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April 2nd, 2008, 00:47 Posted By: wraggster
Ky Kiske posted this news/release
UPDATE: MULTI CEMENTERIO 3.80/3.90 by Ky Kiske
Yesterday, Dark_AleX released a DDC version that installs 3.90 M33-3, but thereby also removing support for 3.80, therefor, I'm posting this version with some changes.
CHANGES:
- Ability for installing the offical firmwares 3.93, 3.90 and 3.80.
- Ability for installing the custom firmwares 3.90 M33-3 and 3.80 M33-5.
- Ability to disable flash1 formatting (by default it formats), by pressing R before starting the installation. The helpfull thing about this is that you won't lose your configuration and registry.
- It informs you of how many percent of battery you have left, and you will be warned if less then 5% is left.
- A file existance and checksum check was added before it starts formatting the flashes (in the original DDC, it formatted, then checked existance).
IMPORTANT:
- Before installing this, please make a NAND dump with the original DDCv4/DDCv5 (or NandTool) first and store it safely, for safety reasons.
INSTALLATION:
- Install the DDCv4 or DDCv5 by Dark_AleX
- On DDCv5, you must have a 'config.txt' in the TM folder, it can be blank, but must be there.
- Copy the updater to the memory stick and launch it from GAME > Memory stick.
- Copy 380.PBP, 390.PBP and 393.PBP to the root of your memory stick, they will be used by the Multi Cementerio itself. You don't need to copy all, only the one's you actually need, but it is possible to have them all at once.
Of course I'm not resposible for any damage done to your unit by this, it has been tested in several Slim's and Classic's and reported to work fine.
WARNING: Remember that 3.80 M33-5 doesn't have the patch for the TimeMachine IPL, so you won't be able to boot from the NAND on a Slim with your Pandora battery.
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April 2nd, 2008, 00:39 Posted By: wraggster
News/release from Dan369
Here is an little side project off my which i think is quiet entertaining, it's an little fun game were u control Luigi jumping up to collect Coins.
It has NO enemies yet so there's no frustration of dying or losing This game is losing PROOF
What it has:
-good gfx made by Darrel
-Luigi
-Simple gameplay
-ScreenShot feature
and that's it for now!!!
Things to do...
enemies
more levels
player choce (Mario, Wario, etc)
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via dan369
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April 2nd, 2008, 00:35 Posted By: wraggster
News/release from Mov
This is a shell (yes, another one!) I've been working on for a bit, for fun/learning. It's all my own code (minus the credited stuff).
RE. the included skin ("Fluxmb"): obviously, the icons are ripped directly from the XMB. It's not great, but I'm not a graphics person at all. Don't complain, just make a nicer one (please! - see inc. skin for example).
What it can do/supports so far:
- Configurable via config files (flux.cfg, ext.cfg, skin.cfg), comments supported (prefix with #)
-- flux.cfg (set skin & custom paths for game, music & pics dirs)
-- ext.cfg (set file associations)
-- skin.cfg (font, etc. colours..)
- Run EBOOTs (obviously..)
- Open file with application based on extension (eg. txt files with BookR)
- Skinnable (png: menu icons, background, battery, usb..)
- File browser (doesn't support file manipulation.. yet)
- Alter CPU speed (222/266/333)
- Time, date, cpu speed, FW ver. displayed
- Battery status icon (alternates between battery & plug when on A/C & <100% batt)
- Enable/disable USB mass storage (icon displayed when enabled)
- Launch ISOs from file browser (no-UMD not supported at all, for now..)
- Image viewer (jpeg & png at <= 1024x1024)
- Return to Flux only after starting app/game from Flux (via autoboot PRX)
- Optionally autoboot Flux when starting PSP by holding left trigger
- Launch Sony browser (see notes below..)
Views (via menu):
- Applications (launch apps, displays icons)
- Disks - file browser (only ms0:, for now.. other devices are dummy entries)
- UMD Game (you can start an inserted UMD from here, displays pic1 & icon0)
- Information (detailed battery status, USB status..)
