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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 16th, 2006, 14:08 Posted By: blackrave
M_Roc has released an update to his ThemePSP app which lets you customize your PSPs interface a little. Here's what is new:
- New much nicer GUI!
- Options screen now added! You can now completle choose if you just want to install eg. the font and the BG of a theme
- Can install Themes for DevHook FW 1.5, 2.0, 2.5, 26 and 2.71 ( the program can't install custom menu names for fw 2.xx due to a diffrent standard between the fw's))
- If you try to intall a theme 4 times in a row the program will automaticlly quit instead of freeze (the freezeing was caused by an unknown bug)
- Updated ThemePSP Creator Pack with the correct image resolution (300x170 pxl)
- added a "PS3" theme for use and fun
More Info
- This does only work on 1.5 PSP's.
- If you have downgraded form 2.5/2.6 I recommend you to update to 2.0 and then downgrade or version spoof your psp to fw 1.0 and re-install the official Sony Update.
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December 16th, 2006, 10:08 Posted By: wraggster
New from Play Asia:
features
WWII’s most epic and famous air battles. Experience the greatest air battles of World War II in famous locations from across the globe.
Innovative use of the controller. Handle the Playstation3 controller and experience a new sensation of flight.
Intense squadron-based gameplay. Command AI-wingmen and make use of each one’s special abilities.
A large variety of realistic-looking WWII aircraft. Pilot 46 authentic WWII aircraft including the famous P-51 Mustang, and the British Spitfire, and planes like the Luftwaffe’s Messerschmitt, and the Japanese Zero in multiplayer.
Authentic WWII atmosphere. Fly low over Germany’s industrial terrain for a bombing raid, strafe the islands of the Pacific, or emerge from the cloud cover over London and engage the enemy.
Planes are easy to handle and fun to fly. No need to attend the Air Force Academy to pilot these planes; players can jump right into air combat action without extensive tutorials.
Up to 16 players online with an all new multiplayer mode. Engage in head-to-head dogfights or cooperative team play between squadrons on huge maps with large formations.
description
Experience the thrill of flight combat using the motion sensitive feature of the PLAYSTATION3 controller. Whether it’s a steep attacking dive or tight dog- fighting turn, the aircraft will intuitively respond to hand movements and you’ll feel more like a real fighter pilot than ever before. From the Battle of Britain, through the dramatic air combat of Pearl Harbor, and all the way back to Europe, your pilot skills will create WWII history. Dominate the skies of Western Europe and the Pacific and bring your squadron of Blazing Angels back alive.
Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1pph.html
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December 16th, 2006, 02:55 Posted By: gunntims0103
earlier NJ updated his sourse code to cps2, csp1, and neogeo mvs.
Apocalyptic980c has been so kind as to compile the source into Eboot for download.
view more here
download and give feedback via comment
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December 16th, 2006, 00:18 Posted By: grit
NJ updates CPS1 CPS2 and MVS emulators to version 1.62!!
No info about the new releases and only available as sources.
Now we need a nice coder to compile them.
Update: Kindly compiled by Apocalyptic980c here
A big thanks to NJ!
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December 15th, 2006, 23:32 Posted By: wraggster
New from SuccessHK
The hit arcade game Mah-jong Fight Club is coming to the “PLAYSTATION 3? Connect to the Internet and play with any users around Japan. Players can also compete against computer players based on 48 professional players from Japan Professional Mahjong League. The heated battle has now intensified!
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December 15th, 2006, 23:30 Posted By: wraggster
New from SuccessHK
Fight Night: Round 3 makes its PlayStation 3 debut with a new graphics engine that allows players to gauge their rival's health and energy simply by watching his dynamic facial expressions and body cues. The analog punch system from the 2005 version has returned with new punch types, each of which can shift a fight's momentum if landed correctly. The haymaker punch is now harder to connect, but it is also more powerful. The new flash KO punch can overpower a boxer in one hit, putting him in the dangerous position of being knocked out, while the stun punch switches the default third-person view to a first-person perspective as players attempt to finish off their stunned opponent with a devastating blow. While these impact punches can change the course of a fight within a few seconds, they are considered high-risk swings that can leave a boxer vulnerable to counter moves. The career mode from the series has undergone a few changes to offer a more personal approach to a boxer's legacy. Rivalries will now be created from key match-ups, flamboyant claims at press conferences, and clashes during weigh-ins, allowing players to square off against their heated rivals in multiple rematches for fame, money, and respect. Players are also free to re-create some of the sport's greatest bouts with the included roster of legends from different eras and weight classes, whether it's Ali versus Frasier, Leonard versus Hagler, or Gatti versus Ward.
