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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 25th, 2006, 16:23 Posted By: wraggster
Comments during Ken Kutaragi's keynote to the effect that Mega Drive and TurboGrafx games would be available to download via PlayStation 3 appear to have been misinterpreted.
At least that's what SEGA reckons, having released a statement in Japan, picked up by IGN, which says, "Distribution of Mega Drive content through [PS3] e-Distribution is something that cannot be formally announced by our company. We're now at the step of looking into it."
SEGA has confirmed that it will be offering certain Mega Drive titles through Nintendo Wii's Virtual Console, with Sonic the Hedgehog also pledged to Microsoft's Xbox Live Arcade, but it sounds like Kutaragi was speculating on the possibility of a similar push on PS3, rather than confirming one.
As to why it was interpreted that way in the first place - our money's on the headset translation offered to English-speaking journalists during the conference, which wasn't quite in command of all the salient details of Kutaragi's address.
The PS3 price drop, for example, didn't hit headlines until after the keynote concluded and Japanese-language wires started reporting it.
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September 25th, 2006, 16:20 Posted By: wraggster
Sony's top execs have reiterated that the PlayStation 3 will be region-free for games, although not for Blu-ray movies. We'll cry about that one later.
Wired's games-blog spoke to Phil Harrison, head of worldwide development, during the Tokyo Game Show and the big man said as much.
They also ran into Ken Kutaragi, whose keynote last week quietly announced a drop in the Japanese PS3 price and the inclusion of HDMI in the 20GB model worldwide.
Ken was a bit more elusive, but when asked whether downloadable games would be region-free as well as packaged games, SCE's president said there would be "no physical barriers in that case - only language barriers".
Sounds like a yes to us.
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September 25th, 2006, 10:01 Posted By: emuking
via http://0okm.blogspot.com/2006/09/abo...-softdown.html
it seems ookm is close to acheiving something that most people will be happy with, preferrably those with psp's that have TA-082 motherboards read below and see what he posted on his blog, make sure to check his blog for any updates, later
About TA-082 SoftDown
encounters some difficulties in the programming
diligently to solve
Please wait :P
when "TA-082 SoftDown" Release
it can support FW2.71(Original FW2.50)
if your PSP is "Original FW2.50"
feel free update to FW2.71
posted by 0okm @ 9/25/2006 03:23:00 AM
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September 25th, 2006, 01:24 Posted By: wraggster
New release from Youresam, heres the release details:
I have modded luaplayer with a new function: scanning for access points. I originally intended to make a little app that scanned for accesspoints and tried to ploit your location, but after a bit of testing, I gave up. SO..here it is
Functions:
Wlan.scanInit()
Activates the wifi
Wlan.scan()
Returns a table similar to System.listDirectory(), except you have .name, .mac, and .strength (EXAMPLE: gotscan = Wlan.scan(), gotscan[1].name is the first wireless points name)
Wlan.scanTerm()
Turns off the wifi
NOTE:
Dont attempt to Wlan.scanInit() if the wlan switch is down. The PSP crashes.
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September 25th, 2006, 01:18 Posted By: wraggster
Die hard D posted this news/release:
The psp bible tool is a kjv bible with some extra content such as, bible links, bible dictionary, file browser, calendar, bookmarking, and notes.
