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  • gunntims0103

    by Published on November 18th, 2006 14:57

    Translation via dcjoedog

    Playstation Now Underground : Hello, Alex, first things first, a very big THANKS in the name of all the users in the Scene of PSP for the impressive work that you are doing.

    Dark_Alex: Thanks

    PSNU: Tell us something about yourself. Age, occupation, interests, etc.

    DA: I am 23 years old, I am currently a student in technical engineering in computer science, and as for interests, computer science and cats.

    PSNU: What made you interested in programming for the PSP?

    DA: Not really sure, I've been programming for devices like it for a while. I remembered that I already programmed in java for mobile phones but that had too many problems, and also for pocket PC, so the following one, for me, was the PSP.

    PSNU: In your opinion, what is the present state of the Scene and what is the direction that it must take?

    DA: It's good, many interesting things have happened these last few months with the discovery of exploits in 2.5-2.71 and the dawn of custom firmware. I suppose that the direction the scene must take is to keep this momentum, to continue discovering exploits that allow to load unsigned code, to continue decrypting firmwares, etc.

    PSNU: Is there something that you wish to do for the PSP but you see that it is not possible at the moment?

    DA: I would have liked to do custom firmware without the necessity of bootstrapping it to 1.5, but at the moment it is impossible

    PSNU: You can explain to us what is bootstrapping?

    DA: Bootstrapping is the starting of the PSP. It begins with the boot-up program that is loading the first modules of firmware, which in turn load the rest of modules as well.

    PSNU: Do you think that SONY will make it difficult to decrypt 3.0?

    DA: No matter how difficult they make it, it's just code that can be decompiled. They cannot make magic, their archives must decrypt somehow, and that way is somewhere in their code

    PSNU: We would like to know if you have thought about continuing with the HEN-C for the unfortunate users of the TA-082 motherboards, or is it already finalized.

    DA: I might work on it more if I can find some more time.

    PSNU: Will you include some great improvements for version C of the 2.71SE?

    DA: Aside from support for the .DAX format and usbhost not that much more to put. The ability to change the speed of the CPU is also something to add.

    PSNU: Don't you think that it's already time for Booster to release the source code of Devhook? What improvements could you/would you wish to make to it?

    DA: Booster was thinking about releasing them, but first he wants to eliminate the code that disassembles the firmware to avoid any problems, although I doubt that it is illegal.

    PSNU: Any news on what he's been up to?

    DA: A beta of a DevHook running on 2.80 exists, that also works for 2.81 (2.82 not tested yet). ISO support is missing, and it has many problems which causes your PSP to hang. Last I heard was that he was keeping himself occupied with the Nintendo DS (I do not have any idea of what he is doing for that scene)

    PSNU: Any idea why this beta is having so many problems? The rest of firmwares were easily emulated once they were decrypted.

    DA: I don't know, it can that the problems have to do with the fact that the firmware is loaded from the Memory Stick and that Sony may have had in hand in that. Maybe if it was loaded from the flash memory there wouldn't be any of those problems…

    PSNU: You seem to know the limits of the PSP well enough, do you think that someday we will get a decent emulator for the PSX or N64 working?

    DA: One for the Playstation could be made if somebody dedicates a long time to it(months). And for N64…well, I do not believe that it can go full speed unless it is made for a specific game.

    PSNU: Did the idea to make 2.71SE come to you when you saw the DualBoot or something like that?

    DA: Well I had the knowledge and I knew it was something that could be done because there was enough space in flash to do it, but I never seemed to be able to get around to doing it. Then while working on HEN and getting to know more about 2.71, I decided to do it because it seemed like it would be easy to do.

    PSNU: What you would say to the people out there that still don't trust in 2.71SE and are still using what is called the last good firmware (1.50)?

    DA: I say that they should at least give 2.71SE a try, it doesn't bite.

    PSNU: Out of pure curiosity… What is your favorite game for the PSP?

