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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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January 16th, 2008, 17:10 Posted By: wraggster
Today has seen a new release of ScummVM for many systems, heres a description first followed by the news for this release:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
ScummVM. Do you hear it? Do you smell a new version? It's now here. And as usual and regularly, it is packed with tons of new features. Hold on, and take a look at the list:
Support for the FREEWARE adventure Lure of the Temptress (available for download here)
Seven other new supported games: I Have no Mouth, and I Must Scream, Elvira 1 and 2, Waxworks (Amiga version only) and 3 Sierra pre-AGI games for children
Two newly available ports: iPhone and Maemo
Support for the Mac version of The Legend of Kyrandia and the Amiga version of Nippon Safes
Better support for Sierra AGI games
Improved support for modern 64-bit systems
Support for FLAC encoded music in Broken Sword 1 for the purists among you
Better support for non-English versions of games, including eastern languages
Sound compression for SAGA games
Heres the release notes:
New Games:
- Added support for Elvira: Mistress of the Dark.
- Added support for Elvira 2: The Jaws of Cerberus.
- Added support for I Have no Mouth, and I Must Scream (demo and full game).
- Added support for preAGI game Mickey's Space Adventure.
- Added support for preAGI game Troll's Tale.
- Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
- Added support for Amiga version of Waxworks.
- Added support for Lure of the Temptress.
New Ports:
- Added iPhone port.
- Added Maemo port for Nokia Internet tablets.
General:
- Added ARM assembly routines for code in the sound mixer and SCUMM video playback, resulting in some nice speedups on several ports.
- Improved the way keyboard input is handled internally, resolving some odd quirks in some game / port combinations.
- Added optional 'confirm exit' dialog to the SDL backend.
- Added support for TiMidity++ MIDI server.
- Added DMedia MIDI driver for IRIX.
- Improved detection of new game variants and localized versions.
- Completely reworked internal access to files. (GSoC Task)
- Added option to delete games from the list with Del key.
- Added support for "~/" prefix being substituted by $HOME in paths on POSIX systems (Linux, Mac OS X etc.).
AGI:
- Added support for AGI256 and AGI256-2 hacks (GSoC Task)
- Added support for Amiga menus and palettes (GSoC Task)
- Better support for early Sierra AGI titles
AGOS:
- Fixed crashes related to OmniTV playback in The Feeble Files.
- Improved work on 64-bit systems.
Broken Sword 1:
- Added support for FLAC encoded music.
Kyrandia:
- Added support for Macintosh version.
Parallaction:
- Added support for Amiga version of Nippon Safes, Inc.
- Many bugfixes
Queen:
- Added support for Adlib music.
- Added missing music patterns playback in Amiga version.
SCUMM:
- Added subtitle skipping (via '.' key) in older games which didn't have this feature so far (e.g. Zak, MM, Indy3, Loom).
- Added support for Chinese COMI.
- Better support for eastern versions of games.
- Various fixes for COMI and other games.
- Added support for original save menus (browse only). Use Alt-F5 to activate.
- Added support for Spanish version of NES Maniac Mansion.
- Better support for German version of C64 Maniac Mansion.
- Fixed bug with cursors in Windows versions of Humongous Entertainment games.
SAGA:
- Added support for compressed sound effects, voices and music.
Touche:
- Added workarounds for some glitches/issues present in the original game.
WinCE Port:
- Switched compilers again. Now using cegcc ( http://cegcc.sourceforge.net/).
- Plugins now supported for WinCE (but not used in this release).
- Redesigned 'Free Look' action, mainly for the lure engine's requirements.
- Smaller optimization setting to counteract the growth of the executable.
- Various bug fixes.
GP2X Port:
- Support F200 Touchscreen
- Various fixes to input code
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January 16th, 2008, 16:53 Posted By: wraggster
The ScummVM team is currently looking for help with the PlayStation 2 port of ScummVM. We are in need of a second experienced PS2 porter, as the current one is rather busy with other stuff. The port is currently a bit in disrepair, several things need to be brought up to speed. However, the team would help any interested developer to figure out what has to be fixed and how. Contact us via the usual means (if in doubt, just contact Fingolfin).
