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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.
This Website
THE LATEST NEWS BELOW
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June 12th, 2007, 20:40 Posted By: Shrygue
via Kotaku
Over at game blog Rumor Reporter, they're floating more details on the rumbled PSP slim. According to the site, the updated PSP won't have big speed increases and will be outfitted with a slot UMD loader. Screen-wise, the site states that its the same size and is "Sidekick-esque." That would give the portable a "flip-factor" and decrease the system's overall size. Underneath the screen, there's a "Home" button—just like there is now. There are also all new controls for UMD movie chapter and music skipping.
Hardware-wise, it's still the same writes the same. Battery-life will be improved, but Rumor Reporter says the screen isn't LED, but still LCD. What's more, Sony is considering Bluetooth capabilities for the PSP slim, but is only providing 4GB of on-board memory — though Rumor Reporter does mention that could change. Sony, the site reports, is still deliberating, but apparently the PlayStation Portable name won't change, and this new PSP would eventually replace all existing models. Pricing is "currently the same," and the release date is Fall 07.
True? Rumor Reporter's GDC predictions were way off, but the site did break news on Warhawk's troubles. We spoke with our insiders today, who confirmed the slot loading and pointed out that Bluetooth was an obvious PlayStation inclusion. What about the "Sidekick-esque" design and the LCD screen? My take: Sony wants to compete with the DS Lite (in Japan, esp.) and is going to release a competitively priced product that doesn't veer too far from the familiar PSP. Only E3 will tell us whether any of these rumors and these insiders are right or completely wrong. Can't wait.
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June 12th, 2007, 17:38 Posted By: wraggster
New from Play Asia
The nations of Erion had always held an uneasy peace, as the various kings and queens watched each other for any signs of weakness. When the country of Valentine is obliterated by the power of an ancient artifact, it sparks a bloody war between the fairies of Ringford and the warriors of Ragnanival. Little do they know that they are acting out an almost-forgotten prophecy: one that, if fulfilled, will lead to the destruction of the entire world. Take control of the warrior princess Gwendolyn, daughter of Odin, and follow the threads of an intricately woven story as you uncover the truth behind the prophecy – and how to bring it to an end.
The story is explained in detail on the website, so the only way to find out more is to visit! We invite you to come and experience the enchanting world of Odin Sphere.
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June 12th, 2007, 17:37 Posted By: wraggster
New from Play Asia
Ninja Gaiden Sigma puts realistic battle and acrobatic ninja moves at your fingertips. As Ryu Hayabusa, you are seek revenge after your clan is massacred by the Vigor Empire. All you have are your wits, sword and skills. Your weapons & combat skills are great, but only time will tell if they're enough to beat the Holy Emperor and reclaim the magic sword named "Ryuken". Upload your Karma scores on the Playstation network & compare leader boards
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June 12th, 2007, 17:08 Posted By: wraggster
News/release from Deadzone:
New update, this time themes, and all rco's, background, icons, battery, etc, etc,,, can be put in the folder with the name that is wanted and the program recognizes them. Whatever can be put are wanted, single is necessary the architecture of folders that I include (the same one that in the previous version) but without the captures.
demonstrative video:
http://video.google.es/videoplay?doc...83264316622965
Single it is necessary to put the folder that defines yours theme with his rco's and captura.png in the corresponding folder.
The capture no longer is obligatory to have it within the folder where subjects and others lodge, but is then is not shown and if this and is called captura.png (270x153) it showed preview thus to be able to see that flashing.
This the necessary package has lowered of but of 15MB single 3MB yet. Then nothing I leave the package for all the one here that this interesting:
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via deadzone
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June 12th, 2007, 13:30 Posted By: Sharpy
I came across this on the official Dark Alex website:
nandflasher 0.1 beta
This tool enables to perform some advanced operations to psp nands. It works with both, Undiluted
Platinum and PSP-Devolution modchips (or "generic nand programmers", as you want to call them ).
The device is autodected.
The devolution code has not actually been tested much, because I still don't have devolution.
But hopefully, it will work well.
Users without modchips can use some functions of the program: gipl, sipl, gids, sids, glfs, slfs,
t, ts, and 82, if the specified unit is a file. (to know what the hell i'm talking about, go to
usage.txt). Anyways they would need to install the drivers of one of them, or simply get from somewhere a file
called "FTD2XX.dll".
Refer to file usage.txt for usage.
