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  • Posted by GregoryRasputin , on 11/03/2012 , @ 10:17am


    Rtype a developer from PSX Scene has compiled Hatari for the PS3, Hatari is an Atari Emulator, here is a quote from the read me:


    A Lame hatari 1.6.1 DBG release for PS3.


    What?: A quick port of hatari 1.6.1 to ps3 using PSL1GHTV2.
    Why? : Because i like old atari computer :)
    Who? : Rtype

    So far ,i ve just compil the lastest hatari src (1.6.1) with psl1ghtv2 (SDL used) and i only make few hacks to done it work (a little) .
    All the credit to the HATARI TEAM ( http://hatari.tuxfamily.org ) and to the PS3DEV team .


    Know Problems:

    - Works only with a keyboard & a mouse cnx to the ps3 !

    - Some pb with SDL1.2 hatari code (ex: code Keysym 1.2 different from 1.3) so i make quick dirty hack , not all the keys are working
    and it’s seem to break a lot keyrepeat .

    - Hatari & sdlgui use partial screen update , and PS3 SDL don’t have hardware cursor code , so i make another quick & very bad hack to
    show something we can call a mouse pointer (hum i know it’s a square) and force the gui redraw , this make the gui very bad and slow,
    and there is a big lag between mouse action and screen update. Apologize for this.

    - In fullscreen mode Gui seem not working correctly so change to desktop mode if needed.

    - XMB seem to freeze PS3 when calling from home button so exit from the gui or AltGr-Q combo.

    - I ve not tested all the option , just few games , so maybe other pb around …

    Sorry for all this problems but i hope you enjoy anyway ( i mean Atari lovers ) somes old good games .


    Quick Install & Start:

    - Create somes dir in /dev_hdd0/ :

    /dev_hdd0/HOMEBREW and /dev_hdd0/HOMEBREW/ST/ and /dev_hdd0/HOMEBREW/ST/TOS/ and /dev_hdd0/HOMEBREW/ST/CONF/

    - Put a valid tos named “rom” in:


    - Put some ST/MSA dsk in :


    - Install the pkg .



    works only with a keyboard & a mouse !
    joystick:LSTICK= JOY MOVE CROSS= Button1 SQUARE= button2



    Special thanks to PS3DEV guys , KaKaRoTo (very big thanks for your works) , Hermes ,Oopo , Deroad (for help with V2) .

    Bonjour chez vous!

    Source PSX SCENE


  • Posted by GregoryRasputin , on 27/12/2011 , @ 04:47pm


    PSP developer Wololo has released a video of him running an Emulator on the PS Vita, here is a quote from the source:

    A few days ago Japanese developer Teck4 posted a picture of a “hello world” running on the PS Vita through the PSP emulator. I contacted him immediately with some help from Mamosuke, and I soon got enough information to start working on porting Half Byte Loader to this exploit (note that Teck4 is also working on exploiting this vulnerability further, but I don’t know how far he’s been).

    What you see in the video below is the game “Sonic & Knuckles” running in picodrive, a Megadrive emulator for the PSP.

    Wololo does an awesome “Good/Bad/Ugly” point of view regarding this exploit, which you can read at:
    Wololo’s Blog

    Also as many of you are aware, Sony released a new Firmware and whilst a couple of sites reported that this blocked the HBL exploit, Wololo points out that the video he created showcasing Sonic running on the Picodrive Emulator, running on the PSP emulator on the PS Vita, is in fact 1.51, so this update does not patch the exploit.

  • Posted by PS3Hax Member News , on 02/09/2011 , @ 01:32pm


    Deank has released an update for multiMAN and a Emulator Pack with the latest emulators by squarepusher2 (FCEUNext, Genesis Next, SNES9xNext and VBANext). You can update via multiMAN or download the Update Package and the Pack below.

