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September 10th, 2010, 00:07 Posted By: wraggster
Sony's rolling out the average-sized guns for its celebration of the original PlayStation's 15th birthday. In a recent newsletter, the company announced that select titles on the PSOne Classics storefront will be discounted on a weekly basis over the coming months. In addition, one of the early PSN titles, Super Rub A Dub, will receive a 50 percent discount starting today and running until Monday, September 20.
If you don't feel like spending any cash to join in the revelry, you can also pick up a free PS1 ornament (pictured above), with which to decorate your apartment in PlayStation Home, by visiting the Theater space. We sure hope Sony also releases a "Tower of Dave Matthews Band CDs" ornament and "A VCR With a Copy of Bio-Dome Stuck Inside" ornament, just so we can recreate that late-90s college dorm room experience.
http://www.joystiq.com/2010/09/09/so...y-celebration/
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August 10th, 2010, 00:58 Posted By: wraggster
News via http://pcsx2.net/
Hey guys!
We've made some important changes to GSdx and SPU2-X concerning bugfixes, stability, and emulation correctness. It's best to use these with the PCSX2 0.9.7.r3113 beta release.
Head over to the beta downloads section to grab the 7z archive with the upgraded plugins. To upgrade, extract into your PCSX2 plugins folder and then select them from PCSX2's plugin selector.
GSdx changes:
•Better DirectX 11 detection.
•Wrong colors in the movie record feature fixed.
•More CRCs for automatic post process removal.
•Stability fixes and preparation work for future PCSX2 revisions.
•Finally fixed the remaining DirectX 11 memory leaks on emulator suspends!
SPU2-X changes:
•Major bugfix that prevented SPU2-X from initializing on many users systems.
•More accurate emulation regarding double interrupts.
•Fixed minor volume issues and doubled output volume.
•Fixed a write-back issue that had caused memory corruption before.
Now the Tales of Destiny 2 sound test has a working visual equalizer.
•Mostly fixed voice modulation (used in Romancing Saga and FFX battles).
•Clamp illegal pitch settings, fixing another bunch of games.
•Hopefully fixed bad reverb area problems.
Enjoy
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May 31st, 2010, 23:52 Posted By: wraggster
News via http://psx-scene.com/forums/showthread.php?t=64395
Hard to believe that this great homebrew project is now half a decade old, but it is one that has truly stood the test of time. Here's E P's release post with the 5th anniversary release:
Quote:
Originally Posted by E P
OK, time for a new version in honor of unofficial LaunchELF's fifth anniversary release. Hard to believe it's been five years already.
LaunchELF v4.41 (2010.05.30)
-Updated ps2sdk and existing source files to SVN rev 1682.
-Fixed some compiler warnings with the vmcfs driver do to changes in the latest ps2sdk revision.
-Removed the modified screen update delay methods, restoring previous functionality.
Note: This version is similar to v4.40i only built from the newest ps2sdk. It also doesn't have the MC renaming functionality either as this version too utilizes the internal memory card drivers. Hopefully at some point jimmikaelkael's MC drivers can be added back when a viable workaround is found to fix issues with some console versions. Anyway, the main reason for this release is the end of the earlier beta process. Apparently the newer builds of uLE are stable enough for further future use.
