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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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February 12th, 2007, 20:51 Posted By: wraggster
Sony Computer Entertainment Europe has confirmed that the 30 games lined up for the European launch of PlayStation 3 will be available from day one.
There had been suggestions that the list of titles announced last month were actually "launch window" releases - but according to Sony, that's not the case.
Speaking to our sister site, Eurogamer.net, Sony's David Wilson said, "It is our aspiration that all of the 30 titles mentioned in our announcement will be available at launch of PlayStation 3 on 23rd March."
The full list of launch titles includes downloadable games plus first-party offerings such as Resistance: Fall of Man and Motorstorm. Some of the third-party games, including Oblivion and Call of Duty 3, have already been available on Xbox 360 for some time - but Sony believes that the range of depth of choice will ultimately prevail.
The 60GB PlayStation 3 will launch in Europe on March 23, priced at GBP 425 / EUR 599.
via gamesindustry
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February 12th, 2007, 20:45 Posted By: wraggster
Square Enix has revealed plans for the UK launch of Final Fantasy XII. From 12pm to 2pm on February 23, the world of Final Fantasy will takeover HMV on Oxford Street in London.
You'll be able to meet the executive producer Akitoshi Kawazu and director Hiroshi Minagawa and ask them about all those years of Random Battles, among other things.
The first 100 people to buy the game during the two-hour launch event will receive an exclusive Moogle soft toy and a CD soundtrack featuring five songs from the game. The following 200 people to buy the game will also receive the soundtrack.
But we're looking forward to the Cosplay competition, in which you could win a trip to Japan. Square Enix talent spotters will be in the store looking for their favourite costumes. We can't wait.
via cvg
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February 12th, 2007, 17:18 Posted By: wraggster
via gibiz
Ready At Dawn president Didier Malenfant has told GamesIndustry.biz that Sony's performance in the next-gen console market will be determined by the actions of the company itself, not those of its rivals.
"It's their market to lose. That's the reality," Malenfant observed.
"It doesn't depend on Nintendo or Microsoft - it depends on them. They've got a great platform in the PS3, they've got great teams working with them, but every hardware transition is difficult.
"Next-gen involves a lot of money, it's a big investment, and it's going to be a difficult time of transition whether you're Microsoft or Sony."
Malenfant conceded that Sony's image has suffered in recent months, stating, "I think that's the price you pay for being the number one player in the industry. You can see that with Microsoft with operating systems - after a while, you become the favourite target."
He went on to argue that the negative press surrounding the company has worked in its competitor's favour: "All the buzz about Sony nicely hid the fact that Microsoft weren't selling many 360s and didn't really have any good games until Gears of War came out. I think everybody is in a similar position if you look at how PR gets handled and how things are interpreted."
Malenfant co-founded Ready At Dawn in 2003, and the studio has since produced PSP-exclusive title Daxter. RAD is now working with Sony once again on a new PSP game - but that doesn't mean that if the studio moves into next-gen development it will automatically look to the PlayStation 3.
"It all depends on the project. It could be PS3 or 360 or both," Malenfant said.
"If we find a game we're excited about and it happens to be on 360, we'll go for it. We just work with what the platform's capable of and get the most out of it rather than focusing on limitations."
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February 12th, 2007, 17:11 Posted By: wraggster
The first details of LucasArts' PS3 and Xbox 360 Star Wars project have finally emerged, from the latest issue of US mag Game Informer.
It's called Star Wars: Force Unleashed and takes place between Episode III and Episode IV, when new Sith on the block Darth Vader is out to wipe the galaxy clean of runaway Jedi.
As Vader's apprentice, you're on a secret mission to dive head-first into the forbidden Dark Side of the force, take out the emperor and rule the galaxy as master and apprentice. Awww.
Xbox 360 and PS3 versions are being developed in-house at Lucasarts, while PS2, PSP and DS duties have been outsourced to another, unnamed developer.
George Lucas reportedly has a lot of input in the project, and even helped design some of the characters.
Force Unleashed uses LucasArts' much-touted Eurphoria engine, which calculates environmental damage such as smashing crates in real-time. One given example of the tech is how a tree will either break in two or splinter realistically depending on how you hit it. Likewise, steel will dent appropriately when damaged your fancy Force powers.