    DA: Tales Of Eternia, but to be truthful, I haven't played any games
    ...
    by Published on November 18th, 2006 14:57

    Translation via dcjoedog

    Playstation Now Underground : Hello, Alex, first things first, a very big THANKS in the name of all the users in the Scene of PSP for the impressive work that you are doing.

    Dark_Alex: Thanks

    PSNU: Tell us something about yourself. Age, occupation, interests, etc.

    DA: I am 23 years old, I am currently a student in technical engineering in computer science, and as for interests, computer science and cats.

    PSNU: What made you interested in programming for the PSP?

    DA: Not really sure, I've been programming for devices like it for a while. I remembered that I already programmed in java for mobile phones but that had too many problems, and also for pocket PC, so the following one, for me, was the PSP.

    PSNU: In your opinion, what is the present state of the Scene and what is the direction that it must take?

    DA: It's good, many interesting things have happened these last few months with the discovery of exploits in 2.5-2.71 and the dawn of custom firmware. I suppose that the direction the scene must take is to keep this momentum, to continue discovering exploits that allow to load unsigned code, to continue decrypting firmwares, etc.

    PSNU: Is there something that you wish to do for the PSP but you see that it is not possible at the moment?

    DA: I would have liked to do custom firmware without the necessity of bootstrapping it to 1.5, but at the moment it is impossible

    PSNU: You can explain to us what is bootstrapping?

    DA: Bootstrapping is the starting of the PSP. It begins with the boot-up program that is loading the first modules of firmware, which in turn load the rest of modules as well.

    PSNU: Do you think that SONY will make it difficult to decrypt 3.0?

    DA: No matter how difficult they make it, it's just code that can be decompiled. They cannot make magic, their archives must decrypt somehow, and that way is somewhere in their code

    PSNU: We would like to know if you have thought about continuing with the HEN-C for the unfortunate users of the TA-082 motherboards, or is it already finalized.

    DA: I might work on it more if I can find some more time.

    PSNU: Will you include some great improvements for version C of the 2.71SE?

    DA: Aside from support for the .DAX format and usbhost not that much more to put. The ability to change the speed of the CPU is also something to add.

    PSNU: Don't you think that it's already time for Booster to release the source code of Devhook? What improvements could you/would you wish to make to it?

    DA: Booster was thinking about releasing them, but first he wants to eliminate the code that disassembles the firmware to avoid any problems, although I doubt that it is illegal.

    PSNU: Any news on what he's been up to?

    DA: A beta of a DevHook running on 2.80 exists, that also works for 2.81 (2.82 not tested yet). ISO support is missing, and it has many problems which causes your PSP to hang. Last I heard was that he was keeping himself occupied with the Nintendo DS (I do not have any idea of what he is doing for that scene)

    PSNU: Any idea why this beta is having so many problems? The rest of firmwares were easily emulated once they were decrypted.

    DA: I don't know, it can that the problems have to do with the fact that the firmware is loaded from the Memory Stick and that Sony may have had in hand in that. Maybe if it was loaded from the flash memory there wouldn't be any of those problems…

    PSNU: You seem to know the limits of the PSP well enough, do you think that someday we will get a decent emulator for the PSX or N64 working?

    DA: One for the Playstation could be made if somebody dedicates a long time to it(months). And for N64…well, I do not believe that it can go full speed unless it is made for a specific game.

    PSNU: Did the idea to make 2.71SE come to you when you saw the DualBoot or something like that?

    DA: Well I had the knowledge and I knew it was something that could be done because there was enough space in flash to do it, but I never seemed to be able to get around to doing it. Then while working on HEN and getting to know more about 2.71, I decided to do it because it seemed like it would be easy to do.

    PSNU: What you would say to the people out there that still don't trust in 2.71SE and are still using what is called the last good firmware (1.50)?

    DA: I say that they should at least give 2.71SE a try, it doesn't bite.

    PSNU: Out of pure curiosity… What is your favorite game for the PSP?

