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September 3rd, 2012, 00:04 Posted By: wraggster
via http://pspcustomfirmware.com/naruto-...ja-battle-3-5/
Naruto Ultimate Ninja Battle 3.5 a PSP Homebrew game for the PlayStation Homebrew community has been updated and release to the PSP Homebrew community . For those of ya that are following this awesome homebrew game known as Naruto Ultimate Ninja Battle , This latest version includes tons of new features as well as some game play for a better game experience that users will enjoy on their PSP System . Below you will find a bit more information from the developer about this PSP Homebrew game for your PSP System that is homebrew enable . Changelog for3.5
[NEW] Updated Namebar!
[NEW] Added New Intro!
[NEW] Added New Mainmenu!
[NEW] Added New End!
[NEW] Added New Pausemenu!
[FIX] The GAME is now full in English!
[FIX] Removed some bad Arenas!
[FIX] Many Changes&Bug Fixes!(Like the Madara-End-Bug!)
List of all Charakters(v3.5)
Asuma
Danzou
Deidara
Gaara
Gai
Hashirama
Hinata
Hiruzen
Itachi Susanoo Mode
Jiraiya
Juugo
Kabuto Orochimaru Mode
Kakashi
Kankuro
Kiba [+Akamaru]
Killerbee 8-Tail Human Mode
Kisame
Konan
Madara [+Kyuubi]
Minato
Mizukage
Naruto Chakra Mode
Neji
Orochimaru
Pain 6 Paths
Sai
Sakura
Sasuke Susanoo Mode
Shikamaru
Shino
Suigetsu
Temari
Tobi
Tobirama
Tsunade
Yamato
Unlockable Characters(v3.5):
Shikamaru via Temari.
1.Hokage via Madara.
Suigetsu via Kisame.
Yamato via Kakashi.
3.Hokage via Danzou.
Help-Characters(v3.5)
Naruto Sp = Killerbee
Sasuke Sp = Orochimaru
Shikamaru Sp = Asuma
1.Hokage = 2.Hokage
Suigetsu = Juugo
Yamato = Sai
3.Hokage = 4.Hokage
Hinata = Neji
6xPain = Konan
Tsunade = Mizukage
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September 2nd, 2012, 23:52 Posted By: wraggster
via http://www.dashhacks.com/psp/psp-hac...-released.html
If you're a fan of real-time strategy titles, than Heroe's Empire is for you! Based strongly off the second Age of Empires title, this game will have you building your own virtual society with the purpose of eventually attacking and destroying a rival nation. Essentially this game operates with the same basic mechanics and ideas that you would expect from any half-serious RTS game. Like more or less every other member of this genre, along the pathway toward attack, players will be asked to perform special missions such as collecting a certain amount of gold, and once they complete that task they will be able to upgrade their army. Doing this enough will eventually allow for a well-trained force that is primed for battle.
So what can a user find in this relatively young 0.2 version number? While the translation may be a bit rough, what I can understand is that the graphics have experienced a slight overall improvement. On top of that, the barracks is now a legitimate item, so you can finally start creating that army instead of just spending the whole game harvesting resources. Lastly of course there are some bug fixes making the game more stable.
If you want to see what AoE2 could be like on the go, this may be a worthwhile homebrew to look at. Just remember that this is a work in progress. Let the sarmy building begin!
http://pspcustomfirmware.com/heroes-empire-0-2/
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September 2nd, 2012, 23:36 Posted By: wraggster
via http://wololo.net/2012/08/30/alright...-back-on-1-80/
So, how cool is that? Less than 48 hours after we thought VHBL was locked out for good, we’re back on our feet!
To be honest, I must say I basically freaked out for just a small thing. After a few hours of investigation, it became clear that Sony was not really after VHBL, they just cleaned up some of their filename rules in CMA, in order to comply to the FAT naming conventions (also known as 8.3).
As I mentioned, I had started working on those limitations a while ago (see here and here) since the limitations already existed when trying to copy files from the PS3 to the Vita. So in hindsight, it seems Sony just unified CMA to the restrictions already in place on their systems.
