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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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May 14th, 2007, 07:41 Posted By: wraggster
News/release from Bob Hoil:
This is the second release of Ultimate Lua Shell.
Improvements from v.1 include:
Games screen added
Tank Attack v.4 added under games(Thanks to waywardson)
apps screen added
Fixed it so when you hit start at the apps,games, or filebrowser screen and go to the main menu it does not say the path does not exist.
New icon for the eboot
Thanks to zevlar once more for the graphics
To Submit your games or apps for the shell go here: http://ultimatepsphomebrew.110mb .com/
and sign up at the forums and under the development forum there is a topic for submitting your games and apps there.
Video of it in action:
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May 13th, 2007, 20:30 Posted By: MK2k
Hi,
this is my 2nd release to the PSP-Hacks Homebrew Compo, enjoy!
Introduction
Tankw00rst is a 2-10 multiplayer hot-seat strategy game and is a completely
rewritten clone of the original "Tank Wars" game back in 1990-1992 by Kenneth
Morse. Tank Wars is released prior to the more famous "Scorched Earth" game and
is the base of the whole "Worms" game series.
To get a sense of the original game, just try it by yourself:
http://www.greatinca.net/files/Warez...ched.Earth.rar
with Dosbox: http://dosbox.sourceforge.net
Features of Tankw00rst so far:
- 2-10 Player Hot-Seat Action
- Realistic ballistic physics (including wind force)
- Scoring system and Statistics
How to play
After setting up the Game and Sound options you can choose Start to get in the
game. The terrain will be built and the tanks will be placed. Now each tank will
do it's move one after another. The following Buttons are useful:
D-Pad Left / Right: Adjust the Angle for the Cannon
D-Pad Up / Down : Adjust the Power for the Shot
Cross Button: Shoot
Hold Circle Button and any D-Pad direction to adjust faster.
Press and hold a bit the left and right Triggers (shoulder buttons) to give up
the current round.
After a round has been played you'll see the Stats and can go to the next round
as well as return to the Main Menu or even quit the Game.
read the tankw00rst.readthis.txt inside the pack!
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May 13th, 2007, 13:05 Posted By: mat_dizzy
PSP Earth is a web based aplication for the PSP. It allows you to watch webcams from all over the world LIVE on your psp, with added information, images, links and more, just from the touch of a button. Im working on Beta 0.2 as this is a relaunched version of the original "PSP Cam" project i started on last year, but never got round to finishing.
I hope to get the beta released by wednesday, I will also make a trailer video and post it on here
Thanks! Matt
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May 13th, 2007, 12:20 Posted By: Chameleon
Ruka's Site
This is Ruka's modification to Yoyofr's Snes emulator for the psp
Bugfixes are not apparent and/or stated as the source is in japanese. But I have tried Super Mario World and have noticed a great improvement upon speed from the prior release!!!
Enjoy, and remember to give feedback on any differences you notice besides GUI
Download at the official site above
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May 13th, 2007, 04:27 Posted By: wraggster
News/release from Deadzone:
DeFlasher Re-Edition v3.0 - for all OE. By deadzone (12-05-2007)
extended "mod" to "mod29", add: PrxFlasher_Edition_v1.0; in the menu main (Re-direct icons XMB).
New Video:
http://video.google.es/videoplay?doc...55578877818136
THIS PROGRAM WORKS THE FLASH0, I DO NOT BECOME IN CHARGE OF THE DAMAGES CAN CAUSE HIS BAD USE .
I have proven it in psp 303oe, 330oe & 340oe and everything work correctly.
video 303_OE_C:
video 340_OE_A:
Operation:
He is always or to be the PSP connected to the shipper or to have the battery to but of half, by ai perhaps.
To decompress to the root of memory stick and to say if to everything like always.
The folder backups must be in the root, and DeFlasher in /PSP/GAME /PSP/GAME303 or GAME150…
For 340_OE place in folder ms0:/PSP/GAME150.
In the folder "backups", rco's and .prx lodge all that this program modifies.
During the flashing you will see the light of ms to blink, and a screen saying “done” when finalizing he himself.
