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Sony Official PS3 3.70 SDK and PhyreEngine Leaks Hit Internet


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133w ago - Following up on the Sony PS3 Full 3.60 SDK leak from last year, this weekend El Nomeo has made available a PS3 3.70 SDK and PhyreEngine leak for both collectors and other PlayStation 3 developers.

Download: [Register or Login to view links] (1.92 GB - 2,065,474,470 bytes) / [Register or Login to view links] (Mirror) / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] (529 MB - 555,396,748 bytes)

To quote via alt.binaries.boneless: These are links to download the NZB file, for downloading the 3.70 SDK, or if you want to search for yourself, search for 'PS3 3.70 SDK By TrueBlueGaryOPA' or 'TrueBlueGaryOPA'.

I've always wanted to give something back to the community and here it is. Hopefully someone will figure out a way of having this usable with PSL1GHT.

Install it by running the PhyreInstaller.exe, then when its done go to C:/PhyreEngine3006/Tools and run PhyreLevelEditor.exe. Navigate the viewport using the mouse wheel to zoom in and out, hold alt key and click the left mouse button to rotate.

Change the viewport by selecting the X Y Z values in the top left. To load a samples navigate to Media and select one in there.

Also for those who like tearing apart self files the levels generate their self files in the Tools folder.

Make sure you follow the PhyreEngine_Getting_Started_e.pdf, in the Docs folder. Then you can run the samples on your PC. Controls in the samples are:

  • Forward: A
  • Backwards: Z
  • Turn Left: O
  • Turn right: P

Sure you can find the rest when your running it.

I've discovered how easy it is to import and drag into map, try [Register or Login to view links] for more .dae models, looks like they may need physics.

Hope that will keep some of you guys happy, don't be afraid to like.

PS3 SDK 3.70 Link: [Register or Login to view links]

Nome Skavinski.

Finally, from the PS3 NFO File included: PS3 3.70 SDK By TrueBlueGaryOPA.zip

PS3 3.70 SDK By TrueBlueGaryOPA

General Information
Type.................: PS3 SDK
Platform.............: PS3

Post Information

Posted by............: TrueBlueGaryOPA
Posted on............: 29/01/2012

Release Notes

This is the 3.70 Official SDK from Sony, it was given to our group by 'El Nomeo' aka 'NomeSkavinksi', thank you for sharing

Install Notes

FCK THE TRUE BLUE DRM DONGLE, FCK ALL THOSE WHO SUPPORT IT.

Shout out to all the REAL PS3 devs that have stuck around in this dead scene.

Massive props to Duplex and EXEtrimALL for keeping it real and not selling out.

Extracting InstallFiles:

  • CacheIndex.inx
  • RSX-Advanced_Optimization_Using_Tuner_e.ppsx
  • RSX-Fragment_Program_Constant_Patch_e.pdf
  • RSX-Fragment_Program_Overfetch_e.pdf
  • RSX-Fragment_Program_Txd_e.zip
  • RSX-Fragment_Shader_Optimization_e.pdf
  • RSX-Jump_To_Self_e.pdf
  • RSX-Memory_Access_Sync_Bug_Detection_e.pdf
  • RSX-Multiple_Render_Target_e.pdf
  • RSX-Performance_Counter_Analysis_e.zip
  • RSX-Texture_Mapping_Optimization_e.pdf
  • Public-Cell_Doc-Apr2007-English.zip
  • RSX_Tips_e.zip
  • RSX-Tuning_Fragment_Pipe_e.zip
  • PS3_SDKDoc-370_01-Latest-English.zip
  • PS3_SDKDoc-330_01-Web_Content-English.zip
  • PS3_Checker-312.zip
  • PS3_Generator_Tools-312.zip
  • PS3_GPAD-SDK370.1_11.0_Installer.zip
  • PS3_COLLADA-141_DOM-201.zip
  • PS3_COLLADA_270.1.zip
  • PAMF_Tools-Command_Line-510.zip
  • Cell_HW_Doc-21_English.zip
  • PAMF_Tools-510.zip
  • SNCPPUToolchainforPlayStation3v360.1.zip
  • ProDGforPlayStation3v370.2.0.exe
  • TargetManagerForPlayStation3v370.2.0.exe
  • TunerforPS3v370.1.0.exe
  • PS3_SDK-370_001.zip
  • PS3_Toolchain_411-Win_370_001.zip
  • PS3_SDK_CGTUTORIAL-240_001.zip
  • PS3_SDK_Codec_SampleData.zip
  • PS3_SDK_PlaygroundDemo-350_001.zip
  • RSX-HW_Doc-16_English.zip
  • PS3_Sample_Showcase-100.wmv
  • PS3_SDK_Samples-370_001.zip
  • PS3_CP_Update-360_001.zip
  • PS3DECRUpdateData.372.001.zip
  • ProDG_Documentation-370.1-English.zip
  • TM_Documentation-370.1-English.zip
  • Tuner_Documentation-370.1-English.zip
  • HowtogetthebestfromSNCPPUtoolchainforPLAYSTATION3developmentSN008-E.pdf
  • About_GPU_Local_Stall_e.pdf
  • RSX-Access_Ordering_e.pdf
  • ActionScript.xml
  • Manifest.imf
  • SDK_Manager.exe






