deaphroat

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  1. deaphroat

    Nand Origine Avec Nand Eccée

    tu peux la recrer sans nand donor non dans j runner?
  2. Ajout du Fox Engine
  3. deaphroat

    Etat du hack Ps3

    PS3 Homebrew Developer spewfr following his previous release of PS2 ISO to XMB Conversion GUI v1.0 that was just released yesterday. Has now released a new tool that is a Memory Card Converter for PS2 Classic's. This command-line GUI will convert your old PS2 save games into a format that is now usable for the newly exploited PS2 Classic format on your PS3 system. Take a look at the Tutorial below that I'm sure will be a welcome addition to many. Yet again another example of Sony not doing what it should, and an example of the community correcting Sony short comings for the PS3. Memory Card Converter v2.0 for PS2Classics PS3 Command-Line GUI This new Command-Line GUI tools converts your old PS2 savegames to a readable format for the PS3 system. Re-requisite: Run your PS2Classic at least once. Exit to the XMB, and go to "Save Data Utility (PS2)" Copy your PS2Classic Game's Savedata to your external drive Follow the steps below to Convert your old savegame files, and then overwrite this one. 1. Export your old PS2 saves from your PS2 Memory Stick to your computer, using either A. Sony's memory Card Adapter (Requires PSV exporter) B. uLaunchElf; Tutorial included below. I recommend just copying your entire library of saves to an external drive 2. Run SaveBuild - *Note - you may have to open PS2save-builder manually with admin rights; it is located in "tools". 3. Click "Edit > Add File", and browse to the folder of your savegame. It will look something like "mc0:/BASLUS-21490" 4. Import every file from that directory into the tool. (i.e. BASLUS-21490/icon.sys , BASLUS-21490/config , etc) 5. Now edit the Root/ID field to match the name of the folder (i.e. Root/ID = BASLUS-21490) 6. Go to "File > Save as..." and select "Save as file type: X-port2 (*.xps)" and save the file as your Root/ID (i.e. BASLUS-21490.xps) The program will ask you to save the file inside of your savegame folder, save it somewhere like your desktop) 7. Run MyMC 8. When the program starts, it will ask you to open a .PS2 file; select "SCEVMC0.PS2" (I have included one with the tools.) BE AWARE THAT THIS TOOL UPDATES THE MEMORY CARD WITH REAL-TIME ** AND SAVES CANNOT BE REMOVED! ** 9. Click "File > Import..." and select the .XPS you just created. 10. Run PS2toVME ; Make sure the new SCEVMC0.PS2 is in the same folder. (the .PS2 will be cleaned automatically every time PS2toVME closes) 11. Copy the New VME in the VME folder to your external drive (external drive:/PS3/EXPORT/PS2SD/PS2UXXXXX/SCEVMC0.VME) 12. On your PS3, plug in your external drive and go to the Game portion of the XMB, and select "Saved data Utility (PS2)" 13. Select your external drive and copy over the new savegame 14. You're good to go, load up your game ulaunchElf Copy Savgame Guide 1. Load uLaunchELF on your PS2, browse to your USB flash (under mc0:/ or mc1:/ ). 2. Locate the folder that contains your savegame, then press R1 and select “Copy” to copy the entire folder (it should contain files like icon.sys , config , etc) 3. Browse to your external drive ( mass:/ ) 4. press R1 again and select “mcPaste” to paste the entire folder onto your external drive (do NOT use “Paste”, while it works for most games, some games require mPaste) http://psx-scene.com/forums/f6/article-ps2-classics-memory-card-converter-v2-0-spewfr-112634/
  4. J'ai voulu mettre à jour les download j'ai pas tout trouve C'est vraiment compliqué l'espagnole... Légalement j'ai pas encore réussi à lancer mon jeu. Je testerais avec son custom et je te dirais.
  5. Mise à jour avec le Fix merci.
  6. http://www.youtube.com/watch?feature=player_embedded&v=-edTGJ8DlhI Sources : blog.mozilla.org xboxygen.com xboxygen.com
  7. Epic Games Epic vient terminer cette GDC où chacun a montré le potentiel de ses dernières innovations. En leader du marché sur les moteurs de jeu, la société met une nouvelle fois tout le monde d’accord en sortant une démo technique de folie de l’Unreal Engine 4. Une démo que l’on aurait pris à une autre époque pour un film de science-fiction. Inutile de rêver, jamais une telle puissance ne sera disponible dans un jeu où pas avant longtemps encore ! Fox Engine de Kojima Nous avons déjà pu voir des vidéos du moteur Fox Engine, mais la GDC nous en apporte une nouvelle bien plus complète puisqu’il s’agit de la keynote de présentation du moteur. On rappelle que ce moteur sera utilisé dans Metal Gear Solid 5 : The Phantom Pain dont la longue vidéo GDC reste disponible. Pour ceux qui ne voudraient pas se farcir l’heure entière de présentation, il y a la seconde vidéo qui montre déjà de jolies choses. http://www.youtube.com/watch?feature=player_embedded&v=17nje72VnPE
  8. Bonjour La Game Developers Conference qui se tenait à San Francisco du 25 au 29 est maintenant terminée. C’était l'occasion pour les développeurs de nous en apprendre un peu plus sur les futurs release et ce que pourra nous apporter la next-gen. CryEngine 3 CryTek a dévoilé une démo reel du CryEngine 3. Mozilla and Epic Games Mozilla a développé une version très optimisée du JavaScript qui suralimente le code d'un développeur de jeux dans le navigateur afin de rendre les effets visuels convaincants et rapides et une bonne expériences de jeux 3D sur le Web. Avec cette technologie, ils ouvrent la voie aux jeux 3D sur le Web. En s'associant avec Epic Games et en tirant parti de cette nouvelle technologie d'optimisation JavaScript, Mozilla a été en mesure de porter le moteur Unreal Engine 3 sur le Web. Avec ce port, les développeurs seront bientôt en mesure d'explorer ses possibilités infinies pour porter leurs titres sur le Web.
  9. Merci mais c'est lourd l'espagnol J'ai fait un changelog comme j'ai pu
  10. Erratum MGS Ground Zeroes est un prologue à MGS 5 Phantom Pain Donc il s’agit de deux jeux ! Hideo Kojima a calmé le monde du jeu vidéo avec le nouveau trailer et le gameplay de Metal Gear Solid 5 : The Phantom Pain mais il a aussi perturbé tout le monde avec ses feintes à force de vouloir se démarquer des autres. Le créateur a voulu précisé que Metal Gear Solid : Ground Zeroes est bien un jeu à part entière et il est le prologue de Metal Gear Solid 5 : The Phantom Pain. Il est fort probable que Ground Zeroes débarque pour la fin d’année sur la génération actuelle avec l’hypothétique nextgen et puis The Phantom Pain pourrait arriver par la suite en grande pompe sur les Xbox 720 et PS4. http://www.xboxygen.com/Actualite-Xbox-360/Divers/MGS-Ground-Zeroes-est-un-prologue-a-MGS-5-Phantom-Pain
  11. deaphroat

