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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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September 26th, 2006, 22:10 Posted By: wraggster
News from Lik Sang
Get your dancing shoes on as, this week, the US edition of DDR SupaNova arrives on the PS2. Over 70 songs will keep you on your feet, packing more in than any previous US release to date. The line-up includes the likes of Fall Out Boy, Franz Ferdinand, Ferry Corsten, David Bowie, The Crystal Method, Armin van Buuren, Paul van Dyk feat. Wayne Johnson and loads more. An improved training mode will help newcomers get into the groove, or if you prefer to dance your own way you can create and save custom steps onto your PS2 memory card, slide it into the arcade machine and win over the girls by dancing so good it'd be almost as if you'd made it yourself
A new battle mode will not only keep you grooving till you slip on your own puddle of sweat, but keep you on your toes as opponents can counter attacks, and you can both change the game in real time. Then there's online play letting you dance off over the net, complete with a ranking system based on how long you’ve been playing. Overall your legs get a solid work out, plus EyeToy support has your upper body moving by adding an extra layer of mini games on top of the fun (or in my case, embarrassment – Ed). Due in this week, DDR SupaNova expands on every aspect of what made the original series innovative and addictive.
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September 26th, 2006, 22:04 Posted By: wraggster
Following last week's contentious Gran Turismo HD announcement, Sony America and series creator Kazunori Yamauchi have shed more light on Polyphony Digital and Sony's plans for the racer's first PlayStation 3 outing.
Due out this December in Japan, Gran Turismo HD consists of two game modes: Premium and Classic. The offline Premium mode will feature high-fidelity content - the sort you'd expect in a PS3 GT game - and will start with 30 cars and two tracks. Classic is a head-to-head online game, with no content at launch - the idea being to download the cars and tracks you want from the PS3's online shop. The team is aiming to introduce 770 cars, 51 tracks and 4,500 "items" on an ongoing basis for Classic, with 30 extra cars and one more track available to download at launch for Premium, and more to follow. Classic cars will cost 50-100 yen each (22 to 45 pence), while tracks will go for 200-500 yen (90p to £2.25). Phew.
A subsequent press release from Sony America during the Tokyo Game Show added that Classic's online mode will allow you to "manage race regulations, online competition and communities, and organise race events", while TGS itself revealed the inclusion of Ferraris in GT HD, and the introduction of "Normal" and "Professional" driving model options.
So anyway, speaking to members of the Japanese press, Yamauchi explained some of that. According to Japan's Impress Watch, translated by IGN, he said that Sony hopes to make GT HD available for a very low price - as little as the cost of the game disk and instruction manual - as most revenues will be made through the digital distribution model. It'll be interesting to see whether other heavily digi-dist-based games, like SingStar, adopt a similar approach.
He said that "Professional" mode would offer a more realistic driving experience, although we'll presumably have to wait for a bit to gauge exactly how, while he also added that the 770 car/51 track/etc. figure is a "target" rather than a specific number. He also said that he hopes to make content downloaded for GT HD available for use in Gran Turismo 5, which is due out exclusively on PS3 in 2008.
GT HD will also see the much-desired introduction of car damage, Yamauchi said, although not immediately. Given the online game element, Yamauchi says he prefers to start small and then build the game up as the player-base matures, and so that will see damage-modelling introduced in 2007, while the first half of 2007 will also see more advanced opposition AI routines made available. Both updates will be downloadable, although there's no word on whether you'll have to pay for them.
Another reason we're having to wait a bit longer for all of this is simply how complicated the development process is, he said. "Creating a car for GT4 took approximately one month. This time, it takes half a year. The amount of data for each car is approximately 20 times that of GT4." Ouch.
Not content with all that, Yamauchi also noted that Polyphony Digital is "of course" considering connectivity between PS3 Gran Turismo (he wasn't specific) and Gran Turismo Mobile on PlayStation Portable, which was recently put on hold while work was completed on PS3, although he said he couldn't comment on it.
