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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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December 23rd, 2006, 12:23 Posted By: wraggster
The Metallic Blue PSP has finally been released, is this a reason why the PSP has recieved a sales boost in Japan, well who knows but its nice to see Sony following Nintendos lead and releasing different coloured PSPs, although 4 in the space of a month may be too much :P
Heres whats in the pack:
Box contents
PlayStation Portable System (PSP-1000MB)
Battery Pack
AC Adapter (100-240V)
Its on sale for $199 at Play Asia
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December 23rd, 2006, 11:43 Posted By: wraggster
Brian from Kotaku drops two PS3 hardware rumor gems on us.
•A Sony poll inquired if he'd be interested in an HD Eyetoy Camera. To which he replied, "HuhWhatsItOKyesSure?!" (See photo) The odds: 3/10. Marketing guys always label everything HD. It's what they do.
•Rumors that the PS3's Bluetooth remote is showing up in stores. Which may be a comfortable thing to sleep next to if you're still waiting for your preorder or can't dream of affording more than a PS3 clicker.
via gizmodo
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December 23rd, 2006, 11:37 Posted By: wraggster
Gamasutra is running a piece today written by Ernest Adams, a frequent contributor to the site and an amusingly opinionated game designer. He writes to weigh in on the console war debate from the perspective of a game designer. He runs down the usual list of pros and cons for each machine, and then digs into the most creative aspects of each machine. Finally, lays out what he sees as the end result of this hardware generation:
"So who, at the end of the day, will be the also-ran in this generation of consoles? On the global scale, I'd say it could well be neither the PS3 or the Wii, but the Xbox 360. The PS3 will win over the hardcore gamers who have to have the fastest, most amazing machine available. The Wii will skim off the younger players and those who don't have as much money to spend. Both have the advantage of being made in Japan, so they'll crowd the Xbox right out of that market. In the US and Europe, it's harder to say, but I see the Xbox's early start as more of a liability than a benefit."
via slashdot
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December 23rd, 2006, 11:35 Posted By: wraggster
via slashdot
Both the Xbox 360 and the PlayStation 3 appear to be having a bit of a rough Christmas. For the PS3, it's all about launch jitters. The worst of these jitters is probably the dubious nomination from TIME magazine, who has cited the console as a 'bust'. The 360, likewise, is having problems meeting expectations, especially those of Michael Pachter. He's the gent that expected big sales this Christmas for the console, and he's now trying to figure out why the 360 fell short. What is, perhaps, a larger problem - lack of penetration for the Xbox Live service - is being discussed by Reuters. While the still laudable number of 4 million subscribers sounds impressive, the article points out that the runaway success of the Wii and the overall ratio of possible to actual subscribers should give Microsoft pause. In short, Sony and Microsoft are having good, but not great holiday seasons. Next year, when there's enough stock to go around and big games on the way, we'll see who really 'has the stuff'.
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December 23rd, 2006, 10:42 Posted By: Kaiser
Via Kotaku
Konami and series producer/music man Akira Yamaoka have been silent on the next-gen chapter of the groundbreaking horror franchise. But recently, according to fansite Silent Hill Origins, Yamaoka spoke to Famitsu, spilling some psychologically frightening beans.
Our first hint about the content and style of the game is this:
"I cannot say much about the development of the game but i can say we are working on a new unique idea of fear in daylight and the game will play like Silent Hill 2's psychological roots."
And what console or consoles will the game appear? Akira dodges the question:
"We cannot say yet but we are hoping to carry on the plans of the earlier silent hill platforms."
Well, that sounds like it will hit the PlayStation 3, but who knows? Only Konami. Yamaoka also speaks briefly about the music and his involvement in the PSP prequel, also named Silent Hill Origins.
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December 23rd, 2006, 10:37 Posted By: Kaiser
Via Games Press UK
In 1996, the original Tomb Raider was launched. The 3D game design, controls and graphics were truly ground breaking for their time. Furthermore, gamers were also presented with a unique, female human playable character with whom they could become emotionally attached, Lara Croft. The original Tomb Raider sold over seven million copies and is still heralded as an absolute classic and one of the best action adventure games ever. Tomb Raider defined the PlayStation and changed the way that people played games.
In tribute to this and to celebrate and commemorate the continuing development of the Tomb Raider franchise and its central character, Crystal Dynamics are developing a new Tomb Raider adventure for Lara. Inspired by the original Tomb Raider video game; Lara Croft Tomb Raider: Anniversary faithfully preserves the elements which made the original Tomb Raider game such a classic.