    Etat du hack Ps3

    PS2 ISOtoXMB Conversion GUI v1.0 Beta by Spewfr Following up on my PS2Classics Guide on Converting ISOs to XMB PS2 Games guide, today I (Spewfr) have released a PS2 ISO to XMB Conversion Command-Line GUI v1.0 Beta for PS3 users complete with source code. I recently decided to start converting my PS2 ISO's for use with the PS3 system; here you have a Command-Line GUI that I think is simple to use. NOTE THAT THIS TOOL uses the same RAP key for every game it processes (the same one that PS2Classics GUI uses, so credit to them for all of the hard work over at ps3dev-network) If enough positive feedback is given to this project, I will continue to enable BIN formats and add other changes... What this program will do: Create a PKG and RAP for your ISO Pros: Can launch the game from XMB at any point No multi-man required Cons: Requires disc space (but you can use a game data switcher) Requires installation of multiple RAP's TO USE THIS APPLICATION: 1. Place your icons files inside of the Images folder 2. Run PS2iso2pkg.exe 3. Enter the PS2 Game ID 4. Enter the PS2 Game Title 5. Follow the On-Screen Instrucions 6. WAIT until all [9] processes have completed 7. COPY the "exdata" and "packages" folder to an external HDD 8. Install the PKG entitled with your Game ID 9. Install and run reActPSN (included in packages folder) 10 You're all good! Source is included in src, Please leave a comment explaining any problems you face (I hope none ) http://psx-scene.com/forums/content/ps2-isotoxmb-conversion-gui-v1-0-beta-spewfr-3172/
  12. deaphroat

