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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 8th, 2006, 16:48 Posted By: wraggster
New From Divineo USA

FARMER brings us another great product in Component Technology: The "Twins Component Cable" for your Xbox and PS II. It is constructed from the highest quality coaxial cable. This cable provides added High Quality Noise Shield, to filter out even more noise & distortion, allowing you the highest quality resolution possible! Enjoy your game play in incredible resolution through the component inputs to your TV, Monitor, or other compatible viewing device. The high quality connections for both the Xbox and PS II allow you to easily switch between devices.
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September 8th, 2006, 16:43 Posted By: wraggster
More info from CVG
Despite the recent trailer ending with 'Coming October 2006' , Rockstar's new run-and-mug game has been pushed back to an early November release.
A Rockstar spokesman confirmed that the game had slipped from its original October 20th release to November 3rd, but no apparent reason was offered to explain this move.
Looks like those of us looking forward to rolling up our pastel suit-sleeves and beating pimps whilst on the move will have to wait an extra two weeks for the privilege.
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September 8th, 2006, 16:40 Posted By: wraggster
The internet. Not a place to be if you happen to be in any way affiliated with Sony Computer Entertainment right now, as both Microsoft and that supposedly nice fella Nintendo are taking sneaky pot-shots. And if the men-in-suits are publicly mocking Sony, you can guarantee that the rabid internet geeks are doing the same.
ThisIsWaiting.com is at the vanguard of this Sony-baiting, taking Sony's 'This is Living' campaign and photoshopping it within an inch of its life. From the mass punning of "Wii wish you a merry X-mas" to an apt parody of Sarah Jessica Parker boredom-flick 'Failure to Launch', the claws are firmly in Sony's back at the moment.
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September 8th, 2006, 16:39 Posted By: wraggster
Fresh from the battlefield we've got brand new Call of Duty 3 screens and movie, showing more gorgeous next-gen visionings of our boys campaigning against the Nazi war machine, in Treyarch and Activision's massive WWII shooter three-quel jumping into combat later this year.
As ever we have our suspicions that this latest Call of Duty 3 media is from either the PlayStation 3 of Xbox 360 versions of the game, but it's not currently clear. For more info on the latest seminal entry in the WWII shooter series, click to our preview by sliding your eyes rightward soldier - and don't forget to check out the other gorgeous footage showing off next-gen WWII action.
Call of Duty 3 is expected to begin its campaign by deploying in shops this autumn.
Screens Here
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September 8th, 2006, 16:37 Posted By: wraggster
The first Devil May Cry 4 artwork - along with new PS3 gameplay details - has finally trickled onto the internet, thanks to the official website opening of Capcom's latest devil slash 'em-up this morning.
As we revealed earlier in the week, DMC4 has you playing not as Dante but a new character, Nero. The story - which is said to feature more heavily in the fourth instalment - puts you in a city called Fortuna, where you're apparently out to resurrect the legendary dark knight Sparda. In an odd twist, this puts Dante - who is out to stop your plans - in the role of the bad guy, and some explosive scuffles are no-doubt in the making.
Gameplay-wise Nero has many new combat abilities that differ from Dantes, the most notable of which is the 'Devil Bringer' ability, which lets you 'grapple' enemies towards you with your fancy, glowing arm. Speaking in the latest Famitsu magazine, the game's director said that this is one way the development team are allowing combos to extend beyond when all the badguys have died, as you can move and rearrange enemies at will with Devil Bringer.
More Info
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September 8th, 2006, 07:48 Posted By: wraggster
E has updated his multi system emulator for the PSP to 0.82d.
The Emulator Supports:
Gameboy
PCEngine
Wonderswan
Sega Master System
Sega Game Gear
Nes
It now supports Atari Lynx and NeoGeo Pocket - Need to Verify
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September 8th, 2006, 07:31 Posted By: wraggster
DJ Shrimpy posted this news:
Yes it's true. Orbz 0.3 is finally here. If you missed out on the previous release, Orbz 0.2c, this is a platformer with editable and customizable stages. This new release includes:
• This release now has enemies, and the Shock Attack.
• Speed has improved from the previous version.
• There is a new theme for LEVEL5.LUA and so on.
• There is now intro text for each chapter.
• A boss for Chapter I has been added.
• Serveral collision problems have been fixed.
• Music looping has been fixed.
Here's the readme.txt
Orbz for PSP 0.3
================
CREDITS
-------
Programming - Mako
Level design - Mako and DJShrimpy
Music - Jose'
CONTROLS
--------
Left = move Orb left.
Light = move Orb right.
Up = Jump.
[] = Shock Attack (after you unlock it).
X = Jump.
