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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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March 5th, 2007, 22:29 Posted By: wraggster
Take a culture institution like Gundam and sprinkle the hugely popular Dynasty Warriors. What do you get? Over a 100,000 copies of Gundam Musou sold. That makes the game the first PS3 title to sell over 100k on its first day according to the Game Tsutaya Blog. What's more, Japanese blog Shinobi no Enmachou reports that the game sold about 70 percent of its 170,000-180,000 launch day shipments, making it the 3rd ranked PS3 in overall sales — Ridge Racer 7 is number one at 130,000 total sales and Gundam: Target In Sight is close behind at 120,000. Word has it that this title was not enough to create a significant bump in PS3 sales as most copies were sold individually and not with consoles.
via kotaku
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March 5th, 2007, 19:27 Posted By: wraggster
You'd have to be a drunken blind man to miss SCE's dominating presence at this year's GDC, with PlayStation ads and banners adorning almost every surface of the San Francisco Moscone Center.
One ad slogan in particular though has caught our attention: "Live in your world. Create new ones in ours", which could be an early hint from Sony at the soon-to-be-announced PlayStation Home (the PS3's own blend of achievements and Miis).
I might well turn out to be wishful thinking over an advert aimed at developers, but thankfully we haven't got long until the answer is revealed. Sony Worldwide Studios boss Phil Harrison will be taking the podium this Wednesday, when he is expected to make a number of service and game announcements for the PlayStation 3.
via cvg
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March 5th, 2007, 19:24 Posted By: wraggster
Sony has released a few details on what Phil Harrison's GDC keynote speech will touch on.
Phil Harrison's keynote speech will focus on Game 3.0, which the company describes as community, user-generated content,
collaboration and commerce. Harrison will showcase these through live demonstrations of previously un-announced PS3 services and games.
"This is a very exciting time to be part of the game development
community. Advancements in technology combined with new consumer trends mean the industry has a great opportunity to create engaging new entertainment experiences for the world," Phil Harrison said. "I believe we're at the threshold of a new era in creative game development that's destined to drive our industry growth through the next decade or more."
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March 5th, 2007, 19:23 Posted By: wraggster
The Red Star, the combat-shooter which was previously an Acclaim title, has been picked up by Take-Two for European release and is due out on PS2 on April 6.
The game is based on a comic book written by Christian Gossett and throws players into a parallel universe of industrial technology and arcane magic that's been ripped apart by warfare. Soldiers of a Soviet-inspired superpower - United Republics of the Red Star (U.R.R.S.) - are battling Dark Lord Imbohl and his chief assassin, Troika, the Harvester of Souls.
You get to fill the combat boots of three of the U.R.R.S.'s greatest warriors, each boasting unique fighting skills and styles and weapons, and attempt to unite the scattered Republics of the Red Star and liberate them from Troika's rule.
Screens Here
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March 5th, 2007, 17:16 Posted By: wraggster
Concerns regarding accuracy issues with motion control continue as an EA producer told CVG they're "messy".
Jay Balmer, associate producer for EA's new skateboarding sim entitled Skate, told CVG: "If you're well-behaved with the controller, the motion control will be super cool. It won't just be steering [in Skate]; we're going to put a lot more into the motion controls than just steering," speaking of the inclusion of motion control in the PS3 version of Skate.
"But it's very messy," he goes on to say, referring to motion control as an interface. "All of the sensors are active and all reporting information at the time, so we really have to find a way to filter what comes through on the motion controls so that everyone can have fun with them.
"Like I said if you're well behaved with the controls they work great but if you're jerky or jumping around the signal becomes very messy," as Wii owners will probably have frustratingly found when toying with their new console. We know we have.
"It's the reality for the Wii, as it is for the PS3," says Balmer.
Does that mean motion control is a rubbish idea? Balmer doesn't think so: "I think they still pay off. I think it's a great feeling to be using motion controls. It's just difficult because you don't always get what you expect."