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via die hardd
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September 24th, 2006, 23:20 Posted By: wraggster
Check out this list:
PS3 Games List
2K Games/Take-Two/Rockstar
œ College Hoops 2K7 ~Visual Concepts, TBA~
œ The Darkness ~Starbreeze, 2007~
œ Grand Theft Auto 4 ~Rockstar North, Q4 2007~
œ NHL 2K7 ~Visual Concepts, TBA~
œ NBA 2K7 ~Visual Concepts, TBA~
œ Red Dead Revolver 2 ~Rockstar North, TBA~
Activision
œ Call of Duty 3 ~Infinity Ward, Launch~
œ Marvel: Ultimate Alliance ~Raven, Launch~
œ Spider-Man 3 ~Treyarch, Q2 2007~
œ Tony Hawk's Project 8 ~Neversoft, Launch~
Atari
œ Alone in the Dark 5 ~Eden Studios, TBA~
Atlus
œ Shin Megami Tensei 4 ~Atlus R&D1, TBA~
Beuna Vista
œ Turok ~Propaganda, TBA~
Capcom
œ Devil May Cry 4 ~Capcom Studio 1, Q4 2007~
œ Monster Hunter 3 ~Capcom Studio 1, 2008~
œ Resident Evil 5 ~Capcom Studio 4, Q4 2007~
~
œ Untitled ~Action~ ~TBD, TBA~
Codemasters
œ DIRT: Colin McRae Off-Road ~In-house, 2007~
D3 Publisher
œ Dark Sector ~Digital Extremes, TBA~
Eidos
œ Untitled ~Action~ ~TBD, TBA~
Electronic Arts
œ Army of Two ~EA Montreal, TBA~
œ Battlefield: Bad Company ~DICE, 2007~
œ Def Jam 3 ~EA Chicago, 2007~
œ Fight Night Round 3 ~EA Chicago, Q4 2006~
œ Half Life 2: Complete Pack ~Valve/EA, Q1 2007~
œ Lord of the Rings: The White Council ~EA Redwood Shores, Q4 2007~
œ Madden NFL 07 ~Tiburon, Q4 2006~
œ Medal of Honor: Airborne ~EALA, 2007~
œ NBA Live 07 ~EA Canada, Q4 2006~
œ NBA Street Vol. 4 ~EA Canada, 2007~
œ Need for Speed: Carbon ~EA Black Box, Q4 2006~
œ Skate ~EA Black Box, 2007~
œ Tiger Woods PGA Tour 07 ~EA Redwood Shores, Q4 2006~
Koei
œ Blade Storm: Hundred Years War ~Omega Force, 2007~
œ Fatal Inertia ~Koei Canada, Q4 2006~
œ Mahjong Tournament ~In-house, Q4 2006~
Konami
œ Bomberman ~Hudson, TBA~
œ Coded Arms: Assault ~KCET, 2007~
œ Gradius VI ~TBD, TBA~
œ Hellboy ~Krome Studios, TBA~
œ Jikkyou Powerful Pro Baseball ~KCET, 2007~
œ Mahjong Fight Club ~TBD, Launch~
œ Metal Gear Solid 4: Guns of the Patriots ~Kojima Productions, Q4 2007~
œ Rengoku: The End of the Century ~Hudson, TBA~
œ Winning Eleven: Pro Evolution Soccer 2008 ~KCET, Q2 2007~
~
œ Untitled ~RPG~ ~TBD, TBA~
œ Untitled ~RPG~ ~Hudson, TBA~
Lucasarts
œ Indiana Jones 2007 ~In-house, 2007~
Midway
œ Stranglehold ~Midway Studios Chicago, Q1 2007~
œ Unreal Tournament 2007 ~Epic, 2007~
œ The Wheelman ~Tigon, TBA~
Namco Bandai
œ Mobile Suit Gundam: Crossfire ~BEC, Launch~
œ Ridge Racer 7 ~In-house, Launch~
œ Tekken 6 ~In-house, 2007~
~
œ Untitled ~Anime Project~ ~TBD, TBA~
œ Untitled ~Mech Action~ ~TBD, TBA~
œ Untitled ~RPG~ ~TBD, TBA~
œ Untitled ~Shooter~ ~TBD, TBA~
œ Untitled ~Sports~ ~TBD, TBA~
Nippon Ichi Software
œ Makai Wars ~In-house, TBA~
Sega Sammy
œ Armored Core 4 ~From Software, Q2 2007~
œ The Club ~Bizarre Creations, TBA~
œ Fifth Phantom Saga ~Sonic Team, TBA~
œ Full Auto 2: Battlelines ~Pseudo, Q4 2006~
œ Golden Axe ~Secret Level, TBA~