    Quick update:

    * Added support for 7 connected controllers to be used simultaneously

    Download multiMAN ver 02.05.02 UPDATE (20110902-135100).pkg (1.25 MB)

    Here is the separate download of the emulator pack for firmware 3.41 by squarepusher2, updated as of August 31st 2011:







    multiMAN 02.05.00 (20110830) (EMULATOR PACK) (SNES GENP FCEU FBAN VBAN) FW 341.rar (49.96 MB)

    Source Official multiMAN thread @PS3HaX

  • Posted by PS3Hax Member News , on 31/08/2011 , @ 01:09pm


    Squarepusher has released updates of 4 Emulators for the PS3. Included are FCEUNext, Genesis Next, SNES9xNext and VBANext. You can Download the Emulator Updates with the latest multiMAN (2.05.00).

    Multiman now has ‘Update’ support for all the emulators. To use it, update to the newest Multiman version, select an emu from the Game tab..


  • Posted by PS3Hax Member News , on 24/08/2011 , @ 11:10am


    An update of the Sega Megadrive Emulator, Genesis Plus GX, for the PS3 has been released. Thanks to Squarepusher for recent changes, Mr.Anonymous for the initial port of the emulator, and torrenegra and his friend for sharing the latest package.

    Download Genesis Plus GX PS3 v1.5 (CFW 3.41 and 3.55)

    Source Code Repository by Squarepusher

    via Elotrolado

  • Posted by PS3Hax Member News , on 22/07/2011 , @ 11:53am


    SnakePlissken-PMW has announced their project and has posted a few screenshots of their latest developments. They are going to release an open source Homebrew Engine and their self made Homebrew Game PMW NATION. More information and a project webpage will be posted soon.

    My Name is Snake Plissken. I am Chief Commander of a group known as PMW NATION. Im currently directing our groups development branch into bringing to the PS3 one great First person gaming experience by means of homebrew on Playstation Custom Firmware.

    we hope to release onto the world a whole new concept in homebrew development on the PS3 by developing an “homebrew engine” that future developers can use to make homebrew with to be used on the PS3.

    With the engine one could make your own First person shooter homebrew. It has been proven that other forms of homebrew can be made for and used with the engine as well. Not only that but This would offer a interface for developing homebrew outside of PSL1GHT for all types of CFWs (as we will port the engine to work with multiple types of CFW’s )

    Developers would need a way to install a .pkg onto there PS3s. They would then make homebrew in form of “recourse data” with the Gaming engine’s tool chain. that is then coupled and distributed with the engine.
    A user can download the engine.pkg and insert it on a USB stick along side there recourse data” followed by installing it on there PS3,

    the engine would pick up on the resource data, in turn presenting the homebrew content…..

    Our first release will be that of our own game using this engine. Upon that release we will release the engine for others to develop future forms of homebrew as well as hopefully more great First Person Shooter Homebrew.

    Our game and its engine will have great features: such as…

    :~~A version of the engine as well as its tool chain will run well under all modern versions of Windows, from Windows 95 to the new Windows Vista. If you have Linux, it works with that too. But compiling the data to work will be horrible and time consuming

    :~~ Free-Looking free-view ( up-down, left-right ) pseudo-3D rendered environment

    :~~ a since of basic objects that a player can interact with move, push, pull,ect.

    :~~ ACS based event scripting

    :~~ in game hub’s
    ;~~ Colored sector lighting.
    ;~~ Custom monsters, weapons, and items.

    ;~~High resolution textures.

    ;~~ High resolution

    ;~~ Many, many extensions to ACS

    ;~~ music formats: Ogg Vorbis, MOD, XM, IT, S3M, MIDI, and MP3,MUS.

    ;~~ More sound formats: FLAC MP3 and WAVE can be used for sound effects.

    ;~~ texture formats: PNG and JPEG are both useable for artwork.

    . ;~~ Translucency (regular and additive).

    ;~~ Full-featured joystick/gamepad support under Windows. With other device support in development.

    ;~~ player network games using UDP/IP to server support, including team-based game play.

