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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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April 30th, 2007, 21:40 Posted By: wraggster
Ooo-eck, the latest Devil May Cry 4 screens have just landed on our desktop and they show off a new environment with previously-unseen icy baddies.
Keen-eyed viewers can also spot the similarities between this and Capcom-cousin Lost Planet. In case you haven't already, click on over to the latest trailer which emerged on our video player last week and look out for our full hands-on report soon.
Screens Here
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April 30th, 2007, 21:13 Posted By: Shrygue
via PS3 Fanboy
Leave it to EGM's rumor mill to churn out a tasty new rumor. It's rumored that an XBox staple, Dead or Alive, might be making its fifth iteration exclusively on the Sony gigantor bot -- the PlayStation 3. Actually, that's not entirely true. Team Ninja is supposedly making something revolving around the DoA universe on the PS3. Not specifically the fifth entry into the franchise. What was that last God-awful fighting game spinoff? Death by Degrees? Bad call, Tekken, bad call.
Also mentioned in the magazine is the idea that Nippon-Ichi's popular SRPG series, Disgaea, will be making its way onto the PlayStation 3 as well. Not much else is known -- will it be on the PSN (since the games are, admittedly, not the finest looking), will it be a remake, sequel, what? No matter, we'll find out in due time. Personally, I'm not too fond of the games. You waste too much time getting absolutely nothing at all accomplished. Levelling up is a joke, blah blah blah add your own opinions.
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April 30th, 2007, 20:54 Posted By: Shrygue
Via CNET
Scores of companies are betting there's gold in helping go-go commuters and road warriors catch the latest episodes of 24 and Grey's Antatomy. Apple downloads movies to iPods. Cell phone carriers stream TV shows to handsets. Sling Media's Slingbox connects users to their home TVs from any Web-enabled handheld.
But a company uniquely positioned just a few years ago to be among the front-runners in the nascent mobile-video category is conspicuously missing, said James McQuivey, a Forrester Research analyst. Sounding a little like Marlon Brando, McQuivey argues that Sony, with the PlayStation Portable (PSP), should have been a contender. He notes that Apple's iTunes has sold 50 million TV shows, seized a huge market lead and proven people will watch video on small screens.
Forrester Research analyst "The thing is, Sony could have been all this," McQuivey said. "The Sony PSP is one of the best portable entertainment media devices that anyone has come up with in years. It has a relatively big screen, plays video beautifully, has good storage and audio. It could have been the first big mobile carrier for TV shows and movies."
Instead, the mobile-video play of one of the world's largest electronics companies is straggling behind Apple, has shaken the confidence of supporters--especially in Hollywood--and added to the woes of CEO Howard Stringer.
The PSP is a handheld device that plays video games, music and videos, and also displays photos. As of March, Sony has sold 7.2 million of the devices in the U.S., according to NPD Group. The PSP was supposed to be a total-entertainment media device, yet two years after launching the PSP in North America, Sony by some accounts is retrofitting its video plans.
The Financial Times, for instance, reported last December that Sony planned to launch a PSP download store early this year. But as April heads into May, still no store. A Sony spokesman declined to discuss the issue.
To some observers, a PSP video store is an admission by Sony that the company's Universal Media Discs (UMDs), the mini DVDs that play only on PSPs, are a bust.
The media began kicking dirt over UMD a year ago when consumers largely ignored the format. From the Calgary Sun came the subtle headline "Bombs away; UMD sales are zilch with consumers." The Hollywood Reporter published a story in March 2006 about Universal Studios and Paramount Pictures ending production of movies for the PSP. Variety chronicled the handheld's sagging sales in July with a story headlined "PSP loses support; Wal-Mart, studios pull back."
Format envy
The source of the problem is easy to pinpoint, say critics: Sony's UMD was another attempt by the company to force a proprietary format down consumers' throats.
"Sony hasn't won a format war ever," McQuivey said. "Sony can't get over the idea of controlling the media format. This problem of Sony's goes back to the Betamax. They don't just want to make the device that everybody wants. They want to own the entire the format."
Some observers said that by offering a disc that would play only on a Sony device, the company was thwarting piracy. Others accused Sony of creating the UMD to force PSP users to pay twice for films. Since the company offered no way to connect the handheld to a television--the same way iPods link to TVs--a UMD movie can't be enjoyed on a larger screen.
Leave feedback via comments.