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December 15th, 2006, 23:08 Posted By: wraggster
New from Play Asia
The popular Korean rhythm action game Pump It Up EXCEED is finally available on PSP™. Now everyone can play "Pump It Up Exceed Portable!" at home, work, and school. The game has an assortment of 94 songs, including K-Pop, Banya, and Pop tracks. Also, the 'Survival Mode' will make you more excited. Whenever you end a song or clear, you can appreciate an image and music in the 'Music Video' part. Pump It Up Exceed Portable is faster than your eyes and your thinking.
How to Play?
Push the direction indicator button to the music
When a direction indicator reaches the sequence zone, the player has to press the applicable button
When the direction indicator reaches the target zone, the gauge indicator goes up. Once the player pushes the button twice, he can attain a perfect mark, which is called a "COMBO"
When the player makes a mistake, the gauge indicator will go down and eventually the game will be over.
Game Modes
Arcade Mode
This mode is the same as the game console system. The player has 3 stages to complete and once finished, you have the opportunity to unlock a bonus stage. After entirely completing the game, you will receive 16 codes and even receive an internet ranking.
Home Mode
You can play the game without any limits. When you fail the game, you may simply retry again.
Sudden Death Mode
Whenever you receive a "Miss", the game is over. No limits. You can play again and again.
Survival Mode
You can play the game as long until the life bar is empty. You will be able to see both music and videos within this mode.
Buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1q8w.html
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December 15th, 2006, 22:56 Posted By: wraggster
We've got a red hot selection of new screens from PSP actioner Chili Con Carnage to get your mouth watering. This latest spicy portion of images show off some of the game's bizarre characters, from men wearing cardboard bull outfits to apparently suicidal big mamas with walking sticks.
The game is set in Mexico and is all about action. And judging from the helicopters, guns and road-based shootouts, it looks like it'll deliver that in spades. The release date hasn't been fixed yet but, judging by the finished look of these screens, we'd wager on it appearing in the first quarter of 2007.
Screens at Gamesradar
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December 15th, 2006, 22:51 Posted By: wraggster
New from Divineo USA
It's time to get creative with the Talismoon Evolve series! Evolve for PSP are a refreshing blend of complete and easy to install faceplates to brighten up your mood and undoubtedly your PSP. At a period where customization is crucial, each evolve faceplate brings a special edition PSP into the range of everybody regardless of technical know-how. Everything needed to create a new look PSP is included in a single package, consisting of the faceplate colour of your choice, an illustrated diagram, hardened steel Jeweler's screwdriver, a dazzling set of diamond series buttons as well as a finely made polishing cloth to preserve the appearance of your PSP for years to come.
Get the custom look you want for your PSP at a small fraction of the cost for supposed official 'limited editions' and break away from the norm!
Each and every one of Talismoon's PSP faceplates will reach gamers with in pristine condition due to meticulous handling from start to finish of the production process.
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December 15th, 2006, 22:42 Posted By: wraggster
It's perhaps ironic, considering the game has been developed by UK-based Evolution Studios - and that we still have to wait for it over here - but still hats off to the chaps as MotorStorm has proved one of the most successful launch titles with our Japanese gaming cousins.
And Evolution is obviously chuffed to bits. "It's a real coup for Evolution", said the dev's CEO Martin Kenwright.
"Developing MotorStorm has certainly not been easy - but the team here really delivered. Evolution has a reputation for delivering high quality racing titles, but we really needed to up the ante with Sony's new hardware. We're delighted that the public has agreed with the press, and made MotorStorm the current Japanese number one PlayStation 3 title."
