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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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December 16th, 2007, 17:09 Posted By: borgqueenx
Will keep up a changelog here that i'l change when i altered something.
I continued the original version 1.2, here are some screenshots of the game:
Now this is a game made by Altair, and my team Golden Dragon is continueing his work.
Here is what i changed, i will not upload my progress at everything i change so...:
Version 1.2(available for download on gdteam.net):
1-Made a icon, background, and a song for the eboot.
2-Made it a luastarter standalone.
3-Cleaned up the code and images.
Version 1.3(intergrated within version 1.4):
1-altered the song for the eboot, made it more bitrate and its shorter now.
2-fixed the bug that allowed you to construct unlimited construction yards with the () button. You can now contruct only one.
3-added a folder with E.V.A. sounds like in the orginal red alert.
4-of the whole folder with currently 22 E.V.A. sounds, i have added and implanted 2 succesfully to the game and will be played at the right moment.
5-altered the action assigned to the quit button in the main menu.
Version 1.4(http://gdteam.net/PC/home/dls_sectio...ua Project.zip):
1-Altered the sound for the eboot again, not gonna do it again becouse it really sounds nice now.
2-Made a splash screen, splash sound(sounds terrible)
3-Added a better quit function, with image and a function.
Working On:
1-Making tiles instead of maps, this will give great options in making buildings/soldiers and stuff.(big job)
2-editting the buildtimer.
3-cleaning up every single line of code(big job)
4-Making the splash screen sound to sound nice. dont know if i will succeed in that.
5-Fixing a bug wich couses the game to crash when you quit in the ingame menu.
We need more LUA Programmers And Image Creators!!!
To add units, buildings and stuff, if you are novice in lua please join up with our team!(pm me)
And we need the image creators to make original graphics for the game!
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December 16th, 2007, 00:21 Posted By: JKKDARK
via Kotaku
It looks like High Impact Games' portable take on the Ratchet & Clank series may be the latest PSP game to get a PlayStation 2 port. A listing for Ratchet & Clank Size Matters for the PS2 was uncovered by the eagle eyed staff at Joystiq today, one which points to the game shipping for the console February of next year. It's listed at $29.99, ten dollars cheaper than the PSP original.
While we don't have official word yet—we're waiting to hear back from SCEA—it certainly wouldn't surprise us to see yet another PSP game ported to the PS2. With one-time exclusive PSP titles such as Grand Theft Auto: Vice City Stories, Grand Theft Auto: Liberty City Stories, Twisted Metal: Head On, Tokobot and (allegedly) Silent Hill Origins making the jump, it might just file under fiscally sensible.
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December 16th, 2007, 00:15 Posted By: JKKDARK
via IGN
Today's news isn't over quite yet. NIS America recently announced their newest game that will be released in late March. Entitled Mana Khemia: Alchemists of Al-Revis, this new RPG will serve as a "spiritual successor" to the Atelier Iris series. This particular title, unlike its predecessors, will be a campus sim game, giving you the ability to interact with classmates and professors, as well as undertake various academic assignments.
From the looks of things, you'll be taking main character Vayne Aurelius on a number of quests that are assigned to you by your professors. Should you fail, you'll have to stay after school to make up the work. The game will also feature character customization, item crafting, and no random encounters. If you're in the mood to tackle the mysteries of alchemy, this may be the game for you.
Mana Kehmia will be available on March 18 and is being developed by Gust. Check back soon for more information.
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December 15th, 2007, 23:24 Posted By: wraggster
News/release from Maxthebest
Hi, here is the third version of my homebrew protect-me. This homebrew enables you to protect your PSP with a password.
Here are the changelogs since version 2.0:
-PSP SLIM and lite now supported (and so is the HX firmware)
-Added a new function: a historic: it registers in PSP/SYSTEM/hist.txt the day and hour when you logged in and if the password was accepted or not (and if it wasn't accepted, it tells you what the "thief" typed as a password.
-Now, even if there is no password set, the prx works and writes the connection times in the hist.txt file
-You can now go from "a" to "z" directly.
-In the XMB, press square to accept (to avoid launching the umd by pressing cross...)
For the installation, everything is explained in the readme, which I quote for you here:
Installation:
-Unzipp to ms root
-Add "ms0:/seplugins/password.prx" to the file named "vsh.txt" located under seplugins
-Activate the prx via the recovery menu
-And if you want to set a password, laiunch PMInstaller via games under the XMB.
And that's it, your psp is now protected with a password and you have a historic of every switch on of the psp under PSP/SYSTEM/hist.txt
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December 15th, 2007, 23:21 Posted By: wraggster
Art has posted a new release of his Audio Mechanica app for the PSP, heres the release details:
This is the latest release of my digital audio recorder and effects processor program.