    ;~~ light effects, including dynamic lights, bright maps, and glowing flats

    ;~~ As of now: md2 and md3 model support.

    ;~~ True color support

    ;~~fog, deep water.

    :~~ film focus effects

    ;~~ Jumping.
    ;~~ crouching
    ;~~ Crosshairs.
    The works.

    As stated the engine will be developed to incorporate resources data made present to the engine after its installation onto the ps3. Application tools in a windows environment would be used to develop HOMBREW in form of resource data.
    Releasing PMW NATION the Video Game at first would show off the possibilities of the games engine so perhaps others could take interest

    We will soon release a project webpage on the matter and I will surly filter that out to those who are interested.
    With that We personally hope to contribute a lot to the homebrew café’ as we will use this as our basic means of discussing ‘certain’ forms of our game and its engine’s development to the PS3.

    Help getting this underway can be used on this project by those interested and who are familiar with operating PSL1GHT ,those who have knowledge in c languages, and/or those who are familiar with software compilation with GCC, should attempt to message me personally at my email: [email protected].

    “Hell.. Just email me for any reason, questions concerns ect. Hell you can feel free to ask me a question right now W/e.”

    Our engine will be made open to anyone willing to use it in hope that great homebrew will ensue bringing us ever that much closer to a greater tomorrow where we can fully embrace the ideas that are “ the soul concept of HOMEBREW”

    More information soon,

    Source Homebrew Café Forum

  • Posted by PS3Hax Member News , on 21/07/2011 , @ 07:43pm


    The work has begun on  an open-source PS3 debugger/emulator! The project is called RPCS3.  This will be a great way for developers to test PS3 hombrew,  when the program can do more.  Right now this is only a disassembler and  the makings of an ELF compiler.  Eventually this program could become a very useful way to test homebrew and years down the road a ps3 emulator.

    List of recent project changes over the last week:


    - implemented ELF compiler (Asm, only for test).

    - Fixed ADDI opcode.

    - fixed FileSystem syscalls..


    - Fixed dump code.

    - Founded and emulated more instructions.
    - Fixed sc value..


    - Emulated more instructions.

    - Fixed SetPc value..


    - fixed compilation bugs for debug mode

    - fixed read/write 16/32/64/128
    - implemented fast read/write.


    - emulated some file system SysCalls
    - rewrote MThread mode (now use pthread 2.8.0)
    - rewrote memory manager
    - rewrote save (ini) manager
    - main and Log frames now save current position and size
    - added more opcodes
    - fixed crash if Log/DisAsm/Memory Viewer frame is closed
    - implemented OGL video mode

    - implemented MT dumping.

    Source : http://code.google.com/p/rpcs3/ via PS3crunch
  • Posted by PS3Hax Member News , on 12/07/2011 , @ 02:59pm


    Alright folks, Subcon959 has been kind enough to give us a working pkg with the new revisions of the VBAPS3 code that will become VBAnext.

    I have tested the package and can tell you that dual shaders can now be enabled and the frame rate has been greatly improved thanks to triple buffering and other changes. The R3 menu now displays all options properly and they work.  Yes this version works with multiMAN. Since this is not the official release it it still wearing the VBAPS3 skin (pics, name, etc).  Thanks go to everyone working on this and Subcon959 for releasing this to tide us over until the official release!!!

    Changes can be seen here

    the more recent changes are not in effect


    Thank you Manster for the news tip!!!


  • Posted by PS3Hax Member News , on 09/07/2011 , @ 07:23pm


    The Port of Mednafen, a Multi-system Emulator has been updated. The Atari 2600 Emulator Stella is now included in it and the code has been improved a lot. Thanks to Robo Hobo for this great piece of Software!

    Detailed Changes can be seen on the Google Source Code Repository

    Thanks to subcon959 for releasing a compiled package of the latest revision.