If for whatever reason the file to be flashing not this in his place the return program an error message,
but there is no problem since it does not give the flashing of this file and us return to the main menu pressing “start”.
start:always restar the program and you back to the main menu.
select: screenshot takes one from the main menu. save in deflasher folder.
X: enters the menus.
O: the flashing is executed.
In “the main” menu [_] activates usb and O it deactivates it.
When locating to us on mod, mod1, etc the image is shown in center of the screen.
The image shown by defect is necessary to change (or not)
it by the capture of rco to have idea of what file we are going to flashing. Image format is .png.
The liberating one of space in flash0 now free space 2.70MB.
Aggregates all mod until mod29.
aggregate photo_plugin, game_plugin and visualizer_music to the menu of loose archives.
new recovery, now can be created recovery and before be flashing it later.
When the program is flashing "complete theme" is necesary in the folder "modXX" the 12 archives that here they are exposed:
01-12.bmp
game_plugin.rco
gameboot.pmf
impose_plugin.rco
ltn0.pgf
opening_plugin.rco
photo_plugin.rco
savedata_plugin.rco
system_plugin.rco
system_plugin_bg.rco
system_plugin_fg.rco
topmenu_plugin.rco
if some not this in the folder, program return error. but no more problem, because the rco archive is not flashing.
to do: to increase mod for kept subjects. and what it is happened to me.
PSP-DeFlasher Re-Edition v3.0 now add: PrxFlasher_Edition_v1.0; in the menu main (Re-direct icons XMB)
Translation: raulongo (Thank You for your help)
PrxFlasher_Edition_v1.0 (Language English)
Video demostration:
http://video.google.es/videoplay?doc...55578877818136
APP's from the XMB.
This program modify the FLASH0 of your PSP System.
I'M NOT RESPONSIBLE FOR ANY DAMAGE THESE FILES/PROGRAM COULD MAKE IN YOUR PSP SYSTEM.
Only Tested in 3.03OE.
Using this program you can re-direct the original icons of the PSP for other you choose.
Highly recommended to do a backup of your .PRX before doing nothing.
USB is activated when the program is running.
Selet take screenshot.
Copy the content of MP_ROOT to root of memory stick.
- The OnLine Help (htmlviewer_plugin.prx) is now redirected to http://www.ebuddy.com/, that it would be the PSP Messenger.
- Location Free Player (lftv_plugin.prx) Shuts down (R+X) and makes a reset (X) to the PSP when pressing the icon.
- Network Update (Update_plugin) is redirected to ms0:/PSP/GAME/__SCEAPP1/EBOOT.PBP
- Remote Play (premo_plugin.prx) is redirected to ms0:/PSP/GAME/__SCEAPP2/EBOOT.PBP
- License Plug-In (license_plugin.prx) is redirected to ms0:/PSP/GAME/__SCEAPP3/EBOOT.PBP
- Camera (camera_plugin.prx), is redirected to ms0:/PSP/GAME/__SCEAPP4/EBOOT.PBP
- NetPlay Client (netplay_client_plugin.pr x), is redirected to ms0:/PSP/GAME/__SCEAPP6/EBOOT.PBP
- In this folder you're able to put any EBOOT.PBP that will be launched instead of this plug-in.
- This program also can restore backups that were created before
Thanks to Team Xk for the mod .prx.
Thanks to RauL0ng0 for the translation of this readme file.
Thanks to grishnakhelorco for uploading the .prx package and explaining all to do this kind of things.
Thanks to subdes for the idea of this Flasher.
Download Link: http://www.sendspace.com/file/b9463s
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via deadzone
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May 13th, 2007, 04:20 Posted By: wraggster
News/release from PSPMillionaire:
I have started a tile editor that I will work on in my spare time.
At this point the editor really isn't of any use. Regardless, I am posting up a first build of it that can be downloaded.
Each addition added to the editor will result in a new build being added and uploaded.
In the end I would like this to be an easy to use 2D map maker with the ability to add collision inside the editor itself.
At this point, that is far into the future. Progress may come slow at times since I don't have a whole lot of time.
