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15. August 2012


Today Sony released more information about the upcoming PlayStation Mobile launch.  If you have never heard of it, PlayStation Mobile is a development platform for creating games on the PlayStation Vita as well as a number of Android based devices.  Originally that list includedpsmlogo mostly just Sony’s line of Android devices but that is changing.  A few months back at E3 it was announced that select HTC devices, specifically the HTC One series of smartphones, would be supporting PlayStation Mobile.  Sony have just announced another two vendors have been added to that list. ASUS and WikiPad:


SCE also announced ASUS TeK Computer Inc. and WikiPad Inc. will join the PlayStation Certified license program.  By further expanding PlayStation Certified devices, SCE will deliver the unmatched PlayStation experience to even more smartphone and tablet users around the world. 

“Inspired by the diverse needs of consumers in all areas and phases of life, ASUS' foremost mission is to deliver truly innovative solutions that inspire consumers to reach for greater heights of productivity and fun. The ASUS Transformer Pad, which can transform from tablet to Notebook PC delivers this value,” said Samson Hu, Corporate Vice President & GM of Mobile Communications Products BU at ASUSTeK Computer Inc. “As a leading enterprise in the new digital era, ASUS offers PlayStation-like gaming experiences with the convenience of its array of products. With the Transformer Pad’s inclusion as a PlayStation Certified partner, we will surpass users' imaginations and change the rules of gaming.”

“Wikipad is the first true video game tablet built with an attachable gamepad controller that provides gamers with a mobile console experience. As we head into our upcoming launch, we are excited to be partnering with Sony Computer Entertainment.” said Fraser Townley, President of Sales Wikipad.Inc.  “PlayStation’s continued commitment to delivering innovative entertainment experiences that captivate gamers is unparalleled and we are thrilled to partner with them.”



I will admit, I had not heart of the WikiPad before today and I have to admit it is a cool looking device ( pictured right ) with a terrible name.  Of course, I have heard of Asus, in fact I own a Transformer personally and love the device.  With the quagmire that is the existing Google Play store, and alternative, especially a game focused alternative with Sony marketing and branding back it, could be an absolute godsend. Especially with a layer of quality control thrown over top, so we don’t get drown in a sea of “fart apps”.


One of the biggest handicaps Sony faces is market share.  If you are going to succeed, you need to attract developers.  In order to attract developers, you need to have an audience.  Every time they announce a new partner, that audience grows and so does the appeal to potential developers.


Speaking of which, Sony also announced a revised list of developers that are working on PlayStation Mobile titles, and it has grown a fair bit since E3.  Choice names on the list include ARC Systems Work, ASCII Media, FromSoftware, GameLoft, Nippon Ichi, SEGA, TECMO and THQ.



Buried in the announcement was this blurb as well:

In conjunction with the launch of dedicated content for PlayStation Mobile through PlayStation Store, legendary PlayStation games (PS one® Classics)  for PlayStation Certified devices will no longer be offered


I am not completely sure how to interpret that statement.  I believe it means they be moving the PS One classics into the store, but I am not positive. 


The launch has been announced as “this fall” and will be available initially in the following countries:  Japan, United States, Canada, United Kingdom, France, Germany, Italy, Spain, and Australia.



If you are interested in getting started with PlayStation Mobile SDK, the Beta SDK is available for free right here.  It is a C# based SDK running on top of OpenGL.  Of course, this site has a series of PlayStation Mobile SDK tutorials to get you started.


16. July 2012


I wrote earlier about getting PssStudio ( now PsmStudio ) running on Windows 8, but at the time I could not get it to actually debug on my Vita or run the simulator.  Both of these issues were caused by the same thing, the failed Vita driver install.


In the end, there was a fix available all along.  I tried an earlier suggestion to do it with a policy change, but that no longer works.  The above link though, it does the job.


So between following this post to get Studio running ( and to fix MSBuild incompatibilities with .NET 4.5 ) and the above link to install the drivers, I know can develop Vita applications on my Windows 8 laptop.





Why you ask?  Well, because it’s shiny and new of course!  Why else?


13. July 2012

Instead of updating all of the tutorials each time something is changed ( sadly, something I do not have the time for ), I will use this guide to track breaking changes as the occur.



PlayStation Studio .98 –> PlayStation Mobile .99


Libraries have been renamed from Sce.Pss to Sce.PlayStation.  So instead of say:

import Sce.Pss.Graphics;

it is now:

import Sce.Playstation.Graphics;


The install path has changed from [Program Files]\Pss to [Program Files]\PSM.


PssStudio is now PsmStudio.


Oddly enough, for me at least, it didn’t create a start menu entry.



Fortunately there is a conversion utility that will convert your code to the new naming standard.  In C:\Program Files (x86)\SCE\PSM\tools ( on my 64bit Win7 install anyways ), there is a file named project_conv_098to099.bat.  Simply drag your existing project folder on top of that script, or run it from a cmd prompt passing it your code directory, and your project will be updated.


The full .99 release notes are available here.