INSTALLATION
------------
In the zip file you will find two folders:
__SCE__Orbz
%__SCE__Orbz
Connect a USB cable to your PSP and from the XMB go to Settings, then USB Connection. Open the folders from your PC and look for the GAME folder which is in the PSP folder. Now drag these two folders from the zip into the GAME folder.
If you are using firmware 1.00 or the eLoader, only drag __SCE__Orbz in the GAME folder. Rename it to Orbz when you transfer it.
HOW TO PLAY
-----------
The object if the game is to get your Orb to the exit portal while avoiding obstacles and enemies. Colored blocks can be destroyed by finding the
corresponding key for that color.
You start each stage with 3 lives. When you get killed by an enemy Orb, you will be returned to the start point of that stage. Lose all three lives and you
will be sent to the previous stage, with your 3 lives back.
"
After you get the Power Sphere, you will unlock the Shock Attack. Hold [] to perform the attack. You are completely invincible during the attack, any enemy that touches you dies, unless they are doing a similar attack.
CUSTOM STAGES
-------------
You can create your own levels with almost any text editor. Inside the zip you will find a BLANK_STAGE.LUA to edit. This is a blank stage with no blocks or enemies.
Open the file with your favorite text editor you will see something that looks like two big blank squares.
The top one is what the stage will look like before you grab a key. The bottem one is what the stage will look like after you grab the key. So you would probably copy and paste the first square onto the second one, but remove the blocks and key.
HOW TO EDIT
-----------
Place blocks anywhere you want in the stage. Make sure that the square stays the same size when your done. Letters will stand for blocks in the stage. Defined are:
a = yellow block
b = blue block
c = grass block
d = blue key
The letters must be lowercase or it won't appear during actual gameplay. So for example, if you wanted to make a long yellow platform, followed by a blue platform, with a key over it, it would go like this:
d
aaaaaaaa bbbbbbbbb
Under the second square you will find "playerX"
and "playerY". This is the Orb's starting point
of the stage. Set it to whatever coordinates you
desire. Also don't forget to set up "exitX" and
"exitY" for the exit portal.
For where it says "nxt" you will type the name
of the file that is the next level. For "prev"
you will type the name of the level file
that you will return to if you die. For example,
if it was LEVEL5.LUA, it would go:
nxt="level6.lua"
prev="level4.lua"
Remember that the level files MUST be in the same
directory as the EBOOT.PBP, as well as the sounds,
music, and textures.
UPDATES FOR 0.3
---------------
• This release now has enemies, and the Shock Attack.
• Speed has improved from the previous version.
• There is a new theme for LEVEL5.LUA and so on.
• There is now intro text for each chapter.
• A boss for Chapter I has been added.
• Serveral collision problems have been fixed.
• Music looping has been fixed.
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via djshrimpy
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September 7th, 2006, 22:06 Posted By: wraggster
Even though Sony's PSP has kind of become the least-favorite child of the portable gaming community, hardware sales between it and the Nintendo DS have stayed pretty much neck and neck. In 2005, the PSP was able to lurch ahead of the DS, but the tables are turning in 2006 and Sony's multimedia device is slipping behind Nintendo's touch-friendly wonder. As a result, a recent report from technology analyst In-Stat predicts Sony will cut the price of its handheld this holiday season.
The report also has a few things to say about the Game Boy Advance; namely that 2007 will be the last year the most successful system of all time is manufactured. (The Game Boy, in all its manifestations, has sold more than 67 gazoombillion units since its introduction in 1989.)
Also noted are the demise of the Gizmondo, Nokia N-Gage, and Tapwave Zodiac over the past year, leaving only the DS and PSP in a bloody battle for the hearts and minds of gamers on the go.
Via IGN
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September 7th, 2006, 22:04 Posted By: wraggster
News via Eurogamer
Football Manager 2007 will support managers with dual nationalities, and can be tweaked to take advantage of the specific processing capabilities of your machine, while user-friendly additions like menu wizards, the ability to select and apply changes to multiple players at once, and support for multiple databases, ought to make the game more accessible to old and newcomers alike.
That's the message we're getting from the second FM-related update to Sports Interactive's new MySpace page, anyway, which talks up a few of the game's new features - the total of which will eventually number more than 100.
Multi-core support and hyper-threading will form part of the optimisations that help support a wider range of hardware specifications. "We have tried to cater for those with both the latest machines and those with older ones, and obviously the older the technology, the slower the machine will be with higher detail settings, so it's nice and easy to tune the speed of the game to what you're happy with on your PC or Mac, much like you can with detail settings in FPS games," the team writes.
