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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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November 30th, 2007, 16:31 Posted By: wraggster
News/release from akadewboy
PNG for PTF is a small GUI I made that uses the DOS program Pngnq to convert 24-bit PNGs into 256 color 8-bit PNGs.
Why is this important? It's because Sony's Custom Theme Converter is very picky about what PNGs you can use to make PTF themes. There's very few image editing programs out there that support 256 color PNGs with an alpha layer, so that's where PNGforPTF comes in.
Also included in the zip is a tutorial on how to make icons with Gimp (a free image editing program) to help get you started.
Get it here:
http://www.fileden.com/files/5938/PNGforPTF.zip
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via akadewboy
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November 30th, 2007, 16:29 Posted By: wraggster
News/release from shaolan is something for those who know how SQL and databases work so for the majority of us this wont be good for us, but heres the translated newspost:
All of abors veiled all the necessary file:
LuaSQLv0.1.rar
Then you must have a server supporting PHP, with many on SQL database
Server side:
If you have an archive file PHP, metté its contents at the root of your server (or is generally your "index.php")
You: votre_serveur / LUA / SQLRequest.php
Cote PSP:
Code:
-- / / Calls to the bookstore
Dofile ( "SQLRequest.lua")
-- / / Initializing connection
SQL.init (server, database, login, password)
-- / / Connect to the database
SQL.connect ()
Code:
-- / / SELECT Request
Variable = SQL.select (table, field, parameter)
-- / / UPDATE Request
SQL.update (table, field value parameter)
Code:
-- / / Closing connection SQL
SQL.close ()
Note:
- When you make the UPDATE query, the query if it is well spent, the variable SQL.error is false if there was a mistake it true worth
- The library uses by default the first WiFi connection, and operates under the LUA PLAYER 0.16
- DAns the parameter you can save as much as you want, but the spaces doivents be replaced by% 20 and evité quotes singles or doubles for the moment
It was only the first version, I intend to optimize shortly and metttre available throughout the SQL query, this is a "preview" rendering final ^ ^
CODE GOOD!
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November 30th, 2007, 16:24 Posted By: wraggster
Raphael has posted a release for developers on his blog:
After some thoughts on the project and some consulting with the others involved, I decided to release the triEngine that was being developed by Tomaz, InsertWittyName and me for public. Unfortunately the old assembla space somehow denied to let me make it public, so I had to create a new space and reimport the SVN tree.
So what does this “triEngine” do? Well, it provides you with pretty much everything necessary to start writing a game on PSP. It comes with a set of 2D graphics functions with support for animated sprites, a basic 3D interface with rendertargets and some blur functions, a full OpenGL style texture manager that keeps your textures in VRAM, a font system based on TTF fonts, audio playback for AT3 and WAV files, video playback for PMP files (yay, intro videos!), a full-featured particle system with lots of functions, WiFi code for multiplayer support, a fancy ingame console over PSPLINK to be able to control and adjust your variables at runtime (Quake style CVARs) plus some other helpul things.
However, it’s not a finished product - it was still a WIP until this release, so there’s no guarantee that everything works without problems (even though it was tested with various test samples - all available in src/tests). That it is functional nonetheless can be seen through my “Mudkip Adventures” game - it is entirely written around triEngine.
So here you go, released under GPL for the time being (License might change to a more liberal one later on):
trac (SVN browser, ticketing): http://trac2.assembla.com/openTRI
SVN repository: http://svn2.assembla.com/svn/openTRI
For anyone that wants to commit code, please read the coding style specification first:
http://www.fx-world.org/tri/coding_s...cification.txt
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November 30th, 2007, 16:22 Posted By: wraggster
New from pegasus2000:
This is a demo of the support for SQLLite library under PSPE emulator and under PSP in Nanodesktop 0.3.3 (the next version of nd).
http://rapidshare.com/files/73234945...emo. zip.html
The source code is similar to one provided with sqllite.exe CLI interface under DOS.
So, when the homebrew starts, enter the name of the database that you want to create, and after enter the commands for the SQLLite server
using the Virtual Keyboard and the text box.
