|
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
DCEmu Homebrew & Gaming Network.
This Website
THE LATEST NEWS BELOW
|
February 9th, 2007, 07:58 Posted By: turulo
After too long since the last psp release, here is a new version containing many new features, and latest game code to be able to play on new online servers.
Current Changelog- Midi background music finally supported using libtimidity.
- NewGRF support works now due to new file handling.
- New fileio handling to allow psp open more than 10 graphics files.
- Now full keyboard support & multiplayer chat.
- PSP OSK keyboard replaced with danzeff OSK.
- Code updated to v0.5.0-RC5, compatible with latest online servers.
If you dont know about this game just take a look to it features list here: http://www.openttd.org/about.php
Look the full article for release Installation instructions and usage:
Download links:
openttd-0.5.0-RC5-PSP.rar
openttd-0.5.0-RC5-PSP-source.tar.bz2
If you cannot find your old Transport Tycoon copy, this url may help you:
http://www.tt-forums.net/viewtopic.php?t=3407
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 07:42 Posted By: wraggster
New from Play Asia:
Along with Sega's PlayStation2™ racing game OutRun2 SP (released earlier this week) and to commemorate the series' 20th anniversary, Sega has released a special box set, exclusively distributed through the publisher's Japanese online shop.
Included in the box set are an Original Special CD "Out Run Sound Tracks-Complement", OutRun2 Special CD case, OutRun 20th Anniversary Box Original Soundtrack and Special DVD (game capture image +S.S.T.BAND LIVE), along with a copy of the game itself.
We have picked up limited quantities of the OutRun 20th Anniversary Special Box, in stock now as long as supplies last at US$ 159.90.
Buy at Play Asia
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 02:38 Posted By: wraggster
via psphacks
J@ricanese has released a useful Windows utility for previewing PSP gameboots, music, videos, and photos, before transferring/flashing them to your PSP.
NPH App Beta 1.5 changes:
Fixed the PMF decoder install.
Forgot to mention that the app has shortcuts. These can be seen through the menu.
Also forgot to mention that you can dynamically rename a file within the program.
Fixed loading issues with the shortcuts and menu links.
Added more menu items
Added type (file type) column in the main table.
If NPH App detects X-Flash installed on your PSP, transferring new gameboots will be copied to the correct destination for flashing; otherwise, they’ll be left in ms0:\NPHAPP\Gameboots. There is more than meets the eye to this app, so be sure to read “readme.txt” for exact details and usage.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 02:18 Posted By: wraggster
Nataku92 has updated his Counterstrike PSP Game, heres what he posted:
Ok, I've made a few fixes to make cspsp more compatible with custom maps. I've also implemented a simple map selector. Some small graphical updates have also been made.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:59 Posted By: Wally
Due to StrmnNrmn jumping back into the scene,
I hereby announce that I will be continuing my work with Daedalus Spiff Up (That is, if there are still GFX issues) and hopefully with some sort of partnership with StrmnNrmn.
Getting the games GFX right is a priority to me, I am willing to donate time and money into this project (including buying N64 games to make sure games GFX are exactly the same for super gaming experience)
Its been a shock to me, and I am at work, glued to my seat, eagerly waiting for lunch so i can go to the Pawn Brokers to pick up some more N64 carts for testing.
Cheers
Wally
P.S Also will be doing a compat list
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:57 Posted By: wraggster
via pspfanboy
The fine folks over at Game Watch have put up some new screens from the Final Fantasy PSP rendition. The screens show combat, a cinema scene and the screen above. The game is scheduled to hit Japan April 19th, though no US date has been set yet. It's looking very nice considering, but I think the main deciding factor in these releases will be the price point. Will you be buying these releases and what Final Fantasy number would be your dream port to PSP?
Screens Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:54 Posted By: wraggster
via pspfanboy
It's one of our most wanted Dream Games on the system: God of War. But is it actually happening? According to a Spanish website, MeriStation, Ready At Dawn may be working on a portable continuation of the revered franchise. Ready At Dawn is famous for their work on Daxter, which is still one of the system's most technically impressive games.
While this would be exciting, take it with a grain of salt. However, to add fuel to the debate, I'll reveal that a few weeks ago, I too received a tip about God of War on PSP. Is it really coming?
