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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 22nd, 2006, 22:16 Posted By: wraggster
Dark Alex has released his Homebrew Enabler for the PSP v2.71 Firmware, which basically means you can run games via the Games Menu, bloody awesome release, heres the release info:
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.
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, since
this time there is no need to write to the flash.
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.
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September 22nd, 2006, 22:09 Posted By: wraggster
kyelewis posted this news/release:
Hey there guys,
It is my great pleasure to present my first ever TIFF game... no... my first ever PSP homebrew game ever... Tiff AnalogFun! Yeah, sorry about the name, it's kinda sucky, aint it? So is the game, but hey, it's my first time coding PSP, so shoot me.
HOW TO PLAY:
Aim of the game is to use the analog stick to fill as many blocks as you can in 30 seconds. Then you're told your score. It's a good time-filler, if nothing else. Press [Home] to Quit.
Double Time: Squares are worth double points in the last 10 seconds of the game
INSTALLATION INSTRUCTIONS:
Unzip, and copy the PSP folder you unzipped to the root of your MS. Browse over to your photos, and use "Run as slideshow" for "ANALOGFUN".
Important Note: If you don't run as a slideshow, the analog stick won't work... which kinda defeats the whole purpose of the game. I was probably meant to initialise the analog stick somewhere in the game and didn't... or perhaps not.. either way, using X doesn't allow the stick to work. So if you're having problems, this is probably why.
SOURCE CODE:
Is available at http://yallara.cs.rmit.edu.au/~klewi...1.1-source.zip. It is, of course, based on the great 2.8.0 sdk work by fanjita and the rest of the crew over at noobz.eu. Feel free to use the source in whichever way you wish to make new TIFF homebrew.
KNOWN BUGS:
If you don't run as a slideshow, the analog stick won't work
Enjoy Y'all!
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September 22nd, 2006, 22:03 Posted By: wraggster
News from the Beeb
The PlayStation 3 (PS3) has been a long time coming. Five years ago Sony announced its intention for the next generation console when it declared publicly it would develop the Cell, the powerful chip at the heart of the next generation console.
Last year the electronics giant announced to eager gamers everywhere that the third PlayStation would finally hit shelves in Spring 2006.
Two delays later and Japanese and US gamers will finally be getting their fix of the sleek black machine this November, while European console addicts will have to wait until next spring.
The PlayStation 3 looks, sounds and plays as you would hope
Since the first machines were shown in Los Angeles in 2005, the closest most gamers and journalists have ever come to a machine is in a photograph or in a glass case.
But at the Tokyo Games Show (TGS) this year Sony finally delivered on its half a decade of promises.
TGS is the first show where anyone can get up close and personal with the console.
The PlayStation 3 is five years in the making
Sony has 200 of the finished machines and is showing more than 20 titles here in Tokyo, including the first person shooter Resistance: Fall of Man and the Grand prix driving game F1 Challenge.
But the question on everybody's lips when they step up to the machine is: has it been worth the wait?
And luckily for Sony after stepping away from the machine, grinning, the consensus is yes.
The PlayStation 3 looks, sounds and plays as you would hope.
More realistic
The first thing you notice is the landscape created in the games look more realistic than ever before. Waters glimmer, glaciers shine and trees beckon to be touched.
The machine is released in November in Japan and the USA
Playing the action adventure Gengi: Days of the Blade there is a scene when you must fight in a river near a water fall. As you tackle the samurai-styled warrior, water flows past your feet carrying with it curled autumnal leaves. Carp dance around you feet as you slash at the bad guy.
The landscape is also the first thing you notice while playing the latest instalment of the driving series Gran Turismo.
The Swiss Alps look almost photorealistic, with sunlight glinting off the snow-capped peaks and hanging glaciers.
Detached from surroundings
But look past the landscapes and not all is well. The cars in Gran Turismo HD, as the latest version of the game is called, seem to hover above the ground. They don't seem to interact with the road surface. The basketball players in NBA 07 suffer a similar problem. The hoop-shooters seem to skip across the floor without actually setting foot on it. The characters too seem to be detached from the surroundings of the court.