I realized how obvious this was when many people contacted me about this, and since I had already all the bits and pieces ready in VHBL to support it, it was just a matter of confirming, adding a few compilation variables, and recompiling the thing.
As I am writing this, the JP and US versions of VHBL are being tested, while I could confirm it works fine on 1.80 with the EU version. Below is a screenshot of GPSP running Advanced wars. The overlay shows one of the new options of the touch screen in 1.80
Neur0n also figured this whole thing out I assume, but he hasn’t sent me any file yet, so for now we’ll go with my changes. This shouldn’t matter too much anyway, the core of the changes here are still from Neur0n, as he is the one who made most of the compatibility fixes for homebrews here.
Yes, the files are ready and the Ninja release will happen, from now it is not a matter of “if”, but a matter of “when”. For obvious reasons, I cannot give you any precise date, just know that it is happening, soon
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September 2nd, 2012, 22:43 Posted By: wraggster
via http://wololo.net/2012/08/29/vhbl-th...of-the-tunnel/
Yesterday I announced that Vita’s firmware 1.80 was blocking VHBL. Many talented devs heard my distress signal and started working on solutions. It’s been a long day, but I am now basically convinced that the VHBL release will happen on 1.80, it is just slightly postponed.
Some of you might have already seen that Neur0n (and others) figured out a way to install VHBL on firmware 1.80. As I mentioned yesterday, VHBL runs fine on 1.80, but copying it to the memory stick is the hard part.Neur0n found a way to do it, but he was not the only one to find ways to copy our files to the Vita on the latest 1.80. Actually a large amount of people, known hackers or unknown members of our forums contacted me with solutions. I won’t name them all, but I want to thank all of you who have contacted me with ideas/solutions, it’s great to be part of such an active and helpful community 
It turns out the changes in Firmware 1.80 were probably not an attempt at shutting VHBL down, rather than enforce stricter rules on file naming conventions for PSP savedata. These rules were already enforced on the PS3, and some of you might remember that it was not possible to install VHBL on the Vita from a PS3 because of these limitations. Funnily enough, I had already started working on taking these limitations into account for VHBL a while ago, but never really finished that because “I want to copy VHBL to my Vita from my PS3” was not such a huge use case.
Bottom line is, we freaked out yesterday over something that had probably nothing to do with us in the first place. To quote a nice conversation I had yesterday “you guys [hackers] often mistake a simple bug for a new security feature”, and I think this is what happened here.
So what’s next? Well, although I haven’t seen it by myself yet, I believe VHBL should be able to run and be installed on firmware 1.80 relatively easily, although there is of course some work to be done to get it compatible with these changes. I will get in touch with neur0n, and as far as I can tell for now, the VHBL release is a bit postponed, but not cancelled (I still need to confirm that with my own eyes, though!).
I will of course keep you updated once I have more info, stay tuned!
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August 28th, 2012, 15:10 Posted By: wraggster
Mr Modchips the website who sell anythin from DS Flash Carts to Modchips for Xbox360 and replacement parts for DS, PSP, PS3, Xbox, Gamecube,PS2, GBA and Xbox 360 have launched a massive sale with near on 300 items at One or Two Pounds, and many that are up to 80% off.
Check out the full listings over at MrModchips, you do have to be logged in to see the Flash carts and Modchips etc.
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August 27th, 2012, 21:25 Posted By: wraggster
DaedalusX64 SVN r777 is compiled. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r767
[=>] Merged from Dev branch:
Rev 675 - Salvy
[!] Simplified branch type functions (Compiler was adding a bound checking, also reorder Enum to allow other optimizations)
[-] Removed svnversion.h (this created automatically anyways)
Rev 676 - Corn
[!] Dynarec: Improved performance of float compare and branching (BC1F/BC1T) (speedup)
[!] Dynarec: Removed exception check after interpreter calls from dynarec (speedup)
Rev 677 - Salvy
[!] Simplified branch type even more
Rev 678 - Corn
[!] Made BC1T/BC1F branching more robust (fixes RR64)
Rev 679 - Salvy
[+] Added known value optimizations to SLTx ops (32bit only!) in dynarec (they are disabled since I'm not sure is worth to handle them)
r768
[=>] Merged from Dev branch:
Rev 680 - Corn
[!] Dynarec implemented LD/SD (load/store 64bit integer)
[!] Dynarec partly implemented LDC1/SDC1 (load/store 64bit float)
[!] Dynarec if source reg is SP, ADDIU wont do sign extension.
