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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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August 30th, 2007, 07:16 Posted By: kando
Hey, i usually dont consider my videos news but from the response ive gotten from this video i had to share it with you guys.
It is Z.X.Z. Nightmare Version on Hard done at 1.5x speed and one handed. and you can clearly see my fingers working everything in this video.
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August 30th, 2007, 02:34 Posted By: gunntims0103
Square Enix answers email on Kingdom Hearts petition
Around a day ago i sent a email to Square Enix, here was its contents.
"Firstly i would like to say hello to all the staff at Square Enix. I have recently started a online petition to get the good staff at Square Enix to start development of Kingdom Hearts onto the PSP. As a person who is very much involved with the PSP community, we all felt as a whole that this game is a must on the Playstation Portable.
Heres the petition information-
Kingdom Hearts on PSP petition
http://www.petitiononline.com/a137d425/petition.html
I'm hoping to get over 20,000 signatures. If i do i would hope for some sort of response from Square Enix.
Sincerely,
Rafael Bernard"
Heres Square Enix answer back
"
Thank you for contacting SQUARE ENIX Customer Support,
We hope this letter answers your questions.
Our parent company, SQUARE ENIX of Japan, has no current plans to create a sequel to Kingdom Hearts at this time. This is not to say that it will never happen, it's just that their development teams are currently focusing on numerous other projects. Namely Final Fantasy Crisis Core and a few others. We hope this information has been of assistance.
Thanks,
Neil- SQUARE ENIX Customer Support
www.square-enix.com"
Thoughts via comment
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August 30th, 2007, 01:39 Posted By: JKKDARK
via 1up
Sony Computer Entertainment America announced today that it will bundle an exclusive Ceramic White model of the PlayStation 2 with SingStar Pop and a pair of a microphones for the upcoming holiday season. The bundle, which furthers Sony's social gaming initiative (exemplified by the forthcoming Buzz! titles), will retail for $149.99 ($159.99 CAN) when it hits stores in November.
"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," said Jack Tretton, president and CEO of SCEA. "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."
SingStar Pop, originally released in April, is the second iteration in the American line of SingStar karaoke titles, following the 2006 release of SingStar Rocks. A pair of follow-ups -- SingStar 80's and SingStar Amped -- are slated for release next month, with a new PlayStation 3 iteration to follow on November 13th.
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August 29th, 2007, 22:37 Posted By: wraggster
Kotaku have got their hands on a PSP Slim, heres there findings so far:
I'm still tinkering around with the settings and such on the PSP Slim that just arrived at the house, but I wanted to get a quick post up about some of the differences I've noticed in the settings and such.
The game ships with firmware 3.60 preloaded on the system. There are a lot of menu differences but I found two in the system menu.
UMD Cache: If you set it on you can reduce the frequency at which the system reads from the UMD.
USB Charge: Allows you to charge using USB instead of a A/C.
The system now also has a new menu in Settings that gives you options for when you connect your PSP to your television to either play games or watch a movie.
Connected Display settings
Switch Video Output: You can use this to display video on the television or you can hold in the display button.
TV Type: 16:9 or 4:3
Component /D-Terminal Cable: Lets you select either progressive or interlace output.
Screensaver: Lets you set the timeout for a screensaver from none to 15 minutes.
I still have to play test the thing, check out the video output and compare the screens. More to come.
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August 29th, 2007, 22:33 Posted By: wraggster
News/release from Akez:
I created this homebrew app so i could flash my own waves to my psp. I dont know whether there are other applications like this but i would still much rather use my own as i know there is nothing which harms my psp. It is fairly easy to use and it shouldnt brick your psp unless the file you select to copy is not a system_plugin_bg.rco file.
PSP Theme Changer
I have added my own themes to this download. If you dont want them then just delete them.
If anyone does use this then use it at your own risk and make sure you know how to change the system_plugin_bg.rco in flash0 using the recovery menu.