Using an enhanced ‘Tomb Raider: Legend’ game engine, the graphics, technology and physics bring Lara’s adventure and pursuit of a mystical artefact known only as the Scion right up to today’s technology standards and will offer gamers a completely new gameplay experience.
STORY OVERVIEW:
Tomb Raider follows the adventures of Lara Croft after she is hired by a powerful syndicate to retrieve a mythical object called the Scion. After discovering that she has been used as a pawn in some larger scheme, Lara takes matters into her own hands deciding that she must uncover the mystery behind this ancient artefact.
FEATURES
* Celebrate and commemorate ten years of Tomb Raider and Lara Croft with Tomb Raider: Anniversary, an entirely new gameplay experience inspired by the first ever Tomb Raider adventure. Tomb Raider: Anniversary uses an enhanced version of the Tomb Raider: Legend game engine to apply Crystal Dynamic’s latest PS2 technology.
* Play the living Lara Croft, the world’s greatest action heroine of all time – use all of Lara’s guile, athleticism and gadgets in her quest to conquer the unknown and uncover ancient artefacts.
* Includes classic environments from the original Tomb Raider as never experienced before – Crystal Dynamics latest technology allows you to fluidly manoeuvre Lara using her latest moves and gear, through all the worlds from the original; Peru, Greece, Egypt and more. The dynamic world allows multiple playthrough options and also opens up new places and ways to explore. Crystal’s latest technology allows the environments to take on a breath taking new quality.
* Explore uncharted and mysterious worlds – enter into strange, undiscovered lands and solve their deepest, darkest mysteries, open doors to new realms, uncover great rewards and unearth secrets to Lara’s past.
* Startling enemy encounters – encounter fierce animal and supernatural enemies, wolves, bears, crocodiles, horrific monsters and the T Rex. New and improved AI means that all enemies will exhibit a more diverse behaviour set, providing improved combat challenges for the player.
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December 23rd, 2006, 05:08 Posted By: gunntims0103
news via ign
A journey back into the tomb that started the phenomenon.
The first Tomb Raider sparked a revolution in the games industry. It mixed exploration and action with a level of sexiness unheard of at the time. Games had seen their share of vixens, sure, but never had one grabbed the imaginations of gamers as a legitimate hero. Add to this a truly remarkable rise to stardom - think Mario or Sonic - and Lara Craft is easily one of the biggest names in the business. So when Crystal Dynamics comes along and wants to put out a remake of the original Tomb Raider adventure, there's plenty reason to get excited.
Lara Croft Tomb Raider Anniversary will follow the same basic path as the original. Players will assume the role of a young Lara Croft as she navigates a series of long-forgotten crypts to find ancient treasures. The developer wanted to make sure Anniversary distils the essence of Lara's first outing by focusing on puzzles and solitary exploration. And really, there's no better way to do it. Look at the commercial and critical success of Tomb Raider Legend, for example. It embraced the formula set by the first game and simply refined it. Crystal Dynamics will follow the same formula Lara's next outing.
Here's the shortest way to describe it: Anniversary will play like Legend. Everything that made Legend such an enjoyable game will make a comeback. This includes the context-sensitive sequences and flexible controls. Lara can now shimmy along ledges at different speeds and jump toward tree branches and poles with abandon. There's no need to stand in the perfect spot to make a jump since Lara can latch on to several surfaces and hold on for dear life. And really, this is precisely what made Legend so fun. It didn't tease players with lush environments by not letting them explore it the way they wanted and neither will Anniversary. Players can set their own pace as they find their way through jungles, caves and forgotten structures.
The brief demo shown to IGN saw Lara exploring ruins near Peru in search of an artifact known as the "Scion." One of the first things Lara encounters is a reworked version of the classic gears puzzle from the first game. Instead of simply placing a few cogs in to get it to work, Lara now has to use her new abilities to scale the massive gears and explore the nearby environment for parts. The puzzle makes real-world sense, too. Solving it is a matter of logic, just the way a puzzle should be. Later in the demo, Lara showed off one of her new moves: perilously hopping between a series of narrow poles. It's a risky maneuver that helps add a level of uncertainty, according to developers. Lara also retains the grapple she used in Legend, so players can expect to swing through certain locales as well.
Players will also recognize the combat. Lara can now flip and twirl around her enemies far more gracefully than in the first game. And while the demo didn't show it, there's a good chance the slow-mo aspect from Legend will appear as well. Speaking of combat, Anniversary has all the bats, raptors and bears that players fought in the first game. Only here, the look a whole lot better. The demo showed a few combat sequences that took place in a lost jungle, complete with packs of nicely-modeled raptors. Unfortunately, the demo ended right when the T-Rex stomped on the scene. It didn't even offer a glimpse of the thing - the screen just shook and there was a roar - but it's probably a remarkable sight, like the rest of the game.