    Download Mednafen PS3 build 427ae (10.07.2011)


  • Posted by PS3Hax Member News , on 09/07/2011 , @ 10:29am


    The FBAnext emulator for the PS3 has been updated once again. Thanks to subcon 959 for releasing a compiled package of the latest revision. The emu runs faster now and the ingame menu has been improved (more options).

    Changes since r470:

    • No more seperate sound class to go through - AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, audio_destructor and on in its member functions (static functions).
    • Main emulation loop improvements - audio function is now a straight call to audio_check instead of first going through the audio interface class (audio.check) - put the ‘case EMULATING:’ block inside a do-while loop - not only is this faster (because we don’t have to go through the whole switch again to see if GameStatus == EMULATING is true - but it will also allow us to do frame advance from within the ingame menu.
    • Implemented frame advance in ingame menu - press either the CROSS button or press and hold R2 at your leisure to frame advance.
    • Shaders can now be switched from the ingame menu - press left or right on D-pad or analog stick to switch between shaders, and load the shader by pressing the CROSS button.
    • Bugfix - when a shader was loaded - only the fragment program was loaded - and the vertex program from the previous shader would remain active. Now both vertex and fragment programs get updated with the ones from the shader being loaded.
    • Aspect ratio revamp of code - the following aspect ratios are now possible - 4:3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and Custom (Resized) aspect ratio mode. Custom resize aspect ratio mode is the previously existing resized mode - you can also switch to this resized mode in case you have selected another aspect ratio from the ingame menu by going to ‘Screen Resize’ and then exiting again.
    • You can change the aspect ratio now from the ingame menu.
    • Changed audiosample rate from 48050 to 48030 - the closest we can bring this to 48000 without audio crackles - the more we will ensure video will be blocking - giving us better video performance.
    • Set audio samplerate from 48030 to 48020 - still no audio crackles
    • Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight
      into vid_psgl.cpp - where they are needed) - moved the static variables from vid_psgl.h to vid_psgl.cpp
    • Removed broken shader 2xSaL-HD.cg
    • Added Jararaca’s experimental retro shader
    • Cleaned up PSGL video driver code
    • Added some more aspect ratios from actual arcade games
    • Added dot.cg shader
    • Bilinear filtering can be turned on/off from the ingame menu
    • Added rotation options to ingame menu.
    • Changed audio samplerate from 48020 to 48010.
    • Commented out VidSScaleImage in all of the rendering functions - is no longer needed
    • Auto-aspect ratio modes - select this aspect ratio to automatically determine the correct aspect ratio for the
      game you’re loading and then automatically use it. There are two automatic aspect ratio modes - ‘Auto’ and ‘Auto FBA’ - ‘Auto’ does some calculations to arrive at the correct aspect ratio while ‘Auto FBA’ uses FBA’s built-in aspect ratio settings for each game.
    • Cleaned up PSGL video driver
    • Some video optimizations to do with three nested for loops
    • CPS3 - Palette change was only being done when loading/saving a state - putting this inside the Draw Frame function was unnecessary when cps3_palette_change was only set to 1 once in cps3Scan - so moved the color palette changing to cps3Scan and out of the main frame function. Tested on both 360 and PS3 - nothing is affected
      by this.
    • Speed improvements to burn.cpp and burnint.h - static functions which are
      only used once in one function inserted straight in - in particular, biggest
      improvement came from turning DrvClearOpposites into a macro. Button input is now
      blisteringly fast - tested on both PS3 and 360.

    Download FBAnext PS3 r486

    FBAnext Code Repository


    Screenshot Gallery

  • Posted by PS3Hax Member News , on 05/07/2011 , @ 01:11pm


    The Multi-Arcade Emulator FBAnext for the PS3 has been updated. Thanks to all the developers and Subcon959 for releasing the latest package!