œ Guilty Gear BB ~Arc System Works, TBA~
œ Miyazato Sega Golf Club ~TBD, Launch~
œ Sega Rally Revo ~Sega Racing Studio, TBA~
œ Sonic the Hedgehog ~Sonic Team, Q4 2006~
œ Virtua Fighter 5 ~AM2, Q1 2007~
œ Virtua Tennis 3 ~AM2, Q1 2007~
œ World Snooker Championship 2007 ~Blade Interactive, TBA~
~
œ Untitled ~RPG~ ~Obsidian, TBA~
Sony Computer Entertainment
œ Afrika ~Rhino Studios, 2007~
œ Angel Rings ~Japan Studio, TBA~
œ Ape Escape 4 ~Japan Studio, TBA~
œ Eight Days ~London Studio, TBA~
œ The Eye of Judgment ~Japan Studio, Q1 2007~
œ flOw ~TGC/SCE Santa Monica, TBA~ (PNP Download)
œ Formula One 06 ~Studio Liverpool, Dec. 2006~
œ Genji: Days of the Blade ~Game Republic, Launch~
œ Getaway ~Team Soho, TBA~
œ Gran Turismo 5 ~Polyphony Digital, 2008~
œ Gran Turismo: HD ~Polyphony Digital, TBA~
œ Heavenly Sword ~Ninja Theory, Q1 2007~
œ Hot Shots Golf 5 ~Clap Hanz, Q3 2007~
œ Killzone ~Guerrilla, 2008~
œ L.A Noire ~Team Bondi, TBA~
œ Lair ~Factor 5, Q2 2007~
œ Monster Kingdom: Unknown Realms ~Game Republic, 2007~
œ Motorstorm ~Evolution, Q4 2006~
œ My Summer Vacation 3 ~Japan Studio, Q3 2007~
œ Ratchet & Clank: Next ~Insomniac, TBA~
œ Resistence: Fall of Man ~Insomniac, Launch~
œ SingStar ~London Studio, Q4 2006~
œ Untold Legends: Dark Kingdom ~SOE, Q4 2006~
œ Warhawk ~Incognito, Q3 2007~
œ White Knight Story ~Level 5, Q4 2007~
~
œ Untitled ~Action~ ~Media Molecule, TBA~
œ Untitled ~Adventure~ ~Naughty Dog, 2007~
SouthPeak Interactive
œ Monster Madness ~Artificial, Q1 2007~
Square Enix
œ Densha de GO! Online ~Taito, TBA~
œ Extreme ~Taito, TBA~
œ Final Fantasy XIII ~PDD1, 2007~
œ Final Fantasy Versus XIII ~PDD1, 2008~
œ Project Psychic ~Taito, TBA~
œ Railfan ~Taito/Ongakukan, TBA~
~
œ Untitled ~MMORPG~ ~PDD3, TBA~
THQ
œ Frontlines: Fuel of War ~Kaos, TBA~
œ Stuntman 2 ~Paradigm, TBA~
Tecmo
œ Ninja Gaiden: Sigma ~Team Ninja, 2007~
~
œ Untitled ~Action-Adventure~ ~TBD, TBA~
Ubisoft
œ Assassin's Creed ~Ubisoft Montreal, Q1 2007~
œ Blazing Angels: Squadrons of WWII ~Ubisoft Romania, Q4 2006~
œ Brothers in Arms: Hell's Highway ~Gearbox, 2007~
œ Driver 5 ~Reflections, TBA~
œ Haze ~Free Radical, TBA~
œ Rayman Raving Rabbids ~Studio ANCEL, TBA~
œ Tom Clancy's Rainbow Six: Vegas ~Ubisoft Montreal, Q4 2006~
Vivendi
œ F.E.A.R ~Day 1/Monolith, Q4 2006~
œ Heat ~Gearbox, TBA~
Warner
œ Dirty Harry ~The Collective, TBA~
Misc. (No publisher)
œ 2 Days to Vegas ~Steel Monkey, TBA~
œ Beowulf ~4HEAD Studios, TBA~
œ Heavy Rain ~Quantic Dream, 2008~
œ Infraworld ~Quantic Dream, TBA~
œ Interstellar Marines ~Zero Point, TBA~
œ Kurayami ~Grasshopper, TBA~
œ Mercenaries 2: World of Flames ~Pandemic, TBA~
œ Omikron KARMA ~Quantic Dream, TBA~
œ The Outsider ~Frontier, TBA~
œ Possession ~Blitz Games, TBA~
œ Redwood Falls ~Kuju, TBA~
œ WarDevil: Enigma ~Digi-Guys, TBA~
œ X Quest ~Spectrum MediaWrks, TBA~
Japan Only (No US/EU publisher)
Artdink
œ Aquanote no Kyujitsu: Inner Mind Adventure ~TBA~
~
œ Untitled ~Simulation~ ~TBA~
