99w ago - Today PS Vita hacker wololo has made available a Half Byte Loader (HBL) development FAQ for those interested in progress thus far on Sony's PlayStation Vita handheld console.
Also below he states that he has ported HBL for Teck4's exploit successfully and updated to EU/US versions.
To quote: I managed to port HBL to the US version of Teck4′s exploit in exactly 45 minutes (including writing the savedata exploit and the binary loader), which is a new personal record, thanks to the scripts included in HBL's repository, and also to the fact that the different versions of the game are internally fairly similar (which is to be expected because technically the game is supposed to be the same, just translated, but I seem to recall it wasn't that easy for the Hotshots golf exploit)
I also updated the EU/US versions of this HBL port to get the tweaks I worked on for the past weeks in order to get a fair amount of homebrews to work.
The next step for me is to write a bit of documentation on how to use all this, and then patiently wait. As far as a release is concerned... well check the FAQ I wrote yesterday.
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I've uploaded a compressed file that contains the (admittedly outdated) compiled copy of PSL1GHT that I've been using (and continue to use) for all of my recent PS3 homebrew.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.
114w 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.
119w ago - Today Director of Art Steve Beran has shared some video footage of Mortal Kombat PS3 Development at NetherRealm Studios.
To quote: I'm really happy to see the upcoming release of the Mortal Kombat Arcade Kollection, which hits PSN next Tuesday, August 30th.
The MKAK is a great way to relive the classic Mortal Kombat arcade games right in your own living room, but I'm also excited that players who enjoyed this year's new Mortal Kombat will soon have the opportunity to play the first three games that set the foundation for the entire fighting-game franchise.
I was introduced to Mortal Kombat on April 20th, 1992. I was fresh out of art school and starting my career at Williams/Bally/Midway.
I remembered being overwhelmed that I was actually walking into the building where some of my favorite games were created: Narc, Robotron, Defender, and Smash TV just to name a few. Mortal Kombat was yet to be released. However there were a few Mortal Kombat prototypes lining the halls of Midway that we could test out.
I remember being just blown away by my first experiences with Mortal Kombat. What first struck me was the size of the digitized characters on the screen. They were huge! I remember selecting Kano as my first character: I was a big Terminator fan at the time,...
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...