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February 7th, 2007, 19:11 Posted By: wraggster
via joystiq
While most American gamers know Hideo Kojima as the man behind the blockbuster Metal Gear Solid franchise, the two games he worked on before breaking out with MGS are considered forgotten masterpieces. One, Snatcher, saw a limited U.S. release on the ill-fated Sega CD. The other, Policenauts, has never been available in English.
That seems poised to change, though, as Kojima fan-site Junker HQ has just announced the completion of a five-year project to translate the game's text. Only some technical work remains before the translation is released as a patch on the newly relaunched policenauts.net, currently targeted for the second half of 2007.
Theoretically, the patch will require a CD-R, an official Japanese version of the game and a modded PlayStation to work, but emulator-compatible ISOs are sure to leak out for the less scrupulous among us. While you wait, check out the game's Wikipedia entry to get some idea of what made the game so special.
More Info
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February 7th, 2007, 18:57 Posted By: wraggster
via insert credit
Not wishing to miss a trick, Gundam Musou will be bundled with 60GB PlayStation 3's. Listed in Koei's Game City shop, the bundle is being touted at the sphincter tightening price of 72,000 yen (though other places online are saying that the price will be "open"). The bundle comes with two artbooks and 8 cards (though these little trinkets aren't available if you decide to purchase the vanilla release). This bundle will be available on March 1st and will probably sell in epic numbers.
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February 7th, 2007, 18:48 Posted By: wraggster
At last. Real scientific evidence that GTA is good for brains: according to the scientific lab boffins at FKF Applied Research and the UCLA Ahmanson Lovelace Brain Mapping Centre, squishy skull-encased sponges simply love GTA. Or, at least, they dig this spoof ad for Coca Cola.
In an experiment to record the effectiveness of adverts during the recent Super Bowl, it was discovered that the amusing GTA-inspired ad was one of the 'best testing' and 'fired the region of consumers' brains associated with positive emotions', reports DailyTech.
With this foolproof evidence to hand, we're sure that we can expect to see more ads jumping on the bandwagon... expect Manhunt Happy Meals to be hitting a McDonalds near you soon. Maybe.
via gamesradar
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February 7th, 2007, 18:28 Posted By: wraggster
The highly-anticipated PlayStation 3 sequel to Guerilla Game's Killzone is to be officially unveiled at next month's GDC, CVG has learned.
Well placed US sources have revealed to us that the flagship Sony shooter will be shown in full glory at the San Francisco event, perhaps even in the form of a playable demo.
As well as its high price point, the PS3 (like most consoles) has faced criticism for a lack of really high profile, compelling games which make it a 'must buy' and the big reveal of Killzone 2 will also form the spearhead for a raft of new PS3 game announcements at the show, which Sony hope will drive PS3 sales through the roof during the European launch and beyond in the big lead up to the all- important Christmas 2007 market.
SCE worldwide studios president Phil Harrison is also due to keynote at the event, which takes place on March 5 to 9.
Killzone 2 was previously shown in video form to an impressed audience at Sony's E3 2005 press conference, but the video was later revealed to be a pre-rendered cut-scene, and not in-game graphics.
via cvg
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February 7th, 2007, 18:22 Posted By: wraggster
Rockstar Games has released the first Manhunt 2 trailer - following today's announcement - which you can watch via the magic of our wonderful video player on the right.
It doesn't give much away but the movie does offer a glimpse at the sequel's edgy and dark atmosphere, which you'll be immersed in when your Tesco bagging people's faces later this year on PS2, PSP or Wii.
Trailer at CVG
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February 7th, 2007, 03:16 Posted By: wraggster
Does your pulse quicken at the thought of barreling through city streets at ludicrous speeds toward oncoming traffic? Do you harbor a secret desire to run that beautiful little sports car off the road? Do you feel the need - the need for speed? If you answered yes to any of these questions then seek professional help for your speed addiction by checking out this new footage for the next installment in EA's Burnout series, Burnout Dominator.
We've got a trunk load of new content for you adrenaline junkies. You can hit the Images tab and to check out five new screens, but the real rush comes from the new gameplay video that displays just how fast this beauty is. Click on the Movies tab, launch the video player, and find the video titled "Burnout Dominator gameplay - 6 Feb 2007" to catch a glimpse of this game running on all six cylinders. Hopefully all this is enough to curb your appetite for all thing fast until the game gets its green light and races toward the PSP and PS2 on March 6th of this year.