With nothing in real life to compare it to you get sucked in
Some games also suffer similar problems to those seen on some HD movies. The clarity of the picture and the vibrancy of the colours sometimes make pictures seem too real and in turn they look unrealistic.
None of this really detracts from the gameplay and the developers of the titles were at pains to point out that they were still in development.
Many of the games on show do not have these problems. In particular those that take place in worlds where you are asked to suspend your disbelief and enter a fantasy.
Sucked in
With nothing in real life to compare it to, you get sucked in.
Lair is a good example. In the game you are a warrior in control of a dragon swooping through a dream landscape.
Rival console Xbox 360 hit shelves last November
To control the mythical beast you use the PS3's new tilt sensitive controller.
The motion sensors in the wireless controller give you six degrees of motion allowing you to control the attacks of your dragon.
Comparisons with the Nintendo Wii's controller are necessary but difficult.
Like the Wii's controller Sony's gives a compelling and natural feel to games. When playing driving games for example most people seem to tilt the controller without thinking. The motion sensors exploit this.
Two-handed affair
But unlike the Wii's two controllers, one for each hand, the PS3 controller is a two-handed affair. For large or fast gestural movements using both hands can feel awkward and at times the controller is slow to respond.
But overall it makes gameplay more interesting and fun. What gamers have lost in the dualshock controllers of the PS2, that vibrated to provide game feedback, they have more than gained in the new motion sensitive controller.
The on-screen interface of the PS3 is also intuitive. It uses the same menu system as the PlayStation Portable (PSP) and gives you access to internet settings, photo libraries and downloads for example.
Photos can be displayed using the onboard software to create slide shows, while video conferencing and instant messaging allows you to chat to your gaming pals.
Slick software
The menu also gives you access to the inbuilt web browser, a slick piece of software that allows you to have multiple pages open at any one time on screen. The controller allows you to cycle through them or display them in tiles across the screen.
Although these extras are nice touches they feel rather like solitaire coming as part of your PC's operating system.
It is nice to have but not the reason to buy the system.
Sony is marketing the PS3 as an entertainment hub, and for some it will be. The inclusion of a high definition Blu-ray DVD player certainly drives this message home.
But in the first instance the PS3 will probably attract the gaming purist to open their wallets and part with a not insubstantial amount of cash for the sleek, lacquered black box of graphical joy.
At least they will have had five years to save up for it.
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September 22nd, 2006, 21:53 Posted By: wraggster
Article from IGN
The PlayStation Portable Camera has been the subject of a whole lot of interest but not a lot of info in the long await for its release. The camera was playable in limited form at E3 2006, but its full capacities were on display here at TGS, giving a better impression of its abilities and its intents.
For those familiar with the recently-unveiled Wii photo mode, you'll recognize a lot of that fun-friendly design in this PSP concept for photo/video management. The 1.3 megapixel camera's software is for more than just snapping photos and videos, as a robust photo viewer and even a photo editor (more like a photo accessorizer) are also built in. Hit a button and you can watch all of your photos play in a slide show, complete with a variety of effects (including cloud dissolves and silly borders, if you so choose). Videos also have goofy viewing options, as you can have your series of sequences play back in black-and-white or reverse, amongst a series of assigned or randomly-chosen effects.
The editing application also allows you to make your photos and videos more interesting, assigning some of the effects detailed above as well as adding new abilities. If you wish to put funny glasses and a mustache on a PSP snap of your idiot friend, for example, go right ahead. We weren't able to find Red-Eye reduction in the settings, but it's possible that there may be some simple functions for more necessary photo edits as well. For videos, you can put titles and borders around clips (nothing says "Happy Birthday" like a PSP video of all your friends saying it with a big Happy Birthday sign around them.) There are a total of 72 different modifications you can make to your media with the software, including background music playback. Videos can be captured at full PSP res (480x272) at 30 fps for up to 15 seconds; photos can be snapped at either 480x272 or 640x480. The camera costs 5000 yen, which is close to $50.