And speaking of Force powers, many of the world-bending tricks from the E3 tech demo are present in Force Unleashed, including the "cannon ball"-like force push, with controls presented in a similar vein to the excellent Psi-Ops.
One scene reportedly has you battling Jedi Knight Shaak Ti in the Jedi Temple, after the galaxy-wide order to exterminate of the Jedi. There's also the suggestion of being able to control your own pack of Rancors, the gigantic beasties that Jabba the Hutt likes to keep under his gaff.
But we all know how Star Wars ends so it's going to be a very predictable cock-up for Vadar's Palpatine-trouncing plans, right? LucasArts promises to shake up the Star Wars lore with alternate endings in Unleashed, where the bad guys really can win.
We'll bring you more details - and hopefully media - as it arrives. Where's the Wii version though? Perfect for the Wii Remote...
via cvg
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February 12th, 2007, 17:06 Posted By: wraggster
Sony has revealed that the first 500,000 "purchasers" of PS3 who registered on the PlayStation Network will receive a Blu-ray version of Casino Royale.
The deal's a bit similar to the one Microsoft offered with offering an HD version of King Kong when you picked up the 360 HD-DHD player. Casino Royale's obviously a better film though...
Darren Carter, VP Brand and Consumer Marketing said, "The PlayStation Network unlocks the broad range of interactive entertainment features of PlayStation 3. It's easy to set up, offers free online gaming, has great tools for staying in touch with friends and family, and includes a wide variety of content for download through the PlayStation Store."
via cvg
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February 12th, 2007, 16:57 Posted By: wraggster
Call of Duty is making its handheld debut on PSP, and the miniturised WWII shooter is shaping up nicely.
This new trailer shows off a decent level of environmental detail, and the game retains much of the chaotic action of the console games.
The graphics aren't usually the issue with PSP FPS games, though - it's the controls that are critical. Without a dual-analogue set-up, making a playable FPS on the handheld is understandably difficult.
But CoD is among the best FPS games of the current generation, so we look forward to seeing what Activision can do with Roads to Victory.
The game hits shelves in Spring.
Video at CVG
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February 12th, 2007, 16:54 Posted By: wraggster
Julian Eggebrecht of developer Factor 5 has said in an interview that he'd love to see the company's old Turrican games released as downloads for PS3.
Speaking to Game Informer, Eggebrecht said, ""I don't think that the current thinking from Phil Harrison is that under the worldwide studios umbrella he wants to see too many straight ported older titles. We have been in some talks about re-releasing some of our old Turrican titles for the platform, but nothing's been finished yet. I'd love to do it."
And we'd love to see it. We've got fond memories of Turrican on Atari ST. What we'd really like to see though is a true next generation Turrican game.
via cvg
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February 12th, 2007, 07:45 Posted By: wraggster
New PSP Commercial game released:
Gurumin: A Monstrous Adventure, a 3D action RPG, immerses gamers in a vivid fantasy world filled with a colorful cast of characters. Real-time combat and stunning 3D graphics combine with a spirited soundtrack to make Gurumin a fast-paced, immersive, magical adventure.
Gurumin stars a strong-willed girl named Parin, who is sent to live with her grandfather in a small mining town while her parents are off excavating an ancient ruin. With no other children living in this town, Parin is surprised one day to encounter a young girl being tormented by a stray dog. After Parin drives off the mongrel, she is shocked to discover the young girl is actually a monster, and like all monsters, invisible to adults. Parin is soon invited to pass through a crack in the wall behind her home and enter Monster Village. Parin has just started making monster friends when evil spirits, known as the Phantoms, invade the town and monsternap most of the inhabitants. Parin soon learns of the Legendary Drill, a weapon hidden underneath the village and, in the right hands, powerful enough to destroy the Phantoms. Thus begins Parin's adventure to reclaim the legendary drill and stop the Phantoms.