- Settings (not implemented yet, so skin, etc. has to be set manually in config)
- Exit (sleep, reload, restart, exit)
Controls (tentative):
- In Menu:
up/down - prev/next menu entry
cross - select menu entry
right - activate main view (discards current menu selection)
- In Main View:
left - activate menu
cross - select
- File Browser:
cross - select/open
up/down - up/down
analog up/down - up/down (fast, repeats)
triangle - up a directory
- Image Viewer:
cross/triangle/circle - exit image viewer
square - hide/show info bar
- Global:
left trigger + select - toggle USB
left trigger + start - change cpu speed
right trigger + select - take screenshot (saved to pics dir set in config)
Problems:
- Swapping inserted UMD will cause Flux to lock up (if in UMD view) until original UMD is inserted. So, reload of Flux is necessary between swaps.
- When Flux is not autobooted (ie. you start it manually from the XMB), and you start an ISO the system will restart before launching the game (implemented this as it seems to be necessary, not sure why yet..). So, starting an ISO will be faster/more reliable if you've autobooted Flux or returned to it.
- Menu isn't too smooth when lots of stuff is being drawn to the main view (will see about making it smoother later..)
- Probably doesn't work very well under 1.5 kernel. PBP launching will likely work from the file browser, but not UMD & ISO launching. The app. view doesn't support kxploited (app/app%) eboots, so it'll be messed up. Not sure if I'll ever bother with 1.5 support, frankly.
- Potentially a problem: I've only tested Flux on 3.80M33-*, so it could have issues on 3.90M33 (not sure.. let me know).
Installation instructions:
1. Copy contents of MS_ROOT dir. to memory stick (overwrite seplugins/vsh.txt or add the entry manually).
2. Enable fluxret.prx in recovery menu -> plugins.
3. Customize paths in ms0:/Flux/cfg/flux.cfg (optional)
4. Run from the XMB or restart and hold down the left trigger.
(the GAME dir. should be set to use the 3.xx kernel in the recovery menu)
Notes:
Only tested on 3.80M33-5!
I've included an EBOOT which launches the Sony Browser (so you can start the browser from Flux). It was written by DA, IIRC. It's set as the default app for .html files in ext.cfg (so that you can directly open html files from the file browser). Yes, it's the same one iR Shell uses. Yes, you can use it with any other shell if you want.
The Flux EBOOT icon SUCKS. It was just a quicky rather than leaving the default one.
There's no MP3 player (YET).
Thanks to:
- All the guys who work on the PSP SDK.
- Dark_AleX, of course.
- Whoever wrote graphics.c/h (I apologize for my ignorance here..)
Credits (so far):
- The PBP Unpacker documentation (specifically, the technical overview of PBP/SFO files)
- Shine (from ps2dev) for some timezone info/code he posted.
- AhMan, for the USB icon (included with the "Fluxmb" skin) which I STOLE from iR Shell.
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voa mov
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April 2nd, 2008, 00:27 Posted By: wraggster
Developed by the French studio Cyanide, the Cycling Manager series ranks incontestably as the favorite game for fans of the genre on PC, and PSP. Now Focus Home Interactive and Cyanide are pleased to announce Pro Cycling Manager -- Tour de France 2008 for both platforms and we are releasing new screenshots for the PC version, which showcase the game's outstanding graphics engine.
In the PC version, you'll play as the general manager of one of 65 official cycling teams and will handle all aspects of a professional team's season. Numerous duties, including team recruiting, transfers, contracts, training and handling finances are required for you to create and manage the most competitive team. Throughout the 180 real-time 3D playable races, it's up to you to determine and put into action the best strategies by combining tactics, attacks, relays and much more. With so many options to consider that will affect the outcome of the race, you are guaranteed action packed intense stages.
The management side of the game has been given extra depth with many new elements. It has an entirely new stamina system, a more realistic progression curve for each rider and a new young talent recruiting system with a more aggressive AI.
This year, the racing is even more realistic, with the most advanced rider AI yet plus highly detailed rider models and animations. The 2008 edition also includes a new improved user interface, lighting system and more detailed, richer environments with a large variety of buildings and landscapes.
For the first time in the series, impressive "track racing" events are available. Choose track events such as cycle speedway, Kierin and elimination to challenge your team's track racing skills. All of these features combined make this new edition the most complete and exciting recreation of professional cycling.