Getting motion controllers to function properly is a challenge for developers, and as we delve deeper into the Wii/PS3 generation, we're bound to see some developers get it right while others get it disastrously wrong.
via cvg
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March 5th, 2007, 17:15 Posted By: wraggster
Capcom will shut down the online servers for PS2 game Resident Evil Outbreak: File#2 at the end of March. The closure affects both the original and the sequel of Capcom's online zombie fest.
A statement from the company reads: "Capcom regretfully announces that the server for our PlayStation 2 online game Resident Evil Outbreak: File#2 will be closing at the end of March 2007.
"Since Resident Evil Outbreak File#2 was released in August 2005 , Capcom has provided a server enabling consumers to experience the online element of this game free of charge.
"Regretfully, conditions now dictate that we must close down this server effective from March 31, 2007. Naturally it will still be possible to play the game offline, but the online component will no longer be available.
"We would like to take this opportunity to thank all of those who have been loyal members of the RE Outbreak community for the past months."
Since the game was released in 2005, we doubt many of you will care. But if you're a hardcore Resi fan, voice your outrage below.
via cvg
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March 5th, 2007, 17:11 Posted By: wraggster
PS3 first-person shooter Resistance: Fall of Man is to see its multiplayer component beefed up later this month.
An update - which is only confirmed for North America so far - releasing on March 23 includes new online multiplayer modes Team Conversion and Assault mode and a spectator camera that obviously allows you to observe battles.
"Team Conversion mode is the same gameplay mechanic as the existing Conversion mode except that gamers will play a team and both teams will start off as human and have one life on each side. The Assault mode is based around the concept of attrition where the objective is to wear down an opponent's defenses before destroying their base", SCEA has explained.
Advertisement:
Seeing as the update is out on PS3 European launch day, we thought that would mean the new content features in PAL versions of Resistance out-the-box. However, that's not the case Sony's UK arm informed us earlier, adding a PAL-specific announcement about this update is due shortly.
Update: Sony UK has confirmed with us that this content will be released on these shores. Details on release date and pricing will be announced shortly.
The March update will be followed in May by a map pack update "that will enable worldwide gameplay and allow players to purchase and download new multiplayer maps in-game." In addition, players will be able to get hands on two new maps Resistance developer Insomniac has created - it sounds as though these are single-player offerings.
Expanding on the worldwide gameplay aspect of the update, Sony's said it'll allow "players globally the choice to challenge one another. Players from around the world now will be able to hop online with one another and establish new friends and potential opponents.
"Leaderboards on www.myresistance.net will be filterable by region, and each territory will retain the ability to make announcements and hold events that are targeted to their players."
Due to this update enabling "worldwide gameplay" we imagine it'll be released for North America and the UK and Europe simultaneously.
We'll bring you confirmed word on UK and European update happenings as soon as we get it.
via cvg
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March 5th, 2007, 17:10 Posted By: wraggster
The production problems which lead to the delay of the PS3's European release, and much of the console's huge price tag, has been greatly put down to the inclusion of the Blu-Ray drive. However, Sony big cheese Phil Harrison deems it a feature that will allow PS3 to last 10 years.
"The blue laser diode, as you well know, had a blip short-term ramp up issue, which is now past; that's now behind us. That did cause us some challenges in being able to supply the launch worldwide, but that's all resolved," assures Harrison in an interview with Game Daily.
"We needed to have Blu-ray disc from a game design point of view, the chipsets in PS3 chew through data at such a rate that in order to build variety and detail and quality into the games, we need more than nine gigabytes."
Harrison goes on to back up the PS3's price, saying: "The fact that we could also adopt the pre-eminent next-generation movie format into PS3 was an added bonus, not an added cost," later adding, "Those are the decisions that are going to propel PlayStation 3 to be a platform that lasts for ten years, like we've seen with PS1 and PS2."
via cvg
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March 5th, 2007, 17:06 Posted By: wraggster
The PlayStation 3 flight combat game Warhawk has been cut in size and will be released as a download through PlayStation Network.
