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October 25th, 2006, 22:51 Posted By: wraggster
Updated release from Tactical Penguin:
Chase the Penguin v 1.0 by TacticalPenguin
Currently must be installed to Luaplayer
To install to luaplayer, copy the folder "Chase the Penguin" into "luaplayer/Applications"
New features since 0.5:
-Run away mode
-New ending
-New menu system
-Timing/scoring system
To-do list:
-Redo the in-game graphics
-Make standalone
-Anything else that is suggested
See How-to for controls.
See credits for thanks section.
My email address: tacticalpenguin@1337noobs .com
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October 25th, 2006, 22:44 Posted By: wraggster
New from glynndor:
My first library for lua- UPDATED
Background:
I have been wanting to do some librarys in lua for a while now, however had no good ideas, (except one that I am still toying with). Then a couple of days ago I had two, ssLib and one other (staying secret). So I worked hard today- completely rewriting the whole library four times, until I reached this. But what is this?
Well, ssLib is something that I think will benefit many applications, it allows you to add a screensaver with one line of code. Sadly though, it is still incomplete, and I was not sure whether or not I should release it. It currently contains only two options, scrolling and teleporting text. Scrolling text scrolls text backward and forward and up and down the screen, you can choose your message and the speed and the colour and soon to be some other factors also. Teleporting text has the text jump from one place on the screen to another, you can customise it in similar ways to scrolling text.
What is currently wrong with ssLib? Well, at the moment there is one massive bug- setting a delay. Because I cant as of yet find a suitable way to make a delay until the screensaver comes on without affecting your app. This means you will have to make one yourself and then call the saver. Oh well, we can live with that.
Usage:
before the main bit of your script, (the while true do bit), type:
Code:
dofile("ssLib.lua")then, when you want the scrolling screensaver to appear type this:
Code:
ssscroll(size, colour, speed, message)
when you want the teleporting one to appear type
Code:
sstele(size, colour, speed, message)If you are confused see the example!
Type rainbow as your colour for the rainbow effect
Then, when no buttons are pressed it will exit back to your app!
To do:
lots including:
Add more screensavers, any ideas? I thought star field and that bouncing text one, put any other suggestions here.
Add flashing (rainbow type) colours - DONE
Add size customisability - DONE!
ADD DELAY!!!
lots more, 99% of which I have forgotten.
So, there ya go!
Enjoy, Alex!
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October 25th, 2006, 22:41 Posted By: wraggster
Via PSPFanboy
Man, the 80s were great, and Rockstar's doing a great job of bringing back the classics (again) in Vice City Stories. 1UP has unearthed a partial songlist from the game, and it includes Phil Collins (of course), and a few other classics:
Philip Bailey - Easy Lover
Alan Parsons Project - Games People Play
Pat Benatar - Love is a Battlefield
Jonzun Crew - Pack Jam
Run DMC - It's Like That
Whodini - Freaks Come Out At Night
Dio - Holy Diver
Dokken - Breaking the Chains
Ratt - Round and Round
Exodus - Together Forever
Class Action - Weekend
Sister Sledge - Lost in Music
Bobby Valentin - Mi Ritmo Es Bueno
Hector Lavoe - Mi Gente
Willie Colon - El Malo
Marvin Gaye - Sexual Healing
Earth Wind & Fire - Fantasy
Keni Burke - Keep Rising to the Top
Foreigner - I Want to Know What Love Is
The Assembly - Never Never
Pat Benatar - We Belong
Human League - Love Action
Japan - Quiet Life
Yaz - Don't Go
Wow... this is quite a star-studded cast of artists. I can't wait to run over some prostitutes while having Sexual Healing blasting out of my radio. Hot.
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October 25th, 2006, 22:40 Posted By: wraggster
News Via Kotaku
Late last week Climax LA sacked half of their employees in a move GameSpot called a "tweak", but at least one insider says was really just an attempt to salvage the disastrous development of Silent Hill Origins for the PSP and keep it under Climax's umbrella. The project has been transferred to Climax's Solent studio in the UK.
While the 16 employees who were laid off were given ample warning that another shoe was about to drop last week, the problem with development of the game apparently started back in December when work on the game first started.
Early on management in charge of the game's development made a bad call that lead to the team not getting their hands on a working engine until June of this year, according to a mole.
The same managers were reluctant to hire new employees despite that poor planning and employee treatment were causing the company to "hemorrhage" employees, including the lead designer and lead artist, according to the insider.