Far from just a simple port of the PC version, the PSP version of Pro Cycling -- Tour de France 2008 has been specially designed to make use of the unique features of the Sony PSP while offering optimized gameplay. Racing is the true attraction of this version thanks to the ability to participate in the greatest international cycling competitions, including the new track races, and the Tour de France 2008 which has been faithfully recreated. So choose the team you wish to bring to the top amongst one of the 18 official teams available and all the star players. This 2008 edition lets you challenge your friends in multiplayer mode via LAN or via the PSP WiFi features.
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April 2nd, 2008, 00:25 Posted By: wraggster
We suspected as much given the spectacle we saw on launch day, but Monster Hunter Portable 2nd G is selling like... well, like Monster Hunter to the Japanese!
Capcom announced today that the third PSP entry in the series has reached the million mark in domestic Japanese shipments. This feat comes just six days after the game's March 27 release, making it the fastest selling Monster Hunter game so far.
Will it catch up to its predecessor, which was closing in on the two million mark at last count? We'll have to watch the sales charts over the coming months to know for sure. Regardless, it's quite the achievement for the series that the PSP has just three million sellers in Japan and all three are Monster Hunter.
The Monster Hunter series, console, portable, and PC, has shifted a total of 6.3 million units as of April 1.
http://uk.psp.ign.com/articles/863/863570p1.html
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April 2nd, 2008, 00:23 Posted By: wraggster
M@x posted this news/release
After several weeks effort, finally, we make pspkvm 0.3.0 released before April 1. The new release is combined of two JavaME porting on PSP: pspkvm 0.1.0a and pspME 0.2.1, and come with some new features, e.g networking and user-defined key mapping. Since it's a big jump from previous pspkvm, the user experience is completely changed, I'd suggest to read the "Getting Started Guide" before you change to 0.3.0, you can find this pdf file on download page.
Plz don't surprise if you see some regression in the new release, e.g "Game ABC cannot run now but run well in previous version", or "Loading speed is slower than before". Feel free to report any of such bugs or regressions in the SF.net forum, on bbs of pspkvm, or directly email to us, we'll appreatiate your report to help us finding out all the regressions, which will be our target of the next release.
Enjoy!
M@x
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pspkvm v0.3.0
31 Mar. 2008
Author: Sleepper, M@x
Email: pspkvm@gmail.com
Project website:
http://www.pspkvm.com
http://www.pspkvm.cn
Project home on SF:
https://sourceforge.net/projects/pspkvm
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Change log
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- Merge the source codes from 2 original project: pspkvm 0.1.0a and pspME 0.2.1 . Please see Features below for details.
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General information
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This software is a PSP porting of SUN open-source JavaME implementation: phoneMEFeature. The words below is copied from phoneME's website to describe the project:
The objective of the phoneME project is to further expand the usage of Java? Platform, Micro Edition (Java ME platform) technology in the mobile handset market. The project scope includes a focus on the mainstream feature phone segment with phoneME Feature software, and the emerging advanced phone segment with phoneME Advanced software. Our goal in making these technologies available to the Mobile & Embedded Community is to reduce implementation variation, increase the rate of innovation and enable new devices to leverage the power of the Java ME platform.
You can also refer to the original website from here: https://phoneme.dev.java.net/
The goal of pspkvm is porting phoneMEFeature to Sony PSP game console. If you're seeking for phoneMEAdvanced porting on PSP, please take a look at the other project here: https://sourceforge.net/projects/pspme
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Fetures
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- Nokia UI APIs (partial)
- WMA1.1(JSR120) stub
- Networking (By PSP's WIFI)
- Java AMS with MVM supporting
- Several input methods: QWERTY/Abc/Symbol/...
- Directly browse and run from local jad/jar file, and auto-install without interrupting
- Jpeg support
- MIDI & Wave audio playback support
- Device emulation. You can choose device type to emulate for different screen sizes and key codes, either at installation time or from "Select device" menu
- Change default key assignment for specific application.
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TODO
--------------------------------
- Graphic optimization (High)
- Game loading time optimization (High)
- Resolve game compatibility regression (High)
- JSR179 implementation (Medium)
- JSR184 (Low)
- MIPS JIT compiler and Interpreter generator (Low)
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Bugs and known issues
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Known issues:
- javacall_file_truncate doesn't ported, so some file truncating operation, such as some RMS operations, may not work as expected
- Multimedia temporary files may leave on your memory stick sometimes, especially after VM crash. They're usually not big, but if you wanna delete the by hands, just goto your PSP's /PSP/GAME/pspkvm/ directory, find the file whose name likes xxxxxxxx_tmp_mus.mid, delete them.