We are currently gearing up for releasing 0.11.0, and it would be great if the PS2 port could be included with that release. But we realize that the time might be too short to do that effectively, so it's only a bonus, not mandatory.
Reward would be eternal fame and the everlasting gratitude of the PS2 userbase of ScummVM :-).
http://www.scummvm.org/?shownews=20071228.xml
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January 16th, 2008, 16:51 Posted By: wraggster
Heres an awesome new release for the PSP, full details from Steve Dragoon:
It's been close to 3 years or something. My time in working on this game is still more to come, but it's been very slow and I'm now the only working person on it. I will soon make everybody able to edit and create, but right now it's time for me to release this open beta. As I've gotten older, it just seems my time for the project decreases and I try to keep the fans going as much as I can. I held this for too long and maybe it's time for me to open this up and show all what this is really about.
If things goes well with the open beta, maybe I can find more talented people to help me out on the project. I do have to thank a lot of people for the time and help they have put into this project, and I haven't finished the OPTIONS and CREDITS in the RPG. Though this is a big achievement for me to release PSP-RPG to the public I hope all goes well. I'm sorry for the long wait all of you had to suffer. lol.
I do keep my word, even though this was held for a long time. I never wanted to gain hype, or anything. It just came and I wanted to learn more on PHP + JavaScript and databasing and I've learned a lot from PSP-RPG and this is work I've done on my free time and also the earlier version of the RPG back in 2004 I was a part of. To everybody who stayed by my side during my hard work. I thank you, and to the haters, I thank you too, becuase there is not a world without them.
I just want to let you know I will still work on PSP-RPG and it will always be running. With the RPG and our Flash Games that are still being created, It was the PSP fans that really kept me going. From running on a free (and crappy) webhosting site, to paying for and building my own creation. It took my money, my sweat and my time. Even though I can't be here all the time, I thank all of you. What else can I say?
Oh well, PSP-RPG is now available to to the public. My maverick force members get the taste. Yall go ahead and spread the word
Seems like you have to register to play it by going here --> http://www.maverickforce.com/PSP-FASTLANE/
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January 16th, 2008, 09:33 Posted By: Baboon
I just checked ttymans site http://ttyman.free.fr/ to see if he's updated his mame emulator for psp and I see he's just released 'PSPUAE4aLLr1'?
This has nothing to to with the PSPUAE build that FOL, Chilly Willy etc are working on but I thought I'd post it here seeing as it is news.
Heres what the readme says:
PSP UAE4ALL r1 by TTYman, 16/01/2008
————————————
Install directions:
- Copy in /PSP/GAME (user mode build) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are two different builds in archive:
1) 1.50 Kernel mode (psp_uae4all_r1);
2) 2.00 User mode (psp_uae4all_r1-usermode);
Use psp_uae4all_r1 as installation base, then replace EBOOT.PBP if you have slim psp or would use user mode build;
- Copy kickstart file named kick.rom of version 1.3 in same folder;
- Copy desidered disks images as .adf or .adf.gz (.adz) compressed format into disks folder, for convenience;
Specific Features:
- Based on latest Chui’s Dreamcast UAE4ALL and notaz’s uae4all gp2x v0.7.2a optimized blitter routines;
- Maximum speedup hacks using single precision math hardware support;
- full screen hardware scaled support;
- Fixed Overclock to 333 MHz while emulating, 222 MHz in menu;
- Only 546KB kernel build version (1.7MB user mode build).
Same features as Dreamcast version:
- Frameskip between 0-1 without sound and 1-2 with sound.
- Fast FAME Motorola 68000 C core by Fox68k.
- Autoframeskip for real speed.
- Mouse support.
- Joystick support.
- Fast sound with 8 buffers synchronized.
