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March 25th, 2007, 03:20 Posted By: wraggster
IGN interview the team behind Locoroco
Heres an excerpt
:: Where does PSP development fit on a production cost level compared to console game development? Will PSP budgets and production challenges rise as development moves away from comparable platforms and onto next-gen systems?
It totally depends on what kind of contents you develop and doesn't matter which format you work on. I think that I can find room to develop for the next-gen systems and decrease the cost drastically by the way I approach the development style and content itself.
Full Article Here
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March 25th, 2007, 03:07 Posted By: wraggster
Via pspfanboy
Don't be tempted by third-party batteries: they may promise longer battery life, but Ruriweb has proved that they're unreliable, and dangerous too. For comparison purposes, note that PSP is packaged with a 1800mAh battery. Sony offers a longer-life 2200mAh version as well.
Ruriweb tested three third-party batteries and they all had incredibly disappointing results. The 2200mAh battery produced only 2000mAh of power. Two other 2600mAh batteries produced only 1500mAh of power: that's less than the battery that comes with your system! To make things even worse, one of the batteries actually caused massive damage to the system (pictured right). The official Sony battery may be pricey, but (ironically) it's the best battery solution by far.
I cant say i agree, i found the 2600mah battery to be very decent, agree or disagree via comments
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March 25th, 2007, 00:58 Posted By: wraggster
Fans of the London footie team can now have their own XMB theme thanks to cold4ire:
Heres what u get
Wallpaper, Volume, Battery, Openeing, Wave, Icon, Sub-Icons
Download Here
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March 25th, 2007, 00:31 Posted By: wraggster
via modojo
5 Things I Hate About the DS:
1. Quirky titles - I like quirky games and innovation just as much as the next guy. I love digital comic-type graphic adventures. Warioware Touched is genuinely fun for about 45 minutes. It's just that, sometimes, I want to play an adrenaline-fueled racer or a baseball game. Unfortunately, if that's your cup of tea, you may be sorely disappointed. Nintendo's handheld entry offers unparalleled panache - but not as much palpitation.
2. Flimsy D-Pad - You know how when you try to play the PS2 demo kiosk at Wal-Mart, and the directional pad is all sluggish and flattened out because little kids have been pounding on it every day for the last five years? Well that's how my DS Lite's d-pad felt the second I took it out of the box.
3. Friend codes -Friend codes are supposed to be the gaming equivalent of Facebook, only in Nintendo's version, when someone tries to add you to their friends list, the system doesn't bother to tell you. Ditto when you try to add someone to yours. What is the purpose of these pesky codes? Nobody's going to track down and kidnap your kid via an online Mario Kart match unless he willingly gives out his home address to a total stranger, and if he's stupid enough to do that, you're probably already trying to have another kid to replace him anyway.
4. Half-assed touchscreen functions - The touchscreen is an incredibly innovative interface option, but I wish developers would either use it well or feel free to chuck it. I definitely wouldn't mind an otherwise good game that didn't use the touch capability, if the touchscreen would only serve as essentially a fifth button.
5. The boxy shape - The smooth, angular design is a triumph for modernist minimalism and orthopedic surgeons, because contorting my hands to comfortably place all the buttons at my fingertips leaves me with a wicked case of carpal tunnel syndrome.
5 Things I Hate About the PSP:
1. Required firmware updates - Of course, firmware can be a godsend when it fixes a serious problem or adds new and improved functionality. Between these big updates, however, are a LOT of smaller, incremental ones designed solely to keep up with the newest method of hacking the PSP. This means that you have to update the firmware about once every three minutes to play the newest games, which is just plain infuriating. I wish I knew exactly how much total time I've spent from v1.5 watching the little firmware installation progress indicator bar and having a heart attack every time it freezes and I think it has bricked my system. Then again, maybe I don't want to know.
2. Price - While it's true that Sony has added a couple of accompaniments to the $250 PSP package over the last few years, the system still technically has never had a price drop in its lifetime. And no, stripping the accessories out of the Value Pack and "reducing" the price to $199 doesn't count. Does Sony even realize that their portable costs the same amount as Nintendo's next-gen home console?