Regrssions (comparing with pspkvm 0.1.0a):
- Game compatibility: Since we changed our code base to phoneME, some games MAY NOT run correctly on pspkvm 0.3.0, which ran well on pspkvm 0.1.0a. Although we tested many contents before this release, we still belive that there must be some app/games have regression. Any bug report of compatibility regressions is welcome, and important!
- CW90 is now supported now, but will come in near future.
- Some Chinese characters cannot be displayed correctly in file selection screen. But all kinds of memory sticks should work now.
- Loading speed: Actually it's a feature not regression :-p There's a speed/space trading inside of the new code. Some games decompress resources from jar when loading; To avoid too much memory consumption for large file decompressing, pspkvm 0.3.0 uses an fix-sized buffer to read and inflate files from jar, which slows down the speed of decompressing if the resource is larger than 32K. But pspkvm 0.1.0a always read-in completely regardless the resource size, and then decompress in memory, so some games loading speed is slower in pspkvm 0.3.0 than pspkvm 0.1.0a. But the good thing is it would never fail for lacking of memory when decompress large resources from jar.
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Run from binary bundle
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1. Download correct binary bundle:
- If you have a 1.50 kernel PSP:
Download pspkvm-bin-x.x.x-150.zip
- If you want to run pspkvm on 3.xx OE:
Download pspkvm-bin-x.x.x-slim.zip
2. Extract the zip to PSP's /PSP/GAME/
3. If you want MIDI support, download midi_res.zip and extract it to PSP's /PSP/GAME/pspkvm
4. Here we go!
NOTE: There's also an all-in-one bundle avaiable on download page, which contains MIDP support files. You don't have to download separated midi_res.zip if you choose "all-in-one".
--------------------------------
Building instructions
--------------------------------
For the ones who are interested in our source code:
0. You have to prepare the building enviroment for phoneME at first. Please refer the document from here: https://phoneme.dev.java.net/content...html#win_setup
Now assume you have installed the building environment by following the above instruction. In Cygwin:
1. unzip the source bundle to a directory
2. cd ${your_source_dir}
3. export JDK_DIR=${your_jdk_dir} (example: export JDK_DIR=c:/j2sdk1.4.2_16)
4. ./build-psp-cldc.sh
5. cd psp
Now you should see the success message of phoneME libs building.
6. Make the executable:
- If build on 1.50 kernel:
make kxploit
You should get pspkvm and pspkvm% directories in this directory, just copy them to your PSP's /PSP/GAME or /PSP/GAME150 directory.
- If build on 3.xx OE:
make BUILD_SLIM=true
You should get EBOOT.PBP in this directory, copy it to your PSP's /PSP/GAME/pspkvm directory
7. Copy "lib" and "appdb" directory from ${your_source_dir}/midp/build/javacall_psp/output/ into PSP's /PSP/GAME/pspkvm
8. unzip midi_res.zip to PSP's /PSP/GAME/pspkvm (If you need MIDI support)
Requirement:
SDL_mixer
libvorbis
libogg
--------------------------------
Running tips
--------------------------------
- Run MIDlet from memory stick:
1) Select "Find Application" item in AMS (the item on the top)
2) Select "Install from memory stick (ms0:/)"
3) Browse the file system of your memory stick now, and select jad or jar to run
4) After selected, the jad/jar will be automatically installed and run. You can choose the installed application from AMS next time you want to run.
- Input text:
You can't use Qwerty input method on PSP since it's lack of standard keyboard, but there's still other input methods available. In any text input sence, you can popup the menu by Right Soft-button, and change to another input method. I'd suggest to use "abc" to input alphabetics, just like you've done on your phone, input english characters by 0~9,#,* keypad.