- Filemanager with subdirectories access.
- Complete menu with load, throttle, frameskip, reset… options
- Save disks changes into Virtual memory files (testing).
- Superthrottle mode for speed up intros and loading time.
- ADZ support (ADF floppy image gzip compressed)
- 2 floopy drives emulated.
How work special features:
- SuperThrottle
Hold right trigger first and left trigger second for automatic sound off and frameskip to 10 for speed up. This try to avoid large time for intros and loading time.
- ADZ support
You can compress your ADF floppy images with GZIP compression utility in order to save CD space. GZIP is free and multiplatform: Windows, GNU/Linux, MacOS … better use short filenames to read correctly disks numbers.
- Save disks changes to VM
UAE4ALL can save to VM disk sectors changed using ZIP compression. For games as Dune2, now you can save your campaigns and continue at future. A new menu option called “Save Disks” has added for enable or disable this feature.
- 2 floppy drives emulted
You can choose on filemanager a new disk for DF0 with Cross(X) button and a new disk for DF1 with Square([]) button. Also, you can eject DF1 with ‘Eject DF1′ option or pressing Triangle button while in menu.
- Throttle
Amiga is a hard machine to emulate. So, a lot of games support drawing shortcuts and cpu timeslice ampler. These methods speed up emulation and improve playbility under PSP.
- Autoframeskip
Unfortunately, UAE4ALL needs frameskipping for real time emulation. Active auto-frameskip menu option for real speed.
If you want sound, it’s a very important thing, the sound needs to be synchronous
- Mouse
Some on loading game demo requires specific mouse buttons combo, so try both buttons and movements while in such menu’s or demo.
Specific Controls:
- Button SELECT: Main Menu.
- Button START: not used.
- Button HOME: not used (exit, as normal, in user mode build).
- Buttons L+R: Deactivate SuperThrottle mode.
- Buttons L+R while keep pressing: Activate SuperThrottle mode (10x emulation velocity).
- Button Cross(X): used to confirm menu options, to select 1st disk, DF0, in load menu and as 1st mouse button.
- Button Circle(O): used as 2nd mouse button, as secondary joystick button and as go back in menus.
- Button Square([]): used to open load disks menu while in main menu, used to select 2nd disk, DF1, in load disks menu.
- Button Triangle(/\): used to eject DF1 and as primary joystick button.
- Button L: in Main menu Run emulation, in load menu go top of list.
- Button R: in Main menu Reset and Run emulation, in load menu go to bottom of list.
- Directional Buttons: emulate mouse movements.
- Analog stick: emulate joystick movements.
Known Problems:
- Keyboard emulation unimplemented.
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January 16th, 2008, 01:07 Posted By: JKKDARK
via IGN
If you've been checking the official PlayStation blog recently, you may have noticed a post by David Jaffe regarding the upcoming Twisted Metal: Head-on: Extra Twisted Edition. In the post, Jaffe spends a fair amount of time discussing the special features that will be included on the disk, and the list seems quite impressive.
For those of you not yet familiar with the game, Extra Twisted is a port of the PSP title Twisted Metal: Head-on, but now runs at 60 frames per second and features updated textures and art. According to Jaffe, the game also has a new level to play on: the Transylvania Castle. There are also four "lost levels" from the Twisted Metal: Black world that focus on multiplayer deathmatch, and Jaffe stresses the high-quality of their design.
Continuing on, gamers who buy Extra Twisted will receive a code that enables them to download a free copy of the Twisted Metal Symphony album. Jaffe explains that this album is a compilation of songs from previous Twisted Metal games, with some fan favorites included.
Next up on the list is an art book full of concept drawings, some of them dating back to the original Twisted Metal. However, some of the biggest extras on the disc are videos: a 30 minute (and very honest) documentary outlining the history of the Twisted Metal series, and a handful of live-action ending movies Jaffe himself wrote and directed, originally planned for the first Twisted Metal game but never included. Very intriguing indeed.