[!] Dynarec Skip sign extending CFC1
Rev 681 - Corn
[!] reverted ADDIU optimization (CBFD BSOD)
Rev 682 - Corn
[!] Proper double handling in interpreter (and some clean up)
[!] Reverted PIF/DMA changes (Incompatible with older SaveStates)
Rev 683 - Salvy
[!] Bring back changes to PIF/DMA changes (This is was the proper way, PJ64 are compatible now)
[!] Added workaround to support older savestates created after rev 715
Rev 684 - Corn
[+] Added INS/EXT and CFC1 OpCodes to AssemblyWriterPSP
[!] Dynarec: Optimized float compare (no branch)
[!] Small fix/optimization to PIF swizzle
Rev 685 - Corn
[+] Dynarec: Added DADDI/DADDIU, DSRA32 and DSLL32
Rev 686 - Salvy
[!] Fixed regression in Aerogauge
[!] Optimization in XORI and ORI
Rev 687 - Corn
[!] Aerogauge fix
[!] small optimization in floats branching when fast mode fails
r769
[=>] Merged from Dev branch:
Rev 688 - Salvy
[!] Optimization in ADDIU & ANDI (Dynarec)
Rev 689 - Salvy
[!] Opps typo!
Rev 690 - Salvy
[-] Removed optimization in ANDI (since we zero'd the hi reg regardless)
[!] Optimization in OR
Rev 691 - Salvy
[!] Reverted optimization for ADDIU
Rev 692 - Corn
[+] New Speed up option: Dynarec Doubles Optimizations (advanced menu) when enabled dynarec compiles code to simulate doubles with floats
Rev 693 - Corn
[!] added dynarec simulated float caching in FPU and some clean up
Rev 694 - Salvy
[+] Implemented blit (code taken from The TriEngine)
[!] Use blitting to support large textures (since the PSP hardware can only handle up to 512x512)
Worms - Armageddon is now playable
Rev 695 - Salvy
[!] Use more complex blit algorithm from latest version of TriEngine (fixes large texture used in StarSoldier (640x320)
r770
[=>] Merged from Dev branch:
Rev 696 - Corn
[+] Added more float/double conversion to dynarec doubles optimization
Rev 697 - Corn
[!] Reverted MFC1 optimization, sign ext. is needed (broke DKR)
[!] Various cleanup/bugfixes to SimDoubles
Rev 698 - Salvy
[!] Made more robust optimizations in GenerateOR (we'll check more throughly if we need hi bits)
[!] New optimization in GenerateOR when rs/rt is R0 and register is known
Rev 699 - Corn
[!] Better compatibility using Doubles Opt. (fixes a few games)
Rev 700 - Salvy
[!] optimization in GenerateADD/U when rs/rt is R0 and register is known
[!] optimization in GenerateAND when high bits aren't needed
Rev 701 - Salvy
[!] Improved previous optimization in GenerateADDU
Rev 702 - Salvy
[!] Don't check hi part of known value when probing if high bits aren't needed (Fixes text being missing in OOT)
[!] Check if register is mapped as 32bit, this will improve detection when high bits aren't needed (Experimental!) (Note: This will be removed soon, the logic is completely wrong!)