- Key map:
By default, the key assignment is blow:
NUM0: Cross
NUM1: Square
NUM2: UP
NUM3: Triangle
NUM4: LEFT
NUM5: Shift+Circle
NUM6: RIGHT
NUM7: Shift+Square
NUM8: DOWN
NUM9: Shift+Triangle
*: Shift+SELECT
#: Shift+START
CLEAR: Shift+Cross
SELECT: Circle
Left Soft: SELECT
Right Soft: START
UP/DOWN/LEFT/RIGHT: Analog joy stick
(* "Shift" = holding Left Trigger or Right Trigger)
Left Trigger + Right Trigger + Triangle: Multi-tasking key (Click to return AMS and put MIDlet to background)
Left Trigger + Right Trigger + Cross: Exit current running MIDlet
- Multi tasking
In and application, press Left Trigger+Right Trigger+Triangle will put current running MIDlet to background, and AMS screen will be shown. The background running MIDlet is shown in high-lighted, and you can choose another MIDlet to run without stop the previous MIDlet. To bring a background running MIDlet to foreground, just click the MIDlet item from AMS is ok.
Note that currently we only enable run 2 MIDlet to run at same time, will allow more in future.
- Connect to network
Before a Java MIDlet wants to use network, you need to connect your PSP to network at first. To setup this connection, please select "Network Setup" in AMS(the 2nd item in AMS MIDlets list), then all the wifi connections you've setup in PSP will be listed. Select one and until an alert popup to tell you if it's succeeded. Once it says "Successfully connected by profile xxx", that means your network is setup, and back to AMS and run you MIDlet which uses network.
*Tips for 3.xx OE users: you don't have to setup network in "Network Setup" menu. When the first your MIDlet want to access wifi network, a PSP network setup dialog will popup and prompt you connecting. But it only appears at the fisrt the Java VM want to access network, if you disconnected network after setup, you'll have to re-setup network manually by "Network Setup" menu.
- Select device to emulate
When user select a jad/jar file from memory stick to run, a "Device Select" menu will appear. Choose you preffered device size and model here, and press CIRCLE key to decide. If want to change the preffered device setting, go back to AMS and move the highlight onto the MIDlet whose setting you want to change, then select "Select Device" from menu.
- Change default key assignment for specified game
Default key assignment may not fit your game, you can go to AMS and move the highlight onto the MIDlet whose key assignment you want to change, then select "Select Device" from menu. Change the key setting as what you want. REMEBER:"Shift" means Left Trigger or Right Tirgger.
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April 2nd, 2008, 00:21 Posted By: wraggster
Sony Computer Entertainment America (SCEA) today announces it is aligning with Woodward Camp for the fifth annual PlayStation AM JAM tour, demonstrating the company's commitment to kids and action sports. PlayStation AM JAM takes place in skateparks across the country and provides amateur skateboard and BMX athletes with the opportunity to compete for $5,000 and PlayStation prizes. Past winners of the PlayStation AM JAM have continued on to become professional athletes in their respective sports including Mike Spinner.
The PlayStation AM JAM tour began on March 14th at the Woodward skate park in Dallas, Texas. The tour continues with 14 different stops that include Tehachapi, Los Angeles, San Diego and Petaluma, California; Las Vegas, Nevada; Denver, Colorado; St. Louis, Missouri; Milwaukee, Wisconsin; Minneapolis, Minnesota; Rye, New Hampshire; Philadelphia, Pennsylvania; Atlanta, Georgia and concludes on May 25th in Orlando, Florida. At each event, participants, ages seven to eighteen years of age, compete in skate and bike events judged by professional athletes and Woodward Camp staff members. Skateboarders will compete in two age groups, 13 and under and 14 and over, while the skateboard vert and BMX events each have one age division.
Selected qualifiers at each stop will receive a PlayStation prize package including a PSP (PlayStation Portable) handheld entertainment system, PSP software titles, t-shirts and hats as well as an expense-paid, week-long stay at Woodward Camp, where they will compete in the finals. Woodward Camp is a popular recreational youth summer camp located in Pennsylvania and widely known in the action sports community for its instructional programs. Winners at the PlayStation AM JAM Finals, during the week of August 10th-16th, 2008, will receive $5,000, a free summer at Woodward Camp, a PlayStation 3 (PS3) and a PlayStation prize pack.
"PlayStation is committed to strong youth brands and action sports programs that offer kids access to fun, supportive and collaborative environments," said Ginger Kraus, director of promotions at SCEA. "Woodward exemplifies a brand that truly empowers young people. We are proud to align with them for the fifth annual PlayStation AM JAM tour, providing opportunity and exposure for talented young athletes rising to the top in their respective sports."
