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May 19th, 2013, 01:11 Posted By: wraggster
 Project PlayStation Input Output has been trying to load PlayStation 1 game images through the game system's parallel I/O port since 2010, and now it's ready to show off the first prototype. If piracy is your aim, then modchips that let users play burned discs and emulators that have been available through the console's 19-year history should suffice, but this project aims to bypass those methods. The potential benefits include easier homebrew support and playing of ripped discs on the original hardware without worrying about wearing out an aging console's laser. Eventually the team wants to load games and saves from an SD card, but in this demo video it's playing Klonoa: Door to Phantomile from an attached PC. As seen in the nearly ten minute video it does work, albeit slowly. As the video notes, optimizations for the USB controller and CD sectors that should speed things up have not been implemented yet. According to its FAQ, the PSIO team aims to have a final version done this year, you can check out the fruits of their labor after the break.
http://www.engadget.com/2013/05/17/p...x-psio-loader/
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May 14th, 2013, 01:52 Posted By: wraggster
via http://www.aep-emu.de
hpsx64 is a new experimental Playstation emulator for x64-based operating systems. An early build of Windows in the source download of the emulator included.
Thanks to Try2emu for this news.
Quote:
Change log:
v007 - pre-initial release 7 - Disc change support, CDDA fixes, GPU fixes, fixes COP2. Improved compatibility. Improved accuracy.
v006 - pre-initial release 6 - R3000A fixes. COP2 fixes. SPU fixes. CD fixes. improved compatibility.
v005 - pre-initial release 5 - Improved speed, improved compatibility, improved accuracy
V004 - pre-initial release 4 - reverb support, dithering support, improved speed, improved compatibility
V003 - 3 pre-initial release - improved compatibility, am / img / iso / cue / ccd / sub support, memory card support, joystick support, sound support is preliminary.
v002 - pre-initial release 2 - improved compatibility, improved speed, improved accuracy. If something is not working, try enabling analog first thing.
v001 - pre-initial release - only use this version if you intend to test or evaluate progress
V000 - pre-initial evaluation only release
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May 11th, 2013, 14:26 Posted By: wraggster
Ken Kutaragi to assist with Japanese publisher's business fortunes
Former Sony chairman and the man widely described as the ‘father of the PlayStation’, Ken Kutaragi, has been named as an external director at Japanese game publisher Marvelous AQL, according to a report by Nikkei.
The news site (translated by SGCafe), reports that Kutaragi will be bringing his years of experience to help speed up developments in the company’s business at home and overseas.
Marvelous AQL has been building its business gradually since the merger of separate games firms, Marvelous Entertainment, AQ Interactive and Livewire in October 2011.
In 2012, the Harvest Moon and Rune Factory publisher formed a European subsidiary and, earlier this week, renamed its US publishing arm, XSeed, as Marvelous USA.
Kutaragi was instrumental in the creation of the original PlayStation, leading the hardware that designed the system architecture and pushing his vision to get Sony into the games business.
http://www.develop-online.net/news/4...-Marvelous-AQL
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May 6th, 2013, 23:48 Posted By: wraggster
GameStop is shuttering its PlayStation 2 trade-in business as of June 1st, a company spokesperson confirmed to Engadget. "We can confirm that as of June 1st we will no longer be accepting the PS2 console or its related product for trades," the statement reads. Several of GameStop's retail locations confirmed to our sister site Joystiq that the June 1st date was accurate after a Reddit posting showed what appeared to be an in-store sign saying as much, and the statement today offers a bit more detail.
For instance, GameStop won't end sales of used PlayStation 2 hardware, software and accessories -- both in store and online -- until "several months" after the June 1 cutoff. Those sales, of course, depend on "remaining stock from trades." Additionally, GameStop reminded us that it's totally pumped for the upcoming PlayStation 4. "We are very excited about the upcoming PS4 and are making room in our stores for it and other new platforms expected this fall," the statement says. And hey, with all the extra space available in GameStop stores by "holiday 2013" (when the PS4 is expected to land at retail), it looks like GameStop will be ready for business. For GameStop's full statement, head below.
http://www.engadget.com/2013/05/06/g...ns-end-june-1/
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April 29th, 2013, 00:09 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5622 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:
r5622
(Patch by KrossX): Fixed multitap (e.g. Timesplitters), New: support raw PSX
memcards (mcd/mcr), Fixed issues with pad 2 (e.g. issue 1326).
