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June 15th, 2011, 02:08 Posted By: wraggster
News via http://www.emucr.com/2011/06/pcsx-re...vn-r67823.html
PCSX Reloaded SVN r67823 is released. 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:
r67822
New icons (linux).
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June 12th, 2011, 14:39 Posted By: wraggster
News via http://www.emucr.com/2011/06/pcsx2-svn-r4727.html
PCSX2 SVN r4727 is released. 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:
r4726
GSdx: No more blinking characters/objects when using EE/VU cycle speedhacks in God of War I (also maybe better fix for GoW2)
Added some NTSC-J CRCs found by users of 2ch.net. Thanx 
r4727
SPU2-X: partial and probably incorrect (but good enough for the BIOS) support for reading back key on and key off registers, just returning the last written value.
We need testing to determine how these actually behave and want to do some game testing to find other partially implemented registers before that.
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June 9th, 2011, 01:06 Posted By: wraggster
News via http://www.emucr.com/2011/06/pcsx-re...vn-r67636.html
PCSX Reloaded SVN r67636 is released. 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:
r67621
Rebranding.
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June 4th, 2011, 03:08 Posted By: wraggster
News via http://www.emucr.com/2011/06/pcsx2-svn-r4706.html
PCSX2 SVN r4706 is released. 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:
r4706
GSdx: CRC hackfix for Ty the Tasmanian Tiger. Couple CRCs added.
GameDB: Onimusha 4: Dawn of Dreams playable again with a patch. Minor other updates.
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June 1st, 2011, 11:23 Posted By: wraggster
News via http://www.emucr.com/2011/06/pcsx-re...vn-r67247.html
PCSX Reloaded SVN r67247 is released. 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:
r67225
Ape Escape.
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June 1st, 2011, 00:51 Posted By: wraggster
News via http://www.emucr.com/2011/05/pcsx-re...vn-r67214.html
PCSX Reloaded SVN r67214 is released. 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:
r67214
win gui 100% cpu usage fix (shalma).
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May 30th, 2011, 00:46 Posted By: wraggster
News via http://www.emucr.com/2011/05/spu2-x-svn-r4678.html
SPU2-X SVN r4678 is released. SPU2-X is a pcsx2 sound plugin for PCSX2.
SPU2-X SVN Changelog:
r4678
SPU2-X: Improved Real-Reverb engine algorithm.
Before trying this revision, make sure your speakers/headphones are not too loud.
I have been looking at it for a long while, and I decided it couldn't be just "somewhat similar" to a Schroeder Reverberator.
The SPU2 designers would have actually used a working design for a reverberator, so chances are they implemented Schroeder's.
I haven't had the chance to test this code in spu2-x, but the results in the "Impulse Response Analyzer" tool I coded specifically for this, are positive.
Some tweaks might be needed, because I'm not sure if Neill got the IIR part right or not.
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May 29th, 2011, 18:26 Posted By: wraggster
News via http://www.aep-emu.de/
PSXjin is a Sony Playstation emulator for Windows based on PCSX. Quote: "PSXjin is the rerecording version of PCSX with many customized features designed to aid in recording movie input files and a new SPU core."
Quote:
Changes in v2.0.2
--------------------
Integrated Pad Plugin! (from SSSPSXPad)
Cue support
SPU sound fixes (Such as Seifer´s Sword)
AVI and WAV now split at 2GB
Codecs greater than 4K properly load
Display no longer dark during load screen
Controls can be configured during gameplay
Emulator window can be resized during play
CD Swapping fixed for text based movies
*Accurate Dual Shock Emulation
*Only use this if digital input stutters during gameplay when using analog controllers.
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May 29th, 2011, 13:34 Posted By: wraggster
News via http://psx-scene.com/forums/f6/humbl...lection-87207/
About "The Humble Homebrew Collection":
The Humble Homebrew Collection is an initiative that aims to convince Sony to provide us with a legitimate and official way to create homebrew applications for the consoles that we own.
We are providing you with a free homebrew game that aims to be polished and look professionally made which includes 33 very good and addictive puzzle games. We've tried to make this homebrew games collection as good as possible so that even the anti-homebrew purists will be jealous of it.