"The high level of talent we have found the last four years on the PlayStation AM JAM has been terrific," stated Gary Ream, Woodward's President. "We might have missed some of this incredible talent had PlayStation not provided this extraordinary opportunity. The PlayStation AM JAM is a premier event for finding the new stars in Skateboarding and BMX Freestyle."
Open to legal U.S. citizens between the ages of seven (7) and eighteen (18). Competitions begin March 14, 2008 and end May 25, 2008. For more information regarding tour stops, dates and official rules, go to http://www.campwoodward.com
http://uk.psp.ign.com/articles/863/863533p1.html
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April 1st, 2008, 23:40 Posted By: Art
Time Baby V13e
Here's a major bug fix update with a sexy new feature as well
This release should resolve issues with the Mad MP3 Player for those
that were hanging onto V12c, so newer features can be used.
Also, there is now a graphic display for the Heart Rate Monitor mode
for the limited number of people using it. This version also has the
ability to save a Heart Rate logfile to MS if configured to do so,
making it possible for a Windows programmer to make use of it.
Heart Rate/Activity Graph Screenshot:
This screenshot represents a brisk walk becoming a medium jog up a steady incline,
and then settled down to a slow walk. All in just under fifteen minutes.
The display can currently represent up to eighty minutes workout session time.
Thanks to MjW for his recent Memory Stick donation. They are much appreciated.
Although I maintain the program will recieve no more major updates, another
donation might just prompt another one, and get your nick on the greetings screen.
Time Baby is tested with 3.03 OE, and 3.52 M33 firmware versions,
and may also work with newer firmwares that support the 1.50 kernel mode addon.
It is not compatible with the PSP Slim & Lite.
Download Time Baby V13e from Rapidshare:
http://rapidshare.com/files/10403061..._V13e.zip.html
Download Time Baby V13e from MegaUpload:
http://www.megaupload.com/?d=1Z0SPD7Q
Download Time Baby V13e from sendspace:
http://www.sendspace.com/file/512nj4
Cheers, Art.
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April 1st, 2008, 21:25 Posted By: wraggster
Uberjack has released a major new emulator for the PSP, the first Capcom Play System III emulator for PlayStation Portable, heres what he said:
Today’s emulator’s been in works for several months now, and while it’s still not 100% complete (menu system is still incomplete, and no documentation yet available), I figured it’d be best to release it anyway. I’m happy to present (as far as I know) PSP’s first CPS3 emulator.
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April 1st, 2008, 19:55 Posted By: Shrygue
via Computer and Video Games
The upcoming Call of Duty 4 downloadable map pack will arrive on PS3 around "three weeks" after the Xbox 360 version, Infinity Ward programmer Jon Shiring told CVG.
We knew the maps were coming to Xbox first, but programmer Jon Shiring, who primarily works on the multiplayer aspect of CoD 4, shone a little light on when we should look out for the PS3 downloadable content.
"The maps are coming to PS3 - they'll be around three weeks later." When pressed further for the developer's reasoning behind the decision to lead on Xbox (especially when CoD4 has made a name for itself as the FPS of choice on PS3) Shiring said, "It's just the way it worked out. We're working as hard as we can to try to get it out there."
Could it be part of Infinity Ward's efforts to maintain its lead over Halo 3 on the Xbox Live 'most played' list?
Ian Dean, editor of PSW magazine, speculates that without the threat of Halo 3, IW has a firm grip on the PS3 shooting market, and may have choose to focus its attention on the 360 DLC first to maintain its momentum over Bungie's flagship shooter.
"With the exception of Rainbow Six Vegas 2, there's nothing to compete with Infinity Ward on PS3, so they probably lead on Xbox 360 because they need to compete with Halo 3," Dean told us, pointing to Resistance 2 as IW's only upcoming threat on Sony's console.
An earlier report suggested that the 360 DLC, which was unofficially expected out on April 3, has been pushed back to April 10. Activision has still to actually confirm a specific date for either batch of DLC. But it's safe to say that it's massively anticipated on both platforms.