Buy at Play Asia
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February 12th, 2007, 07:42 Posted By: wraggster
New commercial PS2 game released:
features
Interactions among characters reveal more depth of each character
A new and unique "Song" battle system
Virtual interaction with mood shifting characters -Customizable weapons and items
Over 300 creatable items
Stunning animation
description
Ages ago, the world was like any other. But, two apocalyptic wars changed everything. The sky has been sealed off by a deadly electromagnetic field and the ground is now an ocean of death. Humanity lives life peacefully suspended above the sea on continents powered by the magical tower of Ar Tonelico and protected by the knights of Elemia. However, evil is lurking upon humanity threatening the peace and balance of Ar Tonelico.
Buy at Play Asia
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February 12th, 2007, 07:35 Posted By: wraggster
via iphoneworld
[s]Eduardo Carrillo and “Anubis” made an Apple iPhone clown fish themed skin for the PSP, and the results are quite impressive…[/s]
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UPDATE
It seems that this theme was stolen from one of our forum users, Vibestar
Check out his original release here
We at dcemu do not approve of stealing others work, and we would like to apologize to Vibestar, for the mistake
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February 12th, 2007, 07:28 Posted By: wraggster
News/release from pspballer07
I updated my program, now you have more choices of icon actions to replace. You can even replace an icon's action with Team280's Homebrew Launcher or MaTiAz's Rebooter. Make sure you check out the ReadMe and changelog.
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via pspballer07
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February 12th, 2007, 07:24 Posted By: wraggster
via infinite
Being developed on PC. Later being ported to PSP, DS and Xbox360 Live Arcade (and possibly Apple Mac).
Galactrix is a unique blend of puzzle, rpg and strategy genres, set in a sci-fi world. It might best be described as a match-3 puzzle game, played against an opponent.
The player will spend their time playing simple addictive puzzle games, but unlike regular puzzle games, these are played versus an enemy. The opponent can be another human (in multiplayer) or an AI-controlled enemy.
It has high replay value, either in single or multi-player, with potentially hundreds of hours of play. There will be a strong 2-4 player component, and excellent support for downloadable content. Overlaying all this is an engaging storyline to play through in single-player.
Key Features
Create a persistent pilot who gains skills and ships as he completes more battles.
Each enemy you fight will require different tactics.
Individual battles require only 5-10 minutes of time.
Experience a conquer-the-galaxy style campaign mode.
Find new objects to make your pilot and ship all-powerful.
Trade supplies throughout the galaxy to increase your wealth.
Meet companions who will join your crew and aid you in battle.
Take your pilot and ship online against other players.
Compete for positions on the online high score tables.
Download new content - ships, items, plans, planets, factions and missions.
Screens at link above
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February 12th, 2007, 07:22 Posted By: wraggster
News/release from SLasher:
This is for just about any custom firmware version, including 3.03 OE-C, AND 3.10 OE-A.
I've heard reports of this bricking 1.5's, so I wouldn't risk it if I were you.
I made this mostly for my own leisure to test out the seemingly hundreds of custom xmb waves coming out lately.
Just rename your system_plugin_bg.rco to whatever you want and stick it in the system_plugin_bg folder provided which should be in the ROOT of your memorystick.
As of V3, you can now also include a screenshot of that particular system_plugin_bg.rco. Just make sure the screenshot is a PNG or JPG, and is named the same as its corresponding system_plugin_bg.rco.
eg) superwave.rco & superwave.png/superwave.jpg
I've also included a few examples for the morons out there
Once you have all your custom .rco's in the system_plugin_bg folder, just simply run the program and you can select from them and easily install whichever one you want.
V3 - 02/11/07
--
~ Preview mode now available (PNG/JPG)
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February 11th, 2007, 23:52 Posted By: mikebeaver
The latest version of this great app is out, much thanks goes to Dark420Bishop for his hard work in making this.
PSP Submenu Icon Injector v3.0
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SUMMARY
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This program will allow you to change the icons for your XMB Camera, RSS Feed, Online Instruction Manual, Remote Play, Certificate Utility, Location Free, Internet Browser, USB Connection, Game Sharing, Loading Icon, Corrupt Icon, and all Settings Menus. I can now brag that my program changes ALL the regular sized sub icons in the topmenu. Change as many or as few as you like. The program is designed so you can take your current topmenu_plugin.rco and change only the selected icons so that you don't need to remake your topmenu_plugin and change all the labels. As always, I am happy to share and discuss my source with other developpers but i'm not going to release it to the public because some people take advantage.