Rev 703 - Corn
[!] Small optimation in dynarec simdouble loading
[!] rearrangement in Dynarec options
r771
[=>] Merged from Dev branch:
Rev 704 - Corn
[!] Additional fixes/optimizations to dynarec sim-doubles (SSV works now as well as most other games)
Rev 705 - Corn
[!] fixed audio pitch when using PAL ROMs (tnx re4thewin to point that out)
Rev 706 - Salvy
[!] Simplify IgnoreHi, It'll only check if gate logic is non negative
[!] Fixed Duck Dodgers not longer working with IgnoreHi optimization in GenerateAND
Rev 707 - Salvy
[-] Removed IgnoreHi optimization in GenerateAND (Breaks SW - Racer)
Rev 708 - Salvy
[+] Added compile flag to disable checking if logic is 32bit in dynarec
[!] More aggressive checking if logic is 32bit
Rev 709 - Corn
[!] Fix proper N64 to PSP scaling for large textures(see Worms, still don't work for 4:3 unscaled screen)
r772
[=>] Merged from Dev branch:
Rev 710 - Salvy
-Ignored
Rev 712 - Salvy
[!] Fixed blitting not scaling properly (we'll use the simple version of blit as well for now)
Rev 712 - Salvy
-Ignored
Rev 713 - Wally
Updated uCode files for case sensitive OS's
Rev 714 - Salvy
-Ignored
Rev 715 - Salvy
[!] Rewrote logic to check if 32bit in dynarec
[-] Removed checking if register was mapped as 32bit
[!] GenerateADDU : Sign extend when rt/rs is 0
Rev 716 - Corn
[!] optimization of Patch_strchr() (OSHLE)
[+] some comments
Rev 717 - Corn
[+] Added LWL and LWR OP codes to Dynarec
[!] Only use real doubles in dynarec if forced from ROM hacks
[!] Some clean up and removal of Dynarec test code
Rev 718 - Corn
[!] Fixed bug that never enabled LoopOpt. (LoopOpt still only works in a few games like SM64)
[!] Cleaned up BSOD text dump (shows when registers are pointing in RDRAM)
[+] added EXT & INS in disassembly and fixed MSB/LSB order
r773
[=>] Merged from Dev branch:
Rev 719 - Corn
[!] Made LoopOpt is more stable
Rev 720 - Corn
[!] Reworked exception/BSOD information screen and log
Rev 721 - Corn
[!] Dynarec: reimplemented LWL & LWR OPs with much simpler code (faster)
[!] Dynarec: implemented SWL & SWR OPs
[!] Framelimiter now averages with 4 frames (converge faster)
Rev 722 - Corn
[!] Removed redundant checks for operations on hi part of CPU regs in DynaRec
Rev 723 - Corn
[!] fix for CBFD using LWR op
[!] fix for CBFD using AND op
Rev 724 - Salvy
[!] SDC1,LDC1,LDL,LDR,COP0 (except ERET) don't need PC, removed entries which are already handled in dynarec too
r774
[=>] Merged from Dev branch:
Rev 725 - Corn
[!] Optimizing AND/OR/XOR for when one of the hi regs are known and =0, small speedup
Rev 726 - Salvy
[!] Improve detection when hi reg isn't needed in GenerateOR
Rev 727 - Salvy
[!] Improved previous optimization when register is known and is zero (they are basically a NOP), also added another opt for AND
Rev 728 - Corn
[!] reverted and corrected logic in previous rev
Rev 729 - Corn
[!] Added possibility to scroll ASM when PSP BSODs (require #undef DAEDALUS_SILENT)
Rev 730 - Corn
[!] CPUControl is now 32bit (from 64bit)
Rev 731 - Wally
[~] Fix SVNVersion so it compiles all times.