"We can't wait to see how it performs throughout the rest of the world", he added.
European and North American release dates for MotorStorm are to be confirmed shortly, according to official powers that be.
via cvg
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December 15th, 2006, 18:28 Posted By: hockey2112
The artwork for South Park's ninth season on DVD was released today. It pictures Kenny playing with his PSP. A Little soft news, but figured someone may be interested to see it.
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December 15th, 2006, 17:30 Posted By: wraggster
The biggest key business model Sony and Microsoft uses when selling their gaming consoles is to sell them for a loss and make up the profits later with royalty income. Sony, however, has decided to buck this trend when selling the PS3 in Mexico. The price will leave all but the most fortunate Mexican citizens without the means to obtain the game console.
Sony has decided to graciously sell the 20GB PS3 model in Mexico for an astounding 10,495 pesos, or $974 at current exchange rates. The PS3 is a touch higher than the UK's £425/$835 (the UK is getting the 60GB model only), but UK citizens also make 7 times as much per year as the typical Mexican citizen, making the price far more unreasonable. Hey, at least they aren't charging a full year's income, like the Xbox 360 in India.
Selling your console offering for more in clearly poorer nations -- why not just sell them at the same price as everyone else -- is a strange trend. At these prices, we think Sony should just give up on the Mexican marketplace entirely. A few measly units isn't going to do the business good, especially when they'll be snapped up by US or Japanese consumers who will likely spend far more on software.
Via joystiq
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December 15th, 2006, 17:29 Posted By: wraggster
via joystiq
Now that the PS3 has been out on the market for a while, analysts can get a firm grasp of exactly what the shortages are doing to, both hardware and software, the various alternatives. The actual results are surprising to most of us "logical" thinkers.
According to analyst groups, the biggest winner in the PS3 shortages is actually Sony. The displaced PS3 money is going to purchase PS2 software. Few are opting for an Xbox 360 as an alternative to not getting a PS3, though analysts believe the push will be enough to help Microsoft hit the 10 million goal. The biggest loser is EA, which focused too much effort on the PS3 and overextended themselves. Activision and THQ are in good positions as they focused more on the Xbox 360 and PS2.
There seems to be some method behind the PS3 madness at Sony. While they are losing potential PS3 customers, either to the Xbox 360 -- the Wii is not even considered an alternative and stands by itself -- or just won't buy it at all, the money is getting filtered into the PS2 business. However, these short term gains are going to kill third party relationships as it is expected that few, if any, PS3 games will reach profitability before 2007 is over and done with. If developers chose to focus on the established Xbox 360 while waiting for PS3 shipments to rise, they may be waiting forever; the PS3 won't continue to sell without the games to go along with it.
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December 15th, 2006, 17:09 Posted By: wraggster
via cvg
Development on EA's next instalment in the highly-acclaimed Burnout series is being focused on the PlayStation 3, developer Criterion has said in an Interview.
"We're kind of specialists on the Sony system. Because it was always that way on Burnout," Criterion's Alex Ward tells MSNBC, adding that Criterion is still "doing some cool stuff" on the Xbox 360 version of Burnout 5.
Further on in the interview Ward also offers some new info on the next-gen racer, saying that he hopes to re-invigorate gamers' perception of the car crash (oo-eer).
"If you watch the first Superman on DVD," he says "the director talks about the original version of Superman being very camp, very light-hearted. What he wanted to do was get to the heart of it, get to the truth of it. Their buzzword was 'verisimilitude.'
And they spent all of their time on flying, because if the flying wasn't right, the movie wouldn't make any sense. If you didn't believe Superman was real, then you wouldn't believe the story".
"So with Burnout, we have to go back to square one. And our verisimilitude is on car crashing. If you don't believe the crash is real, then it's not going to frighten you...The first crash you see on PlayStation 3 has got to go way beyond everything you've ever seen, beyond anything that we've ever done. Because every time we put our game out, people say, 'It's the best crashes ever in a game.' We've got to go beyond that now. We have to go beyond a game, and we have to go beyond a game car crash. That's what all of our work is focused on right now."