- Also, I slightly modified the default column widths at the memory card config
panel.
- Tip: If the column widths are resized, the new widths will get saved after
clicking OK/Apply, but NOT if clicking Cancel or closing the window with [X].
http://www.sendspace.com/file/vz7r2c
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April 28th, 2013, 23:11 Posted By: wraggster
via http://emu-russia.net/en/
Sony Playstation emulator for Windows has been released. Changes:
- multimachine: implemented cdrom load to "all machines" option (default)
- multimachine: fixed cdrom loader load to "1st/2nd/3rd/4th machine" options
- multimachine: bugfix: doesn't try to use "seed_vals" for newly added machines
- multimachine: bugfix: doesn't hang on invalidated windows of removed machines
- multimachine: apply autostart/reset only to machines with newly loaded cdroms
- multimachine: apply_bios_patches now applied to ALL machines (eg skip intro)
- sizing: added fullscreen mode, and added sizing/maximize in multimachine mode
- memcards: now saved as *.mcd in new MEMCARD subdirectory (formerly no$psx.mcN)
- memcards: first card: .mcd (auto-excluding "(DiscN)" etc.)
- memcards: others: "_MM_N_X_mcd" (MM=machine1..12, N=slot1/2, X=sub-slotA..D)
- memcards: prevents .mcd creation on sector 03Fh dummy writes
- memcards: added support for multitap memcards (IDs 82h..84h in slot 1..2)
- gpu: help/emu: added textured-rectangle-xyflip feature (thanks William Birkin)
- gte: help/emu: reproduced real GTE division inaccuracies (thanks ogamespec)
- cdrom: help/emu: cdrom is initially demuted (fixes missing audio in v1.3+v1.4)
- cdrom: ignores nonzero writes to unused bits (without suppressing other bits)
- cdrom: removed "cdrom response overkill" warning (some games may survive it)
- spu: emulates spu-capture-buffer interrupt (needed for crash team racing)
- spu: allows glitchless spu-ram-read (as far as [1F801014h].bit24-27=nonzero)
- spu: added "generate_sample_till_now" for updating spustat and endx on reads
- spu: better key_on handling (supporting lead_delay, and forced adpcm start)
- spu: better LOOP-END behaviour (ENDX flag, plus optional mute+release)
- spu: implemented fully functional 8bit/32bit reads from 16bit spu registers
- spu: help/emu: dumped/documented gauss_table and emulated adpcm interpolation
- spu: help/emu: tested/documented pitch_modulation effect and emulated it
- spu: help/emu: max adpcm pitch (clip values in range 4000h..FFFFh to fastest)
- help: added info on no$psx debug hotkeys and memory access breakpoints
- help: added info on glitchless spu-ram-read (used by Herc's Adventures)
- help: added info on cdrom sector buffer (has 8 slots, but only 2 accessible?)
- help: added some basic notes on psx-based arcade cabinets
- pinouts: added IC106-109,IC202,IC303,IC305,IC307,IC309,IC501,IC701,IC72 3,ICsss
- pinouts: improved IC304,IC602 pinouts (also IC405, but it's still unclear)
- gui: created own help engine (instead of microcrap's suicidal windows .hlp)
- gui: discovered and fixed major resource leak (destroymenu on context menu)
- debug: added user cycle-counter in iomap (profiling purposes), added ctrl+e
- debug: added optional DMA logging in TTY window (shows chn,addr,len,ctrl,name)
- bios: tweaked "bizarre_outdated_pad" function to accept joypads in analog mode
- vram viewer: bug-fixed "@@app_raw_blend" (test bit0, instead of test "al")
- webpage: updated info on my current monetary stats (small donations welcome)
- webpage: updated txt/htm versions of the psx-spx playstation specifications
File: Download
News source: http://nocash.emubase.de
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April 22nd, 2013, 00:36 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5620 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:
r5620
gsdx (ogl):
* Use bigger index for Uniform buffer to avoid any collision with sampler.