3. Defective pixels - Maybe I just have a vicious case of obsessive-compulsive disorder, but I simply can't stand dead/stuck pixels. I have unwrapped four brand new PSPs in my life, from different stores at different times, and every single one has had at least four defective pixels. Anyone at Sony who tries to tell you that fewer than five bad pixels is not a defect has never tried to play Metal Gear Solid with a line of three red pixels smack in the middle of the screen. I know it's common, and I know the PSP screen has a relatively high resolution, but if the company that makes my cheapo LCD monitor can make a display with no blemishes, so can Sony.
4. Load times - Life is all about tradeoffs, and this is especially true of the PSP. The UMD format offers vast storage space in a compact size, but the reliance on optical disc technology means waiting and waiting and waiting for data to load. It's hard to fault Sony for bringing impressive technology to the consumer, but that's little consolation when you're waiting four minutes for the drive to load WWE Smackdown and realize during that time you just outgrew your faux-wrestling phase.
5. The analog nub - Is there anything good about this thing?
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March 25th, 2007, 00:26 Posted By: wraggster
via joystiq
With a mix of puzzle and role playing elements, Puzzle Quest: Challenge of the Warlords tries to hook both casual and hardcore players. Does it succeed? The answer is a strong "yes", though the game is not without its issues. The DS version has smooth stylus control but has a cramped screen layout and poor visuals, while Puzzle Quest PSP suffers from awkward loading pauses but has a better screen layout and graphics. Fortunately the drawbacks aren't enough to spoil the highly addictive gameplay.
Gamespot (8.5/10) - "What's most remarkable about Puzzle Quest is how a simple change of context turns some tired genre conventions that have been done to death into something that's suitable for just about anyone, regardless of your interest in the components."
Gamealmighty (8.3/10) - "Like a traditional RPG, your character will earn experience points and levels, allowing you to customize your strengths by the allocation of points. There are over 150 diverse quests to tackle that take place on a large and lush campaign map. Before you know it, you'll find yourself engaged in your first combat, and from that moment forward, you'll be hooked. This is no easy puzzle game and the more you uncover then the more you realize that Puzzle Quest is actually quite deep and strategic."
Gamesradar (7/10) - "The source material Bejeweled is fantastically compelling, so the puzzling is solid even if purists may dislike the addition of spells and powers. But those powers can definitely tip the scales in a match, so they add a whole new nuance and added strategy. And your constantly rising stats, abilities and property deliver a nice feeling of progression."
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March 25th, 2007, 00:20 Posted By: wraggster
via kotaku
When the recent NPD sales figures for February hit last week, there was much doom and gloom cast over Sony's PLAYSTATION 3 performance. Selling a paltry 127,000 PS3s while stores were uncharacteristically rich with supply did not bode well for the console and fostered doubt that gamers were ready for PS3's $500 and $600 price points.
But while the Xbox 360 bested the PS3 at retailers by a solid 100,000 units last month, don't think that Sony's out of the game. 1UP's Luke Smith contends that, in the proper perspective, sales of the PLAYSTATION 3 really aren't that bad. In fact, they're better than Microsoft's numbers during the same time period last year.
Obviously, there are many other facts to consider, such as the limited supply of Xbox 360s during that period and the $200 price difference between the next-gen consoles, but Luke addresses all that. Its a fascinating look at how Sony and the PS3 may not actually be DOOMED!
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March 25th, 2007, 00:13 Posted By: darksoft
Hey guys,
Here is the updated Hexaxis XXI V017.
Download Here:
http://www.darksoft.net/HexaxisXXIupdate5.zip
1. Changed background
2. Added Preview Line
3. Added HUD Score
4. Added Multiplier HUD
5. Cleaned up a "Game Over" bug
6. Fixed a weird texture disappearing bug.
7. Played with Blending a little more and got the Wipe line to look correct as well as the score.
Controls:
------------------------
Left Right & Down: Move the dice
Up: Move the Dice down fast!
Circle,Square,Triangle, Cross: Rotate the Grid
L & R: Zoom In and Out
Select: Exit Game
Start: Show/Hide Preview Line <--New
Screenshots:
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March 25th, 2007, 00:12 Posted By: wraggster
via engadget
Typically, we don't single out just one aspect of an entire console or gizmo, as it's always a beautiful sight to see a perfectly assembled console do its thang in reverse, but Sony's European PlayStation 3 is a different animal. If you'll recall, the American PS3 features a neatly attached PS2 chipset to make sure that backwards compatibility was all but a minor issue, but even after countless delays and a staggeringly high price point, Europe's unit was hamstringed still. While we'd heard that the late-coming PS3 would sport limited abilities in the PS2 department, it still made us cringe when those whispers were proved true, and now its time to witness just how bare this motherboard looks as it uses emulation to crank up a few (literally) PS2 titles.
