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January 25th, 2012, 02:45 Posted By: wraggster
PS Vita (and Sony Walkman) designer Takashi Sogabe has told CVG that he'd like to make future PS Vita iterations thinner than the launch model.
Speaking in a round-table interview at Sony Computer Entertainment's Japanese HQ last month, Sogabe, who runs the Corporate Design Centre, also said he'd wanted to use metal rather than plastic materials when developing the system."Speaking not only about the PS Vita, we always have a battle between engineers and designers. The original design of the PS Vita, for example, was very much thinner than the current retail product," he said. "From a designer's point of view, thinner is better-looking, but the engineers wanted to put all the features in.
"Maybe it will become thinner in the future, but the engineers would have to come up with a means to do that. The main effort for me was to make this product happen. The buttons and analogue sticks were perhaps not in the best position from a design point of view, but we felt they were the best solution from a publisher's point of view.
"As a designer, I wanted to use metal rather than plastic," he added, "but because there are a lot of antennae in the body, we couldn't use metal."
You can read the full interview with Sogabe here, in which he also discusses the challenges involved in designing Vita's dual analogue sticks.
Are you picking up a Vita at launch and if so, which model are you going to plump for? Cast your eyes over our PS Vita review, if you haven't already, and don't forget the PS Vita release dateis less than a month away now.
http://www.computerandvideogames.com...says-designer/
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January 25th, 2012, 02:10 Posted By: wraggster