Good news too for those of you who like to play around with user-made databases. "We've added multiple database support into the game, so there's no need to wipe over older databases, meaning that if you try an unofficial update to the game and it doesn't work, you can easily switch back to the original database. Or choose to start a new game with data from the first transfer window, or the second window when we release our official data update around February time."
Advanced users will be better catered to in other ways too, with "new advanced game modes, including the possibility of the ultimate challenge, with random team selection where the computer chooses which team you should manage as well as the ability to have dual nationalities, just like the players inside the game."
On the lower end, newcomers will be able to fall back on easy to use wizards to help figure out what any confusing game elements are on about, while the interface has been tweaked so that you can shift-select multiple players and apply changes to them all at once, a bit like you can in most PC and Mac applications. Handy!
Expect more from the SI blog as it gets going. FM 2007 is due out on PC, Mac, Intel Mac, PSP and Xbox 360 this November.
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September 7th, 2006, 22:00 Posted By: wraggster
lteixeira posted this news/release:
Hi,
I'm posting PSP Memo Recorder, which is a sample program showing usage of the audio input syscalls. With this program you can record (in RAM) 60 seconds of audio and play it back afterwards.
It requires the PSP remote and a headset such as the one used for the SOCOM game. PC to PSP headset adapters should also work.
Usage
------
* Hit R trigger to start and stop recording;
* Hit L to play and the recorded content;
* Hit X to enter loop mode, causing the input to be
placed directly in the audio output buffer;
* Hit O to exit the program.
Hi,
I'm posting 2 new things: first I've managed to stabilize the audio input library, so I'm releasing it with the loop example. Secondly I'm releasing a new version of the memo recorder, which consequently became stable.
Now we have great sound quality and stability, which is just what I wanted in order to implement the file recording.
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via iteixeira
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September 7th, 2006, 21:17 Posted By: wraggster
News from Crystal Chips:
With the release our the Crystal Chip v2.0, we'd like to offer free samples to operators of PS2 websites around the world. We have a limited number of samples available so if you operate a PS2 website and wish to sample the CC2.0 for review please contact use from our contact web form. We don't ask you to do a positive review, simply an honest and accurate one.
More Info
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September 7th, 2006, 20:50 Posted By: wraggster
Winnydows has released a new version of his video converter for the PSP. Heres whats new:
Now codepage for AVS files get from Windows settings. Must fix program work on systems conteins non-english symbols.
MP4Box updated to 0.4.3-DEV 28 august 2006.
Fixed encoding to PMP AVC with VirtualDub + AviSynth engine. Require installation of x264vfw PMP build.
Now .dts files removed after job finishing.
Fixed work with .rm and .rmvb (mencoder do this job better than VirtualDub!).
Fixed program hang if mencoder return framemax fifferent with MediaInfo framemax (was in mencoder+avisynth engine only).
Download Here
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September 7th, 2006, 20:37 Posted By: wraggster
Dark Alex is damn fast, he has already released a Decryptor for the 2.80 that even supports the v2.81 firmware released today, heres what he posted:
I added support to psar dumper to decrypt 2.80.
Decryption could be done thanks to remains of kernel stuff in the 2.80 user ram dumped thanks to the recent tiff exploit.
UPDATE: added 2.60-2.71 decryption support. Until now, a 2.60 was required to decrypt those.
Mathieulh added this comment:
To anyone wondering, no you can't use 2.8x on devhook yet, why ?
1 - You need another compatible devhook version
2 - There is a new security in 2.8x reboot.bin that allready existed in 2.00+ IPLs, in 2.00+ the module possess a sha1 key area that is beeing generated by 2.00+ updaters before the modules are actually copied to flash0.
This key area is generated from idstorage data which is unique in every psp.
The 2.00+ IPLs check if the modules key area match the idstorage data.
If it didn't then it wouldn't let the module load. The reboot.bin didn't have this security, but 2.80+ reboot.bin now does, so technically you can only devhook a 2.80 firmware if you use the modules from your own nand dump. (which can only be achieved if you manage to dump the nand on 2.80 and extract lflash from it, at this time only people with a modchip can do this)
There are 2 ways to bypass this limitation, either we hack reboot.bin to load the modules regardless of the sha1 key area check results, either we manage to generate the sha1 key area on the modules.
The second solution is the best and can be achieved by performing a deep reverse into the 2.80 updater and reproducing its work.
