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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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THE LATEST NEWS BELOW
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December 11th, 2007, 21:19 Posted By: wraggster
ArkTRT has released a new version of his pong and more homebrew for the PSP and now with an iPhone interface, heres the details:
IPSPhone
V.1.0
Its a Lua Lua in the program is written.
It contains:
- A user interface that ausieht like the menu of iPhones
- The new playPSP v.1.12 version
A File Browser
A pm
-2 Seats for their own lua scripts
- Credits
Own Lua scripts include -->
Lua index script in ownlua or ownlua1 umbenen and in the folder where all the pictures and so forth, and from the start menu.
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December 11th, 2007, 21:14 Posted By: wraggster
News/release from Alois
Hi,
So now I want my Blobby Volley port for the PSP release. The version is 0.3, we have to be right, because the game is still a few serious bugs, but I due to lack of time and patience still could not fix.
If someone thinks the game is not bad, and there is improvement (in terms of bugs), please notify me if you want to help it develop.
Now to the game:
The Famous volleyball game is now also soon as PSP-Game available. The player slips into the role of a Blobby, a knuddeligen Schleimbatzen. There is the possibility alone against a so-called bot, or to play against his friends.
You try as the right Volleyball the ball to play, that the opponents did not accept it and it is based on the opposing side touches the ground.
Played up 15 points and the ball may be only 3 times touching. Keys should be clear: linker Blobby-> left Buttonpad. Right Blobby-> right Buttonspad.
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December 11th, 2007, 21:11 Posted By: wraggster
News/release from Grafele
Here we release the new part of the Homebrews "Crash! Car and that the new team PSPfreak.de DEV-TEAM.
Changelog:
[LIST] [*] We can no longer go to the meadow [*] The code was about 600 lines of code adjusted [*] The analog stick can be used to steer [*] The police will randomly inserted [*] The collision detection has been improved significantly [*] The game speed (Schwirigkeit) was significantly increased
[/ LIST]
Designet was everything from homj. But a besonden thanks to Tokyo Drift, for this update was chiefly responsible.
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December 11th, 2007, 21:06 Posted By: wraggster
M.Jackson has posted a great release for fans of Linux, he has ported UCLinux to the PSP, heres the details:
Hi everyone. I have recently ported another uClinux of version 2.6.22-uc1 onto PSP. On top of the serial driver and the framebuffer driver, there is a new joypad driver enabling apps to read input from PSP buttons, and the a block device driver allowing linux users to access the Memory Stick in linux. And I have established a website for it: http://jacksonm88.googlepages.com/linuxonpsp.htm
Thanks to everyone who have offered me help on this.
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December 11th, 2007, 21:02 Posted By: wraggster
News/release from Coolj
So,Bug fix for the in-game screenshots problem,they work now.Still one strange thingy,in "Tekken 5" the plugin takes screenshots in the menus,but when you fight,not(?).Dont know why,you may find this problem in other games too...
I've tested with simpsons and some other games and it worked great
It was done allready last week,but i had no internet connection <.<,so i release it now.
Press the NOTE button to take a screenshot.
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December 11th, 2007, 20:57 Posted By: wraggster
News/release from Dark_alchemist
I developed a homebrew, I call them UFO, I found no name. It is a little simplistic but good, it is the 1st that I made!
It's a kind of shooter or must degomer a small trick bizarre (UFO) a screen is taken automatically as you touch the UFO at ms0: \ PICTURE \.
If you could comment on it and say the improvements you would like to see made to the game that would simpa!
Thank you!
Dark alchemist
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December 11th, 2007, 20:50 Posted By: wraggster
New puzzle game released from Yan2Yan
8 days after the release of the first version, called elemental demo, I am again with .. Blocks first version of Fusion.
The title has changed, but the principle remains the same (see above).
What's new?
- I did a lot of work at the speed of the game, I can say that the game is finally pleasantly playable
- Fixes a few bugs
Animation-at the onset of blocks
- New skins: 7 in total, including 2 of Pleaser
New-Music: 2 chosen by Pleaser for its skins, 2 selected by myself
- I also worked on the osk of sony, but it bug so that I too would release a version of the container
- Switch to 222 Mhz
That's all
You see, the stage is a little more "serious" than before, it is due to the 4 new songs among others ...