    [ 1.03 ] Rogero Cex 4.40

    Mise à jour de ma Ps3 sans souci avec l'update1
  13. Oui mince j'ai oublier cette phrase, je la rajoute Ça prend en charge les console en 3.56 Factory, donc les patchs des 3 mousquetaires. Oui donc en faite, maintenant il est conseillé de mettre à jour en 4.40 avant de faire un downgrade, après ça reste un peut près identique, c'est juste bien pour ceux qui n'ont pas de dongle.
  14. deaphroat

    [ 1.03 ] Rogero Cex 4.40

    Merci, j'ai maj.
  15. At this year's GDC, Sony has unveiled some new PlayStation 4 / PS4 details including optional real names, a larger friend's list, CPU and HDD updates and more as outlined below! To quote: Sony shared new details on PlayStation 4 during a developer overview session at the Game Developers Conference in San Francisco. System Sony is targeting PlayStation 4 to be the “central device in the living room,” and are building the system around core gamers, its “primary audience.” There are five core principles to PlayStation 4: “Simple, Immediate, Social, Integrated, and Personalized.” The PlayStation 4 CPU boasts a 64-bit x86 architecture, low power consumption, low heat, 8 cores, 8 hardware threads, 2MiB L2 cache per 4 core group, 32kib l1 I/D-cache, PlayStation Shader Language, and features DirectX 11 and OpenGL 4.0 support. The GPU will offer tessellation to add “geometric detail to smooth edges or create more organic shapes.” The system’s RAM is 8GB 256 bit GDDR5, a high-end graphics memory only found on PC graphics cards. The PlayStation 4 developer environment is Windows 7 64-bit (our source wrote “Windows 7-bit,” but we take it that’s what he meant) with tools fully integrated into Visual Studio 2010 and 2012. Developers, Sony says you’ll be able to “debug your PS4 code as you would your PC code.” Every PlayStation 4 will be equipped with a large hard-drive. DualShock 4 As previously announced, the Start and Select buttons on the DualShock 4 have been replaced with a single “Options” button, and a new button called “Share” has been added. According to Sony, the PlayStation 4 controller buttons are going back to digital over analog because no one used them on PlayStation 3. The L2 and R2 buttons on the DualShock 4 have been given a curved bottom. That means no more accidental fast-forwarding while watching Netflix. The touchpad on the controller will have a resolution of 1920x900, and will click when pushed down. The light bar on the back of the controller can act as indicators for different players. Player one would be blue, two red, three green, and four pink, just like the PlayStation symbol colors. It could also indicate things in-game, like when your health bar is low. Unlike the DualShock 3 and PlayStation 3, you’ll be able to charge the PlayStation 4 controller when the system is not turned on. PlayStation 4 Eye The PlayStation 4 Eye camera will “enhance the PS4 user experience” with high-sensitivity dual color cameras at 1280x800 resolution, 12 bits per pixel, and 60Hz. PlayStation 4 will have a dedicated port for the camera, which is an exclusive Sony-developed connector. That means you won’t be able to plug it into your PC. Suggested uses for the camera include walkthrough videos, killcam taunting, system login, and speech recognition. Or, the camera can see each player’s controller, and move split-screens according to each person’s location in the room. User Interface In 2004, there was the XMB (PSP, PS3), in 2011, the LiveArea (PS Vita), and with PlayStation 4, a new user interface based on the five principles mentioned earlier. The interface is meant to give players a glance of information without having to load a game. You’ll be able to see what new add-ons are out, what friends are saying about said game, etc. PlayStation Network Every PlayStation Network user on PlayStation 4 will have two identities: their real name and picture, and their PlayStation Network ID and avatar. The player can toggle whether others see their real name. If imported through Facebook, your real name will automatically show. But that, too, can be modified. Additionally, PlayStation 4 will have an increased friends capacity. Social Gaming A mock-up of how PlayStation 4 can integrate social gaming was shown. For example, with games that have choices (imagine Mass Effect or Heavy Rain), it’s possible you might see what choices your friends who’ve played the game have made. Developers will be able to set chapter markers in PlayStation 4 games for reference when using such Share options. As far as PlayStation 4′s streaming and sharing features go, they require no additional work from developers. The hardware will handle it automatically. Remote Play With remote play, PlayStation 4 games can be played on a PS Vita screen. The screens are mirrored on both systems at the same time. As with streaming and sharing, this is something handled by the hardware, not the developers, and can be booted at any time with no special mode required. PlayStation App Through the PlayStation mobile app, PlayStation Network users will be able to login, buy PlayStation 4 games, and have their systems begin downloading at home. From iGoGaming.net: PlayStation 4 CPU, HDD and More Detailed CPU 64-bit x84 arch Low power consumption Low heat 8 cores, HW threads 2MiB L2-cache per 4 core group, 32kib I1 I/D-cache PlayStation Shader Language Similar to HLSL Allows featured BEYOND DirectX 11 and OpenGL 4.0 GPU Tessellation, adding geometric detail to smooth edges or create more organic shapes RAM 8GB 256 bit GDDR5 HDD Space Unspecified, but will have “a very large hard drive in every console.” 