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:49 Posted By: wraggster
via IGN
Despite being around for almost two years now, the PSP has seen a serious shortage of original RPGs (most games in the genre have been cross-platform ports or resurrections of older titles). Luckily for fans, that void will soon be filled when Atlus ships its original RPG, Monster Kingdom: Jewel Summoner to North America sometime next week. We managed to get hands-on time with the finished version earlier today, and so far we've seem some interesting things.
Designed by Atlus co-founder and Shin Megami Tensei master Cozy Okada, Jewel Summoner is a stark contrast from the RPG that you'd expect it to be. Given Megaten's history, you'd expect that Okada would move his formula of frequent battles and demonic storylines into this new franchise as well, but that's actually not the case. Monster Kingdom is, in fact, quite the opposite of Shin Megami Tensei in its scope -- that is, it's chalked full of dialogue and a more traditional fantasy plot with a much lower encounter rate than your typical role-player.
The narrative itself seems like it could become fascinating. It follows the adventures of a young "Abomination" hunter named Vice. Driven by anger over the murder of his mother (who was killed by a winged creature several years ago), Vice takes various slaying jobs all over the kingdom in an effort to make money and search for the beast responsible for his pain. Amazingly, Vice also proves that he has the ability to summon monsters that will do his bidding by harnessing the creature located in his mother's only remaining keepsake, a sacred gem. Usually this power is only available to "Jewel Summoners," so Vice's useful ability quickly grabs the attention of "The Order" -- a special organization that studies these magic sparklers while also training said summoners. Eventually paths cross, bad things happen all over the world, and an epic journey gets underway.
Despite its thematic differences from Shin Megami Tensei, Monster Kingdom does have similar combat elements. Your entire offensive strategy, for example, is based around the summoning of monsters with their own strengths and weaknesses. As they battle other creatures, they must use their collection of special skills to locate weak points to earn more turns and create more damage. If you've played Digital Devil Saga before, then this system should sound familiar. Other recognizable battle elements include the ability combine monsters and jewels to learn new talents and the need to seek out and add new gems (critters) as you progress.
All the elements mentioned above play out in a turn-based fashion and are fairly simple to get into. If there's one area that concerns us so far, though, it's that there hasn't been a need to truly strategize with all of our different powers. When equipped with three different characters at a time, standard attacks are usually enough to defeat most enemies without a problem. Despite the fact that we're early in the voyage, it would have been nice to see more situations where we had to use monster-specific abilities. Though again, we're near the beginning so there's definitely room for change.
But what stands out about Jewel Summoner so far? A couple of things spring to mind. Take the combat screen -- it's shown from an interesting "split window" perspective that shows enemies on one side and your heroes on the other. It's very unusual for sure. Given the PSP's widescreen presentation this perspective actually works pretty well and helps to set the game apart in the genre. Monster Kingdom's soundtrack is also very good and it has a nice mixture of up and low-tempo melodies that are among the best we've heard in quite some time. Finally, the sheer amount of conversation/ town exploration that goes on is almost daunting. Expect plenty of word balloons in the first few hours of the game.
Of course, what we really want to know is where will all of this eventually lead? Hopefully it'll take us to somewhere pleasant and rewarding. While basic and familiar, the combat is fun to execute and the monsters are definitely worth collecting. We would like to see an increase in battles, however, and see a more common need for super powers and not just swipes of the paw. Either way, we'll let you know how it turns out when we review Jewel Summoner next week.
Screens Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:46 Posted By: wraggster
via ign
Today, during an investor conference in Orlando, Disney executives announced a name change for the company's videogame business division to Disney Interactive Studios. Disney Interactive Studios' Senior Vice President, Graham Hopper remarked, "This change reflects our focus on creativity, the weight of Disney content in our portfolio, and the enormous value consumers see in the Disney brand."
Formerly known as Buena Vista Games, Disney Interactive Studios is responsible for publishing both Disney and non-Disney branded videogame products for all of the current gaming platforms. Presumably, this change is designed to leverage the massive name recognition of the Disney brand to publisher games under the company's other strong consumer brands ABC and Touchstone.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 9th, 2007, 01:19 Posted By: tsurumaru
Yes Strmnnrmn lives.
This ought to show people to have a little more patience.
http://strmnnrmn.blogspot.com
Behold! An update!
Wow, it's been a long time since the last update. A really long time. How did that happen?