Finally, gamers can play a new mode: the Sweet Tour. Here, you can take control of Sweet Tooth and run around older levels collecting icons that open up even more extras.
Jaffe ends the post by noting the price of the game: an extremely reasonable $19.99. Sounds like quite an appealing deal. Head over to the PlayStation blog to check out the full post and check back soon as we continue our coverage of Extra Twisted.
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January 15th, 2008, 22:34 Posted By: -Xandu-
jas0nuk posted this interesting information
In 3.80, Sony have heavily "optimized" the fatmsmod.prx which is the memory stick driver, reducing the size by nearly 80kb.
However, whatever they did seems to have had 2 effects
1) Caused crappy read and write speeds for certain memory sticks
2) Totally broken Saved Data and Game menus for certain memory sticks
However, USB hasn't been affected as these drivers haven't changed.
A possible solution is to replace fatmsmod.prx with the decryped one from 3.71 - not easy as the exports will need to be changed to the new random ones in 3.80
Not working
Slow but working
Working
Weird occurence: I had someone test a 32MB stick that wasn't working in 3.80 M33-2 after trying all the usual fixes, it instantly worked fine in 3.80 official firmware.
He went back into 3.80 M33-2 and it continued to work.
OK, after collecting this info, looks like formatting it in the PSP under 3.80 usually fixes it. The firmware should automatically format 4GB+ sticks to FAT32, which also seems to solve the problem if done manually in Windows via USB.
Even then, some memory sticks report slowdown with certain ISOs, this can sometimes be fixed by using the M33 driver.
However this is unacceptable, 3.81 should be released with no more stupid POPS bug and a fixed memory stick driver.
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January 15th, 2008, 22:28 Posted By: wraggster
News/release from Red Squirrel:
Hello, this is a patch for the PCM (PSP Content Manager) v1.8 by Ufox
I made this patch for CF3.80M33, so now people that will want to update to 3.80M33 will can use this wonderfull Windows program!
Download of the patch from HERE
Usage
-It's very easy: first of all you need PCM 1.80 by Ufox (if you have not it, you can download it from HERE).
-Then you have to download the patch from the link in this post.
-Now you have to extract RAR package on your PC: a file called 380M33.reg will appear in your directory.
-Now run the file (sx double click on it!) and Windows will ask you if you want to add some data to your System Registry.
-Give the OK and patch will be installed.
Enjoy PCM 1.8 for CF 3.80M33
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via red squirrel
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January 15th, 2008, 22:25 Posted By: wraggster
News/release from infinity888
Hi all, this is a very small little program i made to help out some ppl that were having trouble making a free VoipCheap.com land line contact in contacts.txt for Furikup. If this app actually helps ppl ill update it to include more SIP servers and SIP to SIP calls ext. There's no read me but if you click the about button in the program it will tell you every thing you need to know about it. Basically you input some variables (like name and number) and push a button and it adds the contact to your contacts.txt file or creates a new one. I would like to say thanks to noobz for creating furikup and hope this helps some.
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January 15th, 2008, 22:21 Posted By: wraggster
With this mod I'm able to voice chat wirelessly on PSP games like the SOCOM FTB franchise using my Bluetooth headset. In addition to working with the PSP I can also use the same Bluetooth headset to voice chat wirelessly on any PS2. In case you didn't know if you try to play say SOCOM: Combined Assault (a PS2 game) on the PS3 without this mod you cannot use a Bluetooth headset because the PS2 game is not coded to take advantage of the PS3's Bluetooth functionality, but with this now you can!
http://www.instructables.com/id/Blue...2-Headset-Mod/
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January 15th, 2008, 22:19 Posted By: wraggster
New release from the Underminer
PReSS stands for Portable RSS. And that's just what it is: an RSS reader for the Playstation Portable. Let PReSS connect to any WiFi access point and you're good to go. With it's 6 hour battery lifetime, reading the news while travelling was never easier.