In short, Anniversary looks very promising. It looks to offer everything a Tomb Raider fan could possibly want in terms of presentation and gameplay. The PSP version of the game will mirror the console release in terms of content, though it will add several multiplayer modes. It's also a good thing that Crystal Dynamics decided to build the game from the ground up and not settle for a rehash with better visuals.
screens via comments
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December 23rd, 2006, 05:01 Posted By: gunntims0103
news via ign
Hundreds of readers suggest how to make PSP more powerful in 2007. Are you listening?
December 22, 2006 - The PlayStation Portable continues grow in ability and features, with new updates and system overhauls released to enhance the system. Still, PSP owners are eager to see the system play at its maximum potential, to use all of that horsepower inside this powerful handheld system for bigger and better features. We want system-wide abilities that make gaming on PSP better and faster and more reliable, like cross-game Friend Lists and more common Game Sharing. We want multimedia that's open and that plays just about anything we can stick on a Memory Stick. We want PlayStation Store on PSP so we can download and play games and demos, just like big-brother system PS3 can do. We want PlayStation Network on PSP so we can talk with our friends on PSP (or PS3) over text, voice or maybe even video. We want developers to have the option to unlock the full 333MHz ability of the PSP, giving us peak performance for even more incredible games and features. In short, we want the PSP to be all that PSP can be.
What started as just a goof in our write-up of the new PSP v3.03 Update on what we'd like to see next time spurred a flood of emails to IGN about what readers would like to see the PSP's next system update include. Some of your ideas are out-there, while others sound completely doable in future PSP updates (and, if we wanted to get snarky about it, we could mention that some features have already been done by the PSP homebrew/hacker community, but since most PSPs lock this content out for fear of piracy, few gamers get to enjoy these unofficial PSP programs.) After the first 300 messages came rolling in, we knew we had to share these -- we also knew we had to get these ideas out there in the hopes that Sony would see what PSP owners are thinking about and pick up some of the ideas for the system.
Rather than dump a few responses in a mailbag, we gathered up out of the bag as many of the good ideas as we could find and put them together in one big, long, long, big collection of notes. (You can read all eight pages over your own choice of eight crazy nights!) And although we have no way of making Sony make any or all of these wishes and ideas come to life on PSP, we'll see about what we can do to get the list over to the SCE office in the hopes that they get an idea of what dedicated PSP owners are looking forward to happening on the system as it moves into its third year of release. Here's to hoping that we all get our PSP wishes granted in 2007...
post your comments here
via ign
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December 23rd, 2006, 04:13 Posted By: gunntims0103
news post via Birdman2078
Well I just did somthing big... I just completely dumped everything on psp. The flash0, flash1, flash_lower.bin, flash_upper.bin, and more... FULL KERNAL ACCESS... YOU HAVE TO
WITH PATCH SFO TO USE
HERE IS THE LINK FOR YOU TO DUMP
-www.Deviantpsp.com
find original post here
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December 23rd, 2006, 01:39 Posted By: gunntims0103
new release via TacticalPenguin
Release of: Space invaders portable v1.0 Final
read me
--Readme of: Space Invaders Portable--
Space Invaders Portable v1.0
For instructions on making custom themes, see CTT.txt, included in this package.
Controls:
-Left: Move left
-Right: Move right
-Cross: Shoot bullet
Features:
-Shooting the space invaders
-Score and highscore
-Multiple Levels
-Dying
-New graphics
-Theme selection
-Easy-to-make custom themes
-Many new themes
Changelog:
v1.0:
-Added 9 new themes
-Cleaned up code a little bit
v0.5:
-Added themes system, allowing player to select a theme before playing. 5 themes for now
-Custom themes are supported, see CTT.txt for instructions.
v0.15:
-Fixed bug causing you to die when invader you've already killed reaches you, due to not checking whether the invader is alive or dead when checking collision.
-Removed lives system to improve efficiency, and because, well, if you die once, you're going to die twice more very soon.
SIP is by TacticalPenguin/-TacticalPaper-.
Thanks to Joe48182 for making the standalone eboot, Crushader for the new menu background and several themes, and all other theme makers.