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September 7th, 2006, 19:53 Posted By: wraggster
New preorder from Success HK

NHL 07 is a revolution in hockey gaming. Its dual analog control revolutionizes how hockey video games are played. Organic goalie controls and advanced new features take your game further, for the kind of hockey you've always dreamed of playing. Experience the most realistic sense of player control ever as you make every move?including shooting, deking, and checking?with the analog sticks. Make upper body stick-handling movements with one hand while controlling every glide and turn of the skates with the other. Take over a game with an enhanced control system. On offense protect the puck, pull off spins, and dictate the velocity of every shot during scoring opportunities, or take away scoring chances with bone-crushing body checks and aggressive pressure on defense. Utilize the skills of your finesse players to stick-handle through the zone, playmakers to set up scoring opportunities, and power forwards to use their body to drive past defenders. Or take advantage of the size, strength, and skill of your defensive defensemen to muscle and angle players off the puck. Players look and react more than ever like their real-life counterparts. See a sharpshooter's stick flex on a blast to the net, a net minder look a puck into his glove on a big save, and how a goalie's pads remain flush to the ice in and out of the butterfly.

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September 7th, 2006, 19:35 Posted By: wraggster
The PLAYSTATION 3's plight to store shelves has been surreal. If you think things have been hard on the consumer end, try making games for it. How bad have things been? For months, we've been hearing reports of Sony's lack of developer support. Worst yet, the company is now apparently running short on developer hardware and leaving everyone in the gray. Our Mole (no, not an Insider, a Mole) dishes:
Sony has run out of PS3 test kits to give to developers. Since the announcement of the European launch being delayed, nobody has any idea what's going to happen with the PS3 port of F.E.A.R... specially since we only have the one PS3. And it's a devkit. In case you haven't seen those things, they sound like giant vacuum cleaners. They're reportedly ridiculously complicated to use, specially when upgrading the firmware. It has just the one controller, and it's not even the proper PS3 one even! It doesn't have those "innovative" changes from the PS3 controller, it's just a Dual Shock 2 with a USB Mini port.
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September 7th, 2006, 19:19 Posted By: wraggster
News of the PS3 delay may have left European gamers and retailers disappointed, but SCEA has been quick to highlight the advantages for the North American market.
SCEI president Ken Kutaragi yesterday announced that the US will be allocated 400,000 PS3 units for day one of launch.
Speaking to IGN, Sony spokesperson Dave Karraker said, "The North American number is just below what we had available at launch for PS2 and is higher than what Microsoft had for Xbox 360.
"More importantly, in my mind, is that we will have 1 to 1.2 million units available by December 31 in North America," he continued.
"This is more than double what Xbox 360 sold through during the same period (TRST data) and should assure there aren't significant stock dips at retail."
However, Microsoft did manage to pull off a global launch - and sold around 500,000 Xbox 360 units in Europe during the same period.
According to NPD figures, more than 320,000 Xbox 360 units were sold in North America within two weeks of launch - and hardware shortages followed across the region.
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September 7th, 2006, 19:18 Posted By: wraggster
After shares in a number of leading publishing companies dipped on the NASDAQ following Sony’s announcement of a delay to the European launch of the PS3, Electronic Arts has reiterated its support for the console.
Shares in Electronic Arts, the world’s largest videogame publisher, fell USD$ 1.19 to USD$ 50.69. EA has number of titles lined-up for the new home consoles, including Fight Night Round 3 - which was due for release this winter.
However, the delay didn’t dent the publisher's public face, which offered GamesIndustry.biz the following statement: “EA will have a great portfolio of games ready when the console arrives in Europe, and we’re looking forward to bringing our PS3 line up to gamers in the region this March.”
Shares in EA’s closest rival, Activision, fell 20 cents to US$ 12.81, while THQ recorded a dip of 35 cents to US$ 25.79 and Take-Two registered a fall of 14 cents to US$ 11.46.
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September 7th, 2006, 19:12 Posted By: wraggster
Via Eurogamer:
Grand Theft Auto creator Dave Jones has revealed he's not convinced Sony has got what it takes to beat Microsoft in the online gaming stakes.
"I seriously question Sony's policy of leaving it down to publishers to come up with their own standards for each [online] game," Jones told Edge magazine.
"I completely disagree with it. I'm not going to put my credit card details with five different companies for some bits of downloadable content. Sony is a huge force, and definitely has been with the PS2 - but now I see it being, at worst, a 50/50 race, but as time goes on I lean more and more towards Microsoft," he continued
Jones is currently working on Crackdown, an Xbox 360 title first announced last year. He hasn't worked on a Grand Theft Auto game since GTA II - so what does he think of the more recent instalments in the series?
"I'd say that, for me, the pinnacle was Vice City. I thought that was absolutely brilliant," Jones said.
"It had perfect timing, perfect music and a perfect level of humour."
But, according to Jones: "Then it lost it with San Andreas, where it went a bit too dark and story-driven." Rockstar take note, when you've finished polishing the diamonds the size of footballs in the box marked SAN ANDREAS PROFITS.
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