Homebrew does not equal piracy, and this is proof of it. These games are all free and are released under the MIT license.
You are free to download these games for the platform of your choice, whether it's on a jailbroken PS3, Linux, Windows, Mac or Android.
This Homebrew game collection is a port of Simon Tatham's Portagle Puzzle Collection to the Playstation 3 system and it includes 33 puzzle games. More games are being written and this collection will only increase with time.
This is one of the first homebrew games that are released on the PS3 which are above the "proof of concept" status and is not yet another backup manager, FTP server or a port of an existing emulator.
This homebrew game is still in active development and will continue to receive regular updates. The TODO list has many items on it and it will continue to improve for your enjoyment.
The main purpose of this website it to serve as a petition against Sony's unjust behavior towards their customers. You are encouraged to sign the petition, donate to the developers or you can simply download the games. The choice is yours.
If you wish to do so, you may also donate to the developers of this homebrew application, as well as to the EFF, which helps defend our rights in this digital age.
It is time to vote with your money, boycott Sony, request your legal homebrew and request your freedom and let them know that they have much to gain by giving us access to the homebrew that we deserve.
Let Sony know that, as a customer, you want homebrew games, you want to see the real purpose of the Copyright Law used properly: To encourage creativity and innovation. Let them know that, as a customer, you are willing to pay for quality homebrew and that if they wanted to, they can get a share of that money. After all, all they care about is money!
Thank you
Source And Download: http://humblehomebrew.com
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May 2nd, 2011, 23:18 Posted By: wraggster
News via AEP
More than two years have passed since the last official and stable release of the Playstation 2 emulator PCSX2. Now, a new version has been finally released.
Quote:
GUI:
New, threaded GUI using wxWidgets.
New menus, for improved usability and faster configuration.
Convenient Memory Card editor.
On the fly pause and resume, perfectly stable, safe and fast.
On the fly setting switching and even plugin switching.
Powerful new configuration that is more user friendly with its first time wizard, reset to default buttons and a global presets system.
A plethora of new options that make playing games more fun!
All options have tooltips explaining what each of them do.
Comes translated, with many languages to select from.
Compatible with Aero Glass and Windows eye candy.
Looks and works great on Linux, too!
Core:
Entire emulation core has been overhauled. Many components are rewritten.
Countless code generation and runtime execution bugs fixed.
Added microVU, an improved VU0/VU1/COP2 recompiler.
New VIF recompiler
Multi-threaded GS rewrite: Faster and more stable than in 0.9.6.
Better BIOS splash screen skip method, better ELF support, host fs support.
New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed.
Plugins:
GSdx is faster, more stable and has more configuration options than ever before.
SPU2-X is the preferred SPU2 plugin now.
It has matured into almost completely emulating all the SPU2 quirks, making many more games work!
Download Here
:: Homepage
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April 7th, 2011, 02:54 Posted By: wraggster
News via AEP
PCSX2-ValDanX 0.1 r21
This version uses a more aggressive changes to the code, which can lead to instability of emulation. All changes were written from scratch, without using previous versions (only exception was the Boot Manager). Served as the basis of the source code PCSX2 r4491.
TEST 1:
PCSX2:
1. Rewrote legacy code IsoFS.
2. Now, when you find broken block in the iso, it will automatically be skipped.
3. MTGS stream is divided into 2 parts. (TEST)
4. Disabled emulation speed drive PS2, now uses the maximum possible speed of the drive.
Boot Manager:
1. Created multithreaded processing of images, the number of threads depends on the number of cores in the CPU. (TEST)
2. Fixed errors when changing places columns.
3. Bugs fixed add / remove columns.
4. Improved display of unit dumps the list.
5. Cleaned up code.
TEST 2:
PCSX2:
IPU:
1. Fixed bug record flag "toIPU" in DMAC, which caused it to hang a large value IPU0.
VTLB:
1. Bugs fixed record 128-bit value.
:: Homepage
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March 12th, 2011, 23:10 Posted By: wraggster
PlayStation 2 games will launch on Android devices, according to NVIDIA.
Website Androidandme noticed NVIDIA's Tegra Zone app updated with an announcement relating to Sony's hardware neutral game framework PS Suite.