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August 29th, 2007, 22:29 Posted By: wraggster
Interesting Interview from Pocketgamer
With rumours rife of an imminent PlayStation-branded handset, it seemed strangely prescient that we bumped into Sony Ericsson's gaming guru, Peter Ahnegard, at the Leipzig Games Convention only a few hundred metres from the plush PlayStation stand.
However, despite the obvious omens Peter remained somewhat tight-lipped and reticent to discuss the subject... Not that it stop us from asking, naturally.
Pocket Gamer: We've had Walkman music phones and Cyber-shot camera phones, so where does gaming fit in Sony Ericsson's handset priorities?
Peter Ahnegard: Gaming is probably the most mature content area we have today in mobile phone and Sony Ericsson has always reflected that, having games embedded on our handsets for many years. That said, at the same time it's an area Sony Ericsson hasn't really put all its focus on yet in the same way we have with the Walkman-, the Cyber-shot- and the Bravia-branded handsets. However, regardless of the branding, we've always had games on these phones.
Essentially, you're saying that gaming is a secondary but ever-present function in the Sony Ericsson plan?
If you think of the mobile like an onion, then at the absolute core it's all about making calls. Then perhaps the second layer is music, if we're looking at a Walkman phone, but games is always on the third or fourth layer of virtually all our devices.
However, we absolutely see that gaming is on the rise and certain handsets have worked extremely well with downloads from operators and the gaming experience was really strong – the W550i for instance.
What developments are you working on to promote gaming on your current handsets?
The hardware is developing incredibly fast. If you look at something like Moore's Law, which describes the doubling of speed in computer processors, it really doesn't apply to mobile handsets because the market is moving so much faster. Partly, of course, this is because we can use technology that has already been tried on PC, console and web to get up to speed.
The power of the phones we're creating now is phenomenal. Smartphones like the W960, P1 and associated families have hardware acceleration and OpenGL ES and are capable of providing gaming experiences on a level similar to PSP, certainly somewhere between PS1 and PS2. The key challenge is to communicate with consumers about these capabilities and what they can do with our phones.
We see this as the main issue, as well as one of our responsibilities – to reach out to consumers and tell them about gaming. This is something we're starting to do with marketing. Whereas campaigns used to be focused purely around specifications – how big the screen was, how many megapixels the camera had, etc – we're now starting to see campaigns focusing on what you can actually do with the phone.
We also see that embedded games have an important role to play and this is something we're doing a lot of work into: embedding titles that really show off the capabilities of the handsets.
What about the development community?
Of course, it's not just the consumers that we need to educate. There's the developers and publishers, too – we need to support them. We have a big responsibility there and we recognise that. Our vision is to help these communities as much as we can and to work together so that we don't get games that 'just run on mobile phones', we have games that are specifically for mobile phones.
It's fair to say that you're seen by a lot of the community as standard bearers, providing some of the best form factors and hardware for gaming. Yet despite this you don't really shout about it, why?
That's very nice of you to say and of course I have to agree that we are known for our high-performance handsets in gaming – certainly within the development industry and hopefully amongst consumers. For instance, at this year's Game Developers Conference there was a mobile competition for developing a game and out of the nine proposals demonstrated, eight were shown on Sony Ericsson handsets.
The developers are constantly giving us their feedback and we're trying to deliver everything we can to support the development community and make development and porting as easy as possible for them. We're certainly not the biggest handset manufacturer and don't have massive resource for support, but I think we have done it responsibly and sensibly. However, I also agree that this position is currently very unexploited from a press and marketing viewpoint.
How much are new Sony Ericsson form factors affected by gaming?
It's a tricky balance. The latest craze for slim handsets doesn't really go hand-in-hand with gaming comfort. Console controllers are bulky for a good reason and have been designed with specific elements in mind, e.g. the need to be hardwearing, ergonomically comfortable, etc. The same considerations go into our phones and there are lots of elements that affect gaming performance, from the spacing between buttons to joypad position. We have to accept that some devices simply won't be appropriate to drive some games and, in many cases, gaming or other entertainment content isn't the prime concern behind the design.