--dark420bishop
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WHAT YOU NEED
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1a. A decrypted topmenu_plugin.rco for 3.0x. You can make one of these using any other xmb icon customizing program or you can browse the forums and find one.
AND/OR
1b. a decrypted game_plugin.rco from 2.50. You can decrypt one yourself with psar dumper and the 2.50 update eboot.
2. Visual Basic 6 Runtime Library. Get it from Microsoft.
MICROSOFT http://www.microsoft.com/downloads/d...DisplayLang=en
3. Icons. 64x64 pixel 256 color bitmaps with a file size of roughly 5.05 KB.
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INSTRUCTIONS
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1. Select your plugin file and select the icons you wish to inject.
2. Hit the Inject button which applies, either Inject Topmenu or Inject Game.
3. Flash your plugin file to the f0:/vsh/resource folder with your favorite flashing utility (I like flash-USB access in 3+ OE firmwares).
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ADDITIONAL NOTES
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-3.0x topmenus ARE NOT compatible with 3.1x firmwares. There are no programs out yet to change 3.1x topmenus.
-If you get the temp.mig error, try again. If you get it 3 times in a row, check the Troubleshooting section.
-Any time you prepare to mod your PSP, you should back up the files you are about to change.
-The program now checks the size of the icon you are trying to inject. It will not allow you to try to use any icon over 5500. This is to try to prevent the errors users were having from using incorrectly formatted icons.
-The picture to replace the loading icon must be very small. None of the icons I tried from the fat pack worked. I had to make my own so I included the one I made.
-The offset to change the label for your corrupted icon in the game_plugin is 0x2bdc - 0x2bf7 (hex) or 11228 - 11255 (dec).
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VERSION HISTORY
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3.0
Added icons for all Settings menus, loading icon, and corrupt icon.
Changed layout to fit all the new controls.
Icon file size cutoff of 5500 bytes.
This is by no means the entire read me file, you should look at that for further details and future development of this app.
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February 11th, 2007, 22:43 Posted By: wraggster
via joystiq
Speaking with Game Informer, Factor 5 president Julian Eggebrecht opens up about his studio's PlayStation 3 project Lair. Currently estimated to be 80-90% complete, Eggebrecht is confident that the development team will reach the vaguely stated spring deadline, but admits "Sony's not going to ship it the next day."
Next up for Factor 5 is likely a smaller project -- a downloadable game (or two). Eggebrecht supposes it'll be an original "mini franchise," but doesn't rule out the possibility of also porting over some old Turrican titles; not necessarily straight-up ports, but perhaps "something like that but in 3D," teases Eggebrecht.
Also, Eggebrecht reports that Factor 5's break-up with Nintendo has not spoiled the two's friendship. We're no talking Rogue Squadron IV; just the occasional happy hour cocktail. Eggebrecht adds, "When I read all of those things about how you have to buy a 360 and a Wii, that's not true. You have to buy a PS3 and a Wii-that's the perfect combination."
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February 11th, 2007, 22:30 Posted By: SANiK
Usage:
X = Jump
Control Pad = Move
Start = Quit
Purpose:
This demo is never going to become a full game.
It lags at certain points but could be sped up 90%, I didn't give a kwap though to put more time into it.
I only did this to be able to say, "Stop with the effiing cheap ass 2D games."