    Current Emulated Systems:
    - Capcom CPS-1 / CPS-2 / CPS-3
    - Cave
    - Neo Geo (Neogeo bios requiered)
    - Sega System 16 (and similar systems), System 18, X-Board, Y-Board
    - Toaplan
    - Taito 68k
    - Psikyo 68EC020/SH2
    - PGM
    - Konami
    - Sega Megadrive (Savestates not supported)
    - Other Misc Great Arcade Systems

    - Full graphics/audio supported
    - Resize Screen Function
    - Easy to use rom browser.
    - Option to filter on specific drivers
    - Option to hide clones
    - Option to only display 3 or 4 player games only
    - 60fps performance at 1080p for *most* roms
    - Pixel Shader support
    - Up to 4 gamepads supported
    - Rotate screen options
    - Hardware filter options (Linear, Point filtering)
    - Triple Buffering

    Place your roms in /dev_hdd0/game/FBAN00000/USRDIR/roms/

    The first time you run FBANext, a configuration file called fbanext-ps3.xml will be generated. This file will store your current options.

    If you wish to change your rom path, edit fbanext-ps3.xml located at /dev_hdd0/game/FBAN00000/USRDIR/ and modify the paths-rom element with the directory you wish. Please include a trailing slash at the end of your path otherwise no roms will be located.

    .Zip/.7z/.rar file extensions are supported.

    The latest Changes are as follows:

    r470-Neo Geo driver performance improvements



  • Posted by PS3Hax Member News , on 18/06/2011 , @ 05:29am


    Robo Hobo has released something that has been long awaited by many. A Working MAME emulator. This just a PREVIEW. Any ways on to the good stuff

    Robo Hobo quoted below

    MAME - ‘Preview’ Release

    Attached is a preview release of MAME 0.142. It’s still a little rough around the edges, but it is usable. I hope to improve it greatly over the next couple of weeks, so please post any issues, feature requests, or complaints to the issue tracker on the google code page.

    Due to the large file size a version run through package-finalize is not provided. If you use a CFW where this is required you will need to run it yourself.


    Unofficial MAME 0.142 PS3 GameOS port
      Install the psmame package onto your jailbroken PS3 using normal means.
      By default all data paths for mame are located under /dev_hdd0/ROMS/mame_data.
      ROMS themselves can be placed anywhere and their location chosen with the frontend. The recommended path is /dev_hdd0/ROMS/mame.
    Default controls:
      As of right now the only defined controls are R3 to open the MAME config menu, Select for coin, and Start for starting the game.
      Further control changes can be made in the MAME config menu as needed.
      Up to four controllers can be used at one time.
      The frontend can display screenshots of games, these should be placed in /dev_hdd0/ROMS/mame_data/snaps. You can find a full set at http://www.progettosnaps.net/snaps_en.html
      Under /dev_hdd0/ROMS/mame_data
        hash:	path to hash files
        samples:	path to samplesets
        artwork:	path to artwork files
        ctrlr:	path to controller definitions
        ini:	path to ini files
        font:	path to font files
        cheat:	path to cheat files
        crosshair:	path to crosshair files
        snaps:	path to screenshots for frontend
      Under /dev_hdd0/game/MAME90000/USRDIR/data
        cfg:	directory to save configurations
        nvram:	directory to save nvram contents,
        memcard:	directory to save memory card contents
        inp:	directory to save input device logs
        sta:	directory to save states
        snap:	directory to save screenshots
        diff:	directory to save hard drive image difference files
        comments:	directory to save debugger comments
    Known issues
      When adding ROMs into your ROM dir, you must tell the frontend to rescan them. This can be done in the R3 menu.
      The display currently only supports scaling by pixel aspect ratio. Future versions will support various aspect correction modes.
      Changing video settings in the menu may crash MAME, they don't work anyway so don't bother.
      Games which require a recompiler will not run.
      Games which have high memory requirements will not run, the PS3 only has a little of 220MB of RAM available.
      The default controls will need to be tweaked by the user.

    well there you have it folks. I am sure some many people will enjoy this. Remember this is just a PREVIEW

    Source PSX Scene


    PSMAME Compatibility List

    Thanks to Irvysan for the tip via Twitter.