Using the PSP Camera was fairly simple. The camera rotates 180 degrees, so you can either face the camera from the PSP screen either back at yourself or at your subject, or you can twist it around and use a more traditional view with the PSP's screen acting as your very-big viewfinder. There is a digital zoom function to the camera, which isn't ideal in implementation in that it jumps in steps of zoom rather than smoothly zooming through various width levels. We didn't notice the same kinds of problems of time-delay in refresh rate as the E3 2006 demo version of the PSP Camera did, so that hopefully will not be an issue anymore. In previous announcements, indications seemed to be that the PSP Camera would snap pictures and videos directly to your Memory Card, just as standard media for the PSP to handle and trade, but the TGS build made us nervous for how Sony really intends to handle the feature -- when we jumped out of the Camera application to check out the Memory Card, it was empty in the Photo and Video folders for some strange reason ... hopefully these snaps will just save like normal PSP media, because we really aren't eager to take pictures and video if they're only compatible inside the PSP. Video can apparently be "exported" to AVI for playback on a PC, according to a recent press release, but how video is exchanged and why AVI (when modern PCs can use PSP's MPEG4 formats just fine, assuming this shoots in that format) is a mystery.
Also unnerving was that this demonstration on hand at TGS was all there was of the PSP Camera. No clever EyeToy Portable to show it off. No GameFace or in-game photo feature to identify your online log-in in whatever game might support such a feature. No games of any kind using the PSP Camera. We also didn't see any online photo/video trading in the application, or anything else cool for the use of this new accessory. No PS3 implementation was detailed either. All you could do here was take pictures and screw around. At just 1.3 megapixels, the PSP Camera is bettered by some cellphone cameras, and 15 seconds of video is really best as a gimmick and little else -- this accessory needs to do much, much more than what was shown here if Sony expects it to do well.
We do know that SCE Studios London, the makers of the EyeToy Play series, have been kicking around plenty of ideas for PSP Camera games, so hopefully it's just a matter of time before we see this gadget fully unleashed. Its qualities could have been better, but it's got enough power to do some cool things. Now we just need to see Sony do it.
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September 22nd, 2006, 21:50 Posted By: wraggster
Heres an Excerpt:
Namco's Tales of... series has really come into its own ever since the GameCube Tales of Symphonia conquered the platform and finally came into the hearts of American gamers. Namco has produced a flurry of entries in the series for just about every platform imaginable, including two ports of classic entries to the PSP (Tales of Eternia and the recent Tales of Phantasia: Full Voice) as well as a remake on GBA of Tales of Phantasia. Added to the Tales here at TGS are two brand new and completely stunning new portable entries, both of which bring the series to handhelds in full 3D.
Tales of the World: Radiant Mythology for the PlayStation Portable follows on a Tales line originally seen on GBA. The breakthrough for this PSP game over prior PSP Tales games is that it features a full 3D battle system, more like that of the new Tales of the Abyss than Tales of Legendia (which tried to stick to the classic 2D viewpoint of the series, just replacing sprites with polygons.) In battles, your party unfolds four deep in rather large arenas to combat a multitude of enemies at a time, utilizing a full free-roaming battle engine. In action, it's most impressive on PSP -- with you and your full party running around batting often dozens of enemies at a time and working together for attacks and defenses, the PSP's screen fills up with action at every angle. A robust character customization system and full system of character classes for your four figures lets you create the characters you want to play as. Loadtimes in and out of battles are tremendously fast and hidden by effects, and the cel-shading used for the backgrounds and characters is very well-done on the system. It's a festival of colors and effects, and while the overworld dungeon crawl has more fog than we'd like to see in a game so otherwise attractive (we should also probably add, no multiplayer sadly), it's a very good-looking and easy-to-play PSP game.
Full Article at IGN
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September 22nd, 2006, 21:49 Posted By: wraggster
Heres an excerpt:
It's hard to knock a plucky little puppy like Parappa the Rapper, but disappointment set in with this first PSP entry in the franchise almost immediately. It's not that this is necessarily a bad port of the classic PlayStation music game, it's just that all it there is to this is a port of the PlayStation game. There's a multiplayer mode added, but that's never been a strong suit of the series (it also wasn't playable here at TGS.) The rest of it is the same: the graphics, the stages, the music, the challenge, the design ... the one single disc in a series that's three deep.