The thrust of the release concerned the announcement that the Suite will come to Tegra-equipped Android phones and tablets later this year - the Sony Ericsson Xperia Play, due out later this month, was previously the only device confirmed to offer PlayStation titles.
PlayStation certified games to hit Tegra devices include PSone classics Wild Arms, Cool Boarders 2 and Syphon Filter.
But buried within the announcement is a mention that PlayStation 2 games will eventually be released on Android devices – and current speculation suggests they'll turn up on the Xperia Play.
Tech website Endgadget, however, said PS2 games are unlikely to arrive on Xperia Play any time soon because of a lack of horsepower. Sony, it says, could be waiting for quad-core mobile chips to arrive.
Which PS2 games would you like to play on your Xperia Play?
http://www.eurogamer.net/articles/20...ing-to-android
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March 6th, 2011, 22:12 Posted By: wraggster
News via AEP
PSXjin is a Sony Playstation emulator for Windows based on PCSX. Quote: "PSXjin is the rerecording version of PCSX with many customized features designed to aid in recording movie input files and a new SPU core."
Quote:
Changes from PCSX-rr v0.1.3
----------------------------
-New SPU core integrated, designed by zeromus
-Overhaul of GUI design including the fact the menu is no longer separate from the game window
**This means menus can be accessed without leaving the game!**
-GPU Plugin is integrated
-More stable movie recording!
-Audio capturing!
-Window is resizeable, creating separate AVI files for encoders.
-Multi-track recording is built-in
-Recent Rom, Movie, and Lua script menus
-Quick switching Zoom features (1x, 2x, 3x, 4x)
-MultiTap Controllers are available in movie recording
-Analog Control Window
-Text or Binary Format movies
-Numerous bug fixes & small changes
:: Homepage
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February 25th, 2011, 00:15 Posted By: wraggster

Oh, sure -- we've seen N64 handhelds and PS3 laptops, but how's about a PS2 handheld? Now that your brain is sufficiently melted, allow us to introduce you to England's own techknott, also known as the man responsible for the gorgeous piece of playable art shown above. Apparently, this PlayStation 2 handheld was crafted for a client, and in an effort to cut down on costs, doesn't have a built-in battery pack. That said, it's still an awful lot more mobile than even a slim PS2, and quite a bit more handsome if we may say so ourselves. Head on past the break for a live action video, and feel free to drop him a line in the source link if you'd love to have one of your own. No discounts promised or implied, though.
http://www.engadget.com/2011/02/24/s...t-needs-a-bat/
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February 14th, 2011, 19:28 Posted By: wraggster
The 10 years and 11-month-old PlayStation 2 has shot through the 150 million units shipped mark, Sony has announced.
The PS2, which was first sold in March 2000 in Japan, is the best-selling console of all time.
An eye-watering 1.52 billion units of PS2 software have been sold worldwide as of the end of December 2010.
The PS2's best-selling game is Grand Theft Auto: San Andreas, which shifted 17.33 million units. In second place is Gran Turismo 3: A-Spec with 14.89 million. In third is Gran Turismo 4, with 10.76 million sold.
A total of 10,828 games have been created for the console.
Sony said it expects continued demand for the system in Eastern Europe, South East Asia, the Middle East and South America.
http://www.eurogamer.net/articles/20...er-150-million
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February 13th, 2011, 02:58 Posted By: wraggster
News/release from pedroduarte0
Here you can find my PS2 port of Nicky Boum, a popular game among Amigans, from the NickyBoumPSP port by deniska, from of the original Nicky Boum engine rewrite by Gregory Montoir.
The controls are:
Left analog stick for movement, ‘X’ button for fire (hold it for ‘boum’), ‘O’ for jump, L1 for skip level, L2 for quit current live, R1 for adding all bonuses, ‘Select’ for pausing and ‘Start’ for quiting game. Any USB keyboard compatible with the PS2 is also supported.
The original game has some aparent bugs and it was not extensively tested, but it’s not my intention to fix any of the original engine bugs or missing features. Please expect not much future releases from me.
Download here:
NickyBoumPS2 v.0.2.0a binaries and sources
In long verbose words:
For the brave ones who decided to read this part, I’ll start explaining why Nicky Boum and how this port it came to reality, mentioning its ups and downs.