Portable
Because PReSS stores all feed data on your MemoryStick, you can enjoy your favourite channels even when you are not connected to the internet.
Catalogue
Typing in a feed adress on a device that has no keyboard is not what we call 'user-friendly'. That's why PReSS has it's own catalogue, filled with user-submitted feeds.
Version 0.2 - 13 January 2008
- Image full screen - Handy for comics or another way of browsing topics
- Added Newly Added category under catalogue
- add links to browser bookmarks (clicking a link will add it to the browser's bookmarks)
- auto-update (Updates will be posted on the PReSS updates feed)
- font size
- hide feed view
- feed update combo
- prev/next unread topic button combo
- faster saving/loading feeds
- fixed leftmost pixel column bug: the leftmost column is simply not blitted anymore, wich would display improperly sometimes
- added activity indicator for feed download: if it doesn't move for 5 seconds; it never will
- parrallel feed downloading cuts waiting time
- Improved unreadable character replacement
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January 15th, 2008, 21:48 Posted By: wraggster
News/release from xevious78
Hi to all
During the closure of xtreamlua, I had time to schedule the new version of Music Quiz and create a new game called Shoot The warriors.
You know everything Music Quiz, therefore I am not going to talk you XD
The Warriors Shoot Voila! :
Xevious78 wrote:
Hi to all
I just releaser the new version of The Warriors Shoot passing therefore 0.2! Previous News about this game here
New in this version:
-- Adding Levels 4 + BOSS
-- Adding to its when you pull
-- Addition of a pause in (Tap start)
-- Deletion of a score already going into the game
News of the next version:
-- Adding levels
-- Added management Analog Stick
-- Addition of a background music
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January 15th, 2008, 21:41 Posted By: wraggster
News/release from pspflashsystem
Hi everyone,
So, I present to you my new project, which is encoded in lua (as usual lol), which is entitled Naruto mission Sasuke.
The story is being established, but the aim of saving Sasuke from the grip of Orochimaru.
Not much in this demo except Konoha village and the announcement .... (You find).
Please let me know your comments and please tell me if my project is zero or not because if this demo does not like is a waste of time as I continue.
PS: I made my project since the release of this demo at other sites, I code systems struggle for the moment.
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January 15th, 2008, 21:33 Posted By: wraggster
News/release from Jack:
Hello here is a creation that is not new since it was presented in PSPvista therefore it is simply a version with no eboot update in the meantime.
Link to the DL:
Compatible slim and light. You must be in 3.71M33 minimum.
Credits:
Luaacro a mercy for his help, elesthor for the image of a boot and heistsu for images of eboot which are magnificent.
Note:
There is yet no specific goal you can walk around the city, go into certain building nothing else.
Keys:
Analog stick: move the cursor information
Directional pad: move the character
X: call the drop-down menu
O: leave the drop-down menu
[]: Do appear map
/ \: Leave the map
Start: back in the menu of the game
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January 15th, 2008, 21:27 Posted By: wraggster
darksidious posted this new release:
Hi all
Psp Tools is a utility coded in C / C + +
You Tired of having full of utilities on your psp, I have the solution: "Psp Tools"
Indeed Psp Tools can be many things:
-- Pandoriser / Dépandoriser your battery
-- To format your Memory Stick to create a Pandora
-- Write msipl.bin on your Memory Stick (needed for Pandora)
-- Sauveguarder register
-- Restoring the registry previously recorded
-- Delete config.se which puts the default configuration
-- Format flash1
-- Delete Internet history
-- Create files on the important ms0
Here is a version 0.1b will exit in the event of important bug report
Kernel 1.50 mandatory for launch
Give me your comments, impressions, reaction. And eventual improvement functions and for that I do
In version 0.2A there will be a graphical user interface, lack of correct spelling ^ ^ and can be compatibiliter S & L and your eventual additions ^ ^
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January 15th, 2008, 21:24 Posted By: wraggster
News/release from Poison
Wake2up is an alarm clock, which is meant to be as simple as possible. You can set the time at which you
You want to wake up. And when it is time, the alarm rings.