  • Posted by PS3Hax Member News , on 29/05/2011 , @ 02:43pm


    Once again dean has updated his multi-functional tool for the PS3. multiMAN is now at version 2.00.03.



    * Fixed: Launching games with cached files right after they’re cached

    * Fixed: GAMEI folder won’t appear on USB unless “Ext Game Data” option is used

    * Fixed: Double entries in VIDEO column when thumbnail is named for example video.avi.jpg and not video.jpg

    * Improved: Scrolling left/right in XMMB mode (faster and won’t load columns)

    * Improved: Scrolling up/down. Scroll will pause for ~1 second before looping.

    * Added: Option “Hide BD-ROM disc from game list” in XMMB Settings

    * Added: L2/R2 switch pages in 4×2 and 8×4 game list modes

    * Added: “Save Screenshot” option in PS3 XMB Photo column to capture multiMAN screens in PNG (multiMAN Screenshots album) (10x to squarepusher2 for the hint)

    * Improved: multiMAN will return from emulators and showtime much faster (~1-2 seconds boot screen)

    * Improved: Last XMMB column and selection/entry restored upon restart/respawn

    * Improved: JPG and PNG loading and decoding is performed faster (via SPU with fallback to PPU when header-decoding fails)

    * Added: “Retro” column for emulators (WIP)

    * Added: “Genre” option in “Game Settings” submenu to select categories for albums/grouping

    * (WIP) Added: Support for latest SNES9x port for PS3

    * (WIP) Added: Support for SNES9x ROMS: SMC/smc, FIG/fig, SFC/sfc, GD3/gd3, GD7/gd7, DX2/dx2, BSX/bsx, SWC/swc, JMA/jma

    * (WIP) Added: New options in options.ini:

    * Added: Support for playing music/playlists from PS3 XMB Music column (thanks to squarepusher2)

    * Improved: TVs with 480p/576p resolution will show XMMB and slide-coverflow modes a bit better


    * Improved: Added threaded processing for photo/music/video/game/favorites/retro columns

    * Improved: Added threaded processing for loading jpg/png images in XMMB mode

    * SNES9x:

    - Fixed PS3 reset when exiting with {PS} button

    - Fixed returning to XMB

    - Fixed returning to multiMAN

    * multiMAN:

    - Greatly improved loading of all columns in XMMB mode

    - Progress icons added in the top right corner (next to the clock)

    You can update now through multiMAN directly on your ps3.

    multiMAN ver 2.00.03 BASE (20110529_223000).rar (54 MB) (lastGAME ebootFIX ebootMOD bdRESET showTIME snes9000 ps3SERV)


    Source PSX-Scene

  • Posted by PS3Hax Member News , on 19/04/2011 , @ 03:04pm


    An update has been brought to 2 emulators one being the Atari emulator code named: Stella and the other being the multi-platform FBA Next emulator bringing their versions to V3.3 r3 and R349 respectively.
    A Change-log for both emulators can be found below

    Stella Change log

    - Fixed menu Blocking

    Atari Emulator AKA Stella

    FBA Next Emulator

    Optimize performance and reduce lag
    Code optimization

    Well there you have it in a nutshell the devs have also posted instructions on how to use these emulators.

    FBA Next Emulator Change log

    Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR/roms /
    The first time you launch FBAnext, a file-fbanext ps3.xml will be generated. This file your stock options.
    If you want to change the path of your roms, edit fbanext-ps3.xml.
    .Zip/.7z/.rar extensions are supported.

    In game Controls

    L2 + R1 + R2 Pause / Return to menu
    R3 Service Mode
    Reset Rom current L3

    For the stella emulator would basically follow the same procedure.

    Enjoy those updates and thank the devs for keeping their emulators up to date.
    Download links  below:
    [Download FBA Next Emulator]

    [Download Stella]

    [VIA Logic Sunrise]

  • Posted by GregoryRasputin , on 03/04/2011 , @ 01:46pm


    squarepusher2 from PSX Scene, has updated his version of SNES9x for PS3, he has made quite a lot of improvements and the Emulator now runs a lot faster, here is a quote from the Read Me:

    Build 4.4.8 (03-04-2011)
    * Very big performance and lag reduction optimizations. The previous builds
    were indeed very laggy - this should be a very big improvement on that front.