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Comments 290 Comments - Go to Forum Thread »

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Ezio's Avatar
#260 - Ezio - 132w ago
Can anyone re-upload PhyreEngine? The download link is dead.

PS3 News's Avatar
#259 - PS3 News - 133w ago
I merged these posts, please keep all PS3 SDK related discussion in this thread only guys.

spawnofjago's Avatar
#258 - spawnofjago - 133w ago
Found this --> [Register or Login to view links]

/* A C-program for TT800 : July 8th 1996 Version */
/* by M. Matsumoto, email: matumoto@math.keio.ac.jp */
/* genrand() generate one pseudorandom number with double precision */
/* which is uniformly distributed on [0,1]-interval */
/* for each call. One may choose any initial 25 seeds */
/* except all zeros. */

/* See: ACM Transactions on Modelling and Computer Simulation, */
/* Vol. 4, No. 3, 1994, pages 254-266. */

#include
#define N 25
#define M 7

double
genrand()
{
unsigned long y;
static int k = 0;
static unsigned long x[N]={ /* initial 25 seeds, change as you wish */
0x95f24dab, 0x0b685215, 0xe76ccae7, 0xaf3ec239, 0x715fad23,
0x24a590ad, 0x69e4b5ef, 0xbf456141, 0x96bc1b7b, 0xa7bdf825,
0xc1de75b7, 0x8858a9c9, 0x2da87693, 0xb657f9dd, 0xffdc8a9f,
0x8121da71, 0x8b823ecb, 0x885d05f5, 0x4e20cd47, 0x5a9ad5d9,
0x512c0c03, 0xea857ccd, 0x4cc1d30f, 0x8891a8a1, 0xa6b7aadb
};
static unsigned long mag01[2]={
0x0, 0x8ebfd028 /* this is magic vector `a', don't change */
};
if (k==N) { /* generate N words at one time */
int kk;
for (kk=0;kk> 1) ^ mag01[x[kk] % 2];
}
for (; kk> 1) ^ mag01[x[kk] % 2];
}
k=0;
}
y = x[k];
y ^= (y

zadow30's Avatar
#257 - zadow30 - 133w ago
well here you go.. well this look a hell of a lot interesting: pastebin.com/sje1NrRG






find that book

from the book:
/* A C-program for TT800 : July 8th 1996 Version */
/* by M. Matsumoto, email: [email]matumoto@math.keio.ac.jp[/email] */
/* genrand() generate one pseudorandom number with double precision */
/* which is uniformly distributed on [0,1]-interval */
/* for each call. One may choose any initial 25 seeds */
/* except all zeros. */

/* See: ACM Transactions on Modelling and Computer Simulation, */
/* Vol. 4, No. 3, 1994, pages 254-266. */

#include
#define N 25
#define M 7

double
genrand()
{
unsigned long y;
static int k = 0;
static unsigned long x[N]={ /* initial 25 seeds, change as you wish */
0x95f24dab, 0x0b685215, 0xe76ccae7, 0xaf3ec239, 0x715fad23,
0x24a590ad, 0x69e4b5ef, 0xbf456141, 0x96bc1b7b, 0xa7bdf825,
0xc1de75b7, 0x8858a9c9, 0x2da87693, 0xb657f9dd, 0xffdc8a9f,
0x8121da71, 0x8b823ecb, 0x885d05f5, 0x4e20cd47, 0x5a9ad5d9,
0x512c0c03, 0xea857ccd, 0x4cc1d30f, 0x8891a8a1, 0xa6b7aadb
};
static unsigned long mag01[2]={
0x0, 0x8ebfd028 /* this is magic vector `a', don't change */
};
if (k==N) { /* generate N words at one time */
int kk;
for (kk=0;kk> 1) ^ mag01[x[kk] % 2];
}
for (; kk> 1) ^ mag01[x[kk] % 2];
}
k=0;
}
y = x[k];
y ^= (y

Ezio's Avatar
#256 - Ezio - 133w ago
Thanks for uploading, Roxanne, +Rep for you!

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