Because of those setbacks, the mole says, the game had been cut extensively to try and meet the increasingly unrealistic deadlines. Origins, once envisioned as a robust PSP game that would take eight hours to complete, has been shriveled down to a handful of much smaller levels and three to four hours of gameplay, the mole says.
Many of these difficulties were hidden from publisher Konami by management until a few weeks ago, when they were finally told the truth. Konami was understandably disappointed because the project would miss fiscal 2006 entirely as a result of the needed delays, and employees were told there were "no assurances" that the Origins project would continue. Last Wednesday, employees were told there would be lay-offs and given envelopes with an appointment time. In those appointments they were told whether or not they would have a job by the company's CFO, which most had never met.
The laid-off employees, some of which had only started a week prior, were each given a week's severance. Some of those who remain will help transition the now hobbled version of Origins to Climax's Solent studio in the UK, where expectations are the game will continue to suffer, the source said.
The rest will then wrap up their development of Steel Horizons and the studio will likely be effectively shuttered, leaving only a shell office for meetings with LA-based publishers, according to the mole.
While the company told GameSpot that there was a third project in the concept phase, the mole says none of the employees were aware of it and that even current staffing couldn't develop a new game
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October 25th, 2006, 21:54 Posted By: wraggster
The November issue of Fast Company explores the profound impact the PS3 might have on not only Sony, but its complicated network of partners and rivals in what they call the PS3 economy. Regardless of what Sony says, the company is hoping the PS3 can increase sales of digitally distributed content, HDTVs (which showcase the PS3's graphical chops), and Blu-ray discs to help reach mass adoption of the high-definition movie format spearheaded by Sony.
The article breaks down the high-stakes economy by companies that either want the console to succeed, fail, or do both. Sony is obviously hoping for a hit which it desperately needs given its lack-luster status quo in the electronics industry. But others rooting for the system include Blu-ray supporters (sorta), Stanford University's grid computing project that uses PS3s, IBM, Cell processor technology, Ubisoft, Midway, and in-game advertising. Those heavily opposing the platform's success include the obvious Microsoft and Nintendo, for market share reasons, and HD-DVD supporters competing against Blu-ray.
Most interesting, however, is the inclusion of "sorta" supporters like Apple, Disney, Philips, Panasonic, and Samsung that share a vested interest in Blu-ray's success but directly compete with Sony in many other areas. Said companies could potentially gain more if the PS3 is a dud, says the business magazine.
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October 25th, 2006, 21:52 Posted By: wraggster
Burnout 5 will be "like nothing you've ever seen before and better than any car crash in the movies," according to developer Criterion's creative director, Alex Ward, who says that the open-world racing game will have collisions so dramatic they will "rip the car in two".
Ward explains that "it's all about how many bones are in the car. In the last games we made we were able to have 12 or 15 pieces of metal come out of the car" in Burnout's crash sequences. "This time we're looking at 90 to 100 pieces all coming out of the car at any time; all physically simulated."
The latest in the adrenal action series was announced nearly two months ago, but Criterion has revealed little about the new game, other than it will take place in the open-ended, free-roaming Paradise City and will boast some exciting online multiplayer features.
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October 25th, 2006, 21:51 Posted By: wraggster
The development powerhouse behind the excellent Burnout series could soon be bringing its game-making talents to the world of downloadable games.
"We're working on a few ideas at the moment," Alex Ward, creative director of Criterion Software, revealed at a recent Electronic Arts event, adding that we "might see something from [Criterion] next year..."
Just in time for PS3's launch, perhaps? Criterion would be following in the footsteps of Bizarre Creations, who masterminded the impulsive Geometry Wars for Xbox Live, and a blockbuster downloadable game for Sony's new hardware would throw some serious weight behind PS3's online appeal. We'll be chasing Criterion for further details, so stick around.
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October 25th, 2006, 21:50 Posted By: wraggster
The latest trailer for Sonic the Hedgehog's Xbox 360 and PS3 outing has arrived, giving us a few tantalising glimpses of new gameplay elements. Hit the movies tab above to take a look.
Although much of the trailer is taken up with pre-rendered cutscene footage (shouldn't the actual game look this good by now?) and some clips we've seen before, there are some new bits too. Most excitingly, Sonic can be seen dashing through what appears to be a new Emerald Coast level, complete with the killer whale from Sonic Adventure, although now he grabs it by the dorsal fin to hitch a ride. Looks good to us.
Also spotted among the super-fast jump-cuts is Sonic grinding along the top of the dog robot boss; over 50 robot enemies on-screen at once; Shadow on a motorbike and the massive lava boss towering over our heroes.
