Jump to content

Search the Community

Showing results for tags 'homebrew'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News
    • Official PlayStation News
    • PlayStation Scene News
    • Game Releases
    • Forum Related News
  • Help Forums
    • PlayStation - PS1
    • PlayStation 2 - PS2
    • PlayStation Portable - PSP
    • PlayStation 3 - PS3
    • PlayStation Vita - PS Vita
    • PlayStation 4 - PS4
    • PlayStationHaX Русское Сообщество
  • Other Consoles And Devices
    • Nintendo
    • Xbox
    • Computers
    • Single Board Computers
    • Mobile Phones And Tablets
    • Blu-Play
    • General Gaming Discussion
  • Off Topic
    • Off Topic
    • Member Introduction
    • PlayStationHaX Friends
    • Fun & Laughter
    • Cinema
    • Site Suggestions & Help
  • Rubbish
    • Rubbish
  • Club GregoryRasputin's Ra Ra Rasputin
  • ConsoleHax (NL)'s Welkom!
  • The I Haven't Created A Club Yet Club's Topics

Categories

  • PlayStation
    • PS Vita
    • PS4

Categories

  • Game Consoles
  • Music
  • Movies
  • People
  • Geography
  • History
  • Math

Calendars

There are no results to display.

There are no results to display.


Found 15 results

  1. Requirements: Minecraft Patch Kernel Hooks Payload CUSA00265 decrypted eboot named as eboot_dec.bin CUSA00265 filesystem (minus sce_modules) The Playroom encrypted sce_modules Playground that supports Code Exec and Elf Loader / Extreme-modding.de playground / etc Filezilla Client (Transfer mode MUST be binary) NetCat Socat Tutorial: 1- Create Folder in data folder named app2 (with ftp payload, binary mode always, NOT ascii) 2- Put in Folder original sce_modules from playroom (encrypted, not modified) 3- Put eboot_plugin in folder 4- Put eboot_dec.bin (from game we want to use, in this case, Minecraft Trial CUSA00265) 5- Put game files and folders (from game we want to use) 6- Reboot to clean memory from previous ftp payload patches 7- Execute kernel_hook payload (socat -u FILE:kernel_hooks TCP:my.ps4.ip:5054). Note that this is hitodama 8- Run listener to grab logs (nc my.ps4.ip 5088). You should see some logs on it 9- Minimize browser with PS Button 10- Run Playroom. Instead of the usual app, Minecraft Trial version should show up. Notes: This is only a POC, so treat it as such Most games SHOULD work with this method, but each and everyone of them will require a "patch" (i call it like that because it's the file that allows the eboot to run) Additionally, games that require modules besides libc and/or libSceFios2 will most likely not work, at least for now. Homebrew DOES work with this method, but as you can see from the SDKs available (the open source ones) there is no Graphics API whatsoever. This method however supports hitodama compiled ELFs. As for credits/source code, we're still discussing the best way to release this without any lawsuit from Sony (not that they're very interested in 1.76 but whatever...) The next game that we're working on is P.T. Some people are also working on homebrew. Hopefully that'll happen soon, but until then, STOP ASKING! In the meantime, maybe there'll be a source release on how to do the eboot_plugin "patches". Just be patient Video:
  2. I have been working on 8-bit Memoirs for the past 5 years, and now it seems it'll finally be released this December. It is an eBook that'll run on your PS3, PS4 and XB1, because it uses the same technology as Blu-play games: Blu-ray Disc Java. This project will be interesting to anyone who likes to read and has an interest in the old 8-bit consoles and computers from the 80s. If you're that generation yourself, you may find it interesting to recognize scenarios from your own life. And if you're a younger generation, you may find it fun to read about how my generation experienced the beginning of what has now become the modern PC's and gaming-consoles we use today. You use your gamepad to navigate the menu and pages. Usage guide available on the first pages, but it's very straight forward: General: Click left/right to browse pages back and forth in the current text. General: Click up/down to go to previous or next text. PlayStation: Click SQUARE to enter MENU MODE from where you select another text with X. PlayStation: Click SQUARE again in MENU MODE to exit to main menu. PlayStation: While reading a text, click X to show screenshots and illustrations in fullscreen. Xbox One: Click MENU to enter MENU MODE from where you select another text with A. Xbox One: Click MENU again in MENU MODE to exit to main menu. Xbox One: While reading a text, click A to show screenshots and illustrations in fullscreen. 