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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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June 17th, 2007, 20:20 Posted By: wraggster
Heres one i missed from a month or so back from Poison, heres the french to english translation:
Hello, to start in the programming out of C, I made a small adaptation of mini play “More or less” (see here), the goal of the play being to find a number that randomly selected the PSP.
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June 17th, 2007, 18:54 Posted By: wraggster
via engadget
The translation from Korean to English is a little icky, but it looks like the PlayStation 3 launch in Korea which took place earlier today went ahead with an 80GB hard drive, in line with previous reports from Sony. It still confuses us as to why Sony is so adamant that the rest of the world won't be enjoying this same capacity anytime soon: it's not a justification to say that Korea has better broadband and therefore more capacity is required (Europeans and North Americans will just have to wait longer to fill the drive!) But hey, we're not ones to get all huffed and puffed about a measly extra 20GB of space; you've already "freed your hard disk" by now, right?
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June 17th, 2007, 18:51 Posted By: wraggster
via engadget
Sony's PR department has got to be one of the oddest places in the world to work: what other job requires doing damage control over accusations of running a racist marketing campaign and apologizing to the Church of England about violent video games in the same breath? Well, the latter is the current situation report from the whole "Resistance: Fall of Man level being set in Manchester Cathedral" brouhaha. Apparently, the company and the Church are going to sit down and discuss the Church's demands -- how much the company will be donating, and whether there will be a recall of the game -- with the background of Sony sincerely apologizing to anyone that was offended by the depiction. In light of this controversy, the embarrassment from asking a Church "can we make a video game where we shoot aliens inside this Cathedral?" would have been far less damaging than all this negative publicity: next time Sony, just ask permission!
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June 17th, 2007, 18:46 Posted By: wraggster
via engadget
It's unlikely that we'll be the only ones thrilled to see this fiasco finally reach closure, and even though the dust has somewhat settled, the PS3 faithful are still operating sans a first-party rumbling controller. Rumors may have suggested that such a device was indeed getting ready to launch in the not too distant future, but according to a blurb at Inner Bits, battery life could be holding things up. While it doesn't come without a tad of salt, Sony is reportedly "facing some difficulties with regard to battery life," as sources supposedly mentioned that "the rumble and wireless support" were causing the batteries to "drain too fast to be acceptable for consumers." Of course, there's always the third-party alternative if you're not picky, but those holding out for the real deal could be waiting a tick longer if this proves true.
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June 17th, 2007, 18:33 Posted By: wraggster
New from Divineo China
Welcome to the next level of puzzle games. Puzzle Scape is an action block busting game for the PSP system where players arrange blocks of different colors into chains that are exploded by 2x2 same colored blocks. Eliminating the blocks creates level-ups and the player can gather a variety of power-ups by creating long chains. Level-ups introduce new elements into visually amazing background landscapes.
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June 17th, 2007, 18:01 Posted By: wraggster
News/release from the darkside986:
Hazed Mirror Productions presents:
An Easy Accelerated Image lib v 0.1 (alpha)
Link: http://www.mediafire.com/?f0mejxbd3xz
The simple set of files (image.h/c, misc.h/c) is intended to be an alternative to graphics.h/c because it adds useful features such as faster rendering, image scaling, and rotation. I have tried to design it to be as simple as graphics.c/h and also have more features. Unfortunately, some features (such as blitting and image to another image) didn't make it into this release but it is released under the open source FreeBSD license so anyone can freely use it and re-release enhancements without permission.
The download contains a simple demo program that shows how to use the functions to render a spinning object (windmill).
Download Via Link Above
via thedarkside986
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June 17th, 2007, 15:25 Posted By: Freshmilk
Hi again, lol.