Here is the conversion process in action:

Updating from .98 to .99 SDK

General Programming

13. July 2012

Sony have just announced the release of a new version of the PlayStation Mobile SDK, with the following new features:

  • In-App Purchase library
  • Digital Signature & Encryption library for content protection
  • GamePad support for UI Toolkit library
  • ModelViewer for previewing .mdx files on PC
  • 50+ bug fixes


    The is a guide on moving to the new SDK available here.



    There is one major ramification to this upgrade, you need to recompile all of your projects, and that includes any of the projects that I have made available in various tutorials.  There is a batch file named project_conv_098to099.bat in the tools folder of your install directory.  Drag your project onto it to update them.  You will also need to update the assistant on your Vita if required.


    Additionally, the namespace Sce.Pss has been changed to Sce.PlayStation, as part of the rebrand.  To me this is simply annoying, as it just broke every single tutorial, all of the existing documentation, etc… for very little gain.



    App.cfg has also been rendered redundant and has been replaced by app.xml, which will be automatically generated for you by Studio.



    There are already some bug reports coming in for .99 with file reading, so be cautious when upgrading.


    Here are the full .99 release notes:


    ver 0.99


    Notice for migration of the project created in Ver 0.98 into Ver 0.99

    • The application setup file "app.xml" has been introduced. Along with the introduction, "app.cfg" is withdrawn.

      • Along with the above change, the batch file “project_conv_098to099.bat” is provided to convert “.cs”, “.csproj” and “app.cfg”. Please execute any of the followings for project conversion.

      How to execute in the console screen

      1. Go to [Start Menu] - [All Programs] - [Accessories] - [Command Prompt].
      2. Input cd "%SCE_PSM_SDK%/tools/” to move from the current directory.
      3. Specify and execute [sample098_project_folder], the top folder of the project to be converted into “project_conv_098to099.bat”.

      > project_conv_098to099.bat [sample098_project_folder]

      How to execute in Explorer

      1. Drag and drop [sample098_project_folder] onto “project_conv_098to099.bat” in Explorer.

    New Additions and Modifications

    • The SDK name has been changed from "PlayStation Suite SDK" to "PlayStation Mobile SDK".

    • Namespace of API has been changed from "Sce.Pss" to "Sce.PlayStation".

    • Signature verification / encryption have been supported for the files included in the application packages.

    • The number of sub-directory levels (incl. files) that can be created under the directories of Application/, Documents/, Temp/ has been changed from 5 levels to 6 levels.

      • "/Application/1/2/3/4/5/6.dat" -> OK (Documents/, Temp/ as well)
      • "/Application/1/2/3/4/5/6/7.dat" -> NG (Documents/, Temp/ as well)


    New Additions and Modifications

    • Position property has been added to the BgmPlayer class.


    New Additions and Modifications

    • The following class has been withdrawn.

      • PersistentMemory


    • SystemEvents.onRestored event does not work correctly on PlayStation(R)VITA.


    New Additions and Modifications

    • Default screen size has been changed to 960x544 which is same as PlayStation(R)VITA.
    • The value of TextureWrapMode has been changed.


    • PlayStation(R)VITA has the following limitations.
      • GraphicsContext.SetVertexBuffer() applies only the first VertexBuffer.
      • GraphicsContext.SetPolygonOffset() is not supported. Specified parameters are ignored.
      • Texture2D.GenerateMipmap() may not operate correctly.
      • TextureCube is not supported. An exception occurs when created.


    New Additions and Modifications

    • Dead-Band has been set around the center of the analog stick in GamePad.


    New Additions and Modifications

    • The ReadBuffer method has been added to the Image class.


    New Additions and Modifications

    • MDX file format has been modified and its version has been changed to 1.00.

    • MDX files of old format cannot be used directly. If you want to use them, please use the source code project of Model API instead of its prebuilt assembly and replace MdxLoader.cs with MdxLoader095.cs which is included in the project.

    • Implemented the following features.
      • Loading block names, bounding spheres
      • Motion transition, motion repeat mode
      • UV offset/scale, UV animation
      • Texture-less material
    • Updated the toolkit used by the converter.
      • Crosswalk 2013.0
      • FBXSDK 2011.3


    New Additions and Modifications

    • Sce.PlayStation.Core.Services namespace has been newly provided.
    • API InAppPurchaseDialog has been newly provided for In-App Purchase.

    UI Composer

    New Additions and Modifications

    • Custom widget functionality to locate user’s arbitrary widget has been added.

    • The custom panel functionality provided until version 0.98 has been withdrawn.
      • For the UIC files where the custom panels are provided, internal change is made to replace the custom panel with the custom widget.
      • Addition of the custom panel to WidgetList will be invalid.
    • The files can be opened by drag & drop of project file (*.uic) for the running UIComposer.

    • The initial value of Anchor of the Widget has become Anchor.None.
      • However, some may not be Anchor.None if conversion of size is restricted such as CheckBox, DateTimerPicker, Slider, ProgressBar and PopupList.