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April 30th, 2007, 20:49 Posted By: Shrygue
New for this Week:
PSP Game Releases
- Legend of the Dragon
- Ultimate Board Game Collection
- Winx Club: Join the Club
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April 30th, 2007, 20:42 Posted By: Shrygue
via Kotaku
Hey Europeans! If you've imported an American/Japanese PLAYSTATION 3, you'll need an adaptor to run it in your scary wall sockets. This AC adaptor from Fristsing is outfitted with a built-in fuse and a cooling fan. Plus! It's in the shape of a PLAYSTATION 3 and can be used with all Sony PlayStation and Microsoft consoles. The font on the adaptor's side serves as a friendly reminder that, yes, the PS3 looks way better with PS2 font.
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April 30th, 2007, 19:27 Posted By: wraggster
Newly released at Play Asia
Seven Wonders lets you journey where no one alive has ever gone before. Travel to the Great Pyramid of Giza, the Hanging Gardens of Babylon and trek through the Mediterranean islands to behold the glory of ancient Greece. You have to build the 7 Wonders of the Ancient World. Time is short and the journey is filled with peril. You must match three same-colored magical rune coins to supply your workers with the building stones needed to create the Seven Wonders.
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April 30th, 2007, 19:26 Posted By: wraggster
Newly released at Play Asia
The unique gaming experience offered by Aedis Eclipse comes from the combination of team customization and item crafting on one hand, to the dynamic combat multi-unit battle system, on the other. The PSP® format allows gamers to briefly pick up their hand-held to enjoy strategic thinking anytime, anywhere.
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April 30th, 2007, 19:24 Posted By: wraggster
Newly released at Play Asia
Grab your stick and go head-to-head with the Dream Models in Pocket Pool for the PSP (PlayStation Portable) system. With 13 different types of pool, including 9-ball, 8-ball, Rotation, Black Jack and Snooker, there's a game of billiards to satisfy any pool shark. And when you're up against the Dream Models, wins mean more than just a notch on your cue - they unlock video clips and image galleries of the luscious Dream Models.
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April 30th, 2007, 19:23 Posted By: wraggster
Newly released at Play Asia
features
Bridge gaps with your body, solve large and complex puzzles & collect all they items before reaching the exit
Unique 3D puzzle action -- go in any direction you want, and do it as quickly and efficiently as you can
Ad-hoc multiplayer modes on every stage - they can be played as vs. or co-op
Game-sharing feature means you can have multiplayer action with just one copy of the game
Unlock fun new music as you play
description
Cube is a quirky, unique game where you play a cube. Your goal as a cube is to collect as many keys as possible and make it out of a maze before time runs out. The other shapes will try to block your way, but as long as you're clever enough hit the right switches, avoid all the traps and bombs, and do it before time runs out, you'll be fine.
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April 30th, 2007, 19:21 Posted By: wraggster
New released at Play Asia
Inspired by the events of Universal Pictures' upcoming film, The Fast & The Furious: Tokyo Drift, this game will immerse players in the underground world of drift racing. Set in a world related to, yet separate from, the movie, the game features a ground breaking drift mechanic that makes drifting accessible to both beginning and veteran racing game drivers. Gameplay features revolutionary new systems like the Drift Indicator that make The Fast & The Furious the most accessible yet realistic drift game ever!
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April 30th, 2007, 17:09 Posted By: wraggster
Can truck driver Travis Grady survive the horrors of Konami's PSP game Silent Hill Origins? More to the point, can we? Well, we'll find out when the title releases later this year but in the meantime clap your eyes on these new screenshots and gameplay footage.
Origins' storyline reveals how Silent Hill transformed into horror headquarters, how lead character Travis Grady found himself trapped in the town and wrestled with his terrors and inner demons.
Konami's introducing new gameplay mechanics and features, including an updated control method that benefits combat and exploration of the environment. It's also making a song and dance about the Cineractive System, which "allows players to face down horrifying monsters while the control scheme changes intuitively for each situation".
Silent Hill Origins is expected in October.
Trailer and Screens Here
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April 30th, 2007, 17:08 Posted By: wraggster
Update: First off, it seems threespeech got the date wrong, as Sony has just told CVG "The new GTHD video is scheduled to go onto the PS Store this Friday, May 4. It's a bespoke video that was made for Nissan at the Geneva Motorshow."
And before you get all excited, Sony went on to say there's "No official announcement, just showing people some more GT footage since the download has proved immensely popular."
The wait for Gran Turismo 5 continues. Update ends
While 360 fans have been getting news of its top racers, Forza 2 and PGR 4, from all directions, Gran Turismo fans have been left in the dark, but Sony has finally broken the silence.
