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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WILD ARMS 5 follows the journey of a group of young travelers as they try to unlock the mysteries of their ravaged land and unknowingly become involved in a struggle that will decide the fate of the entire world. In a small town called Capo Bronco on the outskirts of Filgaia, two youths, Dean Stark and Rebecca Streisand, witness an unbelievable event -- the giant arm of a golem somehow falling from the sky, clutching a girl named Avril. This chance encounter inspires Dean and Rebecca to travel with Avril across the wastelands of Filgaia in hopes of helping her regain her lost memories and embark on a journey that will eventually decide the fate of all mankind.
To celebrate the 10th anniversary of the Wild ARMs series, all launch units of Wild ARMs 5 will contain a special 80-page "The Art of Wild ARMs" artbook highlighting illustrations from the entire 10-year span of the Wild ARMs series in full color, packaged together with the game case in a special embossed foil box.
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features
Epic next-gen multi-modal design immerses you in a deep 3rd person gameplay experience.
Fly or hover in the Warhawk to engage in intense dogfights with dozens of fighters and ground forces aimed your way.
Take control of armored tanks or utility vehicles to defend your base or launch a ground assault.
Continue the battle on-foot and choose from a powerful arsenal of weapons, including rocket launchers, flame throwers, and proximity mines.
Select one of four online game modes including Deathmatch, Team Deathmatch, Capture the Flag and an all-new Zone Mode.
Customize your soldier with an unlimited combination of armor and squad markings.
Team up with friends and create competitive clans and stay organized with user friendly communication tools.
Complex stat tracking records and rewards your accomplishments on the battlefield.
Bluetooth and USB headset compatibility for strategic communications and excessive online chatter.
Expansion and vehicle and character customization packs scheduled for download through 2008.
description
The long-awaited remake to the PlayStation® hit takes flight on the PLAYSTATION®3. In Warhawk™, players will experience a true full-scale war in an intense online multiplayer arena. Take to the skies and engage in high-speed aerobatic dogfights or hover to provide crucial aerial support to surging ground troops. Unleash an artillery assault with heavily armored tanks and all terrain vehicles. Advance on-foot to frontline positions and key locations with an array of devastating weapons, mounted guns and emplaced defense turrets.
Experience the online modes like Deathmatch, Team Deathmatch, Capture the Flag and a brand new game type, Zone. Large scale battles and up to 32 players will encourage teamwork and emphasize strategy for an invigorating combat experience.
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This September, Sony will be unleashing the first ever revision of the PlayStation Portable. Codenamed PSP-2000, the system sports a new slimmer design, and the ability to display content on a television. There are a lot of mysteries surrounding the new system -- but tonight, we're going to clear things up.
The PSP-1000's volume wasn't that loud. Did they increase the volume?
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I'm back with PSPrestore, BETA 3 !
I've updated all the functions, and add new features. I've deleted the brick function, if you want it back, post it in this thread.
if you have suggestions for more or better functions, can you post it in this thread !
Here a list with the functions, updates, and bug-fixes.
Restore stuck Pixels, Updated, bug fixed
Brick function deleted
Bug found on CPU changer fixed
Restore default theme, bug fixed and updated (Function only for M33)
Add : Wait time icon
Add : PSPButton Restore (Tester), test and restore your PSP Buttons
Mathieulh posted this guide to Run 1.5 firmware from the MS [Using Pandora]
To do what you want to achieve is very easy.
- Install the pandora firmware to the memory stick using the normal procedure.
- Copy the files created on the memory stick somewhere on your computer
- save your flash1 registry folder into your memory stick root
- Extract 1.50 from a psar using psardumper.
extract it as encrypted and then once more as decrypted (save both dumps)
- Copy the encrypted dump folders to the root of the MS, and get pspbtcnf.txt pspbtcnf_game.txt and pspbtcnf_updater.txt from the decrypted dump, and use those to replace the ones from the encrypted dump located at ms0:/kd/
- Get the flashemu.prx and lfatfs_patched.prx from the pandora MS files you saved earlier (they are in the kd folder) and copy those into ms0:/kd/
- open ms0:/kd/pspbtcnf.txt and ms0:/kd/pspbtcnf_game.txt and ms0:/kd/pspbtcnf_updater.txt files using a text editor and :
- change /kd/lfatfs.prx to /kd/lfatfs_patched.prx
- add /kd/flashemu.prx right after the /kd/fatmsmod.prx line.
- save the files
Done, the 1.50 firmware will boot straight from the MS using the Pandora battery. Of course you may adapt this mod to another firmware such as M33.