8-bit Memoirs will be available as a free ISO download, so you can burn your own copy. But I will also offer a physical disc release that you can buy if you're too lazy to download and burn yourself - or if you just want to support the project. The book itself contains the equivalent of 250 pages of text, 5 hours of background music, 9 hours of supplemental videos, 100 screenshots and 14 illustrations. Enough entertainment for a while. Early YouTube preview available at http://8bitmemoirs.com/ Will post again when the project is available.
  3. "Ukko's Journey" released; the very first "Blu-Play" homebrew game for PS3, PS4 and XB1! Intro "Ukko's Journey" was originally developed as a cellphone game back in 2008-2009 by LuBlu Entertainment. Now here in 2017 the same team has ported the game to Blu-Play, proof-of-concept demonstration to show an example of a what you can do with Blu-Play. Blu-Play games are "small-scale homebrew games coded with Blu-ray Disc Java (BD-J), and which therefore runs on any game-console that comes with a built-in Blu-ray player", which at present time includes PS3, PS4 and XB1. In other words, you don't need a special version of a Blu-Play title in order to run it on your console. One disc runs on all. More about Blu-Play here. Demonstrated Blu-Play elements - Performance: The game plays with 50+ fps - Audio: Plays ingame music + sound-effects - Persistent storage: Remembers your settings between disc ejects - Controls: 11 buttons on the gamepad useable - Internet: Uploads/downloads highscores to/from UkkosJourney.com - Network: Sends the cellphone version of the game to your Wi-Fi connected JavaME enabled phone via your local network Download Ukko's Journey is 100% free. Download UkkosJourney-BluPlay.ISO here [83 mb] How can I get to play this? For a stock PS3 / PS4 you need to burn the ISO onto a BD-R or BD-RE disc, which means you need a Blu-ray burner. Luckily Blu-ray burners has become very affordable now, and a BD-R disc only costs about half a euro. If you buy a BD-RE, it can be re-used several thousand times due to the small size of Blu-Play games. For a jailbroken PS3 you can run the ISO from harddisk by mounting the ISO with webMAN or multiMAN from the BDISO folder. For Xbox One you can burn the ISO onto a DVD, which means you need a DVD burner. (If you have a Blu-ray burner, BD-R and BD-RE naturally works too). You can also play the ISO from harddisk on your PC if you have a software media-player that supports BD-J. More about this in FAQ. Setup If you wish to use the online highscore-system in the game, make sure your console's Blu-ray settings allows for the disc to go online. On the PS3 this setting is in Video Settings -> "BD - Internet connection" On the XB1 it's in Blu-ray settings -> "Enable BD Live to improve Blu-ray playback" Before starting a game, you may also want to redefine controls in the game settings, and enter your nickname for the highscores. Preview video FAQ Q: Which platforms will this run on? A: You should always expect Blu-Play games to only run on the gaming consoles that comes with a built-in Blu-ray player. These are the consoles Blu-Play is all about. However, Blu-Play games should theoretically also run on any other Blu-ray player. (Just don't expect any stunning framerates everyhere). Some examples: - Windows: Get your hands on a software media player that supports BD-J, like e.g. PowerDVD from Cyberlink. Play ISO from harddisk. Tested and works fine with a good frame (depending on your CPU of course). - Mac: Same deal. Find a software media player that supports BD-J. There's "MacGo Blu-ray Player", but I haven't tested that one. - Linux: VLC is getting BD-J support implemented these days. You may be able to run Ukko's Journey on one of the nightly builds, Just don't expect