stub out mode 12 so games think it's working
* Stub out mode 12 so games think it's working.
* Merge pull request #273 from artart78/master
Fixed the rest of the ELF issues
* Hopefully fix all the ELF loading issues
* Merge pull request #274 from raven02/master
Border cosmetic fix in save/load menu + add 2 stubs in sceAtrac
* OSK dialog cosmetic fix
* Add 2 stubs in sceAtrac
* Border cosmetic fix in save/load menu
* ge: fix bug with indexed primitives
* Try to fix linux build
* Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
* Add some options to ingame menu. Minor fixes.
* Clamp colors before fragment shader.
* Merge pull request #264 from tmaul/master
Some clean up
* Last of the error=0 reverts
* More error=0 reverts
* Revert some error=0 stuff
Just make them unitialised.
* Clean up more warnings
* Random bits of cleanup
* Merge pull request #271 from artart78/master
Implemented user segment relocations
* Implemented classic segment relocations
* Merge pull request #269 from KentuckyCompass/case3
Fix brain fart.
* Fix brain fart.
* Merge pull request #267 from KentuckyCompass/case_insensitive2
Case insensitive2
* Remove pointless string clear()
* Minor comment edit.
* Simulate case insensitivity on case sensitive platforms.
* Storing a size_t returned from std::string in an int and checking for negative is weird.
* Add an ERROR_LOG for GetDirListing not implemented on non-Windows.
* Implement opening for append in DirectoryFileSystem. Add more non-Windows access modes.
* Reindent.
* Add HOST_IS_CASE_SENSITIVE define
* Merge pull request #268 from KentuckyCompass/dotdot_beyond_root
Confirmed: PSP ignores .. beyond root.
* Confirmed: PSP ignores .. beyond root.
* Merge pull request #263 from unknownbrackets/audio-minor
Add more atrac3 stubs to get games farther
* Add more atrac3 stubs to get games farther.
* Merge pull request #261 from unknownbrackets/reg-highlight
Highlight changed regs in the Windows debugger
* Highlight changed regs in the Windows debugger.
* Update a function name
* audio: need to clear the rest of the buffer at end of sample.
* Merge pull request #256 from unknownbrackets/sysmem-fix
Fix GetMemoryBlockPtr() to take both arguments
* Fix GetMemoryBlockPtr() to take both arguments.
* Merge pull request #255 from unknownbrackets/master
Fix a crash when switching between jit and interpreter
* Fix a crash when switching between jit/interp.
* Merge pull request #254 from unknownbrackets/io-fixes
Async/callback sceIo fixes (partial)
* Revert rescheduling in sceIoOpen().
Broke Orbit and Breakquest, maybe my tests are wrong. Scheduling is hard.
This reverts commit f75f2748b1d9c346c05ff40de4c270ac35fcd731.
* No need to register now, actually.
Was using NotifyCallbackType before but that wasn't necessary
anyway, so this is cleaner/better.
* Actually run callbacks for async IO.
Probably needs to actually be delayed though.
* Ensure we don't close the wrong fd in async io.
* Clean up a few IO wrappers with deferred HLE.
* Tests show io open also rescheds, async or not.
* Make waiting on async IO reschedule.
* Correct arguments in sceIoGetAsyncStat().
* Apparently RECTANGLES shouldn't flip that way.
* Stop ADPCM decoder from running off into space. improves motogp audio.
* Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
* SasAudio: voice.samplePos -> voice.sampleFrac. Gets rid of annoying overflow errors.
* Wrap some functions, clean some stuff
* Non-windows button mapping tweaks
* JIT: Ignore branches in delay slots. Not sure if this is 100% correct.
* Filesystems: add host0: hack, proper shutdown of DirectoryFileSystem
* Cleanup GPU init/shutdown a bit
* Tiny optimization - only init the vertex decoder on vertex type change
* Move vertex arrays from globals to heap.