[~] Tidy up Text_Area Commands into new file UIArea.h (Saves 3KB)
Rev 732 - Wally
[<=] Reverted previous commit, broke several parts of the GUI
r775
[=>] Merged from Dev branch:
Rev 733 - Salvy
[!] FPUControl is now 32bit
[!] Some small optimizations in OSHLE
Rev 734 - Salvy
[!] FPU reg is now 32bit
Rev 735 - Corn
[!] Some cleanup after 64bit to 32bit register changes
Rev 736 - Salvy
[~] Fixed debug build
Rev 737 - Corn
[!] Added showing handled speed hacks (with OP code) in dynarec (undef DAEDALUS_SILENT)
[!] moved some code under DAEDALUS_SILENT to DAEDALUS_DEBUG_CONSOLE and DAEDALUS_DEBUG_DISPLAYLIST
Rev 738 - Corn
[!] It is now possible to map emulated CPU/FPUregs to psp scratchpad (disabled)
[!] Debug_console is now possible to compile without silent flag
[!] Adjustments to dynarec/traces parameters
r776
[=>] Merged from Dev branch:
Rev 739 - Salvy
[!] Rewrote N64 memory initialization
[!] Simplified ReadRom/WriteValue_Cartridge (FlashRam read/write is more robust too)
[!] Use attribute const for ReadAddress (hints compiler to optimize further)
[~] Lotsa of clean ups in Memory.cpp etc
Rev 740 - Salvy
[!] Games that use EPAK should work again
Rev 741 - Corn
[!] Fixed some dynarec constants that slowed down War Gods and PD
Rev 742 - Salvy
[+] Add support for games that write to ROM (Bug's Life and Toy Story 2 boot now)
[!] Use fast memory read for DPC, AI, and SI reg
[!] Removed memory bound checking (paranoid checks..this was already disabled in release mode anyways)
[!] Several clean ups in memory.cpp
Rev 743 - Salvy
[!] Do not allocate memory for RD_REG4,RD_REG4,and DPS_REG (They are unused anyways)
[!] Simplified mapping Rom region (It'll use new memory mapping, as a result will respect Rom boundary as well)
Rev 744 - Salvy
[!] Simplify a few more things in Memory.cpp
Rev 745 - Salvy
[!] Reduce PIF RAM usage from 2048 bytes to 64 (It can be reduced more, but need to do some tests first)
[!] Enabled SI hack for Cruisn' USA (it boots now)
[~] Some small clean ups
Rev 746 - Salvy
[!] Reduced PIF RAM even more, now is only 16 bytes
[!] Pre-swap when writing to PIF RAM, also simplified MemoryUpdatePIF
Rev 747 - Salvy
[!] Optimized memory pointer table optimization (faster, and no longer computes the address twice when table is invalid) (Note: Dynarec is broken! Need to update DynaRecStubs.s)
[~] Removed "fast" memory write table (pointer table was already optimizing out) (saves memory too!)
[!] Increased maximum of clipped verts (Fixes Mortal Kombat 4) (Thnx jeanpave for reporting it)
[-] Reverted previous commit (I assumed wrongly that memory alloc was done in word size.. thnx Corn for pointing out!)
Rev 748 - Salvy
[!] Made DAEDALUS_ALIGN_REGISTERS compatible with previous changes (Might be a good idea to give it another shot since we have decreased register pressure lately)
[~] Forgot to twiddle address in previous commit
[+] Add back svnversion.h (Still needed when compiling Daedalus in cygwin)
Rev 749 - Corn
[!] Fixed dynarec access to broken pointer from previous rev
Rev 750 - Corn
[!] Optimized branch delay slots in dynarec service routines
r777
[=>] Merged from Dev branch:
Rev 751 - Salvy
[=>] Merged from Daedalus js port:
[+] Added new hash for microcodes
Rev 752 - Corn
[!] Removed optimization of LBU for banjo while using dynarec mem opt.
[!] Changed to a simpler hash for texture indexing.
Rev 753 - Corn
[!] Abort texture generation if palette address is NULL for palette textures
[!] small optimization of hash function.
Rev 754 - Salvy
[-] Bye bye murmur2 hash
[!] Made slow memory access compatible with recent changes
[+] Added DKR64 hack which makes DK64 boot (This is disabled since we ignore IMEM transfers for speed which is required for DK64)
Rev 755 - Salvy
[!] Moved check if palette address is NULL for palette textures (Now is only check when trying to load a palletized texture)
[~] Removed unused tables from convert image
Rev 756 - Salvy
[!] Increase both MAX_VERTICES and MAX_CLIPPED_VERTS (Fixes Flying Dragon crashing)
[!] Fixed debug build
[~] Silenced some annoying asserts
http://www.mediafire.com/?alsrtmbmb88lji3
http://www.emucr.com/
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August 27th, 2012, 21:23 Posted By: wraggster
pspudb v1.00 is released. pspudb is a rewrite of pcsp-udb this time using advanscene database. Atm it only stands as database viewer but many capabilities are planned.