News, Screens and Trailer at Gamesradar
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February 7th, 2007, 03:13 Posted By: wraggster
New from Vulpix:
Another great release from DarkStone/vb_master //Team LANSH
This program lets you edit the waves in the opening_plugin.rco!
http://www.sendspace.com/file/6xd7mz
Read the readme before you do anything.
Just mix up the letters and numbers and stuff!
Don't go too crazy or the waves will disappear!
Stuff you can post: screenshots, tips, etc.
Happy wave hacking! //from DarkStone and vb_master(Vulpix)
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via vulpix
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February 7th, 2007, 03:11 Posted By: wraggster
New from Dabomstew:
An easy way to change the version displayed in Custom firmware SE/OE system settings without hexediting or manual flashing - and unlike X-Flash, you can use any characters, rather than just 1.00-9.99.
This is tested and working fine on my own 3.03 OE-A and 3.02 OE-B psp, but I cannot guarantee that it will work 100% every time.
Read the included readme for usage instructions.
I will release an update if any problems are discovered, but the program will not receive any more functionality (except maybe updates to support later versions of DAX's custom firmware).
Currently at version 6 which added 3.10 OE-A support and allows you to set the version to your nickname.
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via dabomstew
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February 7th, 2007, 03:07 Posted By: wraggster
New release from kajo5:
Hello everybody,
The plugin is updated to v0.3.5 and should now work with any custom firmware.
I tested it on 3.10 OE-A and it works.
I added a prx version of the plugin so now it can be loaded as a regular plugin.
The configurable loading path option was removed (sorry) but it is really easy to hex edit the paths you want. Please read the Readme.
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via kajo5
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February 7th, 2007, 03:04 Posted By: wraggster
New release from pasky13 of his Database editor for Weltalls Cheat device:
Whats New In V1.40:
CWcheat POPs Database Editor and CWcheat Standard Database Editor are now in one complete package! Simply switch between editing modes through the CONFIGURE menu.
PEC Database Converter now built into CWcheat Database Editor. It should no longer freeze in game when loading the converted database since the strings converted are no longer greater than 32 characters in length. The PEC Database Converter can be found under the TOOLS menu.
Minor bug fixes.
Cosmetic improvements.
I have three goals in mind with this program:
Easy and painless editing of Weltall's CWcheat databases.
Cosmetically pleasing. No one likes a bajillion icons and buttons all over their forms.
A Small footprint. This one is very important to myself. I always frown upon developers who create install shields for programs that don't warrant the necessity for them. A installshield is not required when all you are doing is putting 'x' file into 'y' folder. Usually when uninstalling these simple programs, lots of registry entries are created and left behind when uninstalling that the casual user doesn't know about. Having an installer for the coolness factor is not the route to go. Besides, who doesn't mind a single file that is under 250KB and has so much functionality, just run it and go!
I have a few more features planned for the program and I plan to implement them in the near future.
As usual it requires the Microsoft .NET 2.0 Framework which can be gotten directory from Microsoft at their website:
http://www.microsoft.com/downloads/d...displaylang=en
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via pasky13
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February 7th, 2007, 03:01 Posted By: wraggster
Coolguy5678 has released an Unofficial CSPSP Editor, heres the details from the homepage:
Note: Maps created with this editor may not work if you use the "__SCE__" naming trick.
Unofficial CSPSP Editor is a map editor for the PSP Game CSPSP. It is written in Java so it should run on any operating system with a JRE (most major OS's have one).
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February 7th, 2007, 02:58 Posted By: wraggster
Raf has released a new version of Links Browser and a Plugin of it for PSP Radio:
New stand alone and plugin release 1261.
The plugin version is for PSPRadio 1.1.xxxx
The plugin version has a memory limit of 5MB
What's New for Links2 PSP Port
================================
links-2.1pre23 PSP r1261 (2007-02-06)
NEW FEATURES
(raf) Changed default background color from gray to white (for html).
(raf) UP/DOWN in html now scroll up/down (without R+)
(raf) UP/DOWN at the top/bottom of a menu list will wrap (user request).