1TB, anyone? Developer Enviroment Windows 7-bit Tools are full integrated into Visual Studio 2010 and 2012 From phosphor112 (via NeoGAF): Comprehensive list of PS4 feature announcements at GDC: Targeted to be the “central device in the living room” “Core gamers are our primary audience PS4 build around them, salable to the outsiders 5 core PS4 principles: Simple, Immediate, Social, Integrated, Personalized PS4 CPU: 64-bit x86 arch, low power consumption, low heat, 8 cores, 8 HW threads, 2MiB L2 cache per 4 core group, 32kib l1 I/D-cache PlayStation Shader Language, very similar to HLSL, allows featured BEYOND Direct X 11 and OpenGL 4.0 “GPU – Tessellation – adding geometric detail to smooth edges or create more organic shapes” PS4 RAM – 8GB 256 bit GDDR5 (GDDR5 is very high end graphics memory only found on PC graphics cards) Will come with “very large hard drive in every console” PS4 Dev Environment – Windows 7 64-bit, tools are fully integrated into Visual Studio 2010 and 2012 “Debug your PS4 code as you would your PC code” PS4 Controller: Start/Select buttons are now “Options.” New System button is “Share.” Speaker, headset jack and “extension port” on the PS4 controller PS4 controller buttons are going back to digital over analog because no one used it on PS3 PS4 controller L2/R2 – Curved design to get rid of the accidental netflix fast forwarding PS4 controller: 1920x900 resolution on the analog touchpad PS4 controller colors are the Player Numbers: 1-Blue, 2-Red, 3-Green, 4-Pink (Like the buttons) PS4 will charge controllers when it’s off. Unlike the PS3. PS4 controller light bar can be used for muzzle flashes, health bars, etc “The PS4 Eye will enhance the PS4 user experience.” High sensitivity dual color cameras 1280x800, 12 bits/pixel, 60Hz Dedicated port for the #PS4 camera, exclusive SCE Connector. Means it won’t use a USB port on the console, but won’t plug into your PC. Cam suggested uses: walkthrough vids, taunting in killcam, login, speech recognition, etc; possible PS4 Camera Magic – Sees the controller, you guys move, splitscreen moves to be on the right side The above is what devs could do (not mandatory) Video example shown of PS4 combining the camera and the controller. “AR Menu” Zoom into the controller, tilt to shake little dudes inside, push into our world like EyePet 2004: XMB, 2011: LiveArea, 2013: New #PS4 one based on the five principles from earlier UI is meant to give you at a glance info without loading the game. See what new DLC is out and whatnot. What friends are saying. Have to enable people seeing your real name on the #PS4. Auto-enabled if you import from another social network. (Can be turned off) PSN friend limit raised PS4 Mock-up: Heavy Rain choice with the number of your friends that chose each option. All the PS4 streaming and sharing: that’s on the hardware. Devs don’t have to do anything special to their game. PS4 Remote Play: Screens are mirrored on PS4/Vita (Both on at same time). Hardware does it/not on devs. Start at any time; no special mode. Talking about the PlayStation App. Login, buy game, PS4 starts downloading at home, you get home and start playing the part that’s DWLD. Sony has sent their newly updated multiplat game engine PhyreEngine 3.5 to developers with PS4 support Finally, Sony also stated (via JoyStiq.com that they are open to buy in Alpha games for PlayStation platforms. To quote: In an interview with Joystiq, Sony America’s VP of publisher and developer relations Adam Boyes, said the company would "absolutely support" buy-in alphas on the PS4, so long as they don’t "have any bugs that are completely destroying the world". He added that the same model could also be applied to PlayStation 3 and PS Vita development... "Yeah, if it doesn't have any bugs that are completely destroying the world," Adam Boyes, VP of publisher and developer relations at Sony America told Joystiq last night at the PlayStation Indie Arcade event. "[CCP's Dust 514] is a great example of putting out content that you know is not final. If you want to monetize it, that's fine. I mean, if you want to put out a game that's playable and does pass the checklists and stuff, you can. If it doesn't sell and you can't support, you may not want to support, but we absolutely support that." Boyes noted the buy-in alpha openness wasn't just for the upcoming PlayStation 4, but could be applied to PS3, Vita or PlayStation mobile. He continued, "We allow that on all of our platforms, that sort of continually updating and selling. Again, if people buy it and they're passionate about it, and you want to improve it and make it better over time you can." If you didn't know, Valve recently announced plans to offer a similar service through its Steam distribution platform under the name Early Access.
  16. On en apprend un peu plus sur Metal Gear Solid 5 grâce à la GDC. Kojima vient de tenir une conférence dans laquelle il parle du jeu et du Fox Engine. Il s’agit donc bien de la suite de Metal Gear Solid. Le jeu s’appellera d’ailleurs Metal Gear Solid 5 : The Phantom Pain, faisant ainsi référence au soit-disant jeu Metal Gear Solid 5 : The Phantom Pain dévoilé pendant les VGAs et dont on a vite compris les liens avec la série MGS. En réalité, ce jeu sera la réunion de Metal Gear Solid : Ground Zeroes et Metal Gear Solid 5 : The Phantom Pain, ce sera donc bien en monde ouvert et tournera sous le moteur Fox Engine. Pour l’instant, les plateformes annoncées sur la PS3, Xbox 360 et le PC. Snake vient de passer 9 ans dans le coma et a donc perdu beaucoup de ses capacités. Le début du jeu est annoncé comme linéaire pour devenir par le suite un monde ouvert.
  17. http://www.dailymotion.com/video/xyij5z_battlefield-4-17-minutes-fishing-in-baku-gameplay-reveal_videogames?start=2#.UVL6Tld9b8c http://www.xboxygen.com/Medias/Images-Xbox-360/Battlefield-4-Premieres-images-leakees
  18. il est bancale leur X
  19. Bienvenue
  20. bha t'aura appris qu'on s'aime tous chez gueux Faut aller chez xavbox, au moins l’engueulade finit autour d'une bière
  21. deaphroat