pspudb v1.00 changelog:
-Rewrote threading now it is better and more clean
-Added batch conversion tool (ISO to CSO ) , (CSO to ISO) and a new pspe4all format 7so (ISO to 7so ) , (7SO to ISO)
-Added multiplayer and description fields to database , fixed up a lot of entries and separated BOOT.BIN status from EBOOT.BIN
-umd scanning is also using the new threading model , and a little faster CRC algorithm has been added
-Multiple umd path support
-Database tab has been gone and "My collection" is now "UMD" tab with combine features from both old tabs
-Small fixes to rename tool
-Support for UMD running for pspe4all
http://www.mediafire.com/?8c61dhu622o8i3m
http://www.emucr.com/
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August 27th, 2012, 16:02 Posted By: wraggster
via http://www.dashhacks.com/dashhacks/p...-released.html
If you're a fan of real-time strategy titles, than Heroe's Empire is for you! Based strongly off the second Age of Empires title, this game will have you building your own virtual society with the purpose of eventually attacking and destroying a rival nation. Essentially this game operates with the same basic mechanics and ideas that you would expect from any half-serious RTS game. Like more or less every other member of this genre, along the pathway toward attack, players will be asked to perform special missions such as collecting a certain amount of gold, and once they complete that task they will be able to upgrade their army. Doing this enough will eventually allow for a well-trained force that is primed for battle.
So what can a user find in this relatively young 0.2 version number? While the translation may be a bit rough, what I can understand is that the graphics have experienced a slight overall improvement. On top of that, the barracks is now a legitimate item, so you can finally start creating that army instead of just spending the whole game harvesting resources. Lastly of course there are some bug fixes making the game more stable.
If you want to see what AoE2 could be like on the go, this may be a worthwhile homebrew to look at. Just remember that this is a work in progress. Let the sarmy building begin!
http://pspcustomfirmware.com/heroes-empire-0-2/
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August 27th, 2012, 16:01 Posted By: wraggster
via http://www.dashhacks.com/psp/psp-hac...r-for-psp.html
Still, just because something isn't exactly fun doesn't mean that it's not useful. I have reviewed a lot of such useful apps for this site, and today I would like to introduce you to the latest release of another of such programs called DORAKZ. Like many others, this little bit of code definitely offers you quite a bit of power in a small package.
Essentially DORAKZ is a directory cleanup program for the PSP with a series of some more very useful functions. Among its list of features, this little tool allows you to clear your browser cache with the push of a button, cleans up your SAVEDATA folder, empties any cached iso files you may have, and can edit the version.txt of the 6.60 firmware. Needless to say, this program is able to perform a lot of very important tasks all within one single app. As a true gamer myself, I have an admiration for anything with that kind of efficiency.
However, if that's not enough for you DORAKZ can also be used to create splash screens complete with animations and sound as well. In addition all major internal and external functions related to both RAM and battery usage can easily be tallied while using this program. Not to mention because the developer calls this one a stable release, you shouldn't be experiencing too many bugs this time around. If you're looking for something truly useful DORAKZ is the one for you!
http://pspcustomfirmware.com/dorakz-1-5l/#more-21974
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August 27th, 2012, 15:59 Posted By: wraggster
via http://www.dashhacks.com/psp/psp-new...available.html
If youre still a member of the long-running PSP homebrew scene odds are your console has gotten beaten around a bit on both a hardware and software level.
Between endless flashing of firmwares and booting of unsigned applications, theres no doubt that such continued and repeated use can have at least some impact on the systems performance after all of these years.