all features of the game to run - if it runs at all. (Keep in mind there's no official release of "VLC with BD-J support" yet). - Samsung Blu-ray players: It seems that Samsung players more frequently accepts Blu-ray content on a DVD than other brands, so you may be able to run Blu-Play games from a DVD on these players. - Other Blu-ray players: Burn the ISO onto a BD-R or BD-RE. - Other options: Dune HD Smart D1 / Popcorn Hour C200 / Popcorn Hour C300 lets you play the ISO from harddisk. Q: The graphics in the game looks very pixelated. Does this represent a Blu-Play limitation? A: Not at all. "Ukko's Journey" was merely ported from a platform with a resolution of only 240x320 pixels. We made HD versions of the fonts and the backgrounds and the foregrounds, but we had to limit the amount of time spent on this project, due to a combination of having a ton of other things on our ToDo list, while not knowing if anyone will take any interest in this Blu-Play idea at all. So we decided to not spend additional time improving the level-graphics yet. Q: When I try to upload/download highscores, it just says "No data found"! A: You have probably accidentally entered a highscore ID in Settings. Go back and type "0" for ID. (Never mind the Password field). The highscore settings allows a group of people to compete with each other on their own personal (hidden) highscore list, but you need a highscore-list ID and a password (from me) to be able to use that feature. Q: Under "Send to phone" it says "JavaME enabled phones only". What's that? A: JavaME enabled phones was what everyone was using before the arrival of Android phones and iPhones. Almost all phones ran JavaME back then, because it was either embedded into the firmware, or in the OS. If a stock phone couldn't run JavaME, you could always find an app that would let you run it. again regardless of what OS you were using. Nowadays this is still true for Android. You can simply install phoneME. However, since the MIDlets on this disc were all created for small resolutions, they aren't very useful on the big Android displays. Q: Do I have to burn the ISO onto a BD-R, or can I use a DVD? A: You can burn a Blu-ray ISO file onto a DVD, but sadly it won't play everywhere. Xbox One owners are in luck here. PlayStation owners are not. Testing standard Blu-ray players reveals that about 30%-40% of the players accepts Blu-ray content on a DVD, mostly Samsung players. Q: What exactly is Blu-Play? A: The Blu-Play label is an attempt of fixing a few widely accepted misconceptions about Blu-ray Disc Java (BD-J), by giving "BD-J homebrew games" a new and "fresh" label. One that sounds a lot better, emphasises that focus is on the gaming-consoles, is much more easily found when searching online, and isn't associated with all the false rumours about the limitations of BD-J. By demonstrating a lot of the functionality here that many people has claimed to be impossible, I'm hoping to breathe new life into BD-J development for the game-consoles. Read more about Blu-Play here. Q: I wanna buy a disc with this! A: There's a BUY link at blu-play.com. Note: I will not be making any money on this. The price on the disc is the fee EditHouse is charging.
  4. I downloaded the "Video Importer" app from the new Homebrew app via Henkaku to PS Vita and it completely f*cked up my handheld. My videos was COMPLETELY rendered useless. I also couldn't access my PS Vita settings as it would usually freeze and the video section I mention before kept freezing when I clicked on one of my downloaded vids. And beforehand, I had noticed that the thumbnails on all of except the top video (for whatever reason...) did not appear. To solve this crap problem, I had no choice but to format my memory card AND restore my Vita as a whole. And because of that, my memory cards were rendered useless until I updated my system, and the rest doesn't have to be said for my henkaku installation. So be EXTREMELY careful what you download from that damn homebrew app and just stay the f*ck away from Video Importer and the like. I'm pissed cuz I don't have at least $150 to buy another, downgraded system anytime soon, if ever....
  5. The Vita Homebrew Browser