So it all happened when I tried Nicky Boum PSP from deniska from http://deniska.dcemu.co.uk/nicky-boum-psp-111236.html. This is a port of the popular Amiga game called Nicky Boum which I never played to say the truth, although my long past as an Amiga user and gamer, but I know it to be very dear among Amigans.
When I first looked into its sources, the first thing that striked me was the relatively small number of small source files, the fact that’s a pure SDL game port and with almost 0% PSP specific code (as far I remember, it only sets the PSP CPU frequency). So, I saw in this port an excellent oportunity to get a PS2 port of the game for the hungry PS2 homebrew scene and also a fast way to test the current health of the ps2sdk SDL libs, compatible with my limited free time.
I did the port itself in less than one hour. After this time time period, it was already compiling and a .ELF was born into this world. After fixing some issues with file IO specific to the PS2 and the host: device for debugging, I was not much surprised by the result: A blank screen and no sound what so ever.
So what was the problems, then?
First the blank display: The function SDL_UpdateRect is used to redraw the display but accordingly to the SDL documentation, “Makes sure the given area is updated on the given screen. In other words, it makes sure any changes to the given area of the screen are made visible. The rectangle must be confined within the screen boundaries because there’s no clipping“.
On the other hand, i’ve also read the description of the SDL_Flip() not used at the sources: “On hardware that supports double-buffering, this function sets up a flip and returns. The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return. On hardware that doesn’t support double-buffering or if SDL_SWSURFACE was set, this is equivalent to calling SDL_UpdateRect(screen, 0, 0, 0, 0). A software screen surface is also updated automatically when parts of a SDL window are redrawn, caused by overlapping windows or by restoring from an iconified state. As a result there is no proper double buffer behavior in windowed mode for a software screen, in contrast to a full screen software mode.“
So, it happens the ps2sdk SDL lib compiles using SDL_USE_HW_SURFACE=1 defined at the Makefile, so apparently SDL_UpdateRect(screen, 0, 0, 0, 0) makes no effect. I replaced it by a SDL_Flip call and wonder of the wonders, I’ve got a gameplay image. Apparently, SDL_UpdateRect is enough at the pspsdk.
And I’ve got literally a display image, not an animation, since the gameplay is completely freezed… What was wrong then? So, the program flow is stalled after a SDL_Delay call, which should take a specified limited amount of miniseconds, not an unlimited amount. Unlike the pspsdk SDL port, the PS2 SDL port requires explicit initialization of the timer used by SDL_Delay, how could I know this? Adding a SDL_INIT_TIMER tag to the SDL_Init unlocked the gameplay!
The sound is working but shitty. It seems to be an effect of broken task switching but yet there is sound, unlike my previous experiences with ps2doom. High frequency sounds like speech and high pitch sounds seems more affected than lower frequency samples, such as the explosions. What most suffered with this was the music play, and this would be intolerable, specially for those who have good memories of playing this game in the past on other platforms. I managed to avoid having to debug SDL sound routines (more than not fun, it would be very time consuming with the current primitive debugging tools for the ps2sdk) by using another approach: sdlmixer mod play works fine, so I commented the original music play routines and replaced by sdlmixer calls. I gave the player the option to select only sfx or music during gameplay and put sdlmixer pumping the original songs I’ve got from modarchive.org (the songs at the data folder doesn’t seems .mod files compatible with sdlmixer).
To finish it I just needed to adapt the controller sources to cope with the PS2 specifics (a USB keyboard is also supported, thanks to ps2sdk SDL, by the way), tweak the sdlmixer lib to output slight more volume to the mod play, use romfs to embed all the data files into an .ELF and release to the public.
By the way, I decided to included some game files as in the Nicky PSP archive from the link above. If there is some request to remove them, I’m glad to comply.
The conclusion is that the PS2 SDL ports are not 100% healthy and even the simple standard example may show its problems. I’m glad for the folks that ported SDL to the PS2, don’t take me wrong. Unfortunably, it seems interest on the PS2 platform as homebrew is very low measuring from the number of the active coders and I don’t have the opportunity nowadays to fix all that is needed to fix.
Enjoy it.
(Project’s home : http://code.google.com/p/cosmitops2ports/)
Download Here
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