One thing he did have time to do though was mention that "Gran Turismo for Boys" is still in development for PS2, and not - as IGN noted - just something he'd drunkenly made up at the GT4 launch party.
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September 26th, 2006, 21:56 Posted By: wraggster
We didn't make a big fuss over those crazy 'spensive Japanese PS3 game prices announced yesterday, since it was pretty much a given that the US prices would be lower than the straight Yen-to-Dollar conversion, and it turns out that's exactly the case. Sony is matching Microsoft's main Xbox 360 pricepoint at a "mere" $59.99, with all 7 games now available for pre-order at the Sony Style online store. Sure, we wouldn't have complained if Sony somehow decided to undercut MS on next-gen game prices, but we suppose that's wishful thinking at this point. Ah well, there's always the Wii, right?
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September 26th, 2006, 21:51 Posted By: wraggster
News from Divineo China
The first 3rd party NEW lenses for Playstation 2 (big format) have finally arrived. The 400B, 400C, 400R and HD7 lenses are the most common problem encountered on PS2. With those new lenses, users expand by years the life span of their beloved console!
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September 26th, 2006, 21:44 Posted By: wraggster
God of War was undoubtedly a stellar slice of violent, blood-spattering adventuring on PS2 and so suffice to say we're somewhat eager to get our great dirty hands all over the sequel.
Unfortunately, the follow-up's not due till Q1 2007, which means we'll have our work cut out topping that headline.
After achieving 'new God of War' status, our old mate Kratos must now embark on another bout of smash 'n' kill in an effort to alter his fate and end his continued torment. Apparently, this will involve journeying to the far reaches of the world and defeating untold horrors. Whatever. Just enjoy the movie.
Trailer Here
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September 26th, 2006, 21:36 Posted By: wraggster
Via CVG
Continuing our PS3 media explosion, three new shots of Factor 5's Lair have spread their wings and glided into the CVG screenshot viewer.
Freshly sporting support for the PS3's motion-sensing controller, TGS impressions suggest that Lair could shape up as one of PS3's premier titles - which is coming from the developer who brought us the excellent Star Wars: Rogue Leader.
Like the X-Wing blaster, Lair is also looking graphically spectacular - and the dragon-hopping gameplay sounds exciting.
Lair is hotly-tipped to be a launch title alongside the PS3 - although now that the console has been pushed backed to 2007, we suppose that's quite likely anyway.
Screens Here
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September 26th, 2006, 21:32 Posted By: wraggster
Sort-of-fresh from this weekend's Tokyo Game Show is this trio of screenshots showing off Resistance: Fall of Man, the alternate-reality shooter from Insomniac - perhaps the most solid-looking PS3 title yet.
Shamelessly touted as a "blend of epic military action and unnerving horror," Resistance is the tale of a war-torn alternate-reality England, where those good old Americans have to save us poor Brits from a mysterious species of 'Chimera'.
Obligatory single-player shenanigans aside, co-op and multiplayer modes are also touted, with 32-player online campaigns looking particularly exciting.
Resistance will be out alongside the PS3 - ahem - early next year.
Screens Here
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September 26th, 2006, 21:31 Posted By: wraggster
PS3 is taking to the battle-scared land and skies this morning as new screenshots from Warhawk scream in.
A remake of the PSone game, Warhawk chucks you into aerial combat and ground assault scenarios, with you taking charge of an advanced war machine - the Warhawk - and blowing opponents into little pieces. Massive battles are promised as hundreds of enemies flood the screen and, as well as piloting the Warhawk you'll additionally be fighting on foot and in ground vehicles and taking advantage of Sony's PS3 tilty goodness.
Screenshots Here
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September 26th, 2006, 20:34 Posted By: wraggster
Sorry for being so mysterious earlier and late but the announcement is a new PSOne emulator called PS1P, the video of it was posted on DCEmu last week, well now i can reveal that the emulator is 100% real and plays a lot of games infact the coder informed me that it should be compatible with 90% of games. My favourite game btw is Command and Conquer Retaliation which played great on the emulator, the Video parts worked perfect, speed isnt full yet as this is only a beta and theres no dynarec yet but its impressive anyway.