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December 11th, 2007, 20:44 Posted By: wraggster
Mediumguage has updated his text reader and file manager for the PSP
Heres Whats New:
filer:
- added a feature to calculate SHA-1.
- fixed a bug that a smaller file could not be overwritten.
- fixed a bug that Filer was crashed when CPU runs at 100%.
(e.g. changing device when calculating directory size, playing MP3 at 80MHz, text viewer on bend mode, etc.) .
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December 11th, 2007, 20:39 Posted By: wraggster
News/release from Red Squirrel
Hi
First of all sorry for my bad english (I'm Italian) :P
I want to show to this wonderfull community my last update to my most important project, the Alternative VSHMenù!
From the README:
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!
Features
v3.0
-Fixed problems with USB device setting when UMD9660 were selected.
-Last USB Device chosen will be saved, so at PSP reboot default USB Device will be last one chosen.
-Changes to CPU and BUS frequency will be applied immediately on menù closing, without requiring console reboot.
-Add UMD-VIDEO function (like M33 VSHMenù)
-ISOs in ISO/VIDEO directory will be checked on every VSHmenù beginning, so changes (adding/removing ISO) will be realized immeditely without requiring console reboot!
-Now pressing again the "start" key VSHMenù will close itself.
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via red squirrel
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December 11th, 2007, 20:32 Posted By: wraggster
New release for Developers only, heres the details:
funcLib is a function library for the PSP, designed to help programmers program a little more easily and a bit more efficiently. It shortens programming time for pros, and also makes it simpler for the newer members of the scene to join in.
funcLib is currently an arrangement of files containing functions which are seperated and commented to make it easier for you to search through them. We're hoping to make it interactive in the future, but don't hold your breath.
Features List
BMP Loading, TGA Loading/Saving, PCX Loading, RAW Loading/Saving
Full texture support with swizzling, mipmap and palette support aswell as vmem.
Easy and extendable graphics API with support for perspective and ortho modes aswell as vsync, Show FPS, etc.
Memory allocation module, with vmem allocation included aswell as a simple paging mechanism, memory pooling, scratchpad usage, stride allocation and much more.
File wrapper that allows loading of files from memory aswell as from the memorystick and from a pbp-plus file aswell as additional functions.
Fullscreen effects Invert, Grayscale, Sepia, Night Vision, Thermal Vision, Monochrome, Di-Chrome, Light Enhance, Color Enhance
2d graphics module capable of drawing ellipses, quads, triangles, lines, outlines, shaded ellipsoids, textures (strip blitted), etc.
3d graphics module capable of many primatives, textured or otherwise at fast speeds.
Sprite module capable of drawing rotated and scaled sprites aswell as handling animations and a few other things.
Math module with fast vfpu maths to speed up your maths heavy programs aswell as 3 types of random number generation.
2d Collision module supporting closestLine, line-line, circle-circle, line-circle, rect-rect.
Input module for polling input and retrieving the state of buttons (e.g JUST_UP, STILL_UP, etc.)
Callbacks sorted out (aswell as power callbacks).
Complex debugging module that logs errors, screenshots them and shows a warning (all configurable).
Font module which can draw most types of font, and also converts the debug font into a swizzled clut4 texture in vram for faster rendering.
Timer module, for timing oddly enough
A collection of samples of how to use different features, including 2 full games (flAstro and flMineSweeper).
Color manipulation module for graphical programs and random color generation.
A 3d camera class that allows all views and is easy to use.
Thousands of defines, types, etc. which should come in handy (e.g SCREEN_GAMMA, MATH_PI, etc.)
Download here
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December 11th, 2007, 19:15 Posted By: Shrygue
via Computer and Video Games
Holy! And cr*p! Gran Turismo 5 Prologue looks absolutely STUNNING in these new screenshots. We challenge you to look at them and not say "Wow!"
These images have been joined by the release of a new update dating the title for December 13 (although it's not clear if that's Japan-only). This will then be followed - on Christmas Day of all days - by an update adding online racing, which will unfortunately not be available in the initial release.
Gran Turismo 5 Prologue features 37 cars and five courses in ten layouts. Further details on the official GT website.