What's inspired the bad feelings for this port is that the graphics are very pixilated in the port, and after witnessing the smoothness capable in Flash-style vector-based graphics such as those displayed in the buttery LocoRoco, Parappa just isn't his cool-assed self anymore. The visual techniques used in Parappa seem ripe for redoing using more modern vector techniques versus single-dimension polygons used in the old game -- flat is flat -- and even re-rendering the characters from the old game for this new game's sharper resolution could have made this a keeper port. Gitaroo Man from Koei came to PSP with so much color and beauty that it hurt our eyes, but Parappa seems to just lay there on the PSP screen. It wouldn't have taken much to make us less snobby about this port -- obviously, there's only so much you can and should do to a game with a paper cut-out dog rapping with a ganja-infused frog -- but the fact that they did nothing just leaves us with little to crow about for this otherwise welcome return for Parappa.
Full Article at IGN
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September 22nd, 2006, 21:47 Posted By: wraggster
Heres an Excerpt:
Charming every time we see it, the PSP entry in the Ratchet & Clank series was once again playable after a few American press tours, here for the first time in Japanese. There wasn't a lot more to see in this version's demo, but when a game is as good as this at just 15% completion, you give it another whirl and love it.
Vying for the title of best-looking PSP game this early in development, Ratchet & Clank: Size Matters shows that what really matters is framerate. We don't mean to spark up a battle between the makers of this game and the makers of Daxter on PSP (you're both super-teams, keep doing what you're doing), but one thing we were immediately knocked down by in this R&C game was how the super-smooth framerate (which we'd guess to be locked at 60 on PSP) made the game just sing. Great animation on Ratchet and his enemies also made for very pleased eyeballs, particularly in the smooth lip movements of talking characters and shrieking monsters. Textures are generally a little simpler and lower-res than something like Daxter (which never let go with colors and flower and textures and, well, stuff), but what is textured is often quite nice (the Hawaiian shirts on the bad guy bots are surprisingly sharp and clear), and what is left simple is often done with intent so that everything looks smooth. This is a game by game makers who know what kind of rug makes the room hang together.
Full Preview at IGN
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September 22nd, 2006, 21:43 Posted By: wraggster
Heres an excerpt:
Something just fails in the translation of this Ape Escape franchise from PlayStation/PS2 to PSP. The original series -- and especially the first in the franchise -- was unique, innovative, and highly compelling. Many bought DualShocks for their PS1 systems just to play this game. But on PSP, the series has gone nowhere over a series of games. A port of the PlayStation original was decent but nothing special, while the Ape Escape Academy titles showed initial promise but little else in gameplay or party play fun.
And now, we have Ape Escape Racer, aka Sarugetchu Piposaru Racer in Japan. If you wanted Mario Kart on a PSP, or just Mario Kart on any system with just monkeys instead of plumbers, well, here you go. There's little to distinguish this game from the countless other kart racers out there in the demo we played at TGS, and the graphic performance of the game gave us little to look into for more hope.
Full Preview
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September 22nd, 2006, 21:42 Posted By: wraggster
Heres an excerpt:
Gunpey is something of a romantic notion of a videogame, something to keep very close to your heart if you are so stricken. The title, originally a puzzle game by a crew working with the late game maker Gunpei Yoko, derives its name from the beloved designer. It's always been a simple title -- another in an endless line of blocks and shapes making forms before the well fills up -- but its creative and manic gameplay is fittingly alive and well, finally brought back into action with new versions for the Nintendo DS and PlayStation Portable.
The demos of the two versions of Gunpey on display at TGS showed the two entirely different mindsets that these handheld platforms have inspired. For the PSP game, we get a cool and cyber-styled game that looks like Lumines after some fine wine, a sexy puzzler called Gunpey Reverse; for the DS, its party time on a portable with a game that's 10x crazier than Samba De Amigo in style and character design, utilizing the touchpad for whisking away blocks to the calypso beat in the title Oto wo Tsungaou! Gunpey Reverse. Not surprisingly, the supervising production team on this new set of versions is the same that brought to handheld Lumines and Meteos, and both have the stamp of their creator across every element of design.
Full Preview at IGN
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September 22nd, 2006, 21:40 Posted By: wraggster
Metal Slug fans rejoice as SNK Playmore has confirmed that Metal Slug 6 is set for inclusion in the forthcoming PSP compilation, Metal Slug Anthology.