I plan to make the editor export to lua, allegro with c++, and maybe c/c++ for psp later on.
Download Instructions:
The program is distributed as a clickonce deployment application.
When you visit the download link below you will see an install link on the page to install the program.
You may have to download the .NET Framework if you don't have that already. It should let you know if you need it.
It is required to use Internet Explorer to visit the link below and download.
It will not work correctly using Firefox.
When you download and install the program it will be accessible from your Start menu, and can be uninstalled from Add or Remove Programs in your Control Panel.
Up to date information as well as the download location will be posted on my forum at http://forums.evilmana.com/index.php?topic=724.msg67 68#msg6768
Updating:
Updating the program as new versions are released is as simple as running the program.
Each time the tile editor is run it will check for an updated version, and give you the option to install it, considering you're connected to the internet.
At anytime you may roll back to a previous version from Add or Remove Programs in Control Panel by choosing to uninstall, which will give you the
option to uninstall or roll back to a previous version.
Current Release:
0.4.2.0
Version/Added Features:
0.4.2.0 (5/12/07):
* 16x16 Tiles removed for now due to technical issues with this size
* Resolution added when creating New Map. Adjusts the display size of map.
* Exporting of a lua map added
* Exporting of scrolling lua maps added. Exports 2 files. One is the map info, the other the main game code.
(Future versions will include a player with the scrolling map)
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May 13th, 2007, 04:13 Posted By: wraggster
News/release from Mr305:
Hello. Here I present my plugin:
The Wifi Power Saver v1.5 [NEW!]
It has been tested on 3.40 OE-A. Should work with all SE's and OE's. Doesn't interfere with other plugins.
I frequently use the web browser, So I decided to create one for myself...After realising it's use, decided to leak it here.
In the NetFront Web Browser, Incase you haven't noticed this, even with WLAN Power Save on, the PSP remains connected to Access Point even after page is fully loaded, which greatly draws the battery power.
1) Press SQUARE+DOWN[Default combo] to turn off Wifi in instant. Purpose: Saves battery a lot.
2) Press SQUARE+Right[Default combo] > to put psp into a lowest clock setting 2/19Mhz + turn off wifi. Press any button it will return to normal mode 222/111Mhz. [/b] Purpose: Saves battery EVEN FURTHER
3) Click any link, or resume surfing, PSP will automatically reconnect to the AP.
4) Optionally change the combo's.
> Edit vsh.txt in seplugins folder and add:
[pspdrive]:\seplugins\WIFIpowsav.pr x -- no spaces
> Copy WifiPowSav.txt to seplugins folder.
> Enable the plugin in Recovery.
>Optional: Change Keycombos in wifipowsav.txt
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via mr305
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May 13th, 2007, 02:37 Posted By: wraggster
News/release from Cy-4AH:
Sloynik is program for reading StarDict text dictionaries
Description : english to russian and russian to english dictionaries, but you can add your own.
You just need convert dictionaries from StarDict format to my own with BtdxMaker.
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May 13th, 2007, 02:28 Posted By: wraggster
via psphacks
I am ROCAMATICS (previously know as CHAPACO) and this is my first PSP homebrew!! I'm introducing for first time this app (GUITARBOX) for the PSP-Hacks 2007 Homebrew Contest).
GuitarBOX is a GUITAR REAL TIME EFFECTS PROCESSOR (a.k.a. MultiFx Processor). Althought is main purpose is to process a guitar signal, you can use it with any electric instrument, even a single standard PC MIC!!!.
By now, it contains the following (REAL TIME, very low latency) effects:
- Noise Suppresor
- Phaser
- Distortion (overdrive type)
- Delay
- Equalizer (3-band)
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May 13th, 2007, 01:47 Posted By: wraggster
Kingdom Hearts wasn't represented all that well at this year's Square Enix Party here in Chiba, Japan. With Kingdom Hearts II Final Mix already out, and no officially announced titles on the way, it seemed that the Disney/Square Enix crossover would be limited to a few cosplayers and some character models in the large goods shop.
