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THE LATEST NEWS BELOW
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January 30th, 2013, 00:36 Posted By: wraggster
via http://emu-russia.net/en/
Sony Playstation emulator for Windows has been released. Changes:
- video: new rendering modes: 32bpp (mostly for MDECs), 8bpp (for old PCs), Auto
- video: supports horizontal screen centering and left/right screen borders
- video: matched PAL vertical centering to values used by "majority" of games
- video: fixed lower-border rendering (always using xsiz instead xsiz_div16)
- video: optional forced-automatic-centering (recommended for chaotic PAL games)
- video: optional better-than-real rendering with quads instead of triangles
- gpu: supports linestrips with uncommon end-codes (Wild Arms 2 uses 50005000h)
- cdrom: supports .sub files (for libcrypt, and for .ccd's without index 0)
- cdrom: supports .cdz files (and optionally deleting them after decompression)
- cdrom: supports error on "standby" command (used by Nightmare Creatures 2)
- cdrom: supports (de-)mute (avoid noise during modchip detect in Dino Crisis 1)
- cdrom: seek+setloc goto sectors before target (not to target) (tomb raider 2)
- cdrom: seek aborts reading (for Wild Arms 1 which lacks preceeding pause cmd)
- cdrom: seek updates data for any following getloc (needed for Resident Evil 1)
- cdrom: added getloc_l errors during seek (required for legacy of kain intro)
- cdrom: added newly discovered cd xa adpcm-buffer-empty-flag (1F801800h.bit2)
- cdrom: fixed subchannel-Q crc_16_ccitt byte-order (crc must be big-endian)
- cdrom: odd stuff like setloc+read+setloc+read+pause+read+pause+read combos
- vram-viewer: shows logged GPU command origins (CPU PC and DMA start/link)
- vram-viewer: shows laser-arrow for GP0(E3h,E4h,E5h) commands draw area/offset
- vram-viewer: allows tree-access after run (fill_3d_poly_tree_if_any_if_needed)
- vram-viewer: prevents mishandled ESC-key in hex-gpu-command child window
- debug: dynamic data/break-list allocation (no more limit on .sym datazones)
- bios: added "patch_missing_cop0r13_14opcodes_k0_k1" variant (ridge racer)
- help: added details on gpu-linestrip end-code and various new cdrom details
- help: added "information" on Xe Multi System Emulator's CD Image File Format
- help: added notes on chaotic screen centering values used by most PAL games
- icon: psx button-style icon symbols, at 12x12,16x16,32x32,48x48 pix sizes
- web: uploaded photos of the psx-xboo bios and parallel port upload circuit
- web: added nonazi logo (we are no longer mass-murdering ourselves in germany)
File: Download
News source: http://nocash.emubase.de
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January 27th, 2013, 22:46 Posted By: wraggster
A new video has been released showing Tales of the Abyss Undub WS patched 1080p running on PCSX2 1.1.0:
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January 20th, 2013, 20:26 Posted By: wraggster
The Team over at PCSX2 the PS2 Emulator for Windows have released a new video of the emulator in action, here it is:
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January 9th, 2013, 14:03 Posted By: wraggster
PS2 Emulation is improving all the time on the PCSX2 emulator for Windows and the team behind the emulator have released a new video showing off just how good it is:
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January 7th, 2013, 22:27 Posted By: wraggster
The PCSX2 Team who if you didnt know are the coders of the PS2 Emulator for windows, they have posted a video of the PS2 Game Shadow of the Colossus First Colossus running in Full HD using PCSX2 1.1.0
Heres the video:
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January 7th, 2013, 21:46 Posted By: wraggster
Sony has confirmed that it has ceased all production of the mighty PlayStation 2.
It was reported last week that the company had called time on its Japanese production of the console, but Sony has now confirmed to The Guardian that all PS2 production worldwide has been wound down.
The world’s most successful ever home console ends its innings after 12 years and with global sales of over 150m units and an unprecedented software library nearing 11,000 titles. Lifetime PS2 game sales are estimated at over 1.5bn units.
Only Nintendo’s DS can match Sony’s machine in terms of unit sales. Even the mighty Game Boy doesn’t come close.
http://www.mcvuk.com/index.php/news/...er-ps2/0108903
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January 6th, 2013, 23:04 Posted By: wraggster
no$psx 1.2, the Sony Playstation emulator for Windows has been released.