Rumours hit the web in January saying that the game had hit troubled times but speaking to CVG, Sony said that they were "not aware of any problems" with Warhawk's development. We said that, "we'll report back once we get any futher updates", and here it is.
Developer Incognito Entertainment has confirmed reports via an IGN video. The game has had its single-player game cut, due to it not being as good as multiplayer apparently. Incognito has spent the last few months concentrating on the online experience. "Single-player just really wasn't up to par," said Warhawk director Dylan Jobe.
via cvg
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March 5th, 2007, 16:59 Posted By: wraggster
News/release from vibestar:
This theme is a spinoff of the iPhone skin I made. Because I wanted to make a clean look without any commercial logo's or brands I made Blocki.
Blocki is also the first theme were the PSP logo's and tekst is fully tweaked in the XMB (as far as I know). It's called a console
The package includes the following:
32 bits high-res XMB icons (all icons)
32 bits high-res Battery Icon
32 bits High-res Volume bar
32 Bits high-res background
32 bits high-res Load Circle
32 bits high-res Custom USB loadingbar
32 Bits high-res bootlogo and gamebootlogo
My own made font
Bootwave and XMB wave
Clear white gameboot
Full audio effect change
Lot's of other small changes
Small about(important):
The sysconf_plugin.rco is changed as well but is a older file. Because of this there are some icons missing
in the settings menu's. Some of these icons will crash the PSP when clicked. Most of these aren't used tho. Flashing the sysconf_plugin.rco is free of choice. Be sure to backup first. Also when you don't have much space left on the flash0 (because of a gameboot or something) don't flash the sysconf_plugin.rco
Tested on a FW 3.03 OE console
The files need to be flashed to the flash0.
I'm not responsable of any damage of what happens, since this theme is provided free and WITHOUT WARRANTY. Make sure you BACKUP the files that are written to the flash0
Have fun and enjoy,
Vibe Star
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via vibestar
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March 5th, 2007, 16:52 Posted By: wraggster
News/release from Auraomega:
Hi all, this was a little project I was working on for myself, until brethren mentioned he would like something like this, I decided to finish off a basic version and upload it on here to see what you all thought
Basicly, it allows you to re-map the PSPs buttons using CWCheat, the program creates the files needed to change the buttons, its not a fantastic app, it took me a couple of hours to make, and most of that was re-reading my C++ programming guides (not programmed in over a year )
Anyway, just read the readme and post on here what you think, plus anything you might like to see in later version if I do decide to update
Please note this is only an ALPHA version, and doesn't look pritty, but it does the basic job
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via Auraomega
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March 5th, 2007, 16:48 Posted By: wraggster
New release from SG57
Well, I made this handy tool in about an 1/2 hour (most of the time was trial and erroring text placements as i didnt have a XMB screen handy).
This is a neat and clean OE plugin that tells you:
Battery %
Battery Life
CPU Frequency
USB On/Off
It currently lets you:
Change CPU frequency between 4 pre-defined values
Turn USB on/off with the touch of a button
Turn on/off the visibility and button input of it
As with all OE plugins, this may be used in bot hthe VSH and in a GAME, however, currently the button input is pretty common buttons, so playing it in a game may require you to hide the info via SELECT if you are to use any of the buttons it uses (unless you like changing the CPU frequency during play randomly)
Controls:
Select - Turn visibility of the info on/off
[] - Cycle through 4 pre-defined cpu clock frequencies (222,266,300,333)
L Trigger - Toggle USB on/off
Installation:
Extract VSHInform.prx to 'ms0:/seplugins' folder on your PSPs memory stick.