AQ Interactive
œ Vampire's Rain ~Artoon, 2007~
~
œ Untitled ~Action RPG~ ~cavia, TBA~
Banpresto
œ Super Robot Taisen ~TBA~
Enterbrain
œ Derby Stallion ~TBA~
From Software
œ Enchant Arm ~Q4 2006~
Genki
œ Wangan Midnight ~Q2 2007~
~
œ Untitled ~Samurai Fighting~ ~TBA~
Gust
œ Untitled ~RPG~ ~TBA~
Hamster
œ Untitled ~Simulation~ ~TBA~
Idea Factory
œ Shinten Makai VI ~TBA~
Interchannel
œ Untitled ~Love Adventure~ ~TBA~
Irem Software
œ Untitled ~Action-Adventure~ ~TBA~
Marvelous Interactive
œ Mahjong Oh ~Warashi, TBA~
~
œ Untitled ~Action~ ~TBA~
Michaelsoft
œ Project D ~TBA~
Spike
œ Sengoku 23KU ~Acquire, TBA~
œ Way of the Samurai 3 ~Acquire, TBA~
Success
œ Hitsuji Mura ~TBA~
~
œ Untitled ~RPG~ ~TBA~
Sunrise Interactive
œ Shinseiki GPX Cyber Formula ~TBA~
œ Sunrise Eiyuutan ~TBA~
Takuyo
œ AKARI Project ~TBA~
œ MASTER Project ~TBA~
PS3 Launch Lineup - NA (Nov. 17)
œ Call of Duty 3
œ Marvel: Ultimate Alliance
œ Resistence: Fall of Man
œ Tony Hawk's Project 8
PS3 Launch Lineup - Japan (Nov. 11)
œ Genji: Days of the Blade
œ Mahjong Fight Club
œ Miyazato Sega Golf Club
œ Mobile Suit Gundam: Crossfire
œ Resistence: Fall of Man
œ Ridge Racer 7
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September 24th, 2006, 23:02 Posted By: wraggster
Sega of Japan decided to respond to the erroneous reports today. "Distribution of Mega Drive content through e-Distribution is something that cannot be formally announced by our company," said the Sega statement, making use of the Japanese name for the Genesis. "We're now at the step of looking into it."
At the very least, Sega's statement suggests that the company is willing to put its classic Genesis properties on something other than the Wii's Virtual Console.
As for the Turbo Grafx comments, we attempted to contact representatives of Turbo Technologies Inc, but the number was disconnected.
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September 24th, 2006, 20:08 Posted By: wraggster
Yoshihiro has released the first public release of his PSX-P Playstation One emulator for the PSP. This first public release is a good demonstration of what could be in time an excellent Playstation Emulator for the PSP, once a dynarec is built in then Sony will have reason to worry or worry us .
This emulator works on PSPs from ver1.0 to v2.71 obviously after v1.5 youll need to use the Eloader.
DIGG IT
Translation of release information by Video Freak
English:
Here is the first public release of Psx-P, beta 1. Please do not forget that this is just a beta version and that there is still a long way to go before
we reach our goal. (I'm guessing full speed emulation.)
Description:
PSX-P is a PS1 emulator programmed (written) by Yoshiro. The games must be in ISO or BIN format. You can therefore make images of the
games you own without having to buy them again on the internet. For legal purposes, we are not supplying you with the SCPH1001.BIN file,
which is the PS1 bios.
