To quote: I don't remember by whom but I'm reasonably certain I've been asked for this before and I suspect there is probably a handful of people that would find this useful. So here it is.
I've uploaded a compressed file that contains the (admittedly outdated) compiled copy of PSL1GHT that I've been using (and continue to use) for all of my recent PS3 homebrew.
The archive also includes the source code for They Do Not Die 2, We Are Nowhere, The Unmapped Forest, Slime Roll, Sketch Fight, Goodbye World, Don't Get Crushed, Cascade Beneath and Avoidance. Along with the source code is all of the related media.
How to use it (well running Ubuntu):
Just add the following text at the bottom of your bashrc file.
86w ago - As a follow-up to their previous update, this weekend EmulateMii has confirmed that the PS364 Nintendo 64 Emulator for PS3 is still under development and has a near-complete hardware renderer.
To quote: Long overdue progress update and... a 1up on bigN!
We must start by saying that yes, it sure has been a while since our last update. Followers can rest assured though that we have been actively developing all of our projects in one way or another. As mentioned before, all three of us have very little time to work on this stuff due to real life commitments, but combined we seem to be getting things done at what we think is a decent pace.
WiiSX has seen some tinkering to try and get compatibility up, but has run into other issues. We have been keeping in sync with pcsx-reloaded whilst trying to maintain the PPC dynarec for it. Eventually we need to add more recompiled functions to the dynarec in WiiSX, particularly GTE. We initially wanted to do a full PPC dynarec re-write, but that doesn't seem feasible time-wise at the moment. Future plans for WiiSX also include porting a hardware renderer now that Pete's OpenGL plugin is open-sourced.
To quote: I've started making a new homebrew PS3 game. It will be an action RPG game but it is very early in development. It currently consists of a forest that you can wander around in and some slime monsters that will follow you. You can attack but you can't actually hurt the monsters and they can't hurt you. There will be PC and Wii versions later.
What I would like from you: For anybody that hasn't noticed already the hero sprite and chests are from Neutopia II, the slime monsters are from The Legend of Zelda: A Link to the Past and the grass and tree sprites are just ugly. I'm really more interested in programming then making sprites (I loathe drawing with a mouse) but I know there are a lot of people who are really into making sprites so I'm hoping that you might be one of them.
But I've tried the whole collaboration thing and it has consistently turned out to be a terrible idea. I'm not very fond of getting vague offers from...
94w ago - Sony Senior Social Media Specialist Sid Shuman has shared an EVO update today spotlighting Street Fighter X Tekken including PS Vita development details.
To quote: While the world's greatest fighters were trading blows during EVO, I was scrambling to trade words with top fighting game developers who attended the tournament.
In recent years, Capcom Producer Yoshinori Ono has become the face of the legendary Street Fighter series and he was on-site showing off the upcoming crossover Street Fighter X Tekken.
I wanted to pick his brain concerning his friendly rivalry with Tekken director Katsuhiro Harada, his thoughts on PS Vita development, and why he chose inFAMOUS frontman Cole as an exclusive special guest for the PS3 and PS Vita versions of Street Fighter X Tekken.
PlayStation.Blog: What made you and Harada face off in the Ono X Harada video?
Yoshinori Ono, Producer, Street Fighter X Tekken: We started a tradition at last year's Comic-con, this kind of a pro-wrestling-style rivalry. The new video is just this year's version of our wacky rivalry.
The game itself has kind of a festival atmosphere, so we didn't want to be too serious about it. We wanted to bring Tekken fans and Street Fighter fans to the same table, and the...