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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
DCEmu Homebrew & Gaming Network.
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THE LATEST NEWS BELOW
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July 31st, 2007, 12:55 Posted By: wraggster
New from Auraomega and please read all of the news from him before you use this release:
PSPLock now appears to be in EBOOT format. This is simply an easy installer that I've lovingly called PEF (PSPLock Easy Flasher), all you have to do is run the program, select the options, and it does the hard work for you.
Increased security
Installed differently, which means you MUST read the README_PEF.txt
The ability to select characters (upper and lower case), punctuation, and numbers. Due to the above change, there is an easy scrolling option, pressing the triangle button will move you to the digits, the right should button to skip to upper case characters, and the left shoulder button to switch to lower case characters.
Faster load times, and although these are probably un-noticable, they are there.
Ability to select a "Button Switch", this allows you to either force-crash the PSP if the buttons are not pressed upon bootup, or, if the buttons are pressed upon bootup, the PSP will switch manual/auto modes (so if you are on auto mode, it will switch to manual, and vise-versa). Of course, this option can be disabled.
If the above "Button Switch" mode is activated, you will be asked to press 3 buttons, these will be the
buttons used. If you only wish to have 1 of these buttons doing the job, press that button 3 times.
Increased compatibility with VSH plugins, almost all that I have tested work, with the exception of
CXMB.
THIS DOES NOT WORK ON M33 FIRMWARES
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via Auraomega
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July 31st, 2007, 12:48 Posted By: wraggster
Latentdev has released a new game for the PSP, heres the release details:
Gunfor ver 1.2
Developed by LatentDev
Overview:
A quick, addicting game in which you try to dodge fireballs
New to ver 1.2
-4 different difficulties
-disabled screenshot cheat (you can still take a screenshot of your time though)
Coming soon in ver 1.3
-skinning support
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via latentdev
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July 31st, 2007, 12:44 Posted By: wraggster
Jus-cal has released a new PSP portal, heres the release details and download:
Hybrid combines coding skill and sleek designing by Gzero Interactive.
What is it?
Hybrid is a HTML/Javascript coded portal.
Will it brick my PSP?
No. It will not brick your PSP, it is not homebrew, it does not downgrade your PSP, and it is legal.
Features
* Password protection
* Flash games
* Flash applications
* Internet browser
* Sleek graphics
* GMB - Gzero Media Bar
* File browser and loader
* Easy GUI
* Unique GUI
* Multi-tasking
Status
100% - Released!
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via jus-cal
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July 31st, 2007, 11:56 Posted By: Chameleon
Quake, has released a new version of his Windows app Extreme Link.
Heres whats new:
* Extreme Link: Explorer
o Added: Windows Explorer Open - Comp/PSP
o Fixed: PNG Image Viewer for SAVEDATA on PSP side - PNG Image appears normal in small view
o Fixed: Showing Files on CD/DVD - Files appear as normal
o Fixed: Nagging Error Message - Error message for CD/DVD Explorer open.
o Replaced: Open / MsgBox to Notepad - PSP Side
* Extreme Link: Options
o Added: Extensions
o Added: Extension Menu Option - Compress De-Compress / Depending on Extension
o Added: Custom Extensions
o Added: ListView ForeColor
* Extreme Link: Records
o Added: File Stats to Caption Header
o Added: Word Search
* Extreme Link: Ciso
o Added: Idiot Messages
* Extreme Link: Directions
o Added Help for IRSHELL Download and Give Feedback Via Comments
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July 31st, 2007, 11:43 Posted By: JPJunkie
Ultimate PSP Version 1.5
By JPJunkie (Me)
This Portal Contains
130 Flash Games
29 Apllications
Link To The Best Site Around (DCEmu of Course)
Updates From Last Version
Brand New Look
Smaller File = Quicker Download
How to Install Ultimate PSP Version 1.5
First of all Unzip the file
Then add the Ultimate PSP folder into the folder on your PSP that is called Common
Then on your psp browser type file:/psp/common/UltimatePSP/UltimatePSP.htm
:thumbup:
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July 31st, 2007, 10:46 Posted By: DarthPaul
Via Raphael's Blog
Raphael released a new version of the great plugin for our PSP.