I know its now been a very long time since my last release of CTF, which i must apologize for - in the midst of every other project i have going, it sort of got lost under the files of other games. Last night, however, I remembered having started CTF v0.2, but I never got to finish it - So, for the last 2 or 3 hours, I've put some time into finishing this for you guys. Being as its been quite a few months since I last looked at this, I can't exactly say whats new, apart from what I added this morning:
- The arrows actually work now
- Fixed scoring system for the game
- Fixed analog glitches
- Fixed all collision errors reported
- Made the analog optional
- Changed the music
- Made the game considerably smaller by using transparent images on a gradient backing
Some of the above are thanks to Dante_emo hunter and TheSilenceofNobody from QJ.net forums, who helped me pull this project together for you. So, for those of you that appreciate it, I present to you CTF v0.2:
Download:
http://www.sendspace.com/file/u4dlq3
[Sorry for the upload, the attachments never seem to work for me]
FIXED LINK
Thanks, Freshmilk
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June 17th, 2007, 07:43 Posted By: AzumiUehara
ok so this is my final version of these... all are transoarent with glow... i colored ever black including all albums and folders, and codec icons... its for 3.40 and as always is MUCH better on the psp then the screen shots.. ok heres the screens!
~credit~
everything by me cept what im about to state
~wallpaper
its from undertaxx's bogus theme
~wave
i still dont know and no ones told me
~common gui
bstronga
http://www.sendspace.com/file/2vlgqw
~also because there is glow, BEAWARE of that and know how to fix it if you change bg or you will get white boxes.. dont ask me how just use the bg in the pack
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June 16th, 2007, 22:10 Posted By: wraggster
Since the PSP Homebrew scene began (we were here a year before the scene) we have seen some excellent releases that number over 1000 by some of the very best coders in the Emulation, Homebrew and Hacking Communities.
Does this mean that the PSP is over the hill and not as exciting as it once was, the answer to that is a big no, yes the homebrew releases have slowed down compared to the craziness of up to 15 releases daily (which believe me was damn hard keeping up with) but theres still so much to do on the PSP.
Heres some items that would be great to see worked on or indeed released for the first time.
PS1 Emulation
The Custom firmware which has a hack of Sonys PS1 Emulator is all well and good but to have a fully legit and full speed PS1 emulator would be a killer release. (The release of PS1P and Yoshis PS1 emulator broke our members online records on those days.)
Nintendo 64 Emulation
StrmnNrmn continues to work on the N64 emulator for the PSP and is now the main emulator project on the PSP. Full speed and major compatability is a dream we are seeing unfolding before our eyes.
Map This Supporting Tom Tom and Others
This is something i dont know is possible but if Deniska`s excellent Map this program for the PSP`s GPS Receiver could support GPS apps such as Tom Tom then it could be awesome for the PSP Scene, unless Deniska himself releases an Homebrew version of Tom Tom/Co pilot ?
A PSP Unbricker
The news of Sonys PSP Unbricker being released onto the internet has caused a major stir, the investigation on how to unbrick and maybe an hardware release of amateur unbricker kits could be a future release with software to accompany it.
PSP Downgraders
The last firmware to be easily downgradeable was v2.80 and if your lucky then v3.03 (with unpatched GTA LCS GAME) but a new downgrader for consoles up to the latest firmware without the need for a certain game would be awesome.
Thats just a few of the things i would like to see anyone got their faves then answer via comments.
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June 16th, 2007, 13:50 Posted By: wraggster
More from our good buddy StrmnNrmn concerning his Nintendo64 emulator for the PSP:
In response to a recent post, Zeus asked an interesting question:
I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? (ie, with one psp "hosting" the game and doing the emulation, while the other(s) just receive screen-captures and send back user-input) Or do you think that distributing the computational workload would be a better approach? (at the very minimum, the audio processor shouldn't be too horrible to move to the client psp(s) )
DIGG THIS
I have thought about multiplayer a great deal, but I've never made any plans to work on it - there didn't seem to be much point getting multiplayer working before there were a few multiplayer games running quickly and glitch free. Now that MarioKart and Super Smash Bros. are both working reasonably well, there's obviously going to be a lot more demand for multiplayer support. Before I raise expectations and get anyone's hopes up, I should mention that this isn't likely to happen any time soon.