The Virtual Tape Recorder mode features voice activation, and a basic ascii graphic waveform monitor. There is also a Digital Delay Processor mode that plays everything recieved at the PSP unit's input after a user defined delay that can be set and adjusted at runtime.
You need a Socom compatible headset and PSP headphone remote control for this to recieve microphone input. There are numerous modifications to tap a microphone input out of your remote, or find a 4 conductor 3.5mm jack, and convert your own standard PC microphone headset, or, as I have done, convert a mobile phone headset for use with the PSP. In my experience, mobile phone headsets don't have the volume (or the mic output) of the original PSP headset.
On the other hand, if you want to use the Delay Processor with your sound system, use a stock (unmodified) Ipod Video cable with three RCA connectors on one end, and the four conductor 3.5mm plug on the other end. You can then use adapters to connect the PSP between your PC and sound system. One idea is to delay the
right channel by connecting the right output of the PC to the PSP input, and the right output of the PSP
to the sound system. The left channel is left connected straight through as usual.
When the Ipod video cable is connected to the PSP remote, the Yellow RCA plug is the PSP input,
and the red and white RCA plugs are the Left and Right PSP output channels. Different wiring configurations can then be used for various outcomes such as producing simulated stereo from a single mono channel.
Don't say I didn't try!
This is a recompiled version of what I attempted in V6d.
Lowered CPU speeds to 133/133/1.
This one has Mikmod left in it.
Hopefully works on the later firmwares.
PHAT PSPs ONLY!!!
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December 15th, 2007, 23:15 Posted By: wraggster
Via PSPinfo
HellDashX release an update of the last 3.73HX.Il is the 3.73HX-1.
You will be 3.73HX to install this MAJ
News:
Ability to run the recovery on the XMB. L Tap on the XMB to see the recovery.
Adding a MAC Spoofer visual
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December 15th, 2007, 23:11 Posted By: wraggster
Stonecut posted this news for irShell fans:
iR Shell 3.81.1 - Multi-Disc POPSloader fix
This is just a minor fix for iR Shell 3.81. The previous version didn't support the new multi-disc popsloader that Dark_AleX has released, but this little update will fix that.
IMPORTANT: This version only supports the *bugfixed* version of Dark_AleX's multi-disc popsloader and NOT the one included with 3.71 M33-4. You will need to download it seperately:
http://dark-alex.org/popsloader_bugfix.zip
Installation
Extract the contents of the archive to the root of your memory stick, overwrite any files already present when asked.
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December 15th, 2007, 15:32 Posted By: wraggster
News from Raphael`s Devblog
If you wonder where the last announced releases are, well, the effort with the motion kit driver was unexpectedly higher and kept me busy the last week. However, I am now in the state to do the final testing and polish on the motion kit driver before I roll it out to everyone. After that I will finish up JoySens 1.4 and release that as well.
Together with the motion kit driver, I will release a small SDK that allows developers to make use of the driver for their own homebrew creations. This guarantees that an already installed driver by the user will not interfere with the homebrews own implementation of the motion kit communication and allows the developer to influence the drivers behaviour. For the developers, that already want to start developing a game for the motion kit and want to be compatible with the driver on it’s release, you can find the header for the motion kit driver library here.
For the end-users, the first release of the motion kit driver will allow you to make some basic input through the motion kit to any of your homebrew or UMD games, without them having to be specially programmed for that. This will be achieved by forwarding the motion kit input to user specified buttons of the PSP, so the homebrew/UMD game is just handling the normal inputs. Also, those buttons can be adjusted in a configuration file per homebrew/UMD.
Also, the driver will be able to track plugging the motion kit in and out at any time and is even compatible with inserting the headphone remote, so you can at any time change the motion kit support for headphones, even in game. However, the first release will probably not yet contain a fix for the sound output problem, since I still haven’t found a viable solution to this. I’m still working on reverse engineering Sonys remote driver code to find a possible software solution that will be compatible with normal headphones/remote being plugged in.
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December 15th, 2007, 15:30 Posted By: wraggster
News from Mistabeen
Hi all,
For some time now I have been using certain homebrew that requires text input like PSPIRC, AFKIM, etc...
Danzeff has created a nifty little keyboard aplication that gives us the opportunity to input text quite easy.
However, I always seem to strugly with the analog nub that is a bit awkward. I don't know about anyone else, but it can be sometimes quite hard to highlight the correct square.
Therefore I designed a new style of keyboard that could be used for textinput on the PSP.
My mainfocus ont his design was to be able to input text at a much faster pace then danzeff's keyboard. I based this on rythem games, that uses combinations of buttons to input a series of signals at a fast speed.
I'm quite sure that people who play rythem games on the PSP will be quick learners for this typing system.