By default if there are any mp3 in the file ms0: / MUSIC / homebrew selected a random mp3 for the play, otherwise if there is no mp3 in this case, or whether there has been any errors during loading of mp3, music in Wake2up/data / will be played, in every case you will be awake.
/! \ The music offered with the homebrew was quite legal, it is a free music that I found on Jamendo, which the artist is David TMX /! \
/! \ For the alarm clock works it is imperative to stop disable automatic retroéclairage /! \
Orders:
-- Top / Triangle = Increase hours 10 minutes.
-- Low / Croix = Decrease hours 10 minutes.
-- Right / Round = Increase hours 1 minute.
-- Left / Carre = Reduce the hours / minutes to 1.
-- Start = Enable / Disable clock.
-- Select = Save the configuration.
Others:
I made this homebrew more for fun than anything else, so do not expect something grandiose.
The source code is available in the archive.
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January 15th, 2008, 20:10 Posted By: F9zDark
From: http://n4g.com/News-100018.aspx
"We don't create these videos for the fanboys. That's not the point. We create them so that people who own both systems can be a little more informed on which version to buy. It's the fanboys that turn the comments section for these videos into a debacle.
As for using RGB or adjusting the white levels on the PS3, that completely defeats the point of these videos. We play both systems on default settings with the same cabling. If we were to adjust the settings on the PS3 to make it look better then we'd be sacrificing the integrity of the video. It's not the other way around."
Many comparison videos of games on the PS3 and Xbox360 from Gametrailers have the PS3 version looking faded; which is often cited against the PS3. However, if the TV allows RGB Full, it is on by default. Otherwise it is off to save energy.
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January 15th, 2008, 19:48 Posted By: wraggster
News/release from Red Squirrel
Hi guys, I updated my plugin because there was a bug with the console standby function using the new CF 3.80M33
Now it works perfectly
Alternative VSHMenù v3.1 by Red_Squirrel
What's it?
It is an Alternative VSHMenù that has ALL same functions of the M33 VshMenù and other utilities such as the possibility to change the background color, to power off and to sleep the console, to activate and to disactivate M33 VshMenù from dashboard or to make screenshot of XMB!
Press HOME (by Default) in XMB to start the Alternative VshMenù!
Press CIRCLE (by Default) in Menù to close it.
N.B.: Do not flash this plugin erasing M33 satelite.prx! In this case Alternative VSHMenù does not work!
v3.1 changes:
-[FIX]- In CF 3.80M33 Standby function did not work. Now it works.
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via redsquirrel
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January 15th, 2008, 19:41 Posted By: Unicorn
Via http://psp.scenebeta.com.
pspgorrister has released a usefull application to convert your videos into PSP format. I know that there are a lot of video conversors, but this is one of the simplest I have ever seen, and its translated into English, Spanish and Catalonian.
Enjoy
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January 15th, 2008, 19:35 Posted By: wraggster
Weltall has released a new app called Charge Control
Heres the details:
This is an extremely simple plugin i did for my convenience. It does two simple things: disable the psp charging functions and enable them back.
When you disable the charging you are able to put in and out any battery without the psp starting charging it (usefull if you don't really want to charge the battery but the battery has drained and you need to switch to line power, or you just want to connect the psp to line power avoiding to recharge with no reason the battery) You can easily do this with two key combinations. A note this will work only till the psp is powered on, when you powers it off the command will be reset to default and so the
battery will start anyway charging up. well enjoy.
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INSTALLATION
you can install this plugin by copying the prx to the seplugins folder of your memory stick (if missing create one in the root) and adding it to the vsh.txt, game.txt, pops.txt or game150.txt in this way: ms0:/seplugins/prxname.prx, which most probably would be ms0:/seplugins/charge_ctrl.prx or ms0:/seplugins/charge_ctrl371.prx, but could change if you put the plugin somewere else or change it's name. Finally you need to enable it by going into recovery (R when powering on the psp), then in plugins and pressing x over the plugin. NOTE: for 3.7x you must use the charge_ctrl371.prx but if you want to load this in the 1.50 kernel within a 3.7x firmware (game150.txt) you must use the charge_ctrl.prx.
