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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 12th, 2007, 17:10 Posted By: wraggster
Team Shadow have released an english version of his Hide Folders Application for the PSP:
this is the final version. installl:
1 -) psp to the root of ms copies the folder
2 -) stick takes the program in game/memory
3 -) when it starts selects that folders you want to hide and as no
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November 12th, 2007, 07:32 Posted By: wraggster
News/release from Netaro:
Well, hello there, this is my 1st post!
This is a little game that i coded myself.
That's the galaga'ish game, in which your only objective is to shoot enemy ships.
The controls are simple, X shoots, left/right moves the ship, select opens pause menu.
As for now, the game is playable, has no known to me bugs (if you find any errors, please tell me immediately!), and features a hiscore and save/load system.
The game was coded in c++, using Brunni's OSLib.
I'm going to add some new features in the future, like special power-ups and so forth...
So, how do you like it? Please let me know
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via netaro
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November 11th, 2007, 22:27 Posted By: wraggster
New from Divineo UK
The Logitech® Vantage™ USB Microphone enhances your favourite PLAYSTATION®3 karaoke games with high-quality audio input.
Sing along with a USB microphone that ensures high-quality audio input.
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November 11th, 2007, 22:27 Posted By: wraggster
New from Divineo UK
The Logitech® Vantage™ USB Microphone enhances your favourite PLAYSTATION®3 karaoke games with high-quality audio input.
Sing along with a USB microphone that ensures high-quality audio input.
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November 11th, 2007, 21:24 Posted By: EvilDooinz
Yup another one
was board and sounded like an easy project so here ya go.
Version 1.0
Features:
Single player game with ai
Firework sprites
Controls:
Dpad moves marker
cross make mark
Start Starts new round
Triangle take screen shot
L-Trigger exits
Please take screenshot with triangle if you win and send them to me in hopes of makeing it harder.
developed for fun in spare time hope you enjoy.
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November 11th, 2007, 21:11 Posted By: wraggster
Cpasjuste has updated his Firmware Extender for Custom Firmwares:
Updated to 1.9.2 :
Sorry for all the updates, but it's not easy to prevent all bugs alone before a release :x
- Fixed a stupid bug with nethost in cfe_vsh that was causing to always connect to the computer ip address "192.168.1.2".
Updated to 1.9.1 :
=====================
- Fixed a bug with usbhost iso streaming while using normal mode.
- An option is added to the "cfe.config" configuration file to enable or disable text transparency.
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November 11th, 2007, 21:06 Posted By: wraggster
This is the seventh year of IGN teaming with THQ to bring you an exclusive look at the Superstars of the latest WWE videogame. This year, we'll be detailing all of the WWE SmackDown! vs. Raw 2008's in-ring renegades -- legends, divas and the current brawlers. What can you expect on these pages as time goes by? Well, be on the lookout for stats, bios, videos, screens and much more as we get in-depth, hands-on time with these titles.
Who gets the special PSP Countdown spotlight today? Why, it's none other than the portable's exclusive legends -- Jim Neidhart, Sgt. Slaughter and Eddie Guerrero.
HEIGHT:
6' WEIGHT:
282 lbs. HOMETOWN:
Calgary, Alberta
An amateur record-holding shot-putter. A devoted family man. A former NFL player. Those are a few of the things you could call Jim Neidhart, but most would call The Anvil one of the most intense sports-entertainers of all-time. Intensity is an attribute that many Superstars go their whole careers attempting to perfect in the ring, but for this former WWE Superstar, it was a trademark all his own, although he is quick to point out his beginning in the business was extreme enough.
After an outstanding high school shot-putting career at Newport Harbor High School in Newport Beach, Calif., and after being cut by the Dallas Cowboys, Neidhart ventured north to Calgary, Alberta, and Stu Hart's infamous dungeon for professional wrestling training.
Jim "The Anvil" Neidhart then became a mainstay with WWE in the '80s, one-half of the legendary Hart Foundation with Bret "Hit Man" Hart. The two men were on top of the tag team world for much of the decade, either holding the World Tag Team Championship or battling over the titles.
http://uk.psp.ign.com/articles/834/834060p1.html
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November 11th, 2007, 15:51 Posted By: wraggster
StrmnNrmn has posted another update about his work on his N64 Emu for PSP:
Earlier I discussed my plans for getting Daedalus's audio processing working on the PSP's Media Engine.