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March 24th, 2007, 20:11 Posted By: wraggster
The worlds biggest Gaming Network interview the PSP Scenes very own Fanjita:
Heres the interview from IGN
What is the future of the PlayStation Portable? That was the question IGN posed to some of the brightest and biggest talents who have worked with the game system. It's going to take technology, skill and vision to keep PSP going at this pace and attract a bigger audience. If there's a development team out there that thinks it has proven its ability to pull that off, chances are they got a buzz from IGN this week.
Not all of the developers and producers we talked to were able to take part in the feature (between difficult development schedules, tricky license issues and other reasons, a few of your favorite PSP developers may not have answers for you yet on their views of the PSP's future.) However, we do want to extend our appreciation to every single person that participated or talked with us about this feature. We would also like to thank the teams for their candor and insight -- we at IGN learned a heck of a lot about the PSP from talking with the teams powering it, and we're sure you'll learn a lot from reading through what they all had to say.
What is the future of PlayStation Portable? You're about to find out...
:: Hackers come from all sides -- some do it for the anarchy of f***ing with a major corporation and its sisyphean efforts to lock users out of their purchases, others have a strong disbelief in the reasons and implications of DRM and wish to remove it for the principle, and still others approach it as they are repairing the hardware that they respect but feel is hobbled by the lack of access a company like Sony felt it had to impose to protect its corporate interests and partners. Where do you feel you are coming from in your work with PSP?
Initially, I just wanted to be able to play with the hardware in interesting ways. It seemed so dumb to just be able to play one or 2 UMDs, when the platform had so much potential as a portable, well-connected, high-performance general computing device, with such a nice display.
Once I got stuck into the whole homebrew scene though, it became more of a duty to help others to achieve that same dream. That's actually a more efficient way of getting more use out of the platform too - what's better, to write a couple of programs yourself, or to open up the way for thousands of others to write thousands of other programs? So long as the challenge is still fun, I'm up for continuing the fight.
Besides, now that the vast majority of PSPs are homebrew-enabled, I have a little more time to pursue some other PSP projects - such as my recently-released keyboard driver.
:: Sony has, curiously enough, been the biggest proponent in the console game of open access -- Net Yaroze, Linux Kit, PS3 Linux OS, USB and Firewire inputs, standardized video and audio support ... why do you think Sony is fighting so hard against the PSP homebrew scene?
It is a little surprising that they haven't attempted a controlled homebrew environment for the PSP, a la Yaroze or similar. Obviously they have to be careful with homebrew, as there's always the risk that it can somehow lead on to piracy, and they have to be careful with that, especially with the PSP, which is still struggling with software sales, and attracting major developers to have confidence in the platform.
I suspect there are 2 factors that make them especially resistant to homebrew on the PSP - the first is that point I just made, about not wanting to dent the already shaky platform image. The second is that we already know our way around almost all the PSP internals, and so they probably feel that there's a risk that a publicly endorsed, restricted homebrew platform would soon be cracked wide open, leaving them with an officially endorsed route to piracy. I like to believe that the capable homebrew devs would be respectful of a move from Sony to open up the platform, but it's obviously impossible to have any guarantees.
Hello World, the very first unlicensed application to run on PSP. Things grew greatly from here...
:: One of the homebrew developments I've been following closely is the hack for full-frame PSP video (by Dark_AleX). Can anybody take a guess at all at why full-frame PSP video is still not officially supported? Many detractors say it's greed for UMD sales, but again, PS3 is open -- it allows HD 1080p, no problem, and the simple consumer profile video that PSP (and PS3) allows is way underpowered compared to what the pros use even if PSP allowed full-frame. And UMD is becoming less and less a part of the business, yet even licensed PSP developers can only advertise their games on PSP with soupy 320x240 video. Is the problem SCE's adherence to the Sony Memory Stick Format? Is there any logical reason why, when PSP added that "Video" root folder (and lessened the ATOM restriction), we didn't get full-frame video? Or is it just a locked feature for the ugly reasons so many assume?