What's new?
In the current version of this emulator, the overall speed is slow because of the absence of an optimized dynaric (dynamic recomplier).
Dark_Alex should be getting to that part of the emulator soon (after he finishes his HEN on 2.71).
So here we have a beta version in our hands, and we're ready to share it with you.
Installation:
The versions on PSP_GENERATION have been compressed in a way that lets you decompress it directly to your PSP memory stick. You will
need winrar installed (winrar is much better than winzip).
-Download the appropriate version for your firmware.
-Connect your PSP to your computer through USB.
-Right-click on the file you have just downloaded.
-Click on "extract".
-Choose your PSP's drive letter.
-Click on ok. That's it.
Where do you put the bios?
In the folder called BIOS inside the folder called PxsP (ms0:/PSP/GAME/__SCE__psxp/bios).
Where to put your roms?
In the folder called Rom inside the folder called PxsP (ms0:/PSP/GAME/__SCE__psxp/rom).
How to run the homebrew?
PSP1.0 and 1.5: Game>memory stick>Psx-P
PSP 2.00-2.60: install eLoader 0.9.8 and use the picture viewer to launch it.
Some Screens
GPL VIOLATION - Files took Down Thanks Bluecrab
Ok.... At the request of wraggster, here's some of the most incriminating things coming out of the output of strings on the PSX-P Binary:
We'll start with perhaps the most incriminating of all:
These are credits to PCSX, which are embedded in the code. They clearly state that the program is indeed PCSX.
A few more though...
Those just prove that PSX-P is indeed based on PCSX. PCSX is GPLed and requires that any derivative works release source with any binary(or an legally binding offer to obtain the exact source used to create such a binary).
A few more things that PSP-X infringes on though, while we're at it. (once again output from strings)
P.E.Op.S. is Also GPLed code. And SDL is LGPLed code. (There are several other instances of SDL strings in the binary, I feel that I've provided enough to prove dependence on SDL). SDL's license is a bit different than the GPL. It doesn't unconditionally require a source release, just if the code is a deriative work of SDL. Statically linking a binary with a library makes it a deriative work, and therefore it must have its source released under the LGPL. (See http://www.gnu.org/licenses/lgpl.html terms and conditions #5 for more on that).
Just in case you aren't familiar with the GPL and LGPL, you can see both at http://www.gnu.org/licenses/
That's all for now.
At the request of the PCSX Team the files have been removed until the source code is released
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September 24th, 2006, 18:19 Posted By: wraggster
Dark Alex is back and he has ported Devhook to v2.71 Firmware, so now you can play V1.5 Homebrew on the higher firmware, heres the news from Dark Alex:
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
Todo:
- 2.71 direct flash (no ms emulation).
Currently not available, because devhook msreboot.bin destroys the "unsign check" that reboot.bin does to the files of flash.
- 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.
Official Website - http://dax.lan.st
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To all those on v2.71, you now have the chance to use v1.5 homebrew welcome.
as with all Devhook releases and anything involving the flash this could brick your console, use extreme caution. Your on your own basically
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September 24th, 2006, 17:27 Posted By: wraggster
Dark Alex has released a new update to his Homebrew Launcher for the PSP, heres what he says:
This update is necessary in order to run the incoming port of devhook launcher to 2.71.
Changelog
----------
- Revision A (22 september):
* Initial release
- Revision B (24 september):
* Some kernel prx's didn't load because the kernel tried to load them to user partition. This problem affected devhook.prx and some other kernel prx's.
This problem has been fixed.
This program enables homebrew to be run in 2.71 through the XMB. It makes a patch that remains
permanent until hardwar reset. Sleep mode won't remove the patch.
Note: this program writes some small files in the flash, ONLY the first time is executed.
IT does NOY rewrite any existing file in the system, it writes new files, so the probabilities of
bricking are practically null.
Update Instruction for people with revision A installed
-------------------------------------------------------
To update from HEN revision A to B, hard reset your psp (to make sure that hen is not running).