Changes:
- audio: supports 16bit sound output (less noisy on compressed adpcm samples)
- audio: supports mono output or disabled sound output (without crashing emu)
- emu: avoids triggering f8_brk_handler upon sp=FFFFFFFFh (Crash Bandicoot 3)
- emu: avoids warnings on writes to invalid io ports (unless warnings enabled)
- video: supports GP0(35h,37h,3Dh,3Fh) unused-shading commands (castlevania)
- video: added display brightness option (nonlinear bright, or linear dark)
- video: overscan: skips hidden upper scanlines (mainly for NTSC games)
- video: underscan: draws black upper/lower borders (mainly for PAL games)
- debug: memorizes old PC on emulation start (for undo "jump" via cursor left)
- debug: input boxes recognize hi,lo,pc registers (eg. for ctrl+g, goto pc)
- debug: option: allows to disable single, or multi-word disass pseudo opcodes
- debug: added optional cdrom-command logging to TTY window (see other options)
- setup: enabled automatic-save-options by default, removed fixed settings
- a22i: rejects overflow-trap-flag (t) on logical commands (via mipass_logi_inj)
- bios: fixed "extract_device_name" return value (for castlevania's "sim:")
- bios: fixed "krom_2_offset" calculation: (msb-88h)*BCh+(lsb<7Fh)+lsb-9Fh
- bios: added "patch_install_lightgun_irq_handler_inefficien t" (dqm)
- bios: added "patch_uninstall_early_card_irq_handler_inefficien t" (raiden dx)
- bios-font: 1st choice: use copy of font from psx-bios.rom (if present) (fast)
- bios-font: 2nd choice: use formerly created no$psx.chr (if present) (fast)
- bios-font: 3rd choice: create no$psx.chr from japanese 4Mbyte MS Gothic (slow)
- bios-font: 4th choice: otherwise use non-japanese font from Courier New (fast)
- bios-font: 5th choice: dummy rectangles (non-blanks required for castlevania)
- selftest: shows CPU, GPU, and SPU emulation load (in iomap "timers" window)
http://nocash.emubase.de/psx.htm
Download Attached
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December 30th, 2012, 00:49 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5492 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5492
Make a rare IPU chain mode transfer error log be DevCon only.
The only known game to run into it is fine anyway (Phase Paradox).
http://www.mediafire.com/?ob4h34hb95chbv6
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December 30th, 2012, 00:48 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r81977 is compiled. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r81977
Get OS X compiling again:
Fixed undeclared GPU_FRAME_LIMIT.
Some patch somewhere changed the file reference of the ExtendedKeys headers in the GPU plug-ins. reverting that.
http://www.mediafire.com/?4vsabcqs2s23bv1
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December 30th, 2012, 00:23 Posted By: wraggster
via http://www.aep-emu.de/
no$psx is a new Playstation 1 emulator for Windows from Martin Korth.
Quote:
28 Dec 2012 no$psx v1.1
audio: bugfixed right-channel CD-XA stereo decompression (allows xa_mask.bit1)
audio: bugfixed left-channel CD-XA stereo decompression (pushes extra offhold)
gpu: changed initial texcoord fraction (for ff tactics, but isn´t perfect yet)
cdrom: supports images with mixed sector sizes (in different tracks/areas)
cdrom: supports libcrypt subchannel data from .sbi, .m3s, .mdf
cdrom: supports .cdi (discjuggler) images, supports .ecm file decompression
cdrom: supports .mds/.mdf (alcohol) and .ccd/.img (clonecd) images
cleanup: removed "uh" warning on nonstandard/pocketstation memcard commands
cleanup: removed ´err80h´ warning on uncommon/inaccurate seek_p cdrom command
bios: added "patch_optional_pad_output_inefficient_variant " (lemmings)
debug: bugfixed step-over via f3-key (on call/syscall aka jal/jalr/syscal)
debug: bugfixed native mips disassembler syntax (use dis_proc_native_retry)
setup: moved loadbios_firsttime after loadsetup (using Default BIOS option)
help: added subchannel-image chapter (.sbi, .m3s, .mdf, .sub, .cdi, .nrg)
help: added .cdi (discjuggler) cd format, and ecm (pseudo-compression) specs
help: added .mds/.mdf (alcohol) and .ccd/.img/.sub (clonecd) cd format specs
help: added libcrypt info (16bit key, sectors, crc, cop0regs, example, etc.)
help: added formerly unknown license strings (JP="Inc.",0Ah, US="Amer ica")
keyboard: removed ALT+X=exit hotkey during emulation (conflicted with joypad)
iomap: shows CD-audio playback mode (18900Hz/37800Hz/44100Hz, mono/stereo)
setup: allows to disable MMX (just for curiosity/testing purposes)
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December 12th, 2012, 01:49 Posted By: wraggster
Last week, GungHo Online Entertainment America joined the ranks of PSOne Imports publishers with a bumper crop of six Japanese games, all available on the PlayStation Store for $5.99 each. Since it's so rare – an initiative only taken to heart by MonkeyPaw Games in the past, and one that requires extensive licensing work for a potentially niche product – I asked Gungho president and CEO Jun Iwasaki about the company's plans.
