Well, this time it didn't took long since the last Progress Report. And since the last month showed us that more and more PS3 Game Titles getting supported for this Emulator (which is very good as well), this month the Great Team behind RPCS3 anoounces in their newest Progress Report for June 2018, that they gained the ability to run PS1 Classics via RPCS3! Yes you read it right, PlayStation 1 Game Titles running via RPCS3. Althought that they already previewed this achievement a few weeks before and the fact that only those named "PS1 Classics" from the PlayStation Store will be able to run on RPCS3 due to software limitations from the original PS1 Emulator on PS3, it is still great to see what's actually possible throught Emulation by "Emulating a PS1 Game on a emulated PS3". Now after you read this last sentence, imagine the Inception Horn is ringing in your mind.
Progress Report: June 2018
Over the course of June RPCS3 saw a great deal of improvements to rendering and compatibility. By rewriting RPCS3's MSAA implementation kd-11 managed to fix outstanding issues with games which suffered from scaling issues or displayed garbage.
This month RPCS3 gained the ability to run PS1 Classic titles!
The PlayStation 3 has various types of software and hardware emulators for the most of Sony’s previous generation consoles. For the PS1, 3 software emulators were present within the firmware, namely ps1_emu (runs PS1 discs), ps1_netemu (runs PS1 classics available on the PS Store in .pkg format) and ps1_newemu (supposedly an enhanced version of ps1_netemu). However, similar to VSH, these emulators call sys_storage directly instead of using the file access library. Since RPCS3 currently has no implementation of sys_storage, support for these emulators wasn’t possible.
However, while researching VSH functionality for RPCS3, clienthax discovered that ps1_newemu did not require sys_storage implementation which allowed PS1 classics to boot when the firmware libraries loading was set to ‘none’. However, games would still crash shortly after booting as they called on an unimplemented function, sys_io_3733EA3C, to get input data. Further debugging revealed this function to be cellPadGetDataExtra with a few additional checks. Simply returning the same function fixed the crash and allowed the PS1 Classic titles to progress ingame!
Soon after clienthax’s PR was merged into master, Nekotekina made various improvements surrounding PS1 emulation such as allowing these titles to boot from the recents list, fix PPU and SPU cache from generating multiple times when ps1_newemu only requires it to be done once and allow custom per-game settings for these titles.
Thanks to above contributions, RPCS3 gained the ability to run PS1 Classic titles! While RPCS3 only supports PSN versions of them, most (if not all) are playable and run well.
Full Progress Report: rpcs3.net/blog/
Additional details about RPCS3: https://rpcs3.net/
PS3 RPCS3 (PS3 Emulator) - June 2018 Progress Report - Runs PS1 Classics !!!
By Roxanne on Jul 21, 2018 at 12:48 PM
Streets of Rage (Mod) released for PS4 by Markus95Developer @Markus95 who we know from his various projects such as Resident Evil Operation (PS3-Paintown Mod), DragonBall (PS3 - Paintown Mod & Resident Evil Code Vita to name a few projects, has now taken his talents to the PS4 and brought his along Streets of Rage MOD to an exploited PS4 Console. Adding a much needed virtual entry into the PS4 Homebrew library collection . This beat-em up style homebrew game can be ran on either 4.05 / 4.55 / 4.74 or 5.05 firmware (w/ active exploit) and of course pays homage to classic Streets of Rage series. If you had an exploited Wii / Wii U / Switch / PSP / PS Vita or a PS3 you may recall this release of this game for those platforms by @Markus95Continue reading
OpenGL ES implementation on the PS4 (Write-Up) provided by flatzPS4 homebrew development while at a sluggish pace since the PS4 was first exploited (in 1.76) does have some developer's that keep building the foundation for the scene. Developer flatz has provided and shared so many accomplishments on various devices, but the developer is one of the talented PS4 devs that is doing their part and then some to move the scene forward. In my opinion i still believe the ps4 console needs a current exploit as explained here to reach that next level and draw in more developer's and truly be a great platform for homebrew. However one of the busiest developer is doing alot following the previous coverage of OpenGL and C# code support developer flatz has now released a new Write-Up detailing the OpenGL ES implementation on the PS4. This is no doubt a good things for development of homebrew and the PS4 scene in general, but the question is how many developer are out there on the platform that will make good use of it with a new project..Obvious this is a great step forward..Continue reading
Why the PS4 needs a Current Firmware ExploitIt has been no secret and quite honestly comes to no surprise by the lack of participation in the development circles around the PS4 and more specifically homebrew development on the console, Don't get me wrong there has been various developer's working their tails off and doing some amazing things on the platform and alot of great documentation on the console, which alot of that documentation can found at places such as the PS4DevWiki, but when has a scene or a community been about a few individuals or groups? It never has and no small groups of people can carry a scene by themselves, Around the scene you see things being stated like "anyone can help contribute" and while that is true due to many things being Open Source from some of developer's working on the PS4, However, what can we expect for a platform (past exploited firmware) that never had that current firmware window (as all other exploited devices typically have at some point)? That has been the longstanding issue for the PS4 Homebrew Community by not having an exploit that originates on the current firmware of that time of release. Even if that window is shortContinue reading
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