Then copy the new files to the memory stick and run the tif. The new files will be automatically
updated.
People without any version of hen installed, just follow the instructions below.
Instructions
------------
- Copy all contents inside MS_ROOT to the root of your memory stick.
- Go to the PHOTO viewer of the XMB and enter in the folder "HEN".
- If the psp just freeze, reboot your psp and try again. Currently the tiff is very unstable and it is only executed sometimes. I'll try to improve that in the future.
- The first time you run the program, you will see quickly a blue screen, and after that a screen that can be of two colors:
* Red: the files couldn't be written to the flash (it hapens a few times). Just keep trying.
* Green: The files were written succesfully. After that, the xmb will be rebooted. Now you can run the homebrew in format prepared for 2.71. (see details below).
- As mentioned before, the patch will remain resident in memory, and even entering sleep mode won't delete it. Only a hardware reset will remove the program from memory.
- When you do a hardware reset, you'll have to run the tiff again.
This time there won't be green or red screen, just a blue screen and xmb reboot, sincethis time there is no need to write to the flash.
Note: the files pspbtknf.txt, pspbtknf_game.txt, pspbtknf_updater, and systemctrl.prx in the root of the memory stick are only needed the first time the program is executed. After that you can delete those. However, don't delete patch.bin, h.bin and the folder with the tiff, since you will need those the next time you do a hard reset and want to run the program again.
Note2: Once the program is loaded, it is independant of the memory stick contents. So you can freely swap memory sticks.
Notes about homebrew running
-----------------------------
- Current homebrews are not supported. Since current homebrews are in static elf format, they won't run (they are rejected by the 2.71 kernel). Homebrews for 2.71 have to be in prx format.
Programmers see the programming notes.
In future versions i may patch the kernel to allow it to accept static elf's.
- There are some samples in the "GAME" directory, all of them ported from the pspsdk samples, except the nanddumper written by me.
* polyphonic, pspsdk sample (user mode).
* cube, pspsdk sample (user mode). It shows a cube rotating.
* kdumper, pspsdk sample (kernel mode). It dumps kernel memory to the memory stick.
* ipldumper, pspsdk sample (kernel mode). It dumps the ipl to the memory stick.
* systemparam, pspsdk sample (user mode). It displays info about the system
* nanddumper, by me. (kernel mode). It dumps the full nand content to the file
"nandimage.flash" in the memory stick. The format of the dump is compliant with u.p. chip.
(It requires 33 MB of free space in the memory stick).
Programming notes for developers
--------------------------------
- As mentioned before, homebrew has to be in prx format, at least atm. Furthermore, the main prx, the one in the pbp, has to be an user prx. However this user prx can load unsigned kernel modules from the memory stick, allowing kernel mode apps.
- There is no need for noplainmodule check patch or nodevicecheck patch, since those are done by the homebrew enabler.
- Try to use USE_KERNEL_LIBS = 1 in your kernel prx's. In 2.XX, the separation between user and kernel mode is higher than in 1.XX.
Some functions in "*ForUser" are now totally separated (different address) from their "*ForKernel" equivalents. A good example is ModuleMgr. If you are in a kernel prx and you call the sceKernelLoadModule of ModuleMgrForUser, you will get a "ILLEGA_PERMANENT_CALL" error.
- Currently devhook emulated 2.71 is not supported. I'll try to add support to devhook, so programs for 2.71 can be developed in a 1.50
- See the source code of the samples to have a hint on how to program for 2.71.
Credits and thanks.
-------------------
- Coded by Dark_AleX
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September 24th, 2006, 15:37 Posted By: wraggster
Magixien who is beta testing the TO BE RELEASED LATER TODAY PLAYSTATION EMULATOR FOR TEHE PSP has posted that he has tested the playstation emulator with Eloader v0.99 and v0.98 and confirms that its working on both Eloaders on his v2.60 PSP, he does say its a but slower on the 2.60 than the v1.50 firmware.
So 8pm tonight is going to be very interesting, because thats the release time. Check out our other topics in the PSP News forum for more discussion of this soon to be released emulator.