Anthology is already set include arcade perfect conversions of Metal Slug 1, 2, X, 3, 4 and 5. With the addition of Metal Slug 6, fans of the series can finally get their hands on the sixth game, previously unavailable outside Japan.
Alongside the full roster of Metal Slug titles, Anthology also promises two-play co-op mode, via wireless multiplayer, both full- and wide-screen versions of each title, plus unlockable content including Metal Slug galleries and character art.
Peter Rollinson, product manager at Ignition Entertainment, European publisher of Anthology, notes, "The inclusion of Metal Slug 6 in the Anthology, means that an all ready great package has just got a whole lot better. Metal Slug Anthology now offers something for everyone".
Metal Slug Anthology is set to land on PSP in Europe this winter.
Via IGN
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September 22nd, 2006, 21:15 Posted By: wraggster
NJ has released a new version of his excellent CPS2 (Capcom Play System 2) emulator for the PSP, this release comes in 2 flavours, one with Kernal Mode support and one without, obviously kernal mode support will run much faster, heres the translated news from his site:
About Kernel Mode version
In order to start with Kernel Mode for, it just did, you do not use the function of Kernel Mode.
Usually, the difference with the edition some memory just increases, but TIFF loader after the eLoader 0.98
When you use with FW 2.5/2.6, because the memory which can be guaranteed is little, the person who used this is good
Probably will be.
Modification/correction item ver.1.0
Everything please delete ini file/state up to of beta 2 data.
Because of sense everything please do again to draw up cache file.
romcnv.exe was renewed to ver.5. Referring to details converter/readme.txt.
The mask processing of sfa2 and progear re-correction.
Correcting the mask processing of the opening demonstration of sfa3.
Correcting the trouble which the character name of msh is indicated to the rear of the character.
Because with mmatrix it has frozen after the name entry, correction.
Decreasing the size of cash file of mmatrix.
Correcting the mask processing of the ending of dimahoo.
The prayer number of people which are set with [sabisumeniyu], value of the coin input port just in the input button
Way it reflects, correction.
The specification of zipname.dat a little modification.
Empty memory approximately 1MB increase. (As for Kernel Mode edition approximately 1.5MB increase)
Initial value of AUTO Flameskip modification to OFF.
Download and Give Feedback and Compatibility Reports Via Comments, Excellent Work NJ
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September 22nd, 2006, 19:07 Posted By: wraggster
If you were wondering just how big Sony's game development studios have gotten in the 10+ years since the release of the original PlayStation, you only need to hear this bit of news. Phil Harrison, head of Sony Worldwide Studios, revealed to Japanese site Famitsu.com today that the company's vast array of international studios now has around 190 titles in development for the PlayStaion 3, PlayStation 2, PSP and other systems.
That's a whole lot of games, especially considering how many games currently bear the Sony Computer Entertainment name on release charts in the likes of Famitsu.
Of the 190 titles, Harrison disclosed that 100 are for the PlayStation 3. Sony's focus has clearly shifted to the new generation of gaming.
Famitsu also asked Harrison to share the World Studios title that he most recommends. Harrison cited Resistance as a game that's getting lots of attention in the US and European markets. He also noted that Level 5's White Knight Story is getting attention throughout the world.
The Famitsu interviewer mentioned a personal interest in Sony's mysterious Afrika title. To this, Harrison responded, "Afrika is a perfect example of a game that expresses the crossing point of real and virtual."
We're still not sure what the game is all about, but we're getting more and more excited.
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September 22nd, 2006, 19:04 Posted By: wraggster
Via PC World
Amid the furor over next-generation gaming consoles--notably the PlayStation 3 from Sony Computer Entertainment (SCEI) and Nintendo's Wii--there's still energy for excitement about the less-pervasive handheld games consoles.
SCEI's PlayStation Portable (PSP) in particular has had its share of bad press recently when the company projected lower sales this year, the PSP's second full year on the market. One thing that may help arrest that decline, however, is the belated arrival of two peripherals for the PSP that have been long-awaited by many handheld owners.
Both were on show Friday as the Tokyo Game Show here, east of Tokyo.
