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JaiSpiMod: JaiSpiMod.hex for Teensy++ 2.0 PS4 Development by JaiCraB

JaiSpiMod: JaiSpiMod.hex for Teensy++ 2.0 PS4 Development by JaiCraB 550°
26w ago - Today we received word from mariayo2 that Spanish PlayStation 4 developer JaiCraB has continued his previous PS4 development releasing a JaiSpiMod.hex for Teensy++ 2.0 with details below.

Download: JaiSpiMod.hex

To quote, roughly translated:

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Teensy2 / Tools / JaiSpiMod (via http://jaicrab.org/?&a=Teensy2/Tools/JaiSpiMod)
 

Backgammon Blitz & Teenage Mutant Ninja Turtles OOTS PSN PS3 Out

Backgammon Blitz & Teenage Mutant Ninja Turtles OOTS PSN PS3 Out Above 1500°
46w ago - Following up on the previous PSN release, today PlayStation 3 scene release groups PSFR33 and PROTOCOL have made available Backgammon Blitz PSN PS3 PSFR33 and Teenage Mutant Ninja Turtles Out of the Shadows PSN PS3 PROTOCOL respectively with details below.

From the PS3 NFO Files: Backgammon.Blitz.PSN.PS3-PSFR33 / Backgammon Blitz PSN PS3 PSFR33

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Download: http://fileom.com/7fp5nrz7blwv/backgammon_-mbison564.rar.html / http://nitrobits.com/file/aHyfciCjc5hgWJj/Backgammon.Blitz.PSN.PS3-PSFR33_.rar
 

SPIway: A Teensy++ 2.0 SPI PS4 Flasher for PlayStation 4 Arrives

SPIway: A Teensy++ 2.0 SPI PS4 Flasher for PlayStation 4 Arrives 50°
66w ago - Following up on NORway, today PlayStation 4 developer judges released SPIway followed by v0.2 which is a Teensy++ 2.0 SPI PS4 Flasher WIP for PlayStation 4.

Download: SPIway for PS4 / GIT

SPIway is a Teensy++ 2.0 SPI Flasher tool with support for dumping MX25L25635FMI-10G which is the main memory of the PS4, and of course the MX25L1006E and W25X10CL flash circuits are both found in the PS4 console. This is an update to his well known NORway project.

Changelog:

  • (v0.20) Added support for MX25L1006E and W25X10CL.

SPIway - Teensy++ 2.0 SPI flasher for PS4 Pinout

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Puppeteer on PS3: Japan Studio on Taming Its Unruly Teenager

Puppeteer on PS3: Japan Studio on Taming Its Unruly Teenager 50°
74w ago - Sony Blog Manager Fred Dutton shared details on Puppeteer for PS3 today from Japan Studio on taming its unruly teenager below.

To quote: All games are the product of individual creators, and while it's occasionally hard to see it, all are duly imbued with the personalities of the artists that first breathed life into them.

As anyone who's played it will surely know, this is no more true than it is with PS3 platformer Puppeteer. Japan Studio's sublime adventure drips with charisma, character and, above all, passion.

Click here to see the full gallery

With its launch last month now disappearing into the rear view mirror, we stopped by creator Gavin Moore's Tokyo office recently to find out how such an idiosyncratic and personal project got made, and what it's like having to let go and hand it over to the game-buying public after three years of hard work.

Read on for some fascinating insight into the creative process, and for an exclusive glimpse at some never-before-seen artwork from the game.

Oh, and if you haven't found the time to play it yet, I urge you to do so! It's one of the year's finest. To see more trailers, screens, and, of course, grab...
 

Video: Until Dawn PS3 Q&A: Teen Horror Goes SuperMassive

Video: Until Dawn PS3 Q&A: Teen Horror Goes SuperMassive 50°
126w ago - Sony Social Media Manager Sid Shuman has posted up a video and Q&A today on the Until Dawn PS3 teen horror game from SuperMassive below.

To quote: Last month's debut of PlayStation Move-based horror game Until Dawn generated enough intrigue to propel the game onto at least one news site's best of gamescom list.

And after watching a 30-minute gameplay demonstration of this cheeky horror game at gamescom, it wasn't hard to see why.

The game oozes confidence and style: its immersive use of the PlayStation Move motion controller (from flipping levers to tugging zippers), rapid-fire banter, and unabashed reliance on genre tropes all point to a game that's determined to push horror gaming into uncharted territory.

It's important to note that Until Dawn is firmly a teen horror game, trading in the healing herbs and bullet counting of the survival-horror genre for quips, jump scares, and salacious scenarios that wouldn't seem out of place in Friday the 13th or I Know What You Did Last Summer.

After Until Dawn's gamescom debut, I had a chance to speak with SuperMassive's executive creative director Will Byles, who discussed the game's genesis, HUD-free presentation,...
 

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