I've always found it quite hard to find the time to update the blog. Usually when I have some free time in the evenings (that's free time spent doing things other than eating, socialising, and getting stuff ready for work), the choices I have are:
* Do some new development on Daedalus
* Play games/watch TV/relax
* Reply to a few emails/comments, post a new entry here
Unfortunately over the past half year or so the first two bullet points have won out. So, apologies for neglecting the 'outside world' for so long. On the plus side, the existance of the first bullet points means that I have lots of exciting new developments to talk about over the next few days
I'm going to finish off this reintroduction with a broad overview of some of the stuff I've been working on. This is all stuff that will be present in R9, which I'd like to release this month.
* Added support for RGBA 4444 and 5551 textures, saving a bunch of memory in the front end.
* Tidied up all the texture conversion code, fixing a few bugs in the process
* Fixed the width/height of FillRect calls in 1 and 2 cycle mode (fixed a few small graphical issues)
* Fixed a blending bug (fixed a few small graphical issues)
* Use 16-bit textures on the PSP to represent 16-bit N64 textures. Saves time converting, saves memory, and faster rendering
* Added mirrored texture support (this fixes lots of small graphical glitches)
* Fixed a LoadTile bug, allowing a couple of hacks to be removed (this also fixes various small graphical glitches)
* Added some new blend modes for various roms
* Fixed the Tri2 command for F3DLX microcodes
* Fixed a bug in busy-wait detection (this wasn't working correctly with dynarec code, net result is a small speedup)
* Fixed a few dynarec stability issues (relating to exceptions occuring mid-trace)
* Added audio support
* Added the ability to dump textures (developer builds only at the moment)
* Fixed screenshots. Again.
* Implemented cmp.s, cvt.s, cvt.w, mtc1, mfc1, bc1f, bc1t, j, cfc1, ctc1, daddu, trunc.w.s, bc1t, bc1f, bc1tl, bcifl, bnel, beql, blezl, bgtzl, bltzl, blezl in dynarec (this gives a decent speedup)
* Avoid setting the branch delay flag and current PC in generated dynarec code unless absolutely necessary (this gives another small speedup)
* Much better memory access handling in dynamically recompiled code (this gives a BIG speedup
* Use a second code buffer for generated dynarec code, to avoid polluting the instruction cache (this gives another small speedup)
* Further improve the memory access handling in generated dynarec code (another small speedup)
* Fix register usage analysis for lwc1/swc1/mfc1/mtc1 which was preventing base registers used in these instructions from being cached (another small speedup)
* Have compensation blocks restore nobbled registers, so on-trace code does't need to reload (another small speedup)
There's quite a lot in that list, so I highlighted the two most significant points. In summary R9 will be much faster, with audio support. I'll write a bit more about these changes in particular over the next few days (promise!)
-StrmnNrmn
Now show the guy a little respect, don't hassle him with trivial things and let him get on with the coding!
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 23:48 Posted By: wraggster
New from SuccessHK
Console cushion sticker (x4)
Disc Slot cover (x1)
USB slot cover (x4)
LAN cover (x1)
Digital out cover (x1)
AV multi out cover (x1)
HDMI out cover (x1)
AC IN cover (x1)
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 23:46 Posted By: wraggster
New from SuccessHK
1) Quick charge function.
2) Long Life Li-ion material.
3) Double capacity of 1200mAh power.
4) Compatible with any PS3 controller.
5) Can continuous use with controller over 45 hours.
6) Built-in "prevent burn-out electric circuit function.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 23:13 Posted By: wraggster
Three Speech, which may or may not be a mouth piece for Sony, points out that Luke Smith's speculations that Killzone for the PS3 will be shown at GDC have been shot down.
There was some debate yesterday on Three Speech about whether or not Sony has any comment on the current "solid" rumors by Luke Smith from 1UP and CVG regarding Killzone being shown at GDC next month, possibly with a playable demo. The response is:
"No, Killzone won't be at GDC at all," stated SCEA Manager, Ryan Bowling, in a conversation with IGN held yesterday afternoon. "The time for that game is coming and we'll have new information about it in the future, but not at GDC."
Does that still leave room for it to be shown at a private event during, before or right after GDC? I suppose. It's hard to tell if this is about semantics or corrections.
via kotaku
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 22:30 Posted By: wraggster
Phil Harrison on his speach over at DICE 07
via gamespot
Today, Sony Worldwide Studios president Phil Harrison sat in front of this high-powered crowd for an "informal" question-and-answer session with Newsweek games correspondent N'Gai Croal. GameSpot is on the scene with live updates of what the affable executive has to say.