Camera, GPS Add-Ons
The first, a $43 digital camera add-on called "Chotto Shotto" (Quick Snap), is due to go on sale on November 2 in Japan. The 1.31-megapixel swiveling camera is housed in a shiny chrome case that attaches to the mini USB slot at the top of the PSP. While no games exist that make use of the camera yet, the supplied software allows users to take shots of themselves or others and add simple graphics.
The second accessory is a $51 GPS receiver that works in conjunction with four software titles initially--a golf-course guide and shot advisor, a car-navigation package, a star-gazing application and a new version of Metal Gear Solid. The GPS unit also connects via the PSP's USB port and will go on sale in Japan on December 7. Overseas prices and availability have yet to be announced.
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September 22nd, 2006, 19:02 Posted By: brainpan
  
Nyxojaele is coding a FFVI remake for the PSP, heres the latest news from him:
My game is now being ported over to the PSP. (For those who don't want to ask a silly question, that's a Playstation Portable^^) This also means a change of engine, which I've also been dealing with. That said, I am now no longer using the Ogre rendering engine. Don't get me wrong, it's an AMAZING engine, but it's uhm... overkill, for what this game will require. I'll definately keep it around for other projects tho, I love it to bits! The engine I'm now using is called LTE game engine. It's a PSP conversion of the wellknown "Irrlicht" engine for the PC. Since this is a (semi)fullblown GAME engine, instead of just a rendering engine, it'll also save me LOADS of time programming things, such as a sound driver, etc..
So, in the last 2-ish weeks, I've been porting my game into the LTE engine, and at the same time, porting it over to the PSP. All is going well, it's just taking time. I have a lot of the internal framework done now, and have started on something you can actually SEE. This is where the fun comes: I've recorded a video of me booting up my PSP, and playing a teaser trailer of my game. This serves 3 purposes:
1) It proves it's on the PSP.
2) It gives you some eye candy (yay!)
3) d^-^b
So anyways, without further adieu:
Heres another Update
Timing: The original took 18 seconds until the musical clash (and thus, the logo fading in). Because of the song I used for this, I could only edit it down to 25 (roughly) seconds until the musical clash in my version. So yes, a bit longer. It can & will be skippable. When I first created this, I had the SNES song playing, for timing. I obviously wanted a higher quality song, and when I got it on there, I had to adjust my timing in it as well. Haha, I have my SNES with FFIII in it, -right- next to my computer, cause I'm always using it as source material. It is, by FAR, my prime source material for influence on virtually -anything- in my version of the game.
2 Things still need to be done to it before it's really complete:
1) The sound blips. Occassionally you hear them because MP3 playback is expensive. Occassionally the PSP slips up. (it's only got a 200mHz processor!). I'm currently looking into AT3 playback (that is sony's audio format native to the PSP, or something...) Hopefully it'll run nicer. If nothing else, it appears to make smaller files, although I haven't messed with that portion of it extensively.
2) The logo. I want to clean up the logo so it appears sharper on the PSP screen. Right now, it's a scaled down direct rip from ... something. Something off the net- god knows. It's just a temp, anyways. Also, I want to have the logo appear for a second or 2 before the clouds thing starts, as that's what the original does.
Heh yah, this, programming wise, doesn't show off much of anything. I'm aware of that. Like I said, most of my programming time went into the internal framework, recently. This intro sequence is just the initial visual progress I've made with this.
Sources: The song played is a cropped & slightly edited (volume fade, etc..) version of FFVI opening theme (Tina) off of the FFVI Grand Edition CD. The graphics are freely available high res photos available on the net, and HEAVILY HEAVILY modified for the game. I -was- gonna take these shots myself, but we never get cool clouds like that here, and setting up a system (although not hard...) to take photos of lightning is kinda a lost cause here-- most of our lightning is up inside the clouds, and just appears as sheets of brighter clouds
Sounds like an awesome project coming soon for the PSP.
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September 22nd, 2006, 18:36 Posted By: wraggster
To the right of a long wall of playable PS3 demos (and a few trailers running on PS3s), Sony had on hand two PlayStation 3 units encased in cylindrical glass. Unlike previous viewings, this time Sony showed off what we presume is the final case design for its PS3 games.