Here's the changelog:
- Fixed a major bug with the calibration function that scaled the range wrongly (should now really be useable)
- Added a function to map the D-Pad buttons to analog in case you can't fix your analog stick but a game requires analog stick
- Added a function to force analog input (for XMB for example)
- Added a function to map the analog to D-Pad (to control XMB with analog)
- Added button mappings for SCREEN (brightness), VOLUP and VOLDOWN
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July 31st, 2007, 10:08 Posted By: DarthPaul
Via Darksoft
Tim Willhack has finally released Hexaxis XXI Update #8! The homebrew puzzle game with the great visuals, great music, etc..
Changelog:
Update #8 changes:
- Added Unique 3D menu system
- Added 3 modes
1. Standard (With Preview)
2. Advanced (No Preview and faster)
3. Quick Run (3 minutes)
- Zipped content is under 14megs! ~17.5 megs unzipped (thats less than the last update with less content)
- Added High Score table with Score, Level and Highest Multiplier and Verification code for each mode
- Added 2 new levels Sleepy Spudgy and Tornado Card (Removed Hippie Tie Die)
- Added Logo and Menu Music
- Added Rotating Level Select Menu with mp3 preview and background / color preview
- Added fonts with shadows for menu and HUD
- New Pause Screen allows you to change the level without restarting or go back to main menu without losing the running game
- A ton of new transitions from everything from the logo to the pause screen
- Much cleaner and readable HUD during gameplay, including keeping the multipliers off unless you have them
Square button is another turbo button but half way between turbo and regular speed
- If you put a dice down and it resets to the top, you have to let go of down before the dice will move down unless you are holding up
- If you put a 1 down, its bad! The grid will fade out so you can barely see the dice until you put another down, this is meant to screw you up
- Fixed very major bugs with the combo / multiplier system getting stuck
- Added Drop combos, Wipe Combos, and total multiplier (all of them added up)
- Added Verification codes which are unique to each mode,score and multiplier to stop cheating
- If you are in a game, if you try to start over it asks if you are sure before restarting
- The further you get in the 2 main modes the faster everything goes
- Advanced mode starts faster than Standard
- Preview line is off for Advanced and Quick Run
Screenshots via comments
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July 31st, 2007, 09:41 Posted By: Chameleon
The director of LocoRoco, Tsutomi Kouno has confirmed that a LocoRoco sequel is definitely going to be heading to the PSP in addition to the new PS3 version. He commented that he is thinking about a new PSP version and based on the glowing feedback received from gamers, he has an obligation to create a sequel.
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July 31st, 2007, 09:33 Posted By: Chameleon
Uberjack has updated his MSX emulator for the psp with these new features:
fMSX Changelog:
According to the changelog for the application, one of the big changes retro gamers will be excited about is the 60 percent increase in rendering speed, with MSX2 titles running at full speed when played at 222MHz. In any case, below are the two main changes for fMSX-PSP v3.3.2:
* 60% increase in rendering speed--MSX2 titles run at 100% speed at 222MHz
* Fixed buffer overflow error affecting units without a battery (thanks to Alpha Beta for tracking it down)
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July 31st, 2007, 09:33 Posted By: DarthPaul
Becus25 has released a new version of his Custom Firmware for the PSP
Heres whats new:
- Updates of Sony locked from game/memory stick (when you execute some update of XMB la PSP will return to XMB).
- Updates of Sony from UMD locked (patched the function vshKernelLoadExecVSHDiscUpdater)
* And if you execute a update the PSP will do this ... :
My flasher copy the file updater.pbp located on ms0:/psp/ie162 to flash1 (updater.pbp is the updater of the IE for install other IE new.
When the system call the function vshKernelLoadExecVSHDiscUpdater from the XMB the console will return to XMB and copy the updater.pbp from flash1 and put it on ms0 for show it on XMB.
Note : The folder 'ie162' will should be download of internet also .
Note 2 : Not use the updater.pbp from 1.50 firmware . Your psp will be bricked.
Suggestion of darkcommon of it function of darkcommon . Thanks .
- Now load eboots of 1.0 firmware you shouldn't from recovery. This function will be enabled automatically .
- Fixed a small bug found on recovery.