That said, though, we're definitely at a stage where content is having an effect on the form factor. Whilst it used to be more the case of creating the forms and then at the end look for content to fit within them, right now content and form factor are developed in tandem and interact with one another.
Okay, on to the direct questions. Is there a dedicated category of gaming phones within Sony Ericsson?
We won't be marketing them specifically as gaming phones, but games will be factored in the consideration of more devices going forward.
So when is the PlayStation phone coming?
I've been waiting for that one! To explain our position I need to look at the brands we've developed so far, in particular the Cyber-shot and Walkman phones. When we looked at all the assets we could muster for music and imaging the services, downloads and overall proposition, we felt that we could create something that really lived up to the values of the brand and fill all the required boxes. We're not launching a brand of handset simply because we can, but because we can lead up to the expectations of the consumer.
Up until today we haven't felt we could launch a PlayStation phone because it wouldn't be recognised as a true continuation of that brand of products.
Up until today? So does that mean we can look forward to a PlayStation branded handset soon, say before Christmas?
It's obviously something that we're looking at but right now I can't really comment. Before Christmas, certainly... but exactly which Christmas I can't confirm!
Okay then we'll leave it at that for now, but what about your vision for the future of mobile gaming?
What I really want to see – and I guess this is as much my own personal vision – is that mobile gaming is able to leverage the success of what happens in the PC/console markets. By this I don't think that we'll have a miniature version of Battlefield or World of Warcraft, but rather to integrate with these communities and offer something different.
The truth is that if you're at home and have access to other hardware, the mobile is a secondary gaming device. Maybe this is different if you're on a bus or even in some emerging markets where console penetration isn't very high but for the west, at least, it's true.
With this in mind, I believe we should take small steps and offer small mobile gaming services that tie into existing communities. The WoW trading house is an oft-cited example where this element of the game is distinct from the actual action. Lkewise, I see a similar level of admin that could be fulfilled over mobile whilst you're travelling home – imagine training characters or organising your armies in preparation for launching into battle when you step into your house. There's also the prospect of showcasing, taking characters, elements and achievements from your games and showing them off with friends at the bar.
Ultimately I see mobile communities as connecting with these existing worlds rather than competing with them.
That's an interesting perspective. So do you think mobile can be a primary gaming device?
Of course, mobile casual games will exist and always be requested by consumers and they will continue to offer great gaming entertainment in their own right. After all, at the end of the day it's not fantastic graphics or realistic physics that are essential to gameplay, as Tetris has proved, it's the fundamental rules of the game and how much fun it is to play with them.
Okay, but what we're saying is that the mobile handset has the potential to be a unique gaming device in its own right. In the same way the Wii has a funky controller and DS has a touchscreen, the mobile has a whole range of interesting functions that could be called upon, such as speech input, cameras.
That's certainly true, but we have to face the fact that every time a new gamer sits down with a mobile phone he has expectations born predominantly from PC and console games. Those expectations for both consumers and developers cannot be wiped away. In some respects the developers and publishers have to play safe and try to play to these expectations, which obviously doesn't help with innovation.
That said, I do think we have to start with a clean sheet. Look at the functions and limitations of the format, a particular screen size, camera and ask what type of games would be fun to run on this platform? As part of that we need to support the developers and innovation to provide support and opportunities to preload innovative titles onto devices to show what can be done. For instance, we have a new handset with an accelerometer. Essentially, this was so the handset could be used as pedometer, but there's an embedded game that makes use of it in a really cool way. Of course, this is just one handset and so there won't be tons of games on decks doing this.
Whilst we're talking of innovation, what do you think will make an impact and be exciting in the next 12 months?
During 2008, hopefully we will see something happen to connected games and this is definitely something I'm really really excited about. And I don't just mean high-score or sharing goals with friends, but opening up the possibility for whole new types of games.
Of course, there are barriers here that need to be solved, there's a lack of standards and nobody's really driving it just yet, but we're certainly excited about the potential and happy to support this if someone takes the initiative.