I'm not aware of any technical restriction blocking full-frame, full-rate video from the MS. After all, since it works in the custom firmware, then it must be possible, right? Unless a more convincing explanation is received from Sony, I think we're stuck with the assumption that it is indeed just an effort to make UMDs look better in comparison.
:: I guess the fun of all of this open access and unlicensed experimentation ends for a lot of people (and is assumedly the chief reason why Sony is battling it so hard) is that once the door is open for homebrewers and demo sceners and such, the pirates come rushing through the same door. If, hypothetically, you could have designed a custom firmware that allowed unlicensed code but still blocked official ISO rips, would you have done it, or does that go against the principles of doing this project?
I personally would love to see a custom firmware that blocks pirated ISOs, but still somehow allows backups of your own UMDs to be played. It's a tricky problem, but at some point, if I have some free time, I'd like to do some investigation and experimentation to see what could be done to make it possible.
:: Do you hold out any hope that Sony might offer homebrew designers an olive branch of a low-profile licensing program for applications to be approved the way that Linux PS3 was? Do you want this to happen, or do you feel that there's no way Sony could make anybody happy by trying to meet homebrewers halfway?
I would like to see them try, at least. I do feel that homebrewers have done a lot to improve the appeal of the platform, and to give Sony a number of ideas about what *they* could do with it. Why not try some ways to embrace that, and improve their image amongst their customers?
Independent developer realtech has created the PSP game No Gravity using only unofficial game applications.
:: Can you guess at what's next or how much further homebrewed features can be pushed with PSP?
There's still lots of interesting stuff left that could be done with the PSP. What we really need is for people to have a little imagination in what they play with - it would be nice to see effort poured into new ideas, rather than the production of 100 clones of POPstation GUIs, or XMB skin themes.
The keyboard driver we just released has a lot of potential for development, I think at the moment that's an extremely exciting project, finally filling in a huge gap in the PSP's capabilities.
Beyond that, there are plenty of ideas for applications to make the most of the blend of portability and connectivity offered by the PSP, just keep watching the scene!
:: We're curious to know, what's your background? Have you worked on other cracking projects of other consoles or different hardware or software? Do you have a professional job in programming or is it just a hobby? Do you play a lot of games on PSP? And now that you have been able to do your part to make PSP the way you want it, are you using it more or are you just hacking for the pursuit of what can be done and what others want?
The PSP is the first console I've ever worked on. I did have a chipped PS1 many years ago, so I could play the import games I was lucky to be able to get hold of, but aside from installing the modchip, that wasn't really my own work. I've always been keen on tweaking and fiddling with things to get the most out of them, though.
I do work professionally in comms software, and have done so for over 10 years now. The PSP is an opportunity to play about in the sort of coding that I don't really get much of a chance for at work.
I do have at least 20 UMD games for the PSP, and have played most of them to completion. To be honest though, it's quite a rare event for me to see a newly released PSP game and think, "oh, I should get that one", which is a shame.
The irony of all my work on the PSP is that it has turned out to be mostly that, just unpaid work. I rarely get much time to be able to enjoy other people's homebrew apps, although I do try to stay on top of the release activity in the scene, if only to try to keep the homebrew database ( www.psp-homebrew.eu) up-to-date.
Occasionally I get offered the honour of judging a homebrew coding contest, which is usually my main opportunity to actually intensively play with the latest homebrew and to see how it is coming along. I just finished judging the PxP coding competition, and it was pleasing to see the progress that is being made. At least one of those entries was an extremely professional-looking game, and that was great to see. ..
Awesome interview
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March 24th, 2007, 19:45 Posted By: Shrygue
via PS3 Fanboy
We're going write about this because it's really quite humorous. In a post we slapped up a few days ago, we mentioned how activists are trying to enlist the help of U2 frontman Bono to pull Mercenaries 2 from shelves. Someone in the comments sections said something like this:
"RatBoy: Ohhh, ohhh, I got an Idea... Why don't we boycott GRAW 2 because it's set in Mexico. I know that after playing it I develop an intense urge to write my congressperson and ask them to break sanction millitary action in Mexico City."
Well, you've got a gift, my friend. The governer of Mexican state Chihuahua (we wonder if it's very small and frail, shakes a lot?) has ordered the seizure of all copies of GRAW2. The mayor calls the game "a crime against the intellectual capacity of Juarez residents" and offered a similar condemnation of video games as a whole: "Violent video games instill values which are upside down, and these actions are despicable because they attempt to divide the good will of the residents of American and Mexican cities."