Sreenshots
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December 11th, 2007, 19:08 Posted By: Shrygue
via Computer and Video Games
"...now you'll finally see guys wincing in pain and cheeks being deformed by fists in real-time", says Street Fighter 4 producer Yoshinori Ono of Capcom's beat-'em-up sequel. Oh yeah, we like the sound of that!
"I hope that we can include some sort of visible reactions from the characters based on how much damage they receive when they are hit", Ono has added in an article featuring in EGM.
"We'd like to add details such as if a character gets hit in the shoulder multiple times, perhaps his shoulder hangs a little lower, or perhaps his animations are affected".
SF4's producer says that Capcom wants it to feel like a homecoming for fans of the series, and to this end promises that the first time we play the game, we'll be able to pull off the signature moves we remember "without thinking too deeply".
One of the goals for the sequel has been to make it more aggressive, and so it'll be more about attacking and less about defending, Ono explains.
However, he says that the decision to stick with 2D for Street Fighter 4 was deliberate because Capcom wanted "to preserve the strategic nature of SF2 and SF3, where matches unfold almost like a chess game."
A key strategic feature is Saving moves, which in a nutshell allows players to 'store' up points - or segments on a bar - and use these for temporary powerful boosts in combat and to cancel and feint.
Apparently the game already runs at a smooth 60 frames per second, and in terms of Street Fighter time frame is set between Super Street Fighter II Turbo and Street Fighter III. The plan is to get as many of the original SF2 characters into the game as possible.
Ono adds that online play for Street Fighter 4 is an "absolute necessity" and explains that post-release downloadable content is very much under consideration.
And he also has interesting stuff to say about the differing art styles of the Street Fighter 4 teaser trailer and the actual game.
"We're aiming for an art style that looks like moving paintings rather than a hyper-realistic look", he told EGM.
"But I'm not terribly worried about users being disappointed that the final game doesn't look like the teaser trailer... We do feel that if we made a fighting game entirely in the style of the teaser, it might be too impractical and too hard to play."
Capcom still has yet to confirm platforms for Street Fighter 4, and Ono has said it may not be till 2009/10 that we see it.
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December 11th, 2007, 19:01 Posted By: Shrygue
via Games Industry
After completing 12 PSP titles, Rebellion has told GamesIndustry.biz that it's now fully focused on home consoles, with a sequel to Eidos' Shellshock the first PS3 and 360 title from the UK studio.
The developer has finished 2007 with a portfolio of high-profile PSP licenses including The Simpsons Game, Star War Battlefront and Alien Vs Predator, but is now confident of shifting to Xbox 360 and PlayStation 3 formats.
"Next year we'll have our first next-gen project out – Shellshock 2 with Eidos," confirmed CEO Jason Kingsley, speaking exclusively to GamesIndustry.biz at last week's Game Connection event.
"It's very much a mature product, it's a bit like Jacob's Ladder or Apocalypse Now in movie terms. It's troubling – deliberately so – it's meant to be challenging the nature of war, the horror and why people do these horrific things to each other.
"It'll be our first next-gen title, which is slightly nervewracking, but it's looking absolutely lovely," he said.
As well as working on Shellshock, Rebellion is hoping to push forward with titles based on its own original IP, which include Rogue Trooper, Sniper Elite and the properties of its 2000AD comic book business.
"This year we've done a lot of other people's licenses but next year we'll have much more of a balance of licenses and some original product. The year after it's very likely we'll have a slew of original, home-brand IPs," revealed Kingsley.
"For example, the Rogue Trooper rights for next-gen have come back to us so we're looking at and planning what we can do with that brand, because it was successful and we're very proud of it, so we'd like to do more with it."
And as Rebellion expands its other publishing outlets – the company has a successful horror and sci-fi book imprint called Abaddon Books – Kingsley admits there are more opportunities for cross media licensing.
"There's always that possibility of TV, film licensing and videogames with these ideas. It's much easier to launch a new idea as a comic book or a book than it is to do a game," he said. "It's quicker and with games you can sometimes lose the enthusiasm."
While not completely abandoning the idea of more PSP work, Kingsley believes following the now-established home consoles will prove to be the best direction for not only the business, but for its 280 staff as well.
"Chances are we'll have fewer games out next year because they'll be bigger titles. We're not going to be doing much more in the way of PSP stuff unless it comes with a big next-gen title," he said.