Look out for our full hands-on report of the Variety Map Pack soon and further insight from Shiring, who claims to be able to outrun a domestic house cat.
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April 1st, 2008, 19:53 Posted By: Shrygue
via Eurogamer
Ubisoft has revealed that Rainbow Six Vegas 2 has passed the 2 million sales point.
The tactical shooter has exceeded the publisher's expectations, apparently, so it has put its profit predictions up by EUR 45 million.
"As expected, 2008 is off to be a record year for the videogame market and our games have performed remarkably well in this context," said Yves Guillemot, privileged-space filler in the Ubisoft car park.
"Assassin's Creed and our Games For Everyone brands continued their strong performance and Tom Clancy's Rainbow Six Vegas 2 had a better than expected start.
"One year after the great success of the first title, the second iteration, which provides another unique multiplayer experience in the much enjoyed Tom Clancy environment, is ranked among the top games on Xbox 360 and PlayStation 3 in almost every country."
Rainbow Six Vegas 2 shot to the top of the charts after its first week on sale. It fell to second this week behind Gran Turismo 5 Prologue, with sales dipping by a hefty 50 per cent.
We went to Vegas 2 and enjoyed our stay; it was more an incremental follow-on than fully-fledged sequel, and whether you take that as good or bad omen should perfectly mark out if you should buy it or not.
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April 1st, 2008, 19:44 Posted By: Shrygue
via Eurogamer
Sony has debriefed us on the upcoming SOCOM: Confrontation game for PS3.
It's online-only, as we had thought, and will allow 32 players to pretend they are in the army and shoot each other.
Key to its charms will be a clever squad and clan system where you can recruit as well as promote or demote members to whittle your way to a perfect unit.
This squad will be made up of members of special forces from around the world: the US Navy Seals, the Special Air Service (UK), the 1er Régiment de Parachutistes d'Infanterie de Marine (France), the Unidad de Operaciones Especiales (Spain) and the Kommando Spezialkräfte (Germany).
Other special forces from around the world will be added as time goes on, as will other characters, weapons and maps.
Once you have your team you will be able to compete in regional, national, and global tournaments; the emphasis is very much on competitive play here, and events will run on weekdays and weekends to ensure those with busy schedules can join in.
There will be seven maps to tactically run around at the beginning, and those doing the winning will be the ones using their heads and working together, we're told - there's no I in team.
Sony is also launching a special website to accompany the game where you can tinker with your clan while away from your PS3.
There's no release date for the game in Europe just yet, although we heard recently that it would be available in the US this September.
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April 1st, 2008, 19:42 Posted By: Shrygue
via Computer and Video Games
Rockstar Games' Grand Theft Auto IV is poised to sell 5.8 million units during its first week of availability, according to Janco Partners analyst Mike Hickey.
In a note to GameStop investors, Hickey highlighted this year's top games that are expected to drive sales at the retailer.
Among titles such as Gears of War 2, Fable 2, Halo Wars, Wii Fit, Fallout 3, Mercenaries 2 and other high-profile games, Hickey singled out GTA IV, which is slated to release April 29.
"We expect [GameStop] will benefit from the release of GTA IV in their fiscal Q208 period, which could ship 5.8 million units in the first week or $360 million in retails sales and potentially $110 million for the Company," he wrote.
Hickey's week-one estimates are in line with Wedbush Morgan analyst Michael Pachter, who said in mid-March that he expects GTA IV to sell 6 million in its first week.
Pachter said he expects the game to sell 9 million during Rockstar parent Take-Two's fiscal year.
Hickey expects game industry software sales to grow 20 percent year-on-year for calendar 2008, with hardware sales growing 13 percent.
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April 1st, 2008, 18:49 Posted By: Xiofire
Either a horrible April Fools joke, or someone at Ubisoft wants in on the awesomeness that is going to be MGS4.
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April 1st, 2008, 04:07 Posted By: JKKDARK
via IGN
Koei disappointed the boy's love sim community -- both on the PS2 and the Wii -- with the announcemnt in January of a delay in the release for Harukanaru Toki no Naka de 4. The game was oiginally scheduled for March 24 release.
Today, we at last have a final release date for the Japan-only title. Both Wii and PS2 owners can look forward to the game on June 19, Koei announced today. The core fans will, of course, want to look into the PS2 version, as it will exclusively be released as both Premium and "Treasure Box" packages, each containing a bunch of goodies.
