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May 1st, 2009, 19:17 Posted By: wraggster
News/release from pedroduarte0
This time, good news for people who want to run PS2Doom from memory cards:
Now the .WAD file is loaded from the same directory ps2doom.elf resides, so this avoid the mess of having files at the root of USB storage devices. As a consequence, the files can be entirely placed at memory cards. USB storage devices are still supported, of course.
Currently, HDD is not yet supported. To detect the device name and full path of ps2doom.elf I just parse the main’s argv[0] string. It seems that when launching from HDD using uLaunchELF, the device name appears as “host:”… So I’m not sure on how to detect when ps2doom is executed from HDD. Any help?
I believe HDD support will be added along with a config file where would be listed all the .WAD paths to feed a WAD selector.
Another feature added :
- The Quit option menu now boots back to the OSD PS2 Browser
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April 29th, 2009, 00:18 Posted By: wraggster
The ScummVM Team have released a new version of scummvm, heres the details:
It was not that long since our previous release, and now here is a new bugfix release hot off the press!
The list of fixed bugs is quite long, and you could read all of it in the release notes, but here is a summary for those of you who are too lazy to follow the links and eager to play the games better.
SAGA: Inherit the Earth is completable again; AGOS, Groovie, Sword2: fixed many sound-related issues; Parallaction: fixed a bug in one of the puzzles; squashed a number of bugs in the GUI. Also iPhone, Symbian, WinCE ports are much improved and NDS and PS2 ports are back again since 0.11.0.
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, Broken Sword 1 and Broken Sword 2; 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.
Release Name: 0.13.1
Notes:
0.13.1 (2009-04-27)
AGOS:
- Fixed crash after OmniTV video is played in The Feeble Files
- Fixed crashes when exploring Jack the Ripper scene in the PC version of
the Waxworks
- Fixed palette glitches in the AtariST version of Elvira 2
- Fixed noise that can occur when sound effects are played, when exploring
Pyramid scene in the Waxworks
Gob:
- Fixed a crash in the Italian version of Woodruff
Groovie:
- Fixed some issues with music in The 7th Guest
Parallaction:
- Fixed the sarcophagus puzzle in Nippon Safes
SAGA:
- Fixed a crash in Inherit the Earth
- Fixed glitches in the save/load dialog.
Sword2:
- Fixed random sound corruption when using the original sound files.
Game launcher:
- Fixed a case where memory could be corrupted
- Fixed the small cursor in the modern theme
- Fixed a bug in the theme engine, which could cause crashes
- Made the file browser bigger in 1x mode
iPhone port:
- Fixed backspace handling on the iPhone soft keyboard
DS port:
- Added support for the Global Main Menu feature
PS2 port:
- Switched to the new GUI and theme code
- All possible devices are supported to store, play and save games
(CD, HD, USB, MC and remote)
- Optimized cache/read-ahead for every media
- Added support for the Return to Launcher feature
Symbian port:
- Added Bluetooth mouse support
- Added support for the Return to Launcher feature
WinCE port:
- Fixed an issue which could cause random crashes with VGA devices
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April 27th, 2009, 00:10 Posted By: wraggster
News via emurussia
New beta version of Sony Playstation 2 emulator for Windows has been released.
Changes:
- Finished the new emitter;
- New speed hack mainly targeting 3D geometry (vu cycles stealing);
- New speed hack /idle loop fast forward);
-Scaled back the EE load/store cycle count to the theoretical minimum of 1 cycle. (Fixes Digital Devil Saga PAL fmv);
-Break up very long recompiled blocks. Perform a branch test before jumping to the next block;
- Quite a few gif/vif fixes / changes;
- Port 2 Multitap should be fixed;
- usual code cleanups and optimizations.
Known issues:
- Gran Turismo 4 has garbled menus;
- Drakengard has garbled textures.
Also, updated plugins pack.
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April 21st, 2009, 00:51 Posted By: wraggster
News/release from pedroduarte0
Finally, it’s possible to save/load from memory card!
It was a matter applying some fixes I did for lsdldoomps2 into this port and initing memory card support by the book, using ps2sdk’s mc_example.c example as reference.
Enjoy it:
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April 20th, 2009, 22:59 Posted By: Shrygue
via Computer and Video Games
The Universal Society of Hinduism has called for Sony to withdraw PS2 game, Hanuman: Boy Warrior, recently released in India.
In the game you take control of Hanuman as a powerless boy, and regain his powers as the game progresses. But Rajan Zed, president of the society, says "controlling and manipulating Lord Hanuman with a joystick/ button/keyboard/mouse was denigration", and that "reimagining Hindu scriptures and deities for commercial or other agenda" hurt its followers.
He added: "Lord Hanuman was not meant to be reduced to just a 'character' in a video game to solidify company/products base in the growing economy of India."