"The issue for us is that our staff very much want to work on next-gen and so it makes sense to make deals where they can work on the next big thing. We've been preparing for this transition since the last one.
"While we were not involved in the first wave of games I think a lot of games have suffered from being released too early. Progress has been really good in all of our studios. We need scale and we've always wanted to have five titles in development at any one time," he added.
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December 11th, 2007, 18:56 Posted By: Shrygue
via Gamedaily
Earlier this month we reported that Electronic Arts' upcoming The Simpsons game, which parodies a number of other video games, drew the ire of some folks at Grand Theft Auto maker Rockstar Games. In particular, a poster with the words "Grand Theft Scratchy" and created in the style of GTA was used to promote a level of the same name in The Simpsons game. EA was ultimately forced by Rockstar to change the name of the level to "Mob Rules."
Now, however, according to a transcription by GamePolitics of Geoff Keighley's most recent Game Head show, EA has taken a swing at Rockstar in response to what they feel was undue pressure to change the level name.
Simpsons Executive producer Matt Selman said, "The game begins with Bart wanting to play a game called 'Grand Theft Scratchy.' Of course this is a parody of Grand Theft Auto. And Marge immediately takes it away from him. She tries to clean up the town and stop the game from being distributed in Springfield because Marge is against video game violence. She uses horrific violence to stop video game violence... in a video game. Thats called irony... The people who make Grand Theft Auto, they spazzed out like little babies."
Senior producer Matt Warburton seemed equally annoyed by Rockstar. "They're supposed to be rockstars... That's not a big Rockstar move, to be afraid of The Simpsons making fun of their game," he said.
Then Selman took even more jabs: "We couldn't get our game out in time, so we're afraid that the gamers — who are not morons — are going to get confused by an Itchy and Scratchy poster of 'Grand Theft Scratchy' - they're going to think that's the same thing as Grand Theft Auto... EA lawyers are afraid to use the name 'Grand Theft Scratchy' in promoting the game... [Rockstar's] games are full of satire, lame attempts at parody... basically putting the words sixty-nine in wherever they can find it..."
Even when Selman praised GTA, he couldn't help but make one more quip. He added that he'd be first in line to play GTA IV "in five years when it comes out."
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December 11th, 2007, 18:49 Posted By: Shrygue
via Computer and Video Games
A Korean music video company has been forced to pay up a total of $23,900 (approx. £11,700) for making a music video that looked too much like Final Fantasy VII.
The video, starring Korean singer Ivy (who's fit as you like, by the way), parodies Final Fantasy VII with a fight in a church scene fans of the game will recognise.
Understandably, Square Enix cast level 100 lawyer magic on the video maker Fantom Entertainment, for half-inching their IP.
Fantom was fined $10,900 after the Seoul Central District Court judge Gu Hoe-geun ruled that they had "illegally used 80 percent of the storyline, setting, characters and their styles of dress and their demeanours from video game Final Fantasy VII."
The company director was fined a further $6,500, as was the video producer, who said he "wanted to contact Square Enix to get permission, but couldn't find their contact info," reports Kotaku. He'll know better next time.
You can view the offending video , which you should then follow up with further searches for Ivy videos for additional perving.
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December 11th, 2007, 18:42 Posted By: Shrygue
via Computer and Video Games
On December 13 a demo of Burnout Paradise is crashing onto Xbox Live and PSN, but in the meantime series dev Criterion has decided to show us the map we'll be tangling with (see pic, here).
It's also given details on demo content:
- Explore Motor City, Big Surf Beach and Ocean View neighbourhoods of Paradise city.
- Enjoy 3 awesome events, including a first chance to play new mode Stunt Run!
- Discover Jumps, Stunts and Smashes all over the map, and if you're online invite friends to join you for some challenges.
We reckon a fair few people might be downloading that one.
We recently got hands-on with Burnout Paradise, and you can read our impressions here.
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December 11th, 2007, 18:39 Posted By: Shrygue
via Kotaku
So that was pretty sad in Heavenly Sword when red-headed Nariko croaked, huh? No worries! Just because she's dead, doesn't mean she's dead — especially in a game called Heavenly Sword. Says Nina Kristensen from developer Ninja Theory:
The beautiful thing about inventing a universe like that of Heavenly Sword is that you get to make up all the rules and happily, in the Heavenly Sword universe, just because you're dead, it doesn't mean your life is over
...We haven't announced anything as yet but I can confirm that when we wrote the original story we did write it as a trilogy...