Heres the PSP Bits
10:54: Sony will be adding deeper online functionality for the PSP later this year.
11:05: The next question talks about XNA (without directly mentioning it) and how it puts some of the power of making games into the hands of average users. Is Sony considering a response? Phil says that Sony started that with the Net Yaroze on the PS, continued it with Linux on the PS2, and is now continuing it with Linux on the PS3. Sony will continue to support that kind of homebrew and organized development initiatives.
The follow-up asks the obvious question about the PSP's place in all this. Phil claims that the PSP isn't well suited for homebrew. Croal name drops Dark_Alex, the hacker that's been busting open the PSP's firmware lately and opening it up for homebrew. Harrison has a sort of cryptic response about future announcements.
So the PSP isnt well suited for Homebrew eh, so the hundreds and hundreds of Homebrew Games, Demos, Emulators and Applications arent suited for the PSP??
Nice to see that Dark ALex and our Homebrew scene got mentioned to the Sony Boss, pity he thinks that the PSP isnt well suited :P
DIGG THIS ARTICLE
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 22:19 Posted By: wraggster
via gamespot
With the PlayStation 3 supply now steady in North America and Japan and the console's European launch around the corner, people are pondering Sony's next move. Many speculated the electronics giant might tip its hand at the D.I.C.E. summit in Las Vegas. The annual event takes place each February at the sprawling Green Valley Ranch complex, and it draws a select group of elite game-industry glitterati together for an extended weekend of schmoozing and boozing.
Today, Sony Worldwide Studios president Phil Harrison sat in front of this high-powered crowd for an "informal" question-and-answer session with Newsweek games correspondent N'Gai Croal. GameSpot is on the scene with live updates of what the affable executive has to say.
10:29: Phil Harrison and N'Gai Croal have taken to the stage, and Croal is making a statement that his questions have not been preapproved by Sony. Harrison's stating that there are two topics that he can't cover--anything related to Sony's stock price and Phil's personal life.
10:31: Harrison is comparing part of Sony's process as an A&R-style process when they choose to work with external developers. They're looking for something exciting, something that has that creative spark, but something that also has commercial potential.
10:32: The next question is about how this relates to developing downloadable games for the PlayStation 3. This is where Sony is seeing some interesting innovation and some interesting risks.
10:34: Phil brought a PlayStation 3 with him, and he's threatening to play MotorStorm if the questions get boring. He's currently showing SingStar for the PS3. It will be out later this spring. As previously announced, the game will work online with the SingStore, an online mode where you can navigate through different album covers, view music video previews, and purchase content for use in the karaoke game. Video downloads appear to be around 38MB. The game will download songs in the background, which gets a cheer from the crowd.
10:36: SingStar will also have downloadable wallpapers for its menu screens and USB camera support. You can save those videos and upload those performances online. Other users will be able to rank your uploaded performance.
10:38: The next question is about the game's user interface. The game will offer various community elements. You'll be able to find users that like the same music as you via the "my SingStar" menus, which is meant to offer MySpace-like social networking within the context of the game. The next question is about the popularity of MySpace and whether that sort of functionality should be integrated on a game level or across the entire system. Harrison claims that we'll start to see more, deeper community functions in the PS3 XMB in the coming weeks and months.
10:41: Now we're moving on to developer support, with the question boiling down to "how does Sony intend to improve its developer support," with the sidecar of "Microsoft's is better." He says that the rumor of most of Sony's developer support coming in the Japanese language only is merely a myth, and that since most of the parts of the PS3 were developed in English-speaking countries, the developer support is primarily in English. He says that Sony has taken a lot of strides to improve, but that there's always more to do. Croal is looking for a specific example, and Harrison points to the nearly 40 games that are available and says that they're adding people internally, as well.
10:43: Now we're moving on to the difficulty involved in developing for the PS3 compared to the relative ease of the Xbox 360. Harrison is talking about how the PlayStation 2 was very difficult to develop for--actually, his word was "voodoo." He says that developing for the Cell chip in the PS3 strikes a good balance between an abstract, tools-driven development experience and that deep, "coding to the metal" path. And that it's a very different process than developing for the competing platforms.