* add a new config to disable openGL 4.2 requirement. Would be done at runtime
later.
http://www.sendspace.com/file/ys4a8z
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April 9th, 2013, 11:33 Posted By: wraggster
Via http://www.emucr.com/
PCSX2 SVN r5607 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:
r5607
gsdx ogl: install a GLX error handler before the context creation. Allow to print a nice message when the user doesn't support opengl 3.3
---------------------
r5606
Game Index: Changes made by pgert, mostly naming changes, added what i believe is a second disc for the US version of Persona 4 Serial: SLUS-21782B to auto enable VU Clip Flag Hack.
http://www.sendspace.com/file/6gb2qg
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April 8th, 2013, 22:58 Posted By: wraggster
A senior Blizzard designer has offered suggestion that shelved PS2 action game StarCraft: Ghost could one day be released.  Way back in 2002 the ill-fated spin-off was pitched as a stealth-action and third-person shooter hybrid for consoles. However, after being perpetually delayed Blizzard eventually announced it had been put on "indefinite hold" in 2006.Now speaking to OPM, Diablo 3 senior designer Matthew Burger claimed that the spin-off title had "never been cancelled" outright, adding: "It's on hold."Asked directly if the title will ever be released, Burger replied simply: "Maybe."The common thread between Ghost and StarCraft 2 is Nova, an operative that was to be the protagonist of the console game. She appeared briefly in the main game before making another appearance in the expansion.Speaking last summer, StarCraft 2 lead Dustin Browder said that Nova's appearance in the recent RTS release wasn't indication of a renewed interest in Ghost.He did, however, leave the carrot dangling on the stick:"It doesn't mean that in two years from now, we won't have those meetings, the team won't be formed, but there is literally nothing happening around that game right now that would indicate that there's any likelihood that it will happen," he said in June."It's just as likely we'll do that again as Lost Vikings 3 or whatever. There's just no guarantees one way or the other, but nothing is happening."We are super huge fans of consoles. We love console gaming as players," Browder added. "I wasn't really party to [the decision to put Ghost on hold] but I know it was a difficult decision."
http://www.computerandvideogames.com...zard-designer/
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April 7th, 2013, 18:39 Posted By: wraggster
via http://pdroms.de/pandora/rockbot-v1-...andora-psp-ps2
Rockbot is a Megaman fan game with level editor.
Changes:
* Memory leaks fixed
* Killing NPCs drop items
* Editable colorcycle
* Editable link to final boss teleporter room (one has 8, other has 9 teleporters)
* Editable “can fly” property for NPCs
* Better edition for boss faces on stage
* Do not show empty dialogs
* Editable Artifical Inteligences for non-boss NPCs
* Fix the old scroll-lock (screen not moving) bug
* Disappearing blocks
* NPCs returning after dead when out-of-screen
* Logic in editor for jet and coil items
* Logic in game for drop items
* Save on quit/leave
* Fix sound in PS2
* Can set NPC weapons (2) on editor
* New font, new music, new graphics
* SEVERAL, and I mean really SEVERAL bug fixes
* Interrupt charging on door, death and when leaving stage
* Save Castle stages
* Password system
* PSP Port
* 5 Skull Castle stages (with no NPCs yet)
http://rockbot.upperland.net/
Download Attached
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April 2nd, 2013, 16:36 Posted By: wraggster

At the Revision 2013 demoparty held last weekend, visitors and guests wanting to check out the latest advances in programming old video game consoles got a real treat. [Abyss] took a Playstation 2, connected the composite video out port to a TV and an oscilloscope, and created the first dual display PS2.
From the official video of the demo, the two video signals are generated from a single video out on the PS2. Generating the composite video out is understandably fairly easy, but the second display – an oscilloscope – is driven during the Vblank period in the composite signal. There’s no audio trickery here; video signals are used for video, and audio signals are used for audio.
[Abyss] took first place in the wild demo competition at Revision 2013. Understandably, too, because this is one of the best demos we’ve ever seen. You can check out the official video from [Abyss] after the break, and the wild competition video after the break.
http://hackaday.com/2013/04/02/dual-...playstation-2/
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March 25th, 2013, 00:32 Posted By: wraggster
via http://www.romhacking.net/
After nearly five years, the English translation of Suikogaiden Vol. 1: Swordsman of Harmonia is completed.