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USE:
The use is quite simple it consist of two buttons combinations L TRIGGER + R TRIGGER + VOL - to disable battery charging. This status will remain till power off L TRIGGER + R TRIGGER + VOL + to enable battery charging. This the normal behaviour of the psp :P
CHANGELOG
-------------------------------------------------
0.1
----------------
- [ALL] First release
- [ALL] Buils for 3.7x and other firmwares
- [ALL] Works at low priority and combinations are checked one time every second
- [ALL] It's possible to enable and disable battery charging immediately
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January 15th, 2008, 19:30 Posted By: wraggster
Weltall has released a new version of his Cheat App for the PSP, heres the release details:
Here it is a new version of cwcheat: 0.2.1
This version has many interesting functions for both users and code makers/users.
I'll start with the most interesting addition of this version: A dynamic clocker.
What does it do?
Starting with the cpu load, which you can see by enabling it in the setting menu, it will dynamically change the clock of your cpu up and down with up to 8 variables managing it. So you can make new more or less aggresive plans for it, just by editing the cwcheat.ini file.
When the dynamic overcloker triggers, if you have the fps counter enabled you will be able to see also the change in clock. In this way you will be able to gain minutes (maybe hours depending on the game) of gameplay from your battery
Another interesting thing is a fix on the informations functions for > 4gb sticks so you will not get anymore your memory stick space less 4gb.
The memory editor and disassembler were fixed to work in the memory space of the psx in pops mode and not going out of the mapped area, plus now they able to generate correct codes for pops games.
For swedish users thanks to tostoo it's available a new translation for that language.
And last but not less important are major changes in the pointer codes which let you do a pointer copy byte and a multi adress pointer write plus some more addition to the base type. For more informations check the changelog or the cwcheat wiki.
Three important notes, also stated on the changelog:
1) If you use 3.80m33 it's suggested to update to 3.80m33-2 and use the 360- / MS_ROOT builds
2) set bus at 166 if you want the dynamic clocker to be able to go up to 333
3) if you use a language file update it as the old ones won't be compatible anymore
DOWNLOAD
DONATE
ENJOY
Code:
CHANGELOG:
0.2.1 RELEASE
=====================
- [ALL] Added a cpu load counter it can be shown with or in place of the fps counter on the top right. You can enable it from the settings menu.
- [ALL] Added a dynamic clocker. It will change dynamically the cpu clock depending on cpu load. It's extremely flexible thanks to the 8 variables
managing it which can be choosen by editing the cwcheat.ini (the default plan should be quite conservative on higher cpu frequencies but you
can make a more agressive one by choosing correctly the values there). This will be very usefull to increase battery life while keeping the psp
softwares/games/vsh from stuttering. You can enable this by setting the cpu clock as -1 in the main menu.