Ofcourse, this is just a PoC, a design for a keyboard.
I can only code LUA and I know that those keyboard plugins are written in C, therefore I release this as a PoC and not an official coded release.
I called the design of the keyboard CuTy Keyboard (Quick Text Keyboard > QT Keyboard > CuTy keyboard) becaus it's main focus is on rappid text input on the psp.
This keyboard might not support as many characters as danzeff, but it contains all the vital characters AFAIK.
You can view my presentation of CuTy at this website
http://users.telenet.be/mistabeen/cuty
Some of the main features:
3 different input modes wich you can scroll trough using the select button (a bit like the official OSK of the PSP)
- Basic text
- Alternative text
- Numpad
Moving the analog nub gives a hard enter
Holding a button in basic text input mode for 1sec will type a capital letter instead of a lowercase letter.
Cycle trough different combinations using the shoulder buttons (no shoulder buttons, left shoulder button, right shoulder button, both shoulder buttons)
I am hoping some developper sees something in this concept and works it out so it can be used in other homebrew aplications as an alternative next to danzeff's keyboard.
Check out the presentation at the link above
via mistabeen
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December 15th, 2007, 14:28 Posted By: wraggster
News/release from DarkMoon:
It’s only the kernel addon of Dark_AleX patched for run on 3.73 firmware (now 3.73 HX-1 beta).
All merits goes to Dark_AleX and _HellDashX_ .
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December 15th, 2007, 14:25 Posted By: wraggster
News/release from Psphacker108;
Hey guys, I wanted to stop by and release my new Intellegence game for PSP.
You have to answer 10 questions. There is three choices for each question.
If you get one wrong. You lost completely.
There is many different category's for the questions.
-- Categorys of the game are --
-- Geography --
-- Math --
-- History --
-- Music --
-- Gaming --
-- Each level has a category listed on it --
Button Commands:
First Question Press Triangle
Section question Press Circle
Third question Press X
That is done so you cannot answer a question incorrectly by accident.
THANK YOU TO ja750 for the images
Enjoy the game guys!
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via psphacker108
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December 15th, 2007, 14:23 Posted By: wraggster
Art has posted a quick release of his Time Baby app for the PSP, heres the release details:
Hi Guys,
The Time Baby program, in it's present state, is primarily a talking graphic alarm clock program for the Sony PSP. Time Baby includes a moon phase display and Sunrise / Sunset information that may be handy for mountaineering, bushwalking, hunting, fishing, photography, or avoiding the Sun in your eyes when driving!
I have also included a graphic world time clock that can display the time virtually anywhere, and the most recent addition to the program, a talking heart rate monitor for those who have the hardware.
This is not my first PSP clock, or even my first talking clock, but it is at least the neatest PSP clock I have seen so far. Time Baby is written in C, with the free PSP SDK
This is a fix to my old Time Baby program which gives the ability to exit to the XMB using the HOME button which would previously shutdown the PSP completely.Also exits back to iRShell if you were playing music.
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December 15th, 2007, 14:13 Posted By: wraggster
Jason UK has posted a new release of PRXdecrypter, heres details about the release:
Can decrypt/decompress/extract:
* individual firmware modules from all known retail firmwares (1.00-3.73)
* updater modules from all known retail updaters
* modules and EBOOT.BIN files from all known retail games, and non-retail/testing EBOOT.BIN files
* M33 custom firmware modules
* RLZ files extracted from RCOs
* official updater DATA.PSP
* meimg.img and me_sdimg.img from 2.50+
* 2.7X~3.52 demos DATA.PSP
* 1.XX, 2.00-2.50, 2.60-2.71, 2.80, 3.00 and 3.10+ gamesharing EBOOTs
* 1.xx index.dat (encrypted form of version.txt)
Heres the changelog
1.7 --> 1.8
- Now extracts special PRXs from updater executables - open the updater with PBP Unpacker and put the DATA.PSP (renamed to whatever) in the enc folder.
` It will extract all the PRXs - including the hidden ones SCE didn't want us to see (they used a lame XOR encryption to hide the new ones).
` A lame XOR encryption was used on the usual ones, and they double-encrypted "sceLoadExecUpdater" with a scrambled header
- Overhauled filetype detection, now works with any file that has a decryption key, not just those with ~PSP in the header.