Heres some screens:
Heres more info from the Anonymous Coder:
1) Ridge racer works perfectly.
2) Final Fantasy 7 works perfectly, there's only a bug that prevents the "Sony Computer Entertainment ..." logo from showing at the start, but the game continues to work. Just wait some time and the next screen("Squaresoft") will appear.
3) Final Fantasy 8 works. The same bug as FF7 prevents the opening screens (including squaresoft and credits) to show, but if you keep pressing X eventually it will reach the menu. There's another bug that prevents the game from rendering the screen in the world map, although it continues to run. However the screen shows when you pause the game. So keep pausing and un pausing and voila, you'll be able to run around However, in the part when you go drive a car it seems to freeze at a black screen.
4) Memory cards should work most of the time.
5) Save states work around 70% of the time. L+R+left to save, L+R+right to load.
Heres how it runs for now
1) Put the ps1p and ps1p% folders in /PSP/GAME
2) put scph1001.bin and psx.iso in the ps1p folder. psx.iso is any ps1 game image in IMG, ISO or BIN format. Currently there's no menu (sorry) so that's the way to select a game at the moment.
3) open the emulator and it will run psx.iso automatically.
About the beta i have the Anonymous Coder posted this to me:
This release does NOT have a dynarec, yet--this is being worked on currently.
Expect a 2x or more speed increase with the dynarec
This Playstation Emulator will not be released till its ready but by the looks of it its gonna be awesome and even in beta stage im very impressed. I can say its nothing to do with PCSX in any form and its not by Zodttd just to stop rumours, i actually dont know who its by but as soon as i know more info etc i will let you all know.
The emulator is running on both v1.0 and v1.5 Firmware, ill test on later versions when i get time
BTW the screens are crappy and i only have a limited number of PSX Games to choose from but as i scrounge pinch and borrow more ill have more info
UPDATE
A few things i didnt mention earlier theres no sound at the mo or wasnt for me anyway and although games are working perfectly they arent yet full speed although some are very good.
Whilst checking other sites ive seen some stupid comments saying its a fake, well if its a fake then im enjoying playing PSOne on my PSP. OH and one last little Dig nice work to them sites who removed the watermark and totally didnt credit this thread, next time ill slap the watermark in the middle.
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September 26th, 2006, 15:33 Posted By: wraggster
Last night i (AND ME ONLY) was handed a beta of a new project for the PSP, a project that in time will really rock the scene and when i say rock i BLOODY WELL MEAN IT.
We were informed of a Video of this project last week and those who follow PSP News will know what it is, this project is the most advanced yet for the PSP and being totally honest its awesome.
Im now playing one of my all time favourite games on it and even though its an early beta i am gobsmacked.
More details sometime later today.
Screens and News totally exclusive to DCEMU/PSP News will be coming soon
I cant wait to tell all of you more and after the events of the last few days this is just the tonic all PSP Owners need
Start Guessing
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September 26th, 2006, 07:41 Posted By: wraggster
New PSP Game released:
Developed by New, Boxer's Road 2 is a sequel to the PlayStation title, offering players a chance to live the life of a boxer, from first steps in the gym all the way to the championships. You have to work on your diet and training in addition to taking to the ring for full 3D fights. For part 2 of the series, Ertain has obtained a license from the Japan Pro Boxing Association. The game features 139 real life boxers from 79 gyms, all appearing under their true names. If you're not keen on playing as another boxer, though, you are able to use your own picture to create your own boxer.