    Okay guys so i usually don't post about psvita or pstv as i don't have one and i'm usually the tutorial guy but this piece of software caught my eyes. The Vita Homebrew Browser allows you to browse through a list of most (if not all) homebrew currently public for the psVita/TV. Another great aspect of this software is that it not only lets you browse, but once you find a homebrew that interests you, you can download and install it directly from the vita "it's like having your cake and being able to eat it too!!" All jokes aside, this homebrew makes things very easy for those who don't have access to a computer to download files or who simply don't know what homebrew is out there and would like to have a snoop through the database for something interesting. This homebrew was one of the late entry's to the Gekihen contest and therefore can be found/downloaded on the site: http://gekihen.customprotocol.com/en/project/Vita-Homebrew-Browser Any problems or bugs can be reported to the DEV "Devnoname120", as i may not be able to answer or help with some issues you may or may not find with the homebrew. Remember guys, enjoy and peace out! Sources: image: Gekihen Page
  6. Demonstrating Java homebrew on the PS3. Ukko's Journey was originally a cellphone game developed by LuBlu Entertainment in 2008-2009. (See www.ukkosjourney.com). In 2017 LuBlu Entertainment is porting the game to BD-J purely as a proof-of-concept project, demonstrating that homebrew for the PS3 + PS4 + Xbox One is possible with Java. Once this project is complete, the game should run on all 3 consoles - from the same disc! Here is a preview video showing the game running on a PS3.
  7. What is Blu-Play? In short, Blu-Play is a term used by the homebrew community of game-developers to categorise "Small-scale homebrew games for your Playstation 3, Playstation 4 or Xbox One game console". And we're not talking 3 different versions. No, the same single disc will run on all 3 consoles. In contrast to big expensive mainstream full-blown 3D games released by big famous game-companies, Blu-Play games are typically much smaller cosy 2D games developed by a single individual, or a small group of enthusiastic hobbyists. Blu-Play games will mostly be completely free to download and play, but in time we expect developers to start asking for a low price for their games. The technology used to create Blu-Play games has been around since 2003. It's called Blu-ray Disc Java, often referred to as JavaME BD-J. All Blu-ray players runs BD-J as part of the Blu-ray specification, which in turn means that PS3, PS4 and XB1 all runs Java games simply because they all feature a Blu-ray player. The whole idea with BD-J was to offer games (among other things) on Blu-ray players. In other words: Your console was designed for this. How do I run Blu-Play games? The first step is to download the ISO file. An ISO file is an image of a disc. Once you have the ISO, you can play the game on various platforms in various ways: Xbox One: Burn the ISO file onto a DVD or BD-R or BD-RE. (Requires a DVD burner or a Blu-ray burner) Playstation: Burn the ISO file onto a BD-R or BD-RE. (Requires a Blu-ray burner). (If you have a PS3 DECR you can run the ISO from harddisk though) PC: Load the ISO file into a software media player that supports BD-J. For Windows such a player could be PowerDVD from Cyberlink. (VLC is also getting BD-J support these days. One of the nightly builds might work...). Blu-ray players: Although Blu-Play is focusing on the gaming-consoles, the games should theoretically also run on any standard Blu-ray player. (Just don't expect any stunning framerates). Most of these players requires that you burn the ISO onto a BD-R or BD-RE, but some of them (mostly Samsung players) also accepts a DVD. Other options: Dune HD Smart D1 / Popcorn Hour C200 / Popcorn Hour C300 lets you play the ISO from harddisk. Source: http://www.blu-play.com
  8. Imagine being able to create a game that you can run on both the Playstation 3, Playstation 4 and Xbox One, using the exact same source and the exact same disc - without requiring your players to do any trickery such as jailbreaking or modifying their consoles. And also without having to go through a voting or approval process in order to publish your game. Sounds a little bit too far fetched, doesn't it? Yes it does - but it's actually true! "Wott?!?! How?! How is this possible???", you might ask. It's very simple: Use JavaME! All of those 3 gaming consoles features a Blu-ray player, and Blu-ray players has been able to run Java ever since the very first one was released back in April 2003. Being able to run Java is a requirement of the Blu-ray specification. It's called "Blu-ray Disc Java" and is abbreviated "BD-J". While this technology is mostly used to code cool menu interfaces for Blu-ray movies, it was also designed to be used for games - and is therefor quite capable as a game-platform. Unfortunately BD-J never really caught on as a game-platform though. Only two titles were ever created as pure BD-J games (as far as I know): "Dragon's Lair" and "Space Ace". The list of supplemental BD-J games for Blu-ray movies is also