Thanks to a handy little piece of software developed by Acid_Snake with this new updated version of the program you now have the option to perform a lot of different maintenance tests to make sure that your trusty little handheld runs like new for years to come. According to the developer, this handy little piece of software includes features such as directory checker, a button and analog nub test, a stuck pixel fixer, a space freer and even helps you install VHBL on firmwares 6.20 and 6.60. With all of these interesting little cleaning mechanisms, PSP Tools is definitely an application you may want to take for a test run if you havent booted your PSP in a while. Time to clean house!
http://pspcustomfirmware.com/psp-too...-2/#more-21969
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August 27th, 2012, 15:53 Posted By: wraggster
The googlecode page of pro cfw is now back online, and I just had a very interesting chat on the subject with Coldbird.it appears that the pro cfw google code page had been “turned off” earlier today by Google, as part of a “witch hunt”. It is basically unclear to me what they were after, but apparently they turned off a series of “abusive” projects (what do they mean by abusive? DMCA type of infringement?) today, and procfw was part of the projects taken down.
Where this becomes interesting is that Coldbird contacted google and asked them to explain why the project had been removed. After a thorough verification, Google concluded that there was absolutely no reason to shut procfw down, so they kindly apologized and put the project back online.
Don’t you love it when a story has a happy ending like this? And google, I still love you, no hard feelings, we all make mistakes
via http://wololo.net/2012/08/22/and-pro...on-googlecode/
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August 27th, 2012, 15:41 Posted By: wraggster
Hello I am musky44, i am presenting my original RPG called OpenRPG. in OpenRPG the graphics might not be the best and since the lua player i was using could not run all the sounds , i ended up not having sounds, but that's is only minor since all the things you can do over weigh that.
here are ten things you can do in OpenRPG:
1: Level up
2: Upgrade stats
3: Buy weapons
4: Buy health potions
5: Kill monsters
6: Choose 1 out of 5 dogs at the dog store
7: Enter your dog in a dog competition
8: Choose out of 4 sets of clothes if you buy a wardrobe.
9: Look at your dogs stats
10: Buy a house
and also you can also edit your stuff, here are 3 things you can edit:
1: Buy your great dane a collar
2: Paint your house
3: Paint the floor in your house
story:
In 400`s, Rome is crumbling, barbarians are attacking and very few Romans are left to fight. you used to be a centurion in the mighty Roman army, but now you are wandering fighter that's only dream is to restore Rome to its former glory, but there are many obstacles in front of you,and to do this you must defeat the thousand barbarians and kill their leader, Attila the Hun.
Controls:
Cross: action button
Circle: to leave buildings or stat page
Square: save game
Triangle: does nothing
up: move up
left: move left
right: move right
down: move down
also in some areas you can run through the side of the screen
to move to the next area. and if you see a hole it leads to a cave that you can enter.
IN MENU:
up: to scroll up which will bring you to play
down: to scroll down which will bring you to load game.
Screen shots:
      
Here are some screen shots.
so this is some of the unlockable items:
1:mut pup
2:foxhound
3:mastiff
4 oodle
5:great dane
6:sword
7:long sword
8:battle axe
9: health boost
10: golden dane collar
11: a house
12:a house w/black paint
13:a house w/brown paint
14:a floor w/grey paint
15:a floor w/red paint
why there is not many weapons and other stuff is I thought this competition was over in October, not august so i only had 1 week to work on this.
here is the link to the gamehttp://www.freefilehosting.net/orpg
thanks for looking at my game people. i hope there is a contest next year!!
http://www.neoflash.com/forum/index....ic,7478.0.html
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August 27th, 2012, 15:39 Posted By: wraggster
Hello everyone! For this great annual compo, my friend frankdrey and I have come together to form team... frankdrey and 10$man! After a month (Actually, I think 3 weeks) of work, we are proud to present to you our entry, Runaway Car for the PSP!
Runaway Car!

Info
In this 3d game, you will take on the role of a car thief and race down a infinite street well evading trash cans, dumpsters and road blocks. But that's not it! It gets faster every time your score reaches the next 1000, up until 7000! How long can you survive??
Now, that's an okay concept in itself, but frankdrey and I did not stop there. We realize that this idea could get boring fast so we also present you with a car garage! When you're on the road, you can pick up some coins as you go. Then, when you have enough coins, you can go to the car garage and steal a cooler car!
I believe this project is original and this is the first contest we have entered this project in.