Zed goes on to state: "Video game makers should be more sensitive while handling faith related subjects, as these games left lasting impact on the minds of highly impressionable children, teens and other young people."
Hindus, he says, welcome the entertainment industry's embracing of the religion, but only if taken "seriously and respectfully".
Sony has refused to comment.
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April 16th, 2009, 20:04 Posted By: wraggster
News via aep
PCSX Rerecording is a Sony Playstation 1 emulator for Windows based on PCSX. Quote: "PCSX Rerecording is the rerecording version of PCSX with many customized features designed to aid in recording movie input files."
http://code.google.com/p/pcsxrr/
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April 15th, 2009, 20:13 Posted By: wraggster
News via emurussia
New beta version of Sony Playstation 2 emulator for Windows has been released.
Changes:
- Started major scale work on the emitter to simplify it and support the the x86 instruction set correctly. Changelog too long, read the svn commits if you want to know more.
- Added a check to to clear QWC register if the upper 16bits are set. This fixes most of the broken backgrounds in movies (This fixes Tri-ace movies and GUST games split-screen problem)
- Implemented another block lookup method.
- various vif changes and fixes, a few of them slightly experimental.
- VU - fixed 1-cycle branch delays.
- VU -fixed an issue with FDIV instructions whose operands are vf00.
- EE - fixed recompilation of SRA and SRL when shift amount is 0.
- EE - fixed conditional recompilation #defines a bit.
- A few vtlb optimizations.
- fixed a small ipu typo.
- Usual assorted code cleanups and optimizations.
Also, updated the plugins.
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April 14th, 2009, 01:08 Posted By: wraggster
News/release from pedroduarte0
For the many of you who have an Amiga gaming past, you may remember a classic named Cannon Fodder and, of course, its intro tune.
JammerPS2 is an example for the cosMix sound engine I cooked, and it works like a sound sample trigger, using the Dualshock controller buttons to fire up sounds.
I decided to pack it with samples from the Cannon Fodder intro song for you to have something ready to play with, but you can supply your own samples, as long they are mono or stereo WAV files rated at 48000Hz (you may use any other sample rate, like the more usual 44100Hz but the sounds pitch will be higher than normal).
Keep in mind the PS2 is not a computer with virtual memory (only if running linux), so the total space taken by the samples must be at most 32MB (a little less than this actually).
As feedback, I really would like to know from your creations. If you made any sound packs for JammerPS2, let me know and drop some links for downloading your packs.
Get the binaries here (source archive is included), unpack to a USB pen and run with uLaunchELF:
http://code.google.com/p/cosmix/downloads/list
The source repository for cosMix and JammerPS2 is located at GoogleCode (I began to drop Assembla service, at last):
http://code.google.com/p/cosmix/
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April 9th, 2009, 22:44 Posted By: wraggster
EP has released another beta of Launchelf for the PS2, heres whats new:
LaunchELF v4.39z beta (2009.04.09)
-Fixed a bug from previous beta v4.39y preventing access to MC folders having a 'hidden' attribute bit set.
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April 8th, 2009, 14:27 Posted By: wraggster
Sony Computer Entertainment America continues to fuel the PlayStation 2 with new games, even if they are PSP ports. Things are different in Japan where SCEJ hasn’t released a PS2 game since 2007. Even third party publishers like Nippon Ichi and Gust moved on to the PS3, making this year’s PS2 line up heavy on visual novels.
One game from SystemSoft Alpha, creators of the Daisenryaku series, stands out. Tir Na Nog, slated for April 29, could be the last PS2 RPG. Looks like this PC port doesn’t have a high budget either. The shifty character sprites are reminiscent of Populous. At least the setting is offbeat. Tir Na Nog infuses Irish mythology and fantasy elements to craft the story. A PSP version is scheduled to come out the same day as the PS2 release.
There is still a healthy selection of PS2 JRPGs such as Devil Summoner 2, Mana Khemia 2, and later Sakura Taisen for us to enjoy this year, but the well is almost dry. Tir Na Nog might be at the bottom.
http://www.siliconera.com/2009/04/07...ced-for-japan/
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April 7th, 2009, 13:44 Posted By: wraggster
News from the PCSX2 Team:
As many people that actively check our SVN know, we are in the process of a completely new cross-platform GUI for PCSX2.
But it would be quite dull to have a new GUI without a new logo, so we decided a fun thing to do would be to have a logo designing contest where people can show us their skills, and make the next official logo for PCSX2!
The contest rules are simple:
- Due by June 5th, 2009, but users can submit entries early in the "PCSX2 Logo Design Entries" thread.
- The contest is free for anyone to enter, including people affiliated with the project.
- You may enter as many entries as you like (though only one entry will be chosen.)
- Winner will get their logo in our next release, and will be credited for their logo in our "about dialog."