    DA: Tales Of Eternia, but to be truthful, I haven't played any games
    ...
    by Published on November 18th, 2006 14:31

    this is the second release to luaAirForce from yoyomacy. Heres what he had to say

    This is the second version of the game with added stuff

    -bullet now visible anywhere
    -ammo added
    -when planes are shot there is an explosion -animation
    -some planes need to be shot twice
    -level = speed increases
    -and whole lot more

    screenshots to come later possible a video too, if someone can take a few it would be greatly appreciated

    thanks for the help -Tactical Paper-

    ENJOY!

    download and give feedback via comment
    via yoyomacy ...
    by Published on November 18th, 2006 14:31

    this is the second release to luaAirForce from yoyomacy. Heres what he had to say

    This is the second version of the game with added stuff

    -bullet now visible anywhere
    -ammo added
    -when planes are shot there is an explosion -animation
    -some planes need to be shot twice
    -level = speed increases
    -and whole lot more

    screenshots to come later possible a video too, if someone can take a few it would be greatly appreciated

    thanks for the help -Tactical Paper-

    ENJOY!

    download and give feedback via comment
    via yoyomacy ...
    by Published on November 18th, 2006 01:00

    This is a hombrew manager for mac users created by cactusjack901 heres what he had to say

    This is the 2nd release/working release of our SE-B installer/Homebrew manager, enjoy

    - Current Futures:
    -- Installing Hombrew on GAME , GAME150 , GAME271
    -- Installing Music.

    -- Futures to be added
    - TIFF hombrew install
    - Photo Install
    -- And Other
    -TUW

    Team: S.F.I
    Download and Give Feedback Via Comments ...
    by Published on November 18th, 2006 01:00

    This is a hombrew manager for mac users created by cactusjack901 heres what he had to say

    This is the 2nd release/working release of our SE-B installer/Homebrew manager, enjoy

    - Current Futures:
    -- Installing Hombrew on GAME , GAME150 , GAME271
    -- Installing Music.

    -- Futures to be added
    - TIFF hombrew install
    - Photo Install
    -- And Other
    -TUW

    Team: S.F.I
    Download and Give Feedback Via Comments ...
    by Published on November 18th, 2006 00:20

    here is a lua game created by yoyomacy

    heres what he has to say

    After a long 2 weeks, i am finally releasing a game that i have coded 100% with not help of those damn tutorials. Here it is, luaAirForce

    This is the first version of many to come, if you would like to see something in this game, please leave feedback here and i will add it on the next version

    Bugs To Fix:
    Change bullet color - cant be seen infront of mountains
    Fix game over to main menu - it says press X but its actually SELECT
    Make animation - make fireball animation when enemyplane is hit

    Download and Give Feedback Via Comments ...
    by Published on November 18th, 2006 00:20

    here is a lua game created by yoyomacy

    heres what he has to say

    After a long 2 weeks, i am finally releasing a game that i have coded 100% with not help of those damn tutorials. Here it is, luaAirForce

    This is the first version of many to come, if you would like to see something in this game, please leave feedback here and i will add it on the next version

    Bugs To Fix:
    Change bullet color - cant be seen infront of mountains
    Fix game over to main menu - it says press X but its actually SELECT
    Make animation - make fireball animation when enemyplane is hit

    Download and Give Feedback Via Comments ...
    by Published on November 17th, 2006 21:39

    heres a very interesting program created by alatnet. here what he has to say

    Heh, i guess i haven't updated this maxscript for some time now...
    Started to work on it some more.

    Preview/Download Mirror Link:
    http://www.turbosquid.com/FullPrevie....cfm/ID/330570

    Features:
    - Export 3D models to lua code format:
    -- Export options include:
    --- Export models by world pos instead of by object pos.
    --- Export models that have textures.
    --- Export Target Cameras.
    --- Export models that have use Standard Materials or Multi-Materials.
    --- Export models with helpful or detailed information such as:
    ---- How many Vertexes, Edges, and Faces the model has.
    ---- Labels where the materials are.
    ---- Labels when the code of the model starts and ends.
    ---- Labels the vertex of the model code.
    --- Export the code to a file (3ds max only!) or to the listener.