More Info / buy here --> http://www.lik-sang.com/info.php?pro...9&lsaid=219793
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September 26th, 2006, 07:39 Posted By: wraggster
New PSP Game released:
NBA LIVE 07 plays as good as it looks with gameplay advancements that build upon the depth and authenticity that the NBA LIVE franchise has delivered for more than a decade. NBA LIVE 07 introduces the next generation of basketball gameplay with EA SPORTS Total Freestyle Control, a new feature that gives users more control over athletes than ever. By introducing a next generation AI system that is both intuitive and intelligent, combined with advancements to fan-favorite features like All-Star Weekend and Dynasty Mode, NBA LIVE 07 continues to deliver its award-winning gameplay experience. This year NBA LIVE 07 partners with the worldwide leader in sports to deliver more ESPN content in-game while you play than ever before.
More info /buy Here --> http://www.lik-sang.com/info.php?pro...9&lsaid=219793
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September 26th, 2006, 07:36 Posted By: wraggster
Art has once again updated his Virtual Tape Recorder for the PSP, heres whats new:
Virtual Tape Recorder V3c (25/09/06):
- Reel position is now saved to a file upon exit, and loaded at
startup, so your index position is not lost on program exit.
Virtual Tape Recorder V3b (24/09/06 pm):
- Reincluded the high frequency 'chipmonk' effect as a
seperate demo loop function.
- Added ASCII graphic play, record, and stop indicators.
- Fixed new screen bugs introduced in V3
Virtual Tape Recorder V3 (24/09/06 am):
- Fully supports three different bitrates (44100, 22050, and 11025),
which allows for much greater possible recording/playback time.
- Displays the available recording time for each supported bitrate.
- Program checks for at least 21Mb free space on the Memory Stick
before creating the 20Mb Reel.wav file.
- Microphone gain control is disabled.
Although it is defined in the audio input library,
I don't believe that adjusting it has any effect.
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via art
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September 26th, 2006, 01:33 Posted By: wraggster
One of the most assured pieces of gaming vaporware may see release after all. Famitsu.com, reporting from the Tokyo Game Show, got confirmation from Gran Turismo series producer Kazunori Yamauchi that development on Gran Turismo for Boys is still underway. We haven't heard anything about this PS2-based kids oriented GT title since Yamauchi announced it over a year ago at a Gran Turismo 4 party, causing concern that Yamauchi had been drunk at the time.
Now on to another vaporware candidate, Gran Turismo 4 Mobile. Development on the PSP entry in the Gran Turismo series still seems to be under way. Said Yamauchi regarding this game, "We're of course considering PlayStation 3 and PSP connectivity, similar to how a PC connects with a cell phone. I still can't comment though."
So in addition to Gran Turismo HD (Japanese PS3 release in December) and Gran Turismo 5 (planned for PS3 release in 2008), keep Gran Turismo for Boys and Gran Turismo 4 Mobile on your release calendar.
Famitsu also scored commentary from Yamauchi on a variety of Gran Turismo topics. The producer joked that the upcoming GT HD download service would be like iTunes, referring to it as a GT Tunes. He also provided some relief for those worried about the expense of downloading cars and tracks for GT HD. Polyphony hopes to make content that has been downloaded for GT HD available for use in the next GT.
Yamauchi also explained some of the reasoning behind making car damage and advanced opponent AI available as downloads rather than as part of the December GT HD release. With online games, it's difficult to follow the current development practice of adding more and more features to a game prior to its release, explained Yamauchi. Instead, although as a developer it's difficult and feels a little strange, it's best to start service on something, no matter how small, and build it up with players.
If it means getting the next Gran Turismo title in a little over two months, you won't find us complaining.
Via IGN
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September 26th, 2006, 01:32 Posted By: wraggster
The Tokyo Game Show was so full of Metal Gear Solid revelations that even we ended up neglecting to cover a few hot topics. Here are some of the big stories that we missed, as reported by Japanese sites with such names as Famitsu.com and Impress Watch.
The upcoming Metal Gear games will all be connected in terms of storyline, producer Hideo Kojima said at a stage event held during the show. Speaking about the new Metal Gear Solid 2 Sons of Liberty digital comic, which was first announced this past week, Kojima said "Metal Gear Solid 2's story is directly connected with 4, which is now in production. Before 4, we'd like you to definitely play it." The new digital comic is set for Japanese release in 2007.