The two cases shown were for Grand Turismo HD and Heavenly Sword. The case designs were identical to what IGN reported about a few weeks back. However, both their mockup and our my speculation were off regarding the outside shell, which is translucent and features only a tiny Blu-ray engraving in the top-left corner of the box.
Screens Via Comments
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September 22nd, 2006, 17:39 Posted By: wraggster
Yesterday at Sony's TGS 06 conference, Ken Kutaragi announced that the Playstation 3 will allow you to download PC Engine and Genesis titles to your PS3.
You know, I'm really tempted to knock Sony for this one as another half-hearted grab at ticking off a feature on another console. But, really, every other console is now supporting downloads of retro games. Xbox Live's Arcade titles have predominantly been arcade ports — right now, their library of retro games looks weakest. Nintendo Wii, of course, will have the Virtual Console, which will offer a huge number of Nintendo and Sega titles.
If you like retro games and are some how morally opposed to emulation, this is all great news. It's hard to fault a company for offering it, even if you are suspicious of the quick slide into microtransactions. Then again, we haven't heard the price yet on these titles from Mr. Ken "Gran Turismo HD Will Cost $1,000" Kutaragi.
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September 22nd, 2006, 17:38 Posted By: wraggster
During tonight's little corporate get-together, Phil H. gathered the press types around one of the 1080p displays to let us in on some secrets. He walked us through the Cross Media Bar to show off the user interface.
Phil demoed the photo viewing capabilities of the PS3, displaying high resolution photos, showing off the transitions, letting us have an intimate look at some anonymous Sony employee's cat. He walked us through nearly all of the menu picks—3D music visualization, texting friends, video and voice chat—he burned through them all with lightning speed.
One surprise was that Phil gave us a preview of the embedded PS3 Web browser, shipped default with every unit. Users will be able to quickly switch through multiple windows with ease and at 1080p those Web pages should be easy as pie to read. Rightly so, as this will be the interface for purchasing through the Sony network.
Oh, right. Speaking of 1080p, Phil confirmed that multiple games (Ridge Racer 7, Gran Turismo HD, Virtua Tennis 3, NBA, and Mobile Suit Gundam: Target In Sight) at the show were running at both "true" HD resolution and at 60 frames per second. He then rubbed that accomplishment in the face of Sony's distinguished competition, who apparently said this feat couldn't be done.
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September 22nd, 2006, 17:37 Posted By: wraggster
That's the name of the Samurai Spirits compilation SNK Playmore is developing for its Neo-Geo Online Collection for the PS2. It'll include 6 titles in the series (presumably all the episodes born on the MVS), according to Famitsu. The already announced World Heroes compilation will get the name 'World Heroes Gorgeous' and will include the full series, while rumors of a Fuu-Un Mokushiroku series pack [Savage Reign and Kizuna Encounter in the West] are still in the air. Famitsu also shows us the very first screen of Doki Doki Majo Saiban (Dengeki Online has the second one), one of those games from the new batch of non-action titles for the DS from the company, which we mentioned here. Finally, SNK Playmore has just confirmed brand-new graphics for The King of Fighters XII. That implies 'true hi-res' sprites, if you ask us.
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September 22nd, 2006, 17:30 Posted By: wraggster

The Pink PSP was unveiled a few weeks back and now at the Tokyo Game Show Sony showcased a few design concepts of the PSP. The PSP was shown in a variety of bright colors like Metallic Red, Blue and Yellow along with the military camouflage design (which sucks). Motorola started the multi color concept for RAZR line of phones followed by Nintendo for DS Lite and the multi colored products were hugely successful. So dont be surprised if these concepts become a reality.

The Blue one gets the wraggster seal of approval, whats your fave.
Via newlaunches
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September 22nd, 2006, 17:25 Posted By: wraggster
As part of its effort to promote its wares at the 2006 Tokyo Game Show, Sony Computer Entertainment Japan fired off a fusillade of press materials this morning. Besides revealing five new titles for the PlayStation 3--Ninja Gaiden Sigma, Sega Golfclub, flOw, Wangan Midnight, and Shirokishi--the releases partially lifted the veil off the Japanese PS3 launch slate.