* Split code from GLES_GPU to TransformDrawEngine, cleanup
* CMake build: enable optimization
* Merge pull request #251 from unknownbrackets/save-fixes
sceUtility / savedata fixes
* Correctly fix incorrect save directory being used.
Darn, should've caught this before when I refactored wrong.
* Fix potential buffer overflow.
Detail can be 1024 already, I guess.
* Oops, need to use saveNameList when specified.
Mistake from 6f165cfbe46ead77e3b4e99fe18ee1609188cf9c...
* Make sure sceUtility funcs all return error codes.
Right now, everything is 0, but before it wasn't returning anything.
Returning 0 actually made some games start working right.
* Simplify reading/writing in one shot.
* Protect against an unlikely buffer overflow.
* Fix another potential png load failure.
Also, rename func for consistency.
* Fix a couple warnings on 32 bit in savedata.
* Fix crash loading bad png file in savedata.
* Refactor some similar code together.
No functionality changes, just moving around.
* Initialize some stuff in SasAudio, fixes some audio issues on my mac
* Fix timing issue wiith JIT on non-Windows platforms
* NativeApp: Load config before processing flags (duh)
* Don't let DecryptPRX1 scramble the keys in-place (!), make a copy
instead. Could now make all the keys const, as they should be.
* Merge pull request #252 from unknownbrackets/hle-break
HLE stepping / breakpoints
* When not ignoring bad mem access, break to debug.
* Remember to break on HLE after an ignored syscall.
* Add a button on Windows to enable HLE stepping.
* Add a mechanism for HLE to trigger a debug break.
* Oops, missed some state in HLE to reset.
* Merge pull request #250 from raven02/prx-fix
Put back byte array to stack and increase buffer size (tmp3)
* Fix I_CIRCLE right/bottom cutoff
* Put back byte array to stack and increase buffer size
* Merge pull request #248 from raven02/flush-fix
Take out flush() and add GE_CMD_TEXBUFWIDTH0 to flush CMD list
* Remove flush()
* Add GE_CMD_TEXBUFWIDTH0 to flush cmd list
* Merge pull request #246 from unknownbrackets/emu-reset
Fix emu reset
* No longer need this forward decl.
* Deallocate properly in shutdown, not in init.
* Oops, don't need this here after all.
* In Windows, disable run/reset/pause when closed.
Saw this a lot while testing and couldn't help but fix it.
I know this is probably going away soon.
* Switch the Windows RC file to UTF-16.
UTF-8 not supported, and the encoding got messed up.
This should keep it correct.
Contents not changed.
* Properly cleanup the jit on reset.
* Cleanup some state on reset in the GPU code.
* Fix random modules not reseting on shutdown.
* Properly clear interrupt state on shutdown.
* Make sure threading state is cleared on shutdown.
* Always create CoreTiming timers during kernel init.
* Cleanup and fix mutex init, no need for a flag now.
* Merge pull request #245 from Xele02/master
Save Update
* sync submodules to latest
* Copy right size of save request.
* Merge remote-tracking branch 'upstream/master'
Conflicts:
pspautotests
* Merge pull request #243 from tmaul/master
Fix some warnings and a possible error
* 3 foats, not 3 bytes....
* Fix some more possible errors
Shadowed var n in MIPSIntVFPU
Possible buffer overflow in vertexdecoder.h
fix valid address checking in sceRtc function
* Fix some atrac warnings
Shouldn't be returning uninited vars, just in case..
* Merge pull request #232 from unknownbrackets/osk-fixes
Some crashfixes for OSK, release crash investigation
* Make the OSK go left/right like SNES/etc. ones.
* Stop always selecting the first char in OSK.
* Center and space out the OSK.
* Fix left/right/up/down wrapping issues in OSK.
* Naive fix for repeat rate issues in OSK.
Not sure if the latch should actually be consumed but makes sense.
Needs tests.
* Switch OSK to using a std::string buffer.
Back as a class member, hurray.
* Oops, forgot to add one here.
* Move OSK inputChars to global, fixes release crash.