"We are hoping to bring over as many PSOne Classics as possible," Iwasaki, who previously ran XSEED, told me, "but oftentimes these releases require license deals." He explained that the somewhat unusual collection of games, ranging from shooter collection Zanac X Zanac to dekotora board game Art Camion Sugorokuden, wasn't curated according to some unifying theme. "We were able to secure the licenses for these particular PSOne Classics, so we went ahead and released them first.
"So far, Zanac x Zanac seems to be getting the most attention out of the six titles," Iwasaki added.
http://www.joystiq.com/2012/12/11/gu...rt-initiative/
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December 10th, 2012, 16:50 Posted By: wraggster
via http://emu-russia.net/en/
Downloads
no$psx v1.0 Windows 32bit version (ca. 469 Kbytes, 03 Dec 2012)
The Emulation should be complete with all hardware features fully implemented and working, though as by now it's tested with only a dozen of games, so there may be still some problems with other games (bug reports are welcome).
The BIOS is emulated via a BIOS-clone, which is free and faster than the original PSX-BIOS. There may be still some compatibilty issues (especially as most PSX games are applying patches the to original BIOS; the BIOS clone is reproducing known patches, but may fail on unknown ones). In case of problems, it may be recommended to use a copy of the original BIOS (with filename PSX-BIOS.ROM in no$psx folder).
CDROMs are supported via complete disk images (in .NRG or .CUE+BIN format), via single-track images (.ISO files), or as raw executables (.EXE files). Reading from real CDROM drives is also supported, but does require wnaspi32.dll (which appears to be a problem on WinNT and higher).
Requirements are 1-2GHz, which is maybe not so fast (other PSX emulators are said to be working at 200MHz). CPU emulation is currently done on the fly (I might get that faster by using pre-compiled code in future versions). Rendering is done by software (I could maybe improve speed by adding dual core processor support) (another way would be using hardware acceleration, but my experiences are that this stuff isn't too pixel accurate, if it's working at all).
Debugging/Development functions include disassembler, debugger, breakpoints, assembler, I/O map viewer, VRAM viewer, polygon viewer, TTY console window, and complete PSX hardware specs.
First version of Sony Playstation emulator has been released.
File: Download
News source: http://nocash.emubase.de
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December 10th, 2012, 16:31 Posted By: wraggster
via http://wololo.net/2012/12/10/how-ps1-security-works/
With all the exploit related news and the upcoming ecfw by frostegater, we barely see articles that have nothing to do with the vita, so lets take a step away for brief moment from the psp scene and learn how the copy protection and different security measures on the ps1 worked.
In this article I will explain how the ps1 security works, so you can understand the methods used back then to bypass it’s security and why those methods don’t work today.
Original security measure: disc region
First, we must know that the ps1 had region locks, which means a legit bought game from the US won’t work on a EU console. The next thing you should know is that the region lock and the antipiracy check is one and the same, for older models that is (but we’ll get to that later).
Legit Ps1 games had a marked zone at the beginning of the disc that contained the region information, this information had the letters SCEx, where x was the region of the disc:
- A for america (SCEA)
- E for europe (SCEE)
- I for japan (SCEI)
- W for Net Yarozee (SCEW)
Imagine you have a european console, this console will have the mark SCEE in it’s BIOS, when you insert an american disk the console will read SCEA on the disc, SCEE != SCEA so the system would refuse to boot.
Similarly a burned disc does not have any mark on it because conventional CD drives can’t read that portion of the disc, so the system will also refuse to boot that.
So for a european console, there is no difference between a legit american disc and a burned disc. None of them match what the system wants so the system won’t boot it.
Modchips got around this by injecting the string the system is looking for into the stream, letting the system think the disc does have the string in it and then accepting to boot it.
This is for older models of course, newer models (the PSone) have a second check for the region, so a modchip that worked on the fat model will partially work on the newer system.
New security measure: boot text
The modchip, like I said, will inject that string into the system, letting the system think it’s legit, but then the system will perform a second check, this check is done to the executable file itself.
You may be familiar with this screen:
Believe it or not the “Licensed by Sony Computer Entertainment America SCEA TM” text is not found on the system itself, but rather on the disc. That’s right, the system reads this text from the disc and put it on the boot logo, which lead people to create custom boot screens.