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September 24th, 2006, 13:00 Posted By: wraggster
Art has released a new version of his Virtual Tape Recorder for the PSP, heres the release info:
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 24th, 2006, 12:57 Posted By: wraggster
New release from Train2335, heres the info:
Well earlier tonight I was bored so I decided to make a program that would help some noobs with the whole downgrade experience. This is a downdater for 2.xx PSP that uses the Eloader via TIFF. Earlier versions of the downdater were in xxx.BIN format and could confuse noobs from the well known EBOOT.PBP format. So I decide to make a downdater that was in EBOOT.PBP format that could use via Eloader to make downgrading a little easier. I have tested this with a 2.60 PSP and it worked without a hitch, it should work on 2.50, yet it is untested on 2.50 and 2.71 PSPs. It does NOT work on 2.80 or TA-082 PSPs. I nor Yellow Snow Productions are responsible for any damage to your PSP from this downdater.
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September 24th, 2006, 12:34 Posted By: wraggster
Heres an excerpt:
In the beginning, three games stood out as the most highly-anticipated and heavily-hyped games in the days leading up to the launch of the PlayStation Portable: SCE's Gran Turismo 4 Mobile, Rockstar's Grand Theft Auto: LCS, and Squaresoft's Crisis Core: Final Fantasy VII. Those three games made many a PlayStation fan plunk down the $250 for this system immediately. Of those three, surprisingly only one has actually made it to market -- credit goes to Rockstar for not only beating the vaporware jokes off with a release, but actually delivering a sequel before either of the other two companies showed their games in any kind of playable form. GT4 Mobile is still a ghost (rumor has it that the game is still on the backburner, put on hold until Polyphony Digital can finish its $700 GT HD sampler, but Crisis Core: FFVII is still very much alive and on the front burner. A new game trailer was shown exclusively at TGS, but sadly not allowed for filming or distribution of any kind. We've already given you glancing impressions of the game, but we've been able to get in a second viewing to catch a few more details.
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September 24th, 2006, 12:33 Posted By: wraggster
Heres an excerpt:
Just prior to TGS, SNK announced that it was modifying the upcoming compilation of its great 2D shooter series Metal Slug to include Metal Slug 6, thus making this a complete compilation of every arcade entry in the shooter series. The company displayed a demo of Metal Slug Anthology with this new game (actually the seventh in the series, with Metal Slug X in the middle) in a very early version that will be cleaned up before the release in November for North America and Europe (with Japan getting the game later in December.)
The demo shown of Metal Slug 6 was really just to show it being done, as the demo version was extremely early in this specific entry -- the other games represented ran nicely, so it should be just a matter of polishing on the engine. The demo version had some bouts of slowdown, which we're hoping will be ironed out in the final (the sampler also had big problem with background synching in the demo code, so when half of the screen is black instead of gorgeous parallax Metal Slug BG, you know a game is super-early.) All versions of the game will have the viewing option to see the game in arcade-accurate resolution, a slightly expanded 4:3 resolution to match the PSP's taller screen, and a stretched 480x272 resolution for the full screen's use. Loadtimes in the version here were about 10-15 seconds for each main game load, with a short 2-3 seconds of black between each stage. Wireless multiplayer will naturally be a part of the game in a standard ad-hoc connection.
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September 24th, 2006, 12:31 Posted By: wraggster
Heres an excerpt:
To be released here in Japan in just a few days, Marvelous Interactive had on hand a demo of its fishing game, Fish Eyes Portable for players to check out. The game is a new entry in a long-running PS1 and PS2 series, letting you catch fish in a variety of lakes.
Fish Eyes looks to be a well-produced fishing game, as fishing games go. You have a cabin where you can store your fish trophies and plan fishing trips, including checking the weather and planning the right lures for the specific types of fish you wish to catch. There are over 150 fishing accessories to make use of as you hunt down the game's 22 varieties of fish.