TODO:
- the gui.
- A driver to see the nand logical flash as a storage device in windows.
- Test the devolution code when i have devolution, fix bugs, etc
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June 12th, 2007, 10:13 Posted By: titch.ryan
heres the second and final release of my game.
Now includes:
3 game modes(timed, original and two player)
Music(10 tracks random selected)
Highscore
How to play:
pop as many balloons as possible to beat the highscore.
Installation
extract folder and put in Game150
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June 12th, 2007, 07:36 Posted By: wraggster
News/release from Nano:
I know for themes you all may use PSP wardrobe, but I got bored of the theme limitations. So with the support of yongobongo(well really just a function) I made a theme flasher with UNLIMITED THEMES
It can backup files
flash custom files
flash unlimited themes (from -∞ to ∞)
checks firmware (3.40 needed) and battery
and has more to come (such as add more flashing, get own EBOOT, and preview themes)
Hope you like
this includes SG57's luaplayer so thanks
NEW UPDATE V1.1
2 BUG FIXES
NEW UPDATE V1.3
Cleaned up code
lets you flash partly custom theme(not yet done completely)
NEW UPDATE V1.4
FLASH FULL CUSTOM THEME
CLEANED UP CODE MORE
DL: http://rapidshare.com/files/36579158/luaplayer.rar.html
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June 12th, 2007, 02:08 Posted By: burrito
via http://strmnnrmn.blogspot.com/
Tracking down the SSB Dynarec Bug
Yesterday I said I'd provide some more details about the Super Smash Bros. dynarec fix. The actual fix is fairly straightforward, but I thought the process of tracking down the issue was quite interesting and worthy of a couple of blog posts.
When I first started looking at SSB I noted that although the game ran fine without dynarec, it would always hang when trying to enter the main entry with dynarec enabled.
I've been programming professionally for around 6 years now and I can safely say that debugging dynarec bugs is one of the hardest categories of problems I've ever had to work on. For a start, because the code is generated on the fly, you don't have the luxury of source level debugging, and without spending time reverse engineering the original rom image, you don't even know what the generated dynarec code is meant to be doing. It's very much like working blindfolded.
And it gets even worse. I've fixed dynarec problems in the past which were the result of generating incorrect code for a fragment over 500 million instructions into emulation. This would be bad enough, but it can be many thousands of instructions later before this causes emulation finally diverges from the correct path. Just identifying the exact point at which the emulation starts to diverge from the correct sequence of instructions can be like finding a needle in particularly large haystack. While blindfolded
Over the years of trying to debug problems like these I've built up a set of tools and learned a few tricks along the way which you might find quite interesting. Although I'm going to talk about them in the context of tracking down this dynarec issue, I've found some of the techniques useful in solving other problems so you might find other ways of applying them too.
One of the first things I do when trying to identify a dynarec issue with Daedalus is to see if the problem is reproducible on the PC build of the emulator. Although it is possible to use GDB with PSPLink, I've never got this up and running and I'm much more comfortable debugging with Visual Studio. Also, working with the PC build is usually much faster than working with the PSP build (debug builds run around 10x faster on the PC, and build times are much quicker.)
Not all dynarec issues can be debugged in this way - the PSP and PC builds have different code generation back-ends (i.e. MIPS and x86 code generation respectively) so bugs in the MIPS code generation won't usually be reproducible in the PC build. The dynarec system in Daedalus shares a common frontend (trace selection and recording) between the two platforms, which means that if I can reproduce the problem on both platforms, I can narrow down the likely location of the bug to this area.
Fortunately this particular bug manifested itself in both the PC and the PSP builds, so I knew that if I fixed the bug on the PC build, it should fix the PSP build too. What I needed to find out next is what the emulator was doing differently when dynarec was enabled compared to when it was disabled.
If dynarec is running without errors, then the sequence of executed instructions should exactly match that executed with dynarec disabled. If I could log details about all the instructions executed with dynarec disabled, and again with dynarec enabled, I should be able to compare the two logs to figure out the exact point at which dynarec is going out of sync. This all relies on the fact that the emulator is totally deterministic, i.e. that running the emulator twice in succession with the same settings should give exactly the same results.