And then we managed to sneak into the Closed Mega Theater video presentation, a tradition at all Square Enix events where the latest footage for upcoming games see debut under the scrutiny of a billion "no-photography" signs and dozens of Square Enix employees with ears trained on the sound of a cell phone being opened. In between the new footage of Final Fantasy XIII and Final Fantasy Disidia (details coming soon!) was a short teaser for an all new entry in the Kingdom Hearts series!
From what we could tell, the trailer consisted of nothing more than CG footage from older titles. At the end came a promise of the mysterious new game being fully unveiled at this year's Tokyo Game Show, set for September (in the same event hall as the Square Enix Party, actually).
The existence of a new Kingdom Hearts game shouldn't come as a surprise, as producer Tetsuya Nomura hasn't been too shy with the Japanese press about the matter. But now that the game's existence has been formally announced to the world through the trailer, the real speculation can begin. What platform? Is it Kingdom Hearts III, or is it a spinoff (the latter is more likely given Nomura's previous comments). We'd suggest that you pace your message board posts on the matter, as TGS is still a few months away.
via ign
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May 13th, 2007, 01:46 Posted By: wraggster
The slick-looking off-road racer, MotorStorm, is quickly becoming the poster child for PlayStation 3 updates. For its next official patch, slated to release on June 7, the game will add a brand new Time Attack mode that allows users to race against their own ghost in an effort to best their most efficient times.
As an added bonus, the fastest ghosts will automatically be uploaded to the global leaderboards so that others can compete against them. Additionally, phantom opponents aren't limited to just one -- in total players can race against seven different specters in a single race; these ghosts include ones made by the user, the previously-mentioned "best time" ghosts, or special developer-made "Evolution Ghosts" made up of a range of different skill levels.
But a brand new mode isn't the only extra that Sony has added for the new update. A host of other improvements have been included as well. Listed below are all the fixes that players can expect to see when the patch hits the servers:
Now your best times make for additional gameplay.
Game List Improvement
"Game Status" is now displayed with the game list in the online lobby making it easier to find a session where you'll be able to join and race promptly.
Host Identification
Within the game lobby the host is now clearly identified by a 'host' icon visible to all players and updated during host migration.
Boost Exploit Fix
A bug involving the boost system that allowed a player to use boost in an exploitative manner has been resolved.
Buddy List Size
This has been updated to support up to 50 friends.
Text Cut-off fix for SD
When playing in standard definition, all messages will now display as intended.
Improved Stability Online
Online gameplay stability has been improved.
Just how fast can you go?
Audio Fix
All known issues with 5.1 / 7.1 surround have been fixed. Audio issues within the front-end have been resolved.
Player Ranking Reset
Players were found to be ranked incorrectly due to a bug. Because of this all online rankings will be reset and the ranking system should now function correctly (Evolution and Sony apologies for this measure but it will result in a fairer and more stable system).
Auto-Start
Races will be forced to start after a fixed countdown which should dramatically reduce the waiting times in lobbies. Hosts may delay this countdown up to three times.
Save Data Corruption
When quitting the game using the PS button it was possible to corrupt the save game data. This will no longer occur.
Lobby Information
Upcoming track and current lap details will be displayed in lobbies.
Vehicle Damage Reset
When restarting a single-player race during a death camera the damage wasn't always reset at the start of the next race. This has now been resolved.
Missing Audio
Audio effects were missing from the death camera, these have now been reinstated.
Name Tag Toggle
Added ability to switch the player name tags on / off during online races using a single button press (L1).
To install the update, players simply need load the MotorStorm Blu-ray disc, select "online" and install the prompted updat
Via IGN
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May 13th, 2007, 01:43 Posted By: wraggster
Today at the Final Fantasy Anniversary party in Makuhari Japan, Square-Enix showed-off two new missions Crisis Core missions at the Closed Mega Theatre. Fans lined up for hours to get a taste. We managed to dip in and see for ourselves what all the fuss was about.
In our first Crisis Core hands-on last December, Anoop explain how technically marvelous the game is. Let me piggy back on that by say he is unequivocally right. This is the watershed game that genuinely demonstrates just how powerful the PSP is.