As I mentioned in that post, it's not just a case of changing some compiler setting to get this working. I've not spent much time investigating the ME so I may be wrong on a few of these points, but here are the current issues that I think need solving.
Firstly in order to access the ME I need to be running in kernel mode. This requires either running Daedalus in kernel mode, or (preferably) creating a kernel mode PRX that encapsulates the required functionality. I think kernel mode rules out anyone running with v1.50 firmware (hence my earlier post - please respond to the poll if you haven't already done so!) Maybe one of the more savvy psp developers out there can correct me on this? If no-one is using v1.50 any more then maybe it isn't even an issue.
Another problem is that although the ME is essentially the same processor as the main core, it has a different memory map. This means that things like the VRAM is invisible to the ME, so any code ported to run on the ME would have to be written to operate on main memory. This isn't an issue for Daedalus's audio list processing, but it would cause problems if I wanted to move display list processing to the ME too.
Touching on the memory map issue, another problem is the lack of cache coherency between the two cores. I need to be careful when accessing the same areas of memory with both cores to correctly flush and invalidate the data caches. Ideally any shared memory should be kept to a minimum, but this is easier said than done when porting existing code, rather than writing new code.
For a similar reason, any code which needs to run on the ME should avoid making any calls to the runtime library, including doing any system memory allocation. System calls are also ruled out. This is fairly easy to guarantee if you're writing new code, but again, it's a lot harder if you're porting existing code.
I think that's most of the issues from the hardware side. There are also a number of issues to be solved to do with the way that Daedalus handles audio and display list processing.
On the N64, the audio and display lists are processed asynchronously by the RSP coprocessor. In Daedalus, I can identify when these tasks are queued up for the RSP, intercept them, and process them synchronously (using high-level emulation rather than simulating the RSP execution directly).
The key thing here is that as far as the emulated N64 is concerned, audio and display list processing currently happens instantaneously. As soon as it kicks off the RSP it gets a interrupt to inform it that processing has completed. The whole process is very deterministic and I'm worried that by processing these display lists asynchronously on the ME that a number of intermittent and hard-to-debug issues will crop up. On the other hand, processing these tasks asynchronously is much closer to the behaviour of a real N64, which may fix some timing-related issues. It will also allow Daedalus to exploit the inherent parallelism that N64 roms were designed to take advantage of.
My current plan for ME audio support in R14 is:
Create a kernel mode PRX and get Daedalus successfully loading and invoking functions (under all supported firmwares). I've just about done this.
Add the code to support initialising and running code on the ME to the PRX. Test invoking user mode functions from the main EBOOT.PBP. I'll probably be using J.F.'s great sample code as a reference for this. Thanks J.F.!
Rewrite the audio list processing code so that it can be invoked synchronously or asynchronously as required (via some kind of configuration option). When running asynchronously it can just be run from a separate high-priority thread to start with. I can use this to test for various synchronisation issues without going through the pain of trying to do this on the ME first.
Audit the audio list processing code to minimise any memory accesses or ensure that they are correctly synchronised with the main core/thread. Any crt or system calls need to be eliminated or abstracted away (e.g. printfs NOP when compiled to run on the ME).
Invoke audio list processing code from the ME.
Cross fingers.
So, that's the plan; I'll keep you updated on my progress. If anyone has any experience doing this kind of thing on the ME it would be great to hear your thoughts.
-StrmnNrmn
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November 11th, 2007, 15:48 Posted By: wraggster
Awesome new release from Durka Durka Mahn:
PLEASE NOTE! This is NOT for 3.71+ Firmwares, but I will release a Version for those firmwares!
Allow me to introduce my next cheat device! This time it is for my favorite game series, Megaman X!
Allowing you to fly through levels, almost never die, and change weapons with the press of a button while playing as Vile, this Cheat Device is definitely worth a try!
Version 1 Info:
FlyMode - Allows you to easily fly around the level as X or Vile.
Infinite Health: You will never die! (Unless you fall down a hole or land on spikes)
Infinite Lives: You will always have 9 lives
Infinite Ammo: Infinite ammo for all weapons!
Always Charged Shots: All shots will be charged when the Square button is released!
Display Coordinates: Allows you to see your Coordinates while going through each level.
Vile's Weapon Changer: Allows you to go over budget and choose weapons you don't have. Even change them in the middle of a level!