To celebrate the new date, we've got a couple of new screens and pieces of artwork. June is just a couple of months away, boys love fanatics!
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April 1st, 2008, 04:04 Posted By: JKKDARK
via IGN
Are you an import-savvy gamer who not only purchased Phantasy Star Complete Collection last Thursday, but have also played through all the included games? Well, don't toss that unsightly Sega Ages box onto your shelf just yet, because there's more Phantasy Star included on the disc!
Sega Japan announced today the method for unlocking a couple of bonus titles for the game. Simply hold right on the D-pad while pressing start at the title screen, and you'll get the option to play Phantasy Star Adventure and Phantasy Star Gaiden, both originally for the Game Gear.
Adventure is set in the same world as Phantasy Star II and has players investigate a mysterious happening on the planet of Dezolis. Sega has updated the game with a pause feature, allowing you to pause play midway through and continue at a later point. The original was password-based.
Gaiden offers an original look at the Phantasy Star universe. Set 450 years after the original game, players lead Alec and his childhood friend Mina on an adventure to rescue Alec's father from prison. The game is set on a planet that was discovered by the original's hero, Alis.
With these two titles, the four main entries in the series both in Japanese and overseas formats, and the eight mobile scenarios featuring PSII's Nei character, Phantasy Star Complete Collection really does appear to be complete! Although we're all hoping Sega will make it incomplete with the announcement at some point of a real Phantasy Star V.
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March 31st, 2008, 22:40 Posted By: wraggster
New from SuccessHK
A fierce struggle is taking place within Asgard, the realm of the Norse Gods. The battle has escalated, spilling over to the mortal world of Midgard and now a Champion must be found, a Warrior than can sway this war that threatens the fate of Asgard and the Gods themselves.
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March 31st, 2008, 21:08 Posted By: wraggster
Seems that kid101skater has released details and more of his Project E Premo, i personally dont know if this advances anything but we shall let him have his say
Heres the full details:
Im not quiting. but im just gunna let everyone know everything.
" The PSP Connects to the ps3 via remote play. When in remote play the ps3 gives special promisions to the psp in full / almost full access ( lvl 2 ). The ps3 writes its files to the psp temperalrly into flash2 ( or thats what we know of so far. The psp then virtually views the ps3 over a http bracket.
http://192.168.x.x:9293/sce/premo/session/ctrl
see. also
it mounts the ps3's xmb and main screen as native:/ ... alot of functions are in there.
The ps3 can also be crashed by taking you'r psp and having a prx plugin to overflow your psp's ram. it can cause the ps3 to freeze by doing so correctly. ive been doing some research and attempting to get a filebrowser but the most that can be done is to freeze the ps3 at this point.
so i am fustrated and due to me getting some dissrespect i have desided to continue to help but also allow more devs to see whats going on so they can attempt stuff aswell. im not quiting. but just opening up all of this to you. just remember if anything does become of this please give me some credit. i just dont like that i was gettin flammed for trying.
so anyways here are some psp dumps of the ps3 connected and connecting to eachother via remoteplay. it will helpz alot.
soo here you go
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via kid101skater
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March 31st, 2008, 20:10 Posted By: Shrygue
via Eurogamer
The revamped PlayStation 3 Store "will no longer use the PS3 web browser", a Sony source has told Eurogamer.
Due to launch in mid-April, the Store features a slick new front-end and our source says it's an improvement in other areas too.
"It will cache all images properly and is much faster than the old one," he says.
We were also told that the Store "will require everyone to upgrade to 2.30 [firmware]," which Sony has yet to talk about publicly.
The new Store, officially confirmed earlier today, was drawn up in response to feedback from the PAL PS3 community.
Sony plans to launch it in mid-April and will not be updating the Store with new content until it has done so.
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March 31st, 2008, 20:07 Posted By: wraggster
News/release from JDourlens
Here is a homebrew that I had never realeasé .. Now it's done
PortableGraphix
Portable graphix is an app for PSP that let you draw and save graphics.
Features:
Multiple-Draw Graphics
Save graphics-under. Png file
- Write things on your graphics
Credits:
- JDourlens
- XpRz
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