Also, assorted potential crash fixes / etc.
* Merge pull request #241 from xsacha/master
Symbian port
* Get Symbian running again
* Merge pull request #242 from raven02/master
Fix bustage from 415be25653ecfcbab12390e7a94601effaa2bed7.
* Buildfix
* Merge pull request #240 from raven02/master
Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
* Merge pull request #239 from raven02/sceVaudio-add
Add two new functions to sceVaudio
* Add WrapU_II for functions in SceVaudio
* Add 3 new functions for sceVaudio
* Merge pull request #237 from raven02/audio-crash-fix
Fix audio crash in FF type-0
* Fix audio crash in FF type-0
* Merge pull request #236 from raven02/flush-fix
Fix massive corrupted graphic in FF Type-0
* Fix massive corrupted graphic in FF Type-0
* Merge pull request #231 from raven02/sceAtrac
sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* sceAtrac wrapped and change NOTICE to DEBUG for block transfer.
* Merge pull request #235 from xsacha/master
Qt Update
* Fix Qt compile for ARM processors. Update README for Qt frontend.
* Init/shutdown mutex
* Clear some state between runs. Tabs fixing.
* Assorted warning fixes
* Warning fixes (and maybe a bugfix) in sceRtc
* Merge pull request #233 from unknownbrackets/ctrl-fixes
Implement sceCtrlSetSamplingCycle()
* Update tests.
* Implement sceCtrlGetSamplingCycle() freq changes.
* Implement sceCtrlGetSamplingCycle().
* Make sure ctrl resets properly on game close/open.
* Implement sceCtrl*IdleCancelThreshold().
* Stub out the sceCtrl idle cancel funcs.
* Merge pull request #234 from xsacha/master
Linux+Windows+x86 support for Qt frontend
* Support x86 arch and Windows(untested), Linux platforms with Qt frontend
* Update Qt: IndexGenerator{.cpp,.h}
* Merge pull request #226 from tmaul/master
Add an horrific looking but working OSK
* Make some vars class members
* Clean up OSK code
Remove some magic numbers and a few other things
* Fix returned value length
* Clean up OSK instructions
* Make OSK work
But it's kind of horriffic
* Increase font size and spacing
* Display 'keys'
* Start making the osk an osk
* Add sceAtracSetMOutHalfwayBuffer definitiion
PLus clean up the font code a tiny bit
* Merge pull request #225 from unknownbrackets/windows-cli
Windows CLI
* Refactor Windows show log switch.
* Add -f switch for parody with Headless.
* Add a switch to Windows to save to a log file.
* Enable a few command line switches on Windows.
* Fix a couple typos in headless.
* merge
* Merge remote-tracking branch 'upstream/master'
Conflicts:
Core/Dialog/SavedataParam.cpp
* Merge pull request #224 from unknownbrackets/delete-fix
Fix sceIoRemove() on Windows infinite looping
* Fix sceIoRemove() on Windows infinite looping.
* Merge pull request #223 from unknownbrackets/warnings
Revert incorrect warning fix
* Revert incorrect warning fix.
* Merge pull request #222 from unknownbrackets/graphics-fix
Graphics fix
* Remove DL flush optimization causing wonky gfx.
* Fix specular causing shader to fail to link.
* Merge pull request #221 from unknownbrackets/warnings
Misc. warnings
* Ignore the .lastcodeanalysissucceeded file.
* Oops, don't think this belongs here after all.
* More minor static analysis warning fixes.
* Need this for the debug build.
* Fix some "might be null" warnings.
* Fix some ignored error / shadowing warnings.
* Fix some type-conversion warnings.
* Don't chop the float in vscmp, don't branch.
* IndexGenerator: fix triangle fans
* Didn't mean to remove these calls
* Merge branch 'multi-draw'
Conflicts:
GPU/GLES/DisplayListInterpreter.cpp
GPU/Null/NullGpu.h
* Two more commands that get to trigger flush
* Bugfix, remove hack
* Merge
* Merge branch 'master' into multi-draw
Conflicts:
GPU/GLES/IndexGenerator.cpp
GPU/GLES/IndexGenerator.h
* Now not flushing at every drawcall by mistake...