We're still hoping the game will be a return to form for Sonic, who turns 15 this year, although we must admit the recent in-development free demo on Xbox Live was a bit ropey. Well, very ropey. We'll bring you more on the hog's anniversary outing as it nears its Christmas Xbox 360 release.
Trailer Here
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October 25th, 2006, 18:17 Posted By: Raydar
As members of the Homebrew community we were appalled to learn that our friendly import company Lik-Sang was recently hammered out of bussiness by the $ony money machine. However, we also love PSP (even though $ony has been trying to destroy us since the console hit the shelves). So, I introduce the start of the Lik-Sang Solidarity Wallpapers. Download it, use it and show the world what you think of the evil corporation!
Raydar
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October 25th, 2006, 17:43 Posted By: wraggster
New PSP Game released:
From the publisher: On the "Neverland" continent, from ancient times, the human, god, devil and other races who inhabit this land has been warring over and over again. And on this continent, there once existed a "super civilization" that was destroyed a long time ago. And the "great power" born from this civilization has left legends at places all over the continent. "Earth Shrine", where angels who fell to earth lived, is partly where this "great power" is sealed, and countless people used to attempt to get this legendary power. But nobody knows that this power was sealed due to the fact that it is too dangerous...
In Spectral vs. Generation, the characters from Idea Factory's Big 2 series, "Spectral Force" and "Generation of Chaos" gather in fierce fights. Unlike the RPG games of the past, this is a horizontal scrolling 2D fighting game, where the killer moves of the respective characters can be executed to defeat the enemy. Using PSP®'s wireless communication function, the versus fighting battles are easier to carry out as well as lively and loud.
Idea Factory's 2D fighting hit Spectral vs. Generation is in stock today for PSP™ at US$ 48.90 only, shipping as Japanese release version.
More Info --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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October 25th, 2006, 17:27 Posted By: wraggster
A pair of new PlayStation 3 ads are telling the same old story, and telling it well. The uninitiated might believe that Blu-ray's 50 GB capacity is necessary for next-gen gaming and that the Cell chip is "the future" of processing power, but are you buying it yet?
How about this: let's match the Cell up against a triple core 3+ Ghz PowerPC. Are we really looking at "the future" then?
But let's forget about PCs for the moment; just focus on console gaming. So the PS3's packing a lot of potential, right? But who's exploiting it? Are you willing to believe -- as the "Smarter" ad implies -- that Incognito has assigned programmers to render unique air currents into Warhawk? Are you willing to believe that it's just space, 50 GB to be exact, that's needed to bring virtual worlds to life? Sure, that's unrivaled capacity, but how many tens of millions of dollars will need to be spent on art assets to fill it? It's not just "time" that's holding back the PS3, it's money.
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October 25th, 2006, 17:12 Posted By: wraggster
Via Eurogamer
With the game due to launch over here on 3rd November, Rockstar has released another trailer for Grand Theft Auto: Vice City Stories on PSP.
Showing on Eurogamer TV now, it traces its way through elements of the story with Phil Collins, of all people, drumming and singing his way along in one of the cut-scenes.
As you'll know if you've been keeping track, VCS brings us face to face again with Lance Vance - although we'll control his younger brother, Vic, who has to try and make it for himself in the Miami-esque town after a spell in the military.
This, as is customary, he does by getting embroiled in organised crime, nicking cars and generally tearing the place up.
For more on the game, check out the game-page for hands-on previews of both single- and multiplayer elements, and an interview with Rockstar Leeds' Gordon Hall.
Trailer and More Here
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October 25th, 2006, 17:09 Posted By: wraggster
Via Eurogamer
Ubisoft has extended its cosy little publishing love-in with Oblivion makers Bethesda to cover the latter's forthcoming Star Trek games for PC, Xbox 360, PS2, PSP and DS, with games for each due out here this December.
So that's Star Trek: Legacy, which features voice work from all five Star Trek TV captains and is due out on Xbox 360 and PC, Star Trek: Encounters for PS2, and Star Trek: Tactical Assault for DS and PSP.
Interestingly, the latter will be up against another Ubi-published sci-fi title, also for DS and PSP: Star Wars Lethal Alliance. Fight! Fight! Fight!
As you may know, Star Trek: Legacy is due out on 21st November in the US, although Ubi hasn't specified a particular time in December for its arrival here, while Encounters is out now in the US and Tactical Assault will hit DS this week and PSP on 14th November across the pond.
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October 25th, 2006, 17:03 Posted By: wraggster
Ghost Recon: Advanced Warfighter 2 has been confirmed in a recent Ubisoft financial report. According to the report, the sequel will be out by the end of March 2007.