According to Sony's "semi-official" blog, threespeech.com, a new video will be made available through the PlayStation Network Store this Wednesday, which it says will feature a new car, the Nissan Xanavi Nismo Z, speeding around the Eldger Mountain course.
The same post also points eager petrol heads to the official GT HD site to look out for "future announcements". Sounds like a hint to us.
via cvg
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April 30th, 2007, 17:06 Posted By: wraggster
via cvg
The first concrete details on Ubisoft's new Tom Clancy franchise EndWar have reached the internet via US mag Electronic Gaming Monthly, and we seem to be getting more excited with every morsel of info we hear.
In case you missed the initial announcement EndWar is essentially an RTS mish-mash of Clancy franchises built from the ground up for consoles.
Apparently it's being directed by ex-Creative Assembly man Michael de Plater, who worked on the legendary PC strategy series Total War.
Action plays out on a Risk-like campaign map with three factions, U.S. Joint Strike Force, European Enforcers and Russian Spetsnaz, available for war duties. According to Ubisoft, each campaign will be different, giving the example that if the US is conquered in one campaign you can start the next "to liberate U.S. soil with a massive new 'D-Day' landing on the East coast."
"[The Battle for Middle-earth II] was a test case for exactly what we didn't want to do", says the Endwar boss, in reference to re-mappping controls for a console RTS. In answer to this Ubisoft has gone for a tighter, up-close camera along with your bog-standard battlefield map.
Everything in the game is destructible and there's a limit of 12 squads in battle at one time, which you can personalise with your own special abilities, motto and heraldry.
Apparently, there's also some impressive feats in how the AI works in the game. According to the EGM article, squads of heavily armed soldiers, when ordered to a cluster of firebombed cars, will automatically take cover in different ways, taking potshots through windows and over hoods. If a soldier gets shot, one of his squad mates will even drag him back to safety.
The question is, will Ubisoft be able to conquer the dodgy joypad RTS controls we've seen up until now? Lets hope it manages to iron them out before EndWar hits 360 and PS3 early next year.
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April 30th, 2007, 17:01 Posted By: wraggster
Assassin's Creed is going to make you feel harder than Vinnie Jones in a suit of armour when it comes out on PS3 and 360 later this year.
Just take a look at these new screens. Altair, the lead character, just shoves one guy out his way as he heads through a crowd of people with his eyes poised on his target. He swoops in for the kill, smacking one dude in the chops and plunging a knife into the body of another. Well hard.
Screens Here
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April 30th, 2007, 16:58 Posted By: wraggster
Via CVG
Sitting on our desk this morning was a neat envelope from those nice chaps at the SCEE PR team, within which we found this brilliant teaser for WipeOut Pulse.
Now you might not be as excited as we are, but if you also hammered the PSP launch title until your batteries cried out in pain, downloaded all the update packs and fancy yourself as somewhat of a futuristic rally champ, then WipEout Pure is going to be a little slice of racing bliss when it arrives later this year.
According to our release list it's still due out in September - so there's another one to add to you big end-of-year buy roster.
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April 30th, 2007, 16:46 Posted By: wraggster
New from jay543_uk:
This is my first ever complete working code,started learning about coding about two mouths ago on the net and then came across psp-programming.com.It is a little app which will work out some simple automotive conversions.Sorry if the code is all messed up, i am very new to all this and realy just want some pointers on if i am doing stuff right or if i should just give up.
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April 30th, 2007, 14:50 Posted By: JKKDARK
via Pro-G
Sony has created anger and front-page headlines by using a dead goat at the God of War II launch event.
The partly decapitated animal carcass was the centrepiece of a display at the party, and apparently contained 'offal' in its open stomach, made to represent intestines, which was fed to guests in a competition to see who could eat the most.
The rather gory pictures of the party were placed in Official PlayStation Magazine, until the Mail on Sunday, who yesterday ran a bold front-page news story on the incident, contacted the magazine to complain, resulting in a promise to recall the entire print run.
Animal rights organisations and government ministers have spoken out against Sony, though the apparent flak the company is facing for irresponsible marketing to youngsters seems rather unjustified as God of War II has an 18 rating.
Many have been quick to defend Sony, pointing out that dead animals make the meal tables of almost every party and launch event there is.
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April 30th, 2007, 07:50 Posted By: Sp3ct0r
This a Death Note theme is for 3.40oe
--Installation--
-Copy the files "PSP" and "seplugins" in the Root of your psp
-Copy the contents of "Flash0" into Flash0:\
-Go into recovery mode, then plugins, and enable randomgameboot.prx
(if you want to try the alternate fonts, just place the one you want in Flash0:\font\)
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--Features--
-custom Death Note icons
-3 custom Death Note Fonts
-14 Death Note Wallpapers, resized to fit the psp
-6 of my own Death Note gameboots
-The random gameboot loader plugin, so each time you launch a game, you will see a diffrent gameboot.