You may use the code of this game as long as you are not stealing and ARE giving proper credit.
read me
Hello, today I went through my SIP custom themes contest and got all the winners and themes and I added a couple little fixes to SIP and with that here's v1.0!
download and give feedback via comments
via TacticalPenguin
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December 23rd, 2006, 01:32 Posted By: gunntims0103
new release via Vermillion
heres what Vermillion has to say-
Ok i said this was a [WIP] but now i've decided to finish it, as i said i mainly wanted to concentrate on super mario sounds, so i have only included one bowser, luigi, princess peach and yoshi sound, but take in mind there are 20 Super Mario Sounds!
Screenshot:
Enjoy your time, while listening to some rockin mario tunes!
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via Vermillion
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December 23rd, 2006, 01:25 Posted By: gunntims0103
new release via agent_dark64
heres what agent_dark64 had to say-
Hey all,
I'v been working very busy on a cwcheat like program for awhile now (for 6 months) and have finally come to my first beta release. It works with all devhook emulated firmware versions from 2.71 and up and it contains a GUI! which most developers thought was impossible to do due to the amount of kernel RAM (8 megs) allocated. It also supports a large number of memory searching options like "Is boolean True" and also supports an almost complete set of all c++ standard data types: unsigned int, signed int, unsigned short, signed short, unsigned byte, signed byte, unsigned float, signed float.
Future versions will have a debugger which will be as powerful as softice including full reverse engineering of the firmware.
Currently the installer will require devhook (version 1.51) to be installed, however theroreticly
it should be able to load on any firmware modification that supports loading plain PRXs from the PRX module list text files in the kd folder.
For Devhook Install:
Custom firmware has not been tested, so it may not work. Do this at your own risk, always have a way to recover your files back if it bricks, especially the pspbtcnf txt files.
Just run the installer exe and follow the on screen instructions.
For Custom Firmware Install: (note, this is untested, may not work)
NOTE: Do this at your own risk, always have a way to recover your files back if it bricks, especially the pspbtcnf txt files.
You will need to run the installer and install it for devhook (that means you should extract the devhook files on the memory stick before this if you don't have devhook installed). Next you will need to install the pspShark.prx file (after the install it will be in the (MS ROOT)/dh/05/kd/pspShark.prx) to your flash (whereever the other devhook plugin files are normally placed). You will then need to update the pspbtcnf txt files to add the pspShark.prx to boot up (BE CAREFUL OF THIS). Now when your psp boots up, you will need to have the memory stick in (the one you had in your psp when you installed pspShark) because it will have put some images in the (MS ROOT)/dh/kd/pspShark/Images/ folder and the pspShark.prx references this directly to the memory stick at this specific folder. If pspShark cannot find the images on boot (so for example, you didn't have the memory stick in the psp), the menu will be disabled and you won't be able to use pspShark, however the psp won't brick for missing images.
pspShark itself (as in pspShark.prx) does not write to the flash in any way.
download and give feedback via comment
download via agent_dark64
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December 23rd, 2006, 00:24 Posted By: ExcruciationX
Soon after the release of 3.02 OE-A, I, ExcruciationX, from our very own forums, has made a video tutorial, for people to understand and make it a bit easy to upgrade to the new custom frimware.
I upscaled it, so everyone should be able to "make out" the video.
This is in download format, so download and just watch the video tutorial and all should be made clear.
Download, Watch and Give Feedback, via Comments
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December 22nd, 2006, 20:57 Posted By: gunntims0103
new release via Freshmilk
Heres what Freshmilk had to say -
Hi All, and welcome to the 9th Release of TTR, v0.9!
(lol, there was v0.7 and v0.7b, so work it out for yourself). Please note this release is being released earlier than expected, so parts of it are still buggy, however nontheless...
So, as a starter, a short overview of what TTR is:
TTR stands for Table Top Rally, which is like your average Car-Dodging style game plus one. Rather than having the same boring old layout everytime you play, there are new cars, interchangeable backgrounds and cool music. If none of these appeal to you, everything I just mentioned can be custimized and changed with the minimum of effort, in 5 minutes, to make the game look and feel just how it should. And with our new feature, custom cars, the game's already limitless boundries are stretched even further.
This is basically the perfect game for the office, on the road, or having a wee, for an addictive fast-paced thrill game as you swere and dodge to avoid a firey death at the hands of oncoming traffic. Read on to find out more.
Phew, you'd think i'm actually trying to sell you this thing!
Now lets look at just a few of the names who helped to build TTR into what it is today:
Freshmilk - Coder, Developer, and basically Inventor of TTR
Maxime - Orginal Code, as this game was based on GTA: DF
Valo - Co-Owns the project, and has done all the GFX from V0.6 and onwards, although for the first time, in this version he was helped by
-Skyline- - First time GFX artist for TTR, who made good use of the little number of sprites we had and still producing brilliant Results.