    • UIComposer is not started unless it performs as an administrator.

    UI Toolkit

    New Additions and Modifications

    • Functionality to perform focus operation in gamepad has been added.
      • For further information, see [UI Toolkit Programming Guide] - [Basic Concept] - [Gamepad Operation].
    • Key event distribution structure has been changed.
      • For further information, see [UI Toolkit Programming Guide] - [Basic Concept] - [Key Event Distribution].
    • The functionality to specify pixel density has been added.
      • For further information, see [UI Toolkit Programming Guide] - [Basic Concept] - [Pixel Density].
    • The property of Font type of each widget has been changed to UIFont type.

    • Event types of Hiding and Hidden in Dialog have been changed from EventHandler to EventHandler<DialogEventArgs>.

    • If widgets parent and child with different scroll directions were located, they cannot scroll correctly. This problem has been fixed.

    • Too many instances of items were created with ListPanel.Move method. This problem has been fixed.

    • When trying to display a dialog just after closing another dialog, display was failed. This problem has been fixed.

    • API which was Obsolete in ver 0.98 has been deleted.

    PSM Studio

    New Additions and Modifications

    • The base has been changed to MonoDevelop
    • If debugging is executed on PlayStation(R)VITA, no string is displayed in the application output window. This problem has been fixed.
    • Edit app.xml working with PSM Publishing Utility.
    • Add a functionality of signature verification / encryption. Content Protection (Plain, Signed, SignedAndEncrypted) can be selected from Property of files.


    • In rare cases, app.exe.mdb is occupied by process to fail in build. In the case of occurrence, please restart PSM Studio.
    • It may fail in opening a project. Once close and then reopen it.

    PSM Publishing Utility

    New Additions and Modifications

    • New release
    • Metadata and master packages are created.

    PSM Development Assistant (for PlayStation(R)VITA)

    New Additions and Modifications

    • Along with the name change of SDK, the name has been changed to "PlayStation Mobile Development Assistant".

    • PSM Development Assistant (for PlayStation(R)VITA) 0.99 has been released as a patch package. The version can be updated to 0.99 by selecting and apply the update icon displayed on LiveArea in PSM Development Assistant (for PlayStation(R)VITA) 0.98. In order to use PSM Development Assistant (for PlayStation(R)VITA) 0.99, the system software of PlayStation(R)VITA system needs to be updated to 1.69 or later version.

    • Note that it cannot be run correctly with the combination of PSM Studio (former name: PSS Studio) released in SDK 0.98 and PSM Development Assistant (for PlayStation(R)VITA) 0.99. PSM Development Assistant (for PlayStation(R)VITA) must be equivalent to the SDK version.

      • Correctly operating combination:
        • PSM Studio for SDK 0.98 & PSM Development Assistant (for PlayStation(R)VITA) 0.98
        • PSM Studio for SDK 0.99 & PSM Development Assistant (for PlayStation(R)VITA) 0.99
      • Incorrectly operating combination (Becomes error at installation):
        • PSM Studio for SDK 0.98 & PSM Development Assistant (for PlayStation(R)VITA) 0.99
        • PSM Studio for SDK 0.99 & PSM Development Assistant (for PlayStation(R)VITA) 0.98
    • Graphic asset has been changed.

    • The busy dialog of "Installing..." has been displayed during installation from PSM Studio. Moreover, PS button has been locked during installation.

    • The links to Debug Setting Items and Developer Forum website have been provided in the option menu. Ticket information of InAppPurchaseDialog can be reset on PlayStation(R)VITA by selecting [Debug Settings]-[Reset Ticket Information].

    • Wording contents in the Intellectual Property Notices pages and scroll performance have been adjusted.


    New Additions and Modifications

    • Added the following documents.
      • Basic Usage of 2-Dimensional Physics Simulation Physics2D Library
      • In-App Purchase
      • About Build Action
      • Folder Structure In PSM App
      • Safe Application Implementation
      • Setting Signature and Encryption
      • Uninstall
      • Mastering
      • Usage of Publishing Utility


    1. July 2012


    I’ve been trying out PlayStation Studio on Windows 8, and the results are pretty poor.


    First the bad news, the simulator and Vita drivers don’t work, so you can’t actually run your code.  The good news is though, you can get the tools and IDE working, but you need to jump through a few hoops.


    First you need to make sure .NET 2/3.5 installed.  You need to “Turn windows features on or off”, then add the .net Framework, like such:




    Next, you are going to receive the error:

    Error MSB4185: The function "CurrentUICulture" on type "System.Globalization.CultureInfo" has not been enabled for execution. (MSB4185)

    When you try to run your code.  You need to set an environment variable in order to fix this error.


    Add the environment variable MSBUILDENABLEALLPROPERTYFUNCTIONS and assign it the value 1.  You can do this at a command prompt by typing “setx MSBUILDENABLEALLPROPERTYFUNCTIONS 1”.  Now reboot and run PSStudio and it should work correctly.


    Well, except the whole being able to run your code thing.  If I figure that part out, I will let you know!


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