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May 30th, 2010, 21:03 Posted By: wraggster
News via http://emu-russia.net/en/
New beta version of Sony Playstation 2 emulator for Windows has been released. Changes:
- New GUI based on wxWidgets working on a separate thread;
- microVU, an all new VU0/VU1/COP2 recompiler;
- VIF rewritten and a new Vif Unpack recompiler;
- IPU improvements, many more videos now play perfectly;
- Stable full screen operation with GSdx;
- Alt+Enter Hotkey for real-time fullscreen/window mode switching;
- Many new emulation options, complete with tooltips;
- New MTGS, much more efficient and compatible;
- New BIOS skipping method, more compatible and correct;
- New Host File System Support;
- Turbo/Slow motion settings for the frame limiter;
- On the fly changing of settings and plugins;
- Threaded Saving/Loading states, so it does not pause gameplay;
- Built in ISO reader with a recently used ISO list;
- Suspend / Resume emulation safely and fast;
- Simplified plugin configuration dialog, with more options;
- Full DVD9 game support (for example God of War, Xenosaga, Gran Turismo 4 etc);
- First time configuration wizard;
- Settings stored in your User documents folder by default to prevent Vista / Windows 7 permission issues;
- New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed;
- Cheats are now separate from patches, cheats can be placed in the "cheats" folder and enabled/disabled from pcsx2's file-menu;
- Many important plugin updates, GSdx has many bugs and memory leaks fixed, SPU2-X makes dozens of games boot which never did before;
- And a huge amount of improvements and bug fixes which we don't remember anymore.
http://forums.pcsx2.net/Thread-PCSX2...-beta-released
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May 8th, 2010, 23:02 Posted By: wraggster
News via http://psx-scene.com/forums/showthread.php?t=64248
Samson & Aries2k have released a new version of the PGEN (A Sega Genesis / Megadrive) Emulator for the PS2.
* This version features new music and backgrounds!
* Also it is now more compatible with PS3 systems which are backwards compatible!
Attached is the complied ELF and the updated source files.
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May 3rd, 2010, 23:17 Posted By: wraggster

The ScummVM Team have released a new version of ScummVM for many consoles such as Wii,PSP, Gamecube, GP2x, Nintendo 64, Dreamcast, Iphone and Playstation 2.
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Only four weeks since our last release and already ScummVM 1.1.1 is available on our downloads page.
This release concentrates primarily on fixing bugs, bugs, and even more bugs. As such, we strongly recommend all and every ScummVM user to update to this latest and greatest version. In particular, just as promised we fixed the issues affecting Nippon Safes Inc and Pajama Sam 1 in 1.1.0.
or a more comprehensive changelog for the latest experimental SVN code, see:
http://scummvm.svn.sourceforge.net/v...mmvm/?view=log
1.1.1 (2010-05-02)
New Ports:
- Added Nintendo 64 Port. (Actually added in 1.1.0, but forgot to mention it. oops)
General:
- Fixed several minor bugs here and there.
Drascula:
- Fixed regression that caused some texts to always be in English, even when
using another language. (#2970211 - DRASCULA: missing german translation)
KYRA:
- Fixed a bug which caused the DOS versions to crash before the credits when
AdLib music is selected.
LURE:
- Fixed several memory leaks.
- Corrected problems in the handling of followers when blocked from performing
actions by closed doors between rooms.
- Solved issues with Goewin not always correctly following the player out of the caves
Tinsel:
- Fix video playback regression in Discworld 2.
Parallaction:
- Fix several crashes and other regressions in Nippon Safes, including
bugs 2969211, 2969232, 2969234, 2969257, 2970141.
Wii/GameCube port: (Also forgot to mention in 1.1.0)
- Added support for games using 16bit graphics.
- Complete GFX overhaul (new video modes, better performance,
picture smoothing, fine grained overscan settings).
- Added a new options dialog for Wii/Gamecube specific settings.
- Fixed a GFX glitch on savegame thumbnails.
- Added support for SMB mountpoints (Samba/Windows shares).
- Added an on-screen console, which is shown when ScummVM exits abnormally.
- Fixed a couple of crashes when using Ogg/Vorbis encoded sound files.
See the bundled READMII.txt file for more information.
PSP port: (Also forgot to mention in 1.1.0)
- Added plugin support which allows the PSP Phat to run every game.
- Added a new virtual keyboard optimized for rapid D-Pad input.