rather short. "Bolt" had "Bolt's Be-Awesome Mission". "Ratatouille" had "Gusteau's Gourmet Game". "Pirates of the Caribbean" had "Liar's Game". While those games are all great examples of what you can do with BD-J, it's just a very short list, isn't it? There was a lot of developer interest in BD-J back in 2008-2010, but it seemed to die suddenly for unknown reasons. Forums got archived and a lot of the links you can find are dead now. So I think it's safe to say that BD-J never became a hit, neither with game-developers nor with the gamers. And having personally tried playing "Bolt's Be-Awesome Mission", I am convinced that the main reason for this failure has everything to do with the games being targeted movie-watchers rather than gamers. Because movie-watchers use a normal Blu-ray player, which means lousy remote controls instead of an actual gamepad, and that makes the games very difficult to play. It would probably have helped a bit if the controls in the games had been re-definable, so that a gamepad could have been used instead, but no such luck. Since the PS3, PS4 and XB1 all feature a Blu-ray player, developers could easily choose to target these platforms instead of standard Blu-ray players, and thus eliminate the downside of the remote control. As a bonus, we also get a much faster CPU on these consoles. Adding those things up, we end up with a rather wide target group of gamers, fast platforms, good controls, plenty of features, in short; everything you need to create a good homebrew game. Considering how long these gaming-consoles has been on the market though, you must be wondering why then haven't we ever heard of any homebrew BD-J games. And that is indeed a good question. I think it's mainly because of two issues: 1) The 1st problem is that there's still a widely accepted misconception about BD-J that you can't really do anything with it. During my research, I've stumbled across statements like: "You can't use audio" and "You can only use 2 action buttons on the PS3 gamepad", and "There's no button-hold functionality". But there's just no truth to any of those statements. Also, when I mention BD-J on various forums and chatrooms, I'm often met with "Why would anyone wanna do BD-J dev? You can't do anything with it!". And I very much disagree with that. 2) The 2nd problem is that BD-J games never had any branding of its own. Something to set apart BD-J games from the rest of the content on the Blu-ray disc. Or just something to emphasize that the disc contained a game for this platform. Instead, BD-J games were kind of hidden in plain sight. Nothing on the "Dragon's Lair" disc or cover indicated anything about the technology that was used. It just said "Dragon's Lair (Blu-ray) For PS3" - which kinda indirectly says "Nothing to see here folks, move along". This "secrecy" also appears to have had another stupid consequence: A surprisingly big group of people today are convinced that BD-J is all about hacking and exploits - and any attempt at explaining real world facts to this group just fails. So the misconception about BD-J is somewhat of a multidimensional entanglement, all inevitably resulting in a complete lack of interest with both game-devs and gamers. To address the 1st problem, I will release a simple proof-of-concept game soon called "Ukko's Journey", to demonstrate that it's absolutely possible to create a decent homebrew game with BD-J with lots of various functionality, and run it on all three gaming consoles using the same ISO/disc. Xbox One owners can simply burn the ISO onto a DVD. PS3/PS4 owners need to use a BD-R though. The game will demonstrate 50+ fps on all 3 consoles, ingame music + sound-effects, remembering settings between disc-ejects, 11 buttons on the gamepad usable, internet uploads/downloads of highscores to UkkosJourney.com, and finally; installing the JavaME MIDP version of the game onto your JavaME enabled phone from the disc via Wi-Fi. That ought to be a decent first demonstration. To address the 2nd problem, I think it's pretty clear, that if BD-J homebrew is to become interesting for both game-devs and gamers, then it needs a new label and logo. So I have gone ahead and invented a clever one (if I should say so myself): "Blu-Play". I trust I don't have to explain it to anyone? This label should be described as "Small-scale homebrew games you can play on PS3+PS4+XB1 out-of-the-box" by news-writers. "Ukko's Journey" will be released as the first Blu-Play game to demonstrate Blu-Play to both gamers and game-devs, hopefully breathing new life into BD-J development and resulting in a lot more homebrew games for these gaming consoles. I have written this post because I'd love to see more interest in Java homebrew game-development targeting these consoles. (As a Java coder, I also think it's kinda cool to "show off" Java in this way). BD-J is obviously limited compared to native stuff, but having provided music to indie game-developers for about a decade now, I have yet to see a homebrew game that couldn't have been made as a BD-J release. So what do you say? Any JavaME developers out there finding this intriguing?