Quick refresher: Crisis Core follows Cloud Strife's famous pal Zack, an elite soldier in the Shinra Corporation who made a brief appearance in Final Fantasy VII. This game is all about his adventures fighting for Shinra in the build-up to FFVII. These are the times when Sephiroth was still a decent fellow, and Cloud was just a rookie trying to get into SOLDIER.
Full article
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May 13th, 2007, 01:41 Posted By: wraggster
If you heard the rumors, or caught the Japanese magazine scans, this might sound familiar. You may have doubted what you saw, but I assure you, the stories are real. There is a Final Fantasy All-Stars game on its way, and it's headed to PSP.
Today at the Final Fantasy Anniversary party in Makuhari Japan, Square screened a brief but satisfying trailer in its Closed Mega Theatre. The video streamed in a small psp-scale-box on the screen, similar to how the Crisis Core trailer was done. The first scene opens with a pre-rendered CG shot of a brown and barren rocky terrain. The screen flashes white, and dissolves to a close-up of Cecil Harvey's face, the hero from Final Fantasy IV. A few moments later we see him fight in what looks to be gameplay footage. The battle itself feels very Kingdom Hearts. In fact, if I would have walked into the theatre at this exact moment and saw the footage at a glance, I would have assumed I was looking at a PSP version of Kingdom Hearts.
Full Article
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May 13th, 2007, 01:41 Posted By: JKKDARK
via Gameinfowire
Prepare for all-out war as NAMCO BANDAI Games America Inc. and KOEI Corporation today announced a co-publishing agreement to deliver a new generation of combat with the late-summer 2007 arrival of Dynasty Warriors:GUNDAM for the Xbox 360 video game and entertainment system from Microsoft and the PLAYSTATION 3 computer entertainment system. From the legendary developers of Dynasty Warriors, Dynasty Warriors:GUNDAM boasts fast-paced futuristic combat, stellar environments, and high-definition graphics. With a host of Mobile Suits and multiple modes to explore, Dynasty Warriors:GUNDAM transforms players into weapons of mass destruction to become the ultimate hero of the universe.
"Dynasty Warriors:GUNDAM is the result of a monumental collaboration between two great companies. This partnership extends far beyond the title's development and encompasses all disciplines, including marketing, sales, and promotions in order to bring this unique title to North America," said Makoto Iwai, Executive Vice President and COO, NAMCO BANDAI Games America Inc. "Featuring interstellar environments and unmatched warrior battles, gamers will understand why Dynasty Warriors:GUNDAM is the must-have game for the fall."
In the future, rebel space colonies launch a brutal war for independence with a series of orbital strikes against the Earth. War is reinvented as advanced ECM renders long-range sensors and communications virtually useless. In this chaos, a frightening new weapon, the Mobile Suit, is born. Agile, heavily armed, and armored - optimized for short-range combat with melee attacks and a wide array of weapons, the Mobile Suit is the ultimate instrument in this new age of warfare. The time has come to pick a side, choose a weapon, and prove your supremacy.
Created by Koei's renowned Omega Force development team, Dynasty Warriors:GUNDAM takes gamers through an intergalactic conflict where the only hope for survival is to annihilate the encroaching opposing forces. It will be one-versus-many as gamers fight at lightning speed aboard their favorite Mobile Suit, the ultimate weapon of war. Bringing the epic fast-paced action of the Dynasty Warriors franchise to the futuristic battlegrounds of the rich, detailed setting of the Gundam universe, Dynasty Warriors:GUNDAM will provide legendary entertainment for hours of enjoyment.
Gamers will have the opportunity to explore the rich and detailed setting of the Gundam multi-verse from a myriad of perspectives. Assume the role of legendary heroes and villains while strategically enhancing their power, skills, and abilities. Play out the legendary scenes from the rich storyline and marvel at the subtle twists viewed through the eyes of each character. Furthermore, players can unlock Mobile Suits and Pilots from different Gundam universe time lines while accomplishing secret missions adding limitless replayability. With a variety of game types including Official, Original and Versus Mode, gamers must overcome impossible odds to bring their Mobile Suits to victory.