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April 22nd, 2010, 20:36 Posted By: wraggster
Newly released today:

features
Experience a rich, twisting storyline of a world plagued by human anguish, buried secrets and a ravaging disease
Explore a beautiful, immersive world presented in signature Square Enix style
Diverse and action-packed game play heightened by a combination of chain attacks and crushing magic abilities
Multiple weapons to master, each with its own characteristics
Unlock magic abilities to unleash crushing blows to enemies near and far Cinematic event scenes that draw the player into the world of NIER
description
Nothing is as it seems in Square Enix’s latest action adventure game, set in a crumbling world plagued by disease and dark, unrecognizable creatures. Players assume the role of the unyielding protagonist, NIER, resolute in his quest to discover a cure for his daughter, who is infected with the Black Scrawl virus. With powerful allies and a mysterious book, NIER encounters things that will confound even the mightiest of warriors. With NIER, experience seamless in-battle cinematics and explore hauntingly familiar lands, intense action-packed battles, and storytelling like only Square Enix can do.
http://www.play-asia.com/SOap-23-83-...j-70-3icw.html
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April 7th, 2010, 18:59 Posted By: wraggster
belek666 posted an interesting item concerning the port of Quake for the PS2:
I already work on it (if I have free time). I've added hdd, sound, cdda player support. If you want I can share my source code with you and we can work together on ps2 quake.
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April 7th, 2010, 18:58 Posted By: wraggster
ragnarok2040 posted some interesting news regarding work on the Snes Emulator for the PS2 recently:
I actually have some good news, .
I've been playing with some C++ code for the PS2 in order to research and solve the linking problem I had with snes9x-1.51. The last time I fiddled with snes9x-1.51's source, I couldn't compile the input code because of problems with using the <string> part of libstdc++ as well as istream/ostream objects which were resulting in a variety of problems.
After testing a few things out, I had a hunch that it was because ps2sdk's libc and newlib's libc having the same name. Which was resulting in either a precedence issue with ps2sdk's libc or ps2sdk's libc was the only libc being linked. The second option seems more likely since ee-g++ was complaining of missing symbols and newlib's libc was used to build libstdc++.
In the end, I renamed newlib's libc.a to libn.a, and made sure -lc preceded -ln in the linking order, and the problems seem to have gone away. That means I shouldn't have to rewrite a large portion of snes9x to get it working, .
TL;DR
Might have fixed a C++ linking problem, so I shouldn't have to rewrite a good sized part of Snes9x to get it working.
I still have the sources for the last alpha of snes9x-1.43, but I'm not sure I can reuse any of the code. It does make a good guide for doing the new port, though, since the elements haven't changed.
I just need to finish the GUI design doc. and implement it. There are quite a few more features planned, so the code will be more complex but using an object-oriented design will simplify the implementation a lot, especially being able to use the string object, .
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April 7th, 2010, 18:54 Posted By: wraggster
protomank has posted a new beta release of his Megaman Clone for the PS2:

Released beta4 version. Keep in mind that, as a beta, there are some bugs, such as jumping sometimes not working, sound lagging the game and second player joystick not working.
http://rockbot.upperland.net/
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April 7th, 2010, 18:41 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...4&view_reply=1
Nick Swardh the coder has released an update for PSPVC, the PC application, now at version 3.81, which allows us to convert our videos in a format compatible with the PSP. This new release introduces the ability to convert movies to make them compatible with PS3, Xbox, iPod and iPhone and fixes some bugs in previous versions.
Following the full changelog and download link.
Changelog:
Quote:
v3.81
- Fixed a bug related to FFmpeg conversion caused a low quality audio
v3.80
- Support for PS3, Xbox, iPod and iPhone
- New presets
- Fixed a bug that did not allow audio conversion
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April 6th, 2010, 20:35 Posted By: wraggster
ScummVM has been updated, heres what it is for those who dont know what it is:

ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Its out for most consoles we cover which are:
Dreamcast
Nintendo DS
Apple Iphone/Ipod Touch
PSP
PS2
N64
S60/UIQ Phones
Heres the release news:
Another 4 months passed, a lot of hard work done... and finally it is here: ScummVM 1.1.0 is available now on our downloads page.
There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars. Plus there are two completely new engines for the games Dragon History (available for free from here) and TeenAgent (available for free from GOG.com). And finally there is now a port for the Nintendo 64 game console!