    * You can now use two shaders at once - we call this ‘Custom Scaling/ Dual
    Shader’ mode. A scaling factor (from 1 to 4x) can be specified.

    Some great graphical effects can be achieved by combining shaders.

    * Shader presets have been added. Shader presets are configuration files that
    automatically configure the settings for ‘Shader 1′, ‘Shader 2′, ‘Hardware
    Filtering Shader 1′, ‘Hardware Filtering Shader 2′, ‘Scaling Factor’ and
    ‘Overscan’. You can create your own shader presets - they are just
    plain-text files stored in USRDIR/presets.

    * Controllers can now be individually configured - you can specifically
    configure the controls for a controller connected to a specific port/

    * Cheat input has been made less buggy. With the ‘New’ control scheme -
    L2 + Analog Stick Right Down will still input cheats with the OSK, but
    it will add a generic label (simply the cheatcode itself as a label)
    until you rename this generic label by triggering the action ‘Input
    Cheatlabel’. The ‘New’ control scheme has this hooked up to ‘L2 + R2 +
    Analog Stick Right - Down’. This can of course be reconfigured to any
    button / button-combo you see fit.

    * Fixed interlaced games like Rise Of The Robots - were displaying
    glitched graphics before in version 4.4.7.

    * Added a homebrew SNES game by Themaister. Game logic is semi-hooked
    up - paddle works, ball bounces off the paddle, just scoring has to
    be added. Anyway, this has mostly been a 3-day exercise in SNES ASM. This is just for illustrative purposes.

    * Added some shader variations and some new shaders - HQ4x, 4xBR -
    courtesy of Jacaraca.



  • Posted by PS3Hax Member News , on 22/03/2011 , @ 05:16pm


    Developer Ole has released version 7 for his Commodore Amiga 500/1000/2000 emulator. The new updates as follows:

    - harddisk file can be mounted/unmounted in options menu
    - fix for multiple simultaneous keyboard key presses

    - bugfix release (fixed processor core switch, couple of other glitches)
    - added 800% floppy speed option
    - added QUIT E-UAE option

    - updated to the latest E-UAE 0.8.29-WIP4 source code.
    - support for harddisk files
    - suport for save-states and save state thumbnails
    - modified options dialog (more options are now configurable)
    - support for drive sound (new feature that was not finished in WIP4 code)
    - RETURN key added to the virtual keyboard
    - left analog stick can be used to emulate joystick (R3 switches between mouse and joystick
    mode of the left analog stick)
    - fixed 2 controller mode: now 2 mice can be emulated as well.
    - options dialog hooked up as an euae’s gui interface

    - unpublished release, vsync modifications

    [Download Amiga vR7 Emulator]
    [VIA Volny]

  • Posted by Pirate , on 24/02/2011 , @ 08:04pm


    FBAnext r423 Custom v3 has been released. New changes bring lag reduction and other minor fixes. (more…)

  • Posted by Pirate , on 24/02/2011 , @ 02:12am


    Team EmulateMii, a reputable team in the Wii scene responsible for creation of various emulators (such as WiiSX/Wii64), have announced today that they are working on a Nintendo 64 Emulator for the PS3. They are working to build the emulator with PSL1GHT (legal homebrew SDK).

    To quote:

    We’ve been playing with PSL1GHT, the legal, open SDK for PS3, over the past couple days, and we have a basic port of Wii64 to PS3 already. Expect more to come…

    PS. There is some recent news about a team claiming to be working on an N64 emulator for PS3. Just so you know, that story is not about us or about PS364.

    You can bet that their work is probably more legit than the other dodgy video floating around in the scene.

    [VIA EmulateMii Blog]