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Via Becus25
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July 31st, 2007, 09:27 Posted By: DarthPaul
Via Un-Official iR Shell Forums
Ahman and Stonecut have released a new version of iRshell
New features:
- Added support for Team M33's newest custom firmware (See note 1). If you don't want to update to M33, you will still be able to use this new release with older OE firmwares
- Launch and multi-task with PS1 games from within iR Shell (works also via USBhostFS and NetHostFS) (see note 2)
- Backup ISO plugins now integrated into iR Shell 1.5 EBOOT and 3.5x EBOOT (also supports USBhostFS and NetHostFS)
- Backup UMD Video ISO support (also supports USBhostFS and NetHostFS)
- Direct switching between 1.5 EBOOT and 3.5x EBOOT via new shortcut combo
- System-wide "Quick Exit" function to quickly shutdown games, homebrew etc and return to iR Shell
- Improved Autoboot to iR Shell plugin
- New Comic Reader plugin based on PSPComic for CBZ and CBR files by suloku - Original version by Archaemic
- Added the ability to flash/blink the menu highlighting cursor.
- Added support for adhoc PC nethostfs connection under 3.xx CFWs (some additional firmware files required)
- Added a new config item in configurator to turn on/off the Music button for screen capture.
- Other bugfixes and tiny improvements.
Please Note:
1. CFW 3.51 M33 Original version, 3.51 M33-2 (patch 2 with WLAN fix) and 3.52 M33 are supported. 3.51 M33-3 to 7 (patch 3 to 7) are not supported due to a sceKernelLoadExecVSH bug which had been fixed in 3.52 M33.
2. The launching of PS1 games via USBHostFS & NetHostFS works on all OE firmwares and also 3.51 M33 Original & Patch 2. FW3.52 M33 has issues with USBHostFS & NetHostFS, please update to FW3.52 M33-2 since Team M33 has resolved the issue in that revision. ~ Additional Files Rapidshare mirror download here.~
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July 31st, 2007, 09:20 Posted By: DarthPaul
Raphael has released an application which lets you change the sensibillity of your Joystick
Features:
- It changes the axial mapping to a cubic (or other selected) form so that small movements don't get recognized too early.
This means that you can move cursors more exactly and don't have it jumping around on the screen.
- It applies a sensitivity scale to linearly change the responsiveness (and maximal amplitude for values < 100%)
of the stick. With this you can 'slow down' the analog stick.
- It filters movement of the analog stick so that abrupt changes are further smoothed (adjustable).
- It is possible to calibrate the analog stick so it centers properly.
It is a plugin,so you guys must know how to work with plugins,uh? If you forgot in these 6 days... here's a reminder:
- Unzip the zipped archive
- Copy the joysens.prx into your mso:/seplugins/ folder
- Add the line "ms0:/seplugins/joysens.prx" into the game.txt
- Turn off your PSP and go into the Recovery Menu and enable it under the plugins section
- Enjoy!
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July 31st, 2007, 09:17 Posted By: Chameleon
Via PSP Hacks
Finally an update on RIN, A Gameboy/ Gameboy Color emulator for the PSP, as it has been over a year since the last one has been released...
Davex's RIN mod adds two new features: Rewind and Mirror. The former is a nifty little Sands of Time-like feature that lets players warp back in time without using save states. By default, the rewind button is mapped to the PlayStation Portable's right trigger button, but according to davex, this can be changed in the Key Config menu.
The second feature, Mirror, horizontally inverts all game graphics. For example, if you're playing a platformer that's played from left to right, the Mirror feature will let you play it from right to left instead. Switching between normal and Mirror modes can be done through the Screen Size menu.
Davex's RIN mod is for version 1.21 of the RIN GB/GBC emulator. Please read the readme file included in the download before you install it.
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July 31st, 2007, 09:08 Posted By: DarthPaul
Here's a new release from Weltall of his great cheat device application.
The changes of this new version:
- [ALL] now the text reader loads txt files from ms0:/seplugins/cwcheat/text/gameid.txt where game id is the id shown on cwcheat, it works just like memory cards or _S db entries. In this way you can store a txt file for every game.
- [ALL] now the text reader saves the old position upon exiting, in this way everytime you return to the text reader it will be were you left it, even if you reload the game. It will be saved as gameid.pos in the same dir of the txt.
- [LITE] added an homebrew only lite prx: it's called cwcheathblite.prx
- [ALL] moved config loading from the volatile partition to the kernel partition of the ram this should allow better compatibility with games/homebrews/vsh. GTA: LCS is working fine now even in m33 no umd modes (np9660/m33)
- [ALL] moved clock changing functions to the end of the cwcheat bootup process this increased compatibility with the vsh (now it's possible to use the homebrew prx or use R during bootup to load cwcheat even without umd and without freeze) and maybe also with homebrews and games
- [ALL] added a generic function to manage all numbers insertions in cwcheat (this is mainly backend)
- [ALL] implemented a goto function accessible with select in the memory editor: for now it's the only function using the generic number insertion function. (NB: it will search for the adress before the entered one alligned to the bytes you can see in a line)
- [ALL] fixed a bug in the disassembler which could lead to it going before the user mapped area when opening it making it crash.