Depending on whether or not you want this in the game and/or in the XMB, edit game.txt and/or vsh.txt so a line in the file reads:
ms0:/seplugins/VSHInform.prx
Now simply go to the Plugins menu option in the Recovery menu (boot holding R trigger to get to recovery menu) and enable the plugin.
Todo:
Fix USB when Im not so sleep depriven
Add screenshot functionality to pretty much make this an AIO plugin
Add a neat little menu that you cycle through numerous features, which than may get ran by pressing the action button (ill make an action button be, say, R trigger)
Add GFX (strangely enough, yes)
DOWNLOAD
Notes:
This writes directly to the vram in a thread with the highest priority, resulting in non-flashy text <- Props to A_Nub (and whoever else may have helped?)
This was just a side project on my main project (Safeguard) as I really needed one of these, and had 30 minutes to pull it off
Currently, the USB toggling isn't working correctly (allows you to view the USB Connection screen and whatnot when not even in that menu), so ive only stubbed it in, not actually defined the usb enabling/disabling function. Ill fix it tomorrow after school.
Thats about it. Let me know what you would like to see in future versions, as this is just a 1/2-hour long job, and I have time to kill now that Twin891 knows what to model.
P.S. Tell me if you find the easter egg I threw in at the last minute =X
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March 5th, 2007, 13:38 Posted By: froggie22
SaiZn has just released these 2 customizing sets. These sets feature icons based on the Windows Vista start orb and are available in both blue and red. Here's a look at what's included in each icon set:
* 32bit Red/Blue Vista Orb Icons
* Volume Bar
* Hold/Mute Icons
* Busy Icon
* Cross/Circle/Triangle Icons
* Game/Music Load Icons
* Corrupt Data Icons
* Red/Blue Vista Orb Coldboot
* Network Update renamed to Reboot PSP (Can be changed by hex editing or using RCO Swapper)
Installation instrctions can be found in the included readme file. Remember, always read the readme files before you install any piece of homebrew.
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March 5th, 2007, 08:54 Posted By: froggie22
via psp3d
Pj1115 has found a way to change the sounds you hear when you navigate around your PSP's official web browser. These utilities that he's created are the first ever with the ability to fabricate and flash custom sounds that are heard in the browser.
Instructions (for Windows users only):
- Get your 7 VAG files (under 2 seconds each; if it's not VAG, convert it with the included MFAUDIO tool). Place them in the RES folder of the program. There are checks to make sure they're all there.
- Run start.bat in the program folder, and it will compile a custom file header along with your seven sound clips into "htmlviewer.snd", which will reside in the "OUT" folder.
- Flash the htmlviewer.snd file with the included flasher which pj1115 made, or you can do it with PSPfiler or the OE recovery's Flash0 USB feature.
- Open up your browser and test!
Remember, this is just a POC mod, and therefore may not always work 100%, though it usually depends on the VAG files you use. Included are the default sounds and the default htmlviewer.snd file.
Have fun!
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March 5th, 2007, 03:35 Posted By: Sp3ct0r
Here is a tutorial on how to get 100% complete game saves for popstation.
Things you need:
Popstation Game
cwcheatpops.prx
PSXeven
Psxeven is found herehttp://batard.psxfanatics.com/
Alright, first off get the 100% complete game saves here http://www.gamefaqs.com/console/psx/ Just click on the game you want, go to Gamesaves and then download the one you want. (it should be a .GME format)
Now Launch PSXeven.
Go to Memcard
Then Press Import, and add your Gamesave.gme
You can now close PSXeven
Now you have to find your game id. So launch your game from your psp. (make sure cwcheatpops.prx is activated)
Now hold select until cwcheat comes up.
Now go to "Manage Memory Cards" then "Load memory card 1 from memory stick"
For Crash Bandicoot 3, It should say "Currently selected memory card file: SCUS_94244-0.mcr
Last Operation: Open error
Now take what ever the game id was. And rename the memory card that PSXeven saved.