* More work and optimization. Still not quite there.
* More work on indexed draws. Not combining yet.
* All drawing is now indexed lists, through IndexGenerator.
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #219 from unknownbrackets/texcache
Darn, invalidate the dest not the src
* Darn, invalidate the dest not the src.
* Set gstate_c.textureChanged in a few more places.
* Merge pull request #217 from Orphis/master
Fix some warnings (mostly printf errors)
* Warning fixes
* Merge pull request #218 from unknownbrackets/texcache
Use sceKernelDcache*() to invalidate the texcache
* Use sceKernelDcache*() to invalidate the texcache.
Also in the block transfer code.
* update submodules
* Add IndexGenerator.cpp/h which will later be used to combine small draw calls into large indexed draw calls, for better performance.
* Merge pull request #215 from raven02/fast-mem
Quick add checkitem for option fast memory
* Quick add checkitem for option fast memory
* Merge pull request #216 from unknownbrackets/alarm
Fix up alarms
* Update tests.
* Properly delete alarms after they run.
Also fix refer, based on tests.
* Fix error handling for setting alarms.
* Correct sceKernelSetSysClockAlarm timing.
Also make refer status work for the tests to be usable.
* Flip Y axis for xinput
* Cleanup and reorganize gpu code a little
* Warning fixes
* JIT: add option to enable/disable jit of memory instructions. for crash safety.
* Merge pull request #209 from raven02/vsocp-new
Implement Vsocp
* Fix tab issue
* Implement Vsocp
* Merge pull request #213 from raven02/ge_cmd
Change BBOX JUMP/TEST to DEBUG . This fix massive slowdown when hit them .
* Change to DEBUG for BBOX JUMP/TEST .Fix massive slowdown when hit them .
* Fix hw transform and audio on android, misc
* add #version to the framebuffer drawing shader for compat
* HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on.
* Assorted minor cleanup and fixes.
* Try to fix "W1" vertex error
* Merge pull request #211 from unknownbrackets/alarm
Basic alarm functionality and related fixes
* Fix minor typo.
* Add alarm test.
* Don't run interrupts while they're suspended.
* Improve accuratcy of CoreTiming::ScheduleEvent().
* Reschedule after interrupts run.
It'll reschedule anyway, so this will just give us a message.
Hardware seems to reschedule, not just go back to the original
thread, but there may be more to it than that.
* Defer HLE interrupts, vblank only when enabled.
Based on tests, vblank doesn't queue up (makes sense) while
interrupts are disabled.
I'm not 100% sure about the GPU stuff but it seems to only come
from HLE via sceGe, so this should fix those return values.
* Oops, not a real pointer, use 0 not NULL.
* Alarms now fire again based on return value.
* Handle interrupt return values.
* Make the intr handler public, will need for timers.
The idea here is that alarm/vtimers/etc. can implement a subclass
to pass more arguments / do whatever they need to.
* Implement the basic functionality of alarms.
They only fire the once though, and the use of subintr might be
a bit naive, may need internal funcs.
* Merge pull request #210 from raven02/vsrt-new
Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* Implement Vsrt1,Vsrt2,Vsrt3,Vsrt4
* HW transform: Fix too-harsh lighting
* Lighting fixes (sw + hw)
* HW transform bugfixes
* Add check for invalid VAG audio addresses
* More work on hw transform.
* VertexDecoder: Respect lowerbound of verts to transform. Make decoding a little safer.
* Prettify logging of context switches
* Merge pull request #204 from KentuckyCompass/colon_never_relative
paths with a colon are never relative
* paths with a colon are never relative
* Merge pull request #205 from raven02/vscmp-new
Implement Vscmp
* Implement Vscmp
* Change some warn logging to debug logging, it's fine
* Prevent crashes on bad vertex / index addresses
* Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
* Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
* Get rid of the DecodedVertex struct.