For more information on Dynasty Warriors:GUNDAM, please visit http://www.namcobandaigames.com or http://www.koei.com
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May 13th, 2007, 01:40 Posted By: wraggster
Though franchises like Gran Turismo, God of War, Ratchet and Jak, along with third-party franchises like Metal Gear Solid and Final Fantasy, are the tops of Sony's exclusive titles list and help sell more systems than pretty much anything else on any of its platforms, arguably the most important series from a technical standpoint is SOCOM. The series helped launch the PlayStation 2's Network Adapter and headset support, and pushed the PSP's networking capabilities further than any other title. And let's not forget that it also introduced the underutilized voice support on the handheld system. So it's no surprise that the series is seeing another PSP release this year that will continue to push some changes.
But this isn't the SOCOM that you might be expecting. Rather than sticking to its first/third-person shooter roots, SOCOM: U.S. Navy SEALs Tactical Strike is more of a strategy game, though one that features just as much action as its predecessors. Indeed, this isn't your father's turn-based strategy title where every move is thought out and planned to perfection, but rather a reactionary title that tasks you think on the fly while bullets whiz around your squadron's heads.
Full article
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May 13th, 2007, 01:39 Posted By: wraggster
via ign
Final Fantasy Dissidia, the recently announced original PSP crossover fighter featuring characters from the Final Fantasy universe, lead off the pack at the Closed Mega Theater video presentation during day one of the Square Enix Party today. We had our Final Fantasy master train his eyes on the trailer to learn everything he could about this new Final Fantasy game, but before our full report, we thought we'd share something that even the casual FFers in the audience were able to pick up on.
The original announcement of Dissidia included confirmation that Warrior of Light from the original Final Fantasy and Zidane Tribal from FFIX would appear as playable characters. It was also revealed that Kuja, a villain from FFIX would make an appearance, although playable or not playable was not confirmed.
Thanks to the trailer, we have a hint about a fourth character. The closing shot of the trailer had a familiar CG scene of a familiar Final Fantasy villain wielding a lengthy sword against a fiery background. That's right, it's Sephiroth! The deliberate drama that surrounded his appearance in the trailer suggests that the FFVII villain will be playable, although we'll of course have to wait for official confirmation to be sure.
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May 13th, 2007, 01:38 Posted By: wraggster
Final Fantasy Crisis Core fans had something to look forward to at the Square Enix Party today in Japan, as they have at just about every Square Enix event for the past year or so. In addition to a brand new playable build (we'll have details on this latest testament to the PSP's power shortly), Square Enix aired a new trailer of the game as part of its "Closed Mega Theater" video presentation.
The best news came at the end of the presentation as the numbers 9, 13 and 2007 appeared on the screen. That's right, years after its first announcement, Crisis Core now has a final Japanese date of mid September.
Of course, this doesn't mean anything for the English language version of the game, as given the amount of dialog hinted at by the playable demos we've seen so far, this installment in the Final Fantasy VII compilation is going to make Square Enix's translation staff spend lots of time at the office.
Via IGN
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May 13th, 2007, 01:30 Posted By: wraggster
via gta4.net
When asked about a San Andreas Stories for the PSP, he replies saying that they don't have any plans for that at the moment, suggesting that they likely haven't started at all on another GTA PSP title.
So there you have it.
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May 13th, 2007, 01:24 Posted By: wraggster
via innerbits
The release of the 1.60 firmware six weeks ago was recently followed by the release to developers of the corresponding 1.60 SDK. The SDKs always come out a few days after the firmware so that Sony can iron out any bugs, issues and complete the documentation for the new and changed features.
Ozymandias recently did an comparison between the 360 and the PS3, and their memory footprints. Some of the numbers used for the PS3 are slightly out of date, and thanks to this release, we have obtained access to the latest memory footprint of the various key system utilities.