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according to this article, "upscale PCs and playstation 3's" are the only systems capable of rendering 4D games at playable speeds
We all know what 3D graphics are - length, width & depth, but how many know what 4D graphics are? If you are one of the millions of people thinking 'What the %&$* are 4D graphics?', don't be alarmed. You've already seen them. Shocking isn't it? We all remember Kutaragi proclaiming not too long ago that PS3 would utilize 4D graphics, but what exactly did he mean?
4D, from a developer’s point of view, is is the progression of Life in time. It is where every tangible object in your game is living and constantly changing. As a result, change becomes an integral part of 4D graphics.
But how does all of this become possible? The answer is the dynamic rendering of procedural textures. Sounds complicated, but it's not. Let me explain; Procedural textures are textures which are linked to an algorithm. Instead of the texture being drawn pixel by pixel, you define the way these pixels have to be lit to produce the texture you want.
When the procedural texture is placed somewhere, you utilize an engine for actually generating these bitmap textures. They have life. They can change in a way you define them, especially through time. In a lot of the current games, the randomized textures method is used. Developers use one bitmap and just map it on randomly in the environment to create the design for that specific area. Every texture is not defined or unique. So, the method to create procedural textures allows for more control.
Allegorithmic is a utility set which allows an extensive realization of procedural textures. With it you define the procedures way using MaPZone, and then use ProFX to rasterize the images, producing the final result to be displayed by a renderer or a game engine.
for the full article and a couple video demonstrations of the sexy 4D graphics, click the link at the top of the post :thumbup:
Edit aug 31st:
for an "almost full explaination" of what 4D and 5D is, read this:
Spoiler!
hope this clears things up a lil. thank you wikipedia
1. -- gaming not possible in 1 dimension
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2. most first-gen games used 2D. NES and SNES were the last consoles that had a focus for 2D (sidescroller) games
============================
3. third dimension games are what you've been seeing if you started gaming around 1992~1995. 3D games did exsist before but few and far between
============================
4. xbox360 and PS3 are the only consoles that can handle 4D. only PS3 can handle at playable rate. textural 4D exceeds what a "vista upgraded" PC could handle in a high-res game. textural 4D, in terms of gaming, is when all the pixil-level graphics are 4 dimensional. the resolution in which it's projected from determins how many calculations the system will need to make. a modern vista pc does not have the means necesary to produce this at the pixil-level as a game environment.
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4th dimension is indeed time. time, on that analogy, is the darker/thinner shadow-looking cube. when looking at 4 dimensions you will find that the images have more "clarity" in their motion, as it's shadowing anything in motion. i don't want to go into too much detail on it as it's not THAT hard to picture. the lines that appear red in the analogy are 3D hinges and are not part of the visual texture. they cannot be (im making this word up, i think) unparallelize the parent from it's shadow texture or vice-versa. the harry/fuzzy-looking green lines are hinges but can only move on the 2D level in which the parent 3D model defines, as long as the perpendiculat lines attached to them on both sides of the "harry/fuzzy-looking" green lines are SIAs, or Supplimentary Interior Angles, or for short -- add up to 180°. all plains on the parent model cannot be unparallelized/unperpendicularized by the motion in it's vector field. vector fields are 2D. the corresponding lines and their angles on the shadow can move in the same manor. if you still dont understand what a SIA is, look up the name (which is in italics) on wikipedia or dictionary.com
===========================
5. "only possible on a super-computor" on the notes from 2006 i found. this obviously will change as computors advance in time. cannot be done with the CPU of one or two units, atleast... for now
------------------------------------------------
in the fifth dimension:
1. the lines depicted above in the 4th dimension explaination which could move in 3D can now move in 4D -- or in otherwords, can now unparallelize the parent texture from it's shadow.
2. the lines depicted above in the 4th dimension explaination which could move in 2D can now move in 3D -- or in other words, can now unsupplimentarize the two horizontal plains but cannot unparallelize them.
===========================
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Super Puzzle Fighter II Turbo HD Remix will be available later today on the PlayStation Store. For $10, players will be able to play Capcom's beloved puzzle game with new 1080p HD graphics, new gameplay modes, improved game balance, and new backgrounds created by Udon. Oh, and did we mention: online play?
For those unfamiliar, the point of the game is to move and rotate gems to form groups of the same color. By destroying gems of the same color, players will send counter gems on their opponents. In Tetris-fashion, when the screen fills up to the top, the game is over. The three game modes include:
X-Mode: Classic Puzzle Fighter
Y-Mode: Gems automatically break when three or more gems of the same color line up in a row vertically, horizontally, or diagonally.
Z-Mode: Players move a 2x2 cursor around the screen rotating the positions of the highlighted gems; more gems are added from below, moving all the current gems toward the top.