Ubisoft's UK arm was unable to spill further details when contacted earlier, but it's safe to assume that GRAW 2 will hit Xbox 360 - PS3 and PC versions are surely in the pipeline too and, judging by the publisher's support for Wii, Nintendo's new console may well also go Recon. Hell, PS2 and Xbox versions may even be planned.
We'll being you more on GRAW 2 as soon as we get it.
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October 25th, 2006, 16:56 Posted By: wraggster
via cvg
The PlayStation 3 hype train is pulling out of the station this morning, and although we're feeling more tempted to jump on the tracks than hop aboard after the closing of our beloved Lik-Sang, we're certainly intrigued by console's latest viral marketing site.
Play B3yond touts Sony's next-gen console with a number of fancy graphical effects showing spinning Cell chips, floating consoles and rooms sporadically breaking in half. It's all enough to make us reach for our credits cards and head online for an import version - or erm, wait patiently for a UK one, we mean.
Advertisement:So Sony is once again flexing it's excellent marketing muscle in the US of A, but it's easily noticeable that at present Nintendo is creating a lot less of a fanfare with its forthcoming Wii (apart from some mag ads and those mesmerising pointer banners on our site). Where are the adverts Nintendo?
We'll let you know when either company's marketing teams jump into action over here.
More Info
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October 25th, 2006, 16:52 Posted By: wraggster
There aren't many formats Sega's speedy blue mascot hasn't been splashed all over, except for PSP. And maybe Teletext.
That's about to change though with the upcoming release of wireless racer Sonic Rivals, due early November on Sony's micro machine.
Screens Here
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October 25th, 2006, 16:33 Posted By: JOJAN_MOO
News and Release from Dark Alex:
Heres the full details:
This is a custom firmware that lets to have in a single flash the advantages of firmware 1.50 and
2.71 at the same time.
Homebrew can be run on both kernels, the 1.50 one and the 2.71 one, letting almost all current homebrew
to work on the 1.50 kernel, and 2.71 homebrew compatible with HEN C in the 2.71 kernel.
Note: the installer writes to FLASH0. I'm not responsable of any damage of what happens,
since this software is provided free and without warranty.
TA-082 users cannot use this because a 1.50 bootstrap is needed to boot the system patched.
At the moment, there is only installer for 1.50, although it could be easily ported to whatever
firmware with kernel access such as 2.60 and 2.71, but at the moment i prefer not to doing it to avoid
TA-082 using it and bricking their psp's.
Note that this package DOES NOT contain any illegal material. The user has to provide the 1.50 and
2.71 updaters pbp's to legally generate the DXAR file used for the flashing.
Heres more details:
Using SE
--------
- SE runs all homebrew from the /PSP/GAM271 folder using the 2.71 kernel. The compatibility of
applications using the 2.71 kernel is the same as HEN-C since they both use the same core.
Homebrew here have to be NOT kxploited.
- To run applications with the 1.50 kernel, and have about 99% compatibility with current homebrew,
put those applications in the /PSP/GAME150 folder.
Homebrew here can be either kxploited or not.
Now the standard folder, /PSP/GAME can be configured in the recovery menu to either execute 1.50
homebrew or 2.71 one. (by default is set at 2.71 for compatibility with previous version)
- Native UMD emulation is now in the custom firmware. ISOS are shown under memory stick games.
Currently ISO and CSO are implemented, for technical reasons DAX is not implemented yet, but may
be done in the future. At the moment they require an umd to be inserted in order to be played, although
they show in the xmb without an umd.
Note that whenever you do an update to the ISO folder (add, delete, change files, first SE-B execution),
a little delay will ocurr when entering in memory stick games. While the ISO folder is not changed, this won't
happen.
Using recovery menu
-------------------
- To enter in recovery menu, press R when power on the psp.
The recovery mode lets to set options, and it lets to recover potential bricks, as soon as
the 1.50 bootstrap is intact.
- Toggle USB: It will enable/diable USB mass storage.
- Configuration. All setings are set to disabled by default.
* Skip SCE logo. If you enable this, you won't see that beautiful, (but sometimes annoying)
Sony Computer Entertainment logo when power on the psp (and in this way you also disable the autorun of
UMD).
* Hide corrupt icons. It will hide corrupt icons. Note that currently not all corrupt icons
are hidden but most of them. This setting can SLOW down the access to game menu if you have too many items.
This will be improved in the future, however the best way to hide corrupt icons is always to convert your kxploited
applications to a standard single PBP.