The same is true for location-based games. GPS is becoming more common than it has been previously and this again opens the potential to really create totally unique mobile gaming experiences. Imagine, for instance, a quest that was integrated with your established console game, which asked you to go out into the world and collect something from a particular place to bring back to your game.
And from the hardware side? What can consumers expect to see from Sony Ericsson in the next 12-24 months?
Well, as I said at the start, hardware is advancing incredibly fast. In two years I'd expect to see something like a Pentium 2 1GHz processor and memory of 60Gb in your handset. We will also see more 3D hardware acceleration with dual-purpose chipsets that enhance gaming and streaming video. Obviously this is likely to open the door to bigger games, either preloaded or side-loaded games. In South Korea, we're already preloading games of around 30Mb.
When it comes to connection, 3G will be the absolute basic, HSDPA is next and this opens the door to advanced connected games. Beyond that, I'm sure there'll be lots of interesting new features and gadgets coming to phones and you can be sure that whenever we see a new feature, we'll always be asking what sort of game can we make for this?
To underline Peter's vision for the future, he gave us a glimpse of some rather impressive Power VR tech demos showing off a smorgasbord of visual effects, from dynamic lighting and reflections on a metallic suit of armour to 50 individually coloured butterflies with collision detection, and Ridge Racer-style racing cars speeding by at 40 frames per second. You can see still shots of all these above and we're hoping to be able to upload some videos shortly.
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August 29th, 2007, 22:26 Posted By: wraggster
Danzel has updated his Defence Station Portable game for the PSP.
Heres the release info:
This version has a slightly longer River TD, plenty of playability fixes and fixes/improves the bugs that prevented many other people from releasing their own maps.
There is also a difficulty modifier, so daring folks can try play the levels through with more difficulty. Try beat River TD on 2.0x difficulty, I DOUBLE DARE YA!
Mapdevs, check the updated leveldev.doc, the file formats are still the same but you can now override more of the images, check levels/test as an example :-)
ChangeLog:
Add "How To Play" level.
Difficulty multiplier. (bigger number = more enemy HP)
Show tower stats while placing one.
Add "Save the house" mode.
Show range rings when upgrading towers (Yes, you can upgrade towers! :P select one on the map with X)
Show Wave XX/XX Text between waves.
Most game graphics customisable by level.
Fix loading levels made on windows.
Fix Quitting level in middle of wave stops player starting wave.
Fix points (Max 10 points / normal enemy, 40 points / boss. Quicker kill = more points)
Updated Version released 1.1a
Fixes the redsubmarine issue >_>
Fixes Difficulty changing on PSP
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August 29th, 2007, 22:21 Posted By: wraggster
Baly23 has released a new app for the PSP, heres the details:
Baly23 (Me), has coded this homebrew, Timers. The homebrew will starts a lot of timers (maximum 10) in sequential mode like "Nike Running Triax" watches. This could be used in gym or other case.
Video:
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August 29th, 2007, 22:16 Posted By: wraggster
trex6662k5 has released a new version of his XBMC Remote Interface Mod
Heres whats new:
Changes since V0.7.6 Mod
-Fixed a mistype which caused sensitive controls and other problems.
-Removed KXploited Eboots due to beautiful Custom Firmwares.
-Decreased sensitivity of analogue sticks slightly.
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via trex6662k5
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August 29th, 2007, 22:11 Posted By: wraggster
Gibus, Genevois Romuald & Alexel posted this new game for the PSP, heres details:
The goal of the play is to escort hearts so that they arrive at the PARADISE. For that you must guide them and help them to avoid the obstacles who could destroy them. With the joystick, you direct your vessel. You can lay out with the button “R” a “magnet” which will attract at this place the hearts. To decontaminate it, click on “L”
The play comprises 12 different levels and 4 decorations
Keys:
Joystick: allows to direct your vessel
R: allows to activate the magnet
L: allows to decontaminate the magnet
START: /Menu pauses
Do not hesitate to make all your comments over the official topic of the play.