Those gosh-darned hackers just refuse to get off Sony's lawn, serving up yet another exploit for the outfit's latest baby, the PlayStation Vita. Well, sort of -- the Vita's own code hasn't been breached, but it sure plays nice with PlayStation 3 custom firmware 3.55. The PS3 tweak apparently recognizes the Vita as a mobile phone, which somehow allows it to Remote Play a wider assortment of PS3 games than normal. It's not all unicorns and double rainbows, however, as input lag appears to be an issue -- but it should help tide over enterprising Vita owners until Sony officially expands its list of Remote Play-compatible titles. In the meantime, those on the straight and narrow can console themselves with the Vita's recently updated 3G data plan. Hit the break to see the trick cram Battlefield 3 onto the small screen.
http://www.engadget.com/2012/01/24/l...s-vita-remote/
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January 25th, 2012, 01:59 Posted By: wraggster
Sony Computer Entertainment UK has opened a new Vita showcase in Glasgow, allowing consumers to try up the upcoming handheld.
The Glasgow event is part of the Vita Rooms tour, which creates temporary venues where gamers can learn more about PlayStation Vita and its games, as well as getting hands-on time.
The Glasgow Vita Rooms will be open from January 23rd to January 29th, before the tour moves to London. The capital city venue will open on February 16th and remain open until Vita's UK launch day, February 22nd.
The first Vita Rooms saw Sony take over Manchester, where attendees were entertained by DJ Tim Westwood. Celebrity guests included England rugby star Mark Cueto, Manchester City's Mario Balotelli, boxer Amir Kahn and Coronation Street's Jack Thomas.
"PlayStation Vita is an amazing piece of technology - but the very best way to make people realise this is by putting it in their hands," said SCE UK's vice president and managing director Fergal Gara.
"What I have taken away from the past week in Manchester is the level of anticipation and buzz that is building as the PS Vita launch approaches. We now look forward to Vita's reception north of the border."
http://www.mcvuk.com/news/read/vita-...lagsgow/090191
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January 23rd, 2012, 23:40 Posted By: wraggster
 It looks like Sony's been reading our daily email missives, bemoaning the state of its PlayStation certified gaming selection. The message appears to be getting through, with several PSP titles getting spotted over at the Entertainment Software Rating Board with PlayStation certification. Ahead of any official fanfare, there's no big hitters here just yet, but titles like Syphon Filter: Dark Mirror and Daxterare likely to be more resonant with gamers than the pitiful offering we've seen so far from its PS Store app. Alongside Syphon Filter and Daxter, PS3 port Fl0w and Pinball Heroes were also spotted getting their contents okayed by the ESRB. Unsurprisingly, there's no detail here on release dates or technical requirements -- something that we reckon could be important, given the technical gap between the Xperia Play and the dual-cored innards of Sony's tablets. It's also worth noting that Pinball Heroes is already available on the Tablet P. Sorry Sony, but we'd still trade all of what's been leaked here for a portable version of the original Metal Gear Solid -- without hesitation.
http://www.engadget.com/2012/01/23/p...-devices-ESRB/
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January 23rd, 2012, 23:13 Posted By: wraggster
Several videos have emerged online that appear to depict hackers playing pirated PS3 games on PlayStation Vita.
Eurogamer reports that the exploit requires a PS3 using the old 3.55 firmware version. Even though Vita Remote Play support was only introduced with the 4.00 firmware release, this restriction can be circumvented within the OS settings.
Games seen being played in the videos include Red Dead Redemption, Battlefield 3 and Batman: Arkham Asylum.
However, from the evidence presented so far the performance of these titles is patchy to say the least, lagging way behind what is possible with proper Remote Play functionality.
Sony has previously expressed its intention to enable Vita Remote Play with PS3’s entire software library, with certain titles supporting a higher framerate.
http://www.mcvuk.com/news/read/vita-...3-games/090140
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January 23rd, 2012, 00:20 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator for Sony PSP has been updated. Changes:
Revision 729
[~] Forgot to update roms.ini..
Revision 728
[=>] Merged from Dev branch:
Rev 386 - Salvy
[!] Tidy check to update when rumble is active
Rev 387 - Salvy
[!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
[!] Simplified parameters in CodeGen
Rev 388 - Salvy
[!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
Rev 389 - Salvy
[!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
Rev 390 - Corn
[!] Some rendering pipeline fixes and optimizations
[!] Changed amount and order of render states
[!] Updated DList debug output
Rev 391 - Salvy
[~] Minor optimizations in GFX plugin
[!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
Rev 392 - Corn
[!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
Rev 393 - Corn
[!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
Rev 394 - Corn
[!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
[!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
[!] Some clean up in gspmacros and PSPRenderer.
[+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
Rev 395 - Corn
[+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
[!] Optimized the DKR TnL rendering pipeline.
Rev 396 - Salvy
[!] Unified DKR and JFG ucode tables
[!] Simplified DKR/JFG's Vtx ucode
[!] Simplified abit MoveWord_DKR
Rev 397 - Corn
[!] Optimized TnL paths for DKR
[~] Fixed compile error for enable texture (debug Dlist)
Rev 398 - Salvy
[~] Some code reordering and small clean ups
Rev 399 - Corn
[-] Reverted Texrect since it does not work well with GE after all
[!] Reduced MaxUcode to 11 (saves some memory)
Rev 400 - Salvy
[!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)
File: Download
News source: http://forums.daedalusx64.com
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January 22nd, 2012, 22:33 Posted By: wraggster
PSP developer V@ughn is at it again with a substantial update to his homebrew game EPIC Sathe. The addition of music, sound effects, sprites and unlockable characters is making this one exciting game. I look forward to seeing what else this talented developer will bring to the table in his next release.
Changelog:
[v0.2]
•added more level music
•added more sound effects
•added "sathe" sprite
•added "republiken" sprite
•added "orre sprite"
•edited "earth sprite"
•added PIC1
•player can earn money now
•changed the enemy lineup for the first 8 levels
•fixed menus
•added features to buy character menu
•added "baron" sprite
•added "blade" sprite
•fixed a lot of bugs
•added lives
•you can now unlock new characters by buying them
Controls:
•SQUARE = punch
•TRIANGLE = guard
•CROSS = jump
•START = pause game (press select once paused to quit)
•R activate power
•L use power
Known bugs:
•still working out battle bugs
•items are not actually buyable yet
•user cannot upgrade player yet
•sometimes game freezes
•sometimes the game crashes upon xmb exit
•sprite glitches when going left
http://epic-sathe.googlecode.com/
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January 22nd, 2012, 21:55 Posted By: wraggster
via http://streetskaterfu.blogspot.com/2...52-status.html
Ok guys we tested the possibilities on firmware 1.52 for a few days now. What I can confirm is the following:- Tech4's exploit still works
- Wololo's HBL still works
- everything I research atm didn't change from 1.50 to 1.52
If that is fine for you, there's no reason not to update.

Anyways, I have to mention that this can change without a firmware upgrade!
If you are online with your PS VITA, it can download and install silent updates for any application which runs in usermode and has nothing to do with system critical modules.
The good is, those updates are removed once the system is restored to the current firmware, so it would not be a major problem to remove a fix.
- SKFU
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January 22nd, 2012, 21:05 Posted By: wraggster

Remember the pricing plan we unveiled for PlayStation Vita's AT&T data service? Yeah, well, forget it. All of it. Well, most of it. You'll see:
AT&T has changed its 3G data plans for the PlayStation Vita, according to theVita AT&T listing, to one $15, 250MB plan and one $30, 3GB plan. Previously AT&T announced a $25, 2GB plan instead of the 3GB one, but it seems that wasn't enough of a jump between consumer bases. As there are 1,024 megabytes per gigabyte, paying double for about 12 times the data space doesn't seem like such a bum deal.
http://www.joystiq.com/2012/01/22/vi...-a-switcheroo/
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