    New Features:
    - The ability to have the utility in a window or on the side panel.
    - Export 3D models to lua code format:
    -- Export options include:
    --- Export Target Cameras.

    Features To Come (hopefully):
    - Export 3D models to C\C++ code format.
    - Export 3D models to PSPGL code format.
    - Export Spotlight to Lua, C\C++, or PSPGL code format.
    - Export grouped 3D objects (whether model, camera, or spotlight).
    - Export Animated Scenes.
    - And posibly some more stuff.

    How to use Gmax2PSP:
    - Start up Gmax.
    - Create or open a scene.
    - Link the objects you want to export to a box object named frame (for cameras link them to a box object named frame_cam):
    -- Select all of the objects to be exported.
    -- Click the button that has 2 white box objects (one at the top-left of the button and another to the bottom-right) and a red chain between them (it's near the top-left of Gmax).
    -- Click and drag the selected objects to the box object named frame, while dragging you will see dotted lines going to the cursor from the selected objects.
    -- Run Gmax2PSP:
    --- Go to the Utilities tab (it's to the right of Gmax and has a picture of a hammer).
    --- Click on MAXScript (NOT Visual MAXScript!).
    --- Click on Run Script.
    --- Find and open Gmax2PSP.ms.
    --- Underneath the button Run Script there is a drop down box, click and select Gmax2PSP.
    -- Click on the options you want to be used or not used for the export process.
    -- Click on the export code format you want (Lua currently supported only other selections will disable the export button untill the next release that supports it).
    -- [Extra Step if Exporting to the Listener] Open the Listener window (it's above the Run Script button and it's the button below the MAXScript button).
    -- Finaly, click Export Now!
    -- Progress bar at the bottom of Gmax shows the status of the exporting.
    -- If there is any errors exporting like an error on TVertex or something, then there is something wrong with your model and you will have to fix it and re-run Gmax2PSP. I will supply a list at the end of this post for ways to fix some of the errors, any other errors that are not listed please post the error message and the gmax scene that you are trying to export and I'll try to fix the error within the scene. If I fix the error within the scene, I will update the list and pm you the fixed gmax scene. If you find and fix an error that is not listed and deals with the gmax scene, please post the error message and what you did to fix it. If the error is not in the Gmax scene and posibly in Gmax2PSP, I will try to track down the bug and have that bug-fix in the new version.
    -- [Extra Step if Exporting to the Listener] Run the program, with the listener open, called GrabListener. This will save the export to a file, name it as you like.
    -- [Side Note if Exporting to the Listener] If the listener doesn't show up after Gmax2PSP has finnished exporting the 3D models to the Listener, you may want to hit Open Listener again. It will display the exported code and won't be erased.

    Error and Fix List:
    - "Gmax2PSP Error: 'frame_cam' object was not found."
    -- You have the Export Cameras option enabled, but you do not have the box object that is named frame_cam. Do not worry, the export will continue and will not effect the outcome of the export.

    - "Gmax2PSP Error: There are no cameras link to frame_cam"
    -- You have the Export Cameras option enabled and you have the frame_cam box object, but you don't have any camera's linked to frame_cam. Do not worry, the export will continue and will not effect the outcome of the export.

    - "Gmax2PSP Error: 'frame' object was not found."
    -- You do not have the box object named frame.

    - "Gmax2PSP Error: There ...
    by Published on November 17th, 2006 21:39

    heres a very interesting program created by alatnet. here what he has to say

    Heh, i guess i haven't updated this maxscript for some time now...
    Started to work on it some more.