Hmm, well RatBoy, do you think England is going to boycott the alternate timeline in Resistance next? You seem to be on top of these things!
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March 24th, 2007, 19:42 Posted By: Shrygue
via PS3 Fanboy
Well, this can really apply to all of us, but Sony isn't the best at getting everyone the same content at the same time. So we're just going to list what's coming for Europe and assume that it's either already here in North America and/or Japan, or it's on its way. Let's go!
- Demos for: Resistance: Fall of Man, MotorStorm, Ridge Racer 7, Genji: Days of the Blade, Formula One Championship Edition, Lemmings and Blast Factor
- Added content for: Ridge Racer 7, Genji: Days of the Blade
- More content soon for: Resistance: Fall of Man, Motorstorm
There's supposed to be a lot of extra crap coming out for Ridge Racer 7, actually. There are supposed to be over 25 race events added as well as a plethora of decal sets (tailored to specific games like Pac-Man or Katamari Damacy). Along with this extra content is the lack of mention of prices. We're going to say that demos are free, but the extra stuff shouldn't extend beyond anything reasonable.
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March 24th, 2007, 19:38 Posted By: shadow77340
Hi all , :thumbup:
I have update my homebrew pspsokoban who is in 0.5 . :thumbup:
I am a 13 french boy o sorry for my very bad english
The release its an edition Special ps3
History of the Changelog :thumbup:
0.5 :
_a map edit
_A mode simulation to test your map
_Add 9 more level
_There is Donkey Kong Now
_The best score is now correctly saved ( thx to zx81 who help me for the functions atoi ... XD)
_We can displayed the best score in options
_There is more informations in the stats
_Savedata system when you press Start inside the game , and you can continue in the options.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
0.4
_Speed up the game
_PSP Clock speed is set to 111mhz during the game, but set to 333Mhz in the menu (for faster loading)
_Add 9 more levels
_EBOOT is now smaller
_Presss CIRCLE to display game statictics (number moves, score, levels & characters)
_Press R to save the latest score in data/score/dernier_score.data.
Be aware, it doesn't save the best score, but only the last score.
_Home button works now properly
_Add a new menu (by Cloos)
_Speed up level loading
_Joypad is now fully supported
_In the option menu, the last score is displayed
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
0.3:
_Add 3 new characters where one of them is a random character (reid de tales of eternia and pacman ).
_Adventure mode (very short, and unfinished yet);
_3 more levels
_Rewrite all the game interface (thanks to albandu51) !!!!!
_Add sound in menu (using oslib)
_There are now characters in ocean, and all backgrounds have changed in all levels.
_Bug fix
_Add a menu to change settings
_Add a "Credit" menu in the settings
_Add transform with character from dragonball z
_Bug fix : PSP doesn't freeze anymore at the end of the game
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
0.2
_3 more levels
_4 more characters
_Add teleport feature
_Bug fix
_Loading screen between levels
_Change sprites for each levels
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_MAJ :
0.1 :
_first release !
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CONTROL OF THE EDIT MAP :
O to put a way
X to put a wall
[] to put a case
^ to put an target
L to put a mario
Start for save the map
Select to return in edit mode
WARNING , VERSION 0.5 HAS A LOT OF BUG BECAUSE I HAVE (without making purposely) DELETE THE GAME RESSOURCE , IN THE DEV TIME OF MY GAME , SO IT'S POSSIBLE TO SEE SOME BLACK SCREEN , IF THERE ARE SERIOUS BUG SEND ME AN EMAIL !
KNOWN BUG :
Sometimes when you go on "continue game" you can have a ugly black screen
Sleep mode doesn't work
There are a little chance to have a black screen when you go on the edit map
Sources is in the pack
Download : http://www.megaupload.com/?d=JN5DDF7G
++
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March 24th, 2007, 10:49 Posted By: wraggster
New from SuccessHK
Full Auto 2: Battlelines puts high-speed vehicles outfitted with weapons and armor into fully realized and fully destructible urban street environments. Players can destroy the environment to dynamically change track conditions to block competitors, open new paths, or crush opponents with falling debris caused by well-timed missiles. Full Auto 2: Battlelines for the PSP features exclusive content including a new 56 event single-player story mode, 15 selectable cars designed specifically for the PSP version, numerous multiplayer and arena modes via ad-hoc connections, and a host of new weapons guaranteed to cause massive destruction and havok.