I'm mother effiing tired of seeing "OMG, 2D Halo" orrr "2D Mario" orr "2D Mario texture edit to make it look like 2D Sonic"
The PSP scene needs new life
My little Mario Demo is just a taste of what could be done if one actually tries (with just 6 days to code it + 1 day to port it to the PSP)
Come on PSP scene, get with the program
Anyways, enjoy
Source:
(I suggest if one is to try to "finish" this, to start from scratch just using poly.c and math.c)
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The only snippet of code that's really needed is really:
void reflex(float *a_matrix, float a_x, float a_y, float a_z)
{
//Apply the matrix rotation to the point
//Requires a custom matrix library
vector_matrix_mul(a_x, a_y, a_z, a_matrix);
//Apply the reflex lens formula
a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
//The 0.05f = Lens curvature
//PSP screen stretch/skew
a_x*=1.25f;
a_y*=1.05f;
//Draw the vertex
glVertex3f(a_x, a_y, a_z);
}
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February 11th, 2007, 22:16 Posted By: wraggster
Noobz post more details about Downgrading woes:
After encountering the 'device full' error another two times today, on two separate non-modchipped PSPs, we did some more investigation, and have now finally understood exactly what causes it.
It seems that if you have a memory stick with corrupted data on it, then it can give the 8001001C error mentioned in the previous article, when you try to run the downgrader. Fixing the corrupted data fixed the problem.
The moral of this story is that it is best to run any downgrader on a totally clean memory stick - format the stick on your PSP before loading on the necessary files. And if you are having problems running the downgrader, try using a disk corruption fixer (like ChkDsk or the disk repair tools in Windows) on the memory stick, as it may fix it.
While we're on the subject of the downgrader, and HEN - we are not currently working on a version that does not require GTA. It's not currently possible.
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February 11th, 2007, 21:49 Posted By: scarph
Dark_Alex's new release is a prx that, with the help of psardumper, will allow you to chose which firmware version of popstation you want to use with your games. This means you 3.10 oe-a...ers will be able to use 3.11's emulator.
This plugin enables 3.10 OE and higher, to load every pops from 3.00 to 3.11
Instructions:
- Copy seplugins to the root of your memory stick.
- Using the latest psardumper mod from team c+d, extract the firmware you desire using the
"Decrypt all" function (press square) (this is important, because of changes of keys, previous
firmwares modules may not work encrypted).
- Locate these modules in the FO/kd folder: meaudio.prx, pops.prx and popsman.prx (Note: in 3.10
and higher, meaudio.prx doesn't exist, so you don't need to locate it).
Copy the prx's to the directory /seplugins/popsloader with the following names:
* 3.00: meaudio300.prx, popsman300.prx, pops300.prx
* 3.01: meaudio301.prx, popsman301.prx, pops301.prx
...
* 3.11: popsman311.prx, pops311.prx
- Enter in recovery menu, and enable popsloader.prx plugin.
- The first time you run a game with the plugin enabled, it will ask you which pops to use.
After that, it will save the configuration so the next times that game is loaded, it will use
the same pops. If anytime you want to change the configuration, press R while booting the game,
during the warning screen.
Remember to use the Readme
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**Breaking News**
The other file is an easy installer---Works great
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February 11th, 2007, 20:30 Posted By: Elven6
From: http://www.joystiq.com/2007/02/10/ob...pening-on-wii/
When we learned that the PS3 version of The Elder Scrolls IV: Oblivion would not feature the majority of downloadable content found on the Xbox 360 and PC versions of the game, it was a blow to fans of horse armor everywhere. An episode of The 1UP Show (02/02) provides the follow-up hook as 1UP relays a juicy bit of info from Bethesda. As it turns out, it may be due to a memory limitation with the Playstation 3 itself.
1UP says that Bethesda simply could not find a way to load every piece of downloadable content without affecting the performance of the game. Considering that the Xbox 360 can pull off this feat without a hitch, that seems quite odd. Bethesda will still be looking into getting that content available for PS3 users, as addressed by their VP of Marketing, Peter Hines, who also comments on the "rumors" regarding the memory issue in an IGN interview.
As for the PS3 version of Oblivion trumping the 360 in the visuals department, it just so happens that the new shader techniques applied to the PS3 will also be worked into the 360 version of the game. And thus, they are equals once more. Unless you want some horse armor. In which case, you're boned.
Finally, Shacknews sat down with Pete Hines and questioned their plans beyond the PC, PS3 and Xbox 360. When it comes to waggling your remote in Oblivion, "It's not really going to run on a Wii for example, but if it could we would put it there. Our philosophy is to make a game and make it available to as many people as possible."
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