Unfortunately, for a variety of reasons my dynarec solution doesn't produce identical results to interpretation, the main reason being that for performance reasons I can only handle vertical blank and timer interrupts on the boundaries between fragments. For example, with dynarec disabled, the first vertical blank interrupt might occur exactly on the 625,000th instruction, but with dynarec enabled with might not occur until the 625,015th instruction. This means that the logs diverge at the instant the first VBL fires, and never regain synchronisation.
When I was originally developing the new dynarec system I put a lot of effort into writing a fragment simulator, the idea being that rather than executing the native assembly code for a given trace, I could keep track of the instructions making up the trace and interpret these individually instead. Theoretically fragment simulation is identical to dynarec code execution, even down to the way I handle VBLs and timer interrupts, and it's been very useful at identifying bugs in the dynarec code generation. What's particularly useful about fragment simulation however is that I can enable a setting which makes it handle interrupts exactly in the same way as the non-dynarec core, i.e. interrupts are handled precisely rather than on fragment boundaries.
Essentially Daedalus has four modes of operation:
* Dynarec + fragment execution
* Dynarec + fragment simulation (imprecise interrupt handling)
* Dynarec + fragment simulation (precise interrupt handling)
* Interpretative core
This tool is particularly powerful, because if I can ensure that dynarec+fragment execution is equivalent to dynarec+fragment simulation, and that dynarec+fragment simulation is equivalent to running the interpretative core, then I can use the transitive properties of these relations to ensure that dynarec+fragment execution is equivalent to running the interpretative core. Fragment simulation allows me to bridge the gap between these two modes of operation which would otherwise be very difficult to compare.
I think that's long enough for one post. Tomorrow I'll talk about how I used this technique to help track down the SSB dynarec bug.
-StrmnNrmn
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June 12th, 2007, 01:17 Posted By: Shrygue
via PS3 Fanboy
This week's Blu-ray movie release list isn't the sexiest thing ever but looks like it has some solid choices. Headlining the pack is the so-bad-its-good comic movie, Ghost Rider, starring a way way too old Nicholas Cage. This title has been fairly highly anticipated amongst the more hardcore videophiles hoping for a pristine visual feast to use as a reference disc. Early reviews of the Blu-ray title have been highly positive when it comes to the visual and audio quality but have been less glowing when it comes to the movie itself. Here's the full list of titles coming out this week:
- Ghost Rider
- Cruel Intentions
- Seven Years in Tibet
- Primeval
- Music and Lyrics
- Blood and Chocolate
- Daddy's Little Girls
Anything pique your fancy? Next week is gonna be a lean one with only a single title coming out (Bridge to Terabitha), so stock up on new releases now -- before it's too late!
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June 12th, 2007, 01:05 Posted By: Shrygue
via Joystiq
Back when we attended Sony Online Entertainment's event a few weeks ago, we didn't really discuss anything... out of the ordinary. Some Everquest expansions, some downloadable PS3 games, cell phone games (okay, God of War looked great), and a new IP that had everyone talking -- Sony's spy and espionage themed online game, The Agency. Only we haven't been allowed to say much about it until now, even though it's already been hinted at, speculated about, and analyzed around the web. Is anything watertight anymore?
The Agency has been called a new MMO from Sony, though we don't think it's an entirely accurate label (neither does Sony's press release, which you can read after the break). At least, not an MMO in the traditional sense. You won't be running into the back alleys of Monte Carlo while tons of other players give chase with bullets and bombs -- as if you'd taken your Horde character strolling through Ironforge; instead, it will offer more mission-based gameplay, and will rely on coordination with other agents as you work your way through the stylized spy world they've created.
More information and screenshots can be viewed here.
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June 12th, 2007, 00:49 Posted By: Shrygue
via Eurogamer
SCEE has issued an official response to complaints by the Church of England over PlayStation 3 game Resistance: Fall of Man.
"Sony Computer Entertainment Europe is aware of the concerns expressed by the Bishop of Manchester and the Cathedral authorities about the use of Manchester Cathedral in the game Resistance: Fall of Man, and we naturally take their concerns very seriously," the statement reads.
"Resistance: Fall of Man is a fantasy science fiction game and is not based on reality. The game is set in an alternate and mythical version of Europe in the 1950s, in which the enemy are strange looking alien invaders seeking to destroy humanity.
Whilst we believe that we have sought and received all permissions necessary for the creation of the game, we will be contacting the Cathedral authorities in order to better understand their concerns in more detail." As reported earlier, the Church of England has demanded an apology from Sony over the depiction of Manchester Cathedral in Resistance: Fall of Man. According to Church authorities Sony did not get permission to feature the Cathedral in the game.