- Winner will be decided by PCSX2 team (in the event that the PCSX2 team likes our current logo better than the entries, we will have no winner)
Logo restrictions:
- Logo must contain the word 'PCSX2' (font/format/color is up to the designer)
- Logo should be of reasonable size (our current logo is 380x180px, so size should be roughly similar)
- Logo entry can be a modification of our current logo.
- Logo should be submitted as a .png file.
- You may submit an optional 64x64px Icon with your logo to be used as PCSX2's new icon (also should be a .png file).
- All entries will be released under a Creative Commons license.
- No copyrighted images may be used in the entries.
So good luck! You can post your application in this thread HERE
On other news,the PCSX2 guide has been fully updated for 0.9.6. So now it's the best time if someone wants to translate it to another language. You can submit your application in this thread HERE if the spot for that language is still open
http://www.pcsx2.net/
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April 5th, 2009, 16:03 Posted By: plikita
A video report of the last live visuals performance from Pikilipita in mid March 2009.
It took place during the BLOC festival (Butlins, UK).
Music is performed by Skream & Benga, headlines of dubstep music.
All visuals are mixed on the PS2 homebrew "PS24VJ". No computer is involved during the performance 

The video on Vimeo:
More infos on PS24VJ: http://www.pikilipita.com
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April 1st, 2009, 20:41 Posted By: wraggster
News via emurussia
New beta version of Sony Playstation 2 emulator for Windows has been released.
Changes:
- Various fixes to MMI and more changes to opcodes to mimic ps2 behavior, thanks to Nneeve.
- Brought back a gamefix for Persona games. They still have missing geometry without it (VU clip flag problem).
- Included Nneeve's recent fixes to DIV / DIVU instructions, regarding MIPS
specific behavior in div by 0and div by -1 scenarios.
- Nneeve fixed the Tri-Ace gamefix so Gradius5 doesn't crash with it enabled
anymore.
- Set Flush to Zero for FPU and VU back to on. Let's see how long it lasts this time.
- Removed the FFX hack from pcsx2! It's still toggled in the GS plugins, the
correct behaviour is having it always on.
- usual code cleanups and optimizations.
Also new versions of plugins.
Particularly, lilypad introduces a new, experimental multitap support and improve the savestates handling, while gsdx solves a few very old and annoying bugs (like the ones in persona...).
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April 1st, 2009, 11:37 Posted By: wraggster
Analyst Jesse Divnich of EEDAR believes that the PS2 price drop to a Franklin will boost US sales of the console by 30 percent. Divnich's report also estimates that PS2 software will maintain an 18 percent market share, rather than drop down to 16 percent had there not been a cut.
Gamasutra also spoke with analyst Matt Matthews, who points out that any consumer waiting for the PS2 to reach $100 is "cost-conscious" enough to buy games from the used bin at GameStop, meaning those consumers aren't likely to help new software sales. Apparently, Sony's Jack Tretton agreed with this notion last summer in an Edge interview, when he asked, "If that $30 was the difference between buying a console and not buying a console, how many games are you going to sell to that person?"
At the time, he questioned how strategically important that consumer really is. Apparently, nine months and a fiscal crisis at the company is enough to change some minds.
http://www.joystiq.com/2009/03/31/an...op-others-que/
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April 1st, 2009, 11:06 Posted By: wraggster
The numbers behind the PS2 and PSOne’s price drops to $99 are radically different — and show how the machine’s 10-year-cycles have been nothing alike.
***
The PSOne was released in Japan in December 1994 and in North America in September 1995 (for $299).
Less than four years later in the U.S.…
The PSOne dropped to $99 on August 16, 1999
By that point, Sony had shipped more than 58.4 million consoles and more than 462 million games worldwide.*
***
The PS2 launched in Japan in March 2000 and in North America in October 2000 (for $299).
More than eight years later in the U.S.…
The PS2 will drop to $99 in April 2009.
By that point, Sony claims the system will have sold more than 138.7 million consoles and almost 1.5 billion games worldwide. *
So it took the PS2 twice as long to get down to $99 as did the PSOne, in which time the PS2 sold more than twice as many consoles and three times as many games.
Imagine what the PS2 sales could have been had the system dropped to $99 four years ago. Then again, Sony didn’t have to do that. In the PSOne era, the Nintendo 64 was a solid competitor for a few years. In the PS2 era, the Xbox and GameCube put up a meeker fight.
Note that the PSOne sold more units after the $99 price drop than it did before, as the system now has sold more than 100 million units.
One other conclusion that’s too obvious to ignore: Sony dropped the PSOne to $99 before the PS2 was released. The PS2 has dropped to $99 more than two years after the launch of its successor.
Two consoles. Two alleged 10-year-cycles. Big differences.
http://multiplayerblog.mtv.com/2009/...ple-the-games/
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