First, the base memory footprint of the PS3 OS in main memory has been reduced from 56 MB to 52 MB. These values will lead to some confusion, as we’ve previously reported that the memory footprint was 64 MB. 8MB of memory was given back to developers sometime before Christmas, and now a further 4 MB has been returned. Currently, as of SDK 1.60, the PS3 operating system takes up 52 MB of main memory and 32 MB of graphics memory (84 MB total). As a comparison, the Xbox 360 still only uses 32 MB of shared memory for all its system utilities.
We have also learned that processing-wise, games are expected to maintain at least 30 frames per second, regardless of how much CPU time is used by the OS. Specifically, there is a Sony technical requirement that states that titles cannot rely on the CPU processing speed. There is no explicit ceiling set on how much processing time the OS can use through its higher priority threads. Of course, Sony will make sure whatever is performed in the background will have very minimal impact on processing time, but the lack of an explicit cap concerns us.
Finally, we present a breakdown of the memory requirements for various key system utilities. In order to make use of them, developers must allocate the specified memory amounts to the OS. These allocations are done in the form of Memory Containers:
As of SDK 1.60, developers can use standard PS3 message dialogs at no extra cost. The standard on-screen keyboard still requires 7MB of memory.
Developers can now choose to support the Remote Play functionality (which allows players to play their PS3 titles on their local wireless LAN using their PSP. Remote Play requires 8MB of memory to be allocated to it.
The various utilities providing saving, loading, and reading off the hard disk now require no more than 5MB of memory to be used.
8MB of memory is required for the online startup utility. This includes both supporting online play, and is a requirement for any of the other Network Platform (NP) utilities. There are several NP utilities, but we will only address the most important one next.
Full support of the NP Friend List utility is currently a staggering 24MB of extra memory (on top of the 8MB needed for the startup). This utility provides the support of the NP friend’s list, allowing players to add, remove, block and communicate with their friends along with the corresponding GUI interface. The extraneous demand on memory has been met with with concern from developers. Since this is just the first iteration of the utility, Sony has vowed to reduce the memory impact of the utility to something more manageable (20MB is the rumored target for the next major release expected in late May – early June).
Video chat (supporting up to 6 concurrent users) requires 26MB of memory, while voice chat (supporting up to 12 users) requires 8MB. The utility allowing for in-game microphone configuration is also 8MB.
Finally, developers can choose to support an integrated web browser. The memory cost for a web browser can vary from around 40MB to 90MB+, depending on the web sites being browsed, and the number of windows and tabs used.
We won’t rehash the same argument we have made previously that developers could have benefited from some of these features earlier on, or that functionality such as friends list should not cost developers extra memory. Sony has chosen to go down the route of Memory Containers, using that flexibility to continuously expand their feature list, without forcing all developers to use the same features.
Sony is making every effort to both provide new functionality and dampen the impact on memory. Some of the features being provided (such as the integrated web browser) are unique to the console. However, the friend’s list still represents a hefty investment in memory for now, and we hope that Sony can continue to make every effort to make such core features less of an impact on memory for developers. After all, integrating with the Network Platform is something Sony should encourage in every game. This would go a long way in addressing the lack of consistency in the online experience across the various titles currently available.
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May 13th, 2007, 00:16 Posted By: wraggster
via kotaku
1Up is currently featuring a huge six page preview of the new God of War game for the PSP, God of War: Chains of Olympus. They got a chance to have a nice sit down with creative director Cory Barlog who talked a bit about the new game's storyline.
A lot of what we're telling with the later stories is Kratos when he's just really realized he's a puppet of the Gods, really realizing that he's getting screwed over, and [the PSP game will] flesh out when he did have maybe a little bit of faith and when that faith started to crumble a little bit -- when he started to see some cracks in the stories they were telling him.
Barlog remains coy about giving away too much about the plot and enemies and says that the details of this project will be much more guarded than God of War II. The new title promises to be every bit as epic as it's PS2 predecessors and the newly released screenshots that accompany the article look really sweet. I can't wait to start seeing some gameplay footage so we can see exactly what we're in for.
For the full article and a bunch of exclusive screens, head on over to 1Up and check it out!
Previews: God of War PSP
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