When the PlayStation 3 goes on sale in Japan November 11, six games will definitely be available: Genji: Days of the Blade, Mah-Jong Fight Club Online, Mobile Suit Gundam: Target In Sight, Resistance: Fall of Man, Sega Golf Club featuring the Miyazato Family, and--wait for it--Ridge Racer 7. Sony also confirmed Armored Core 4 would arrive sometime in November.
In December, Sony has locked down a trio of games: F1 Championship (aka Formula One 06), Gran Turismo HD, and MotorStorm. Three more carry a general "winter 2006" release date in Japan: Need for Speed Carbon, Enchant Arm, and the railroad sim Railfan. Another pair will ship during "2006": Sonic the Hedgehog and Fatal Inertia, though the later is only "projected" to make that vague release window.
According to Sony, 2007 will see at least 12 more PS3 titles come to market across the Pacific. Virtua Fighter 5, Virtua Tennis 3, Heavenly Sword, Lair, Monster Kingdom: Unknown Realms, The Eye of Judgment, and Wangan Midnight will all arrive in the "spring," while Everybody's Golf 5 and Warhawk will land in the "summer." Other games confirmed for the year are Afrika (working title), Coded Arms: Assault, and the much-awaited Metal Gear Solid 4: Guns of the Patriots.
Sony listed a sextet of several high-profile titles with the most nebulous release date of all, "TBD." Those included Shirokishi, fl0w (working title), Bladestorm: The Hundred Years' War, Devil May Cry 4, and Final Fantasy XIII.
While informative, the release dates revealed today are in no way a complete Japan PS3 release schedule, which has yet to be released by Sony. It also must be emphasized that the list is not reflective of the PS3 launch lineup in North America. There, Activision has publicly committed to having three games--Call of Duty 3, Marvel Ultimate Alliance, and Tony Hawk's Project 8--go on sale alongside the console. Electronic Arts is expected to have four to five games for the PS3 launch, while Take-Two is predicted to have three by January 2007, according to analysts. Ubisoft has also committed to have at least one game available.
The PS3 games featured by Sony at TGS 2006 are listed below, in order of release. The company has also released information on how far along each game is in overall development--the percentages completed are also listed below. (Another brochure listing floor-demo build development was also distributed with slightly different percentages.)
JAPAN SHIP DATE / TITLE / STATUS
11/11/2006 / Genji: Days of the Blade / 70% complete
11/11/2006 / Mah-Jong Fight Club Online / 60% complete
11/11/2006 / Mobile Suit Gundam: Target In Sight / 80% complete
11/11/2006 / Resistance: Fall of Man / 80% complete
11/11/2006 / Ridge Racer 7 / 80% complete /
11/11/2006 / Sega Golf Club featuring Miyazato Family / 70% complete /
November 2006 / Armored Core 4 / 80% complete
December 2006 / F1 Championship (working title) / 60% complete
December 2006 / Gran Turismo HD (working title) / 70% complete
December 2006 / MotorStorm / 60% complete
Winter 2006 / Need for Speed Carbon / 70% complete
Winter 2006 / Enchant Arm / 70% complete
Winter 2006 / Railfan / 30% complete
2006 / Sonic the Hedgehog / 80% complete
2006 (Projected) / Fatal Inertia / 90% complete
Spring 2007 / The Eye of Judgment / 70% complete
Spring 2007 / Heavenly Sword / 65% complete
Spring 2007 / Lair (tentative for Japan) / 40% complete
Spring 2007 / Monster Kingdom: Unknown Realms (working title) / 30% complete
Spring 2007 / Virtua Fighter 5 / 70% complete
Spring 2007 / Virtua Tennis 3 / 50% complete
Spring 2007 / Wangan Midnight / N/A
Summer 2007 / Everybody's Golf 5 (working title) / 30% complete
Summer 2007 / Warhawk / 50% complete
2007 / Afrika (working title) / 30% complete
2007 / Metal Gear Solid 4: Guns of the Patriots / N/A
2007 / Coded Arms: Assault / 40% complete
TBD / Devil May Cry 4 / N/A
TBD / Bladestorm: The Hundred Years' War / 60% complete
TBD / fl0w (working title) / N/A
TBD / Shirokishi / 10% complete
TBD / Final Fantasy XIII / N/A
TBD / Rainbow Six Vegas / N/A
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