- [ALL] now the cwcheat for homebrews can be installed easily as it's put in the MS_ROOT folder
- [POPS] now when entering the memory editor from the cheat mod menu the adress is managed correctly
- [ALL] now the memory editor and disassembler cleans the screen right when changing screens not only when exiting
- [LITE] added an POPS lite prx: it's called cwcheatpopslite.prx
- [ALL] the screen is cleared more in the disasm and memory editor to avoid parts of the memory editor, cheat modifier or disassembler remaining on screen
- [ALL] fixed a bug which could make the disassembler crash when making a new cheat if entered from the memory editor while selecting a not 4byte alligned adress.
Enjoy cheating!:thumbup:
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Via CWCheat
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July 31st, 2007, 07:48 Posted By: wraggster
StrmnNrmn has posted 2 updates on Daedalus PSP in the last few days heres both Newsposts in full:
Recharged
It's been quite a while since my last update. I was starting to feel a little worn out from all the work I'd been putting into the emulator over the past few months so since releasing R12 I've been taking a bit of a break from Daedalus to unwind and recharge my batteries.
It's been really nice just taking a bit of a break to do a few different things with my spare time. I spent a short while in Spain with my sister, and since I've been back I've been catching up with a bit of reading, watched a load of TV that I'd queued up and played through a few games I'd had gathering dust for a while. Sadly my 360 succumbed to the Red Ring of Death last week so it seems I might have been pushing it a bit too hard
I found a new flat in Guildford which I'll be moving to at the end of August. I'm quite excited about the move as I'll save a lot of time commuting. It currently takes me little over an hour to travel into work and it'll just be 15 minutes once I move. I'm hoping that cutting back on the commute should not only free up a couple of hours each day, but I'll also be a bit less knackered once I finish for the day.
I also picked up a Macbook Pro during my 'time off' and I've really been enjoying my new-found sense of computing freedom (I've been writing this post on the train on the way home from work.) It's the 17" 'lapzilla' model, and it's an absolute beast. It actually compiles Daedalus faster than my year old desktop PC which I find pretty impressive. I'll have some details and tutorials about compiling Daedalus PSP under OSX in the near future.
Now that I've had a bit of time off, I'm feeling very excited about getting cracking with R13. My main feeling is that I'd like to continue working on speeding up the emulator to try and improve the framerate for titles that are already working. From your comments on this blog and on other sites such as the DCEmu forums (the site seems to be down right now - I'll update with a link later) it seems that this is mostly what people are interested in seeing for the next release.
There are a number of different areas I can investigate to help improve performance. The two main possibilities I want to investigate are working on further dynarec improvements, and looking at making use the Media Engine. To start with I'm going to explore both of these areas and try and figure out which would give the biggest 'bang for buck' for R13. I'll post and update on R13 when I have more details.
-StrmnNrmn
and also this one:
Custom Controller Configurations A number of people have asked if I would be adding support for user-defined controller configurations in a future release of Daedalus. As it happens Daedalus has supported user-defined controller configurations from R7 onwards. From the readme file:
As of R7 Daedalus now allows user-configurable controls to be specified.
The desired controls can be chosen from the Rom Settings screen.
In order to define your own controller configuration you need to add a
new .ini file to the Daedalus/ControllerConfigs directory. There are a
few examples provided which should give an overview of what is possible.
I will look at providing a more thorough tutorial shortly.
The format really is quite simple, but it is very flexible and allows for a number of advanced configurations. Here is a simple configuration which is distributed with Daedalus (ControllerConfigs/dpad.ini):
Name=DPad
Description=By default the PSP DPad maps to the N64 DPad. Hold Circle to map to the CButtons.