- Plain 2RLZ decompression works again
- Reduced occurence of unnecessary unsignchecking
- Returns correct unknown tag message
- Handling for double-encrypted files with scrambled headers in order to obtain the output size, such as sceLoadExecUpdater (a PRX hidden inside updaters)
- 2.xx+ game EBOOT.BIN decryption fixed
` note: there is a new type EBOOT.BIN floating around that this app and Aenea decrypter cannot decrypt,
` if anyone comes across it, please PM me
- Added support for 1.xx (and possibly 2.00-2.50) index.dat decryption
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December 15th, 2007, 00:46 Posted By: wraggster
Don't have a credit card? Want to purchase things on the PLAYSTATION Store? No worries. Now you have the PLAYSTATION Network card. The kind folks at SCEA sent us an early Christmas gift -- a card that's redeemable for PS3 and PSP purchases on the PLAYSTATION Store. No further details have been officially released, but rest assured that these cards will be readily available in retail stores in the future.
http://www.ps3fanboy.com/2007/12/13/...ing-to-the-us/
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December 15th, 2007, 00:45 Posted By: wraggster
We noticed something a little strange today - we received PS3 preview and review code (provided to journalists only) on DVD format... not Blu-ray. We won't point fingers or name names, but further research through our piles of discs revealed that this was not an isolated incident and that this phenomenon is restricted to games that are, or had been, released on the Xbox 360 as well. That is, multi-format games' not all of them, but some of them.
On face value that didn't seem particularly weird - after all, most multi-format games are indistinguishable across the consoles - but we couldn't shake the feeling of being sold short. Really, shouldn't there be some type of PS3 specific optimisation that makes use of this all-powerful Blu-ray format? Given that developers have access to an extra, what, 20-odd gig with Blu-ray, shouldn't games be stepping up?
http://www.gameplayer.com.au/PS3/FEA...e-8fd7c0368181
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December 15th, 2007, 00:43 Posted By: wraggster
The Memento Team have released a new firmware for Australia PS2 Owners:
Just a quick release for our Australian friends.
This is just the old 1.1 firmware with support for Australian's PS2 (SCPH-xx002).
You can download it from: HERE or HERE
In a few days we will be out with the new Firmware Version, we are already testing it will bring many new features!
Have Fun, spread the word!
There is more to come.
Mementoteam.
memento @ pop3.ru
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December 15th, 2007, 00:35 Posted By: wraggster
Auraomega has posted an update to his PSPLock app, heres the release info:
I made a mistake when compiling, I told the app to load vshmain.prx, which needless to say, is not helpful, that is why you are experiancing a loop, its not an error on 3.71, but an error on my part, and I am sorry (I didn't get around to testing on flash, just using PSPLink).
I've just uploaded a new version with the actual filepath to vshmain_real.prx, this should hopefully fix the problems described.
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December 15th, 2007, 00:29 Posted By: wraggster
Xsjado has released an updated version of his Drum Kit Simulator for the PSP
Heres whats new:
VDrum is an open source drum kit simulator game for PSP. It is unlike other drum apps/games
currently out in that each drum is controlled by a different button and is not set up on a time line
like PSPRythm and PSPKick.
---Controls
-In-Game:
Square/Left - Snare
Triangle/Up - Tom 1
Circle/Right - Floortom
Cross/Down - Bass
R - Hihat/Ride
L -Crash/Splash
Start - Activate Menu
Select - Play Guitar Loop
Analog stick Up - Open Hats/Ride Bell
Analog Stick Down - Close Hats/Ride
-In-Menu:
Up - Navigate Up
Down - Navigate Down
Left - Change Option
Right - Change Option
---Sounds
While the sounds may not be the best, you can quite easily replace them with your own. Just simply go to the vdrum/sounds directory and overwrite the files with new ones. The same can be done with the images. just go to vdrum/images and edit what you want.
1.7-2.0
*Completely rewritten from scratch
*Added an all new menu to organize things/chucked combinations
*Added the option to use the ride bell
*Added the option to open the hats every certain amount of hits - specify in menu
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via xsjado
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December 15th, 2007, 00:19 Posted By: wraggster
Bad Lupus has updated his Quake Arena Mod for the PSP, heres the details:
this is only update for psp Quake I: Arena 0.75 -> 0.75r2
q1a you can find on http://rsp.h14.ru/psp/q1a/
whats new sinse 0.75 version:
========================= ===========
Warning! Previous sprite fix included in this update!
(+) - added
(=) - changes
+ demo1 plays on game start
+ missed map efdm10
+ simple level changing system (type on console warp01-warp29 for change the map)
+ buttons config changed (left - prev.weapon, down - showscores, up - pause)
= aerowalk map with missed textures was replased with ztndm3
bugs:
========================= ===========
some maps now dont loads (11, 12, 16, 17, 18, 24) on my phat psp with UM and KM
eboots, but i dont now how it wirks with psp slim/lite optimezed eboot.
plans:
========================= ===========
recompile progs.dat to make some changes on game ligics and optimize game balanse
for psp.
so if you have some experience on QuakeC coding and wanna help me - pleas mail to
bad_lupus[at]ua[dot]fm subj: QuakeC
sorry for bad english
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You Will need the original release before installing this
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