Triangle for Hadouken: Hit Triangle to shoot the famous Hadouken, killing everything in its path, even Bosses!
Installation for OE and M33 Firmwares:
Installation:
Make a new folder named 'SEPlugins' on the root of your memory stick. In this new folder, drag
the MMMHXCD.prx file and make a new .txt file called 'Game.txt'. In this new .txt file, add this line:
ms0:/seplugins/MMMHXCD.prx
Save the .txt file. Now hold the power switch up until your PSP powers off. Turn it back on, hold the
Right Trigger down until you see the Recovery menu, then enable the PRX in the Plugins menu.
Cheat Device installed!
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November 11th, 2007, 15:43 Posted By: wraggster
News/release from Judas:
OK, here's my next release. The clone of Pegs. Pegs is a TI Calculator game originally coded by Fred Coughlin. I've cloned the game because I thought it was fun. Anyway, here it is.
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via judas
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November 11th, 2007, 15:38 Posted By: wraggster
StrmnNrmn is on a roll today with more news about his Nintendo 64 Emulator for the PSP:
Over the past week I've started making plans for what I want to do for R14.
To start with, R13 introduced a couple of issues which I want to fix. Firstly, a number of roms now no longer work with dynarec enabled, or show odd behaviour. For instance, Aerogauge now finishes the race as soon as the countdown completes. I've tracked this down to one of the dynarec optimisations I added in August, where I optimise fragments which jump back to themselves. This should be a 'safe' transformation, so it suggests there's a bug somewhere in my implementation. If I can't fix the bug in time for R14, I'll add a temporary setting to allow this optimisation to be disabled on a rom-by-rom basis (much like the 'dynarec stack optimisation' setting).
Secondly, it looks like something I changed for savestate support has broken the 'return to main menu' option. I added some logic to help ensure that when taking a snapshot for the savestate, the CPU is paused in a 'safe' state (i.e. no dynarec code is executing, nothing is running on the RSP, and nothing is executing in the branch delay slot.) It looks like I've messed something up which is causing the 'return to main menu' option to wait for a safe state before bailing out to the menu. Should be an easy one to fix.
Morgan suggested a nice idea in the comments, which is that I generate a thumbnail for the savestate as it is created to display alongside the slot in the UI. It's a little tricky to implement, as by the time the emulator is told to create a savestate, it has already obliterated the n64's framebuffer with the Daedalus UI. I'll have to do something quite clever like speculatively copy the n64's framebuffer into system memory every time you enter the Pause Menu, or create the screenshot on the first frame rendered after saving. Either way, I'd like to add this simple feature to R14.
Next on my list for R14 is to look at making more significant performance improvements. Over the months many people have been asking when I'd get around to implementing audio on the PSP's Media Engine. I've talked about this before, but always kept putting it off in order to work on easier optimisations.
The Media Engine is a bit of unknown territory for me. Even though it's practically identical to the main CPU, you can't just change a setting an suddenly have your code running on it. There are a number of small hurdles I have to overcome before I can get audio working on the ME, but this is my big goal for R14 (I'll save the technical discussion for the next post.) If all goes to plan this should mean that audio can always be enabled without a significant impact on framerate.
So in summary for R14: a few bug fixes, thumbnails for savestates, and audio without affecting framerate.
-StrmnNrmn
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November 11th, 2007, 15:32 Posted By: wraggster
StrmnNrmn posted this on his site:
I'm interested in which firmware everyone is running on. It would be very helpful if you could reply to this post with a) which model of PSP you're using ('fat'/slim, revision # if known) and b) which firmware you're using.
I have two PSPs. I have an original Japanese PSP with v1.00 firmware which I use for development, and a UK PSP which usually runs the latest official firmware (v3.72 at the moment.)
I'm interested because I want to know if anyone still requires the v1.50 (kxploit) versions of Daedalus that I release. I also need to figure out if it's worth my time getting a slim PSP for developing with the v3.xx+ firmware.
Thanks!
-StrmnNrmn
I do wish i had never updated my v1.0 PSP
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November 11th, 2007, 13:57 Posted By: JKKDARK
New version of the PlayStation 2 emulator for Windows and Linux.
Changelog:
- ZeroSPU2 - new SPU2 plugin from zerofrog. It is the most stable SPU2 plugin. Also has a time-scaling feature which slows down sound when the frame rate is too low (instead of hearing popping sounds). The time-scaling feature works best under Windows, but is also implemented in Linux. This new plugin also fixes the voices on the Japanese release of Final Fantasy X
- VU recompilers - games like Kingdom Hearts II, Metal Gear Solid III, and Katamari Damacy are now playable.