[Buttons]
N64.Start = PSP.Start
N64.A = PSP.Cross
N64.B = PSP.Square
N64.Z = PSP.Triangle
N64.LTrigger = PSP.LTrigger
N64.RTrigger = PSP.RTrigger
N64.Up = !PSP.Circle & PSP.Up
N64.Down = !PSP.Circle & PSP.Down
N64.Left = !PSP.Circle & PSP.Left
N64.Right = !PSP.Circle & PSP.Right
N64.CUp = PSP.Circle & PSP.Up
N64.CDown = PSP.Circle & PSP.Down
N64.CLeft = PSP.Circle & PSP.Left
N64.CRight = PSP.Circle & PSP.Right
The file starts with two lines defining the name and description for the controller config. These strings are used in the UI when selecting configurations. The '[Buttons]' block defines the mapping from PSP controls to N64 controls. In this particular configuration the N64 d-pad is mapped to the PSP d-pad when the circle button is released. When circle is pressed, the PSP d-pad maps to the N64 c-buttons. This config is particularly useful for games which make heavy use of the d-pad.
In the [Buttons] section, the left hand side of each rule must consist of one of the following N64 control names:
Name Description
N64.Start The N64's start button
N64.A The N64's A button
N64.B The N64's B button
N64.Z The N64's Z trigger
N64.LTrigger The left trigger
N64.RTrigger The right trigger
N64.Up Up on the N64's d-pad
N64.Down Down on the N64's d-pad
N64.Left Left on the N64's d-pad
N64.Right Right on the N64's d-pad
N64.CUp The N64's C up button
N64.CDown The N64's C down button
N64.CLeft The N64's C left button
N64.CRight The N64's C right button
N.B. There is currently no definition for the N64's analogue stick. By default this is always assumed to be bound to the PSP's analogue stick.
The right hand side of a rule consists of an expression defined from the following values:
Name Description
PSP.Start The PSP's start button
PSP.Cross The PSP's cross button
PSP.Square The PSP's square button
PSP.Triangle The PSP's triangle button
PSP.Circle The PSP's circle button
PSP.LTrigger The PSP's left shoulder button
PSP.RTrigger The PSP's right shoulder button
PSP.Up Up on the PSP's d-pad
PSP.Down Down on the PSP's d-pad
PSP.Left Left on the PSP's d-pad
PSP.Right Right on the PSP's d-pad
N.B. You cannot use the PSP's select button when defining controller configurations, as this is reserved for the emulator's use.
Values can be combined using a few simple operations to allow rules to be constructed with more complex behaviour. For instance, the following line:
N64.CUp = PSP.Circle & PSP.Up
Tells Daedalus to report that the N64 C up button is pressed when both the circle AND d-pad up buttons are pressed on the PSP. The NOT operator (!) can be used to invert a value, for instance:
N64.Up = !PSP.Circle & PSP.Up
This rule tells Daedalus to report that the N64 d-pad up button is pressed when the PSP's circle button is not pressed while the d-pad up button is being pressed.
The available logical operators are:
Operator Description Example
expr & expr Returns the logical AND of the two expressions N64.CUp=PSP.LTrigger & PSP.Up
expr | expr Returns the logical OR of the two expressions N64.A=PSP.Cross | PSP.Circle
!expr Returns the logical NOT of the expression N64.Up = !PSP.LTrigger & PSP.Up
You can also use parentheses to control the order of precedence, e.g.:
N64.CUp = PSP.Up | (PSP.LTrigger & PSP.Triangle)
Which defines a rule which defines that the N64 C up button is pressed when either up on the PSP d-pad is pressed, or when the left shoulder button and triangle are pressed.
No single controller mapping scheme can be provided which works well across all games, but using custom controller configs it should be possible to create a mapping which works well for any given game.
Post any questions you might have in the comment pages, and I'll do my best to answer them. If you come up with a good controller config for a game, email me (my name @gmail.com) and I'll look at adding it for distribution with future releases of Daedalus.
-StrmnNrmn
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July 31st, 2007, 07:44 Posted By: wraggster
News/release from Marce:
This program lets you change your recovery language,it works in all 3.XX OE / M33 firmwares.
Recovery Translator v3 Download
*** Instalation ***
To install the program in your psp copy the hole package to you memorystick root.Then,start the program and choose the language you want and press X.
*** Languages ***
- Spanish
- French
- Italian
- Portugues
- English (Original)
- Catalan
*** Important ***
-> This software writes in flash,we are not responsable for nothing.
-> This software was succesfully tested in 3.02 Oe/3.03Oe/3.10Oe/3.30Oe/3.40Oe/3.51M33/3.52M33 (Works fine in these)
-> After installing the package in the root of the memorystick dont delete anything or it wont work,after flashing you can delete all.
Thanks to Dark_AleX for the recovery
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via marce
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July 31st, 2007, 06:55 Posted By: parkermauney
Team M33 have released anew version of their excellent Custom Firmware for the PSP which now supports PSP Firmware 3.52.