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November 30th, 2007, 16:19 Posted By: wraggster
To satiate my curiosity I probed Flashman’s site and found another project they have a hand in, Maxim Pinball. Zen Studios who brought Pinball FX to the Xbox 360 and Flipper Critters to the DS is developing the eight table pinball game. Like Flashman's other products this lacks a publisher, but Maxim Pinball is ready to roll on the PSP, Nintendo DS and/or the Xbox 360. While I think the concept of Maxim magazine meets pinball is self explanatory, the blurb Flashman wrote is amusing.
MAXIM PINBALL for the Sony PSP™ is a pick-up-and-play pinball title featuring the kind of content expected from any product bearing the Maxim name: babes, sports, gadgets, fantasies…whatever fits the lifestyle interests of today's young adult male.
MAXIM PINBALL will have 8 tables, each with its own unique theme designed to appeal to the target demographic, and an assortment of attention-grabbing mini-games integrated into the table designs.
With its addictive, fast-paced gameplay, the ubiquitous Maxim brand, and a plethora of Maxim babes, Maxim Pinball provides a compelling experience that is sure to appeal to the PSP's™ core demographic: males age 18-34.
Flashman client Zen Studios is the developer of choice for this game.
Available to game publishers now for all platforms, including Sony PSP™. Nintendo DS, and Xbox 360.
http://www.siliconera.com/2007/11/29...y-for-the-psp/
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November 30th, 2007, 15:39 Posted By: benn
The powerful chip at the heart of Sony's PlayStation gaming console has been used to crack passwords faster than ever before.
Security researcher Nick Breese used a PS3 to crack supposedly strong eight-character passwords in hours.
Typically, previous attempts to crack such passwords took days to get the same result.
Eight-character passwords are used to protect PDF and Zip files as well as those produced by Microsoft Office.
The Cell processor at the heart of the PS3 is the key to speeding up the time it takes to crack a password.
In a presentation, Mr Breese said a powerful Intel chip could crank through 10-15 million cycles per second.
The architecture of the Cell processor meant it could speed through 1.4 billion cycles per second.
full article here
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November 30th, 2007, 14:06 Posted By: NoQuarter
From Glaurung at Ps2dev:
I've finally been able to setup and use a second independent context. I was able to perform the 'upper VRAM workaround' from this second context, even though the first context (setup by ps3fb) has restricted upper VRAM access through DMA (by means of the lv1_gpu_memory_allocate(ps3fb_videomemory.size,... ) call).
http://forums.ps2dev.org/viewtopic.p...=asc&start=211
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November 30th, 2007, 10:28 Posted By: wraggster
Dark Alex has just released a new version of his Custom Firmware and Popsloader (Playstation Emulator for the PSP, heres the release details:
3.71 M33-3
Requirements:
- 3.71 M33 1 or 2
Installation:
Copy the update folder to /PSP/GAME/UPDATE and run it.
Changes:
- Fixed a bug in access to flash by usb.
- HEN core: kernel prx's with syscall exports work again.
- PSP Slim: programmers can set the size of user memory to 52 MB by using a sfo flag.
Check sample in sdk for usage.
- March33 NO-UMD driver:
* Fixed a bug that could hang the psp when exiting with home.
* Fixed compatibility issue with Castlevania Dracula X Chronicles, and maybe more games.
- Vshmenu: it wasn't displaying properly with psp slim TV-OUT due to the change of resolution.
Fixed.
Included with the release is a new version of popsloader:
Requeriments:
- 3.71 M33-3 or higher (until sonye makes it not to work again ).
It won't work in prior versions of 3.71 M33, because it needs a function from 3.71 M33-3.
Changes:
- Support for 3.71 and 3.72 pops has been added. Note that 3.71 however will not appear in the
list in 3.71 M33 as it is not necessary.