There are various variables here's the explanation of them and in the ( ) the default value of them:
( 56)INCREASE MHZ - this is how much the frequence will be increased each time
( 33)DECREASE MHZ - this is how much the frequence will be decreased each time
( 80)INCREASE LOAD - when the cpu has a load greather than this the dynamic clocker will be triggered
( 40)DECREASE LOAD - when the cpu has a load less than this the dynamic clocker will be triggered
( 0)INCREASE WAIT - This is the time in seconds (0 = immediate) which the dynamic clocker will wait with the load greather than "INCREASE LOAD"
before changing the clock
( 5)DECREASE WAIT - This is the time in seconds (0 = immediate) which the dynamic clocker will wait with the less load than "DECREASE LOAD"
before changing the clock
( 36)MIN MHZ - This is the minimum mhz the dynamic clocker will be allowed to set, it won't go down more
(333)MAX MHZ - This is the maximum mhz the dynamic clocker will be allowed to set, it won't go up more
- [ALL] If the fps counter is enabled the changes in frequence will be shown if the dynamic clocker is enabled
- [ALL] Various optimizations in the menu in the cpu clock options
- [ALL] Reduced a bit main thread priority
- [ALL] Now it's possible to read data about space available/total correctly on > 4gb memory sticks
- [POPS] Fixed memory manager english strings so they aren't shown anymore as plain black
- [POPS] added proper support in pops in the memory editor. Before it was going out of psx ram area
- [POPS] added proper support in pops in the disassembler. Before it was going out of psx ram area
- [POPS] Added support in the memory editor to generate codes compatibles with the pops cheat engine
- [POPS] Added support in the disassembler to generate codes compatibles with the pops cheat engine
- [ALL] fixed a missing translation in the disassembler
- [ALL] fixed a problem with > 4gb card which may prevent the dump function from working on these sticks
- [ALL] Added swedish translation thanks to tostoo
- [ALL] Fixed a problem in an italian string
- [ALL] Some fixes for 3.80m33
- [GAME] now the nnnn part of pointer codes will be taken in consideration so it must be 1 for normal codes and > 1 for codes with an extra pointer line
- [GAME] Improved pointer codes and added a new codeline to them if nnnn > 1
There are three types of additional codeline.
-The first is the null one, this type is just 0x00000000 0x00000000 and it's used if you want to just use the new qqq part of the pointer codes.
it will add each loop declared by n the q*4 offset to the adress to load the base starting with a. This is usefull if the game
stores pointer near each other.
-The second is the multi adress pointer write. It let you do what was done before with multiadress write codes but with pointers
0x6aaaaaaa 0xvvvvvvvv
0xqqqxnnnn 0xiiiiiiii
0x9sssssss 0xwwwwwwww [works only on n >= 2]
a = adress to load 32bit base from
v = value to store in the calculated position
i = 32-bit offset to add/subtract to base
x = pointer type 0 8bit, 1 16bit, 2 32bit, 3 8bit inverse, 4 16bit inverse, 5 32bit inverse
n = number of times to point (n starts with 1 when the code should do only one loop and so should not have an extra pointer code line),
before this was ignored so there are some invalid codes with 0 here, they won't execute in this case, if in the db, please report
to me else notify who made then. To fix them you just need to place an 1 as last digit eg: 0x00040001
q = offset to add(*4) to a (adress) to load the base from at each loop (n > 1).
s = offset to add(pointer type 0,1,2)/subtract(pointer type 3,4,5) to base each loop (it's valuated like this: base+/-offset*loopnum*bytes(1,2,4))
where loopnum is zero for first loop
w = value to add to v each loop (it's valuated like this: v+loopnum*w) where loopnum is zero for first loop
-The third is the pointer copy byte. This type will change slightly the functionality of the pointer code:
0x6aaaaaaa 0xvvvvvvvv
0xqqqxnnnn 0xiiiiiiii
0x1sssssss 0x00000000
a = adress to load 32bit base from (source)
x = 0 (this is no more pointer type)
v = number of bytes to copy (0 won't copy any byte)
i = 32-bit offset to add to base (source)
q = offset to add to aaaaaaa to load the base(*4) (destination)
n = 2 (this is fixed)
s = 32-bit offset to add to base (destination)
NOTE: texts were updated again so you must update your language file, if you use any.
NOTE2: for 3.80 i suggest updating to at least 3.80m33-2 and using the prx inside 360- / MS_ROOT folder, if you don't want to update use the
371 / MS_ROOT_371 folder
NOTE3: if you want to make the dynamic overclocker work correctly with all the cpu frequences (up to 333mhz) it's suggested to set the bus frequence
to 166 else you will be limited to a maximum in cpu clock(it's just a simple rule don't take this as a perfect comparation) of bus * 2
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