Heres Whats New:
[LIST][*] 3.52 Supported[*]M33 NO-UMD: fixed problem with several games including Simple 2500 Series Portable, The IQ Cube[*]Bug Fix for Go!Cam, GPS and sceKernelLoadExecVSH* not working in game mode.
They also updated it with a new bugfix release, heres the changelog
Changes:
- Document.dat of psx games were broken due to some important changes in popsman.prx and now is fixed.
Plus, now document.dat does not need the same gameid as game which is played.
- The compatibility issue with irshell loading psx games in usbhost/nethost has been solved.
- Changes in recovery:
1. Removed the advanced config option "use isofs on UMD inserted", as it is not useful now.
2. Added "Format flash1 and restore settings" in Advanced.
3. Added speeds 20 and 100.
4. When in usb mode inside recovery, it is impossible to turn PSP off.
- The chineses and korean languages did not work in XMB, because they crashed homebrew and recovery.
The issue has been fixed, but korean font is not there, so you need to take it with psardumper from official updater, and put it in flash0:/font/kr0.pgf.
- M33 driver: fixed SBK07, now it work.
With this release we also a plugin to load pops from 3.40, 3.51, and 3.52.
The plugin works in 3.51 M33 and 3.52 M33. In 3.51 M33 you won't see option "3.51", and in 3.52 M33
you won't see option "3.52" (use original from flash for same firmware).
Instructions: copy seplugins to the root of the memory stick. Extract the following prx of a firmware: /kd/popsman.prx, /kd/pops.prx, /vsh/modules/libpspvmc.prx and /vsh/modules/pafmini.prx and copy them to /seplugins/popsloader/ with names like popsman3XX, pops3XX.prx, libpspvmc3XX.prx, pafmini3XX.prx, where XX is 40, 51, or 52.
Activate the plugin in recovery and done! First time you run a game, it will let you choose pops version.
Next time will remember configuration for each game; press R to change it.
The plugin doesn't apply to psn games.
Team M33
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July 31st, 2007, 05:19 Posted By: JKKDARK
via 411mania
Devoted gamers might be familiar with Spike's Fire Pro Wrestling series, a long-running franchise of Japanese releases for consoles that debuted on the PC Engine, the Japanese version of the TurboGrafx-16. While the series has fostered a devoted international fan base, it has only made it to domestic shores twice before, in a pair of Game Boy Advance games from now-defunct Bam Entertainment.
That's going to change, as Agetec sources have confirmed to GameSpot the authenticity of messages from earlier this week on the Fire Pro Club community fan site. Those messages, posted by Agetec localization producer Mark Johnson and picked up on by Insert Credit, say that the niche publisher has acquired the rights to Fire Pro Wrestling Returns for the PlayStation 2, and is ready to release the game in North America later this year, or early next. The game is also set for a European release, though Johnson said the company not yet found a publisher in the region.
Later in the same thread, Johnson posted that this is not the first time Agetec has tried to import the Fire Pro series. The publisher had wanted to bring a previous PS2 entry--Fire Pro Wrestling Z--to the US, only to have Sony refuse to grant concept approval.
The Fire Pro Wrestling series is known for its reliance on 2D character sprites, as well as customization options that give players hundreds of options for a created wrestler's moves and appearances. Another trademark of the series is a roster of fictitious wrestlers (and more recently, mixed martial artists) divided into various federations, each with likenesses and styles suspiciously similar to those of actual pro wrestlers. Bam Entertainment addressed copyright issues by changing the appearances of the wrestlers in its pair of localized Fire Pro Wrestling games, but Agetec has not yet specified what it plans to do on that matter.
No price has been announced for the game, but Johnson said it will see release at a "very low" price point.
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July 25th, 2007, 11:52 Posted By: -Xandu-
echochrome surprised everyone at Sony's E3 press conference. The mind-bending puzzler has players looking at perspective in a whole new way ... and now you can try it for yourself on your computer.
The technology behind echochrome is something called the "OLE Coordinate System." Through this Java demo, you'll be able to create your own echochrome-styled levels. It's not the full game -- but it's a small taste of things to come.
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July 25th, 2007, 10:14 Posted By: gelon
Akop (the fMSX and SMS Plus PSP Author) release a new version of ColEm PSP, great work!!
v2.2.2 SVN (Tuesday, July 24 2007 19:26):
* Fixed buffer overflow error affecting units without a battery
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