It would be possible to go down the route of having a host psp which performs emulation and broadcasts the screen to client psps. Sony's Remote Play between the PS3 and PSP shows that this kind of 'dumb terminal' approach can work in the right situations. That's with the PS3 doing the grunt work of compressing the framebuffer and sending it over to the PSP. For for a PSP running Daedalus as a host, I'm not quite sure there would be enough spare horsepower to compress the framebuffer and audio and then send it to 1 or more connected clients.
Also, I don't think that it would be possible to decouple the audio processing from the main cpu thread so that this work could be distributed to one of the clients. Although the audio and graphics processing is notionally run in parallel on the RSP (the N64's coprocessor), access is still serialised between audio and graphics tasks so they have to be completed in order. Performing audio processing on a client PSP would just mean that graphics processing on the host would have to wait until the results of the audio processing were received.
The approach that I'd been considering was running Daedalus in lockstep across 2 or more connected PSPs. As I mentioned previously Daedalus can run deterministically if external inputs such as pad input and timing sources are synchronised. What this would mean would be that every time the rom queried the pad status, each connected psp would have to synchronise its view of the pad input with the host. This would mean sending just 64 bytes across the network from the client to the host and back. This information would have to be sent over a TCP connection rather than UDP as we have to ensure that every PSP sees the exact same input (actually, client->host communication is a bit less critical so it may be possible to transmit this information over UDP if it helps improve lag.)
One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen).
As I said at the start of the post, this isn't something that's likely to happen any time soon, but if and when it does happen, it will be amazing
-StrmnNrmn
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June 16th, 2007, 12:22 Posted By: D0N
via StrmnNrmn:
A number of people have been asking in the comments when R12 is going to be released.
There are still a number of things I want to work on. Now that Super Smash Bros. is running nice and quickly with dynarec enabled, I want to spend a week or so polishing the graphics and trying to make it as playable as possible. Although Goldeneye is running with dynarec in R12, it still needs a lot of work before its playable, so I'm not going to spend any more time on it for R12.
I'm going on holiday at the end of June, so I'd like to have R12 released before then. I'll aim for next weekend (23rd/24th June) but it may end up being as late as the 26th/27th.
-StrmnNrmn
Can't wait!
DIGG THIS
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June 15th, 2007, 23:39 Posted By: wraggster
via 3speech
The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):
- Crash Bandicoot
- Wipeout
- Medievil
- Jumping Flash
- Syphon Filter
Further announcements are:
- Calling all cars is confirmed for 22/06
- SuperStardust HD for 29/06.
- MotorStorm Time Attack mode: Will go live later today on PlayStation Stores.
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June 15th, 2007, 23:39 Posted By: wraggster
via 3speech
The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):
- Crash Bandicoot
- Wipeout
- Medievil
- Jumping Flash
- Syphon Filter
Further announcements are:
- Calling all cars is confirmed for 22/06
- SuperStardust HD for 29/06.
- MotorStorm Time Attack mode: Will go live later today on PlayStation Stores.
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June 15th, 2007, 21:53 Posted By: Triv1um
Via GameDaily BIZ
You mean not everything is gumdrops and lollipops in Wii world? According to Sega of America marketing vp Scott Steinberg (right) it's not. He doesn't think there's enough creative depth to sustain the console, while the PS3 has a lot to offer, he said. More within...
Can it be? Did a publisher actually just say something with a negative slant towards Wii? While other publishers are praising the Wii for attracting new consumers and introducing new gameplay controls, Sega for the first time has questioned the longevity of Nintendo's console.
In an interview with Reuters, Scott Steinberg, vice president of marketing for Sega of America, said that he thinks the Wii will look less and less attractive in the next couple years.
"I am a little concerned about the creative depth of the Wii pool," Steinberg commented. "I'm not sure if they will top out in 2008 or 2007. The Wii will start to look really dated in a couple years when developers get more value from the 360 and learn more and more about the PlayStation 3."
In particular, Steinberg said he was worried that the motion-sensing controls would lead to derivative products after a while. "How much value can developers and creative folks get out of this wrist motion two years from now, or 5 years from now, or 10 years from now?" he questioned. "How can they design products that aren't too derivative of what's already out there?"
On the other hand, he believes the PS3 has much longer legs and despite its slow start will come out on top in the console battle when it's all said and done. "We know the PS3 pool is pretty deep. There's a lot to exploit there," he said.
