PS3Flow Fork BiteYourFlow in Development By BiteYourConsole

350°
11w ago - Following up on the previous update, today a PS3Flow fork dubbed BiteYourFlow by BiteYourConsole is officially in development with details below.

Download: PS3Flow (Test Build) / Testbuild.pkg (Mirror) / PS3Flow (Source Code) (Ps3Flow-master.rar)

To quote, roughly translated: BiteYourConsole seeks to bring to the fore a new backup manager known by the name of PS3Flow (PuneFlow), for the first time and exclusively in the pages of BiteYourConsole it is released PKG file

The backup manager takes as its basis a new GUI library called libps3gui, a porting of the most famous libwiigui, graphics library for Wii, originally created to help structure the project in a more complex interface.

Our intention at the time was to confirm that they are working properly, only two options for the Path GUI mode, and while there are still advanced features that will be added later.

BiteYourConsole is committed to wanting to build a first fork named...
 

Quickstart to PS3 Plugin Development in Showtime by Facanferff

1400°
20w ago - Following up on the previous update, today PlayStation 3 developer facanferff has made available a Quickstart to PS3 Plugin Development in Showtime with details below.

To quote: Since a long time ago, some users have requested me to write a tutorial so they could create their own Showtime plugins. This is an initial attempt to it, I hope you like. If I make some mistake, I'm sorry, I'm not a teacher.

Overview

Before we get our hands dirty, it’s important to explain some little things that might help you later in making your own plugins. Plugins for Showtime (also known as Apps) are exclusively written, at the moment, in Javascript. To bring plugins to life, Showtime uses a Javascript engine called Spidermonkey (as of now, Showtime uses Spidermonkey 1.8.0-rc1). To learn more about this engine, you may go to developer.mozilla.org/en-US/docs/Mozilla/Projects/SpiderMonkey.

If you ever did web development, you may wonder if the Javascript API that work in normal web browser might work here, well, the answer is no. Due to this, you will not find things like DOM or AJAX in your toolbox, but you may and should use the basic Javascript.

In...
 

The Last of Us Art Prints Out, Development Series Episode 6 Debuted

50°
31w ago - Naughty Dog Community Strategist Eric Monacelli announced today that The Last of Us art prints are out now alongside debuting their PS3 development Series Episode 6 video below.

To quote: The amount of work and artistry that went into the concept art behind The Last of Us is remarkable.

We wanted to celebrate the hard work our concept art team puts into their pieces, and our last episode in The Last of Us Development Series does just that.

If you haven't beaten the campaign yet, hold off on watching the video, as it has some spoilers. Enjoy.





If you didn't watch the first five videos in the series, be sure to check those out over on the Naughty Dog YouTube channel.

With the reveal of this final video in the series, we're pleased to announce that select art print pieces from our ultra-talented corps of artists can now be purchased via Cook and Becker's Web site.

The art prints are museum-grade, Certified Art Giclees, and are meant to showcase the visual design of The Last of Us in the best possible quality.

All prints have been extensively proofed by both the...
 

PPC Compiler for Compiling PowerPC to OpCodes for PS3 Development

50°
32w ago - Today PlayStation 3 homebrew developer Choco made available a PPC Compiler for compiling PowerPC (Performance Optimization With Enhanced RISC Performance Comp) instructions to OpCodes for PS3 development and modding with details below.

Download: PPC Compiler.rar

To quote: This is a tool I created for compiling PowerPC instructions into OpCodes. This is EXTREMELY useful for PS3 modding, as all PS3 .elfs are PowerPC. This is a PPU compiler, so it will compile opcodes that will work for any PS3 game application (or xbox .xex files).

How to use:

1. Enter your instructions in the box on the left.
2. Enter the address that you will be injecting the opcodes at in the Start Address box (note, this is the address from IDA/Memory, not the HxD address).
3. Click the compile button.
4. Copy the opcodes from the rightmost box and paste them into your elf at the appropriate address.

To designate a register, put a "%" symbol in front of it. For example:

For bl instructions, just do:

For example:

For...
 

Video: The Last of Us Development Series Episode 4: Them or Us

50°
41w ago - Naughty Dog Community Strategist Eric Monacelli posted up a video today from The Last of Us Development Series Episode 4 dubbed Them or Us below.

To quote: The various choices you'll have to make with regard to combat in The Last of Us are representative of the larger human struggle in the game world.

How will people act when tension is unbearable and their life might be on the line? What are the consequences of those actions once enacted? While the third video in our development series explored the moment-to-moment tensions in the world of The Last of Us, our fourth video looks at the action and potential consequences of inertia in the face of those tensions.

If you've missed any of our development series, be sure to watch the first video and second video to get up to speed. An in-depth glimpse into all the topics covered in the series is available in Grounded: The Making of The Last of Us, our ninety minute documentary about the development of the game. You can get Grounded by purchasing the season pass.

We have two episodes left in this series. The next video will explore the characters of Joel and Ellie, who they are, and some of what it took to make them as pivotal to the game as we wanted them to be.
 







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