So for crash it would be: SCUS_94244-0.mcr
Now place the memory card in msroot\seplugins\cwcheat\mc
And the next time you load memory card 1 from cwcheat, it should say "Last Operation : OK!!"
Now in the game itself, press Load in the title screen, and you will see you 100% complete game save. Yay!!
If this worked for you, Rep+ Me
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March 4th, 2007, 23:30 Posted By: bearsbowl37
Coopmaster, Allord and I have composed our best waves for Firmware 3.03 OE-C and 3.10 OE-A
Here are some samples of my waves (Harry1 @ PSP-Spot) :
-- Blue yellow and green
Here are a sample of Coopmasters waves:
Enjoy our waves and please give thanks and such
Harry1, Coopmaster and Allord
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March 4th, 2007, 22:40 Posted By: Malksta
Via StrmnNrmn's Blog
Back!
Just a quick post to say that I'm back safe and well from skiing. It was awesome! As an added bonus I made it through the week without breaking any bones
Lots of people posted with their thoughts on what I should work on for R10 - many thanks for all your feedback. I'll post an update with my plans shortly (probably sometime tomorrow, after I've recovered from the travelling.)
-StrmnNrmn
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March 4th, 2007, 22:24 Posted By: wraggster
poisonhzkj has released a new version of his Custom Firmware plugin for the PSP:
The R.P.G group have release a new plugin for OE system, and I am lucky to have a access for the test, although currently this release is not perfect yet, but it is almost 90% done I think.... it certain cases the system will crash after screen capture, but according to R.P.G group, bug will be fixed soon.
I am the author of SCEP...Thanks to all intrested in this plugin...I think I should explain something here...Now the beta edition has a huge bug of using RAM...It must take up 480X272 u32 to store the original screen when you press Select to get the main panel out...you know 480X272X4 bytes is a big block of Ram... in v1.0t I use sceKernelCreateHeap()... it freez about 20% and 100% in Video and web browser...in v1.0b1 I just take up the Ram after 0x8400000+1*1024*1024 ...and it can be used in Video but still not Web browser... because the browser use the area of ram..Anyway..it just a TEST purpose version... and I use 310OEA2 to test it. so...if u r intrested in it ... Just waiting for a stable release And There will be a version that integrate it in firmware to make the password more useful..
Some idea about deal with the Ram? Contact me hbpoison#gmail.com Thanks!
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March 4th, 2007, 22:15 Posted By: wraggster
Updated release from ZiNgABuRgA:
So, you may know about editing the topmenu_plugin.rco file to change your XMB icons, eh? But, did you know that other RCO files also contain ("lesser important") icons?
Basically, this program aims to be a generic RCO editor. Currently, you can change almost all your icons, and basically all the text in any RCO.
NOTES:
Being experimental, this MAY create corrupt RCOs - ALWAYS keep a backup, and make sure you know how to recover from a brick (ie use recovery mode)
I'm too lazy to implement much validation in this release, so it's a bit unstable
ONLY use DECRYPTED RCOs (get them from the FW2.50 dump)
It seems that it WILL work on 3.10 OE! However, it seems that topmenu_plugin.rco customizations will not work, but changing other RCOs seem to work.
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March 4th, 2007, 22:08 Posted By: wraggster
New release from a noob:
Well its a prx and will work in VSH or in a GAME.
So basically u can play it anywhere on ur psp at anytime.
Install Instructions(CUSTOM FW):
1)Make seplugins folder on the root of your ms if one doesnt exist
2)Put the VSHPong.prx in that folder
3)make sure to add this to the vsh.txt "ms0:/seplugins/VSHPong.prx"(without the quotes)
4)Enter revoery mode go down to plugins and click on it then scroll down to VSHPong and push X to enable
5)Exit recovery and have fun
Game Play:
Just push up and down on the analog to control you paddle and have fun!!!
push start and right trigger to toggle between u playing and artifical Inteligence
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via a noob
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