In addition to rebalanced gameplay, players can also create their own drop patters through Counter Gem Edit. Online Ranked Matches will use the "TrueSkill system" for balanced fights. Finally, online leaderboards (a requisite for any online game) are included. Stay tuned later for more information on today's Store update.
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This small utility is more one Proof of Concept that another thing. It is about a homebrew able to download (starting from a URL) any type of file over your ms (you choose same the place where you want that I file is to download), he is obviously possible to download my source code.
Use:
The use of software proceeds in 3 stages:
- You return an address URL.
- You return the way where will be to download the file.
- Remote loading of the file.
Then there are two manner to return an address URL:
- Is you write an address in the file url.init and when the program requires of you return an address URL, it will be enough to press on triangle to directly charge the URL which you wrote in the file url.int
- Is, at the moment when the program will require of you to return an address URL, will use you quite simply the virtual keyboard and will type address URL manually.
Once you will have returned address URL, program will ask you to return output (i.e. a way of exit in which the file will be downloaded), for example if you to download a file which names Biographie.txt and which you want that it is downloaded in file PSP/it will be enough for you to type:
ms0: /PSP/Biographie.txt
The Council of use and bug:
- It is necessary that address URL is valid, if it do not have it the psp freeze
- Take care of well returning site where will be to download the file if not the psp freeze
- If the psp is inactive during 5 min it éteind (it is a bug on which I did not have time, nor courage to solve… sorry).
- If you to charge the URL of the file url.ini and that in continuation you decide to write to your same URL you it y' has a bug which leads to a freeze.
- There are bugs on the level of the gfx (of time to other, not all the time…)
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Well perhaps I was bored so I made an installer for the Pandora's Battery. Its a bit of a pain to set up , This should help some people.
Download the .rar
Unzip with winrar
Run the setup (this part must be unzipped to c:\)
Double click the Shortcut to Pandora's Box
Click the second button to launch the installer
Faq isnt in yet due to thinking its simple enough not to need one.
Beware dont go converting your only battery, Once its converted, and you hard boot you will need to get a "normal" battery to start your psp .
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Mr305 has released a new version of his learning app for the PSP:
Here's a new update! This version adds to what's in the Compo entry version.
What's new:
-> This time this adds the calculator as request by most users.
-> A minor bug fix in the catergory selection screen.
-> Changed Physics to Physics++; because it doesn't fit well with the other categories.
Notes:
-> Sqrt and Cbrt buttons are visible but non-functional and very buggy; donot use them.
-> Press START to keep the current value/skip number entry. Keep using and you'll get it by your self.
-> Press START during the operand selection mode, to repeat the previous operation. It's like pressing equals on a calculator repeatedly.
Eg: Enter 25. Select X [multiply]. Enter 1.2. Keep Pressing Start. It'll keep going like this... 30, 36, 43.2, 51.84 and so on...
TODO:
-> Math expression parser. Right now, it is around 40% done. But it's not my biggest priority, the calculator is, just to keep it "BACK-SCHOOL" ready.
-> Add the button press simulation to the Calculator screen also.
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Bumuckl has released a Pokemon Clone for the PSP, heres the release details:
A long time ago, about 3 months, I started writing on this smart pokémon-clone for the Sony PSP.
Many people said, that this project would never be finished...so guys I did it! Pocketmon aint very similar to the Gameboys one...pocketmon quecksilver is much more bloody!
Features:
- Over 15000 lines of Code
- 16 Monsters
- Pocketdex
- and many more...
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Well, I'm just starting out learning how to make C++ stuff, taking a class this year at my school, so I'm hoping to learn more.
So far, I've made two tools in this Tool Pack for VCS CheatDevice. These include:
On-Screen Text Editor - Displays text you input on the bottom of the screen during gameplay
Teleport Maker - Teleports you to the coordinates you put in.
I will be porting more!
This is a very simple C++ code, but I'm going to work on making an actual app, and to, maybe one day, even get it on the PSP.
Right now it's only a PC version.
Controls:
Type 1 or 2 to choose what tool you want to use.
Simply type in the information that the program asks you for and hit enter, until finally, it asks you to export it.
Then simply type in the EXACT file path of the .txt file you want to save it to.
For example, if I wanted to put it on my PSP, I would input:
I:\CHEATS\vcs\cheats.txt
Then it will be saved along with your other cheats in your cheats.txt file.
Known bugs:
After using the program once, you will need to restart it, I am having problems getting it to go back and let you make more than one code per launch. (If anyone could help me with this, please do!)
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Moonlight posted this a few days ago, (only of note to coders and hackers):
This is an example (with source) of a very simple custom ipl with only 2 features
The custom ipl extends the 1.50 one. The copyrighted material (sony 1.50 original ipl) has to be provided by the user in form of the 1.50 updater.