List of files needed for each version:
3.00-3.03: kd/popsman.prx, kd/meaudio.prx, kd/pops.prx, vsh/module/pafmini.prx
3.10-3.30: kd/popsman.prx, kd/pops.prx, vsh/module/pafmini.prx
3.40-3.72: kd/popsman.prx, kd/pops.prx, vsh/module/pafmini.prx, vsh/module/libpspvmc.prx
The files must be decrypted. (use square in psardumper). Support for encrypted&packed files is planned for the future.
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November 30th, 2007, 01:10 Posted By: wraggster
Here is a draft of the separate kernel module:
git clone http://mandos.homelinux.org/~glaurung/git/ps3rsx.git
I've updated the Xorg driver accordingly:
git clone http://mandos.homelinux.org/~glaurun...-video-ps3.git
It is not yet finished, and mostly untested, but it shows my plan for the interface with userspace. Basically we have two options to access the FIFO:
- exclusive: we disable framebuffer redraw, allocate a context, then use the FIFO workaround to start running the context's FIFO and use it until the application is over. No other application can use the GPU, and any blit from either the fb driver or another context would break the application in exclusive mode. That's how we've been using the RSX so far.
- shared: we allocate a context, then run the FIFO for some time using a fake blit (size 0x0). When commands are finished processing, a new fake blit is needed to kick the FIFO again and process more commands. In the meantime, other contexts (including FB driver) can use the GPU. Note that contexts are not preempted, so if we put FIFO in a loop, other contexts are not able to execute commands (and we get error -24 for FB blit). So this is cooperative sharing.
I want to be able to support both modes. The former is easier to use and more efficient (useful for e.g. 3D demo or game), while the latter allows mixing multiple users of the GPU (e.g. Desktop usage, with one context for Xorg, one for GLX, and one for VRAM used as swap). The current module provides those two modes, with one ioctl() to enter exclusive mode, and one ioctl for one-shot kicking of the fifo (shared mode). The Xorg driver still uses exclusive mode ATM; I've code for shared mode but it needs testing and benchmarking. My short term goal is usable Desktop usage (X is improved, now we need more RAM).
On the long term, my plan is to add RAMIN/VRAM memory management to the module, have libps3rsx provide the user space API for FIFO control and object instanciation. Also, Xorg driver should use libps3rsx to avoid code duplication. Maybe when can then move slowly from ps3rsx.ko/librsx to drm/libdrm API (but keep exclusive mode option in parallel). Sound good?
http://forums.ps2dev.org/viewtopic.p...=asc&start=211
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November 30th, 2007, 01:09 Posted By: wraggster
Sony Computer Entertainment of America Wednesday eliminated its agency of 13 years, TBWA/Chiat/Day, from a review for its $150 million PlayStation advertising account, according to a number of executives familiar with the situation.
TBWA was one of five finalists in the pitch. Two contenders, Publicis in the West, Seattle, and Deutsch, Los Angeles, apparently were called back to present further information. The remaining two, Venables Bell & Partners, San Francisco and RPA, Santa Monica, Calif., are said to not yet have been contacted.
A decision is expected by the end of the week.
http://adage.com/agencynews/article?article_id=122287
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November 30th, 2007, 01:07 Posted By: wraggster
Sony hasn't disclosed the raw number of PlayStation 3 units it sold last week. (A Sony spokeswoman says it will give those numbers when NPD Group stats come out in mid-December.) The company did say that PlayStation 3 hardware sales were up 245 percent last week, when compared with the same week last year, among the top 10 North American retailers. This morning, Microsoft said the Xbox 360 still outsold the PS3 two-to-one last week, according to "estimates from top retailers."
Update, 12:30 p.m.: Sony is disputing Microsoft's statement about the ratio of Xbox 360 to PS3 sales. Here's what Kimberly Otzman, a Sony spokeswoman, said in an e-mail just now:
"It's (Sony Computer Entertainment America) policy not to disclose our unit sales numbers until NPD numbers are officially released which will be December 13th. However, I can assure you that Microsoft's estimates of our PS3 unit sales numbers are way off and they did not outsell PS3 2:1 during Black Friday week."
http://blog.seattlepi.nwsource.com/m...ves/126846.asp
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November 30th, 2007, 01:05 Posted By: wraggster
The Memento Team have just updated to Firmware V1.1!