Suikogaiden Vol. 1 (as well as its sequel Vol. 2) is a PSX visual novel spin-off of the Suikoden series, taking place at the same approximate time as Suikoden II and featuring many of that game’s characters. Suikoden completionists, or anyone interested in the Suikoden world and characters, will find it worth playing.
The translation was completed by an appropriately broad cast of characters, led by rin_uzuki, at the Suikogaiden Translation Project. She got signficant assistance from Niahak and Raww Le Klueze on the translation side, and Rufas, David Holmes and Pokeytax on the coding side - but many others helped get this patch released.
Relevant Link: (http://ramsus-kun.webs....om/Suikogaiden/Home.htm)
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March 20th, 2013, 15:25 Posted By: wraggster
via http://emu-russia.net/en/
Sony Playstation emulator for Windows has been released. Changes:
- gpu: vram-fill-cmd: fixed size/wrapping/rounding/masking for GP0(02h)
- gpu: vram-copy-cmd: fixed size/wrapping (die hard trilogy 2 uses xsiz=FFFEh)
- cdrom loader: loads some relevant cdrom "root" sectors (with date/region info)
- cdrom: for .exe files, forwards region from EXE header to cdrom licence sector
- cdrom: produces SCEx string matched to region (from cdrom licence sector)
- cdrom: supports setloc+play (without seek command) (used by Tactics Ogre)
- video: matches game-window-height to pal/ntsc region (and width to 4:3 ratio)
- video: allows free game window sizing (with snapping near N*100% zoom factors)
- controls: automatic analog/digital joypad mode support (based on iso date)
- controls: emulates analog joypad (with analog axes, config cmds, and L3/R3)
- controls: emulates analog joystick (with ID=5A53h, without L3/R3 buttons)
- controls: emulates namco-guncon-lightgun (via mouse)
- controls: emulates sony-mouse-controller (via mouse)
- controls: emulates dancemat (via Q,W,E,A,D,Z,X,C or numeric keypad)
- controls: suppresses L3/R3 buttons in digital joypad mode
- help: added caution on delay between slot.sel and 1st.cmd.byte (analog pad)
- help: added plugging and unplugging cautions for controllers and memory cards
- help: added info on analog joypad range (mechanical/digital/centering areas)
- help: added dance mat specs (as far as known; which leaves many questions)
- help: added notes on unknown mouse bits and on konami lightgun "x0h" byte
- help: added lots of basic info on the different psx fishing controllers
- help: added some basic info on i-mode adpator (part number and list of games)
- help: added note on super-early irq10 lightgun patch (hooked 00000080h vector)
- help: added multitap specs (memcard access, and two controller access methods)
- help: added note on BIOS "buNN:" support (and problems) for multitap slots A-D
- help: added note on cdrom auto-pause function for end-of-audio-tracks
- help: added component list/chipset pin-out for multitap and digital/analog pad
- help: corrected guncon specs (VERY different as in sporting clays source code)
- help: corrected gpu vram fill/copy command specs (size/wrapping/rounding/etc)
- help/cdrom: specs and support for older v1 (and v0) .cdz file format versions
- controls: allows to assign analog-PC-axis as digital-PSX-button (xbox 360 pad)
- debug: added optional joypad-command logging to TTY window (see TTY menu bar)
- bios: pad_card_sweep_stuck_ack (when possible sweep stuck ack before access)
- bios: pad_card_timeout_value (prevent hanging on stuck ack during access)
- bios: pad_card_post_sel_delay (for slow devices like mouse and analog joypad)
News source: http://nocash.emubase.de
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March 19th, 2013, 15:25 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5594 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:
r5594
microVU: T/D Bit cleanup, slightly better code, makes much more sense to how the PS2 does it. Fixed ICO's graphics.
Download Here --> http://www.sendspace.com/file/10l8gs
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March 19th, 2013, 15:22 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r83636 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:
r83636
Fix a crash when using SoftGL on OS X.
Download Via Comments
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March 11th, 2013, 14:30 Posted By: wraggster
via http://www.emucr.com/
hpsx64 v004 is released. hpsx64 (Highly-Experimental Playstation Simulator x64) is a PlaysStation (PS) & PlayStation 2 (PS2) emulator for x64 based systems. This is a WORK IN PROGRESS.
hpsx64 v004 Changelog:
v004 - pre-initial release 4 - reverb support, dithering support, improved speed, improved compatibility
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