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March 24th, 2007, 01:34 Posted By: wraggster
News/release from Alatnet:
After a while of working on my Ultimate Battle MMO game, I came to a small snag. It's nothing major, just need to figure out how I would create the 3D physics engine. While wracking my brain on the physics engine, I thought about working on Gmax2PSP and figured that the old versions of Gmax2PSP were grosly ineffecient and decieded to recode it. Now it seems to work a bit better and is a lot smaller than the previous versions.
Changelog:
-Completly redesigned.
-Reformatted the code.
-Disabled C\C++ exporting (temporary).
-Now is able to export normals (Needs actual testing to see if the exported normals actualy work right).
-Able to preview the format of the vertex before exporting.
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via alatnet
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March 24th, 2007, 01:31 Posted By: wraggster
New from Xart:
The Xgraphics part of XSDK is ready to be used.
XSDK
Improved version of it soon to be released, that will include DAS
XSDK is a set of C++ Classes for compiling and testing code on a Mac PowerPC/Intel using Xcode, this was developed for the development of easyChoice and desided to make XSDK Open Source
Download Here
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March 24th, 2007, 01:27 Posted By: wraggster
Z33 has Created a GUI for imposer.exe a tool to modify homescreen when playing games
More details:
As it says in the readme/manual, only use impose.prx from a 2.50 or newer firmware, and it has to be from the same firmware version you're running in your PSP! If you have 3.03 OE in your PSP, the impose.prx must be from 3.03 OE! Also impose.rsc must be from 2.70 or newer firmware, but it doesn't need to be the exact same version you're using.
For one thing, you can use the prx/rsc from the OE side (kn) on the 1.50 side (kd) too, but not vice versa.
Problems will appear if you do something described here:
1. impose.prx from a different firmware than what you're running --> (semi)brick, depending if you're using OE with recovery menu or not. Recovery is your friend.
2. impose.prx from <2.50 firmware --> no identification of some vital data for those versions so you only get garbage gfx if you try exporting from one.
3. impose.rsc from <2.70 firmware --> has lesser languages supported so I gave them no support to make things a bit easier to handle internally in imposer.
If you're using prx (decrypted & unpacked) from 2.50+ and rsc from 2.70+ and are still facing problems, it might be you have somewhat different version of the files than what I've tested with. I only have versions from jap 1.00, euro 1.50, usa 2.50 and euro 2.60/2.70/2.80/3.03/3.10 to test with.
Edit: Seems I forgot to mention in the readme/manual (which many seem to ignore anyway) the importance of using the same prx version one has currenty flashed in.
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March 24th, 2007, 01:19 Posted By: wraggster
News/release from rixorster:
Well, I made this little simple app, which is just now at the state of an beta, and as the best way to improve your programs are to get comments from others how you should make them better, I thought of releasing this, not only because of that, but because I saw lots of people having problems with cheats on gpSP.
So, it's just an simple app made with VB6(So you will need the VB6 runtime files) to help you easily get your cheats working.
So, before doing anything, read the readme.nfo(To noobs: Open it in notepad).
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March 24th, 2007, 01:16 Posted By: wraggster
News/release from reanimate:
Ok ive managed to make a generally working compiling and testing lua game maker in C#
its still a bit budget
the LUA compile feature works and so does the test feature in 0.05
0.05 is out with a built in save as and open as feature (still a bit buggy) (woot woot)
work on the visual programming aspects of the game have come along in 0.06
im raking my brian to figure out the code and need help from people who know C#, if your interested then PLZ dont hesitate to help
Working on a Compile as feature where you just select your psp and it save it there for you
working on a way to edit the ICON0 and PIC1 and music etc without using pbpunpacker
New in PSP Game Maker
-----------------------------
- @ = update of fix -
- # = bug or 'To Do' -
-----------------------------
@ Test Feature is now working
@ It will report to you when you compile it
@ quick test feature
@ Beter GUI with beginings of visual programming support
@ event organiser
v o.06 shell
@ choose between visual programming or normal LUA programming
@ full screen enabled
# still a test and just to see what people want to see in the new release
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