* Game folder homebrew. It will let you choose with which kernel, 1.50 or 2.71,
programs at /PSP/GAME will be executed.
* Autorun program at /PSP/GAME/BOOT/EBOOT.PBP. When enabled, it will run that program at startup.
Notice, that that program runs always in 1.50 kernel.
- Advanced. This setting shouldn't be touched by most users, since they are mainly for debugging purposes.
It lets to flash some NOT critical files to the flash from the directory ms0:/reflash.
- Advanced configuration (inside Advaned).
* Plain modules in UMD/ISO. By default it is disabled, because it was found that the patch to run
plain modules gave compatibility problems with some umd games. (error 0x8002012D).
You can always enable it if interested in running unsigned code in an iso.
* Execute boot.bin in UMD/ISO. If enabled, it will run BOOT.BIN instead of EBOOT.BIN. This option
has no sense if the plain modules one is not enabled.
- Run program at /PSP/GAME/RECOVERY/EBOOT.PBP. This is what currently enables to recover a
semi-bricked psp (e.g. the vsh doesn't show, but you can reach the recovery mode).
Despite being in the game folder, that program will be executed in 1.50 kernel, so if even 2.71
kernel is destroyed, that program can be run.
Because official SCE updaters don't work in that 1.50 kernel environment (because they need some vsh files
not available), i've included with this package a flasher that lets to flash any official update from
1.50-2.71 to your psp.
To use it, copy the files inside inside "flasher for recovery/RECOVERY" in /PSP/GAME/RECOVERY/
and the official SCE updater renamed as UPDATE.PBP in the same directory, and run the program
through the recovery option.
Another alternative for recovery is to reflash the own 2.71 SE-B.
To do this, copy the EBOOT.PBP of 271seflasher to /PSP/GAME/RECOVERY/EBOOT.PBP along with the
DATA.DXAR file, and run it through recovery.
DEVHOOK
-------
- Devhook for 1.50 can be run on GAME150 and devhook for 2.71 can be run on GAME folder.
- In devhook for 1.50 you cannot use the option of 1.50 flash if you are gonna reboot to XMB.
- When using devhook 0.46, DO NOT use the options for flashing things.
- In devhook for 2.71, the 2.71 flash mode didn't work because a special patch to the flash driver
is needed. I worked to fix this and the fix for it can be found in the "devhook271 flash fix" folder.
UPDATE: now the fix is updated, and it has the problem of the error 0x8002012D fixed.
More details there.
1.50 Compatibility
------------------
- Most of 1.50 homebrew work. There maybe some exceptions of few programs that interfere with
the reboot system of SE. These programs can be umdemulatorand daxziso, although i have not
tested them. They may not work at all or work in certain modes (direct load methods probably).
Programs that hacks the flash like xflash, pspset, sxt version changer, etc are not
recommended to be used here.
- Irshell shows as corrupted... this is an issue in 2.XX vsh's. They don't like irshell sfo
The solution to make it show (and work) is to apply the solution given by frmariam originally
for epsilon bios: ..
- It seems that original umdemulator also shows as corrupted.
Try changing the sfo and maybe also the icon to fix that.
- Since 1.50 kernel gets patched, it can support things that a normal 1.50 cannot do, such as loadexecuting
prx's, loading modules, signed or not, from ms and flash in user mode without previous patches,
loading real pbp's, etc
- Note with wifi: 1.50 kernel doesn't understand WPA. So if you have a connection with WPA, you cannot
magically use it in a 1.50 application. Use WEP or not protection, or wait to wifi applications to
be ported to 2.71 kernel.
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Remember NO ISO Discussion, We are only interested in the Homebrew and Emulation Aspects of this Release
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October 25th, 2006, 16:27 Posted By: wraggster
carish sent me this news via PM:
Hi,
I've coded a game in lua. the name is Pousse-PousseVs. sounds french? of course, I'm french, lol. Well.. I'm not proud about it but it's a fact.
This is a clone of Dong-DongVs , a two players game I have discovered in WarioWareInc on Gba and loved enougth to code it in Lua for the PSP.
Well, the game is mainly in french but the start menu is in english so that everyone can understand. I have also included a readme file both in french and english , please have a look at it and test the game too (try to find someone to test it with you, it's far more exciting) .
What's more? Oh yeah.. It's the first game I have coded in Lua so please be indulgent. I think there will not be any other version but who can say what will be.
Best regards
Carish
Ps: thank you for all the work you do on pspnews I really like this site (in fact, as much as I like pspgen in france)
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