Regarding other MGS4 connections, Kojima said about the PSP Metal Gear Solid Portable Ops, " If you change the Ops story, you have to change 4. If you change 4, it also becomes necessary to change Ops. Until Ops is finished, 4's story can't be finalized."
While the MGS4 storyline isn't ready to be finalized, gameplay is apparently a different matter. "The gameplay systems are in a pretty much fixed state, and now all that remains is to add more content," said Kojima.
Kojima also shared details on a few Metal Gear related products and services. First up, regarding Portable Ops, Konami and Sony are teaming up to bundle the game with a standard black PSP unit. The specially prepared box will also include pins and a case.
Moving outside the game realm, Kojima announced that in December, Kojima Productions will start up the Metal Gear My Page portal site. "Here, fans will be able to create a Metal Gear database and write original stories," explained Kojima. "I think that around ten years from now it would be great if we could make Metal Gear Solid 5 with the support of fans."
Finally, for those who can't get enough of the Hideo Kojima blog, now you can preserve it forever in book form! The Hideoblog site will be released as a book in Japan through publisher Gentosha. Details on the release have yet to be released.
Via IGN
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September 26th, 2006, 00:21 Posted By: Malksta
Via StrmnNrmn
PIF fixes
It's about time I posted an update with news of some of the things I've been working on! Annoyingly the '.' key on my keyboard has decided to stop working so apologies in advance for any dodgy punctuation
I've been having a look at fixing a couple of issues related to the way that Daedalus handles the N64 PIF (peripheral interface) emulation. The PIF is responsible for a number of different functions, including:
Reading the controller status
Reading/writing to the eeprom
Reading/writing to the controller mempak
Access to the PIF is controlled through a 64 byte region of memory. Writing to this area triggers the PIF to interpret the block of data as a sequence of commands (such as those listed above), and the CPU can read back from this region to obtain the results.
Correctly handling the way the block is formatted is key to emuating the PIF accurately. Over the years I've rewritten this code several times as I've fixed bugs, each time fixing certain incorrect assumptions made during the previous version. Usually these assumptions were made on incredibly useful, but incomplete information (such as early docs from LaC (*waves*) ) which described how to use the PIF rather than how to emulate it. Unfortunately there was lots of gaps in this information and so I'd keep finding roms that used the PIF is various ways that I'd not taken into account.
A few years ago I stumbled across something rather amazing - a document which described the PIF hardware in great detail. Not only was it very thorough - including details on all the various formatting commands I'd spent hours reverse engineering - it also included an insane amount of detail on things such as the chip timings and the even method by which the PIF is used as a 'security system' to lock out pirated roms.
What was this document? Did I find it tucked away on some obscure N64 hacking site? No - it was US Patent 6,394,905, filed by Nintendo in September 2000. Genius!
There are actually a whole series of N64 patents (see 5,426,762 and 4,799,635 for a couple of other similar examples.) It's not all good news though because unfortunately they're all written in a horribly convulted form of Legalese:
There are six JoyChannels available in the present exemplary embodiment. Each Channel's transmit data and receive data byte sizes are all independently assignable by setting size parameters. In the exemplary embodiment, all six channels size parameter setups are required, whether they are used or not.
Ouch.
This is the statement I spotted a couple of weeks ago that explained why one of the previous assumptions I'd made wasn't working in all cases:
If the 64 bit CPU 100 wants to change JoyChannel's Tx/RxData assignment, a 32 bit format flag is used, where a certain bit(s) specify the desired format. For example, when Wr64B or Wr4B is issued when this flag is "1", PIF executes each JoyChannel's Tx/RxData assignment based on each channel's Tx/Rx Size. In other words, unless this flag is set to "1" with Wr64B or Wr4B, Tx/RxData area assignment does not change. After Tx/RxData assignment, this flag is reset to "0" automatically.
After painfully wading through the text, it's basically saying that if you write a '1' to the last byte of the PIF block, you need to reformat all the channels. Otherwise you just assume the same formatting as the previous command.
