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PlayStation 4 Remote Play Updates by Twist3d89, PS4 Input Profiles
Following his previous updates, today Twisted shared an update via Twitter on his PlayStation 4 Remote Play application for Android which now features PS4 input profiles with details below. :geek:

To quote: A lot of you are asking how the next update is progressing so I decided to create a thread everyone can follow and see what has been completed and whats left to do.

Whats completed:
  • Implemented hardware decoding (still a few bugs to fix here but it works)
  • Multiple PS4 account support
  • Importing/exporting of PS4 accounts
  • Multiple PS4 management (for when there are multiple PS4's on the same network)
  • Log in system - No more serial Keys, you can log into the app using your forum details to unlock premium features
Whats left
  • Input system - I'm looking to improve mouse support which has required a total rewrite from scratch of the input system. Previously Lilypad (a 3rd party plugin) was used which besides having a massive code base introduced a lot of annoying limitations when trying to modify it to work with Remote Play. Starting from scratch is taking longer that initially expected but will help with Remote Play specific customisation ie. Touchpad input emulation. Below is an early look as the system, it's not complete and is subject to change but is massive upgrade over Lilypad with a user friendly interface for customising Remote Play specific controls.
7iTVkRC.png

  • Multiple players - related to the new input system, I'm looking to add multiple player support. I'll attempt to implement this once the input system is fully functioning.
  • Input profiles - This is to support multiple input profiles and allow easy switching between them whilst running remote play. Depending on time this may not make it into the next update as it's not critical and will be added shortly after.
  • Routed connection requests - currently port UDP 986 is required when connecting remotely, this is to allow the PS4 search request to receive a response. A lot of environments don't allow port forwarding such as work so I'll be adding a routing system to proxy PS4 connection requests and remove...
Crash Bandicoot N. Sane Trilogy Hits PlayStation 4 on June 30th
Everyone's favorite marsupial Crash Bandicoot is returning on PS4 with the N. Sane Trilogy game collection featuring Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back and Crash Bandicoot: Warped this June 30th. :thumbsupxf2:

Here are some additional details from a recent interview with Vicarious Visions' Kara Massie, to quote:

When is the N Sane Trilogy Coming out?!

June! 30th! (Yes, that’s 2017)!

Can you believe it?! We can hardly believe it.

Why did you wait until now to tell us?

To torture you!

No, seriously, from our point of view it’s about being confident in a schedule that allows us to deliver on the quality of games we all want. We had to ensure everything’s aligned to deliver it smoothly. Sometimes it takes a bit of time to know these things.

— (Kara Massie, Producer)

What has changed from the original games in the environment art?

This is a great question and something that we’ve been working pretty hard on. The addition of real-time lighting in a PBR (Physically Based Rendering) engine, along with an increase in texture size, can sometimes make our environments look different than the originals.

Generally, while we strive to recreate each level so it looks and feels like the original, we also want to make sure that environments are fun, colorful, and read well in the fast-paced action with the addition of the new technology we are using.

— (Dustin King, Art Lead)

What’s been your favorite level to make art for and why?

I’ve enjoyed working on the prehistoric levels, and I found them to be a good case for reinterpretation. As I started working on them, I found that adding more greenery helped bring more of the earthy, prehistoric look that hearkens back to the illustrations in dinosaur books I loved as a kid. I also decided the path is more like shallow swamp water, since a tar pit would slow the player down.

I like the contrasting mix of familiar elements of earth, fire, water, and plants, and it has been fun trying to effectively blend these elements.

— (Aaron Trulson, Environment Artist)

My favorite level to work on was Future Frenzy. This level was jam packed with lights, signs, and all of these cool futuristic shapes. It was really fun making the city look alive, with all of the neon signs and the flashing lights. Getting the reflections on the buildings to look just right was a...
PSVIMGTools for PS Vita Backing Up / Restoring Data by Yifan Lu
To celebrate PlayStation Vita's birthday, PS Vita developer Yifan Lu with help from H of UkakNEH made available PSVIMGTools for backing up and restoring data on the PS Vita handheld console similar to the PS3 backup tool. :cool:

Download: psvimgtools-master.zip / psvimgtools-master.zip (Mirror) / PSVIMGTools Master / GIT / PSVIMGTools Frontend / GIT by @SilicaAndPina / Psvimgtools.Easy.FrontEnd.1.8.7.zip / GIT via MRGhidini

To quote from Wiki.Henkaku.xyz: PSVIMG

PSVIMG files are encrypted files generated by CMA in backing up and restoring data from the Vita.

Generating PSVIMG

When CMA is used to backup system, game, or savedata from the Vita to a PC or PS3, the following algorithm is used:
  • Using a tar-like structure, stream all of the file data into a file.
  • If making a PSVMD file, use the deflate algorithm to compress.
  • Generate a random nonce for the first 0x10 bytes using the RndNumber syscall.
  • Generate a unique session AES256 key using a secret phrase and the PSN account id of the PSVita.
  • Generate a SHA256 hash of the plaintext every 0x8000 bytes and insert the hash into the filestream.
  • Encrypt the stream data using EncDecKeygen syscall from SceSblDmac5Mgr with the nonce as the header and the AES256 session key.
  • Transmit to PC or PS3.
Secrets

If you look at the 16 character hex directory name included in part of the backup path, that is your PSN account id. The AES256 session key is calculated by doing a SHA256 hash of the 8 byte hex binary representation of the PSN...
PS3History: The Complete History of the PlayStation 3 Console
For those who haven't had a chance to read it yet, @GregoryRasputin of PlayStationhax.xyz summarized a complete history of the PlayStation 3 console on an archival site called PS3History.net with help from his friend NeoSabin.

Here is an excerpt from his Introduction Page, to quote: I have seen many websites talk about the history of games consoles and whilst those websites are great, they don't go into the detail that i have with PS3History, I wanted to post the PS3's journey, EVERY aspect about its life, all the good and bad that has happened during that journey, nothing has been left out and nothing has been spared, this is the naked, unadulterated life of the PlayStation 3.

What Information Does PS3History Contain ?
  • Information on the consoles Cell processor.
  • Pre Release Rumours.
  • Console revealing 2005.
  • Console revealing 2006.
  • Japanese PS3 release day.
  • US release day.
  • EU release day.
  • Game release dates.
  • Official firmware release dates and information.
  • Pre PS Jailbreak Console Hacks.
  • Post PS Jailbreak Console Hacks.
  • Custom Firmware.
  • Homebrew details.
  • PSN Hack and fallout.
  • Court cases.
And so much more...

I have attempted to gather every piece of information that is possible to gather, not everyone will like it, the hardcore Sony fanboys will cry that it is all about PS3 Hacks, but no, its not, it involves every part of the PS3's life and yes that life includes hacks, to do a complete history, one must include everything.
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