-a few icons from darthpaul's_3[1].30-OE_theme_v1.1
----------------
Screenshot
-----------------
Download Here http://www.sendspace.com/file/unjn8n
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April 30th, 2007, 05:09 Posted By: JOHNY 5
CHANGELOG--
(2.1)
1. Added Security to auto-exit with psp unites with higher
higher than 3.40 oe-a.
(2.0)
1. Added support for firmware 3.30oe and 3.40oe!!
2. Added support for flashing topmenu with security so wrong
topmenu isn't flashed.
3. Added support for "complete theme flashing"
4. Now seperates backup_function prx files corresponding with
their firmware.
--Added--
1 . Logo remover/gameboot debrander CREDITS: Homer
Here is an update to my "All In One Flasher," I have not released my updates due to instability but i think its good now...
THIS APP IS AN "ALL IN ONE" TYPE OF APP BECAUSE I NOTICED ALL THE WONDERFUL APPS THAT ARE MADE BY DIFFERENT DEV'S AREN'T ALL IN ONE PRETTY PACKAGE AND THIS APP TRY'S TO DO THAT, ALONG WITH FLASHING THE FILES CREATED BY THE APPS THAT I HAVE INCLUDED WITHIN THIS PROGRAM. This uses the function flash0 usb in the recovery mode so to make this work please boot into recovery then to go advance then go flash0 usb.
Run johny5_flasher.exe then you'll see your options. A LOT OF THESE
APPS THAT I HAVE INCLUDED I DID NOT MAKE AND I TAKE NO CREDIT FOR MAKING THEM THE DEV'S WHO HAVE WORKED HARD ON MAKING THEM ARE CORRECTLY CREDITED AS THEY SHOULD BE. I have edited some files slightly in order for them to function correctly within my application. Refer to the readme for questions
--Johny_5
Download UPDATED!
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April 30th, 2007, 02:35 Posted By: burrito
via http://strmnnrmn.blogspot.com/
R11 almost ready
Following on from last week's work, I've been busy fixing a few more issues relating to the way Daedalus handles textures.
To start with, I refactored the way that n64-format textures are converted to psp-format textures. Previously, I was converting the textures at the point at which they were loaded into texture memory on the n64. A result of this was that in order to support mirroring, I needed to keep a copy of the converted pixels in RAM. By moving the conversion process closer to the point that the textures are actually used on the psp, I've been able to remove this buffer and perform conversion and mirroring in the same step. This has approximately halved the memory needed for each texture, and is slightly faster than the previous approach.
The most significant change I've made is to fix a memory leak in the texture cache. I mentioned last week that I'd discovered that the texture cache was the biggest culprit for soaking up memory. It turned out that despite my fixes and support for 4-bit and 8-bit palettised textures, I was still running out of memory in certain situations. I did a bit more investigating, and discovered a resource leak that had been in the texture cache since it was first written (probably 7 or 8 years ago now!)
It turned out that in certain situations, several textures would hash to the same bucket in the hash table that I was using. This wasn't normally a problem, but occasionally the process which purges old textures from the cache was accidentally leaking textures. This was wasting video memory and causing the leaked textures to be re-converted on next frame.
The fix ended up being a very simple one-line change, and as a result the texture cache is now 100% leak-free. As an added bonus, it seems that the change has resulted in a nice 4-5% speedup - I suspect this is because the leaked textures are now no-longer being unnecessarily reconverted.
The final bit of work I've been doing is setting up a fixed-size pool for allocating textures from (well, there are actually two pools - one for fast VRAM and another of standard RAM for when this runs out). Despite the various improvements and fixes I've made to reduce the amount of memory being consumed by the texture cache, I wanted to put a hard limit on how much memory can ever be used. This change means that if the limit is ever reached, I just display white textures until some texture memory is freed up a little later. Previously Daedalus would just keep allocating RAM until it ran out of memory and crashed, so the new solution is much nicer
All in all I'm very happy with the state of R11. The changes I've made mean that I can permanently allocate 8MB for the Expansion Pak, and not worry about running out of memory. A welcome side-effect to all the texture changes I've made is an approximate 5-10% speedup over R11. On top of this Daedalus now remembers your preferences for each rom, so it's a little nicer to use.
I've still got a few small things to polish, but I'm hoping to release R11 by the weekend.
-StrmnNrmn Can't wait
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