- ZeroGS 0.97 - ZeroGS DirectX has gone open source! You can download it from sourceforge. A lot of bug fixes in this release and the added support of AA modes up to x16! One new feature is the ability to tweak ZeroGS options, which were internal up to these release. Read more about this feature in the help guide for how to patch up games.
- Path3 GS fixes - Fixes corrupting textures on many games.
- Memory Card Fixes - Now you can save your games in games like Resident Evil 4 and others which refused to see memorycards!
- Dual Layer DVD reading support for games like Xenosaga.
- Network Play! Enjoy playing your favourite online game with PS2 Players. (WinPCap Required), You can read up on how to do it by following this link: http://forums.ngemu.com/pcsx2-official-f...guide.html
- Windows x64 and Linux x86-64 support - The recompilers are not optimized yet, so don't expect major speed improvements. However, pcsx2 can now natively run on these platforms as well as the x86 platforms.
- Real Time Clock - Silly as it may seem, this actually makes Metal Gear Solid 3 and Katamari Damacy work, plus your ps2 says the actual time!
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November 10th, 2007, 22:33 Posted By: wraggster
A new RSS reader for the PSP has been released, heres the details:
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.
Features
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.
Skinnable
The more creative can easily create their own skins by simply replacing 14 images and one simple script. skins can be submitted here.
Free
Version 0.1 of PReSS is completely free. If you all donate a few bucks, the next one will be too.
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November 10th, 2007, 22:27 Posted By: Ghoti
Hi folks,
I have added three new tutorials.
Texture tutorial: This is the first of a series of tutorials on texturing, this will simply explain some basic and function and let you use a texture for a triangle. No optimisations yet in this tutorial.
FPS counter: I will show you how ot create a frame per second counter. Updates every second
Screenfading tutorial: This tutorial explains how screenfading can be done. It is really easy
Hope you all like the updates
http://www.ghoti.nl/PSPtutorials.php
greets ghoti
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November 10th, 2007, 20:07 Posted By: jurajstyk
Release by jurajstyk
This is a port of ID Software's Quake 1 to the PSP.
Based on PSP Quake port by Peter Mackay and Chris Swindle.
Developed and tested on PSP with firmware version '3.40 OE'.
Features
--------
Working:
- Music playback trough MP3 implemented with MAD audio library (can be switched on/off from options menu)
- Software and Hardware rendering.
- Single player game
- Sound
- Save/Load
- Console commands
- Command line params (through 'quake.cmdline' file)
- Multiple screen resolutions in software rendering (trough command line params)
- User made maps loading (from console or command line params)
- User made mods loading (through command line params)
- Demo recording and playback (from console)
- On Screen Keyboard
Known issues:
- Some mods or maps might not work due to memory constrains or might not work correctly
- timerefresh command disabled in hardware rendering (stability issue)
- Some maps require raising 'r_maxsurfs' and 'r_maxedges' to render correctly in SW client
(can be done from command line or console)
See readme file for details and installation instructions
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November 10th, 2007, 17:09 Posted By: wraggster
New from SuccessHK
SuccessHK Ship PS3 and PSP Games Worldwide (unlike most other stores)
In the midst of rising instability, insurgents have abducted the U.S. ambassador. Sanctioned by the Panamanian government, America's elite fighting force has been deployed to rescue and extract the ambassador. Take control of an entire SEAL team and engage in real-time tactical combat, where you evaluate each situation, determine a plan of action, and then execute on your command.
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November 10th, 2007, 17:07 Posted By: wraggster
New from SuccessHK
SuccessHK Ship PS3 and PSP Games Worldwide (unlike most other stores)
The renowned Silent Hill survival horror series comes to a portable gaming system for the first time with a brand new adventure. Taking full advantage of the PSP system's graphics, sound, and portability, Silent Hill Origins (working title) will be the most terrifying game to arrive on a handheld system.
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November 10th, 2007, 16:56 Posted By: wraggster
New from SuccessHK
It is an easy and great solution for PSP gamers to clean the UMD discs.The flip-top helps to hold the disc.The small micro fiber and magnet inside safely safely remove dust and smudges inside the disc.Just hold the cleaning button for around 15seconds and it is done.
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