  9. Recently, a method of installing the removed PSM Dev Unity application has been released. The method allows for many other things, but Im going to focus on the PSM Unity. The principle should apply to similar things as well. The reason Im making this is because the instructions were vague at best, and the video was so low quality it was almost impossible to make out certain things. No offence to mr.gas & co Anyway, lets get started. Prerequirements: 1. A PS Vita on FW between 3.20 and 3.51. The actual method works on 3.52 as well, but PSM Dev Unity does NOT. FW older than 3.20 have 'real' access to the package installer, and doesnt need to do this in order to get PSM Unity, they can just install it through the package manager as the application is DRM free. 2. These files provided by the team(Do they want to be called a team? idk, Im going to call them that anyway) 3. An email account setup on your Vita. I will not explain how to do this, because you should know how to do this... 4. Thunderbird with an email account set up. This can be the same as you use on the Vita, or a different one, up to you. 5. QCMA, OpenCMA will NOT work //personal experience lol 6. Internet connection on your Vita. 7. A pot of coffee Lets get going!:1. Turn off your Vita and boot into recovery(PS+RT+PWR), select "Rebuild Database". 2. On your PC, open up the zip file downloaded in step 1 of prereq. and unzip them somewhere. I prefer desktop, but whatever floats your boat is fine. 3. Once extracted, open the folder and right click the "test2.eml" file, select "open with", select Thunderbird. You might have to hit 'browse' and select the .exe manually, the default location on an x64 OS is "C:\Program Files (x86)\Mozilla Thunderbird\thunderbird.exe". If its not there, check "Program Files" instead of "Program Files (x86)". Once selected, open the eml file with thunderbird. You will then be greeted with this screen: (yes, I have nvidia control panel open in the background, just ignore that). Press "Forward" and forward the mail to the email address you set up on your Vita. We are done with the mail for now. 4. Copy the "UNITY" folder to the folder where QCMA searches for PS Vita stuff. The folder should go in "PSAVEDATA\xxxxxxxxxx\" where "xxxx..." is a unique number to identify your Vita. This should already exist, if it doesnt - connect your Vita to the PC and it should be created. In the end you should end up with a path similar to "F:\PS Vita\PSAVEDATA\xxxxxxxxxx\UNITY\". "F:\PS Vita\" will vary depending on your preferences. The default location is "C:\Users\<your username>\PSV Applications\" if I remember correctly... You can check this in QMCA. 5. Now we need to connect the PS Vita to our PC. First of, since 3.51(and earlier) is not the latest FW, the Vita will prompt for a FW update which YOU SHOULD NOT ACCEPT. So, turn on "Flight Mode" by holding the PS button down for a couple of seconds, then restart the Vita. Once rebooted, still in Flight Mode, connect the USB cable to your Vita and PC, enter "Content Manager", select "Copy Content", select "PC -> PS Vita System", select "Applications", scroll down to "Saved Data" and select "PSP/Other". You should see something like this: Select "PSM UNITY INSTALL (>3.20)" and Copy it to your Vita. Once copied, Enable Wifi on the Vita(Hold PS button, Wi-Fi) and make sure you have a working connection. I would ASSUME 3G also works, but I done have a 3G Vita so I cant test that. With wifi enabled and working, Go to Settings, select "System", select "Playstation Mobile". Now, this is where it can become a bit tricky, so pay attention! Hit the 3 dots (...), select "Update", hit "OK" on the update confirmation screen, once the update starts("Preparing to download... window flies away), hit the PS-button, hit the notification bubble(top right corner, in case you didnt know) and PAUSE the download(s). There are 2 downloads. Pause both. You will then end up with this(ignore the 2 bottom ones): Press the 3 dots (...) on either of the 2 entrys, I chose "PSM Runtime Package 2.01", Press cancel, press Yes. You will then end up with just 1 paused download(again, ignore the 2 bottom ones on my screen): Next! 6. Open up Email on the Vita. Go to inbox etc etc, open the Email you sent way back in step 3. If you did it right, it should look like this: Read this in full before doing anything! Click one of the pictures, the vita will cry saying it can display the image. DO NOT HIT OK! Again, DO NOT HIT OK! Instead hit the PS button and close the email application by dragging the top-right corner. Open up Email again, select inbox again, select the same mail again, open the 2nd picture(do not hit ok), close the Email app. Almost done now! 7. Turn off wifi/enable Flight Mode. Turn off the Vita. If you have a retail game inserted, REMOVE IT. That was the only way I could get it to work, and it took me fking forever to figure out. Also remove the USB Cable, probably not needed, but I did that anyway. Turn on the Vita. Once booted and back in the Vita, hit the Notification bubble(top right corner). Our previously paused update should now say "Could not install <error code>" or similar; Using the DPAD select our paused download and hit X (or O if you use a jap. Vita, or whatever button you have as "accept".). You should now be greeted with a message saying "hi from mr.gas" or something of the sort Follow the instructions to install PSM Dev Unity! Congratulations, we're done! ... Almost. Trying to launch Dev Unity will prompt for an update. This update is for the application, NOT the vita. However, as of this moment, I am not sure what the requires min FW is for the updated Unity app. I read somewhere it was 3.30, but I can not confirm this. I can, however, say that its 100% safe to update it if you are on 3.51. And thats it! We're done! Now we play the waiting game and wait for homebrewzzzz . Bleh, this tutorial took a lot longer to make than I initially anticipated... I hope you appreciate it Also, to potential outsiders, please dont rip off my text or my screenshots. Instead, just link to this guide instead, its viewable by the public so theres no "member fishing" invovled, I'd just prefer to see if it generates any interest or not Sources: Major Tom @ YouTube wololo.net/talk My own damn brain and a lot of trial and error. Screenshots by me and myself. The 2 last screenshots provided by gazra, thanks for that.
  10. Daco Taco has released an update to Priiloader, now at version 0.8. Once installed, Priiloader provides various system hacks, and can also get you out of a few different types of minor bricks. This is for Wii and should not be used on vWii of Wii U. changelog v0.8 Fixed Gc controller when updatingFixed some DVD drive accessing bugsFixed some changelog displaying issuesadded support for the new HBCcheck apps on USB if SD has nonechanged magicword to 0x817FEFF0 (for techinical reasons. old magicwords still work; but it is recommended to switch)fixed random small bugsnew libogc -> new wiimotes supportedfixed loading compressed dolsfixed title menu crashfixed installer some moreDropped language mods.set black background as defaultadded argument + ahbprot support for dolsall dols use IOS 58,61 or 38(with ahbprot)EasterEgg removedGecko output will now be dumped to fat:/prii.log source and download - http://wiibrew.org/wiki/Priiloader
  11. I've been busy playing FFXIV the last couple of days and haven't really checked the scene. Rejuvenate now has a public beta available for download. Do note that this, at the moment, really doesn't mean much to the end-user at this point, as there is no homebrews available yet. It does serve one purpose even for the end-user though - to confirm the exploit is indeed working. Also remember that this is a beta, meaning bugs and issues may very well exist. I have tested it and can confirm the 'hello world' example works fine on 3.51. But instead of writing nonsense, I'm just going to leave a few links where you can read more about it; Vita Rejuvenate public Beta – PS Vita native hack release Yifan Lu shares his story of successfully hacking the PS vita Vita Hack Rejuvenate – How to run your first homebrew All links and info freely stolen from wololo.net. Im off to continue grinding in FFXIV now
  12. File Name: Language Emulation Plugin for NTR 1.0/2.2 File Submitter: GregoryRasputin File Submitted: 12 Apr 2015 File Category: 3DS Developer: cell9 Source: https://gbatemp.net/threads/release-language-emulation-plugin-for-ntr-1-0-2-2.386543/ cell9 creator of NTR CFW for the 3DS, has released a language emulation plugin for it, here is a quote from the source:
  13. http://wiiuhax.com/fbi-3ds-cia-installer-released/ https://gbatemp.net/threads/release-fbi-open-source-cia-installer.386433/ At long last, the FBI 3DS CIA installer has been released! “FBI is an open source CIA (un)installer. Features Available as a CIA, 3DS, and 3DSX (requires service access patching to run from Ninjhax). Install and uninstall applications from both the SD card and NAND. Install CIA files over the network using sockfile. Detailed error output, making it easier to figure out why an (un)installation failed. sockfile sockfile is a command line utility (sockfile <ip> <file>) that can be used to send CIA files over the network to FBI. Press “Y” to display the 3DS’s IP address and listen for network installation requests. Screenshot(s) WARNING! Spoilers inside! Downloads Binaries are typically built from the latest source commit, at the very least being updated after major changes. FBI Binaries: https://www.dropbox.com/s/866yhujdg859mor/FBI.zip?dl=0 Source: https://github.com/Steveice10/FBI sockfile Binaries: https://www.dropbox.com/s/1dvnqkudlkbhip0/sockfile.zip?dl=0 Source: https://github.com/Steveice10/sockfile ” I just put this on my 3DS, and it works great. A lot less buggy than BRM. I recommend you check it out.
  14. CFG Mod 70 r78 has been released. A mod of the original Configurable USB Loader because the original developers no longer support the project. This will work on a Wii and vWii (Wii U in Wii mode). r78 -Fixed downloading cheat files (Thanks pabloacurielz) -Fixed Forcing video modes for Nintendont recent CFG Mod changelog: download - here source - here
  15. How to make psp Homebrew?

    How does one make psp homebrew? I would like to know. I know a bit of LUA, and would like to make a multiplayer game.
×