BUG FIXES
(raf) Plugin: Fixed openssl compile options (-mno-explicit-relocs), this fixes the problem where the Links2 plugin wasn't working. (You will need to upgrade openssl from the pspdev svn to rev.2169 or greater --if you want to compile links2 yourself).
KNOWN PROBLEMS
(raf) Plugin: Priorities have not been optimized, so the plugin runs slow if pspradio is playing music.
Enjoy!,
Raf.
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February 7th, 2007, 02:49 Posted By: wraggster
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.
Looking back, there are things I've done right, and other aspects that were in some senses just plain naïve. The areas that were right were our approach to the tools/technology and assembling core team members that I've worked with while avoiding anyone that had egos (or primadonna attitudes) and laying out the design and milestones before actually bringing the team onboard. The last thing you want to do is be writing designs while a team is being paid and waiting for you to finish designs. This happens a lot in the game industry – so I was happy to avoid it. And I targeted the RTS genre because it's a genre I really enjoy, and I wanted Tiki Games to be the first to create a high-quality RTS for the PSP. The PSP has the power to do a very attractive 3D RTS which made it even sweeter.
But for what I did right there were also things that were naïve. It's easy to convince yourself "I'll create an original IP for the PSP that focuses on an untapped market – the RTS. It's huge on the PC – let's try to bring them over by creating an RTS from the ground-up for the PSP. And we'll also be relatively low-cost in terms of overall budget. Surely publishers will appreciate that!"
In reality, while myself and my team had been in the industry for a long time, and shipped a number of titles, as a new start-up we're unproven from a publisher's viewpoint. And an original IP isn't nearly as powerful as having a license for some big property.
So to step into this with "I'll create a new IP in the RTS genre for the PSP. We'll then create a solid proof-of-concept playable demo. How can it go wrong?" Well, toward the end of 2006 I did a lot of traveling (and have done similar this year so far), and while Galaxy's End was well-received at most publishers, we're still a new company with no shipped titles, and the RTS genre doesn't equate to guaranteed success on a handheld.
We had some extremely positive meetings with publishers – they felt the game looked sharp, that we had conquered any control doubts (meaning the game does play well on a handheld), and they liked the overall game concept. Then the following week was something along the lines of "marketing finds it too risky." Lots of temporary elated moments followed by extended periods of frustration.
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February 7th, 2007, 02:43 Posted By: wraggster
Fans of the Elder Scrolls series have always loved the flexibility the franchise afforded them during their adventures, but when the eagerly awaited Elder Scrolls IV: Oblivion was released last March, even they were astounded by its depth. Players could literally choose their own adventure within the massive game, which offered over 200 hours of play. Characters could be customized in various ways, and it was easy for gamers to make powerful magic users, fighters, thieves or other classes as they attempted to close the gates of Oblivion. For PC and Xbox 360 gamers, it was a match made in RPG heaven. Fortunately for PS3 owners, Oblivion will soon be descending upon the system. We got the chance to play the latest build of the game today, and we came away with new impressions from the land of Cyrodiil.
Apart from the initial scale of Oblivion, which was simply huge, Bethesda Game Studios augmented the adventure with eight downloadable plug-in features. Items like the Horse Armor download seemed much more of a minor adjustment than a significant addition to the gameplay. Others like the Orrery or Mehrunes' Razor provided separate locations for players to battle through, collecting experience and valuable items. Unlike the PC and 360 versions, the PS3 edition will not feature all eight of the currently available plug-ins for the game. They may find their way to the PlayStation Store at some point in time in the future, but they will not be added into the version as a "PS3 Collector's Edition" or a special copy of Oblivion. Instead, the title will only include the recently released Knights of the Nine side quest, as you attempt to recover lost artifacts of the Divine Crusader and restore glory to the order of warriors.
Players of the PC or 360 version of the quest know that only those characters who don't have any infamy associated to their name can begin the pilgrimage to start the Knights of the Nine quest. However, there have been a few changes made for the PS3 version. Characters can now immediately set out on their pilgrimage to the Wayshrines of the Divines as soon as they exit the sewers at the start of the game (which served as a tutorial). This immediately lets you bypass having to track down the rumor about the attack on Anvil Chapel and start on your quest for righteousness.