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September 24th, 2006, 12:30 Posted By: wraggster
Heres an Excerpt;
Kingdom of Paradise was something of a love-hate affair for a few gamers -- its structured combat of pre-chained attack moves and its slow start turned many away, but those who stayed through it seemed to have loved how it unfolded. Sony Computer Entertainment and Climax Japan are expanding the adventure with a new chapter in what we hope is an ongoing series for the portable, adding new characters and even more gorgeous graphics for the second game.
Kingdom of Paradise 2 switches out the wimpy-looking fellow of the first game for a muscle-bound blond fighter, who is accompanied by a whispy young girl battle in this fantasical world of danger and magic. As before, the guy is the heavy lifter of the team, smashing enemies with his axe-staffs and swords while the girl conjures magic. You can switch between the two characters on the fly, allowing the CPU to take over the character you need least to take specific action in a given situation. New to the sequel are a whole bunch of new girls besides your main squeeze -- at various points in the game, you can switch partners with some fierce-looking babes (one a wicked-looking women in black who had moves that make your head spin, another a delicate woman with many magics to cast.)
Full Article at IGN
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September 24th, 2006, 12:29 Posted By: wraggster
Heres an excerpt;
The most popular sport in the world is soccer (or football to anyone outside of the US), and the best and most popular soccer game is Konami's Winning Eleven series. Winning Eleven: Pro Evolution Soccer 2007 is the second release of the series on the PSP, and Konami aims to score via a header directly past the keeper.
The game is on display at the Tokyo Game Show 2006 at Konami's booth, and the time that we've been able to spend with the title left us with positive expectations for the finished game. Pro Evolution 2007 plays very smoothly, with the framerate and controls both fluid and feeling quite natural. Passing is fantastic as always, with the game seemingly always making the best decision of who you meant to pass to and sending the ball their way. Even in a crowd of players, it's almost like its reading your mind.
Full Article at IGN
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September 24th, 2006, 12:27 Posted By: wraggster
Heres an excerpt:
The role-playing genre is on its surface just a mess of menu options and spikey-haired heroes acting out your chosen action, but the genre is always in constant flux in small and big ways across the multitudes of titles released each year. One of the more unique RPGs shown here at TGS was Marvelous Interactive's Valhalla Knights, an exclusive PSP RPG that combined action-RPG gameplay, tactical team combat and even stealth action. All good stuff by our book, and we're hopeful that Marvelous' counterparts at Natsume are taking notice of this game for a US release.
Valhalla Knights is a full 3D RPG where you venture out with a party of multiple heroes (a total of 10 characters are listed on the official site, with as many as six shown in battle) in a dungeon-crawling adventure. Each of the four characters can be played as at any time with a quick press of the Select button. Gameplay is realtime, in exploration and in battle, with full control over the camera as you play. You can play multiplayer with two gamers connected by ad-hoc, either together in co-op mode or adversarial in battle mode.
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September 24th, 2006, 12:26 Posted By: wraggster
Last year at TGS, we were bored silly with the flight sims shown for the PSP -- all literally flight "simulators", with less concentration on the joy of flight and more focus on the accuracy of traveling in wide-open air with nothing to do but read the meters. The most exciting gameplay of any of last year's flight sims was the slow crawl of a passenger airliner coming in for a landing.
TGS 2006, we've got Ace Combat and Pilot Academy ... big difference.
Pilot Academy is more of a flight sim than the action-based Ace Combat, with a huge variety of real planes to fly, most without guns or missiles. Still, it's not meant to be a dull flying game, instead modeling itself after PilotWings, complete with ring-flying challenges in prop planes and some tricky simulated challenges that might face real pilots. Control in the game is very simple, with the analog nub responding well for flight controls and your options for control on the buttons. This wasn't the most visually exciting game on the show floor -- its draw distance was incredibly long but still had mountains fading or popping into view artificially, and play was slow as is natural to a real flight game -- but its sense of scale and realistic proportions for modeling the world did a little better than Ace Combat in rendering correct scale and in allowing you to swoop down to the surface of the Earth for real flight fans not looking for combat sim gameplay.
Pilot Academy should be on shelves here in Japan soon, and a European release has already been committed to but not fully scheduled.
Via IGN
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