Features
Cool 3d Graphics!
3 Cars to unlock!
3 Objects to Avoid!
7 Different Speeds to race through! Can you make it to the 7th level??
A great song custom made by Scott Pereksta!
REAL Saving and Loading using the PSP's Save and Load feature!
This means that you can check your highscore, how many cars you've unlocked and how many points you have WITHOUT even loading the game!
Screenshots
Now, It's no lie, I sure have done alot of talking!
Don't worry though, I got some nice screenshots to back me up!
You'll have to download the game to hear the amazing music though!

The NeoFlash Loading/Splash screen 

Right Before I press play to start the game

I just started. You can see me about to collect these coins along the side of the street.

I made it to the first speed up 

Second Speed up!
Of course, as I said, there are 3 other cars to use, besides this one!
I'l upload some pictures of them when I unlock them (I deleted my save so that I could start the game again with all the new great updates we added)
How to play
If you're reading this, I guess that means my advertising was successful 
Controls:
At the Menu:
Cross is select
Circle is back
Left and Right on the d-pad will control the selection
In game:
Press left and right to move your car!
Start will pause the game and present you with options
Things to avoid:
Any object coming down the street.
Any object, except for the golden coins!
Collect this for points!
Don't ride up onto the sidewalk too much!
This will take away a very small amount of damage. But, in a near death situation, that little bit could be the difference between life and crash!
If you hit the building (You'll hear a screech) then you will steadily have health deduced!
Download!
After reading all this, you're probably thinking, "how the deuce can I get this game??? "
Well, fear not! We have an active google code page where you can get the latest and greatest update for this game!
The google code page is here:
http://code.google.com/p/runawaycar-psp
The download page is here:
http://code.google.com/p/runawaycar-psp/downloads/list
In the event that a mixup occurs with judging, Version 1.0 was the release at the time of this competition (Not to be confused with 0.1).
http://www.neoflash.com/forum/index....ic,7469.0.html
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August 27th, 2012, 15:35 Posted By: wraggster
Hello again, this is my second entry for The NEO Coding Compo 2012. This time I am presenting one of the most common applications for mobiles and computers that has not made it's appearance in the PSP Scene yet. Because today I am going to present an application which gets the router's default password and gives it to the user.
In it's first version it can hack up to three types of wifis. There will be more to come.
WARNING: Using wifis that are not yours is illegal. Use at your OWN RISK. Enjoy!
Controls
X = hack Wifi
Square = Update wifis
Presentation
Nickname: m.rr
Project Name: Wifihack
From: Spain
Division: APP
Platform: PSP
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Download
http://db.tt/XUppdp2t
http://www.neoflash.com/forum/index....ic,7476.0.html
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August 26th, 2012, 13:50 Posted By: wraggster
Atlus has revealed the Golden: Solid Gold Premium Edition for Vita - a special package of which only 10,000 will be made.
The Solid Gold Premium Edition will set you back $69.99, and comes with a Vita case and pouch, themed Vita skins, and more.If you're a huge Persona fan you'll probably want to stick in a pre-order to make sure you get one of these.
For those who have trouble keeping up with the Persona series, Persona 4: Golden is the expanded and enhanced Vita version of the PS2 game, Persona 4.
It'll have extended story elements, new characters and a load of other treats, making it worthwhile for anyone who loved the 2008/09 original.
Here's the full rundown of what's in the Solid Gold Premium box:
- The game.
- Hori Hard Pouch: Sturdily crafted and stylishly customized, this case has a flap for storing PS Vita cards that also guards the screen.
- Hori Face Cover: Offers lightweight yet effective protection without blocking any major ports, meaning you don't have to take it off to play!
- Protective Skin: Adorns your PS Vita with the stylish, vibrant aesthetics of Persona 4 Golden and also includes 8 matching character wallpapers. This same skin is being offered in limited quantities as a bonus for fans who pre-order P4G at participating retailers.
- Stickers: Featuring some of the popular stars of Persona 4, these stickers can be used to decorate anything you can think of!
http://www.computerandvideogames.com...tion-revealed/
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