The PS3 version of Oblivion isn't a simple port of the game either, although players who have picked up the 360 version will be very familiar with the control scheme. For one thing, the PS3 version has been optimized to take advantage of the Cell processor and hardware that the system offers. As a result, the game runs a lot faster than the 360 build. Entering dungeons or buildings results in a load of 3-5 seconds, compared to the 7-10 seconds or longer for the 360 version of the game. Similarly, the amount of framerate drops or hitches that cropped up in the wilderness as you accessed a new area on the 360 have been substantially reduced on the PS3 version. There is a plan to completely eradicate these issues as the game nears release, as well as fixing a number of bugs that were present in the other builds. Kiss the item duplication glitch goodbye.
The visual presentation of Oblivion has also been significantly enhanced. While it was a beautiful title on the 360, far off environmental details often displayed low resolution textures. This has been fixed with new shaders dedicated to rendering the foreground cleanly with sharper details, so rocky landscapes now have craggy appearances instead of smooth, non-distinct surfaces. While there is still a fair amount of pop-in that occurs (which can't be helped due to the size of the world), the draw distance is farther than the 360 version. As a result, screens from the PS3 version should approach those from high end PCs running Oblivion, which is an impressive feat.
via ign
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February 7th, 2007, 02:40 Posted By: wraggster
Today Namco Bandai announced Tekken 5: Dark Resurrection would be available to download later this month from the PlayStation Store in North America. Available in Japan since the end of last year, this update to Tekken 5 features two new characters and updated environments.
Jinpachi Mishima, the previously unplayable boss from the arcade game, is now playable in Dark Resurrection. The game runs in 1080p and all of the arcade game's modes have been included and updated.
Along with Virtua Fighter 5, releasing February 20, this is turning out to be a good month for PS3-owning fighting game fans.
via ign
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February 7th, 2007, 00:15 Posted By: wraggster
via kotaku
Pushing the PLAYSTATION 3 "launch window" to its limits, SCEA and thatgamecompany will finally release their abstract aquatic survival game flOw on the PlayStation Store this February 22. The PS3 downloadable game will feature 1080p graphics, 5.1 surround sound, and SIXAXIS control for maximum immersion. Recreational pharmaceuticals optional.
Good news, to be sure, but it comes just a day after potential hits Virtua Fighter 5 for the PS3, Crackdown for the Xbox 360 and Sonic and the Secret Rings for the Wii. That's an expensive week for multiplatform gamers.
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February 7th, 2007, 00:05 Posted By: wraggster
via gamesradar
t may be a bit early for April Fool's tomfoolery, but one interweb joker has gone to the trouble of creating a fake GameSpot page falsely reporting that Sony has canned the European PS3 launch. While the page itself looks authentic enough, the dodgy URL (http//rowo87.tripod.com/gamespot.html) and broken links give this away as being nothing but a harebrained hoax. Nice try, but no cigar (apart from maybe a joke exploding one).
Screen of the Page Via Comments
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February 6th, 2007, 22:07 Posted By: splodger15
new release from Dark_Alex
This update requires 3.10 OE to be installed (program will check it this time, to avoid semi-bricks
in previous versions).
Copy the 310_a2update directory to /PSP/GAME150 in your memstick, and run it.
Changes:
- Corrected a bug that caused Metal Slug 6 (from Metal Slug Anthology), and other umd/iso games
containing a static elf to show error 0x80020148.
Check out the Popstation Playstation Compatibility List
Download and give feedback via comment
via Dark_Alex
REMEMBER THERE IS A CHANCE OF BRICKAGE USE WITH CAUTION
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February 6th, 2007, 21:42 Posted By: wraggster
Dark Alexs new custom firmware release gave us compatibility for the latest firmware but it also gave all PAL users a fix for their PSX Games, so at last i can play some of my faves without graphics corruption.
What would you wish to see in a future release of Dark Alex`s Firmware ?
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February 6th, 2007, 21:34 Posted By: wraggster
Weltall has released a new version of his Cheat Device for the Custom Firmware/Playstation Popstation Emulator:
This is an update to support the 310OE pops emulator:
0.1.6 REV. H for 3.10OE/ALL
-added support for memory cards in the 3.10 pops emulator [POPS]
-fixed the MS_ROOT folder it had old plugins in the last release[ALL]
so now the mc support will work on the new pops emulator. plus i fixed a little bug which wasn't closing memory card files if the memory cards couldn't be found.
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