Way to keep it subtle there, Nina!
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December 11th, 2007, 18:35 Posted By: Shrygue
via IGN
Sony has announced a schedule for online content to beef up the driving experience in Gran Turismo 5 Prologue, set for Japanese release both in Blu-Ray disk and PlayStation Network download form later this week.
Starting on launch day, 12/13, distribution will begin on free video content for the Gran Turismo TV mode with two programs, "Tokyo Motor Show 2007" and "First Impression Lancer Evolution X." Sony will also start off a text news service, featuring updates from car dealers. You'll also be able to access motor sports related news, maps and weather information for major world raceways, and a calendar.
Actual online play modes will be available just in time for Christmas. Log on to GT5 Prologue in the afternoon on 12/25, and you'll be able to download network battle updates for the game's arcade and time attack modes. Also available on this day will be a Museum mode, featuring histories for car manufacturers.
Other free download content set for release before the end of the year includes two GTTV downloads: The GT-R Legend Inside Story II on 12/14, and The GT-R Legend Inside Story III later in the month. Paid video content for GTTV won't begin until the end of January.
In case you're wondering exactly what you'll be getting if you pick up the import copy of GT5 Prologue on the 13th, here's a full list of features as detailed at the game's official website:
5 Courses, 10 Layouts
Super Speedway Daytona
Road Course Daytona
Suzuka Circuit
Suzuka Circuit East Course
Fuji Speedway F
Fuji Speedway GT
Eiger Nordwand Course
Eiger Nordwand Course (reverse)
London City Course
London City Course (reverse)
37 CARS
Audi R8 4.2 FSI R
Audi TT Coupe 32 Quatro
Acura NSX
Alfa Romeo 147 TI 2.0 Twin Spark
Alfa Romeo Brera Sky Window 3.2 JTS Q4
Chevrolet Corvette Z06 (C6)
Suzuki Cappuccino (EA21R)
Suzuki Swift Sports
Subaru Impressa WRX STI
Daihatsu OFC-1
Daihatsu Copen Active Top
Dodge Viper GTS
TVR Tuscan Speed Six
Nissan GT-R (R35)
Nissan GT-R Proto
Nissan Skyline GT-R V Spec II Nur (R34)
Nissan Skyline Coupe 270GT Type SP (V36)
Nissan Skyline Coupe Concept
Nissan Skyline Sedan 350GT Type SP (V36)
Nissan Fairlady Z Version S (Z33)
BMW 135i Coupe
BMW WM3 Coupe
BMW Z4
Ferrari 599
Ferrari F430
Ford Mustang V8 GT Coupe Premium
Volkswagon Golf IV GTI
Honda Integra Type R (DC5)
Mazda Atenza Sports (2007 Tokyo Motor Show Prototype)
Mitsubishi Lancer Evolution IX GSR
Mitsubishi Lancer Evolution X GSR Premium Package
Mercedes Benz SL55 AMG (R230)
Lancia Delta HF Integra
Renault Clio V6 24V
Lexus ISF
Lotus Elise
Lotus Elise 111R
Game Modes
Arcade (single player with up to 16 cars)
Arcade (time trial)
Event Race (3 categories, 24 events)
Video Content
Gran Turismo TV
The GT-R Legend Inside Story I
Course Guide Movie
Sony's information page states that the game requires 5,121 megabytes of hard disk space. We're not sure at the moment if those who pick up the Blu-Ray disk version will be able to get away with less space.
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December 10th, 2007, 20:59 Posted By: wraggster
News/release from pspflashsystem
Hello everyone,
So I finished my game coded lua entitled SOS Princess Peach, which is version 1.0, which is currently up for the moment only two levels (but I intend to add levels in future versions)
The goal is to reach princess peach locked in a labyrinth:
The first level is fairly easy, but the second level is a bit harder with three monsters (bowser).
In this game, you can take screenshots stored directly in PSP / PHOTO.
Please let me know your comments: that would be nice thank you.
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