Take a look at the release notes if you want to know a bit more.
There is one grain of salt, though: If you want to play Nippon Safes Inc, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in Pajama Sam 1 isn't working correctly in the Kitchen and Mine areas anymore.
We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by reporting any bugs you might encounter in 1.1.0.
Heres whats new in this release:
1.1.0 (2010-04-04)
New Games:
- Added support for Blue's Art Time Activities.
- Added support for Blue's Reading Time Activities.
- Added support for Freddi Fish 5: The Case of the Creature of Coral Cove.
- Added support for Pajama Sam: Games to Play on Any Day.
- Added support for SPY Fox 3: Operation Ozone.
- Added support for Dragon History.
- Added support for TeenAgent.
General:
- Added support for a custom SJIS font for FM-TOWNS and PC98 games.
- Added support for 16bit graphics. (GSoC Task)
- Removed QuickTime MIDI backend on Mac OS X; it was buggy and did not
compile on modern systems.
CinE:
- Added support for Amiga style menus for Amiga versions of Future Wars.
KYRA:
- Added support for the Amiga version of The Legend of Kyrandia.
(sound support was done as a GSoC Task)
- Adapted KYRA to support the custom SJIS font.
SCUMM:
- Added support for the PC-Engine version of Loom.
- Added support for music and sound effects in the the Amiga version of
The Secret of Monkey Island. (GSoC Task)
- Fixed some other bugs related to game versions for the Amiga.
- Added support for original save/load dialog in MM NES.
- Added support for savepoint passcodes for Sega CD MI1 via debugger command 'passcode'
- Added support for Kanji rendering in Japanese version of Monkey Island Sega CD.
Thanks to the ScummVM guys for one of the premier homebrew releases this year 
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March 21st, 2010, 23:21 Posted By: wraggster
News via http://ps2homebrewing.wordpress.com/...doom-v1-0-5-0/
Time for a new release, featuring:
Simple but effective WAD selector: No more need to having only a WAD per ps2doom!
Controller almost fully configurable using the configuration file (ps2doom.config)
HDD support (at last). Thanks Adilson Pierog for his contribution and for figuring out which irx were needed and its correct sequence order. I Just needed to integrate it better into the source and make the hardcoded paths configurable.
Now uses freesd instead of LIBSD. Japanese users should be happy now. And PS3 compatible now?
For doom2 wads, sound is no longer half sampled. Sounds the same to me, anyway…
For me, the major update was the use of a configuration file to make the controls configurable. That also opened the door to HDD support which needed some special treatment of WAD paths. I was hoping to release also easy to use configurator for Windows PC written in C# which would set the configuraton file but I forgot the lib I’m using (libconfig) did not have a C# wrapper. With proper free time I would do it by myself, but as you all saw, I was hoping to have this ready for January…
Those who are interested at using the HDD must read the ‘Whatsthis.txt’ file released along with the distribution below. It explains exactly what settings you must change at the config file and where to put it. Please pay attention to that, before asking any questions, thanks.
For the future, well this might be the last update I do for PS2Doom due to lack of time and things doesn’t seem to get better any soon, since I need to solve some personal issues more important than homebrew development.
I still have my own wish list for PS2doom, including cheat support and MP3 decoding during playback (that way not only we’ll have Doom music but literally any music we wanted) and who knows one day I’ll accomplish this? But besides this, I don’t see much future for PS2doom… I guess the next step would be dropping this version of ps2doom and start adapting PrBoom+, maybe chopping off some more performance hungry features of it. PrBoom+ would allow PWAD support and networking with Doom running on other platforms such as the PC, for example. For those who would take the task, my improvements for the starting Lukasz version would be reusable into PrBoom+ port (mc support, audio alternative to the still broken SDLaudio).
If there is any developer who wants to continue the project of start PrBoom+ port, please go ahead. Fell free to use my code as reference. I’ll soon put the souce as a google code project but in the meanwhile, get it from the assembla repository >here<.
Have fun!
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