Ward goes on to suggest that we'll see Burnout 5 in the shops within the year, saying that his goal is to make it look like "a year two PS3 game in year one." We'll let you know when EA drop official word.
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December 15th, 2006, 17:07 Posted By: wraggster
via cvg
According to Game marketing director Anna Macario, the popularity of the console has been overwhelming. During its launch week in November, one in every two PS2 purchases were of the pink variety, the shop chain's informed.
Macario added: "In the autumn, a range of pink consoles were released however we're seeing a real demand for the Pink PlayStation 2." So Game says, hundreds of parents are struggling to get hold of one.
Crikey. So if all you wanted for Christmas was a pink PS2, are you stuffed like a giant teddy bear? Apparently not. "We're now back in stock of the pink console in stores, so we're hoping to fully satisfy the demand in time for Christmas", Macario said. Phew.
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December 15th, 2006, 15:53 Posted By: blackrave
Edison Carter has updated his CheatDevice PRX for GTA: Vice City Stories to v2.2. What's new?
v2.2:
Hover Cars and Bikes
Set Wanted Level
Never Fall Off Your Bike
Automatic Flip Over
Walking Speed
Rocket Boost
Support for DevHook v0.51.01
Please read the readme for information on how to use and run it. Have fun cheating!
PS: Edison Carter's website has GIFs of the PRX running. Go there if you want to see them. I don't want to kill the websites bandwith, nor the users here's.
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Via Edison Carter's CheatDevice
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December 15th, 2006, 15:43 Posted By: blackrave
Access_Denied has updated the PSPeriodic Table homebrew app. Here's what's new:
This is the 3rd release of my periodic table of elements. The first two were coded in the TIFF SDK. But since we have a 2.8 eLoader out, and I still wanted to add a little more onto the project, I converted it to C. It took me about 10 minutes to convert it to C, then about an hour to add the other info. As of now, it tells you:
Name
Symbol
Number
Mass
Electronic Configuration
Electrons in each shell
I don't think I'll be updating this again, as I see no need to. But if anyone wants more features, just ask.
-Access_Denied
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via accessdenied
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December 15th, 2006, 12:20 Posted By: Exophase
A few words:
- As many of you know, I'm not terribly impressed with the unofficial builds of gpSP that exist without my consent. I have a nice rant about it in the readme, most of you have probably heard me here already anyway so I won't repeat it. Suffice it to say, I'm pretty serious about what I'm going to be doing at this point.
- This thing was way too much work. >_< I intended to release it at midnight, and I was basically about to, when my beta tester found fresh problems. So here I am, 6 hours later, now ready to release, I guess. I want to give a huge thanks to Veskgar, who stayed up all night with me to beta test.
- Obviously not every game is going to work, still. I'd love to give you an estimate of what the compatability is like, but until I've actually confirmed that many games of ALL GBA games I'll never feel confident in anything I say. But it's higher than 0.8.
- 0.9 still means beta. 1.0 won't be beta. If I ever release 1.0.
I actually worked really hard on this all day to add a bunch of stuff. This is, of course, in spite of all the crap from this scene. Don't get me wrong, there are a lot of very appreciative and dedicated people around (my two beta testers, of course). But I have to deal with a lot of things. People swearing at me for refusing to give them the BIOS, for instance. One person even threatened to report me to Nintendo because I refused to send him one. People literally arguing with me about why it's not fair for me to refuse to send them ROMs. People impersonating me on other message boards. Someone recently pretended to be me and said that I was giving up because I can't compete with Takka's releases. Things like that.
But I'll still work on this emulator. I started it for a reason and I'm going to see it through, even if I get nothing but headaches from it. I don't really play it mayself, though; I doubt anyone's going to believe me when I say that I actually do code it for the benefit of other people. No matter what, I still remember what it was like when I was 13 and emulators were very important to me, where a new one could make a dramatic difference in my life. Sad as that sounds. If I can be helpful to anyone I want to be.
But that won't really stop me from being possessive of my emulator. I want it to be developed the way I prefer - fortunately, I happen to sincerely think that I know what's best for it too.