* Merge pull request #203 from raven02/vdet-new
Implement Vdet
* Implement Vdet
* Add include for tolower(), made Android unhappy.
* PSPSaveDialog: Style/warning fixes. Add a way to return errors (unused).
* Fix sceIoGetStat, memstick capacity check
* Use flexible vertex formats pre-transform. Saves memory b/w.
* Add some infrastructure for flexible vertex formats
* Buildfix
* Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
* Slightly better logging in path mapping
* Fix memory stick status check - now saving works in Lumines
* Merge pull request #197 from xsacha/master
Qt Update, compiler warning fix
* Don't check if unsigned is less than 0. Fix tabbing.
* Updated Qt .pro's for latest files
* Merge pull request #196 from Xele02/master
MotoGP dialog flicker correction
* Continue work on mode 8
* Work on mode 8
* Merge remote-tracking branch 'upstream/master'
* Implement vhdp
* * Don't restart dialog if already running. This correct bug with
MotoGP, even if the game make weird stuff with the dialog call...
* Add log for data install and install request.
* Correct mistake
* Fix a relative path issue - apparently paths starting with '/' are still relative.
* Properly size debug text when zoomed
* Merge pull request #195 from raven02/fs-fix
Quick viewport fix for fullscreen mode
* Quick viewport fix for fullscreen mode
* Merge pull request #194 from unknownbrackets/alarm
Ensure interrupts don't run on real threads
* Ensure interrupts don't run on real threads.
If a thread waits on a sema, and an interrupt (such as an alarm) happens,
and the interrupt signals or deletes the sema, it needs to return the
value correctly.
For callbacks, it's injected, since they run on thread. But interrupts
aren't supposed to run on thread anyway, so this switches to idle.
* Audio smoothness improvements
* Revert puyo puyo hack, breaks things (not very surprisingly)...
There has to be some function that should reschedule that doesn't, though...
* Attempt more accurate frame timing (windows). Increase audio volume.
* Use the right reschedule function..
* Merge pull request #192 from tmaul/master
fake sceFontGetFontList
* With not insane tabs this time..
* Another font function
Used by assassins creed.
http://www.mediafire.com/?jsu3hjddv4ihbni
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December 30th, 2012, 00:48 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r81977 is compiled. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r81977
Get OS X compiling again:
Fixed undeclared GPU_FRAME_LIMIT.
Some patch somewhere changed the file reference of the ExtendedKeys headers in the GPU plug-ins. reverting that.
http://www.mediafire.com/?4vsabcqs2s23bv1
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December 30th, 2012, 00:49 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5492 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5492
Make a rare IPU chain mode transfer error log be DevCon only.
The only known game to run into it is fine anyway (Phase Paradox).
http://www.mediafire.com/?ob4h34hb95chbv6
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December 30th, 2012, 00:51 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r2953 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:
r2950
Implemented scePowerTick (used by homebrews).
r2951
Improved sceKernelRegisterThreadEventHandler.
Now execute the THREAD_EVENT_START in the context of the started thread, just
before it starts his execution.
r2952
Code clean-up: abstracting ISO & CSO file reading. No functionality change.
r2953
Added sanity checks in ISO/CSO reading.
http://www.mediafire.com/?cfiuyx6is3x9cdm
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December 30th, 2012, 22:05 Posted By: wraggster
Tomba! and Tomba! 2 are out now on the PSone Classics section of the European PSN for £6.99 each, a MonkeyPaw Games rep told Joystiq today. The games, ports of the original NTSC versions, had some emulation issues but are now available for download on PS3 and Vita.
Additionally, Tomba! 2 is being discussed with SCEA for release in North America, and would be available on PSN for PS3 and Vita as well. Tomba! was originally scheduled to launch on the European PSN in September.
http://www.joystiq.com/2012/12/29/ps...-european-psn/
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