Sega is supporting all platforms, and regarding the Wii specifically, you may recall that the company recently signed a historic deal to put Mario and Sonic together in an Olympics-based game.
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June 15th, 2007, 20:15 Posted By: burrito
I was reading the comments from StrmnNrmn's latest blog update (June 14), and saw that StrmnNrmn answered many questions about Daedalus.
It took a short while to figure out exactly how it was modifying the code. I was worried that it was modifying the code via the cpu (i.e. manually updating instructions) but it turned out to be a DMA transfer. I'll post again with a bit more details about how I'm handling this.
Glad you found the post useful
I did consider the lockstep method (I believe Zilmar was using this on pj64) but I think the aproach I use in Daedalus is much simpler to get working. The lockstep approach would cause a few issues for the psp as you'd need to have enough RAM for two copies of the emulated RAM etc.
It probably would be quicker than going via disk though, and less hassle to get everything set up.
Hiya. Most n64 games seem to be pretty well behaved (they generally invalidate caches where required) which is why I've not spotted too many problems in the past.
They don't generally seem to modify code very frequently either - usually just on specific events (e.g. transfer from menus to game etc) rather than on a frame-by-frame basis.
Separate caches is a good idea though, I'll investigate that this weekend.
In the past I've gone to the length of scanning the rom for recognisable library functions and patching them (mostly just to help debug what's going on with the rom, but also for optimising a few things like memcpy() etc). There's no reason why I couldn't use the same technique to patch game-specific code which is known to cause problems, but I think this would be pretty labour intensive.
In the end my solution was just to check each DMA transfer directly for an overlap with the fragment cache. This solution should work with all roms that modify code though ROM->RAM DMA, but still won't solve the problem of roms modifying individual instructions directly
The N64's textures tend to be pretty tiny anyway - it only had 4KiB of texture memory so 16x16 and 32x32 are pretty typical texture sizes. The ones that I have the most problems with are textures used for backgrounds in menus. Quite often these are really wide and thin - MarioKart's menus use lots of 320x3 textures for instance, which I have to round up to 512x4 for the psp. Down-sampling the textures might help a bit here - I'd have to experiment to see how it looked.
Amusingly I used to have code to support this in the PC build - I can't remember the details, but it was a compatibility fix for certain PowerVR cards which were limited to 256x256 textures IIRC
Thanks - I look forward to seeing the results
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June 15th, 2007, 19:09 Posted By: evolve
Yesterday it was reported that Sony's special PSP memory software was leaked onto the web, and in conjunction with a special battery had the abilility to unrbick PSPs. We sought some more information on what this magical software/hardware combination can do and found out a few interesting facts. The software is used only at official Sony factories, and requires the use of a special battery which enables Sony to unbrick a PSP when both software and the respective hardware is present. The battery is used to initialise the PSP service mode and once this is active the kernel on the memory stick runs.
DIGG THIS
[via EvolveXMB]
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June 15th, 2007, 18:23 Posted By: mavsman4457
News via opposable thumbs
The issue has always been the updates surprise us when we power on our systems; it can be hours until Sony releases a changelog on their official site—you get tired of reading forum after forum trying to figure out what the new update actually did. We were happy to hear about Sony's new official PlayStation blog, and we hoped that they would be more proactive about getting this information out in a timely fashion. It looks like they're listening, as a post to the blog yesterday told us to expect firmware update 1.81 this morning, and told us exactly what it would do.
"Most notably is the RGB Full setting which a few of you wrote in about. In 1.80 we added an option to the XMB under settings allowing you to choose between RGB Full and Limited. Basically if you are connecting your PS3 to your TV using an HDMI cable, and if your TV supports RGB full range, the picture quality may be improved when this option is set to Full. Some of you pointed out that the Full setting would sometimes revert back to Limited and 1.81 will address this issue. Please keep in mind that this setting is only effective when the PS3 is connected to a TV using an HDMI cable. You can download the update tomorrow from PlayStation.com or through your System Update option on the PS3 XMB."
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