Anyway, I've rambled enough. No, I won't post what's new here, go read the readme. Have fun :P
The source. Don't take it for granted, because it might not be there next time.
Heres whats New for those interested
# Fixed stereo output being reversed.
# Fixed a bug causing misaligned errors on 8bit writes to the gbc
audio channel 3 wave data (fixes various Super Robot Wars games)
# Fixed DMA with garbage in their upper 4 bits (fixes a crash in
Zelda: Minish Cap)
# Added double buffering to the rendering, removes line artifacts.
Big thanks to Brunni for the idea.
# Fixed a bug preventing some SRAM based games from saving (fixes
MMBN4-6)
# Fixed a bug causing part of EWRAM to potentially get corrupted if
code segments loaded in EWRAM cross 32KB boundaries (fixes
Phantasy Star 2)
# Fixed a bug causing games using movs pc in user mode (very bad
behavior) to crash. Fixes Colin McRae Rally 2.0.
# Improved timing a bit more. Fixes GTA Advance.
# Fixed a sprite clipping bug (fixes crash in third boss of Zelda:
Minish cap)
# Increased translation buffer size significantly (fixes Donkey Kong:
King of Swing)
# Fixed a dynarec bug causing add pc, reg to not work in Thumb code
(fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden
Sun, probably fixes other games)
# Made sprites using tiles < 512 not display in modes 3-5 (fixes
a couple minor graphical bugs)
# Removed abort on instruction 0x00000000 hack, was breaking a
certain bugged up game (Scurge)
# Fixed bug in flags generating variable logical shifts (fixes
SD Gundam Force)
# Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
# Redid contiguous block flag modification checking AGAIN and
hopefully got it right this time (fixes Mario vs. Donkey Kong)
# Redid ldm/stm instructions, fixing some cases (along with the
timing improvements fixes Mario & Luigi)
# Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot
of games)
# Completely redid memory handlers, accurately emulates open and
BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon),
Rayman, MMBN 1 (last dungeon), probably others.
# Fixed a minor graphical glitch on the edges of the screen
(thanks Brunni and hlide for the help!)
# Fixed crash on loading savestates from files of games not currently
loaded, but be sure you have the exact file you loaded it from or
gpSP will exit.
@ New memory handlers should provide performance boost for games
that access VRAM significantly (ie 3D games)
@ Added dead flag elimination checking for logical shifts, probably
doesn't make a noticeable difference but should have been there
anyway.
+ Added rapidfire to the button mappings.
+ Added auto frameskip. Removed fractional frameskip (don't think
it's very useful with auto anyway). Select auto in the graphics/
sound menu to activate it; frameskip value will act as the
maximum (auto is by default on). Thanks again to Brunni for some
help with this. Frameskip options are game specific.
+ Added vsync to the rendering. Only occurs when frames aren't
skipped. Seems to reduce tearing at least some of the time.
+ Added non-filtered video option.
+ Cheat support (Gameshark/Pro Action Replay v1-v3 only), still
in early stages, doesn't support everything; codes may cause
the game to crash, haven't determined yet if the codes are bad
or the implementation is. See cheat section for more information.
+ Added ability to change audio buffer size. Does not take affect
until you restart the game.
+ Added analog config options.
+ Added ability to set analog sensitivity and turn off analog.
+ Added ability to change the clock speed. This is a game specific
option. Try lower speeds w/auto frameskip to save battery life.
+ Fixed savestate speed on crappy Sony sticks.
(legend: # bug fix, + feature addition, @ optimization)
ON behalf of PSP News and DCEmu we would like to thank exophase for his excellent work on this emulator - wraggster
GPSP Compatability List Here (help update it)
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December 15th, 2006, 02:53 Posted By: wraggster
HyT has updated his Multi Language Mod for Devhook, heres more info:
Added Norvegian language (thanks to northfence)
Added Nederlands language (thanks to papayo)
Added possibility to directly boot into your favourite language by editing ms0:/dh/05beta/autoexec.txt
Corrected minor graphical errors
Corrected some translation mistakes in French (thanks to Maxi_Jac')
Corrected other little mistakes in other languages
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via hyt
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