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June 12th, 2007, 00:34 Posted By: Shrygue
via Eurogamer
Sony Japan has revealed a new game for the PlayStation Network called Piyotama.
It's due out in Japan on 22nd June, although Sony Europe was unavailable to confirm when we'd see it here. God knows why.
Piyotama challenges you with lining up four or more chicken eggs by moving them left or right, according to PC advisor. Once you do, little chicks hatch out and fly away, leaving you with a giddy sense of fluffy pride.
Obviously the draw here is getting table-topping scores by pulling-off big combinations and other fancy manoeuvres.
Head over to our Piyotama gallery to see what it's all going to look like.
Alternatively you can saunter over to the Japanese website, but we couldn't understand a word of it.
Screenshots are here.
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June 12th, 2007, 00:12 Posted By: wraggster
News/release from Vodkkaa:
USBon v0.2 by vodkkaa
-unzup to ms0:/seplugins
-add to vsh.txt
RTrigger to toggle USB on and off
changelog:
v0.2
-toggle usb with R
+added use of dsx library by pspjunkie
+optimization of code thanks to hallo007
v0.1
-toggle usb on with R
-Toggle usb off with L
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June 12th, 2007, 00:08 Posted By: wraggster
News/release from Test30:
Hello
I have done this interesting plugin of FW 3.40 OE-A
because make no until now.
this plugin is called Fastpower.is my first version.
this plugin off your PSP in fast form in the
XMB and a game same what quickpower.
INSTRUCTIONS
it copies the folder seplugins in the root of your MS
and to select it in recovery (already surely everybody knows this)
Suspended your PSP: press L+R
OFF your PSP: press Select
it works in the 3.10/3.30/3.40
CREDITS
This plugin I made thanks to vodkkaa
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via test30
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June 12th, 2007, 00:04 Posted By: wraggster
via playstation blog
It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.
PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.
At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.
Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.
We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.
Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
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June 12th, 2007, 00:04 Posted By: wraggster
via playstation blog
It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.
PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.
At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.
Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.
We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.
Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
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June 11th, 2007, 23:17 Posted By: wraggster
SuccessHK have dropped the price of the PSP Camera down to Price:USD 45.29 (£22)
Official SONY product
Comes with Chotto Shot UMD software.
No region protection, works on all version of PSP
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June 11th, 2007, 23:04 Posted By: wraggster
New from Play Asia
features
Celebrate and commemorate ten years of Tomb Raider and Lara Croft with Tomb Raider: Anniversary, an entirely new gameplay experience inspired by the first ever Tomb Raider adventure.
Play the living Lara Croft, the world's greatest action heroine of all time - use all of Lara's guile, athleticism and gadgets in her quest to conquer the unknown and uncover ancient artefacts.
Includes classic environments from the original Tomb Raider as never experienced before - Crystal Dynamics latest technology allows you to fluidly manoeuvre Lara using her latest moves and gear, through all the worlds from the original; Peru, Greece, Egypt and more.
Explore uncharted and mysterious worlds - enter into strange, undiscovered lands and solve their deepest, darkest mysteries, open doors to new realms, uncover great rewards and unearth secrets to Lara's past.
Startling enemy encounters - encounter fierce animal and supernatural enemies, wolves, bears, crocodiles, horrific monsters and the T Rex.
description
In 1996, the original Tomb Raider was launched. The 3D game design, controls and graphics were truly ground breaking for their time. Furthermore, gamers were also presented with a unique, female human playable character with which they could become emotionally attached, Lara Croft. The original Tomb Raider sold over seven million copies and is still heralded as an absolute classic and one of the best action adventure games ever. Tomb Raider defined the PlayStation and changed the way that people played games.
In tribute to this and to celebrate and commemorate the continuing development of the Tomb Raider franchise and its central character, Crystal Dynamics are developing a new Tomb Raider adventure for Lara. Inspired by the original Tomb Raider video game; Lara Croft Tomb Raider: Anniversary faithfully preserves the elements which made the original Tomb Raider game such a classic.
Using an enhanced 'Tomb Raider: Legend' game engine, the graphics, technology and physics bring Lara's adventure and pursuit of a mystical artefact known only as the Scion right up to today's technology standards and will offer gamers a completely new gameplay experience.
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