News

PS2 Hacking System in Development (PS2 misc)

LBGSHI posted news about a PS2 Hacking System which is in development. Check out the link below for his full statement.

Quote:

For some time now (several years, off and on), GSHI.org administrative staff and several select members of the scene have been working, in secret, on something tentatively called Project Artemis: a hacking system for the Playstation 2. The primary goal of this project is to allow users to create, or hack, their own cheat and game enhancement codes, using RAM-dumping, dump comparison, constant memory writes for testing, breakpoints, and as many other tools as feasible.

The project is far from complete. There have been quite a few stumbling blocks, and some impressive progress has been made. Through several primary coders (Sang123, Hit n’ Run Games, misfire, Shyam Narain, Xerxes Technologies, cYs Driver), it has been determined that…

http://forums.ps2dev.org/viewtopic.php?t=11260

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libpng v1.2.33 (PS2 misc)

ragnarok2040 has updated the libpng library port to PS2.

Release notes:

I’ve updated the libpng port to 1.2.33. I uploaded a tarball of the source and a patch to update the current port to 1.2.33 to http://homebrew.thewaffleiron.net/ragnarok2040. The tests in pngtest.c passed and gsKit’s png-texture example worked fine. You should make sure previous header and library versions of libpng aren’t installed otherwise it might get linked in when building pngtest.c.

http://forums.ps2dev.org/viewtopic.php?t=11254

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zlib v1.2.3 (PS2 misc)

ragnarok2040 has updated the zlib library port to PS2.

Release notes:

I updated the zlib port to version 1.2.3. It’s at http://homebrew.thewaffleiron.net/ragnarok2040. I made a patch as well so updating the svn repository should be easier. Not much work was really needed except for reorganizing the directory structure of the files and copying over the Makefiles from the old port.

http://forums.ps2dev.org/viewtopic.php?t=11247

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Playfield Death Ray (Atari2600 Techdemo)

jrok released a techdemo.

Quote:

So, I’ve been working on designing some routines that use the playfield to draw laser beams that can destroy playfield-drawn terrain. Enclosed is my first effort, which I think could do with a lot of improvement. It its current state, my death ray does the following:

– Calculates the playfield position of the sprite from which it originated.
– Draws a progressive line in one of eight directions depending on the player’s direction when the fire button is released.
– When the laser reaches it’s full range or hits a playfield pixel, the line progressively erases (also erasing the pfpixel at its endpoint.)

Ultimately, I’ll want to add a second player, and vary the length of the death ray depending on how long the button was held down. But there are many things that i’d like to improve about this code before I can take this to the next stage. Hoping a few of you could take a crack at optimizing down this code… I’ve been staring at it all weekend and it seems to be begging for a clever function or two to tidy it up. Also, there is a small bump in the scanline count that happens during beam collisions that I can’t seem to nail down.

http://www.atariage.com/forums/index.php?showtopic=134333

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ZaxMidlet v0.1.4 (Z-Machine Interpreter for J2ME)

ZaxMidlet is a midlet Z-Machine Interpreter for Blackberry and other J2ME devices that support MIDP2.0 and file access. It is based on Zax 0.91. It should play V1-5,7,8 Infocom and Inform games. For OTA Install goto http://sites.google.com/site/zaxmidlet

http://sourceforge.net/projects/zaxmidlet/

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Mobile Learning Engine (MLE) v0.8.0.1 (J2ME Application)

MLE – The Mobile Learning Engine is a learning application for mobile phones written in Java (J2ME). It enables you to use your phone at anytime and at anyplace for computer-aided, multimedia-based learning. It is a content independent engine.

http://sourceforge.net/projects/mle/

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