This software turns the Memor32 Memory Card into a Modchip Basically- Pretty damn neat for homebrew on the PS2 without taking your system apart.
Heres whats new:
This is just a polishing version to fix and finish some issues we still had open before we release the V1.3 version with HDD and USB-HDD support!
Test it and if you find any issue let us know it!
Main Features added to this release:
- Fixed stupid last-minute bug which caused failed boot on some games.
All games that were reported as not-working are now booting correctly.
- Added DVD-DL suport for some games (like Champions of Norahh,
Midnight Club 3 Dub Edition Remix). This is still to be considered a
beta feature and will be fixed completely in the next firmware release.
- Fixed DEV1/Dev3 on some PS2 versions (some models had issues,
everything should be fixed now).
- Fixed Browser boot on some PS2 models, now disk will boot from
browser on all PS2 Models.
- Added MEMENTO LOGO during dvd and DEV boot modes.
This is still a work in progress and some features still needs to be tuned-up. If something doesn't work correctly just let us know and it will be promptly fixed in the next few days.
Have Fun, spread the word!
There is more to come.
Due to huge request to our e-mail we want to inform all Australian users that we are completing the new Firmware that will add the support of all the Australian PS2 models.
It will be ready in few days. We think 3/4 days should be enough to complete all the test we need to do before releasing the firmware.
The HDD and USB HDD support is completed and under test, so we will release everything in one itme.
We have added LOT of additional features to the coming firmware, just wait and see :-)
For any additional info feel free to mail us!
Download Here
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November 30th, 2007, 01:02 Posted By: wraggster
Uberjack posted this news on his blog:
When I was just starting to program for the PSP, I envisioned first doing a port of fMSX, then a port of an emulator specifically for emulating arcade versions of Mortal Kombat games 1-3. Since I don’t think any emulators other than MAME support the games (and MAME’s source is a tangled mess), I doubt that phase will ever come to fruition.
Most recently I’ve also considered porting older games, however, and if someone else doesn’t do them first (I hope they do), I just might do a port myself. Two obvious choices right now are OpenTyrian, a rewrite of Tyrian, and Wargus, the Warcraft II-compatible RTS engine based on Stratagus. I prefer not to port these projects myself, as they’re both based on SDL, and I happen to have an inherent dislike for hardware abstraction frameworks.
If you’re looking for an interesting port project, both of these games should be a welcome distraction from the many flavors of DooM already ported to the PSP.
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November 30th, 2007, 00:58 Posted By: wraggster
News/release from Pilout
Hello I just present a new homebrew scripting by me is graphic by kalitay Here is how it conssiste:
You must build a parcour from a depart until arriving for a fair go Mr.baballe
The inspection:
Selection of a piece:
Descender your cursor at the bottom of the screen for fair aparaitre the piece is for x pick the desired piece
Put a piece: square
Back mode selectionde piece: triangle
Start comencer the parcour with Mr.baballe
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November 30th, 2007, 00:49 Posted By: wraggster
News from PSPgen
Less than an hour after the release of 3.73, HellDashX has already updated its firmware, to go 3.73 HX-1. No official release, but a WIP waiting for you by clicking away.
What's new in this Custom Firmware itself are minor except the passage 3.73.
* Updating official called now SCE.PBP, which will simplify future updates.
* Nettoyage de code. * Cleaning code.
As soon as a release is made we will have it
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November 30th, 2007, 00:44 Posted By: wraggster
News/release from Red Squirrel:
Hi, sorry for my bad english (i'm italian :P).
i would to present to this wonderfull community my last creation (or, better, "modification" ).
3.73 Dark_Alex PopsLoader
Download of the package from HERE
What's it?
It's a modded version of the 3.71 Dark_Alex PopsLoader that allows to load prxs of the new Sony Firmware 3.73.
3.73 pops will take the place of 3.72 pops.
N.B.: This is "only" a modified version of the original Dark_Alex's PopsLoader, so all rights and merits belong to him!