ZeroeX - Sprites for the game
-Tacticalpaper- - For boosting TTR's popularity by including it in his shell, which is yet to be released, and will include a smaller version of this game.
I can't stress enough just how much skyline helped me during TTR's production... thanks dude!
Now that we know all about TTR and what it stands for and who made it, lets take a look of some screen shots of the new Mario Kart GFX:
Nice...
Now, lets wrap this release up with a quick summary of everything thats new, and let me just say, theres a lot new to this version!
- 8 new 'Mario Kart' characters from modified sprites
- Orginal 'Mario Kart' music
- New GFX overhaul, made by Oyez and Valo
- Individual stats for each car
- Stats editing system
- 4 New Tracks to race on
- Added in a boundry system for terrains, so that you cant go off the track.
- Fixed the Intesection Highscore bug
- Every car can now run on Intersection
- Added Driving Animation for rally mode (Directional Buttons)
- Added Driving Animation for rally mode (Analogue Stick)
- Added Driving Animation for Intersection mode (Analogue Stick)
- Completely Finished Intersection Collisions - Intersection is no longer a BETA
- Hopefully fixed the crash problem
- Currently works with 1.50 - 2.71, SE-A - SE-C, and possibly 2.80
- New *.ttr file type
Please note that this game is still a little buggy, and that it wouldn't be here without my new partner, -Skyline-.
Thanks to everyone who helped, as it all contributed to another great release.
Have fun playing, but remember:
Leave your comments, they are always appreciated!
download via links and give feedback via comments
via Freshmilk
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December 22nd, 2006, 20:04 Posted By: RCON
The homebrew audio sequencer for the PSP has been released just in time for the holidays.
PSP Rhythm 7.0 is a complete music workstation in the palm of your hand. PSP Rhythm features include sample playback, sample manipulation, audio effects, grid sequencer, and song arranger. PSP Rhythm enables you to take audio samples, arrange them, effect them, and record your songs to CD quality audio files.
Major Improvements for version 7.0:
- Wave Table Synthesizer (with user defined oscillator)
- Sample Volume Envelope
- Improved Audio Engine
- Song files have replaced bank files
- Improved file user interface
Thank you!
The PSP Rhythm Development Team
Website
http://www.psprhythm.com
Windows Installer
http://www.psprhythm.com/Rhythm.zip
Manual Installer
http://www.psprhythm.com/Rhythm7.zip
User Manual
http://www.psprhythm.com/Rhythm7.pdf
Quick Reference Guide
http://www.psprhythm.com/QuickGuide.pdf
Rhythm 7.0 Demo Song (song file and samples included with release)
http://www.psprhythm.com/songs/rhythm7.0.mp3
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December 22nd, 2006, 17:17 Posted By: wraggster
New release from jsharrod
Ever wanted to play a game in the psp's debug console? Well your dream has come true, here's your chance! Introducing Ascii Invaders,
originally coded by Thomas Munro ( http://www.ip9.org/munro/invaders) for *nix text terminals using ncurses. Ported to the PSP by Justin Sharrad.
You are the turret at the bottom of the screen under the shields bravely fighting off the alien hordes invading your world from above. Clearing each wave of aliens gives you an extra life.
Controls:
---------
Fire button (X) to start the game and shoot the baddies.
D-pad left & right to control your turret.
Start button can be used at any time to exit the game.
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December 22nd, 2006, 17:13 Posted By: wraggster
New release from Badboy
With this simple tool you can customize your Firmware 3.02OE
Features:
-Change your font
[-Change your background images] [currently disabled]
-Change your gameboot
-Change opening sound
-Flash a custom menu
-Disable/Enable your Nework Update
-Flash pspctnf.txt or pspctnf_game.txt
-Dump/Flash registry
-Dump complete Flash0 & Flash1
-Restore defaults (gameboot, font, sound, menu texts and wallpaper)
ATTENTION: THIS TOOL WRITES TO FLASH0!!! IT COULD BRICK YOUR PSP! USING AT YOUR OWN RISK!
AT LEAST 50% BATTERY ARE RECOMMENDED!
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December 22nd, 2006, 17:06 Posted By: wraggster
Ookm has posted that he can now access Nand Flash on Firmware 2.80 PSP Consoles. He states also that a Downgrader for 2.80 will be easy more news as we get it.
Exciting times for the PSP Scene once more
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