The bug that I've since fixed was actually caused by two problems. Firstly, I was reformatting the channels regardless of how this last byte was set. I'd assumed that it was always set to '1' by the CPU to indicate that a command was ready, and set to '0' by the PIF when it was finished executing. In a few roms I was seeing '0' being written, but I didn't know why. Quite often when I saw them do this they'd hang shortly aftwerwards.
The other problem that contributed to the bug was that I was accidentally overwritting the 'Tx/RxData assignment' area with 0 as I was processing the PIF block (actually, I was clearing the top 4 bits of each byte, rather than just the top 2). This meant that when I reformatted the Tx/RxData assigments the areas were smaller than expected, so the PIF handling code would abort and return with failure.
These two problems combined to cause certain roms to get confused and hang when trying to access the mempak. The total fix was a few dozen lines of code to separate out the PIF formatting from the command execution, and a single-line fix for the second issue. All the roms I found exhibiting this issue now make further progress (hooray!) There may well be other issues that have been resolved with this fix too
It's bedtime for me now (well, maybe a little Dead Rising on the 360 first I'll try and get back into the habit of updating a bit more often from this week on. Sorry if I've not replied to your email - it's not personal, it's just me being rubbish.
-StrmnNrmn
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September 26th, 2006, 00:13 Posted By: wraggster
NJ has released a new version of his CPS2 emulator for the PSP, heres the translated whats new:
Modification/correction item ver.1.01
Unless roms there is a cache directory in the same class as the directory, becoming not be able to start
Because it was, correction. In the same way as the time before cache directory directly under the cps2psp directory
Only you use.
Kernel Mode it seems that it becomes not be able to end why edition with Home, but compiling
When it does again to do, the pattern which is repaired. Cause is unclear.
This emu comes in 2 versions one for kernal Mode and one for normal.
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September 25th, 2006, 23:50 Posted By: wraggster
New release from Dark_Alex, heres the release info:
UPDATE: now there is support for direct 2.71 (no flash emulation).
However, you cannot have emulation of 2.71 and direct flash access of 2.71 at the same time (read the readme for details). The emulation of the other firmwares is not affected.
Port of devhook (by Booster) launcher to 2.71 by Dark_AleX.
Only the launcher needed to be ported, since the core prx (devhook.prx) loads fine in hen revision B.
The included version of devhook is 0.45, since 0.46 seems to have problems in emulating 1.50 (this also happens in 1.50)
If you want to use 0.46, you can overwrite the files in the dh folder.
There is no currently firmware installer, so you'll have to get the files for firmwares "magically" :P
Note: i've hacked msreboot.bin in this version to have support of direct flash in 2.71. However you cannot have direct flash 2.71 and 2.71 emulation at the same time (the emulation of the rest of firmwares is not affected by this).
If for some reason you prefer emulate 2.71 in your 2.71 instead of the direct flash thing, just go to the folder dh/kd in the root, and rename msreboot.bin to something else, and msreboot_original.bin to msreboot.bin
Todo:
- Port the installer to 2.71
Instructions
- You need Homebrew Enabler for 2.71 revision B (minimum) to run this port.
- Get the files to emulate firmwares yourself.
- Run the pbp with the title "Devhook 0.4X launcher for 2.71". The 1.50 launcher is also included because in the emulated 1.50 you can launch it.
Note: only 1.50 and 2.71 have been tested.
When going from firmware 2.71 to 1.50, you will get the error "Couldn't start game". Don't worry, this is normal and it is done in purpose as a current temporal solution for reboot.bin parameters being differents in both firmwares.
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September 25th, 2006, 23:43 Posted By: wraggster
New from Success HK
Based off the Zatch Bell anime, this fighter features four player action, but can be enjoyed by single players through its story mode. Zatch, Tio and other characters from the show are selectable and feature in dialogue sequences. The game can be played two on two in teams or battle royal with each player attempting to take out enemies. Cards appear at random during battle and have various effects, from given your characters life to making them large.
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