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August 29th, 2007, 21:56 Posted By: wraggster
LarryTM posted this news/release:
Released a few months ago Hope you gonna like it )
1st polish demo for psp ;]
Screenshoot :
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August 29th, 2007, 18:00 Posted By: wraggster
New Game released at Divineo China
A stratey-RPG offering from the makers of Dark Cloud. Jeanne d' Arc takes place in a fictitious world inspired by Jeanne d' Arc (known more commonly in English as Joan of Arc.) The game's background story begins far in the past, during a long war where dark gods attempted to use their demon armies to enter the human world but were stopped by five heroes. The story jumps forward to the 15th century AD as France and England battle during the 100 Years' War. You play as Jeanne as a 17 year old girl. When Jeanne is attacked by a demon at a festival, voices encourage her to defeat the monster and take up the legacy and eblem of the five heroes. Together with friends Lian and Roger, she takes up the cause to lead France towards victory against attacking demons and the English army. Gameplay is presented in 3D turn-based RPG play, utilizing the unique character powers and game rules to determine your offensive and defensive strategies.
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August 29th, 2007, 17:57 Posted By: wraggster
New Game released at Divineo China
Shoot for the pin with the '08 edition of Tiger Woods PGA Tour for the PSP. The all-new Shot Confidence feature tracks your performance on every hole, round, and golf course. Based on key factors, including club selection, hole, lie, and more, dig into past performances with the Confidence Meter to identify strengths and weaknesses before every shot. PSP players can look forward to 14 championship courses (including eight new courses), highlighted by the all-new PGA TOUR® FedExCup championship format by teeing up at Westchester Country Club, TPC of Boston, Cog Hill, and East Lake.
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August 29th, 2007, 17:49 Posted By: wraggster
New Game released at Divineo China
Bladestorm: The Hundred Years War brings to life the intensity and drama of a war-torn Medieval Europe featuring a rich tapestry of legendary characters including Joan of Arc and Prince Edward, the Black Prince.
Utilizing a next-generation game engine, the game's armies collide on the battlefield at an unprecedented scale. Countless numbers of men consumed with ferocious intensity converge on screen, where tactics and cunning combine with valor and might to determine who is left standing at the end of the day. The game puts players in the role of a rogue commander and gives them direct control of mercenary units in fierce clashes with English and French forces. You must adjust strategies as skirmishes evolve, and then deploy the unit best-suited to handle the challenge. Game progression is wholly dependent on a player's decisions and accomplishments on the battlefield.
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August 29th, 2007, 17:32 Posted By: Shrygue
via Computer and Video Games
You'll see the full three-minute intro and a few early battles but, more importantly, your eyes will get to clap themselves on the lovely Nariko in full swing in three direct feed movies straight from the final version of Heavenly Sword.
As you'll soon see Heavenly Sword is heavy on the action and easy on the mind. Brain Training this most certainly isn't.
September 14 is the game's official release and final code crashed down onto our desks this morning, nearly breaking them in half. We're still looking for our strawberry Chewits...
For your viewing pleasure we've captured the opeing of the game as well as some fighty scenes that'll nicely warm up your fingers right through those cold winter evenings. Brrrr...
Look out for the review soon.
Trailers via source or here
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August 29th, 2007, 17:27 Posted By: Shrygue
via Kotaku
60GB PS3s are on their way out. The US online store SonyStyle.com has run plum out of the 60GB consoles, leading to speculation that only retail units remain. The US $499.99 machine is listed as "Back Order," while the $599.99 80GB PS3 is readily available. According to a Sony rep:
The online site has exhausted its inventory of the 60GB. They still have inventory available in-store, however, and other larger retailers and their web operations still have ample supply.
Previously Sony announced that the 60GB PS3s would be available until they were no longer available. So potential customers snap up those remaining "cheaper" consoles while you can, because 20GBs more will set you back a hundred bucks. Don't you just love this pricing scheme? It's evolution, you know.
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