    Preview/Download Mirror Link:
    http://www.turbosquid.com/FullPrevie....cfm/ID/330570

    Features:
    - Export 3D models to lua code format:
    -- Export options include:
    --- Export models by world pos instead of by object pos.
    --- Export models that have textures.
    --- Export Target Cameras.
    --- Export models that have use Standard Materials or Multi-Materials.
    --- Export models with helpful or detailed information such as:
    ---- How many Vertexes, Edges, and Faces the model has.
    ---- Labels where the materials are.
    ---- Labels when the code of the model starts and ends.
    ---- Labels the vertex of the model code.
    --- Export the code to a file (3ds max only!) or to the listener.

    New Features:
    - The ability to have the utility in a window or on the side panel.
    - Export 3D models to lua code format:
    -- Export options include:
    --- Export Target Cameras.

    Features To Come (hopefully):
    - Export 3D models to C\C++ code format.
    - Export 3D models to PSPGL code format.
    - Export Spotlight to Lua, C\C++, or PSPGL code format.
    - Export grouped 3D objects (whether model, camera, or spotlight).
    - Export Animated Scenes.
    - And posibly some more stuff.

    How to use Gmax2PSP:
    - Start up Gmax.
    - Create or open a scene.
    - Link the objects you want to export to a box object named frame (for cameras link them to a box object named frame_cam):
    -- Select all of the objects to be exported.
    -- Click the button that has 2 white box objects (one at the top-left of the button and another to the bottom-right) and a red chain between them (it's near the top-left of Gmax).
    -- Click and drag the selected objects to the box object named frame, while dragging you will see dotted lines going to the cursor from the selected objects.
    -- Run Gmax2PSP:
    --- Go to the Utilities tab (it's to the right of Gmax and has a picture of a hammer).
    --- Click on MAXScript (NOT Visual MAXScript!).
    --- Click on Run Script.
    --- Find and open Gmax2PSP.ms.
    --- Underneath the button Run Script there is a drop down box, click and select Gmax2PSP.
    -- Click on the options you want to be used or not used for the export process.
    -- Click on the export code format you want (Lua currently supported only other selections will disable the export button untill the next release that supports it).
    -- [Extra Step if Exporting to the Listener] Open the Listener window (it's above the Run Script button and it's the button below the MAXScript button).
    -- Finaly, click Export Now!
    -- Progress bar at the bottom of Gmax shows the status of the exporting.
    -- If there is any errors exporting like an error on TVertex or something, then there is something wrong with your model and you will have to fix it and re-run Gmax2PSP. I will supply a list at the end of this post for ways to fix some of the errors, any other errors that are not listed please post the error message and the gmax scene that you are trying to export and I'll try to fix the error within the scene. If I fix the error within the scene, I will update the list and pm you the fixed gmax scene. If you find and fix an error that is not listed and deals with the gmax scene, please post the error message and what you did to fix it. If the error is not in the Gmax scene and posibly in Gmax2PSP, I will try to track down the bug and have that bug-fix in the new version.
    -- [Extra Step if Exporting to the Listener] Run the program, with the listener open, called GrabListener. This will save the export to a file, name it as you like.
    -- [Side Note if Exporting to the Listener] If the listener doesn't show up after Gmax2PSP has finnished exporting the 3D models to the Listener, you may want to hit Open Listener again. It will display the exported code and won't be erased.

    Error and Fix List:
    - "Gmax2PSP Error: 'frame_cam' object was not found."
    -- You have the Export Cameras option enabled, but you do not have the box object that is named frame_cam. Do not worry, the export will continue and will not effect the outcome of the export.

    - "Gmax2PSP Error: There are no cameras link to frame_cam"
    -- You have the Export Cameras option enabled and you have the frame_cam box object, but you don't have any camera's linked to frame_cam. Do not worry, the export will continue and will not effect the outcome of the export.

    - "Gmax2PSP Error: 'frame' object was not found."
    -- You do not have the box object named frame.

    - "Gmax2PSP Error: There ...
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