10:47: Moving on, we're now talking about development-kit distribution. The question claims that PS3 dev kits were primarily sent to Japanese developers. Harrison basically says "Nuh-uh!" And that's that. He turns to someone from EA in the crowd and asks him to verify. The man in the crowd says that EA got their kits at the same time, but that they could always use more.
10:52: The next question is about how the PS3 hasn't matched Xbox Live's feature set for its online support. Harrison starts talking about how the PlayStation 3 is continually updated over time and that how the system looks today might not be how the system looks tomorrow. He says that there will be forthcoming announcements regarding the future of the PS3's online features.
10:53: He's now talking up MotorStorm's 12-player online gameplay. So that makes the "how many times will he mention MotorStorm" count up to two. If you're playing the MotorStorm drinking game, drink!
10:54: Sony will be adding deeper online functionality for the PSP later this year.
10:55: Croal is mentioning Gabe Newell's interview in Game Informer, where he basically trashed the PS3. As he reads on, the crowd starts to chuckle. The eventual question is "why wasn't the launch delayed to fix many of the PS3's supply and lineup issues?" Harrison is turning it around a bit, asking "by what measure wasn't the PS3 a success?" He's talking about the huge lines for the console back at launch, the supply of consoles into the retail channel, and so on. He says that the launch was better stocked than both the PlayStation and the PlayStation 2 launches. He doesn't seem to see a problem with the launch, though he does say that they could always have done better. Also, PS3s for the European release are currently on a boat headed for Europe.
10:58: Croal's next question: "Why do you think that there's so much skepticism out there, considering people said many of these same things about Sony's previous launches?" Harrison feels that the launch issues on the previous platforms were quickly overcome and that he feels the same will be the case for the PS3. He then says "MotorStorm" one more time, for good measure. That's three drinks.
11:00: Concept approval at Sony is moving over to a worldwide process from a region-specific one and it will be rolled out shortly.
11:02: Turning it over to the audience for questions, the first is "What's Phil playing that isn't on a Sony platform?" He says he plays things for competitive analysis, but that the PS3 has enough for him. He mentions that he's been playing the next LocoRoco game, then he turns to a new PlayStation 3 downloadable game called Super Rub-O-Dub. It's the duck demo from E3 turned into an entire game. You play with the Sixaxis and tilt a pool of water to make a big duck move around, picking up little ducks and moving them to an exit. It will be out in the next few weeks.
11:05: The next question talks about XNA (without directly mentioning it) and how it puts some of the power of making games into the hands of average users. Is Sony considering a response? Phil says that Sony started that with the Net Yaroze on the PS, continued it with Linux on the PS2, and is now continuing it with Linux on the PS3. Sony will continue to support that kind of homebrew and organized development initiatives.
The follow-up asks the obvious question about the PSP's place in all this. Phil claims that the PSP isn't well suited for homebrew. Croal name drops Dark_Alex, the hacker that's been busting open the PSP's firmware lately and opening it up for homebrew. Harrison has a sort of cryptic response about future announcements.
Quack, quack, quack.
11:08: They're looking for more questions from the crowd and not finding a ton, so it looks like this will wrap up soon. The next question continues down the path of user-driven development, about Sony's willingness to provide development kits to dedicated independent developers. Harrison starts talking about Sony's support of various educational institutions and says that one of the graduates of these programs now works on Gran Turismo.
11:11: The next audience member says that Unreal Engine 3 is shooter oriented and nearly starts a brawl. Well, maybe not quite a brawl, but his question is more about Sony's tools and available middleware. Phil begins talking about Havok physics and how it helps development. Did you know that MotorStorm uses Havok? There's your fourth mention--DRINK!
11:13: That's the end, the duo shakes hands and makes their way off the stage, but not before getting Super Rub-O-Dub running again.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 19:51 Posted By: wraggster
NJ has also updated his NeoGeo Emulator for the PSP.
Heres the translation by that awesome translation machine google:
* How it will do, it was perplexed a little, but you are defeated. In addition to the fact that although you tried starting to hint a little, improvement of speed cannot look at the speed improvement with CPS2PSP excessively, because it seems that is also the game which becomes conversely heavy it is to discontinue, but it releases once.
* Also the source code is attached. It is the finite difference for njemu_source_20061225.zip. After the superscribing, please compile.