Installation
The same of original POPSLoader.
To obtain 3.73 prxs you can use RSPsar Dumper (or M33Psar Dumper).
PRXs must be decrypted, so you need to use SQUARE option in Psar Dumper.
Necessary PRXs are the same of 3.72 pops, so: popsman.prx, pops.prx, libpspvmc.prx e pafmini.prx.
Later you need to insert PRXs in /SEPLUGINS/POPSLOADER as popsman373.prx, pops373.prx, libpspvmc373.prx e pafmini373.prx.
At the end you need to overwrite original PopsLoader.prx with the one contained in the package.
Thanks
To Dark_Alex, the only POPSLoader inventor and creator!
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via redsquirrel
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November 30th, 2007, 00:41 Posted By: wraggster
Dark Alex and Mathieulh have posted this info:
After much investigations from Alex and I, we concluded that the 3.73 firmware is fully identical to the 3.72 firmware, the only thing that changed were the module versions and the index.dat/version.txt that display the firmware version. ALL the kernel and vsh modules are the same, so are the rco files.
As you know this does not really make sense and we have yet to find out why sony issued a new firmware revision when nothing was changed. Perhaps there may be some flaw in the updater itself that may explain this move, I don't think we will ever know for sure.
Also this the part when some "coder" gets greeted by noobs because of being so "fast" to port "his" custom firmware to 3.73 while nothing at all changed from its previous 3.72 version. I will let you all figure out who that might be...
UPDATE: lflash_fatfmt seem to have changed a bit (over 20 different bytes) but that's all we could find, no critical change and certainly does not need ANY patches to be modified/updated in any way to run a custom firmware, perhaps the bugfix is there (we are not sure of that yet, we are curently taking a closer look at the module to be sure)
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November 30th, 2007, 00:39 Posted By: wraggster
via pspfanboy
PSP firmware 3.73 is now available via Network Update. Strangely, this update does not list any improvements before installation begins. We're going to assume it means:
Support for PLAYSTATION Network titles has been expanded.
Other than that nothing else has changed
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November 30th, 2007, 00:36 Posted By: wraggster
Sony Japan's impressive lineup of PlayStation Classics for download to the PlayStation Portable and PlayStation 3 took an unexpected twist today with the announcement of the second set of November downloads.
Included amongst the standard 600 yen games like MidiEvil, Armored Core Master of Arena, and Wild Arms 2nd Ignition, are the first 300 yen titles for the service. Success has set its three SuperLite budget fishing titles at 300 yen, meaning a quickie PSP and PS3 download for just three bucks!
The full list of titles available as of today in the Japanese PlayStation Store follows.
Seireiki Live Red (Winky Soft)
Poitter's Point (Konami)
SuperLite Fishing: Port no Tsuri-hen (Success)
SuperLite Fishing: Bouhatei no Tsuri-hen (Success)
SuperLite Fishing: Hama no Tsuri-hen (Success)
Wild Arms 2nd Ignition (SCEJ)
MediEvil (SCEJ, PSP-only)
Arcade Hits Frisky Tom (Hamster)
Formation Soccer '98 (Hamster)
Armored Core Master of Arena (From, PS3-only)
Unless otherwise specified, these are compatible with both the PSP and PS3.
http://uk.psp.ign.com/articles/838/838295p1.html
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November 29th, 2007, 20:21 Posted By: Shrygue
via Eurogamer
Rockstar wants to make our Christmas by releasing a new trailer for Grand Theft Auto IV next week.
Specifically it will be available to watch on Thursday 6th December at 15:00 EST (20:00 GMT), and is called "Move up, ladies". Perhaps we will get a glimpse at the love interests in Liberty City then, or maybe just an eyeful of mouthy streetwalkers.
If you are too excited to wait until next then, you may want to pop over to the official site to see a bunch of streetwise painters spray the freshly unveiled box art onto a wall. It looks just like the other games to me.
Until then, saunter like an up and coming Eastern European gangster into our Grand Theft Auto IV: The Story So Far feature to find out what else has happened.
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