This text was not checked by older fat ps1s but then sony added the text into the newer psone bios, so this time it does check for it. This time, even when the modchip makes the system think it’s a legit game, the simple fact that the boot text is different makes the system reject the disc. This is of course for imports or games with custom text.
There were two methods to bypass this, the first was using a disc called import player. This disc used an “exploit”, which is nothing more than taking advantage of the system’s ability to play multi-disc games. When you play a game such as Metal Gear Solid or Final Fantasy VII, at some point they will prompt you to change discs. When you change the discs, the system does not enter the boot screen, so the boot text check is not done. The import player took advantage of this, by simply prompting you to change the discs as any of these games do, then the modchip does the first check bypass and since the system doesn’t enter the boot scree, it doesn’t check the boot text.
The second method is a lot more permanent, it’s the same method as injecting a custom boot, only this time you inject the correct boot text into the cd, allowing you to directly boot the disc.
Another new Security Measure: modchip detection
Another measure that was implemented was the detection of modchips. This measure required new hardware so it only available in psone models and on top of that it wasn’t performed by the system but the game, so the code had to be implemented into the game itself, meaning older games would not be able to use the new feature.
The way a modchip was detected is quite simple, the game would keep asking for the CD’s code (SCEx as we saw above), if there is a modchip in the system it will continually inject such string, while if there is no modchip then no string is injected and thus the game would continue.
Bypassing this protection could be done using the import player (which has an anti-modcip detection patch) or by patching the game’s iso before burning. Both do the same basically.
PS1/one Hacking Methods
These various ways to hack the PS1, but each method got patched along the way, except one method that was never patched (swapping) and another method that was patched but got continuous new releases (modchips).
AR Method:
This method consisted in inserting an Action Replay “cartridge” in the system’s Parallel Port. This “cartridge” (if we can call it that) bypassed the method used by the system (the SCEx method). This was patched by Sony simply removing the Parallel I/O Port. Some games have anti-AR security measures which can be defeated using Import Player in the same way as defeating the already mentioned Anti-Modchip security.
Swap Trick:
This method took advantage of the system’s disc read error tolerance policy, this means that when the ps1 can’t read a disc it keeps retrying until a decent amount of time. This is why it takes time for the ps1 to “detect” a burned game or why scratched games can take longer to load. The method consisted of tricking the system into thinking the disc cover is always closed, even when it isn’t, allowing you to swap an original disc with a burned one. This trick is performed differently in the slim and fat models due to the new boot text security, but it’s overall doable in any ps1 console, the only problem I can think of with this method is that it wears out the motor.
Modchips
Modchips are usually the best method to hack a ps1. They are permanent, games can be booted directly and if installed correctly they don’t have to break the system. I already explained how modchips work, they simply inject what the system wants into the stream, making the system think the disc inserted is a legit game. Different models came out but if you are looking for one that is compatible with all ps1 consoles (fat and slim) then the MultiMode 3 is your bet, although it doesn’t break the PSone boot text security and it’s not a stealth chip (it can be detected by game that have the anti-modchip protection). If you are looking for a good PSone chip then the ONEChip is the one you need, it bypasses all PSone protections, including the anti-modchip one.
Let’s do a recap of the different copy-protections that the ps1 and psone have.
PS1:
- The standard region protection (the SCEx thing).
- The Anti-AR protection.
PSone:
- The standard region protection (the SCEx thing).
- The anti custom boot text protection.
- The anti-modchip protection
Well, now that you know how the Ps1 copy-protection worked, you can go back to the psp scene to wait for frostegater’s ecfw.
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November 12th, 2012, 19:41 Posted By: wraggster
Probably the best Playstation Emulator for Windows of all time has just had a new release, heres whats new:
As promised ePSXe 1.8.0 for windows has been released.
You can find it in the downloads section.
The main changes are:
Many fixes to the cd-rom decoder and core that fixed almost 150 games
Improved input devices support
On the fly memory card change
Fixed changedisc feature
Support for SBI subchannel files
Support for PBP disc images
Cheat codes support
We hope you will enjoy this release!
Regards,
ePSXe Team.
Download and Give Feedback Via Comments
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November 5th, 2012, 13:36 Posted By: wraggster
Check out this video of the PS2 emulator for windows at its finest:
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October 28th, 2012, 21:33 Posted By: wraggster
via www.emucr.com
PCSX Reloaded SVN r80728 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:
r80727
Use 32-bit jump instructions for COP2/GTE. (Issue #8567)
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