    Idée - Section Membre Avancé ?

    Je crois qu'il parlait plus d'une section privé...mais pour membres avancés... Je sais pas si on la creerait cette section, si la politique de gueux nous laisserait y mettre ce qu'on veut....
  22. non Content que le problème soit résolu, tu peux mettre le topic en résolu.
  23. essaye un downgrader, essaye rogero 4.30 2.05 et sinon essaye de lui passer un custom firmware de même niveau en factory (vu que la tu est en 4.31, ben il te reste ou le 4.40 de l'espagnol, ou le 4.31 arch (les 2 sont plus ou moins dangereux )...
  24. Suis le lien que j'ai mis en dessous de l'image tu as 5 methode A B C D E Suivant si ta ps3 est briqué ou non (que tu peux l'allumé ou non)
  25. http://gueux-forum.net/index.php?/topic/264048-progskeet/ les seul truc qui manque dans ce tuto, c'est comment alimenté la puce : Il y a plusieurs façon de branché la puce, alimenté ou non la Ps3, régler les R7 R8 R10... mais on peut pas faire un tuto la dessus, il faudrait traduire tout le wiki : http://www.ps3devwiki.com/wiki/Talk:Progskeet_1.0_/_1.1 http://www.ps3devwiki.com/index.php?title=Special%3ASearch&search=Progskeet&go=Go