- It bypasses ta-082+ brick, so you can have a ta-082+ without any key patched running 1.50 kernel based firmwares.
Feature for programmer:
- It dumps 0xbfc00000, the psp boot code prior to ipl, to the address 0x883e0000 (which is not touched by 1.50 kernel). To get the boot code in a 1.50 original firmware, just run kdumper, and extract 0x3e0000-0x3effff from the kmem.bin file -> that's the psp boot code. If you are in a cfw, you will have to execute the kdumper as a recovery or autoboot, because the 3.XX kernel overwrites the 0x883e0000 memory.
Note that this ipl is flashed to the nand, not written to the ms.
Some info about the ipl, etc.
- The first instruction executed by the PSP at boot is 0xbfc00000. This memory address is not the same than the 0xbfc00000 that can be accesed when the system has booted.
- The memory is read only, so variables cannot be written. Because of this, the psp boot code copies code from itself to the scratchpad memory (0x80010000).
- There is memory section 0xbfd00000-0xbfd01000. This is the one that will be converted later in the 0xbfc00000 that programmers usually know.
- One of the first things SCE ipl's do is to reset the main cpu. In the 1.50 ipl, this happen at address 0x040f0070-0x040f0084. When the cpu is reseted, what 0xbfc00000 memory was cannot be accesed anymore. The 0xbfd00000 memory gets remapped as 0xbfc00000, and 0xbfd00000 is now an invalid memory address.
- Since 2.60, SCE aproached that fact to encrypt their ipl's: they used as a seed for a prng the 0xbfc00000 memory before the reset, to decrypt main.bin (main.gz), knowing that it would be impossible to dump it after the reset. They also played with the two meanings of 0xbfc00000 to cause confussion.
While it appeared to be an intelligent move to hide their ipl's, it wasn't really that intelligent: they made us to have much curiosity for that memory, and we didn't stop until we dumped it That curiosity ended in service mode. If they hadn't hidden their ipl's... maybe Pandora wouldn't exist today, who knows.
- IPL is executed when returning from sleep mode too. Main.bin follows two different branches depending if it is plain boot or sleep mode return, as obviously the kernel is not booted again. The code branch can be seen at address 0x04000490 in main.bin of the 1.50 ipl:
Code:
u32 x;
func04005074(&x);
if (x & 0x80)
sleep mode return;
else
plain boot;
The function 0x04005074 is equivalent to the syscon function sceSyscon_driver_F775BC34.
- When not in service mode, the memory stick power is off, and the memory stick routines causes an infinite loop. To use the memory stick in a nand ipl, you have to power on the ms yourself.
- The service mode conditional can be found beginning at address 0x8001004c in the psp boot code:
Code:
if ((*(u32 *)0xbe240004) & 0x10)
{
use memory stick ipl routines;
}
else
{
use nand ipl routines;
}
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It seems the unnecessary confusion surrounding the future of Sony's 60GB PlayStation 3 is finally ceasing, as Sony has now stated that it "no longer has any inventory in SCEA warehouses." Moreover, it was noted that all of the 60GB units "had been purchased and shipped to retailers," and while Sony doesn't know how many of those are on store shelves or waiting somewhere else in the supply channel, the firm estimates that there is still "ample supply left." So, we guess that settles it (hopefully for good, this time).
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I have just released my Homebrew app PSPRestore Bèta 2.
What can you do with this app?
Well, with this app can you restore your psp in just a few seconds
Here a list with the current functions of the Bèta 2 :
- Restore Stuck Pixels (Updated!)
- Change CPU speed
- Restore the default XMB theme (Updated!)
- POC : Brick your PSP (by the release of Pandora's battery) (Updated!)
- I'm working on more and better functions.
30 August 2007 7:06 GMT - Obviously making space for other things, Sony is offering a new bundle with a console in a new colour.
On offer in North America for $149.99 is a SingStar bundle which comes with the game, two microphones and a Ceramic White PS2 and controller.
The bundle is set to ship in November bringing fans 30 songs and six medleys from artists such as U2 and Gorillaz, and it challenges players to sing along with pitch and timing indicators on the screen to score points.
"With our expansive library of titles for PlayStation, led by social gaming experiences such as SingStar, and Buzz!, we have an incredible offering for first-time gaming families," commented Jack Tretton, SCEA's president and CEO, in a news release.
"At $149, the limited edition Ceramic White PlayStation 2, bundled with the family-friendly social gaming title, SingStar Pop, is an unbeatable value that will provide fun for everyone this holiday."
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Hi Guys,
This is a small update to lower the system clock speed to
133/133/1.
No new functionality for this release, just a battery saving measure.
Cheers, Art.
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