test_account
XP-39C²
It seems so. But if they can get the 3.60/3.61 keys with this method, then i guess that hardware modifications wont be needed after that.Zoe said:So you need to do a hardware hack?
It seems so. But if they can get the 3.60/3.61 keys with this method, then i guess that hardware modifications wont be needed after that.Zoe said:So you need to do a hardware hack?
Naked Snake said:Shit just got real?
Hyllian said:This is the result of my last work in shaders for Snes9x-PS3. A good article about this kind of work is here
The xBR shader isn't intended to produce that bump effect. I got it combining with the second shader (sharpening). So, the first and last raw of images are more faithful to what this shader is intended. Snes9x-PS3 can use two shaders in two passes. For now, it has more than 80 shaders available that can be combined among them to make 80x80=6400 possible graphical enhancements (though only a small portion is useful).Zombie James said:Very, very interesting stuff here, excellent work. I have to say, though, I think hq4x produces an image that's more faithful to the original, at least based on the material on this page. Is this open source? Any plans on improving it?
Zeth said:Couldn't find this in the OP. If I buy a new Slim in the next few weeks around E3 (hoping for price drop) will it come with FW 3.55?
I NEED SCISSORS said:New Showtime build is really great. It no longer says "CPU not fast enough to render stream" all the time and the subtitle rendering looks nice. I think at last the PS3 might be a worthy media center.
squicken said:How do 720p and 1080p MKVs perform?
I NEED SCISSORS said:It was a 720p MKV I was using. Funnily enough, after making that post, it did get a bit picky - such as an occasional weird frame transition every ~5-10 minutes, and pausing for a while seemed to fuck it up completely. It ain't perfect, but it's improving. At least subs are in sync now..
Toby said:I haven't updated multiman in quite a while. With new versions, do I still need my external HDD formatted FAT32, or will everything function fine with it formatted to NTFS?
Reallink said:NTFS works, but it's a fairly involved set up--not plug and play like FAT. You have to find your external HDD's vendor and product ID's (buried in Window's menus), add them to a config file in a very specific manner, transfer that config file to a specific location on your PS3's HDD, and manually activate NTFS mode through MM with a button combination.
Any hints? YT is blocked at workHyllian said:Something really cool is about to happen in PS3 emulators.
some ridiculous dynamic overlay effectShaneus said:Any hints? YT is blocked at work
Shaneus said:Any hints? YT is blocked at work
Shaneus said:Any hints? YT is blocked at work
richisawesome said:An effect that looks like it'll irritate me and clash with the original game.
nVidiot_Whore said:Haha.. I was thinking the same thing..
It's the kind of effect I could do without in just about any game.. let alone the fact that it makes no sense in a 3rd person game.
So it can be used to call external effects. I'm guessing it won't be far off until it can perform rumble. THAT will be a game changer, guaranteed.richisawesome said:Mario jumps into the water...and SPLASHES IT ALL OVER THE CAMERA!
No. I'd rather not have that.
angelfly said:You post on GAF and can't tell SMB3 from SMW?
See stuff like this is what I want to see from CFW. won't import this particular game but still it is good news for some...thuway said:I don't know what we're all discussing right now but, someone just released an English language patch for El Shaddai :-O.
thuway said:I don't know what we're all discussing right now but, someone just released an English language patch for El Shaddai :-O.
besiktas1 said:See stuff like this is what I want to see from CFW. won't import this particular game but still it is good news for some...
We can finally have reddening screens with veins all over whenever we take damage in old games!Hyllian said:Something really cool is about to happen in PS3 emulators.
Maddog said:So have they discussed how Infamous 2 is working on 3.55? Surely they haven't released a patch for it already.
valentine71 said:Yes they released the modified eboot. also they put up videos of it. I don't know if it would be right to put it here so i will send you a pm about it.
BoboBrazil said:Typically that doesn't work with 3.60 games though, so the game must have been signed with 3.55 keys.
Danne-Danger said:Quick question, for games like Rock Band, Singstar and all that, are you able to use the in-game store at all?
Wax Free Vanilla said:so the debug eboot for infamous 2 was unsigned allowing people to sign it with 3.41 and 3.55 keys.
a total fuck up by sucker punch.
Shaneus said:So it can be used to call external effects. I'm guessing it won't be far off until it can perform rumble. THAT will be a game changer, guaranteed.
OK guys, in my test build I'm already playing with Game Aware Shading. It already works.
Now we have to get the config stuff just right.
So basically - very shortly from now on you have a very real 'meta script' engine with which to do all sorts of funky stuff with your SNES games. It will be the equivalent of the N64 high resolution texture packs except much, much better - and it will be limited only by your imagination.
I read some sardonic comments on *some forum* that implied this was only about 'overlaying' background files on top of the screen - like Call of Duty-style 'tint the screen red'. Nah son, it's about much more than that - imagine being able to apply shaders in/out that add a water ripple effect - or add HDR - or that darkens the screen - or, let's say that you press the Start button while you're playing Killer Instinct and the screen fades out and on the right hand side of the screen you get a page from the manual with the move list for that specific character.
Or, let's say that we have something like Phoenix Wright: Ace Attorney (yeah, that's right - this system doesn't only work for SNES) and we have these really low-res backgrounds - imagine if we could swap that out with really high-res 1920x1080 backgrounds.
In Super Metroid - we could show a map on the right hand side of the screen that would be updated in real-time while the game is still playing - with Samus' position also indicated on that map.
Even better, later on I'm going to introduce PSP subdisplay support so you can actually show that map on your PSP screen and use the PSP as a gamepad. So you will have something like the VMU except much better - the map from Super Metroid will be displayed on your PSP screen while you play with the PSP as a controller - with the game still being outputted on the HDTV.
Yeah, that's right, that's the amount of customization that this thing affords us, and that's what I'm going to be aiming at.
This 'jump in the water and a waterdrop PNG gets applied + water ripple effect' - that is only the beginning. That took exactly half an hour of work or perhaps even less for Themaister. A 'POC' is just that - a POC - it doesn't mean - here is where the buck stops.
What do you need to start cranking out these 'game shading aware' scripts? You need to know which RAM values to look for (romhacking.net guides will prove very useful from now on) and you have to know how to program shaders.
Chesskid1 said:squarepusher2 on the future of his SNES emulator
Even better, later on I'm going to introduce PSP subdisplay support so you can actually show that map on your PSP screen and use the PSP as a gamepad. So you will have something like the VMU except much better - the map from Super Metroid will be displayed on your PSP screen while you play with the PSP as a controller - with the game still being outputted on the HDTV.