1.7.0 (Development edition - after all the renewal discontinuance)
Although the texture format was modified in CLUT8, by the fact that the drawing processing of GU becomes complicated not seeing most effects. With the part game somewhat it becomes light, but it seems that is also the game where becomes conversely operation heavy.
Attendant upon description above, renewing romcnv_mvs.exe. Version of cash file becomes " V7 ". Reconstruction of cash file is necessary.
Yeah makes no sense to me either but its another great release for the PSP scene.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 19:47 Posted By: wraggster
NJ is back and in style too, hes released an update to his CPS1 Emulator..
Heres the translated by google info:
Because it is last, it leaves also those which make bootleg set effective. Usually, the game which is started increases more or less from edition, but because excessive processing increases, usually some effective speed than edition falls.
1.8.2~1.8.3
There is no change in contents. Only the renewal of readme_cps1.txt.
Bug correction (1.8.1)
Just being able to process the layer division drawing of Scroll3 correcting the bug which is not.
Modification (1.8.1)
In combination with the emulation of pin 7 of OKIM6975 ADPCM to MAME 0.111u6, it modifies.
Attendant upon the above-mentioned modification, the version of State Data was renewed. There is no compatibility of the former data.
Bug correction (1.8.0)
Because at the time of the line scroll drawing of Scroll2, the clip range has been modified the occasion where it renews texture cash, correcting the bug which has the case where sprite cannot be drawn just.
Modification (1.8.0)
The line scroll drawing speed of Scroll2 it improved substantially. If this sound is below 22KHz, you think that it reached the point where speed above 60fps appears generally.
Attendant upon the above-mentioned modification, initial value of Raster Effects option in " ON " modification.
Processing of Aufo Fire function was rewritten a little.
Calculation method of frame rate was modified a little.
As usual the google translation is awesome (rofl) but anyway its great to have NJ back.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 19:33 Posted By: wraggster
Part 3 of the excellent article about an RTS game that will hopefully arrive on PSP:
via PSPfanboy
Tiki Games is currently developing a PSP-exclusive RTS game called "Galaxy's End." Read more about the trials and tribulations of being an upstart developer in this three-part series by Tiki Games President Kevin J. McCann. See part 1 of the feature here. See part 2 of the feature here.
That said we've recently begun to get some interest both from potential investors to major publishers. One of the publishers even contacted me due to Galaxy's End appearing on PSP Fanboy – so thanks to Andrew (and thanks to Joe who originally passed us along). Toward the end of 2006 I was concerned that Galaxy's End may not see the light of day (not to mention financial concerns since Tiki Games is self-funded). But now I'm feeling a bit more optimistic (a somewhat dangerous thing to feel, but it helps) that we're finally getting close to landing a real contract.
I'd also like to thank the various posters at PSP Fanboy (and other forums) that have responded positively toward the little glimpse of Galaxy's End. It's reaffirming for us at Tiki Games to see largely positive feedback toward our game from our intended customer-base.
For those of you that feel the RTS genre can't be done justice due to potential control issues on the PSP – we (and the publishers that have seen our game) feel the controls are solid. The key is designing the game from the ground-up with the PSP in mind – specifically designing with its controls and screen dimensions in mind. Not simply porting a PC RTS to a handheld – instead taking the most popular elements of the RTS and "translating" them to a handheld, while adding a few innovations/improvements of our own.
Likewise for those of you wanting Blizzard's WarCraft/StarCraft or EA's C&C series – give us a try. We're aiming to surprise you with a solid RTS experience on a handheld. Besides, those guys are doing well already!
While Galaxy's End future is still uncertain, hopefully we'll secure a publishing deal soon. Your enthusiasm and spreading the word does indeed help. Thanks again.
Read the full article in 3 parts at link above, lets hope the PSP community can get this release on the PSP
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 8th, 2007, 19:30 Posted By: wraggster
via pspfanboy
While the Romance of the Three Kingdoms series never really was a huge commercial success in the US, over in Japan it's a hit. So much so, that in march there is going to be a bundle of the Romance of the Three Kingdoms VIII port and the metallic blue PSP. As with most of the game specific PSP bundles, it will also feature a special PSP case, this time with a Koei theme. I'm not really looking for a RotTK bundle over here, but it would be smart for Sony to start having more game specific bundles outside of Japan. The pack-in game has always been a great way to help spur interest in a system. Are any of our readers hardcore enough to actually buy this Japanese bundle?
Screen Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
next » |
|
|